🔨 CRAFTING 🔨
────────────────────────────
1. What item should I make?
2. What is required to make it?
3. Who is gonna make it?
✦ Pay an NPC shop to make the item
✦ Pay a PC shop to make the item
✦ craft it yourself
NOTE: The rules in this document generally apply to downtime activities while not on missions and quests. Dungeon masters during games may change or bend the rules for crafting for their games.
1. What item should I make?
✦ Open the Item Catalog Find an item you want.
✦ Check the Rarity.
-You need a catalyst that is the same rarity as the item.
✦ Check the Proficiency needed.
-Ex: Smith tools for swords.
✦ Check the total cost.
-Pay the total cost of the item.
✦ Check the catalyst quality needed.
-Each item has a Quality needed to make it and you need ONLY ONE catalyst that matches it to make the item.
https://docs.google.com/spreadsheets/d/1K2gIhhIwx_jc7EdhVcyeuzoSqKPV45ADIukF40RGxr0/edit?usp=sharing
2. Where do I get magical crafting materials?
✦ Go on expeditions to find the magical catalysts.
✦ Buy them from other players or NPC shops when available.
✦ Go on smaller downtime activities and exploration to find catalysts.(See the section on Crafting Materials down below.)
3a. Pay someone to make it?
✦ Hire someone, PC or NPC with the right shop and skill, to make the item.
✦ Provide the catalyst and pay the gold
✦ Submit the 'Crafting Work Order' to the correct logging channel.
✦ Check back in a week with the hired crafter to see if the item is complete.
Note: Having an NPC do it, takes 2 weeks. NPC's can normally only make up to uncommon.
(Log in the weekly-activity link the message for the entry in downtime logs for the expenditure.)
3b. Crafting it yourself?
✦ The crafter needs proficiency for the item they are attempting to make.
✦ You need a workshop that matches the rarity of the item you wanna make.
✦ You can work on one magic item at a time.
-Note: In lore reason, the magic is constantly being worked.
Any other spells being woven in the same shop might make
things explode.
✦ You have to make a successful roll and consult the results table.
Note: Item crafting is minimum one week, Higher skill means you'll get it done sooner.
────────────────────────────
Crafting Work Order (To be placed in daily-activity-log)
────────────────────────────
Item name:
Workshop used: (NPC or PC name)
Item Rarity: ex: Common, Very Rare.
Resources Expended: Example, 65 gp, poisonous catalyst
Completion Date:
Crafting Roll Outcome: Example, item blew up, item completed, made a failure.
────────────────────────────
Making your Crafting Rolls!
────────────────────────────
1. Figure out how many crafting dice to roll and roll them.
✦ You have a number of crafting dice in the form of d20’s equal to all your modifiers to the proficiency divided by 2. Ex: If you have a +12 to blacksmithing you’d have 6 crafting dice.
✦ Some features or abilities may modify this.
2. Roll to craft
✦ You'll roll a D20+your proficiency+ability modifier
✦ Natural 20 confers a bonus +5 to the roll
✦ If your roll on the d20 is equal to or less than the critical DC, roll on the critical failures table.
✦ If don't complete the item roll on the complications table.
3. Check if the item is completed.
✦ Check the row that matches the item rarity and see if you meet or beat the success threshold.
✦ If fail below a certain amount you'll have to roll on the failures table.
Ex: a common item has a low chance of failure.
✦ If you roll above a certain threshold you gain a boon onto the weapon.
4. If you meet the success threshold required the item is complete. If you do not, then you wait 1 week and try again. At the end of week 3 the item is completed automatically as long as it's not a critical failure.
Complications and Success table
Item rarity | Successes Threshold | Failures Threshold
Common | 1 | 4
Uncommon | 2 | 3
Rare | 4 | 2
Very Rare | 6 | 1
d6 | Complications
1 | 2 magical materials is wasted. Items are unfinished until the material is replaced
2 | 1 magical material is wasted. Items are unfinished until the material is replaced
3 | broke a tool, pay 15sp to replace it.
4 | Add 1 day to completion
5 | 1 magical material is wasted. Items are unfinished until the material is replaced
6 | add 2 days to completion
D4 | Critical complication
1 | Item loses all magic becoming mundane and still uses the resources
2 | Item has a curse on it. Ping a DM for specifics
3 | Weapon or armour has a -1 debuff to its stats as appropriate for the type based on rarity. Common is -1, uncommon is -2, rare is -3, very rare is -4
4 | Item explodes damaging the workshop and crafter. The materials are lost. Pay 300sp to repair the shop to make it usable again. Roll 2d6 for common items, 3d6 for uncommon, 4d6 for rare and 5d6 for very rare. You take that much in magical piercing damage.
────────────────────────────
🍺 Homebrew Items! 🍺
────────────────────────────
For now we do not have a rubric or templates or anything. If you wish to make a homebrew item, contact and discuss with an available @Staff Member and we'll work on creating the magic item and then the formula for it.
────────────────────────────
DM GUIDANCE
────────────────────────────
During a quest, expedition or activity performed outside of the Bastion, DMs may award players with unique materials taken from their activities; rare hides, bones or organs from powerful monsters, gems, metals and minerals imbued with magic, herbs and food-stuffs with unique properties for spells or food, etc. In some cases merchants may bring items to the city's marketplaces to sell, though at a hefty price. These items in turn may also be traded or sold to other players if the player so chooses, allowing for players to bounce off one another for materials to enhance themselves and their gear.
DM quick guidance:
✦ In general you don't need to provide more then one catalyst per person per session. Not every session should guarantee a catalyst.
✦ Provide Common Catalysts for level 5 and below.
✦ Provide Uncommon Catalysts to level 6 to 10.
✦ Provide Rare Catalysts to level 11 to 15.
✦ Provide Very Rare Catalysts to level 16 to 19.
✦ Legendary Catalysts are only for level 20.
✦ You can allow a player to hunt for a catalyst above their level but prepare the game for that level bracket, not the players. Ex: Level 5 wants to get a rare, prepare a game for a level 11.
✦ When handing out materials, the players can find them in treasure, from the environment, or the bodies of monsters themselves.
✦ Be sure to assign a catalyst a quality.
Here is the roster of potential materials and qualities:
| Number | Type | Description |
| 1 | Dye | Acidic. Associated with acid damage, evocation spells that deal acidic damage. Conjuring acid, acid resistance, rusting and corrosion. |
| 2 | Earthenware | Chaotic. (Wild Magic). Associated with wild magic, randomness, unpredictability and be used as a substitute for other qualities. |
| 3 | Foodstuff | Cold. Associated with cold damage, evocation spells that deal cold damage, conjuring ice and cold resistance. |
| 4 | Gem | Dimensional. (Planar, Extraplanar) Associated with teleportation, portals conjuration magic, summoning bigger-on-the-inside spaces and pocket dimensions. |
| 5 | Glass | |
| 6 | Grain | Fiery. Associated with fire damage, evocation spells that deal fire damage, conjuring fire, fire resistance, the element of fire and fire elemental creatures. |
| 7 | Leather | Forceful. Associate with force damage, evocation spells that deal force damage, force resistance, force fields, many abjuration spells that ward or hedge, pushing or shoving and the Strength ability. |
| 8 | Metal | Inert. (Antimagic) Associated with magic resistance, antimagic, magic deflection, the element of earth earth elemental creatures and giants. Also associated with resilience and immovability. |
| 9 | Spice | Lightning. Associated with lightning damage, evocation spells that deal lightning damage and lightning resistance. |
| 10 | Textile | Mercurial. Associated with transmutation magic, shapeshifting, fluidity, the element of water and the dexterity ability. |
| 11 | Wax | Necrotic. Associated with necromancy magic, necrotic damage, necrotic resistance and animating or summoning undead creatures. |
| 12 | Bone | Phantasmal. (Fey, Glamered) Associated with illusion magic, senses, awareness, perception music, the fey, the Feywild, the wisdom ability and the warlock archfey pact. |
| 13 | Flesh | Toxic. Associated with poison damage, evocation spells that deal poison damage, poison resistance conjuring poison, inflicting the poison condition or protecting from and neutralising poison. |
| 14 | Fluid | Psychic. Associated with psychic damage, enchantment magic, spells that deal psychic damage, mind reading, mind shielding and the Charisma Ability. |
| 15 | Hide | Radiant. Associated with radiant damage, evocation spells that deal radiant damage, light, celestials and upper=planar creatures, the gods, divine blessings and good. |
| 16 | Plant | Theurgic. (Metamagic) Associated with the rules of magic, spellslots, magic storage, divination knowledge and the intelligence ability. Associated with construct creatures and permanent animated objects. Required for any item that has charges and can recharge itself. |
| 17 | Wood | Thundering. Associated with thunder damage, evocation spells that deal thunder damage, thunder resistance and loud noises or explosive sound |
| 18 | None | Vital. (Quickened, Living, Lifegiving) Associated with healing, regeneration, purifications, treatment of disease, longevity and the Constitution Ability. |
| 19 | None | Void. Darkness, destruction, madness, nonexistence, aberrant creatures and the warlock Great Old One pact. |
| 20 | None | Zephyrous. (Windy, Airy) Associated with wind, elemental air, air elemental creatures, flight, breathing and objects that can float or hover under their own power. |