Prestige Skills

5e SRD >Gamemastering >Variant or Alternative Rules and Options (other Publishers) > Prestige Skills   Prestige skills are those which are conferred via a class, a class feature, life-paths and other game-play features.   To use these skills, one must have proficiency in them.   As such, these skills cannot be used untrained. They usually work in conjunction with other skills which may be pre-requisites (such as Crafting).   There are several prestige skills when you look upon the schools of crafting. At the foundation there’s the Crafting skill, but after someone has become proficient in Crafting many more schools open up to the creative mind:  
  • Realm Ore (Dex)
  • Infusing (Int)
  • Rune Glyph (Str)
  • Creature Reliquary (Cha)
  • Dvergar Engineering (Wis)
  …and a school only whispered in rumors: Bloodsmithing   An item’s overall QR is the sum of all QR granted by crafting and prestige skills that contribute QR.   If more than a single crafting school imbues an item with a magical +1, +2 or +3 bonus, the effects do not stack, instead the highest value prevails.   Contents [show] Prestige Crafting Assistance   If someone is helping the head craftsman by adding a prestige skill that the head craftsman does not possess, then they add their proficiency bonus and related ability score modifier as extra crafting dice.   If the head craftsman already possesses the prestige skill, then only the proficiency bonus is added to the overall crafting dice pool. Those bonus dice can be assigned to the crafting QR pool, or the prestige skill QR pool. Realm Ore   Realm Ore is a Dexterity-based skill that bestows knowledge of exotic ores and crafting materials that inject special properties into crafted items.   From the Material plane to the realms upon the World Tree Yggdrasil, unique realm ores are coveted by Dvergar and blacksmiths. Each Realm Ore must be found and acquired by adventure or purchase. One may also recycle an item made from a particular realm ore to use it in future projects. Crafting with Realm Ores   Step 1: Item Choice Step 2: Design – Bonus crafting dice – Dexterity + proficiency Step 3: Materials – Add realm ore crafting material Step 4: Time Step 5: Result   This prestige skill is injected during the crafting process. During step 2 (Design) the skill provides a number of bonus crafting dice equal to the Dexterity modifier and the proficiency bonus. This bonus QR can only be spent on adding Realm Ores.   Each Realm Ore has a QR cost that needs to be factored into the crafting process. To add the effect, 1 crafting material of this ore is required per QR allocated for Realm Ores.   Creating alloys from more than 1 Realm Ore is a daunting task, with each ore after the first consuming twice as much QR as stated. Mithral   This uncommon ore can be found throughout Midgard and the Material plane.   QR Cost: 5   Salient effect: Any item with Mithral ore decreases weight by half.   Weapons made from Mithral has the following properties:   Non-magical +1 to hit   Armor made from Mithral has the following property:   Armor no longer imposes disadvantage on Dexterity (Sneak) checks and removes any Strength requirements   Accessories made from Mithral have the following properties:   AC 21, HP +10   Shadow Steel   This ore can be mined in Svartalfheim.   QR Cost: 9   Salient effect: When the item is equipped (worn or held), it fades from view, becoming invisible.   Spells and abilities that reveal invisibility will counter this effect. The steel also confers +2 to Stealth checks.   Weapons made from Shadow Steel has the following property:   If the opponent cannot see the weapon, they forfeit their Dexterity bonus to AC.   Armor made from Shadow Steel have the following properties:   The wearer fades into a ghostly form, hard to perceive. Attacks against them are made at a disadvantage.   Accessories made from Shadow Steel have the following properties:   Bestows darkvision 60’ AC 25, HP 50   Song Wood   This ore can be chopped and gathered in Alfgard.   QR Cost: 7   Salient effect: Equipping an item made from Song Wood allows the wearer to ignore the verbal component when casting spells.   Weapons made from Song Wood have the following properties:   Striking Undead forces a Constitution save DC 16 to negate, otherwise they burst into flames taking 1d6 fire damage per round (duration 1 minute).   Armor made from Song Wood has the following property:   Spells cast by wearer cannot be interrupted nor countered.   Accessories made from Song Wood have the following properties:   Area effect spells can have their area increased by 50% AC 22, HP 50   Mead Iron   This ore can be mined in Nidavellir.   QR Cost: 8   Salient effect: Wearer gains a thirst for alcohol. While the wearer is drunk, they gain a +2 to social skills, +1 on DC and saves during social combat. They also deal +1 damage on attack actions.   Weapons made from Mead Iron have the following properties:   The weapon ignores slashing, bludgeoning and piercing resistance and immunity Magical attack and damage bonus of +1   Armor made from Mead Iron have the following properties:   The wearer gains damage reduction 2 Magical AC bonus of +2   Accessories made from Mead Iron have the following properties:   Conditions affecting the wearer have their duration halved AC 26, HP 60   Death Bone   This ore can be mined in Niflheim. Old bones are extracted from the land, enhanced from centuries spent absorbing the realm’s essence.   QR Cost: 10   Salient effect: Draugar can sense this ore within 1000 miles. They will be relentless in their pursuit of any object forged with Death Bone, killing any non-Draugar who possesses it.   Weapons made from Death Bone have the following properties:   Magical attack and damage bonus of +2 Damage dealt reduces the max HP by that amount. A long rest will cure this effect.   Armor made from Death Bone have the following properties:   Magical AC bonus of +2 Immunity to necrotic damage Resistance to non-magical damage Advantage on saving throws when resisting Necromancy spells and effects   Accessories made from Death Bone have the following properties:   AC 24, HP 40 Any undead carrying an accessory made from Death Bone will gain proficiency in all skills Any mortal carrying an accessory made from Death Bone for 1 week will have their soul sucked into the item (phylactery). Their alignment will shift one step towards evil and they will rejuvenate unless this object is destroyed. Rejuvenation will create a new body within 1d10 days of death will full HP. The new body appears next to the phylactery. Any immortal in possession of a Death Bone accessory is cursed- all skill checks are made at a disadvantage.   Infusing   Infusing is an Intelligence-based skill which allows someone to enchant an item with spells and various magical dweomers.   This prestige skill is injected during the crafting process. During step 2 (Design) the skill provides a number of bonus crafting dice equal to the Intelligence modifier and the proficiency bonus. This bonus QR can only be spent on adding Infusions. Unused Crafting QR may be used for Infuse effects.   Before infusing a spell, the item must be infused with a number of charges. Charges are fully restored after 24 hours. When infusing a spell, a scroll inscribed with the desired spell is required. Crafting with Infusion   Step 1: Item Choice Step 2: Design Bonus crafting dice – Intelligence + proficiency Step 3: Materials Step 4: Time Step 5: Result   Adamantine   This rare ore can be found throughout Midgard and the Material plane.   QR Cost: 6   Salient effect: +1 to Constitution saving throws Weapons made from Adamantine have the following properties:   Crit range of your weapon increases by 1 (20 becomes 19-20, and 19-20 becomes 18-20, etc)   Armor made from Adamantine has the following property:   A critical hit against you is considered a normal hit.   Accessories made from Adamantine have the following properties:   AC 23, HP +5   QR Effect 1 d4 charges per day 2 d8 charges per day 4 d12 charges per day 1 +1 bonus to spell attack rolls 2 +2 bonus to spell attack rolls 3 +3 bonus to spell attack rolls 1 Level 1 spell 2 Level 2 spell 4 Level 3 spell 8 Level 4 spell 12 Level 5 spell 16 Level 6 spell 20 Level 7 spell 24 Level 8 spell 28 Level 9 spell Rune Glyph   Rune Glyph is a Strength-based skill that allows magical runes to be etched into the item. The runes bestow a myriad of special properties and effects.   This prestige skill is injected during the crafting process. During step 2 (Design) the skill provides a number of bonus crafting dice equal to the Strength modifier and the proficiency bonus. This bonus QR can only be spent on adding Runes. Crafting with Rune Glyph   Step 1: Item Choice Step 2: Design Bonus crafting dice – Strength + proficiency Step 3: Materials Step 4: Time Step 5: Result   QR Effect 5 +1 magical bonus to AC/attack/damage 10 +2 magical bonus to AC/attack/damage 15 +3 magical bonus to AC/attack/damage 1 Weapon gains a new damage type* (6 QR when stacking) 4 Bonus +1d6 damage to a certain monster types (4 QR when stacking) 5 +1 ability score increase (max 20) 10 +1 ability score increase (max 30) 4 Regenerate +1 HP per minute 3 Your Heal spells Heal +1 additional point 20 Slayer, victim makes a DC 17 Constitution save or takes bonus 6d10 poison damage 5 Armor gains damage resistance *   * Choose: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder   Choose: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, undead Creature Reliquary   Creature Reliquary is a Charisma-based skill that allows a creature part to be merged into the item, making the item sentient.   After a powerful foe has been vanquished, it is possible to salvage a certain body part such as the heart, eyes, claws, or other relevant body part in order to trap its essence in a Reliquary. The potency of the consciousness is proportional to its CR. Crafting with Creature Reliquary   Step 1: Item Choice Step 2: Design Set item’s characteristics Set item’s Intelligence, Wisdom and Charisma Bonus crafting dice – Charisma + proficiency + CR Step 3: Materials Add the creature reliquary Step 4: Time Step 5: Result   Step 2a:   Sentient items should define the items characteristics (personality, ideal, flaw, bond and alignment). Much of it will reflect the creature as it was in life, however its present predicament will sour its disposition over time. Step 2b:   The item will have 3 ability scores: Intelligence, Wisdom and Cha.   The item’s ability scores are the values the creature had in life, but they will be boosted by CR.   Charisma + half CR Wisdom + third CR Intelligence + quarter CR   When the item attempts to force the wielder to enact its will, it forces the wielder to make a saving throw. The DC is 12 plus the item’s Charisma modifier.   When the item uses an offensive power or ability, the DC for the save is equal to 10 + Intelligence modifier If the item is a weapon, it grants a damage bonus equal to the Wisdom modifier. If the item is armor, it grants AC equal to 10 +Wis modifier (+ wearer’s Dexterity modifier if applicable). Step 2c:   This prestige skill is injected during the crafting process.   During step 2 (Design) the skill provides a number of bonus crafting dice equal to the Charisma modifier plus the proficiency bonus as well as the creature’s CR.   This bonus QR can only be spent on adding creature reliquary effects. No more than 1 reliquary can go into an item. QR Effect 0 Communicates emotion (no stack) 5 Communicates via speech (no stack) 10 Communicates via telepathy (no stack) 1 Item can see/hear 30’ 3 Item can see/hear 30’ with darkvision 9 Wielder can use the item’s Wisdom modifier instead of their own for saving throws 9 Wielder can use the item’s Intelligence modifier instead of their own for saving throws 10 Wielder can use the item’s Charisma modifier instead of their own for saving throws 5 Add 1 power that the creature possessed in life (spell, breath weapon, etc the wielder must use their bonus action to activate (Intelligence sets DC). 15 The item gains 1 Free action per round that it can use to activate a power (with or without the wielder’s consent) Dvergar Engineering   Dvergar Engineering is a Wisdom-based skill that allows wondrous inventions that don’t fit in any other crafting schools.   Dvergar engineering creates uncanny effects that are less numerical and more about outlandish effects.   This prestige skill is injected during the crafting process.   During step 2 (Design) the skill provides a number of bonus crafting dice equal to the Wisdom modifier plus the proficiency bonus as well as the creature’s CR.   This bonus QR can only be spent on adding Dvergar Engineering effects.   Crafting with Dvergar Engineering   Step 1: Item Choice Step 2: Design Bonus crafting dice – Wisdom + prof + CR Step 3: Materials Step 4: Time Step 5: Result   QR Effect 1 The item creates billowing black smoke 1 Item glows, illuminating 15’ radius 1 Item knows and teaches a new language 2 The item allows you to glide at 40’ speed 2 Thrown weapon returns to you 4 Ranged weapon auto-loads ammunition (multi-attack possible) 5 The item can fold up into a Tiny size box 6 Detect a certain alignment or creature type* 7 The item allows you to fly at 40’ speed 8 Create 1 gallon of a liquid per minute** 10 Allows the creation of massive illusions (such as the Mirage Arcane spell), WIS save at DC 16 to negate 12 Animated (does not require a hand to wield, but uses bonus action to attack) 13 Cleave: free extra attack after a killing blow 13 Gain +1 spell slot at your highest level 14 The item creates a direct communication line to a deity or higher power 10 Create an item that is part of a 2-piece set, when both set items are wielded together, they bestow 18 QR of benefits that can be built from any prestige crafting effects which are used in this crafting project. 15 The item is nigh impossible to destroy, set 7 actions that must be taken in sequence in order to destroy this item.   * Choose: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, undead   ** Choose: water, wine, acid, poison, boiling oil Section 15: Copyright Notice   Creatures from Fairy-Tale and Myth © Andrew Valkauskas 2019 © Published by Pendelhaven Authors Andrew Valkauskas, James Kerr RSS Latest 5th Edition Products in the Open Gaming Store!   Casting Circles: Rituals for the Whole Party (5e) Ancestral Anthologies Vol. 3: Favored of the Gods (5e) Battlemasters & Berserkers (5E)   New Pages Recent Changes   Recommended videos Powered by AnyClip Kevin Kenson breaks down his controller collection 163.9K 14 Duration 4:14 / Current Time 0:06 Kevin Kenson breaks down his controller collection NOW PLAYING GreedFall Gold Edition - Launch Trailer PS5 PS4 Warframe - Sisters of Parvos Update PS4 Disgaea 6 - Defiance of Destiny - Launch Trailer - Nintendo Switch Doki Doki Literature Club Plus - Official Launch Trailer PUBG - Official Patch Report Trailer Exploring PS5 - Multiplayer Activities Support Open Gaming Subscribe to Our Newsletter Sell in the Open Gaming Store Report a Bug or Issue SRD Rules Reference for Dungeons & Dragons 5th Edition   Check out our other SRD sites! 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