Introduction Core
Welcome to Black Banner Company's crafting system. This guide covers everything you need to gather materials, learn professions, and craft items during your downtime weeks.
The Main Chart: All exotic materials and loot have a rarity tied to the rank of the quest they're found on. Use this to know what you can find and what things are worth.
The Work Week: Between adventures you have a 32-hour work week. All crafting times in this guide use those hours. If you spend hours crafting, you cannot also use those hours for training that week.
Rank Chart
| Rank | Levels | Material Rarity | Market Value | +X Bonus | Meat/Blood Value |
|---|---|---|---|---|---|
| F | 1–2 | — | — | — | — |
| E | 3–5 | Common | 15g / unit | +0 | 3g / unit |
| D | 6–8 | Uncommon | 150g / unit | +1 | 30g / unit |
| C | 9–11 | Rare | 300g / unit | +2 | 60g / unit |
| B | 12–14 | Rare+ | 850g / unit | +3 | 170g / unit |
| A | 15–17 | Very Rare | 1,500g / unit | +4 | 300g / unit |
| S | 18–20 | Legendary | 5,600g / unit | +5 | 1,120g / unit |
Whenever a recipe or item says "+X", substitute the X value from the row matching that material's rank above.
Training & Learning
To learn a new tool proficiency, hobby (musical instrument or gaming set), or language, follow these rules:
• Cost: 25 gold per week (250g total).
• You cannot craft during a training week. Any crafting (even 2 hours) pauses training until the next week.
• Retraining: You can swap one proficiency for another with the same 10 weeks and 250g — even re-learning a lost one.
• Guild Bonus: Upon joining Black Banner Company, you may train one additional tool/kit proficiency beyond your character sheet.
• You can only have one hobby (instrument or gaming set) at a time; retrain to change it.
• Everyone must spend 10 weeks — no exceptions, no shortcuts.
How to Craft
To craft any item in this guide, you need the appropriate tool, proficiency with that tool, any required equipment (Workshop, Lab, etc.), and the listed materials. Then roll:
Note: Ability score modifiers (STR, INT, etc.) are NOT added. Only your proficiency modifier applies.
Prime / Base Material System
Many exotic recipes use two types of materials:
If multiple units of base material are needed, they must all be the same material. No mixing.
You may use the same material as both Prime and Base, but a Nat 20 then yields no extra benefit. Diversify your materials for the best results.
Harvesting Creatures Gathering
Every corpse can be harvested. The skill check used depends on creature type:
| Creature Type | Skill Check |
|---|---|
| Aberration, Construct, Dragon, Elemental, Ooze | Arcana |
| Celestial, Fey, Fiend, Undead | Religion |
| Beast, Giant, Humanoid, Monstrosity, Plants | Nature / Survival |
| Creature Size | Max Harvest Checks | Max Units per Check | Meat Rations | Gallons of Blood |
|---|---|---|---|---|
| Small | 1 | — | 1 | 1 |
| Medium | 1 | 1 | 2 | 2 |
| Large | 1 | 2 | 3 | 3 |
| Huge | 2 | 2 | 4 | 4 |
| Gargantuan | 2 | 3 | 6 | 6 |
Harvestable Parts
| Material | Element | Source |
|---|---|---|
| Abominable Skin | Psychic | Aberrations and unnatural beings |
| Bones | Piercing/Bludgeoning (or dragon's element) | Any boned creature |
| Chitin | Physical | Giant crabs, insects, remorhaz |
| Demon Leather | Fire | Infernal Planes creatures |
| Ellond Hide | Fire | Desert/steppe creatures |
| Monster Feathers | Physical | Hippogriffs, rocs, giant eagles |
| Monster Scales | Physical (or dragon's element) | Scaly creatures, dragons |
| Spirit Pelt | Force | Outlands, Ethereal, Astral beasts |
| Thick Hide | Cold | Thick-furred creatures |
| Venom Glands | Poison | Venomous creatures |
Exotic Metals Gathering
Use a miner's pick and make an Athletics check DC 15 + X to harvest an ore vein. Failure yields nothing. You can find ores up to the rank of the current quest/dungeon.
Any exotic metal can substitute for iron in a mundane craft — e.g., two E-Rank Plaguesteels can cover 30g of material cost in a Fullplate recipe.
Stones, Woods & Weaves Gathering
Collected with a DC 15 + X skill check. Woods require a greataxe. Stones, coral, and ice require a mining pick. Success yields 1 unit of material, though the DM may grant more. A Natural 20 grants an additional unit or reveals another nearby source.
Woods
Stones, Minerals & Exotic Materials
Weaves & Fibers
Plants & Herbs Gathering
Finding herbs requires a DC 15 Nature check. Harvesting them requires a DC 15 + X Nature or Survival check (DM's discretion).
| Rarity | Rank | Value | Key Examples |
|---|---|---|---|
| Common | E | 15g / unit | Blue Herb, Blood Herb, Mandrake Root, White Poppy, Dried Ephedra, Drojos Ivy, Ellond Scrub, Kreen Paste (25g) |
| Uncommon | D | 150g / unit | Ash Chives, Kasuni Juice, Frenn Moss, Spineflower Berries, Corpse Flower, Othur Stalk |
| Rare | C | 300g / unit | Chromatic Mud, Ghost Blossom, Korin's Fang, Lemurma Bell, Olis Veritus, Taggit Blossom, Ucre Bramble, Xeni Leaves |
| Rare+ | B | 850g / unit | Spirit Petals, Lunar Nectar, Ignant Petals, Wisp Stems |
| Very Rare | A | 1,500g / unit | Devanian Fungus, Doomsphere Whiskers, Silverstem, Galebloom, Thunder Leaf, Viping Vitalis |
| Legendary | S | 5,600g / unit | Dragontongue, Voidblossom, Arborian Ivy, Black Lotus |
Alchemist's Supplies Profession
Alchemists brew potions of untold power! Remember, a potion may be expensive, but you can use them as a bonus action if it’s on your person and you drink it yourself!
Requirements: Proficiency with Alchemist's Supplies, Alchemist's Supplies, Alchemy Lab.
Potions can be used as a bonus action if you're holding them and drink them yourself.
Roll Outcomes
Common Potions (Workshop Optional)
Uncommon Potions (Workshop Optional)
Rare Potions (Workshop Required)
Rare+ Potions (Workshop + Lab)
Very Rare Potions (Workshop + Lab)
Legendary Potions (Workshop + Lab)
Brewer's Supplies Profession
Have you imagined splitting a potion in half? Well, Brewers might just be mad enough to give it a try! If you like taking fate into your own hands, and possibly see God in the process, this is the profession for you. 10lbs of produce can be bought for 2g.
Since a diluted potion is more alcohol than not, if the drinker is immune to poison, they are unable to benefit from a diluted potion at all. If the drinker is resistant to poison, they can subtract an additional -2 from this roll.
Drunk Check Outcomes
Requirements: Proficiency with Brewer's Supplies, Brewer's Supplies, a keg. 10 lbs of produce = 2g.
Brewers can dilute potions with exotic alcohol to create two weaker doses from one potion. Great for stretching your supplies — but there's a risk of getting too drunk.
Roll Outcomes
| Brew | Materials | Time | DC | Result |
|---|---|---|---|---|
| Alcohol | 20 lbs produce, 1 unit Brewer's Yeast, a keg | 10 hrs | 8 | 10 units Alcohol |
| Brewer's Yeast | 5 lbs produce, any container | 12 hrs | 12 | 10 units Yeast |
| Exotic Alcohol | 1 exotic plant, 1 Brewer's Yeast, 2 alcohol | 8 hrs | 10+X | 2 units same-rank exotic alcohol |
| Common Dilution | 1 common exotic alcohol + 1 common potion | 1 hr | 10 | 2 diluted potions |
| Uncommon Dilution | 1 uncommon exotic alcohol + 1 uncommon potion | 2 hrs | 12 | 2 diluted potions |
| Rare Dilution | 1 rare exotic alcohol + 1 rare potion | 4 hrs | 14 | 2 diluted potions |
| Rare+ Dilution | 1 rare+ exotic alcohol + 1 rare+ potion | 8 hrs | 16 | 2 diluted potions |
| Very Rare Dilution | 1 very rare exotic alcohol + 1 very rare potion, Workshop + Lab | 16 hrs | 18 | 2 diluted potions |
| Legendary Dilution | 1 legendary exotic alcohol + 1 legendary potion, Workshop + Lab | 32 hrs | 20 | 2 diluted potions |
Nat 1: Potion works + gain 2d4+Con max HP for 2 hours. 0–5: Potion works. 6–10: Potion works at end of your next turn. 11–16: Works at end of next turn OR roll Failed Drunk Chart. 17–19: No effect, roll Failed Drunk Chart. Nat 20: No effect, roll Failed Drunk Chart twice.
Failed Drunk Chart
Roll a straight d20. All effects happen immediately and last 1 minute unless noted. Some effects are removed by a long rest or magic. (Poison resistance grants advantage on this roll where the Drunk Check directs you here.)
| d20 | Effect |
|---|---|
| 1–2 | You start vomiting and can't see straight. You are Poisoned. |
| 3–4 | You're wasted — movement speed reduced by 5 ft. |
| 5–6 | Gain 1 rank of Exhaustion. |
| 7–8 | Gain a permanent phobia (DM's choice or random); frightened when facing it. Removed by Greater Restoration. |
| 9–10 | Polymorph into a Rat or other CR 0 creature for 1 hour. |
| 11–12 | You age 2d4 years. Permanent. |
| 13–14 | You consider everyone friendly (including enemies). DC 10 Wis save at the start of each turn to end; also ends if you take damage. |
| 15 | You lose your voice but become telepathic. |
| 16 | You enlarge or shrink (DM's choice), as if Enlarge/Reduce were cast on you. |
| 17 | You enter a Rage exactly like the Barbarian's level 1 feature. |
| 18 | You start growing a beard — gain Poison Resistance as your liver adapts. |
| 19 | You go invisible, as if Invisibility were cast on you. |
| 20 | You see god, and she loves you. You charge into melee with advantage on all attacks and resistance to all damage, and refuse to flee. Auto-fail the first save; DC 10 Cha save at the start of each turn thereafter to end. |
Expert Perks: Brew Expert — advantage on Persuasion, History, Arcana, Religion, Deception, Insight, and Performance checks concerning drinks (DM's discretion), plus advantage on Insight to tell if a drink is bad or poisoned. Hardened Liver — advantage on Constitution saves to avoid getting drunk (unless you want to).
Hardened Liver
A lifetime of alcoholism has left you very functional. You get advantage on Constitution Saves to avoid getting drunk, unless you want to, of course.
Calligraphy Supplies Profession
For instance, to craft a spell slot 3 scroll costing 500g, using a Ghost Blossom herb worth 300g reduces your expense to 200g. However, common ingredients like Blue Herbs or Common blood, which fall below the value threshold for 3rd level spells, cannot be used for this purpose.
You can use multiple herbs and/or bloods per craft, provided each meets the scroll’s level requirement. However, if the combined value of herbs and bloods exceeds the scroll’s cost, the excess value is not refunded. For example, using two Ghost Blossoms, total 600g, for a 500g scroll will not return the extra 100g; it is simply lost.
Master Scrivener reduces all materials needed and craft times by 50%. However, scrolls are price controlled and they cannot be sold for cheaper than market value, even to other players.
- If the spell on the scroll is not on your class’s spell list, you must use the Magic Action to cast it.
- If the spell is on your class’s spell list, the scroll may be used with its normal casting time, following RAW.
- A character may use a maximum of two (2) spell scrolls per contract, regardless of source or spell level.
- For additional details on how spell scrolls function, consult the Spell Scroll item description on D&D Beyond.
Requirements: Proficiency with Calligraphy Supplies. Higher level scrolls require a Workshop/Library.
Scroll makers can use rare herbs or blood as ink — their market value is deducted from the scroll's crafting cost. You must be able to cast the spell yourself to scribe it. Scrolls are price-controlled and cannot be sold below market value.
Roll Outcomes — Calligraphy Proficiency Check (not Arcana)
You must be able to cast the spell yourself to scribe it. Multiple herbs/bloods may be used per craft, but each must individually meet the scroll's level requirement, and excess value over the scroll's cost is not refunded.
Herb & Blood Ink Values for Scroll Crafting
| Rarity | Rank | Herb / Blood Value | +X | Usable for Scroll Levels |
|---|---|---|---|---|
| Common | E | 15g / 3g | +0 | Cantrips, 1st |
| Uncommon | D | 150g / 30g | +1 | 2nd, 3rd |
| Rare | C | 300g / 60g | +2 | 3rd, 4th |
| Rare+ | B | 850g / 170g | +3 | 4th, 5th |
| Very Rare | A | 1,500g / 300g | +4 | 5th, 6th |
| Legendary | S | 5,600g / 1,120g | +5 | 6th and up |
| Scroll Level | Craft DC | Time | Market Value | Facility |
|---|---|---|---|---|
| Cantrip | 10 | 4 hrs | 15g | Optional Workshop |
| 1st Level | 11 | 6 hrs | 25g | Optional Workshop |
| 2nd Level | 12 | 8 hrs | 250g | Optional Workshop |
| 3rd Level | 13 | 12 hrs | 500g | Optional Workshop |
| 4th Level | 14 | 16 hrs | 1,500g | Workshop |
| 5th Level | 15 | 24 hrs | 3,000g | Workshop |
| 6th Level | 16 | 32 hrs | 7,500g | Workshop |
| 7th Level | 17 | 48 hrs | 12,500g | Library + Workshop |
| 8th Level | 18 | 72 hrs | 25,000g | Library + Workshop |
| 9th Level | 19 | 96 hrs | 50,000g | Library + Workshop |
Master Scrivener: reduces all materials needed and craft times by 50%. (Scrolls remain price-controlled and cannot be sold below market value, even to other players.)
Carpenter's Tools Profession
Where there's wood, there's a way. That's what carpenters say! They are not your typical profession. While others are making equipment or goods for use and sale, carpenters are keeping the roofs over our heads and the walls around our cities. From sturdy fortifications to elegant furnishings, their craftsmanship forms the backbone of every settlement and Bastion.
Requirements: Proficiency with Carpenter's Tools, Carpenter's Tools, and the required wood or exotic wood materials.
General Furnishing Recipe by Rank
Use the furnishing's rank to determine the required materials, work hours, and DC. Furnishings may be crafted at a higher rank if the Bastion facility can support that rank.
| Furnishing Rank | Materials | Work Hours | DC |
|---|---|---|---|
| E | 2 units E-Rank exotic wood | 4 hrs | 12 |
| D | 3 units D-Rank exotic wood | 8 hrs | 14 |
| C | 4 units C-Rank exotic wood | 16 hrs | 16 |
| B | 5 units B-Rank exotic wood | 24 hrs | 18 |
| A | 6 units A-Rank exotic wood | 32 hrs | 20 |
| S | 8 units S-Rank exotic wood | 48 hrs | 22 |
Basic Facility Furnishings
| Facility | Furnishing | Minimum Rank | Recommended Wood | Bonus |
|---|---|---|---|---|
| Barracks | Reinforced Bunk Frames | E+ | Ironwood or Darkwood | Increase the Barracks hireling capacity by an amount equal to the furnishing's rank: E +1, D +2, C +3, B +4, A +5, S +6. |
| Bedroom | Noble Bed Set | E+ | Darkwood or Summitwood | Reduce one Training project by 1 week per Bastion Turn. |
| Dining Room | Grand Feast Table | E+ | Ironwood or Darkwood | Once per Bastion Turn, reroll one hireling-related result. |
| Kitchen | Master Butcher's Block | D+ | Ironwood | Produce 1 additional Treat whenever the Kitchen generates Treats during a Bastion Turn. |
| Parlor | Noble Lounge Set | E+ | Darkwood or Summitwood | Once per Bastion Turn, one hireling task may be rerolled. |
| Shop | Merchant Display Counter | D+ | Darkwood or Ironwood | Once per Bastion Turn, the owner may purchase one item from the Player's Handbook at a 10% discount. |
| Storage | Supply Ledger Cabinet | E+ | Darkwood | Once per Bastion Turn, gain advantage on one harvesting Profession Check. |
| Well Room | Stone Purification Basin | D+ | Deadwood or Summitwood | Once per Bastion Turn, gain advantage on one Cooking Utensils Profession Check. |
Rank C Facility Furnishings
| Facility | Furnishing | Minimum Rank | Recommended Wood | Bonus |
|---|---|---|---|---|
| Armory | Equipment Maintenance Rack | C+ | Ironwood | Reduce the crafting material cost required to repair damaged items by 50%. |
| Library | Grand Bookshelf | C+ | Darkwood | Reduce one learning project by 1 week. |
| Sanctuary | Consecrated Altar | C+ | Summitwood or Darkwood | Once per Bastion Turn, during your next contract, you may reroll one failed Death Saving Throw. |
| Stables | Reinforced Stall Set | C+ | Ironwood or Deadwood | Stable 1 additional mount. |
| Storehouse | Warehouse Shelving System | C+ | Ironwood or Darkwood | Once per Bastion Turn, preserve one harvested material that would otherwise be lost due to a failed craft. |
| Workshop | Master Craftsman's Bench | C+ | Ironwood | Reduce one crafting project by 4 Work Hours. |
Rank B Facility Furnishings
| Facility | Furnishing | Minimum Rank | Recommended Wood | Bonus |
|---|---|---|---|---|
| Naval Bastion Fittings | Harbor Crane | B+ | Ironwood | Reduce the Work Hour cost of one ship-related project by 25%. |
| Gaming Hall | Champion's Gaming Table | B+ | Darkwood | Once per Bastion Turn, reroll one Gaming Hall result. |
| Graveyard | Restless Catacombs | B+ | Deadwood | When using Raise the Dead, raise one additional undead. |
| Laboratory | Alchemical Cabinet | B+ | Deadwood or Ironwood | One failed Alchemy craft loses 50% fewer materials. |
| Sacristy | Blessed Reliquary Cabinet | B+ | Summitwood or Darkwood | Once per Bastion Turn, gain advantage on one divine crafting or research project. |
| Siege Workshop | Engineering Drafting Table | B+ | Ironwood | Reduce one Siege Workshop crafting project by 8 Work Hours. |
| Teleportation Circle | Planar Attunement Array | B+ | Summitwood or Darkwood | Once per Bastion Turn, reduce the crafting time of one Planeshift Fork by 50%. |
| Theatre | Grand Stage Platform | B+ | Darkwood | Once per Bastion Turn, gain advantage on one Performance-based Profession Check. |
| Training Area | Combat Drill Rack | B+ | Ironwood | Reduce one training project by an additional week. |
| Museum | Curated Trophy Display | B+ | Darkwood or Ironwood | Once per Bastion Turn choose one: gain +1 to a Profession Check, or reduce a crafting project by 2 Work Hours. |
Rank A Facility Furnishings
| Facility | Furnishing | Minimum Rank | Recommended Wood | Bonus |
|---|---|---|---|---|
| Archive | Expanded Reference Collection | A+ | Darkwood | Your Archive contains one additional Reference Book from the Reference Books table. |
| Meditation Chamber | Tranquility Platform | A+ | Summitwood | Once per Bastion Turn, gain advantage on one saving throw against being Charmed or Frightened during your next contract. |
| Menagerie | Exotic Habitat Enclosure | A+ | Ironwood or Deadwood | House 1 additional creature. |
| Observatory | Star Chart Table | A+ | Darkwood or Summitwood | Once per Bastion Turn, reroll one exploration or research result. |
| Pub | Master Tap System | A+ | Darkwood or Ironwood | Whenever you take the Restock order, one Pub Special produces 1 additional consumable. |
| Reliquary | Hallowed Display Shrine | A+ | Summitwood or Darkwood | Once per Bastion Turn, when using the Reliquary Charm order, you may choose to cast either Greater Restoration or Remove Curse. |
Rank S Facility Furnishings
| Facility | Furnishing | Minimum Rank | Recommended Wood | Bonus |
|---|---|---|---|---|
| Demiplane | Dimensional Repository | S | Summitwood or Darkwood | Once per Bastion Turn, when using the Fabrication feature, you may create two objects instead of one. |
| Guildhall | Commander's Table | S | Ironwood or Darkwood | Gain 1 additional Bastion Action per Bastion Turn. |
| Sanctum | Saint's Reliquary | S | Summitwood | Once per Bastion Turn, a creature benefiting from Sanctum Recall may also end one condition currently affecting them. |
| War Room | Strategic War Map | S | Ironwood or Darkwood | Once per Bastion Turn, reroll any Bastion Event result. |
Other Carpenter Crafts
| Craft | Materials | Time | DC |
|---|---|---|---|
| Small Furniture | 3 units E-Rank exotic wood | 4 hrs + X | 12 + X |
| Medium Furniture | 3 units D-Rank exotic wood | 8 hrs + X | 14 + X |
| Large Furniture | 3 units C-Rank exotic wood | 12 hrs + X | 16 + X |
| Huge Furniture | 3 units B-Rank exotic wood | 16 hrs + X | 18 + X |
| Wooden Wheel | 10 lbs wood or 5 units exotic wood | 8 hrs + X | 15 |
| 2-Wheel Cart | 30 lbs wood or 15 units exotic wood | 16 hrs + X | 15 |
| Home Decoration Picture Frame | 1 unit D+ exotic wood, 1 gallon same-rarity blood | 5 hrs × X | 12 + X |
| Custom Orders | 2 lbs wood = 1g | Ask DM | Ask DM |
| In-game Repairs | DM discretion | DM | DM |
| Exotic Hand Glider | 2 units D+ leather, 2 units same-rank wood | 15 hrs + X | 15 + X |
Expert Perks: Emergency Repairman (reduce city damage repair cost by 20%), Handyman (5% rent reduction, stacks with other Handymen), Caravan/Ship Carpenter (50% off travel costs), Wood Expert (advantage on social checks concerning wood; sometimes on Nature checks to identify trees).
Cobbler's Tools Profession
The ancient discipline of footwear! Truly a noble calling if I ever heard one. There are stories of some cobblers becoming so skillful they can make boots that walk on lava or even over clouds!
Requirements: Proficiency with Cobbler's Tools, Cobbler's Tools.
Exotic recipes for Cobbler’s Tools use a Prime/Base Material system. The Prime Material, typically the main component like Adamantine in Door Bashers, defines the item. The Base Material, secondary and consumed in crafting, usually doesn’t transfer its properties to the final item, except when rolling a NAT 20 during crafting. This grants the item both Prime and Base Material properties.
Each recipe requires 1 unit of prime material + 1 unit of same-rank base material unless the recipe says otherwise.
| Recipe | Prime Material | Time | DC | Full Description |
|---|---|---|---|---|
| Attention Sneakers | 2 units D-Rank Monster Scales | 16 hrs | 16 | These eye-catching shoes are impossible to ignore. While wearing them, you have advantage on negotiation-based checks when you specifically compliment, show off, or draw attention to your boots during the interaction. |
| Coral Divers | 1 unit B-Rank Coral | 16 hrs | 16 | These heavy coral boots pull you down safely through water. You can sink to the sea floor and walk along underwater ground, walls, or similar submerged surfaces as if they were solid terrain. |
| Darkwood Surfacers | 1 unit B-Rank Darkwood | 16 hrs | 16 | These buoyant boots allow you to walk across the surface of water. If you are underwater, you may rocket upward toward the surface at a rate of 200 feet per round. |
| Desert Footwraps | 1 unit C-Rank Ellond Hide | 8 hrs | 14 | These heat-worn wraps protect the wearer from burning sands and desert flame. You gain a +1 bonus to saving throws against fire damage, to a maximum total bonus of +2 from similar crafted effects. |
| Door Bashers | 1 unit D-Rank Adamantine | 16 hrs | 16 | These reinforced boots are made for breaking barriers. You have advantage on checks made to kick open doors and advantage on checks or saves made to resist being pushed. Requires Strength 15 or higher to use properly. |
| Dragonscale Greaves | 1 unit C-Rank Dragonscales | 8 hrs | 14 | These greaves carry the protection of the dragon they were made from. You gain a +1 bonus to saving throws against that dragon's associated damage element, to a maximum total bonus of +2 from similar crafted effects. |
| Flamewalkers | 1 unit C-Rank Infernal Leather | 8 hrs | 14 | These infernal boots are built to endure heat rising from below. You have advantage on saving throws against fire effects that come from beneath you, such as burning floors, coals, magma, or similar hazards. |
| Heavenweave Hoppers | 1 unit C-Rank Heavenweave | 8 hrs | 14 | These impossibly light shoes let the wearer step where normal feet would fall through. You can walk on clouds or similar soft vaporous surfaces when the DM determines such footing is possible. |
| Ice Slippers | 1 unit C-Rank Eternal Ice | 8 hrs | 14 | These cold, glassy slippers grip frozen surfaces perfectly. You do not slip on ice, and icy terrain does not cause you to fall prone simply from lack of traction. |
| Lava Clompers | 1 unit C-Rank Ignum | 8 hrs | 14 | These heavy igneous boots allow the wearer to walk across lava as if it were solid ground. They do not automatically protect the rest of the body from heat, flames, or other lava-related dangers unless the DM rules otherwise. |
| Mithril Jumpers | 1 unit B-Rank Mithril | 16 hrs | 16 | These spring-light boots enhance leaps and soften landings. Add your Dexterity modifier to your jump distance, and reduce falling damage you take by 2d6. |
| Monster Sprinters | 1 unit any-rank Monster Feathers | 16 hrs | 16 | These feathered sprinters make the wearer faster on their feet. Increase your movement speed by 1 + X, using the rank bonus of the material used. |
| Obsidian Kickers | 1 unit D-Rank Obsidian | 4 hrs | 12 | These sharp-edged boots punish enemies that hold you in place. Once per turn, a creature grappling you takes 1 piercing damage from the obsidian edges. |
| Polar Boots | 1 unit C-Rank Thick Hide | 8 hrs | 14 | These heavy insulated boots protect against bitter cold. You gain a +1 bonus to saving throws against cold damage, to a maximum total bonus of +2 from similar crafted effects. |
| Skyshard Skaters | 1 unit B-Rank Skyshard | 16 hrs | 16 | These crackling skaters greatly increase speed but demand constant motion. Increase your movement speed by 12 feet. You must move on each of your turns, and you must succeed on a DC 15 Acrobatics check to avoid falling prone when the DM calls for control. |
| Spidersilks | 1 unit D-Rank Spidersilk | 4 hrs | 12 | These soft silk shoes let you move across webs with delicate precision. You can walk on webs without alerting web-dwelling inhabitants by vibration alone. |
| Spirit Soles | 1 unit C-Rank Spirit Pelt | 8 hrs | 14 | These quiet soles muffle your steps in fog, mist, and similar obscuring vapors. While in fog or mist, you gain a +10 bonus to Stealth checks made against creatures relying on hearing. |
| Tree Climbers | 1 unit D-Rank Leafweave | 4 hrs | 12 | These bark-gripping shoes are made for forest movement. You have advantage on Acrobatics and Athletics checks made to climb trees. |
Cooking Utensils Profession
Do you smell what the Dobbledobble is cooking? That! Is the aroma of decadence! A good cook is worth their weight in platinum, if you ask me! Interested? Let’s get cooking!
Requirements: Proficiency with Cooking Utensils, Chef Feat, Cook’s Utensils, a spice pouch, and a fire.
If it can be eaten, it is a ration. A PHB Ration is 2 pounds of anything edible, including standard rations purchased from the Player’s Handbook.
Common Exotic Rations are either meat harvested from an E-Rank creature, or an E-Rank plant/herb chopped up and mixed with PHB rations. Higher-rarity rations follow the same pattern: Uncommon rations use Uncommon ingredients, Rare rations use Rare ingredients, and so on.
For example, if you have Ash Chives (an Uncommon plant), you can chop it up and mix it with 10 PHB rations to create 10 Uncommon Rations. This can be done with any rarity of herb or plant.
A chef must carry a Spice Pouch. Each treat requires 1 pinch of spice. One full spice pouch contains 10 pinches and costs 5 gold.
Roll Outcomes
Rations & Prep Recipes
| Prep Recipe | Materials | Time | DC |
|---|---|---|---|
| Preserving Meat | 2 lbs raw meat, 1 lb salt | 10 min | 8 + X |
| 10 Exotic Rations | 10 PHB rations, 1 unit any-rarity exotic plant/herb | 1 hr + X | 8 + X |
Treat Rarity
The rarity of a treat is equal to the rarity of the plant, herb, or ingredient used in the recipe.
| Treat Rarity | Benefit (Bonus Action to eat) | Time | DC |
|---|---|---|---|
| Common | Temporary HP equal to the Chef's Proficiency Bonus | 1 hr | 10 |
| Uncommon | Temporary HP equal to double the Chef's Proficiency Bonus | 2 hrs | 12 |
| Rare | Maximum HP equal to the Chef's Proficiency Bonus | 4 hrs | 14 |
| Rare+ | Maximum HP equal to double the Chef's Proficiency Bonus | 8 hrs | 16 |
| Very Rare | Temporary HP and Maximum HP equal to triple the Chef's Proficiency Bonus | 16 hrs | 18 |
| Legendary | Temporary HP and Maximum HP equal to five times the Chef's Proficiency Bonus | 32 hrs | 22 |
All Emergency Reactions in this guide are considered the same ability for the purpose of having more than one tool proficiency. For example, if you have both Disguise Kit Proficiency and Cooking Utensils Proficiency and you eat a treat as a reaction, you cannot use Feign Death as a reaction afterwards because you have already expended your Emergency Reaction.
You have also eaten your fair share of excellent and rotten food. You gain advantage on Insight checks to determine if food has gone bad or has been poisoned.
Glassblower's Tools Profession
What isn’t there to love about glassblowing? Every building needs windows, and some of them are stained glass! Truly beautiful. But in case that hasn’t piqued your interest, some exotic weapons and even spell components can be made from rare sands and multicoloured crystals!
Requirements: Proficiency with Glassblower’s Tools. C-Rank and above recipes require a Workshop.
You can ask another glassblower to aid you in your crafting, which gives you advantage, but they must also spend the same amount of time from their workweek to do so.
Some exotic recipes for Glassblowers use a Prime/Base Material system. The Prime Material, typically the main component (like Eternal Ice in an Eternal Ice Longsword), defines the item. The Base Material, secondary and consumed in crafting, usually doesn’t transfer its properties to the final item, except when rolling a NAT 20 during crafting! This grants the item both Prime and Base Material properties! Wow! If multiple base materials are needed, they must all be the same material. You can find the special properties of Adamantine, Cold Iron, and Mithril down in Smith’s Tools.
Glass: Glassblowers craft decorative objects, weapons from exotic crystals, Planeshift Forks, and syringes. Weapons deal +X bonus damage of the prime material’s element.
| Recipe | Materials | Time | DC |
|---|---|---|---|
| Pair of Glass Cups | 2 lbs sand/crystal or 1 unit exotic | 1 hr | 10 + X |
| Crystal Vial | 2 lbs sand/crystal or 1 unit exotic | 2 hrs | 10 + X |
| Glass Plate or Pot | 5 lbs or 2 units exotic | 4 hrs | 12 + X |
| Small Glass Statue | 10 lbs or 3 units exotic | 8 hrs | 15 + X |
| Uncut Lens | 10 lbs or 5 units exotic | 16 hrs | 15 + X |
| Skyshard Simple Weapon | 1 unit any-rank Skyshard + 1 base | 8 hrs | 11 + X |
| Skyshard Martial Weapon | 2 units C+ Skyshard + 1 base | 16 hrs | 15 + X |
| Eternal Ice Simple Weapon | 1 unit any-rank Eternal Ice + 1 base | 8 hrs | 11 + X |
| Eternal Ice Martial Weapon | 2 units C+ Eternal Ice + 1 base | 16 hrs | 15 + X |
| Obsidian Simple Weapon | 1 unit any-rank Obsidian + 1 base | 8 hrs | 11 + X |
| Obsidian Martial Weapon | 2 units D+ Obsidian + 1 base | 16 hrs | 15 + X |
| Syringe | 1 unit any-rank Skyshard + 10 lbs premium sand (5g) | 12 hrs + X | 10 + X |
| Recovery Dart | 1 healing/diluted potion + 1 same-rarity Syringe | 2 hrs + X | — |
| Alchemical Dart | 1 alchemical/diluted potion + 1 same-rarity Syringe | 2 hrs + X | — |
| Unattuned Planeshift Fork | 1 unit B+ Skyshard or Eternal Ice | 32 hrs | 13 |
Eternal Ice: +X Cold damage on attacks.
Skyshard: use your Dexterity modifier for attack and damage rolls; +X Lightning damage.
Obsidian: slashing or piercing weapons deal +X extra slashing or piercing damage.
Expert Perks: Glasswork Expert — advantage on Persuasion, History, Arcana, Religion, Deception, Insight, and Performance checks concerning glass (DM's discretion). Glassblown Weaponmaster — if you're proficient with a glassblower-made weapon (yours or another's), you deal +1 damage with it.
Jeweller's Tools Profession
Are you ready for the sparkling world of Jeweller’s Tools? Well, with just your proficiency and a trusty Workshop, you’re set to turn rough stones into dazzling jewels! Picture this: you’re carefully cutting a gemstone and—bam!—you strike an unexpected bonus, crafting an extra gem worth a nifty 25% of the original, just like that. But beware, a slip of the hand could mean equipment damage or, worse, turning a precious stone into worthless pebbles. From crafting magnifying glasses to intricate jewelry like rings, amulets, pins, and brooches, the possibilities are endless! Whether it’s persuading a noble with your gem knowledge or deciphering the history behind an ancient brooch, your Jeweller’s flair might just give you the edge. So grab your tools, and let’s start bedazzling!
Requirements: Proficiency with Jeweller’s Tools and a Workshop. Gems over 500g require a Workshop.
Roll Outcomes
For custom jewellery, start at DC 8, then increase the DC based on the gemstones added: +1 per five 10g gems, +1 per 50–100g gem, +5 per 500–1,000g gem, and +8 per 5,000g+ gem. Custom jewellery takes hours equal to half the final DC, rounded up. Modifying an existing piece uses the same formula and also starts at DC 8.
Enhancement jewellery, such as rings or necklaces that improve a stat or save, follows the listed recipe table. You must have the proper cut gemstone before crafting the finished jewellery.
| Recipe | Materials | Time | DC |
|---|---|---|---|
| Magnifying Glass | Uncut lens | 2 hrs | 12 |
| Cut Gem (10g value) | Uncut gemstone | 1 hr | 10 |
| Cut Gem (50–100g) | Uncut gemstone, Workshop | 4 hrs | 14 |
| Cut Gem (500–1,000g) | Uncut gemstone, Workshop | 8 hrs | 18 |
| Cut Gem (5,000g) | Uncut gemstone, Workshop | 32 hrs | 22 |
| Cut Gem (custom cut) | Uncut gemstone, ? | Ask DM | Ask DM |
| Ring of Minor Enhancement (+1 stat) | 1× Cut Gem (1,000g) + 100g silver | 8 hrs | 16 |
| Ring of Major Enhancement (+2 stat) | 1× Cut Gem (5,000g) + 100g silver | 8 hrs | 20 |
| Necklace of Minor Enhancement (+1 save) | 1× Cut Gem (1,000g) + 100g silver | 8 hrs | 16 |
| Necklace of Major Enhancement (+2 save) | 1× Cut Gem (5,000g) + 100g silver | 8 hrs | 20 |
You can only wear 1 Minor and 1 Major Enhancement ring at a time.
Gemstones & Jewels Expert: advantage on Persuasion, History, Arcana, Religion, Deception, Insight, and Performance checks concerning jewels and gemstones (DM's discretion).
Leatherworker's Tools Profession
The art of dismembering a creature—I mean—quartering your prey is as ancient as spears! Maybe ancienter! Leatherworkers are your go-to if you’ve come upon a hide, a leather, or a random creature needing harvesting. They are effective at crafting armour, cloaks, and neck guards! And let me tell you, there are a lot of different kinds of creatures out there.
Requirements: Proficiency with Leatherworker’s Tools. C-Rank and above recipes require a Workshop.
Exotic recipes for Leatherworkers use a Prime/Base Material system. The Prime Material, typically the main component (like Chitin in Chitin Half-Plate, or Demon Leather in Demon Hide Armour), defines the item. The Base Material, secondary and consumed in crafting, usually doesn’t transfer its properties to the final item, except when rolling a NAT 20 during crafting! This grants the item both Prime and Base Material properties! Wow! If multiple base materials are needed, they must all be the same material.
Leatherworker’s Tools Base Materials: Abominable Skin, Chitin, Bone, Ellond Hide, Thick Hide, and Monster Scales.
Armour Properties by Material
| Material | Resistance / Bonus | Reaction (once/long rest) |
|---|---|---|
| Abomination Skin | +1 save vs. Psychic | Reduce one Psychic source by Xd8 |
| Bone | +1 save vs. Piercing | Reduce one Piercing source by Xd8 |
| Chitin | +1 save vs. Bludgeoning | Reduce one Bludgeoning source by Xd8 |
| Demon Leather | Fire Resistance (full) | — |
| Dragon Scale Mail | +1 AC (stacks with infusions) | — |
| Ellond Hide | +1 save vs. Fire + advantage vs. heat Exhaustion | Reduce one Fire source by Xd8 |
| Monster Scales | +1 save vs. Slashing | Reduce one Slashing source by Xd8 |
| Spirit Pelt | Force Resistance (full) | — |
| Thick Hide | +1 save vs. Cold + advantage vs. cold Exhaustion | Reduce one Cold source by Xd8 |
Roll Outcomes
Exotic Armours
(L) Light · (M) Medium · (H) Heavy. Each recipe also takes 1 unit of same-rank base material unless noted.
| Recipe | Prime Material | Time | DC |
|---|---|---|---|
| Abomination Leather (L) | 1 unit any-rank Abominable Skin | 6 hrs + X | 11 + X |
| Abomination Hide (M) | 2 units any-rank Abominable Skin | 6 hrs + X | 11 + X |
| Abomination Studded Leather (L) | 3 units any-rank Abominable Skin | 8 hrs + X | 13 + X |
| Chitin Scale Mail (M) | 2 units E+ Chitin | 4 hrs + X | 11 + X |
| Chitin Breastplate (M) | 2 units D+ Chitin | 4 hrs + X | 13 + X |
| Chitin Half-Plate (M) | 3 units C+ Chitin (+2 base) | 14 hrs + X | 16 + X |
| Bone Splintmail (H) | 1 unit D+ Bone | 7 hrs + X | 11 + X |
| Bone Breastplate (M) | 2 units D+ Bone | 4 hrs + X | 13 + X |
| Bone Half-Plate (M) | 3 units C+ Bone (+2 base) | 14 hrs + X | 16 + X |
| Bone Full-Plate (H) | 5 units C+ Bone (+3 base) | 32 hrs | 19 + X |
| Ellond Leather Armour (L) | 2 units any-rank Ellond Hide | 6 hrs + X | 11 + X |
| Ellond Hide Armour (M) | 2 units any-rank Ellond Hide | 6 hrs + X | 11 + X |
| Ellond Studded Leather (L) | 3 units any-rank Ellond Hide | 8 hrs + X | 13 + X |
| Thick Leather Armour (L) | 1 unit any-rank Thick Hide | 6 hrs + X | 11 + X |
| Thick Hide Armour (M) | 2 units any-rank Thick Hide | 6 hrs + X | 11 + X |
| Thick Studded Leather (L) | 3 units any-rank Thick Hide | 8 hrs + X | 13 + X |
| Monster Scale Mail (M) | 2 units any-rank Scales | 4 hrs + X | 11 + X |
| Monster Scale Splint Mail (H) | 2 units D+ Scales | 7 hrs + X | 11 + X |
| Monster Scale Half-Plate (M) | 3 units C+ Scales (+2 base) | 14 hrs + X | 16 + X |
| Monster Scale Full-Plate (H) | 5 units C+ Scales (+3 base) | 32 hrs | 19 + X |
Resistance Armours
| Recipe | Materials | Time | DC | Property |
|---|---|---|---|---|
| Demon Leather / Hide / Studded | 4 units B+ Demon Leather + 1 base | 24 hrs | 17 + X | Fire resistance |
| Spirit Leather / Hide / Studded | 4 units B+ Spirit Pelt + 1 base | 24 hrs | 17 + X | Force resistance |
| Dragon Scale Mail (M) | 4 units A+ Dragon Scales + 1 base | 32 hrs | 20 + X | +1 AC (stacks with infusions) |
Miscellaneous
| Recipe | Materials | Time | DC | Effect |
|---|---|---|---|---|
| Dragon Scale Cloak | 2 units C+ Dragon Scales | 8 hrs + X | 14 + X | +1 saves vs. the dragon's element (max +2) |
| Dragon Scale Satchel | 2 units D+ Dragon Scales | 4 hrs + X | 12 + X | Contents gain the dragon's elemental resistance |
| Dragon Scale Climbing Claws | 2 units D+ Dragon Bones | 4 hrs + X | 12 + X | Advantage on Athletics to climb (may mix dragon bones) |
| Dragon Scale Instrument Inlay | 2 units D+ Dragon Scales | 4 hrs + X | 12 + X | Advantage on Performance vs. opposing dragon type |
| Exotic Hand Glider | 2 units D+ leather + 2 units same-rank wood | 15 hrs + X | 15 + X | See Carpenter's Tools for glider rules |
You cannot mix scales/bones of different dragons unless their elements match. A dragon's element equals its breath weapon's damage type.
Leather Expert: advantage on Persuasion, History, Arcana, Religion, Deception, Insight, and Performance checks concerning leather (DM's discretion).
Mason's Tools Profession
Well, now you’ve stumbled upon a treasure trove of knowledge that will turn you into the artisan extraordinaire of stone and all things robust! With your trusty mason’s tools, you can fashion stone furniture, from small trinkets to grand pieces, in a variety of styles to suit every taste.
But wait, there’s more! Ever dreamed of forging your own Ignum armor or weapons? Look no further, for you’ll learn to shape the powerful Ignum, that fiery essence from the Elemental Plane of Fire, into formidable gear. And don’t even get me started on the art of crafting Planeshift Forks! Oh, the planes will be your playground. But! Being a Stone Expert isn’t just about the craft; it’s about understanding the very soul of stone. Your journey into masonry promises not just craftsmanship but a legacy carved in stone and tales as enduring as the rocks themselves!
Requirements: Proficiency with Mason’s Tools. C-Rank and above recipes require a Workshop.
Some exotic recipes for Masons use a Prime/Base Material system. The Prime Material, typically the main component (like Ignum in Ignum Half-Plate), defines the item. The Base Material, secondary and consumed in crafting, usually doesn’t transfer its properties to the final item, except when rolling a NAT 20 during crafting! This grants the item both Prime and Base Material properties! Wow! If multiple base materials are needed, they must all be the same material.
Masons craft stone furniture, exotic stone/bone weapons and armour, and Planeshift Forks. Base materials for armour include Abominable Skin, Chitin, Thick Hide, and Monster Scales.
Roll Outcomes
Stone Furniture
| Craft | Materials | Time | DC |
|---|---|---|---|
| Small Furniture | 12 lbs stone or 6 units exotic stone | 4 hrs + X | 12 + X |
| Medium Furniture | 30 lbs stone or 15 units exotic stone | 8 hrs + X | 14 + X |
| Large Furniture | 80 lbs stone or 20 units exotic stone | 12 hrs + X | 16 + X |
| Huge Furniture | 200 lbs stone or 100 units exotic stone | 16 hrs + X | 18 + X |
| Custom Orders | 2 lbs stone = 1g | Ask DM | Ask DM |
Weapons & Armour
Each recipe also takes 1 unit of same-rank base material (2 for half-plate, 3 for full-plate).
| Recipe | Prime Material | Time | DC |
|---|---|---|---|
| Bone Simple Weapons | 1 unit any-rank Bone | 6 hrs + X | 11 + X |
| Bone Martial Weapons | 2 units D+ Bone | 12 hrs + X | 13 + X |
| Dragonbone Simple Weapons | 1 unit any-rank Dragonbone | 6 hrs + X | 11 + X |
| Dragonbone Martial Weapons | 2 units D+ Dragonbone | 12 hrs + X | 13 + X |
| Coral Simple Weapons | 1 unit any-rank Coral | 6 hrs + X | 11 + X |
| Coral Martial Weapons | 2 units D+ Coral | 12 hrs + X | 13 + X |
| Ignum Simple Weapons | 1 unit any-rank Ignum | 6 hrs + X | 11 + X |
| Ignum Martial Weapons | 2 units C+ Ignum | 12 hrs + X | 13 + X |
| Ignum Non-Plates (M/H) | 4 units B+ Ignum | 24 hrs | 21 |
| Ignum Half-Plate (M) | 6 units B+ Ignum (+2 base) | 32 hrs | 22 |
| Ignum Full-Plate (H) | 7 units B+ Ignum (+3 base) | 32 hrs | 23 |
| Obsidian Simple Weapons | 1 unit any-rank Obsidian | 6 hrs + X | 11 + X |
| Obsidian Martial Weapons | 2 units D+ Obsidian | 12 hrs + X | 13 + X |
| Obsidian Non-Plates (M/H) | 2 units D+ Obsidian | 24 hrs | 12 + X |
| Obsidian Half-Plate (M) | 3 units D+ Obsidian (+2 base) | 32 hrs | 14 + X |
| Obsidian Full-Plate (H) | 5 units D+ Obsidian (+3 base) | 32 hrs | 17 + X |
| Unattuned Planeshift Fork | 1 unit B+ Ignum, Coral, or Obsidian | 32 hrs | 13 |
Dragon Bone: +X damage of the dragon's element instead of piercing.
Coral: no underwater disadvantage, thrown weapons fly full range underwater, reroll 1s on underwater damage, +X thunder.
Ignum: armour gives fire resistance; bludgeoning weapons +X fire.
Obsidian: armour deals X piercing/turn to a creature you grapple; weapons +X slashing/piercing.
Expert Perks: Emergency Repairman (20% city repair reduction), Handyman (5% rent reduction), Stone Expert (advantage on social and stone-identification checks). Planeshift forks: Ignum → Elemental Fire, Coral → Elemental Water, Obsidian → Elemental Earth or Ysgard.
Painter's Supplies Profession
Welcome to the enchanting world of Painter’s Supplies, your portal to a realm where the stroke of your brush can weave magical wonders. With proficiency in these supplies, you embark on a journey of crafting paintings and diagrams that elevate your skills and aid your adventures. Whether it’s an ‘Incredible Animal Picture’ or a ‘Robust Professional Blueprint,’ each creation bestows advantage and +X to a relevant skill, offering a unique advantage when the need arises. Dive into the artistic tapestry, where every brushstroke holds the potential to enhance your abilities and shape the destiny of your quests. May your imagination flourish on the canvas of possibilities!
Requirements: Proficiency with Painter’s Supplies. C-Rank and above recipes require a Workshop.
Painters create skill-boosting Field Artworks (temporary, consumable) and Home Decorations (permanent). Each painting grants advantage and +X to the related skill when used as described below.
Roll Outcomes
Every painting costs X units of any-rank herb/plant + X gallons of same-rarity blood, takes 5 hrs × X, and is DC 12 + X. The blood source determines the skill it boosts.
| Painting / Diagram | Blood Source | Boosts (typical skill) |
|---|---|---|
| Incredible Animal Picture | Beast blood | Animal Handling |
| Fascinating Medicinal Diagram | Giant blood | Medicine |
| Intimidating Portrayal | Monstrosity blood | Intimidation |
| Body Art of Fiendish Athletics | Fiend blood | Athletics |
| Weird Acrobatic Portrayal | Aberration blood | Acrobatics |
| Historical Work of Art | Humanoid blood | History |
| Marvelous Natural Landscapes | Plant 'blood' | Nature / Survival |
| Divine Religious Iconography | Celestial blood | Religion |
| Esoteric Arcane Impression | Dragon blood | Arcana |
| Stealthy Fingerpainting | Ooze 'blood' | Stealth |
| Stylized Investigative Chart | Giant blood | Investigation |
| Insightful Abstraction | Celestial blood | Insight |
| Performance Billboard | Humanoid blood | Performance |
Home Decoration: permanent two-part item (Frame by a Carpenter + Painting by you). The Painting grants half of X (rounded down) additional uses; S-rank rounds up. Only one Home Decoration buff at a time; marvel at it 10 minutes every 24 hours to use it.
The Artist: advantage on Persuasion, History, Arcana, Religion, Deception, Insight, and Performance checks concerning art (DM's discretion).
Potter's Tools Profession
From shaping vessels that burst magical spells to concocting clever pots with hidden compartments, your creations will be more than mere clay—they’ll be artefacts of wonder and utility! So roll up your sleeves, prepare your materials, and let’s shape some magic with these Potter’s Tools! If you wish to attack the ground with a pot, it has an AC of 10 (adjustable by the DM based on circumstances).
Requirements: Proficiency with Potter’s Tools and Potter’s Tools. C-Rank and above recipes require a Workshop.
Specialty Crafts
| Item | Materials | Time | DC | Effect |
|---|---|---|---|---|
| Acoustic Speaker | 20g materials or 1 E-Rank Skyshard | 3 hrs | 15 | Advantage on Performance to shout (mouth) or Perception to hear (ear) |
| Clay Thermos | 20g materials or 1 E-Rank Skyshard | 3 hrs | 10 | Keeps contents at temperature |
| Trick Pot | 50g materials or 2 E-Rank Skyshards | 5 hrs | 15 | Hidden compartment; DC 12 + crafter's prof to detect |
| Potter's Wheel | 1 C-Rank Skyshard + 3 Chromatic Mud | 24 hrs | 10 | Roll 1d4–2 (min 1) extra crafts when making Skyshard Pots, Det-caps, or Bombs |
Bombs
| Item | Materials | Time | DC | Yield |
|---|---|---|---|---|
| Skyshard Pots | 1 unit any-rank Skyshard + 12 lbs premium clay (5g) | 12 hrs | 10 | 6 Skyshard Pots |
| Det-caps | 1 unit any-rank Ignum + 3 lbs premium clay (1g) | 4 hrs | 10 | 6 Det-caps |
| Sleep Bomb | 3 D+ Skyshard Pots + 1 Det-cap + 1 Ghost Blossom (same rank) | 6 hrs + X | 13 + X | 3 Sleep Bombs |
| Smoke Bomb | 3 D+ Skyshard Pots + 1 Det-cap + 1 same-rank exotic wood | 6 hrs + X | 13 + X | 3 Smoke Bombs |
| Explosive Bomb | 3 D+ Skyshard Pots + 1 Det-cap + 1 same-rank exotic metal or stone | 6 hrs + X | 13 + X | 3 Bombs |
Sleep Bomb: 10-ft sphere. DC 10+X Con save or unconscious for X turns.
Explosive Bomb: 5-ft radius per X. Xd8+2d8 damage of the material's type. DC 13+X Dex save for half.
Smoke Bomb: 10-ft radius (min), lasts 1+X turns. Material determines additional effects (Deadwood = blinding, Summitwood = slow movement, etc.)
Smith's Tools Profession
Imagine turning a mundane breastplate into the core material for a magnificent half-plate! Exotic recipes use the Prime/Base Material system, where smiths can blend materials like adamantine, mithril, bloodmetal, or sunsteel into legendary armours and weapons. Smiths do not craft bows or crossbows.
Smith's Tools Armour Base Materials: Abominable Skin, Chitin, Ellond Hide, Thick Hide, Monster Scales, and Bones.
Smith's Tools Weapon Base Materials: Adamantine, Cold Iron, and Mithril.
Requirements: Proficiency with Smith's Tools, Smith's Tools, C-Rank and above require a Workshop.
Roll Outcomes
Crafts
| Craft | Materials | Crafting Time | DC |
|---|---|---|---|
| Services | |||
| Silver Simple Weapons | Base Weapon + 100g | 4 hours | 13 |
| Silver Martial Weapons | Base Weapon + 100g | 8 hours | 15 |
| Ironsmithing | |||
| Simple Weapons | Half item's market value in iron/gp | 2 hours | 10 |
| Martial Weapons | Half item's market value in iron/gp | 6 hours | 12 |
| Metallic Non-Plates | Half item's market value in iron/gp | 8 hours | 12 |
| Metallic Half-Plate | Half item's market value in iron/gp, crafter is D-Rank or higher | 24 hours | 14 |
| Metallic Full-Plate | Half item's market value in iron/gp, crafter is C-Rank or higher | 32 hours | 17 |
| Exotic Armoursmithing | |||
| Adamantine Non-Plates | 3 units C-Rank or higher Adamantine, 1 unit same rank base material | 12 hours | 14 |
| Adamantine Half-Plate | 4 units C-Rank or higher Adamantine, 2 units same rank base material | 14 hours | 16 |
| Adamantine Full-Plate | 5 units C-Rank or higher Adamantine, 3 units same rank base material | 32 hours | 19 |
| Cold Iron Non-Plates | 3 units D-Rank Cold Iron or higher, 1 unit same rank base material | 12 hours | 14 |
| Cold Iron Half-Plate | 4 units D-Rank Cold Iron or higher, 2 units same rank base material | 14 hours | 16 |
| Cold Iron Full-Plate | 5 units D-Rank Cold Iron or higher, 3 units same rank base material | 32 hours | 19 |
| Mithril Non-Plates | 3 units D-Rank Mithril or higher, 1 unit same rank base material | 12 hours | 14 |
| Mithril Half-Plate | 4 units D-Rank Mithril or higher, 2 units same rank base material | 14 hours | 16 |
| Mithril Full-Plate | 5 units D-Rank Mithril or higher, 3 units same rank base material | 32 hours | 19 |
| Resistance Armours | |||
| Fellsteel Non-Plates | 4 units B-Rank Fellsteel or higher, 1 unit same rank base material | 24 hours | 17 + X |
| Fellsteel Half-Plate | 5 units B-Rank Fellsteel or higher, 2 units same rank base material | 32 hours | 18 + X |
| Fellsteel Full-Plate | 6 units B-Rank Fellsteel or higher, 3 units same rank base material | 32 hours | 19 + X |
| Moonsteel Non-Plates | 4 units B-Rank Moonsteel or higher, 1 unit same rank base material | 24 hours | 17 + X |
| Moonsteel Half-Plate | 5 units B-Rank Moonsteel or higher, 2 units same rank base material | 32 hours | 18 + X |
| Moonsteel Full-Plate | 6 units B-Rank Moonsteel or higher, 3 units same rank base material | 32 hours | 19 + X |
| Bloodmetal Non-Plates | 4 units B-Rank Bloodmetal or higher, 1 unit same rank base material | 24 hours | 17 + X |
| Bloodmetal Half-Plate | 5 units B-Rank Bloodmetal or higher, 2 units same rank base material | 32 hours | 18 + X |
| Bloodmetal Full-Plate | 6 units B-Rank Bloodmetal or higher, 3 units same rank base material | 32 hours | 19 + X |
| Orichalchum Non-Plates | 4 units B-Rank Orichalchum or higher, 1 unit same rank base material | 24 hours | 17 + X |
| Orichalchum Half-Plate | 5 units B-Rank Orichalchum or higher, 2 units same rank base material | 32 hours | 18 + X |
| Orichalchum Full-Plate | 6 units B-Rank Orichalchum or higher, 3 units same rank base material | 32 hours | 19 + X |
| Plaguesteel Non-Plates | 4 units B-Rank Plaguesteel or higher, 1 unit same rank base material | 24 hours | 17 + X |
| Plaguesteel Half-Plate | 5 units B-Rank Plaguesteel or higher, 2 units same rank base material | 32 hours | 18 + X |
| Plaguesteel Full-Plate | 6 units B-Rank Plaguesteel or higher, 3 units same rank base material | 32 hours | 19 + X |
| Sunsteel Non-Plates | 4 units B-Rank Sunsteel or higher, 1 unit same rank base material | 24 hours | 17 + X |
| Sunsteel Half-Plate | 5 units B-Rank Sunsteel or higher, 2 units same rank base material | 32 hours | 18 + X |
| Sunsteel Full-Plate | 6 units B-Rank Sunsteel or higher, 3 units same rank base material | 32 hours | 19 + X |
| Exotic Melee Weaponsmithing | |||
| Adamantine Simple Weapons | 1 unit any rank Adamantine, 1 unit same rank base material | 6 hours | 13 |
| Adamantine Martial Weapons | 2 units C-Rank or higher Adamantine, 1 unit same rank base material | 12 hours | 15 |
| Cold Iron Simple Weapons | 1 unit any rank Cold Iron, 1 unit same rank base material | 6 hours | 13 |
| Cold Iron Martial Weapons | 2 units D-Rank or higher Cold Iron, 1 unit same rank base material | 12 hours | 15 |
| Mithril Simple Weapons | 1 unit any rank Mithril, 1 unit same rank base material | 6 hours | 13 |
| Mithril Martial Weapons | 2 units D-Rank or higher Mithril, 1 unit same rank base material | 12 hours | 15 |
| Fellsteel Simple Weapons | 1 unit any rank Fellsteel, 1 unit same rank base material | 6 hours | 13 |
| Fellsteel Martial Weapons | 2 units C-Rank or higher Fellsteel, 1 unit same rank base material | 12 hours | 15 |
| Moonsteel Simple Weapons | 1 unit any rank Moonsteel, 1 unit same rank base material | 6 hours | 13 |
| Moonsteel Martial Weapons | 2 units C-Rank or higher Moonsteel, 1 unit same rank base material | 12 hours | 15 |
| Bloodmetal Simple Weapons | 1 unit any rank Bloodmetal, 1 unit same rank base material | 6 hours | 13 |
| Bloodmetal Martial Weapons | 2 units C-Rank or higher Bloodmetal, 1 unit same rank base material | 12 hours | 15 |
| Orichalchum Simple Weapons | 1 unit any rank Orichalchum, 1 unit same rank base material | 6 hours | 13 |
| Orichalchum Martial Weapons | 2 units C-Rank or higher Orichalchum, 1 unit same rank base material | 12 hours | 15 |
| Plaguesteel Simple Weapons | 1 unit any rank Plaguesteel, 1 unit same rank base material | 6 hours | 13 |
| Plaguesteel Martial Weapons | 2 units C-Rank or higher Plaguesteel, 1 unit same rank base material | 12 hours | 15 |
| Sunsteel Simple Weapons | 1 unit any rank Sunsteel, 1 unit same rank base material | 6 hours | 13 |
| Sunsteel Martial Weapons | 2 units C-Rank or higher Sunsteel, 1 unit same rank base material | 12 hours | 15 |
| Powerful Spell Materials | |||
| Unattuned Planeshift Fork — Adamantine | 1 unit of B-Rank or higher Adamantine | 32 hours | 13 |
| Unattuned Planeshift Fork — Bloodmetal | 1 unit of B-Rank or higher Bloodmetal | 32 hours | 13 |
| Unattuned Planeshift Fork — Cold Iron | 1 unit of B-Rank or higher Cold Iron | 32 hours | 13 |
| Unattuned Planeshift Fork — Fellsteel | 1 unit of B-Rank or higher Fellsteel | 32 hours | 13 |
| Unattuned Planeshift Fork — Mithril | 1 unit of B-Rank or higher Mithril | 32 hours | 13 |
| Unattuned Planeshift Fork — Moonsteel | 1 unit of B-Rank or higher Moonsteel | 32 hours | 13 |
| Unattuned Planeshift Fork — Orichalchum | 1 unit of B-Rank or higher Orichalchum | 32 hours | 13 |
| Unattuned Planeshift Fork — Plaguesteel | 1 unit of B-Rank or higher Plaguesteel | 32 hours | 13 |
| Unattuned Planeshift Fork — Sunsteel | 1 unit of B-Rank or higher Sunsteel | 32 hours | 13 |
Recycler
When using equipment found in adventures, you can convert 75% of its market value rounded up into raw iron for crafting. For example, Scale Mail valued at 50 gp yields 38 gp in iron, while a Breastplate worth 400 gp provides 300 gp of iron. To craft Half-Plate costing 750 gp, you need 375 gp in raw iron. Combining the Scale Mail and Breastplate gives you 338 gp in iron, which can be applied toward the Half-Plate's cost, with the remainder paid in gold. This does not require a check or craft time. Pure Iron Ore can be applied to a craft at its full value.
Metallurgic Expert
Concerning matters of iron and steel, a smith often gains advantage on Persuasion, History, Arcana, Religion, Deception, Insight, and Performance checks at the discretion of the DM.
Exotic Smithing
All plate armours have the same function as their non-plate counterparts. Exotic weapon crafts are melee only.
| Material | Non-Plate Armour Options | Armour Effect | Weapon Effect |
|---|---|---|---|
| Adamantine | Studded Leather (L), Chain Shirt (M), Breastplate (M), Ring Mail (H), Chain Mail (H), Splint Mail (H) | Critical hits against you become normal hits. The armour weighs double normal iron. | Whenever an adamantine weapon or ammunition hits an object, the hit is a critical hit. |
| Cold Iron | Studded Leather (L), Chain Shirt (M), Breastplate (M), Ring Mail (H), Chain Mail (H), Splint Mail (H) | Up to three times per day, add +X to your AC or saving throw when struck by a fey or fiend. | When attacking a fey or fiend, gain advantage on the weapon's damage roll, excluding additional damage such as Sneak Attack or poison. |
| Mithril | Studded Leather (L), Chain Shirt (M), Breastplate (M), Ring Mail (H), Chain Mail (H), Splint Mail (H) | Mithral chain shirts and breastplates can be worn under normal clothes. If the armour normally imposes Stealth disadvantage or has a Strength requirement, the mithral version does not. It weighs half as much. | Two-handed mithril weapons can be wielded by Small creatures as if they did not have the Heavy property. All other weapons gain the Light property. If wielding a mithril weapon in one hand with your off-hand free, deal +X damage. |
| Fellsteel | Studded Leather (L), Chain Shirt (M), Breastplate (M), Ring Mail (H), Chain Mail (H), Splint Mail (H) | Grants necrotic resistance. | Deals +X extra necrotic damage and may convert all weapon damage, including bonuses from Sneak Attack, Divine Smite, etc., to the damage type associated with its Prime Material. |
| Moonsteel | Studded Leather (L), Chain Shirt (M), Breastplate (M), Ring Mail (H), Chain Mail (H), Splint Mail (H) | Grants lightning resistance. | Deals +X extra lightning damage and may convert all weapon damage, including bonuses from Sneak Attack, Divine Smite, etc., to the damage type associated with its Prime Material. |
| Bloodmetal | Studded Leather (L), Chain Shirt (M), Breastplate (M), Ring Mail (H), Chain Mail (H), Splint Mail (H) | Grants fire resistance. | Deals +X extra fire damage and may convert all weapon damage, including bonuses from Sneak Attack, Divine Smite, etc., to the damage type associated with its Prime Material. |
| Orichalchum | Studded Leather (L), Chain Shirt (M), Breastplate (M), Ring Mail (H), Chain Mail (H), Splint Mail (H) | Grants force resistance. | Deals +X extra force damage and may convert all weapon damage, including bonuses from Sneak Attack, Divine Smite, etc., to the damage type associated with its Prime Material. |
| Plaguesteel | Studded Leather (L), Chain Shirt (M), Breastplate (M), Ring Mail (H), Chain Mail (H), Splint Mail (H) | Grants poison resistance. | Deals +X extra poison damage and may convert all weapon damage, including bonuses from Sneak Attack, Divine Smite, etc., to the damage type associated with its Prime Material. |
| Sunsteel | Studded Leather (L), Chain Shirt (M), Breastplate (M), Ring Mail (H), Chain Mail (H), Splint Mail (H) | Grants radiant resistance. | Deals +X extra radiant damage and may convert all weapon damage, including bonuses from Sneak Attack, Divine Smite, etc., to the damage type associated with its Prime Material. |
Unattuned Planeshift Fork Destinations
This tuning fork is inert but can be attuned to a specific plane, enabling the use of Planeshift. Attuning requires three successful DC 25 Arcana checks, made every 4 hours while on the intended plane. Failure three times results in the fork's destruction, as does 24 hours after commencement or removing it from the plane before completion.
| Fork Material | Plane |
|---|---|
| Adamantine | A Specific Demiplane |
| Bloodmetal | Gehenna |
| Bloodmetal | The Nine Hells |
| Cold Iron | Acheron |
| Cold Iron | The Abyss |
| Fellsteel | Limbo |
| Mithril | Material Plane |
| Moonsteel | Bytopia |
| Moonsteel | Elysium |
| Moonsteel | Mount Celestia |
| Orichalchum | Ethereal Plane |
| Orichalchum | Astral Plane |
| Orichalchum | Outlands |
| Plaguesteel | Shadowfell |
| Plaguesteel | Carceri |
| Plaguesteel | Hades |
| Sunsteel | Mechanus |
| Sunsteel | Arcadia |
Weaver's Tools Profession
Greetings, aspiring weavers and fabric enthusiasts! I’m thrilled to introduce you to the intricate and magical world of Weaver’s Tools. Imagine a loom where not just threads but dreams are woven, creating fabrics that blend the mundane with the mystical! Whether you’re crafting a simple leafweave robe to blend seamlessly into forest backdrops, or a radiant heavenweave gown shimmering with resistance to the celestial, your creations will be as practical as they are enchanting. So, ready your threads and set your loom, for the world of weaving awaits your skilled hands and imaginative heart!
Requirements: Proficiency with Weaver's Tools, Weaver's Tools, Workshop.
Crafts
| Craft | Materials | Crafting Time | DC |
|---|---|---|---|
| Basic Weaves | |||
| Any cloth/textile item from PHB | Half item's market value in gold | 4 hours | 10 |
| Exquisite Wall Rug | 10 gold worth of common weave, or 1 unit of any exotic weave/silk | 32 hours | 20 + X |
| Exotic Weaves | |||
| Leafweave Clothing (No AC) | 3 units of D-Rank Leafweave or higher | 8 hours + X | 10 + X |
| Leafweave Armour (L/M) | 3 units of D-Rank Leafweave or higher | 12 hours + X | 12 + X |
| Spidersilk Clothing (No AC) | 3 units of D-Rank Spidersilk or higher | 8 hours + X | 10 + X |
| Spidersilk Armour (L/M) | 3 units of D-Rank Spidersilk or higher | 12 hours + X | 12 + X |
| Resistance Armour/Clothing | |||
| Heavenweave Clothing (No AC) | 4 units of B-Rank Heavenweave or higher, 1 unit of same rank base material | 24 hours | 17 + X |
| Heavenweave Armour (L/M) | 4 units of B-Rank Heavenweave or higher, 1 unit of same rank base material | 24 hours | 17 + X |
| Heavenweave Wraps | 2 units of D-Rank or higher Heavenweave | 12 hours | 13 + X |
| Shadowsilk Clothing (No AC) | 4 units of B-Rank Shadowsilk or higher, 1 unit of same rank base material | 24 hours | 17 + X |
| Shadowsilk Armour (L/M) | 4 units of B-Rank Shadowsilk or higher, 1 unit of same rank base material | 24 hours | 17 + X |
| Shadowsilk Wraps | 2 units of D-Rank or higher Shadowsilk | 12 hours | 13 + X |
Leafweave
Clothing
Leafweave clothing is effective at blending in with the environment and can be anything from a simple shirt to flowing wizard’s robes. If you are wearing armour or robes over your clothing, the clothing’s special properties do not take effect. While wearing leafweave clothing, you have advantage on Stealth checks while in trees, forests, jungles, or any other woodland at the DM’s discretion.
Armour
Options: Padded Leather Armour (L), Leather Armour (L), Studded Leather Armour (L), and Hide Armour (M).
Leafweave armour excels in woodland camouflage. Its benefits do not apply over exotic clothing. It grants advantage on Stealth checks in forests, jungles, and similar terrain at the DM’s discretion. It also offers protection against sharp objects like thorns, giving a +1 bonus on saving throws against piercing damage.
Once per long rest, you can use your reaction to reduce piercing damage from a single source by Xd4, depending on the armour’s rank. For instance, B-Rank Leafweave Hide Armour can reduce piercing damage by 3d4.
Exquisite Wall Rugs
Exquisite Wall Rugs are elaborate masterpieces of weaving. NPCs outside of the city are especially fond of trading for Exquisite Rugs, offering +X to your Persuasion skill when bartering with one. Exquisite Wall Rugs weigh 20 lbs. The ultimate value of an Exquisite Wall Rug is at the DM’s discretion.
| Rug Type | Value |
|---|---|
| Common Weave Exquisite Wall Rug | 100g |
| E-Rank Weave Exquisite Wall Rug | 150g |
| D-Rank Weave Exquisite Wall Rug | 750g |
| C-Rank Weave Exquisite Wall Rug | 1,500g |
| B-Rank Weave Exquisite Wall Rug | 4,250g |
| A-Rank Weave Exquisite Wall Rug | 6,000g |
| S-Rank Weave Exquisite Wall Rug | 22,400g |
Heavenweave
Clothing
Clothing made with Heavenweave grants radiant resistance and can be anything from a simple shirt to flowing wizard’s robes. It has no effect if worn under armour or robes.
Armour
Options: Padded Leather Armour (L), Leather Armour (L), Studded Leather Armour (L), and Hide Armour (M). Armour made with Heavenweave grants radiant resistance.
Hand & Shin Wraps
Crafting this gives you a complete set for your hands and shins. When wrapped in Heavenweave, your unarmed strikes deal + half of X, rounded up, extra radiant damage.
Shadowsilk
Clothing
Clothing made with Shadowsilk grants psychic resistance and can be anything from a simple shirt to flowing wizard’s robes. It has no effect if worn under armour or robes.
Armour
Options: Padded Leather Armour (L), Leather Armour (L), Studded Leather Armour (L), and Hide Armour (M). Armour made with Shadowsilk grants psychic resistance.
Hand & Shin Wraps
Crafting this gives you a complete set for your hands and shins. When wrapped in Shadowsilk, your unarmed strikes deal + half of X, rounded up, extra psychic damage.
Spidersilk
Spidersilk can only be harvested from spiders or other creatures that produce a web-like substance.
Clothing
Spidersilk clothing is especially fine, feeling almost as though you are wearing nothing, and yet when you touch it, you can feel every ripple like a pebble striking a pond. This clothing can be worn under your armour or robes. Whenever someone attempts to pickpocket you or take something from your person, you gain +X to your passive and active Perception to notice it.
Armour
Options: Padded Leather Armour (L), Leather Armour (L), Studded Leather Armour (L), Hide Armour (M), and Chain Shirt (M).
Spidersilk is light, strong, and comfortable. All Spidersilk armours weigh half as much as normal.
Light Spidersilk armour reduces the damage you take from falling by X, and if it is B-Rank or higher it increases your AC by 1.
While wearing B-Rank or higher medium Spidersilk armour, you can apply your Dexterity modifier to a maximum of +X instead of the normal maximum of +2 to your Armour Class. If you have the Medium Armour Master feat, increase the value of X by 1 when wearing medium Spidersilk armour. For example, if you are wearing S-Rank Spidersilk Chain Shirt with a Dexterity score of 22, your AC is 17: 12 from Chain Shirt and +5 from Spidersilk’s quality. With Medium Armour Master, you can add +6 instead, making your AC 18.
Once per long rest, while wearing robes, light armour, or medium Spidersilk armour, you can use your reaction to reduce poison damage from a single source by Xd4, depending on the armour’s rank. For example, B-Rank Spidersilk Studded Leather Armour can reduce one instance of poison damage by 3d4.
Woodcarver's Tools Profession
With these tools in hand and a Workshop at your disposal, the forest’s bounty becomes your canvas. Whether you’re carving delicate arrowheads from darkwood or shaping armours from any material imaginable — yes, literally anything — your creations will embody both artistry and function. Imagine crafting arrows that transform their damage type to match their prime material, like bone arrows turning all damage into bludgeoning — perfect for those pesky skeletons! Or fashioning Darkwood armours that are as light as a feather yet tough as nails. And don’t forget the flight arrows that extend your weapon’s range, or signal arrows that whistle their way through the air, alerting allies from afar. So, ready your tools and let your creativity flow like the sap in the trees, for the world of woodcarving is full of endless possibilities and wonders waiting to be discovered by your skilled hands!
Requirements: Proficiency with Woodcarver’s Tools and a Workshop. C-Rank and above recipes require a Workshop.
Base Materials for Woodcarver Arrows/Bolts/Weapons: Darkwood, Deadwood, Summitwood.
Base Materials for Woodcarver Armours: Varies. See armour notes below.
Exotic Arrows
Exotic woods, metals, stones, corals, and bones are all suitable as prime materials for arrow and bolt crafting. Specify the intended weapon — bows, crossbows, or hand crossbows — when making these projectiles. Arrows fit all bows, crossbow bolts work in both light and heavy crossbows, while hand crossbow bolts are exclusive to themselves.
Each arrow or bolt inherits the special properties of its material. Uniquely, these projectiles convert all their damage to the type associated with their prime material. For instance, red dragonbone arrows not only add extra +X fire damage, but also transform their inherent piercing damage to fire. Mithril arrowheads ignore disadvantage from long range. Shot arrows and bolts cannot be recovered.
| Recipe | Yield | Materials | Time | DC |
|---|---|---|---|---|
| Signal Arrows | 1 | 5g materials | 6 hrs | 12 |
| Standard Arrows/Bolts | ×60 | 5g iron/wood | 8 hrs | 10 |
| Flight Arrows/Bolts | ×30 | 1 unit D+ Darkwood | 8 hrs | 10 |
| Exotic Arrows — Common | ×6 | 1 E-Rank prime + 1 E-Rank base | 4 hrs | 10 |
| Exotic Arrows — Uncommon | ×60 | 1 D-Rank prime + 1 D-Rank base | 8 hrs | 12 |
| Exotic Arrows — Rare | ×60 | 1 C-Rank prime + 1 C-Rank base | 10 hrs | 14 |
| Exotic Arrows — Rare+ | ×70 | 1 B-Rank prime + 1 B-Rank base | 12 hrs | 16 |
| Exotic Arrows — Very Rare | ×100 | 1 A-Rank prime + 1 A-Rank base | 14 hrs | 18 |
| Exotic Arrows — Legendary | ×280 | 1 S-Rank prime + 1 S-Rank base | 16 hrs | 20 |
Flight Arrows
Flight arrows are essential for targets beyond the reach of regular arrows, increasing both the normal and long range of any weapon they are shot from by 25% per X value, rounded up. For instance, a D-Rank flight arrow from a longbow extends the range from 150/600 to 300/750, while a B-Rank flight bolt for a hand crossbow boosts it from 30/120 to 60/210. Due to their design for distance, flight arrows are lost or destroyed upon impact and are non-recoverable.
Signal Arrows
A whistle attached to the front allows a signal arrow to be heard up to 500 feet away with passive Perception 10. For every 100 feet further from the signal arrow, increase the passive Perception DC by 1.
Carves & Ranged Weapons
| Recipe | Materials | Time | DC |
|---|---|---|---|
| Any PHB wood item | ½ item's market value in gold | 4 hrs | 10 |
| Custom Carve (<400g) | ½ item's market value in gold | 8 hrs | 13 |
| Custom Carve (401–1,000g) | ½ item's market value in gold | 16 hrs | 17 |
| Custom Carve (1,000–5,000g) | ½ item's market value in gold | 32 hrs | 20 |
| Skyshard Ranged Weapon | 2 units D+ Skyshard + 1 base | 16 hrs | 15 + X |
| Eternal Ice Ranged Weapon | 2 units D+ Eternal Ice + 1 base | 16 hrs | 15 + X |
| Obsidian Ranged Weapon | 2 units D+ Obsidian + 1 base | 16 hrs | 15 + X |
| Dragon Bone Ranged Weapon | 2 units D+ Dragon Bone + 1 base | 16 hrs | 15 + X |
| Sunsteel Ranged Weapon | 2 units D+ Sunsteel + 1 base | 16 hrs | 15 + X |
| Unattuned Planeshift Fork | 1 unit B+ Darkwood | 32 hrs | 13 |
Exotic Ranged Weapons
Exotic Wood Armour
| Recipe | Materials | Time | DC |
|---|---|---|---|
| Exotic Wood Non-Plates (L/M/H) | 4 units D+ exotic wood + 1 base | 16 hrs | 17 + X |
| Exotic Wood Half-Plate (M) | 5 units D+ exotic wood + 2 base | 24 hrs | 18 + X |
| Exotic Wood Full-Plate (H) | 6 units C+ exotic wood + 3 base | 32 hrs | 19 + X |
| Deadwood Non-Plates (L/M/H) | 4 units B+ Deadwood + 3 base | 24 hrs | 17 + X |
| Deadwood Half-Plate (M) | 5 units B+ Deadwood + 3 base | 32 hrs | 18 + X |
| Deadwood Full-Plate (H) | 6 units B+ Deadwood + 3 base | 32 hrs | 19 + X |
| Summitwood Non-Plates (L/M/H) | 4 units B+ Summitwood + 3 base | 24 hrs | 17 + X |
| Summitwood Half-Plate (M) | 5 units B+ Summitwood + 3 base | 32 hrs | 18 + X |
| Summitwood Full-Plate (H) | 6 units B+ Summitwood + 3 base | 32 hrs | 19 + X |
Woodmaster: Concerning matters of wood, a woodcarver often gains advantage on Persuasion, History, Arcana, Religion, Deception, Insight, and Performance checks at the discretion of the DM.
Woodcarver Weaponmaster: If you use a ranged weapon crafted by a woodcarver, whether by yourself or another, and you are proficient with it, you deal an additional +1 damage with attacks made using that weapon.
Herbalism Kit Profession
Herbalists are the backbone of any party! The healers that don’t need to be there to heal!
Gather herbs, stock your supplies well, and keep your allies alive. A prepared herbalist can save lives long before a healer ever arrives.
Requirements: Proficiency with Herbalism Kit. Rare and Very Rare potions require a properly equipped Workshop.
Herbalism works a little differently than Alchemy. Unlike other plants, herbs have fixed crafting requirements and are used directly to create potions and remedies.
To craft a potion, you must possess the required herbal materials listed for that recipe. No additional gold cost is required—if you have the materials, you can craft the item.
Common and Uncommon potions may be crafted anywhere you are able to work on your craft. However, Rare and Very Rare potions require access to a properly equipped Workshop in addition to the required materials.
Roll Outcomes
Herbalist: advantage on Persuasion, History, Arcana, Religion, Deception, Insight, and Performance checks concerning plants (DM's discretion).
Forgery Kit Profession
With proficiency in this kit and access to a library, you too can weave deception and creativity into tangible forms! Whether it’s altering orders to salvage a failed mission, exaggerating dangers for greater rewards, or creating fool’s gold to deceive and trade, each forgery comes with its own thrilling challenge. Imagine crafting documents that absolve offenses, swap resources, or even add progress points on guild adventures! And let’s not forget the realm of custom forgeries—from fake IDs to misleading maps, the only limit is your imagination. Caution, though; the stakes are high, and the penalties for failure can be severe. Dive into this profession where your skills can shape reality, dictated by your wits and the roll of the dice. Ready your quills and inks, for the art of forgery awaits!
Requirements: Proficiency with Forgery Kit. C-Rank and above recipes require a Workshop or Library as appropriate.
Note: You can choose to use Altered Orders, Capital Gains, or False Progress in the same adventure, not all three of them! Class features such as Reliable Talent or Silvery Tongue cannot be used with products of the Forgery Kit.
| Document | Effect | Check Required | Penalty on Failure |
|---|---|---|---|
| Altered Orders | Convert a failed mission into a mild success (+1 progress for you + X allies) | Deception vs. quest giver Passive Insight 14 + (3 per rank above D) | Fine equal to quest gold reward for you and named allies |
| Capital Gains ×10 | Increase quest reward by 25% | Deception vs. quest giver Passive Insight 12 + (2 per rank above E) | Fine equal to quest reward for you and named allies |
| Official Resource Exchange ×2 | Swap an unwanted exotic material for one of equal rank at merchant | Deception vs. merchant Passive Insight 12 + (2 per rank above E) | Fine equal to material value |
| False Progress | Add 1 extra progress point when you only received 1 | Sleight of Hand vs. quest giver Passive Perception 16 + (2 per rank above D) | Lose the earned point AND one extra |
| Fool's Gold (100 coins) | Functions as real gold outside The City | Persuasion/Deception vs. NPC Insight | 250g fine in the City; don't carry more than 100 pieces |
Master Forger: advantage on Persuasion, History, Arcana, Religion, Deception, Insight, and Performance checks concerning deception (DM's discretion).
Disguise Kit Profession
Ah, my dear aspiring masters of masquerade and mischief! Let’s take a look at the wondrous world of the Disguise Kit, a haven for those who delight in deception and creative guile. With just your proficiency and this nifty set, the art of illusion is at your fingertips. Imagine the possibilities: feigning your demise, or convincing foes you’re plagued by the most dreadful of diseases—all in the spirit of good fun and strategy, of course! And let’s not forget the art of False Casting, where your performance can make even the most skeptical believe in your magical façade. So, grab your kit, and let’s dive into a world where appearances are everything, and a well-played disguise can turn the tides of any encounter!
Requirements: Proficiency with Disguise Kit.
| Item | Materials | Time | DC | Effect |
|---|---|---|---|---|
| Feign Death Kit ×2 | 1 gallon blood + 1 D-Rank Ellond Hide | 1 hr | 13 | Emergency Reaction: fake death (Performance/Deception vs. target's Insight) |
| Feign Blight Kit ×3 | 1 gallon blood + 1 D-Rank Ellond Hide | 1 hr | 13 | Emergency Reaction: fake a horrific disease |
| False Casting | Spellcasting focus + spell materials + library | 8 hrs | — | Prepare 2 false spells; fake-cast as bonus action (Performance/Deception vs. target Passive Insight) |
| False Aura | 1 unit any-rank Orichalcum | 12 hrs | — | Sprinkle on object to fake or alter its magical aura (DC 10 + Performance mod + X to detect) |
All Emergency Reactions are the same resource — using one prevents using others until a short or long rest.
Master of Disguise: advantage on Persuasion, History, Arcana, Religion, Deception, Insight, and Performance checks concerning appearance (DM's discretion).
Poisoner's Kit Profession
Hail assassins, rogues, vagabonds, and miscreants! May I never see you again! But in the meantime, this is where you come to learn the ways of dying. Some are quick, others slow and painful. Just like alchemy, poisons are crafted by bringing together the stated ingredients at an Alchemist Workshop or, if you possess the Poisoner Feat, you can make it in the field! Poisoner Feat also reduces the crafting time of all poisons made by 50% (rounded up) while using an Alchemist Workshop (time does not reduce if doing it in the field).
Requirements: Proficiency with Poisoner’s Kit. C-Rank and above poisons require an Alchemist Workshop unless the crafter has the Poisoner Feat.
Roll Outcomes
Special Crafts
| Item | Materials | Time | DC | Effect |
|---|---|---|---|---|
| Plague Doctor's Mask | 1 D+ Deadwood + 1 same-rank Plaguesteel | 8 hrs | 16 | Hold breath to ignore non-magical Inhaled poisons of rank ≤ the mask's materials |
| Malice Cube | 3 units C+ Plaguesteel + 6 units same-rank Blood | 8 hrs | 16 + X | Change a poison's damage type to poison or necrotic; +X to its save DC (once) |
Master Poisoner: advantage on Persuasion, History, Arcana, Religion, Deception, Insight, and Performance checks concerning poison (DM's discretion).
Interdisciplinary Crafts Advanced
Crafts in this section require you to be potentially aided by another crafter with the necessary tool proficiencies, or for you to have them all! If you do not need aid, you double the workhours. If working in pairs, one crafter will roll while the other aids, also granting advantage.
At least two crafters are likely needed for interdisciplinary crafts: Smiths for metals, Masons for stones, bones, and ices, Leatherworkers for leathers, bones, and venom glands, Poisoners for venom glands, Weavers for weaves and silks, and Woodcarvers for woods and ice.
Exotic Elemental Shields: These advanced crafts combine multiple disciplines and use exotic elemental materials to shape defensive gear.
| Craft | Materials | Time | DC | Effect |
|---|---|---|---|---|
| Exotic Elemental Shield | 3 units C+ same-element exotic material + a shield | 10 hrs | 15 + X | Once per turn, reduce damage of that element from one source by ½X (rounded up). Nat 20 on craft = increase X by 1. |
Only non-physical elements qualify (e.g., Eternal Ice, Dragon Bones/Scales). The reduction applies after saving throws and resistances.
Item Repair Advanced
Non-magical weapons, armour, shields, and tools can be damaged in play. A character proficient with the appropriate crafting tool can repair them.
Time: Half the normal crafting time.
On Success: Item fully restored. On Failure: Materials consumed, item still damaged (can retry).
Items that are completely destroyed cannot be repaired and must be crafted anew.
Spell Material Crafting Advanced
Do you have a spell that requires a strange material in order to cast? Well, look no further! Here, you can find out how to best approach the crafting of these materials so that you don’t need to buy them full price from a merchant! Those greedy merchants… Anyway!
If the spell material has a listed price, pay 50% of that price in raw materials and use the DC and craft time below to make it. Likewise, your crafting profession must arguably be a logical choice for the creation of the spell material. For example, Chromatic Orb requires a diamond worth at least 50g. A jeweller is the most logical profession to cut the necessary gem.
Failing the DC results in 1/3 of the materials being wasted (rounded down, minimum 1). Rolling a Nat 1 wastes all materials, and rolling a Nat 20 refunds half of your material cost in gold!
| Spell Level | Craft Time | DC |
|---|---|---|
| 1st | 1 hr | 13 |
| 2nd | 2 hrs | 13 |
| 3rd | 4 hrs | 15 |
| 4th | 6 hrs | 15 |
| 5th | 8 hrs | 17 |
| 6th | 10 hrs | 17 |
| 7th | 12 hrs | 18 |
| 8th | 14 hrs | 18 |
| 9th | 16 hrs | 19 |
Spell Trading Advanced
Wizards can copy spells from each other's spellbooks or from scrolls without destroying the original. Cost: 2 hours + 50g per spell level.
• You cannot copy a spell you lack spell slots to cast. Spell must have the 'wizard' tag.
• Copying from a scroll requires a DC 10 + spell level Arcana check; failure destroys the scroll.
• Savants and Order of Scribes halve the time (Savants also halve the cost).
Crafting Modifier Rulings Advanced
Once again, if you have the tools or kit and the relevant proficiency with it, roll a 1d20 + your proficiency modifier in order to craft anything in this book, unless otherwise noted. This is the standard formula for the Profession Check. Below are rulings for quick reference.
The standard crafting roll is 1d20 + Proficiency Modifier only. Ability score modifiers such as STR, DEX, or INT are not added unless a specific feature in this guide says otherwise.
| Feature | Ruling |
|---|---|
| Ability Score Modifiers | Do not add. Intelligence would dominate all crafting. |
| Aid (Action) | Can use. Another proficient crafter spending the same work hours gives you Advantage. |
| Homunculus (Artificer) | Can use. Your Homunculus can Aid you only (grants Advantage). Cannot Aid others. |
| Built for Success (Autognome) | Can add. Uses a reaction; cannot combine with other reactions. |
| Flash of Genius (Artificer) | Can add. Uses a reaction; cannot combine with Built for Success. |
| Knowledge of the Ages (Cleric) | Can use for crafts taking 10 minutes or less. |
| Astral Knowledge / Trance / Whispers of the Dead | Can use. Choose temp tool at workweek start; cannot switch. No expertise or reaction-based mods apply. |
| Manifold Tool (Artificer) | Can use, but proficiency is temporary — no expertise or reaction mods. |
| Adroit Crafter (Feat) | Can use. Halves crafting time; on failure you keep components. Does not grant proficiency or expertise. |
| Magic Item Adept (Artificer 10) | Gain expertise in one known tool proficiency (cannot double-expertise). |
| Guidance, Lucky, Reliable Talent, Tides of Chaos, etc. | Do not use. These require an Ability Check, which the Profession Check is not. |