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Skill Based Professions

THIS IS A PLACE HOLDER WHILE I TRYU TO RE-CREATE THE PREVIOUS RULES I LOST

  Magical and non-magical items are important to the travels of any adventurer or explorer, and many learn how to create and forge what they need for themselves rather than hunting down the right merchant whom they can purchase these items from. With the proper tools, recipes, and a bit of practice, you can create your own items during your downtime.   Crafting any type of item such as weapons, armor, rope, staves, trinkets, wands, and potions, require certain criteria to be met in order to start the process and to then successfully complete.  

Crafting as a Skill

Looking at the rules listed in the DMG, the ability to craft a magical item has three basic requirements:
  • A recipe
  • having the spellcasting class feature
  • time investment
  The most difficult part of this is finding or learning a recipe based on what your Dungeon Master (DM) helps create with you at the table. Once that is complete, it is a simple matter of working the alotted number of days until the item is finished. With everything else in the world of D&D, you are required to make skill checks to see if you succeed or fail. This optional ruleset changes crafting to use skill checks, specified as a Crafting Checks, in the creation of items, while also setting rules to create items that are not magical in nature.   When rolling a crafting check use the following formula:
Crafting Check Result = d20 + Proficiency Bonus (If proficient in tools required for the item) + Skill Level Bonus   After completing the skill check, the result will be compared to the Difficulty Class (DC) of the item you are attempting to craft. If you meet or exceed the DC, the item is crafted successfully and you earn crafting experience points. Each items Diffiulty Class is set by the DM based on the chart shown below. If you are inexperienced or are trying to create an item too complex for your skill level, the DC will increase.   For example, as a 2nd level character, you are attempting to craft a set of Plate Armor for the paladin in your adventuring group. However you have never crafted a set of armor before, and are new to crafting in general. The DC becomes: Base DC 10 + 1 (First attempt) + 1 (No current profession) = Total DC of 12   After rolling an 11, then adding a proficiency bonus of 2 for your blackmsith tools, the total of 13 exceeds the DC and the armor is completed at the end of the alotted crafting time.  

Crafting Difficulty Classes

Item Rarity Base DC DC Modifiers
Mundane
Common 10 +/- 1
Difficult 12 +/- 2
Challenging 15 +/- 3
Magical
Common 10 +/- 2
Uncommon 12 +/- 3
Rare 14 +/- 4
Very Rare 16 +/- 6
Legendary 18 + 10
Artifact 20 + 10
 

Modifiers to Difficulty Class

Items can be easier or more difficult to craft based on the circumstances in its crafting. The DM can increase or decrease the DC based on the number of modifiers they deem necessary to the items creation. Each modifier has a range that can change the DC based on the item's rarity, and multiple modifiers can be added on to one item. When crafting Legendary or Artifact level items, the DC can only be increased.  

Success and Failure

Due to this optional ruleset using skill checks to determine if crafting an item was successful, there will be occassions where an attempt to create something can fail. When this occurs, you do not know the result of your creation until crafting is complete and your DM informs you of the result. When a failure occurs while crafting, the time it would have taken to successfully create the item is significantly reduced, from half of the scheduled time to even less dependent on your DM's ruling. As you discover your failure, you are able to recover some of the cost used for materials, though not all. You will still earn experience points towards your crafting skill level, but less than what you would have earned should have the crafting been successful.   Cost, Supplies, and Time In addition to rolling a skill check during the crafting of the item, you will have to spend a certain number of hours to complete it. The number of hours needed to complete an item is based on the Base Merchant Sale Price (BMSP) of the item, divided by your Hourly Work Value (HV). Your HV is how much work you are able to put into crafting an item per hour. As you gain experience, you will be able to increase this value to decrease how long it takes to craft an item. Each hour worth of work is added separately, allowing you to be flexible in how long you wish to craft per day, up to 8 hours. Regardless of what your HV is, you must spend a minimum of 1 hour crafting an item. For example, the adventuring gear listed in the Player's Handbook each have a value associated with it which would be considered the BMSP. Using the set of Plate Armor made for the group's paladin, it has a sale price of 1,400 gp. With a HV of 10 gp, the armor set will take 140 hours of crafting to complete, or close to 18 days. Depending on what world you are exploring, your DM may have varied prices that can effect this price. Magical item prices vary widely and are dependent on what your DM determines is their value. The DMG lists a range for each rarity of of magical items. Supply and Time Requirements Starting Hourly Work Value 10 gp Hourly Crafting Investment BMSP / HV Supply Cost* 50% of BMSP Workshop (Rental or Owned) 50 sp to 2 gp daily **Any additional supplies needed will increase this amount, such as unique recipe items or the magical substitue, Mage Dust.* Recipes and Supply Cost To start work on an item you must also have the supplies and recipe needed to complete it. Most mundane items are simple enough to not require a recipe, but any magical item will have a recipe to ensure the enchantment takes hold. The Supply Cost (SC) of item is half of its BMSP and can be gathered all at once or in sections as crafting is completed. Mage Dust While creating magical items, an enchantment is placed on the object that holds the magical essence indefinitely. Those without the spellcasting feature from a character class are unable to hold an enchantment unless they seek assistance from a magic wielder or purchase Mage Dust. This byproduct from other crafting endeavors adds an extra cost but grants a great deal of flexibility to work at your own pace. Mage dust can usually be purchased at stores that sell or in some way deal with magical items. How much you need for an item depends on its cost. For every 100 gp of an item's BMSP, you will need 1 gp worth of mage dust. This amount weighs about 1 pound. Exotic Ingredients While most supplies such as iron, wood, and cotton are easily found in most markets, certain recipes can require other ingredients not readily found. Blood of deadly creature, a lock of hair from a celestial being, or the hide of a hideous abberation, are just a few examples. Generally, the more powerful an item you wish to craft, you will have to supply even rarer or stronger ingredients. Workshop An important requirement to craft items is a space to work, usually a laboratory or workshop where you can use tools effectively. You may possibly be able to rent a workshop to use for a day if one is available or can make friends with an NPC to use their space. Should your adventures grant you enough gold to build or purchase your own workshop, you may be able to customize it to increase your chances of successful crafting. You may also be able to rent it out to other craftsman to gain a source of revenue to sustain your material costs.   Item Experimentation & Recipe Discovery Finding recipes for magical items can be discovered a few different ways depending on the rulings of your DM: Discovery. While out adventuring you may come across a dusty scroll or tome that details ingredients for a powerful potion or magical blade. Buying and Selling. It may be possible a market is available where the merchants trade recipes for coin. Apprenticeship. Most cities and a good portion of towns have skilled craftsman who may offer their services and teach you how to create an item. Experimentation. Below is a table listing time and cost requirement to try and experiment with different ingredients to create your own recipe or gain insight into another item you have seen but do not have the recipe for. Skill Level Item Rarity # of Checks Time Cost No Profession Common 3 8 Hours 10 gp Novice Common 2 4 Hours 8 gp Apprentice Uncommon 3 8 Hours 50 gp Journeyman Rare 5 8 Hours 100 gp Craftsman Rare 4 4 Hours 85 gp Artisan Very Rare 5 16 Hours 500 gp Master Legendary 6 48 Hours 2,000 gp Grand Master Artifact 10 72 Hours 5,000 gp When rolling crafting checks for experimentation, the DC of the recipe is determined by the DM and will match the DC of the item itself. The experiment is successful if at least half of the checks meet or exceed the DC.     Profession Skill Levels
Experience Requirements Skill Level Crafting Bonus Features Profession Bonus Specialization Bonus
0 No profession
100 Novice +1
500 Apprentice +1 Choose Profession +2
1,000 Journeyman +2 Crafting Tool Proficiency +3 -
2,500 Craftsman +2 Choose Specialization +4 +6
5,000 Artisan +3 Road Workshop, Tool Expertise +5 +7
10,000 Master +3 Signature Item, Improved Road Workshop, Studio +6 +8
25,000 Grand Master +4 Improved Road Workshop, Apprenticeship +8 +10
  Experimenting with an item that has a rarity less than your current skill level, do the following for each step: Reduce the time requirement by half, lower the crafting checks required by 1. The minimum number of checks required for experimentation can not go below 1. When the required number of crafting checks is 1, do so with advantage. If you experiment with an item rarity above your current skill level, double the time requirement and make all checks with disadvantage. Experience and Professions Taking up the activity of crafting as a hobby, or a profession, takes time and effort to learn how to create the items you need. For each item crafted you gain experience which increases your crafting skill level and leads to being able to specialize in a profession. Going into a profession grants additional bonuses in crafting items that fall under that profession's umbrella of specialization. To learn enough about crafting and train in a profession requires certain levels of experience points that are earned by successfully crafting, or failing to craft, common items. This can be as simple as a metal ring or coil of hemp rope, to the more challenging task of putting together a leather suit of armor. Crafting experience, much like experience gained for class levels, is a total amount and not tailored to a specific profession, leaving you the option to make that choice a bit later on rather than right when you start crafting. A list of available professions to choose from will be detailed at the end of this guide. Each item crafted is worth the listed amount of base experience points by successfully completing it. Should you fail in your crafting check, you earn a lesser amount, but have still learned from your mistake to eventually be more proficient. When you are able to succeed in crafting an item by exceeding the DC by 5 or more, you glean greater information from your efforts and earn bonus experience points to add on top of the base amount. Experience Earned Per Item Item Rarity Base XP Failure / Bonus XP Mundane Common 25 15 Difficult 50 25 Challenging 100 50 Magical Common 50 25 Uncommon 150 50 Rare 300 75 Very Rare 500 100 Legendary 2,500 500 Artifact 10,000 2,000 You have a better chance at successfully crafting items at your current skill level, rather than trying to create a more difficult item to gain more experience points. The experimentation and discovery table shown above ranks the rarity that matches with each skill level. Experience for Consumables Certain professions focus on creating items that are used once and then lose their magic, either from consuming a potion's contents or reading a scroll. With the cost of consumables being about half that of permanent creations, any item which is consumed after being used, such as a potion or scroll, gains half the amount of experience.   Crafting Bonuses After reaching the level of Novice, you are able to add your Crafting Bonus listed on the profession skill level table to any crafting check. In addition, you may add this bonus to your Hourly Work Value to increase the speed at which you craft items. When you choose a profession at the Apprentice level, while crafting items related to that profession you may add the profession bonus to your crafting checks and HV instead of the crafting bonus. Crafting items not specific to your profession still uses the crafting bonus. Reaching the Craftsman skill level allows you to specialize further in your chosen profession, choosing from one available listed with with the profession. A blacksmith can specialize as an armorsmith, or an alchemist can focus solely on potions. When crafting items within your specialty, you may add the Specialization Bonus to your crafting checks and HV. Crafting within your profession, but not your specialization, allows you to still apply the profession bonus. Tool Proficiency At the Journeyman skill level, you gain proficiency in a set of tools of your choice. Being proficient with the tools used in crafting items of your profession allows you to add your proficiency bonus from your class levels to any crafting check. If you are proficient with a set of tools from a character background or other feature prior to becoming a Journeyman, you may add your proficiency bonus at any time. Tool Expertise At the Artisan skill level, you gain expertise in up to one set of tools. When using these tools, you double your proficiency bonus. Road Workshop Also at the Artisan skill level, you gain the Road Workshop feature. You have mastered working with simpler recipes and are able to craft any Common item, magical or mundane, without the need of a workshop. When reaching the Master skill level, this features improves to include Uncommon magical items, and then includes Rare magical items when you attain the skill level of a Grand Master. Signature Item After practicing and crafting hundreds of items to become a Master craftsman, you are able to choose one Uncommon magical item from your specialization to be your Signature Item. When creating your Signature Item, ignore all crafting rules except the following. You are able to craft the item in 8 hours regardless of Hourly Work Value. The supply cost is reduced to one quarter of the Base Merchant Sale Price. Any crafting check automatically succeeds. After creating your Signature Item in this fashion, you must wait 1d4 days to do so again. As a Grand Master, you are able to craft your Signature Item more often, waiting 1d4 - 1 days between uses. Studio Also when reaching Master skill level, you are able to designate a building or particular area in a building as your personal studio. While working in this studio you gain the following benefits while crafting or experimenting: Once per day, you can choose to make a crafting check with advantage. When crafting your Signature Item, you may choose to forgo the automatic success in crafting the item to try create it with a minor bonus property. Make a crafting check as you would normally, and on a success the signature item gains a minor bonus property. While experimenting for a new recipe, you may reduce the number of crafting checks needed by 1 (minimum 1 check.) Apprenticeship At the skill level of a Grand Master, your fame in craftmanship is renowned and draws many to your workshop. Any person hired on, skilled or unskilled, to work with you at your studio do not require daily pay as they are taken on as apprentices. While you have 1 or more apprentices working at your studio, they may attempt to experiment for new recipes to bring to you if they are successful. You gain an additional use of the studio's feature to gain advantage on a crafting check per day while working with one of the apprentices.   Professions and Specializations There are many types of craftsman in the world and each specialize in their own field, working with particular materials or making certain objects. The following list are professions available to choose from when you reach the Apprentice skill level: Alchemist The Alchemist focuses on using herbs, oils, and other organic materials to create potions, salves, poisons and many other wondrous concoctions. Many wielders of divine magic practice some form of alchemy to brew potions of healing or restoration. Alchemists further distinguish themselves into the following specializations: Apothecary. Specializing in the creation of potions, elixirs, and oils aimed at providing a benefit to a persons health or well being. Chemist. Experiments with poisons, ointments, and volatile mixures that are, more often than not, used for chaos and less reputable purposes. Blacksmith A staple in almost all towns and cities is the blacksmith, working at a flaming forge to strike with hammer on anvil against a variety of metals. Weapons and armor are some of the more visual aspects of a blacksmith's work, but the nails and hinges of most buildings are done at their workshops as well. A good number specialize in certain types of metalwork: Armorsmith. Focuses on crafting suits of armor and shields to protect those who wear it. Weaponsmith. Crafts magnificient weapons to assist adventurers, or the city guard, slay monsters and other threats alike.   Brewer Though many partake in consuming some form of alcohol, a select few create the delicious mixtures that tavern-goers drink to quench their thirst. The more adventurous brewer can add magical effects to their drink for a potent kick. Due to the nature of brewing alcoholic beverages, crafting times differ from other crafted items, and also differ slightly for each specialization. Notes are listed for each specialization at the end of this guide: Brewmaster. Beer, ale, mead, and every other drink created from hops and malt are the realm of the brewmaster. Vintner. The elegant drink of wine is carefully crafted by a vintner. Wine takes a long time to mature to a proper level for consumption, anywhere from 6 to 12 months. This specialization option is more for long running campaigns that have long sections of downtime that could use this specialization more effectively. Distiller. Strong to the senses and taste, spirits are distilled from varying grains or other foods to create a powerful drink only to be taken in small portions. Carpenter Another stable in almost all cultures is the carpenter, a craftsman who cuts and shapes wood for furniture, housing, travel, and parts of adventuring gear. Carpenters specialize in two different ways of working with wood: Shaper. Instead of taking sharp tools to cut wood down to the shape desired, a Shaper applies heat, oils, or magic to bend and shape it to the desired effect. Druidic cultures are more inclined to use this style of carpentry. Woodcarver. The more common Woodcarvers cut and fit pieces of wood togetherto create tools, weapons, and every day items for the common folk. Enchanter Creating an endless flowing fountain of water, or infusing a mundane sword with electric energy to hurl lightning bolts are areas of expertise for the enchanter. The specializations approach crafting in two distinct ways that heavily overlap: Creation. By pulling magical energies into the world, those who specialize as a Creation Enchanter craft items by building their items from scratch with magical energy and base materials. Most wands, and enchanted staves are created in this fashion. Enhancement. Enchanters who prefer to work with already crafted material use their skills to enhance an existing item with additional properties. Jeweler These craftsman work with delicate materials to make accessories and eye catching decoration such as rings, necklaces and finely cut gems. Most are for style, but many have hidden properties for those adventurers looking for additional help. Gemcutter. Gems are a large portion of a jewelers work and Gemcutters specialize in cutting these gems for specific uses in their jewelry. Metalcraft. Rings and necklaces tend to be forefront in decoration and are the most popular pieces to be bought by townsfolk. Metalcraft Jewelers almost forego the use of gems to hone their skills in detailed work with metal. Leatherworker An important craftsman in both civilized and wild cultures is the leatherworker. They take the hides from animals and use it to craft clothing, armor, and other useful parts used in every day life. Most leatherworkers never need to specialize but some focus on one of the following: Armorer. With leather being a much lighter material to wear for most adventurers and townsfolk, a leatherworker can focus all their efforts on creating fine sets of leather armor, boots, and gloves. Tanner. Tanners use any bits of leather left over from larger items to create straps, quivers, bags, or experiment with other options. Scribe Much more delicate work than what other craftsman work with, the scribe uses quill, ink, and parchment to record books, scrolls, or simple notes. Writer. The more long winded scribes become writers. Their focus is on large books or tomes where stories can be written , or preparing a spellbook for a wizard. Scrawler. Spell scrolls and other smaller uses for parchment draw those who wish to specialize in scroll making. Tailor While blacksmiths forge metal and leatherworkers tan hides, tailors weave fabric together to make clothes, tapestries, and many other items. Those who practice their skills can specialize in either of these: Loomist. Working with large swaths of fabric, a Loomist tailor uses a loom or other large sets of tools to create rugs, tapestries, bags, and other woven items. Weaver. Those who focus on clothing such as shirts, pants, robes, hats, and other worn garments fashion themselves Weavers. Tinkerer While other craftsman work with known designs, the adventurous artisans become Tinkerers who explore uknown processes to invent entirely new and unique items. *This profession and its specializations can have repercussions in your game world if you are able to invent an item such as a firearm that is not established in your game setting. Check with your DM to see if this profession is available in your campaign. Demolitionist. Harnesses unstable material to experiment in recreating the effect of magical spells without using its essence. Engineer. By working with equations and logic, the Engineer strives to create delicate or robust machines to assist with every day life.   Additional Professions or Specializations The above professions cover a wide spread of craftsman skills to create items of your choice, however there may be even smaller niches you would want to explore, either as an entirely different profession or new specialization. Speak with your DM to see if there is something you can come up with together. Minor and Major Bonus Properties As you gain skill levels and are able to more reliably craft less rare items, you may attempt to add bonus properties to what you are trying to create. A weaponsmith who is crafting a magic longsword can try to add the finesse property not normally available to that weapon. A metalcraft jeweler can slim down the spell storing ring so it fits on the same finger as another magical ring, expanding the wearers capacity of wearable items. These are a few examples of what could be added to your items, work with your DM to come up with your own ideas or see what they come up with for your item. Bonus Property Checks To be able to add a bonus property, you must complete one of the two following options. Your DM can decide to not allow bonus properties at all within your game and campaign, be sure to check with them about your options. Automatic Success Successfully exceeding an items DC by 10 during the initial crafting check will apply a minor bonus property. Exceeding the DC by 20 will apply a major bonus property. Bonus Crafting Check After successfully passing the crafting check, you may attempt to add a bonus property before completing the project. There are two options for each bonus, a lower difficult class for a random property determined by the DM, or a specific property you would like to add at a higher DC. For a random minor property, the DC is equal to the item plus 5, while a specific minor property is plus 8. A random major property has a DC of the item plus 10, and a specific property is plus 14. Detrimental Properties If you fail to successfully add a bonus property while making a bonus crafting check before completing an item, you may end up adding a detrimental property to it instead. While bonus properties grant positive benefits to the item, detrimental properties give a negative effect, such as a weapon gaining the heavy trait even though it is only a shortsword, or a suit of armor that chaffes as you adventure through grasslands causing all ability checks to have disadvantage. This severity of the negative effect is based on how much you failed the bonus crafting check by. If the result is at least 5 below the DC, it gains a minor detriment, and if more than 10 below the DC, it gains a major detriment. Your DM will determine what specific detriment is applied to the crafted item based on what it is you are crafting. Brewer Crafting Times Each specialization for the Brewer profession has a different set of time requirements to craft their respective drinks. The benefit to this style of crafting is it requires less active time to craft the items but will take longer overall to be able to use or sell it. The downside to this however, is that if the crafting check failed, you do not know of the failure until the end of the second phase. You also do not get to recuperate any of the supply costs as do the other crafting professions. Below lists both the supply cost and time investment needed. Brewmaster: Brewing an Ale When crafting beer, a batch can be made in a keg for 1, 5, or 10 gallons, or in a barrel for 50 gallons. Each gallon holds up to 8 pints, and the supply cost is determined by how many pints are created in the batch. A common magical brew with similar effects to a healing potion might be broken down as follows for a 1 gallon keg: BMSP 50 gp / 2 = 25 gp per pint 25 gp x 8 pints = 200 gp Supply Cost The initial brew takes anywhere from 1 to 4 hours to start depending on its rarity. After sealing in a keg or cask, it takes the following amount of time to ferment and complete the second phase: BMSP / HV = Hours x 1.5 = Hours to completion. Using the previous price example: BMSP = 400 gp / 10 gp (HV) = 40 x 1.5 = 60 hours or 7.5 days. The brewmaster does not need to interact with the brew while it ferments and waits until the appropriate time has passed before it is complete. Vintner: Wine Maturation The process in crafting wine to place in a barrel or cask for fermentation takes 8 hours from start to finish. Each barrel holds 50 gallons, which fills 300 bottles of wine, with each bottle holding 6 glasses worth of wine. The supply cost is determined by the rarity of wine if it holds a magical essence. Using a common magical wine similar to a healing potion breaks down as follows for 1 barrel of wine: BMSP 50 gp / 2 = 25 gp per glass 25 gp x 6 glasses = 150 gp per bottle x 300 = 45,000 gp Supply cost per barrel A simple wine without magical infusion is based on the quality of grapes harvested. A fine wine found in more upscale inns would cost: BMSP 10 gp / 2 = 5 gp per bottle x 300 = 1,500 gp Supply cost per barrel Fermentation of the wine in a barrel takes months to mature for the proper flavor. The minimum time required is 180 days, with higher rarities increasing the time by 30 days. Uncommon quality would take 210 days, Rare at 240 days, Very Rare at 270 days, and Legendary at 300 days. For each 30 days past the minimum, the BMSP of each bottle increases by 5%, allowing you to let the wine age longer in the   barrel. For every 90 days after the minimum required time with magical enhanced wine, you may roll a crafting check against the wine's DC +5 to see if it gains a minor bonus property. A wine can't gain the same bonus property twice. Distiller: Making Spirits Crafting spirits from a grain or other material is both the fastest and longests paths in creating alcohol. Creating each spirit requires continuos work to distill the alchohol into a bottle. Because of this, instead of breaking down the time required into hours, it is converted into work days. Each work day must spend a continous 8 hours working on the distilling process, and each day must be done consecutively. Each batch can be created to fill anywhere from 1 bottle to more than a hundred but will continually increase the cost and time to make. Every bottle contains 15 drinks and using the same cost as a common healing potion would be as follows: BMSP 50 gp / 2 = 25 gp per drink 25 gp x 15 drinks = 375 gp Supply Cost per bottle To convert the number of hours to work days for spirits, divide the total hours by 24 and round to the nearest full day: 750 gp per bottle / 10 gp HV = 75 hours per bottle 75 hours / 24 = 3.125 days = 3 Work days After the work days are completed, the spirit is ready to consume immediately for its intended effect and remains a clear liquid. You also have the option to age a spirit in a barrel to change the flavor and possibly add additional magical effects. Aging a spirit requires a minimum of 1 year, but has no maximum limit. Each year aged increases the BMSP by 8%. At the end of each year you may roll a crafting check against the spirit's DC + 5 to see if it gains a minor bonus property. A spirit can't gain the same bonus property twice.   Storage When creating large barrels or casks of alcohol, it is generally too large to carry while traveling on the road or through the wilderness. While waiting for beer, wine, or an aged spirit to mature, you may procure space in an inn's storeroom, a secured warehouse, or a personal cellar if you own property. Magically crafted alcohol may be used for benefits in combat like other consumables, such as a potion. Since you are not able to drink straight from a barrel, after the drink is completed you may store individual portions in a waterskin or flask which may be found or purchased in most towns or cities. Using in Combat Magically enhanced drinks can be drunk from a waterskin in combat as an action, similar to potions. Due to the alcohol present in the drink, consuming multiple brews within a short period of time should require a Constitution Saving Throw to see if the imbiber can hold down their liquor and still retain the magical effects. A drink may only require a bonus action to consume it instead of an action based on your DM's rulings for the item.

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