An attempt at a simpler or rules lite version of the crafting rules, as the previous version is extensive
Scavenging:
After a fight, or during short/long rests, players can call for a scavenging check to harvest Special parts of interest from a monster, Monster hunter style. Using either Investigation, Survival, Medicine, Nature, Arcana, you roll to see how many item charges you get from the creature, plantlife, or environment. Each area or kill can be scavenged once (Once per day in the case of traveling on the road). Any further attempts afterwards may incur story-based outcomes or effects.
Outcomes:
1-5 1 charge
6-10 2 charges
11-15 3 charges
16-20 4 charges
21+ 5 charges
Item application is simplified. Each Special Item Charge can be used in 2 ways
- to make an item of your choice as long as you have the tool proficiencies
- as a special Material used as part of the component of a spell. (If the spell does not have an inherent material component, then it gains a material and somatic component when you use the Special Item Charge)
Item effects are based off the creature it was initially taken from. DC's, damage dice and the like are taken straight from the statblock.
ITEM CREATION:
the special item is described on obtainment and given 3 example abilities that could be crafted into an item.
The DC for crafting an item taken:
8+ Total creature hit die (so if a creature has 11d8 hit die, you add 11)
The Rarity of the item is determined by the chart below:
RARITY | SAVE DC | ATTACK BONUS | SPELL EFFECT LVL |
COMMON | 13 | 0 | CANTRIP-1ST |
UNCOMMON | 15 | +1 | 2ND-3RD |
RARE | 17 | +2 | 4TH-5TH |
VERY RARE | 18 | +2 | 6TH-7TH |
ARTIFACT | 19 | +3 | 8TH |
LEGENDARY | 19+ | +4 | 9TH+ |
The DC, damage output, or statistics of an item effect is the same DC as the monster. To change the DC you have to sacrifice an item in your possession of a rarity equal to the DC that you want. Damage dice numbers also stay the same as the creature unless an item that has more damage dice of the same type is sacrificed.
Any item that gives resistance requires 2 Special item charges, 3 for immunity
If you succeed the Craft Check by 10 or more you get a free bonus on one of the Item's stats. If you fail the craft check you produce an item with some drawbacks based off of materials expended. A Nat 1 expends the item and causes a random side effect based off the crafting process.
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