Crafters Miscellany

When players have downtime between, or even in the middle of campaigns, it will be the case from time to time that they will want to use their skills to create something, either for themselves, or to sell and turn a profit while they wait out their next big adventure. The rules here are designed to provide a more comprehensive method for crafting items, as well as provide the DM with some ability to more precisely gage the value of certain magical items they might provide to their players within their adventures.

This supplement will also detail option rules as to what materials a character might find, as well as how to find them and where. Many crafts interact with each-other, and as such, there is some overlap between different crafts where noted.

Miscellany

Many crafting professions do not have enough content to warrant full documents on their own. Instead, they will be described here.

Masonry

Masonry is the art of crafting items out of stone, wether it be elegant statues, walls, roads, or beautiful keeps. To craft items with Masonry roll a Masonry(Strength) check.

All About Stone

Finding Stone is a simple process, requiring a simple Nature(Wisdom) check versus a DC of 16. This check, like most others, typically covers a weeks time. Anyone can make a check to find Stones.

On a successful check, roll 1d6 to determine the type of stone you find. Stone is measured in Blocks, which typically weigh around 50 LBs.

Stone Types
Roll Stone Type
1 Coal
2 Soft Stone
3-4 Hard Stone
5 Soft Stone
6 Salt

Coal

Coal is a combustible black or brown rock consisting mainly of carbonized plant matter, found mainly in underground deposits and widely used as fuel.

Cost per Block 200 SP

Properties Can be burned for Fuel. May not be used to Craft items.

DC Adjustment= -


Soft Stone

Soft Stones are easy to work with for sculpture and other projects. Common Soft Stones include limestone, basalt, alabaster, serpentine, marble, slate, chlorite, selenite, steatite, and gypsum. While they can be worked into buildings, they are typically not due to weakened structural integrity, and instead are often used in more decorative fashions.

Cost per Block 20 SP

Properties -5 Hardness to structures built.

DC Adjustment= -2

Hard Stone

Hard Stones are more difficult to work, but, compared to Soft Stones much more durable when it comes to weathering and taking damage. Keeps and homes are most often built out of Hard Stone due to this. Hardstones typically include Alabaster, Basalt, Feldspar, Flint, Marble and the like.

Cost per Block 20

Properties Normal Hardness and HP.

DC Adjustment=+2

Salt

In its natural form salt is a crystalline mineral known as rock salt or halite. While it can be obtained in other ways, such as evaporation of Salt Waters, it is most commonly found in hard deposits in the ground. Salt is an extremely useful resource for preserving of foods.

Unfortunately, Salt may not be crafted into items.

Cost per Block 50

Properties Commonly used in Cooking. Cannot be used to craft items.

DC Adjustment= -

Crafting with Masonry

Masonry
Level Features
1 Novice Tools, Sculpting
5 Apprentice Tools
6 Build Simple Structure
9 Journeyman Tools
10 Build Complex Structure
12 Keep Builder
13 Masters Tools

Sculpting

All Masons know how to sculpt. Typically these are artistic items and decoration. The Cost, number of Bricks used and value of Artistic Sculptures is subject to the DM, like most Art type items.

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PART 8| Miscellany

Build Simple Structures

At 6th Level your knowledge of Masonry has progressed to the point that you can build a simple structure. This takes a great deal of time, and typically you must own the land you intend to build upon(unless you're building for someone else).

You may build a Simple Wooden Structure, such as a Cabin, Barn, or other building that fills one land Hex.

Time to Craft: As Per Land Chart

Requires: Steel Tools(Apprentice Tools)

DC= 16

Cost= Half the cost of the Building

Blocks of Stone= 50

Build Complex Structure

At 10th Level the Mason has discovered new ways to apply geometry, and building techniques in order to craft Complex Structures.

Complex Structures can take up to 4 Hexes(1 Medium Parcel)

Time to Craft: As Per Land Chart

Requires: Stabilized Tools(Journeymans Tools)

DC= 19

Cost= Half the cost of the Building

Blocks of Stone= 100

Keep Builder

You are now capable of building truly tremendous structures made of Stone. Capable of being ten stories tall, or more, with as many additions as your DM will allow.

You no longer have a building Limit

Time to Craft: As Per Land Chart

Requires: Stabilized Tools(Journeymans Tools)

DC= 22

Cost= Half the cost of the Building

Blocks of Stone= 200

Poisoners Kit

A poisoner’s kit is a favored resource for thieves, assassins, and others who engage in skulduggery. It allows you to apply poisons and create them from various materials. Your knowledge of poisons also helps you treat them. Poisoners are able to make various venoms and poisons.

All about Poisons and Venoms

Venoms and poisons can be harvested and created a number of ways, but all of them are illegal. There are several ways that a Poison or Venom could be applied... Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures.

Poisons come in the following four types:

Contact: Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.

Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.

Inhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.

Injury: Injury poison can be applied to Weapons, ammunition, trap Components, and other Objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.

Creating a poison requires a Poisoners Kit(Intellect) check.

On a failed check, the character is unable to extract any poison. If the character fails the check by 5 or more, the character is subjected to the poison.

Poisoners Kit
Level Features
1 Novice Tools, Novice Poisons
5 Apprentice Tools, Apprentice Poisons
9 Journeyman Tools, Journeyman Poisons
13 Masters Tools, Master Poison

Harvesting Ingredients

Poisoners use a variety of herbs to create poisons. In addition, a Poisoner may harvest the Poison of some natural creatures in order to use them.

A Poisoner must roll a DC 16 Nature(Intelligence) Check to find a 'Poisonous Herb'. Each successful roll rewards 2 Poisonous Herbs.

To Harvest the Poison or Venom of a creature, a Survival(Wisdom) check must be rolled against DC 17. This rewards one Vial of the specific Poison.

Only someone proficient with a Poisoners Kit may attempt to harvest Poisons and Poisonous Herbs.

Novice Poisons

Minor Venom(Injury)

Venom harvested from a variety of Poisonous animals. Minor Venom requires the enemy to make a DC 10 CON Check. On a fail the victim takes 2d4 Poison Damage and gains the Poisoned status for 2 hours. On a successful save the victim takes half damage and does not suffer the Poison status.

Harvested From Basilisks, Ettercap, Poisonous Snakes, Giant Centipede, Scorpion, and Giant Wasps

Assassin’s Blood (Ingested)

A thick red paste made of ground Poisonous Herbs. A creature subjected to this poison must make a DC 10 CON saving throw. On a failed save, it takes 6 (1d12) poison damage and is Poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t Poisoned.

Time to Craft 2 Days(3 TP)

Requires 2 Poisonous Herbs

DC to Craft= 12

Additional Cost 50 SP

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PART 8| Miscellany

Apprentice Poisons

Apprentice Venom(Injury)

A venom harvested from moderately powerful creatures. Apprentice Venom requires a DC 13 CON saving throw. On a failed save, the creature affected takes 3d6 poison damage, and is Poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned.

Harvested From Imp, Giant Poisonous Snake, Giant Spiders, Giant Scorpion

Darkheart Poison (Injury)

This poison is typically made only by the thieves, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also Unconscious while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Time to Craft 1 Week(10 TP)

Requires 6 Poisonous Herbs

DC to Craft= 16

Additional Cost 150 SP

Essence of Ether (Inhaled)

A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 8 hours. The Poisoned creature is Unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Time to Craft 1 Week(10 TP)

Requires 6 Poisonous Herbs

DC to Craft= 16

Additional Cost 200 SP

Malice (Ingested)

A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 1 hour. The Poisoned creature is Blinded.

Time to Craft 1 Week(10 TP)

Requires 6 Poisonous Herbs

DC to Craft= 16

Additional Cost 200 SP

Journeyman Poisons

Burnt Othur Fumes (Inhaled)

A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.

Time to Craft 1 Month(30 TP)

Requires 10 Poisonous Herbs

DC to Craft= 19

Additional Cost 400 SP


Oil of Taggit (Contact)

A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become Poisoned for 24 hours. The Poisoned creature is Unconscious. The creature wakes up if it takes damage.

Time to Craft 1 Month(30 TP)

Requires 10 Poisonous Herbs

DC to Craft= 19

Additional Cost 400 SP

Torpor (Ingested)

A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 4d6 hours. The Poisoned creature is Incapacitated.

Time to Craft 1 Month(30 TP)

Requires 10 Poisonous Herbs

DC to Craft= 19

Additional Cost 400 SP

Wyvern Poison (Injury)

This poison must be harvested from a dead or Incapacitated Wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Harested From Wyvern

Master Poisons

Midnight Tears (Ingested)

A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.

Time to Craft 6 Months(60 TP)

Requires 20 Poisonous Herbs

DC to Craft= 22

Additional Cost 1,000 SP

Purple Worm Poison (Injury)

This poison must be harvested from a dead or Incapacitated Purple Worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Harested From Purple Worm

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PART 8| Miscellany