So your character wants to craft something cool? a helpful magic item, a fancy weapon or armour upgrade? some potions in preparation for a big journey?
There are many written rules for all these but bits and pieces are spread out through multiple books along with many 3rd party options that are really cool but can lack context.
This page is dedicated to written rules for crafting in Felwind games, These rules and mechanics may or may not be used depending on the DM and the game they wish to run. But having a base line set of mechanics is important for players and Game masters to referance.
When it comes to non-magical crafting the first thing to come to mind may be smithing. Smithing weapons and armour is common in Felwind and there are may different types and levels of expertise that go into what can and can't be crafted.
| Crafting Level | ||
|---|---|---|
| Profession | Reference | Details |
| Novice | No Proficency | Has yet to even earn proficiency in their trade. Can only make the simplest of trinkets and items that hold little mechanical value. Examples are making a wooden ball or whittling an animal from wood. getting a shapped lump of metal or making a makeshift knife. |
| Apprentice | Proficiency in Smith's Tools | Proficiency in their trade. Able to make basic mundane equipment with access to tools and a proper working area, such as simple & martial weapons as well as light & medium armour |
| Skilled | Expertise in Smith's Tools | Expertise or has been working in their trade a while. Able to work in a shop with their skilled trade and craft more advanced items such as heavy armour |
| Expert | Training from an Expert or Master | has now learned enough they are able to teach others. open up their own store. They are also able to enhance and enchant the equipment they make with basic enchantments (+1) |
| Master | Training from a Master | has reached the peak of their craft. Now has access to master-work options for the equipment they make |
Learning skills doesn't happen over night. While some Features, Classes and some other player options will offten grant skills to the player. these skills are often the basics. The advance them further or learn a new skill without taking a player option there are a few steps players can take.
Finding a Teacher
You can't learn without a reference. Someone to mentor. Teachers for your trade can be as common or as rare as can be all depending on location, the trade in question and how lucky you are.
A Teacher doesn't have to be in a school, perhaps an elderly hermit wit the secrets of grand smithing, or the player has found an Ancient library dedicated to the craft your looking to learn.
Time & Money
Teachers often do not work for free, Sometimes they want payment upfront, in cash. Some may want a hard quest completed for them before they are willing. and some may need some actual convincing cause they just don't like you.
And of course learning dosnet happen over night. Learning or advancing a new skill typically takes a minimum of 8 weeks in-game time. but it could take longer depending on the situation. but a basic break down can look something like this.
Crafting Leather armour, wooden bow or other items not requiring a hot forge and a hard anvil fall into Non-Metal working. The options for equipment are fewer but exclusive.
A Set of Tools
Proficiency with the work
Having the tools available is not enough, a Player also needs to know how to use them. This is determined by proficiency. The player needs proficiency with the tools required for the crafting they plan to undertake.
Masterwork rules can be found in Arcadia vol 16
These rules offer diffrent materials for weapons and armour to be made from as well as additionall atributes for them
Enrichment & Refinment
The unique effects granted by specific master-work options can be increased and furtherer enhanced by conducting the same Master-work option multiple times. Dramatically increasing in cost each time. up to a maximum of 2 additional times (Up to GM)
Masterwork Materials
| Name | Type | Cost |
|---|---|---|
| Adamantine | Metal | 300gp + Base |
| Celestial Silver | Metal | 300gp + Base |
| Frost Steel | Metal | 300gp + Base |
| Meteorite Iron | Metal | 275gp + Base |
| Mithril | Metal | 225gp + Base |
| Obsidian | Stone | 200gp + Base |
| Desert Ironwood (Skyeheim Iron-Bark) | Wood | 300gp + Base |
| Stout Blackwood | Wood | 225gp + Base |
| Yellow-Wood | Wood | 150gp + Base |
Equipment Attributes
| Armour Attributes | ||
|---|---|---|
| Attribute | Benefit | Cost |
| Agile | You gain a +1 bonus to Dexterity saving throws | 75gp + Base |
| Camophlage | You gain a +1 bonus to Dexterity (Stealth) checks | 45gp + Base |
| Frightening | You gain a +1 bonus to Charisma (Intimidation) checks | 45gp + Base |
| Locking Joints (Heavy Only) | You gain a +1 bonus to Strength saving throws | 75gp + Base |
| Ornate | You gain a +1 bonus to Charisma (Persuasion) checks | 45gp + Base |
| Spiked | A creature that grapples you or you grapple takes 1d4 piercing damage on the initial grapple and at the start of your turns | 30gp + Base |
Equipment Attributes
| Weapon Attributes | |||
|---|---|---|---|
| Attribute | Prerequisite | Benefit | Cost |
| Barbed | Weapon deals piercing damage | When you hit with this weapon and deal at least 5 damage, the target takes an extra 1d6 damage of the weapon’s type | 100gp + Base |
| Guarded | Greatclub, greatsword, longsword, quarterstaff, rapier, scimitar, shortsword, or a weapon with the reach property | You gain a +2 to AC until the start of your next turn when you take the Dodge action while wielding this weapon | 45gp + Base |
| Honed | Weapon deals piercing or slashing damage | When you hit with an attack using this weapon, roll the damage dice twice and use the higher result | 125gp + Base |
| Perfectly Balanced | Two-handed weapon | The weapon’s damage die increases one size. (For example, a halberd’s d10 damage die becomes a d12. A maul’s 2d6 damage dice become 2d8. If a die is already a d12, then add an extra 1d4 to damage rolls instead of increasing the size.) | 135gp + Base |
| Reinforced | None | This weapon can’t be broken by nonmagical means. If the weapon deals bludgeoning damage, it deals an extra 1d4 damage on a hit | 60gp + Base |
| Serrated | Weapon deals piercing or slashing damage | When you score a critical hit against a creature with this weapon, the target loses 2d4 hit points at the start of their next turn | 75gp + Base |
| Weighted | Weapon deals bludgeoning damage | If you make an attack roll with this weapon and miss, the attack still deals half damage to the target. You can use this benefit twice, regaining all uses when you finish a long rest. | 50gp + Base |
Equipment Attributes
| Ammunition Attributes | |||
|---|---|---|---|
| Attribute | Prerequisite | Benefit | Cost |
| Barbed | Arrows and bolts only | When you hit with an attack using this ammunition and deal at least 5 damage, the target takes an extra 1d6 damage of the weapon’s type | 60gp (20) |
| Blunted | Arrows and bolts only | A target concentrating on a spell who is hit with this ammunition has disadvantage on their Constitution saving throw made to maintain concentration. No matter the weapon used, an attack with this ammunition deals bludgeoning damage instead of its normal damage | 40gp |
| Dousing | None | This ammunition is affixed with a vial of water and extinguishes any nonmagical flames in a 5-foot-cube centered on where it lands | 10gp |
| Flash Powder | Sling bullets only | This ammunition emits a flash of light on impact. When it hits a target in dim light or darkness, the target and each creature within 5 feet of the target must succeed on a DC 12 Constitution saving throw or be blinded until the end of their next turn. | 40gp |
| Oiled | Arrows and bolts only | You can choose to light this ammunition on fire as part of an Attack action using it. When you hit with an attack using this ammunition while it is on fire, the target takes an extra 1d4 fire damage. | 45gp |
| Serrated | Arrows only | When you score a critical hit against a target using this ammunition, the target loses 1d6 hit points at the start of their next turn | 60gp |
| Splintering | Arrows and bolts only | When you hit with an attack using this ammunition, all creatures within 5 feet of the target must make a DC 12 Dexterity saving throw, taking 1d6 piercing damage on a failed save, or half as much damage on a successful one. If you are hidden and miss with an attack using this ammunition, making the attack doesn’t reveal your position | 55gp |
| Tarred | Arrows and bolts only | You can choose to light this ammunition on fire as part of an Attack action using it. When you shoot this ammunition while it is on fire, the fire goes out after the impact and creates a 10-foot cube of black smoke that lasts for 3 rounds. The cube spreads around corners, and its area is heavily obscured. The smoke can be dispersed early by a light wind of at least 10 mph | 40gp |
Dalimunite
Ingots are used to enhance equipment beyond +3. ou ca enchant armour and weapons to +3 but using these ingots can add a separate +3.
Starfite
A Very Rare Mineral that has creeping properties. A Metal that grows like a plant or crystal though extremely slowly. Its main use is to enrich other rare ores and alloys. Once Starfite has bee processed its creeping properties cease.
Adamantine Arcadia, Volume 16
Adamantine is a hard, black metal that, in its polished form, reflects a green sheen under normal light and a purple-white sheen under magical light. It is a rare, heavy metal, found most often in lava flows and meteorite landing sites. Due to adamantine’s density, items made of it are 25 percent heavier than their mundane counterparts.
Celestial Silver Arcadia, Volume 16
When veins of silver develop deep within the earth alongside rare gems known as moonstones, the exposure creates a prized metal known as celestial silver. When worked properly with a special cooling process, this highly effective metal can repel some forms of evil. Though celestial silver is generally safe to work with, wear, and use, some masterwork artisans claim that a curse is left upon those who handle the metal with ill intentions.
Frost Steel Arcadia, Volume 16
Iron ore bathed in a monster’s icy breath can absorb some of the energy and glow blue. It is rare and dangerous to find—most often in the hoard of a white dragon—but worth the hunt for those brave enough. Once obtained, frost steel is easy enough for a masterwork artisan to use and mold.
Meteorite Iron Arcadia, Volume 16
When refined, meteorite iron is heavier and less brittle than basic iron. It is flecked with orange hues, which makes it easy to identify. Many ancient civilizations depleted the surface beds, leaving the remaining deposits buried deep in the Underdark or in remote, unexplored lands. It is a pliable metal, making it beginner friendly.
Mithral Arcadia, Volume 16
A rare metal, mithral is dark and silvery. It is strong like steel and half the weight, and thus an ideal material for folks looking for the lighter side of powerful weapons. Mined from the deepest tunnels of the oldest mines, mithral is hard to find, but deposits yield an abundance of it. Artisans craft gorgeous wares with intricate details with this lightweight metal, and due to its density, items made of it are 25 percent lighter than their mundane counterparts.
Obsidian Arcadia, Volume 16
A volcanic glass, obsidian is brittle until properly worked with and molded, a process that makes it strong and able to absorb force. Obsidian is a relatively common material found most often near mountainous rivers. Due to its rigid nature, obsidian can be purposefully broken while working it in the forge to form sharp, jagged edges, which tear the flesh at odd angles and make healing more challenging. It is shiny and black, so not only is it effective, it is perfect for the brooding character in your campaign.
Idea for new rules
What if the wooden materials could be use in addition to the metal materials for some weapons? such as a handle/ hilt etc. Is this too strong?
Desert Iron-wood
Stout Blackwood
Yellow-Wood
Silver
Delerium Guide to Drakenhime
This magical mineral was left behind when a shattered chunk of the Lost Moon hit the nation of Athein as a meteor long ago. It appears in geode clusters of translucent, sharp-edged crystals that reflect octarine light. The eldritch stones softly hum in dissonant tones, and glow brightly at night or when exposed to magic.
Deposits are found throughout Athein and in some surrounding areas, often seen fused into stone streets and buildings like crystalline moss. A typical delerium fragment is about the size of a finger. Crystals may be fist-sized or slightly larger, and geodes may be as big as a pumpkin. Massive clusters might grow taller than an average human.
Abyss Stone
MoonStone
Arcadia Vol 28
Mage-Wright Enchantment can be conducted by any Mage-Wright Crafter. a High level form of Magic enchantment that not everyone is able to master.
Mage-Wright May offer their services for a high price, a favour or other form of trade they find useful.
Mage-Wright enchantment are counted separately from generic enchantments or mundane enchantments and will often stack onto of other magic. Though only 1 Mage-Wright enchantment can apply to any one piece of equipment, weapon or armour. Unless? (Talk to your GM). But that one mage-wright enchantment can be refined further with subsequent enchantments of the same type.
Some of these enchantment are less powerful than others, Its highly possible that less powerful enchantment can be combined with more powerful ones if the player and GM agree.
Some of these Enchantments can be done by less skilled smiths / enchanters. (Ask your GM)
Alacritous
An alacritous item allows you to take an extra bonus action. Once you do so, you can’t do so again until you finish a long rest.
Arcane Retort
An item with the arcane retort upgrade allows you to cast counterspell at 3rd level. Once you do so, you can’t do so again until you finish a long rest.
Arcane Sense
An item with arcane sense glows or reacts in some other noticeable way whenever a spell is cast within 20 feet of it.
Elusive
An item with the elusive upgrade grants you advantage on ability checks and saving throws made to avoid being grappled or to escape from a grapple.
Empowered
An empowered item can be used as a spellcasting focus. Additionally, you have a +1 bonus to spell attack rolls.
Energy-Touched
An item with the energy-touched upgrade channels the power of a specific type of energy.
You can have multiple items with this upgrade for different damage types, or can have one item that deals extra damage and one item that reduces damage both of the same type. But two items with the same effect for the same damage type don’t work together.
Roll on the Energy Type table to determine what type of energy this item channels.
| Energy Type | |
|---|---|
| D8 | Element |
| 1 | Acid |
| 2 | Cold |
| 3 | Fire |
| 4 | Force |
| 5 | Lightning |
| 6 | Necrotic |
| 7 | Radiant |
| 8 | Thunder |
Ferocious
A ferocious weapon deals an extra 1d4 damage of the weapon’s type on a critical hit.
Fortitude
Each time you finish a long rest, you gain 1d8 temporary hit points.
Guardian
A guardian item grants you a +1 bonus on one saving throw of your choice.
Illuminated
An illuminated item sheds dim light in a 30-foot radius when you speak a command word as a bonus action. You can extinguish the light at any time (no action required).
Keen
A keen weapon Increases its critical threshold by 1 (D20 Roll 19-20). Once you use this benefit, you can’t do so again until you finish a long rest. You can choose to use this benefit after determining whether the attack hits or misses.
Mind’s Eye
A mind’s eye item grants you the ability to initiate telepathic communication with one creature within 30 feet of you as a bonus action. This telepathy lasts until you and the other creature are no longer within 30 feet of each other, or until either of you end the communication (no action required). You can communicate with another creature whether or not you have a common language, but you can’t communicate with any creature with an Intelligence score of 2 or lower.
Potent
A potent item grants you a +1 bonus to your spell save DC for spells of a school of magic of your choice (abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, or transmutation).
Preservative
A preservative item immediately casts the gentle repose spell on you when you die.
Protective
A protective item grants you a +1 bonus to Armor Class.
Rugged
A rugged item grants you resistance to poison damage.
Shielded
An item with the shielded upgrade allows you to cast the shield spell. Once you do so, you can’t do so again until you finish a long rest.
Shifting
A shifting item allows you to cast the disguise self spell. Once you do so, you can’t do so again until you finish a long rest.
Skillful
A skillful item grants you proficiency in one new skill or with one new tool or instrument.
Stoic
A stoic item grants you advantage on saving throws against being charmed or frightened.
Swift
A swift item allows you to add half your proficiency bonus (rounded down) to initiative rolls.
Talkative
With a talkative item, you can cast the message spell a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest.
Unveiled
An unveiled item grants you darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 60 feet.
Wakeful
With a wakeful item, you need only 4 hours of sleep to gain the same benefit that a typical Humanoid gains from 6 hours of sleep. You still need an additional 4 hours of light activity, such as reading, talking, eating, or standing watch, to gain the benefit of a long rest. If you already have the capability to reduce or negate your need for sleep, you choose which benefit to use.
Creating Magic Items or Brewing magic potions has to come from somewhere, there are a variety of vauge rules in the DMG and Xanatha's guide but i needed something more detailed for my players and to make some alterations to the rules.
Formula Or Blueprint
For Magic items a Blueprint is required. You can obtain a blueprint for sale at shops or create one yourself by destroying a copy of the magic item you want the blueprint of.
Your character disassembles and reverse engineers the object to understand its components and learn how it was made, this process destroys the magic item and is unable to be resembled as the magic is spent and the materials are worn.
The same process for a formula but that is for potions and Elixirs
These should be recorded as an item in your inventory or in a journal of some sort.
Spellcasting Ability
The ability to understand and weave magic is a requirement. how else do you expect to be able to weave magic into an object if you cannot wield it yourself.
The ability to cast 3rd level spells
Level Requirement
The character must be an appropriate level for the rarity of magic item they intend to create. as follows.
Location/ Access to Generic materials
Your character needs a safe and well established location to be able to craft or brew magic items. A Workshop, Home or similar place that is safe against unwannted visitors and can be closed or locked in someway. and has suitable space to work for extended periods of down time.
Also it needs to be in a location with access to mundane materials, generic ingredients and the like. things like salt, cloth, metals, glass, fruit etc. things a general store may have or a plentiful land may hold.
Special Materials
Most Magic items or Potions require a key ingredient that is not available at a general store. Something that needs to be gathered by the character in a mini quest of sorts or obtained during their travels. There will be a list bellow of what magic items and their special material they are required bellow.
Example: Health potions require Regen Root or Trolls blood as their special material, With more being required for higher tiers of health potion.
Gold & Time
Now that you have everything else you need to pay for those generic materials and have the time to craft or brew your desired item. Time and cost is determined by the rarity of the magic item OR the general cost of the magic item as not all rare magic items are priced the same.
Tools & Skills
Getting everything ready is for nothing if your character doesn't have the necessary tools and skills required to start and finish a project. The character needs to have suitable tools and proficiency with those tools for crafting or brewing each magic item they want.
Example: Leather workers for a leather bag of holding, Jewelers tools for a ring of protection, Brewers tools for potions etc.
But also some magic items may require proficiency in certain skills. Arcana is almost always a requirement but there may be others depending on the item
Note: When an ingredient references 'Essence' that means any decent part of the creature may work, blood, flesh, horn, claw. root, flower etc
| Poison | Raw Cost | Shelf Cost | Time | Special Ingredient | Rarity | Style | DC | Damage | Duration |
|---|---|---|---|---|---|---|---|---|---|
| Basic Poison | 50 gp | 100 gp | 1 Day | Simple Venom | Common | Injury | Con, 10 | 1 D4 | Instantaneous |
| Assassin's Blood | 75 gp | 150 gp | 1 Day | Simple Venom | Common | Ingested | Con, 10 | 1D12 | 24 Hours |
| Burnt Othur Fumes | 250 gp | 500 gp | 1 Day | Hell-Spawn 'Essence' | Common | Inhaled | Con, 13 | 3D6 (1D6 Repeating) | 3 Successful Saves |
| Crawler Mucus | 100 gp | 200 gp | 1 Day | Carrion Crawler Mucus | Common | Contact | Con, 13 | Paralyzed | 1 Minuet |
| Drow Poison | 150 gp | 300 gp | 2 Days | Underdark Flora | Common | Injury | Con, 13 | Unconscious | 1 Hour |
| Essence of Ether | 150 gp | 300 gp | 3 Days | Ethereal 'Essence' | Un-Common | Inhaled | Con, 15 | Unconscious | 8 Hours |
| Malice | 125 gp | 250 gp | 1 Day | Blight 'Essence' | Common | Inhaled | Con, 15 | Blinded | 1 Hour |
| Midnight Tears | 750 gp | 1500 gp | 3 Days | Celestial 'Essence' | Un-Common | Ingested | Con, 17 | 9D6 | Instant at Midnight |
| Oil of Taggit | 200 gp | 400 gp | 1 Day | Deep-Dream Nectar | Common | Contact | Con, 13 | Unconscious | 24 Hours |
| Pale Tincture | 125 gp | 250 gp | 1 Day | Liquid Metal | Un-Common | Ingested | Con, 16 | 1D6 To Max HP (1D6 Repeating) | 24 Hours (Restes on a failed save) |
| Purple Poison | 1000 gp | 2,000 gp | 1 Day | Purple Worm Mucus | Rare | Injury | Con, 19 | 12 D6 | Instantaneous |
| Empress's Venom | 100 gp | 200 gp | 1 Day | Quality Venom | Common | Injury | Con, 16 | 3 D6 | Instantaneous |
| Torpr | 300 gp | 600 gp | 1 Day | Quality Venom | Common | Ingested | Con, 15 | Incapacitated | 4 D6 Hours |
| Truth Serum | 75 gp | 150 gp | 1 Day | Zone-of-Truth | Common | Ingested | Con, 11 | Cannot Lie Knowingly | 1 Hour |
| Wyvern's Bane | 600 gp | 1,200 gp | 1 Day | Wyvern's Venom | Un-Common | Injury | Con, 15 | 7 D6 | Instantaneous |
| Bane of the Mage | RAW | SHELF | TIME | Mage Ripper Mucus | RARITY | STYLE | DC | Damage | Duration |
Assassin's Blood (Ingested)
Burnt Othur Fumes (Inhaled)
Crawler Mucus (Contact)
Drow Poison (Injury)
Essence of Ether (Inhaled)
Malice (Inhaled)
Midnight Tears (Ingested)
Oil of Taggit (Contact)
Pale Tincture (Ingested)
Purple Poison (Injury)
Empress's Venom (Injury)
Torpor (Ingested)
Truth Serum (Ingested)
Wyvern's Bane (Injury)