Official Guide · v3.3.1 · Created by Hellbread · Edited by Ooxy

Black Banner Company
Crafting Guide

Potions, poisons, armour, blades, and everything in between.

20 Professions 32-hr Work Week 6 Rarity Tiers Prime/Base System Ranks F → S

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.

Three Key Systems Rank System: Your progression is broken into Ranks (F through S), each covering several levels. Ranks determine what materials you can find and craft.

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

RankLevelsMaterial RarityMarket Value+X BonusMeat/Blood Value
F1–2
E3–5Common15g / unit+03g / unit
D6–8Uncommon150g / unit+130g / unit
C9–11Rare300g / unit+260g / unit
B12–14Rare+850g / unit+3170g / unit
A15–17Very Rare1,500g / unit+4300g / unit
S18–20Legendary5,600g / unit+51,120g / 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:

How Training WorksDuration: 10 work weeks, committing all 32 hours each week.
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.
Important Restrictions • You may only become an Expert in one tool. This choice is permanent.
• 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:

The Crafting Roll Roll 1d20 + your Proficiency Modifier vs. the recipe's DC. Meet it or beat it — it succeeds.

Note: Ability score modifiers (STR, INT, etc.) are NOT added. Only your proficiency modifier applies.
Rank Requirement Your character level must be within one rank of the materials used to craft or wear an item. For example, an E-Rank character cannot craft or wear Ignum Fullplate, which requires B-Rank materials.

Prime / Base Material System

Many exotic recipes use two types of materials:

Prime Material The main component that defines the item (e.g., Chitin in Chitin Half-Plate). Its properties always apply to the finished item.
Base Material A secondary material consumed during crafting. Its properties are normally lostunless you roll a Natural 20, in which case the item gains both Prime and Base properties (Critical Success!).

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 TypeSkill Check
Aberration, Construct, Dragon, Elemental, OozeArcana
Celestial, Fey, Fiend, UndeadReligion
Beast, Giant, Humanoid, Monstrosity, PlantsNature / Survival
Harvest DC Parts: DC 12 + ½ the creature's CR  |  Venom Glands: DC 12 + full CR (fail = destroyed + you're poisoned!)
Creature SizeMax Harvest ChecksMax Units per CheckMeat RationsGallons of Blood
Small111
Medium1122
Large1233
Huge2244
Gargantuan2366
Blood Spoilage Fresh Beast blood can be drunk immediately. After 10 minutes, blood spoils — the drinker must make a DC 15 Con save or vomit.

Harvestable Parts

MaterialElementSource
Abominable SkinPsychicAberrations and unnatural beings
BonesPiercing/Bludgeoning (or dragon's element)Any boned creature
ChitinPhysicalGiant crabs, insects, remorhaz
Demon LeatherFireInfernal Planes creatures
Ellond HideFireDesert/steppe creatures
Monster FeathersPhysicalHippogriffs, rocs, giant eagles
Monster ScalesPhysical (or dragon's element)Scaly creatures, dragons
Spirit PeltForceOutlands, Ethereal, Astral beasts
Thick HideColdThick-furred creatures
Venom GlandsPoisonVenomous 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.

Physical
Adamantine — The hardest metal known; crits against objects are automatic.
Fire
Bloodmetal — Crimson, blistering hot. From Gehenna and the Nine Hells.
Physical
Cold Iron — Also called Wildbane. Frigid metal lethal to fey and fiends.
Necrotic
Fellsteel — Blackened by necrotic forces, mined from the Shadowfell.
Physical
Mithril — Platinum-white and flexible, favored by Elves for its lightness.
Lightning
Moonsteel — Silvery with a purple sheen, from Mount Celestia and Elysium.
Force
Orichalcum — Bronze-gold with an azure sheen, absorbs magic. From the Outlands.
Poison
Plaguesteel — Ancient, porous, and mossy. From the Shadowfell and Hades.
Radiant
Sunsteel — Bright yet cool, rarest of the star steels. Found in the deepest caves.

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

Piercing
Darkwood — Hard as ash but half the weight; a prized timber of the Feywild.
Acid
Deadwood — Grey, rotten, acid-resistant swampwood.
Bludgeoning
Ironwood — As heavy as cast iron; only grows in the Beastlands.
Cold
Summitwood — Blisteringly cold to the touch; harvested from frozen planar peaks.

Stones, Minerals & Exotic Materials

Cold
Coral — Deep-sea organism prized by water elementals.
Cold
Eternal Ice — Never melts; pure polar ice from the harshest frozen planes.
Fire
Ignum — Volcanic stone from the Elemental Plane of Fire.
Slashing
Obsidian — Born in magma and cooled into razor-sharp volcanic glass.
Lightning
Skyshard — Glassy, sky-blue crystal found in the Elemental Planes of Air.

Weaves & Fibers

Radiant
Heavenweave — Light-woven fabric originating from the Positive Plane and the Heavens.
Physical
Leafweave — Alchemically hardened leaves legendary among Sylvan craftsmen.
Psychic
Shadowsilk — Black semi-transparent silk harvested from Shadowfell spiders.
Poison
Spidersilk — Sticky, durable silk harvested from web-producing creatures.

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).

RarityRankValueKey Examples
CommonE15g / unitBlue Herb, Blood Herb, Mandrake Root, White Poppy, Dried Ephedra, Drojos Ivy, Ellond Scrub, Kreen Paste (25g)
UncommonD150g / unitAsh Chives, Kasuni Juice, Frenn Moss, Spineflower Berries, Corpse Flower, Othur Stalk
RareC300g / unitChromatic Mud, Ghost Blossom, Korin's Fang, Lemurma Bell, Olis Veritus, Taggit Blossom, Ucre Bramble, Xeni Leaves
Rare+B850g / unitSpirit Petals, Lunar Nectar, Ignant Petals, Wisp Stems
Very RareA1,500g / unitDevanian Fungus, Doomsphere Whiskers, Silverstem, Galebloom, Thunder Leaf, Viping Vitalis
LegendaryS5,600g / unitDragontongue, 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

Nat 20You gain 1 extra potion.
SuccessCraft succeeds as normal.
FailureYou destroy 1/3 of the materials (rounded down, min 1).
Nat 1All materials wasted.

Common Potions (Workshop Optional)

Bottled Breath
CommonDC 12
Ingredients: Blue Herb ×3, Dried Ephedra ×3
Exhale for Gust of Wind, or hold it to not breathe for 1 hour.
Time2 hrs
Potion of Animal Friendship
CommonDC 10
Ingredients: Mandrake Root ×4
Cast Animal Friendship (save DC 13) at will for 1 hour.
Time1 hr
Potion of Climbing
CommonDC 11
Ingredients: Blue Herb ×2, Drojos Ivy ×2
Climbing speed = walking speed + advantage on Athletics (climbing) for 1 hour.
Time1 hr
Potion of Growth
CommonDC 10
Ingredients: White Poppy ×5, Blood Herb ×2
Gain Enlarge effect for 1d4 hours (no concentration).
Time4 hrs

Uncommon Potions (Workshop Optional)

Oil of Slipperiness
UncommonDC 12
Ingredients: Kasuni Juice ×3
Freedom of Movement for 8 hours, or coat a 10 ft square (Grease effect).
Time4 hrs
Potion of Advantage
UncommonDC 13
Ingredients: Frenn Moss ×2
Advantage on one ability check, attack roll, or saving throw within the next hour.
Time4 hrs
Potion of Hill Giant Strength
UncommonDC 12
Ingredients: Ash Chives ×1, Bone of a Hill Giant ×1 (D+)
STR becomes 21 for 1 hour (no effect if already ≥21).
Time4 hrs

Rare Potions (Workshop Required)

Elixir of Health
RareDC 13
Ingredients: Xeni Leaves ×2, 1g gold dust
Cures any disease and removes blinded, deafened, paralyzed, and poisoned.
Time4 hrs
Potion of Clairvoyance
RareDC 14
Ingredients: Lemurma Bell ×3
Gain the effect of the Clairvoyance spell.
Time8 hrs
Potion of Gaseous Form
RareDC 12
Ingredients: Ghost Blossom ×2
Gaseous Form for 1 hour (no concentration). End early as a bonus action.
Time8 hrs
Potion of Heroism
RareDC 14
Ingredients: Olis Veritus ×1
+10 temp HP for 1 hour + Bless effect (no concentration).
Time4 hrs
Potion of Mind Reading
RareDC 16
Ingredients: Chromatic Mud ×2
Detect Thoughts effect (save DC 13).
Time8 hrs
Potion of Resistance
RareDC 15
Ingredients: Ucre Bramble ×2
Resistance to one damage type for 1 hour. Roll 1d10 after crafting to determine type.
Time8 hrs
Potion of Aqueous Form
RareDC 15
Ingredients: Korin's Fang ×3
Transform into a pool of water for 10 minutes. Swim speed 30ft, resistance to non-magical damage, fit through tiny gaps.
Time8 hrs
Potion of Frost Giant Strength
RareDC 16
Ingredients: Taggit Blossom ×1, Frost Giant Bone ×1 (C+)
STR becomes 23 for 1 hour.
Time16 hrs

Rare+ Potions (Workshop + Lab)

Oil of Etherealness
Rare+DC 17
Ingredients: Spirit Petals ×3
Apply to a creature. Etherealness spell for 1 hour.
Time16 hrs
Potion of Fire Giant Strength
Rare+DC 18
Ingredients: Ignant Petals ×1, Fire Giant Bone ×1 (B+)
STR becomes 25 for 1 hour.
Time16 hrs
Potion of Maximum Power
Rare+DC 16
Ingredients: Lunar Nectar ×3, Plum + Sugar + Mud
Your next 4th level or lower damage spell within 1 minute deals maximum damage.
Time8 hrs
Potion of Vitality
Rare+DC 15
Ingredients: Wisp Stems ×2
Remove all exhaustion and conditions. For 24 hours, all Hit Dice spent heal maximum.
Time8 hrs

Very Rare Potions (Workshop + Lab)

Potion of Flying
Very RareDC 15
Ingredients: Thunder Leaf ×1
Flying speed = walking speed + hover for 1 hour.
Time8 hrs
Potion of Invisibility
Very RareDC 16
Ingredients: Doomsphere Whiskers ×2
Invisible for 1 hour. Ends early if you attack or cast a spell.
Time16 hrs
Potion of Speed
Very RareDC 16
Ingredients: Galebloom ×2
Haste effect for 1 minute (no concentration).
Time8 hrs
Potion of Cloud Giant Strength
Very RareDC 20
Ingredients: Devanian Fungus ×1, Thunder Leaf ×1, Cloud Giant Bone ×1 (A+)
STR becomes 27 for 1 hour.
Time32 hrs
Potion of Longevity
Very RareDC 21
Ingredients: Blue Herb ×4, Silverstem ×3, scorpion's tail, adder's fang, dead spider, tiny heart
Reduce physical age by 1d6+6 years (min 13). Each subsequent use has 10% cumulative chance to age you instead.
Time24 hrs
Potion of Mind Control
Very RareDC 20
Ingredients: Devanian Fungus ×1, Wisp Stem ×1
Cast Dominate (Beast, Person, or Monster — roll 1d6) on a creature before your next turn ends. Lasts 1 hour, no concentration.
Time24 hrs

Legendary Potions (Workshop + Lab)

Oil of Sharpness
LegendaryDC 17
Ingredients: Voidblossom ×1
Coat one slashing/piercing weapon or 5 pieces of ammo. +3 to attack and damage for 1 hour.
Time32 hrs
Potion of Invulnerability
LegendaryDC 23
Ingredients: Dragontongue ×2
Resistance to all damage for 1 minute.
Time32 hrs
Potion of Storm Giant Strength
LegendaryDC 23
Ingredients: Black Lotus ×2, Storm Giant Bone ×1 (S+)
STR becomes 29 for 1 hour.
Time32 hrs
Potion of Possibility
LegendaryDC 22
Ingredients: Arborian Ivy ×3
Gain 2 Fragments of Possibility (last 8 hrs). Spend a fragment to roll an extra d20 on any attack, check, or save and choose which result to use.
Time32 hrs

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.



Drunk Check When drinking a diluted potion, there is a chance things can go very wrong… or very right. Roll 1d20 minus your Constitution modifier to find out how the dilution went. For example, if the drinker has a Constitution score of 19, which is +4, they roll 1d20 - 4; if the drinker has a Constitution score of 6, which is -2, they roll 1d20 + 2.

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

Nat 1The diluted potion works as intended and you gain 2d4 + Constitution modifier maximum HP for 2 hours.
0–5The diluted potion works as intended.
6–10The diluted potion works as intended… at the end of the drinker’s next turn.
11–16The diluted potion works as intended… at the end of the drinker’s next turn, or roll on the Failed Drunk Chart. Choose beforehand. If you have poison resistance, you get advantage on this roll.
17–19+The diluted potion does not take effect. Roll on the Failed Drunk Chart. If you have poison resistance, you get advantage on this roll.
Nat 20The diluted potion does not take effect. Roll on the Failed Drunk Chart twice; both effects happen immediately. If you have poison resistance, you get advantage on these rolls.

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

Nat 20Gain 1 extra potion/dilution.
SuccessCraft succeeds as normal.
FailureEquipment failure — burn 1 unit of the alcohol or herb used (whichever costs more).
Nat 1All materials wasted.
BrewMaterialsTimeDCResult
Alcohol20 lbs produce, 1 unit Brewer's Yeast, a keg10 hrs810 units Alcohol
Brewer's Yeast5 lbs produce, any container12 hrs1210 units Yeast
Exotic Alcohol1 exotic plant, 1 Brewer's Yeast, 2 alcohol8 hrs10+X2 units same-rank exotic alcohol
Common Dilution1 common exotic alcohol + 1 common potion1 hr102 diluted potions
Uncommon Dilution1 uncommon exotic alcohol + 1 uncommon potion2 hrs122 diluted potions
Rare Dilution1 rare exotic alcohol + 1 rare potion4 hrs142 diluted potions
Rare+ Dilution1 rare+ exotic alcohol + 1 rare+ potion8 hrs162 diluted potions
Very Rare Dilution1 very rare exotic alcohol + 1 very rare potion, Workshop + Lab16 hrs182 diluted potions
Legendary Dilution1 legendary exotic alcohol + 1 legendary potion, Workshop + Lab32 hrs202 diluted potions
Drunk Check — When Drinking a Diluted Potion Roll 1d20 minus your Con modifier (positive Con = lower roll = better). Poison immunity = can't benefit at all. Poison resistance = −2 to roll.

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.)

d20Effect
1–2You start vomiting and can't see straight. You are Poisoned.
3–4You're wasted — movement speed reduced by 5 ft.
5–6Gain 1 rank of Exhaustion.
7–8Gain a permanent phobia (DM's choice or random); frightened when facing it. Removed by Greater Restoration.
9–10Polymorph into a Rat or other CR 0 creature for 1 hour.
11–12You age 2d4 years. Permanent.
13–14You consider everyone friendly (including enemies). DC 10 Wis save at the start of each turn to end; also ends if you take damage.
15You lose your voice but become telepathic.
16You enlarge or shrink (DM's choice), as if Enlarge/Reduce were cast on you.
17You enter a Rage exactly like the Barbarian's level 1 feature.
18You start growing a beard — gain Poison Resistance as your liver adapts.
19You go invisible, as if Invisibility were cast on you.
20You 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

Scroll Ink Crafting Scroll makers have the unique ability to transform rare herbs and blood into inks for crafting powerful scrolls. When using herbs or blood in scroll creation, their market value is deducted from the scroll’s crafting cost.

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.
Black Banner Spell Scroll Rules The Black Company allows characters of any class to use spell scrolls from any spell list, with the following restrictions:
  • 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)

Nat 20Gain 1 extra scroll.
FailureSpill Ink — Lose 50% of the scroll's crafting cost in materials. If herbs or blood were used, that loss must come from those ingredients first.
Nat 1All materials and hours wasted.

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

RarityRankHerb / Blood Value+XUsable for Scroll Levels
CommonE15g / 3g+0Cantrips, 1st
UncommonD150g / 30g+12nd, 3rd
RareC300g / 60g+23rd, 4th
Rare+B850g / 170g+34th, 5th
Very RareA1,500g / 300g+45th, 6th
LegendaryS5,600g / 1,120g+56th and up
Scroll LevelCraft DCTimeMarket ValueFacility
Cantrip104 hrs15gOptional Workshop
1st Level116 hrs25gOptional Workshop
2nd Level128 hrs250gOptional Workshop
3rd Level1312 hrs500gOptional Workshop
4th Level1416 hrs1,500gWorkshop
5th Level1524 hrs3,000gWorkshop
6th Level1632 hrs7,500gWorkshop
7th Level1748 hrs12,500gLibrary + Workshop
8th Level1872 hrs25,000gLibrary + Workshop
9th Level1996 hrs50,000gLibrary + Workshop
Scroll Use Rules (Black Banner) Any class may use any spell scroll. If the spell is not on your class list, you must use the Magic Action. If it is on your list, use the normal casting time. Maximum 2 spell scrolls per contract.

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.

Bastion Furnishings Carpenters can craft furnishings for Bastion Facilities. A furnishing only grants its benefit while installed in the appropriate facility. Unless a feature says otherwise, a facility can benefit from only one Carpenter furnishing at a time, and duplicate copies of the same furnishing do not stack.
Exotic Wood Materials Bastion furnishings are usually made from exotic woods found in the crafting guide, such as Darkwood, Deadwood, Ironwood, and Summitwood. At the DM's discretion, other wood-like exotic materials may be used if they make narrative sense for the furniture.

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 RankMaterialsWork HoursDC
E2 units E-Rank exotic wood4 hrs12
D3 units D-Rank exotic wood8 hrs14
C4 units C-Rank exotic wood16 hrs16
B5 units B-Rank exotic wood24 hrs18
A6 units A-Rank exotic wood32 hrs20
S8 units S-Rank exotic wood48 hrs22

Basic Facility Furnishings

FacilityFurnishingMinimum RankRecommended WoodBonus
BarracksReinforced Bunk FramesE+Ironwood or DarkwoodIncrease 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.
BedroomNoble Bed SetE+Darkwood or SummitwoodReduce one Training project by 1 week per Bastion Turn.
Dining RoomGrand Feast TableE+Ironwood or DarkwoodOnce per Bastion Turn, reroll one hireling-related result.
KitchenMaster Butcher's BlockD+IronwoodProduce 1 additional Treat whenever the Kitchen generates Treats during a Bastion Turn.
ParlorNoble Lounge SetE+Darkwood or SummitwoodOnce per Bastion Turn, one hireling task may be rerolled.
ShopMerchant Display CounterD+Darkwood or IronwoodOnce per Bastion Turn, the owner may purchase one item from the Player's Handbook at a 10% discount.
StorageSupply Ledger CabinetE+DarkwoodOnce per Bastion Turn, gain advantage on one harvesting Profession Check.
Well RoomStone Purification BasinD+Deadwood or SummitwoodOnce per Bastion Turn, gain advantage on one Cooking Utensils Profession Check.

Rank C Facility Furnishings

FacilityFurnishingMinimum RankRecommended WoodBonus
ArmoryEquipment Maintenance RackC+IronwoodReduce the crafting material cost required to repair damaged items by 50%.
LibraryGrand BookshelfC+DarkwoodReduce one learning project by 1 week.
SanctuaryConsecrated AltarC+Summitwood or DarkwoodOnce per Bastion Turn, during your next contract, you may reroll one failed Death Saving Throw.
StablesReinforced Stall SetC+Ironwood or DeadwoodStable 1 additional mount.
StorehouseWarehouse Shelving SystemC+Ironwood or DarkwoodOnce per Bastion Turn, preserve one harvested material that would otherwise be lost due to a failed craft.
WorkshopMaster Craftsman's BenchC+IronwoodReduce one crafting project by 4 Work Hours.

Rank B Facility Furnishings

FacilityFurnishingMinimum RankRecommended WoodBonus
Naval Bastion FittingsHarbor CraneB+IronwoodReduce the Work Hour cost of one ship-related project by 25%.
Gaming HallChampion's Gaming TableB+DarkwoodOnce per Bastion Turn, reroll one Gaming Hall result.
GraveyardRestless CatacombsB+DeadwoodWhen using Raise the Dead, raise one additional undead.
LaboratoryAlchemical CabinetB+Deadwood or IronwoodOne failed Alchemy craft loses 50% fewer materials.
SacristyBlessed Reliquary CabinetB+Summitwood or DarkwoodOnce per Bastion Turn, gain advantage on one divine crafting or research project.
Siege WorkshopEngineering Drafting TableB+IronwoodReduce one Siege Workshop crafting project by 8 Work Hours.
Teleportation CirclePlanar Attunement ArrayB+Summitwood or DarkwoodOnce per Bastion Turn, reduce the crafting time of one Planeshift Fork by 50%.
TheatreGrand Stage PlatformB+DarkwoodOnce per Bastion Turn, gain advantage on one Performance-based Profession Check.
Training AreaCombat Drill RackB+IronwoodReduce one training project by an additional week.
MuseumCurated Trophy DisplayB+Darkwood or IronwoodOnce per Bastion Turn choose one: gain +1 to a Profession Check, or reduce a crafting project by 2 Work Hours.

Rank A Facility Furnishings

FacilityFurnishingMinimum RankRecommended WoodBonus
ArchiveExpanded Reference CollectionA+DarkwoodYour Archive contains one additional Reference Book from the Reference Books table.
Meditation ChamberTranquility PlatformA+SummitwoodOnce per Bastion Turn, gain advantage on one saving throw against being Charmed or Frightened during your next contract.
MenagerieExotic Habitat EnclosureA+Ironwood or DeadwoodHouse 1 additional creature.
ObservatoryStar Chart TableA+Darkwood or SummitwoodOnce per Bastion Turn, reroll one exploration or research result.
PubMaster Tap SystemA+Darkwood or IronwoodWhenever you take the Restock order, one Pub Special produces 1 additional consumable.
ReliquaryHallowed Display ShrineA+Summitwood or DarkwoodOnce per Bastion Turn, when using the Reliquary Charm order, you may choose to cast either Greater Restoration or Remove Curse.

Rank S Facility Furnishings

FacilityFurnishingMinimum RankRecommended WoodBonus
DemiplaneDimensional RepositorySSummitwood or DarkwoodOnce per Bastion Turn, when using the Fabrication feature, you may create two objects instead of one.
GuildhallCommander's TableSIronwood or DarkwoodGain 1 additional Bastion Action per Bastion Turn.
SanctumSaint's ReliquarySSummitwoodOnce per Bastion Turn, a creature benefiting from Sanctum Recall may also end one condition currently affecting them.
War RoomStrategic War MapSIronwood or DarkwoodOnce per Bastion Turn, reroll any Bastion Event result.

Other Carpenter Crafts

CraftMaterialsTimeDC
Small Furniture3 units E-Rank exotic wood4 hrs + X12 + X
Medium Furniture3 units D-Rank exotic wood8 hrs + X14 + X
Large Furniture3 units C-Rank exotic wood12 hrs + X16 + X
Huge Furniture3 units B-Rank exotic wood16 hrs + X18 + X
Wooden Wheel10 lbs wood or 5 units exotic wood8 hrs + X15
2-Wheel Cart30 lbs wood or 15 units exotic wood16 hrs + X15
Home Decoration Picture Frame1 unit D+ exotic wood, 1 gallon same-rarity blood5 hrs × X12 + X
Custom Orders2 lbs wood = 1gAsk DMAsk DM
In-game RepairsDM discretionDMDM
Exotic Hand Glider2 units D+ leather, 2 units same-rank wood15 hrs + X15 + 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).

Home Decoration A permanent skill-boosting artwork made in two parts: the Picture Frame (Carpenter) and the Painting (Painter). The Frame gives +X to the related skill. You can benefit from only one Home Decoration buff at a time and must spend 10 minutes marveling at it every 24 hours to use the buff.
Exotic Hand Gliders Carries one Medium or smaller creature, max 150 lbs + 50 lbs per X. Flying speed 60 ft; must descend at least 20 ft each round. AC 12 + X, 35 HP + 10 per X, immune to poison and psychic. Piloted as an action (proficiency with flying/water vehicles, or DC 10 Acrobatics/Sleight of Hand). Nat 1 or over-weight = nose-dive 60 ft. Material grants resistance: Demon Leather (fire), Spirit Pelt (force), Deadwood (acid), Summitwood (cold).

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.

RecipePrime MaterialTimeDCFull Description
Attention Sneakers2 units D-Rank Monster Scales16 hrs16These 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 Divers1 unit B-Rank Coral16 hrs16These 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 Surfacers1 unit B-Rank Darkwood16 hrs16These 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 Footwraps1 unit C-Rank Ellond Hide8 hrs14These 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 Bashers1 unit D-Rank Adamantine16 hrs16These 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 Greaves1 unit C-Rank Dragonscales8 hrs14These 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.
Flamewalkers1 unit C-Rank Infernal Leather8 hrs14These 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 Hoppers1 unit C-Rank Heavenweave8 hrs14These 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 Slippers1 unit C-Rank Eternal Ice8 hrs14These 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 Clompers1 unit C-Rank Ignum8 hrs14These 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 Jumpers1 unit B-Rank Mithril16 hrs16These 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 Sprinters1 unit any-rank Monster Feathers16 hrs16These 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 Kickers1 unit D-Rank Obsidian4 hrs12These 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 Boots1 unit C-Rank Thick Hide8 hrs14These 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 Skaters1 unit B-Rank Skyshard16 hrs16These 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.
Spidersilks1 unit D-Rank Spidersilk4 hrs12These 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 Soles1 unit C-Rank Spirit Pelt8 hrs14These 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 Climbers1 unit D-Rank Leafweave4 hrs12These bark-gripping shoes are made for forest movement. You have advantage on Acrobatics and Athletics checks made to climb trees.
Foot Expert Advantage on Persuasion, History, Arcana, Religion, Deception, Insight, and Performance checks concerning feet, footwear, tracks, and related craftsmanship, at the DM's discretion.

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.

Cooking Basics Every recipe you cook yields a number of treats equal to your Proficiency Bonus.

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

Nat 20Perfect recipe — 50% more treats (rounded up).
SuccessCraft succeeds as normal, producing treats equal to your Proficiency Bonus.
FailureYou burn the food — only 1 treat this craft (no retry needed).
Nat 1A raccoon ate the whole recipe. Nothing left!

Rations & Prep Recipes

Prep RecipeMaterialsTimeDC
Preserving Meat2 lbs raw meat, 1 lb salt10 min8 + X
10 Exotic Rations10 PHB rations, 1 unit any-rarity exotic plant/herb1 hr + X8 + X

Treat Rarity

The rarity of a treat is equal to the rarity of the plant, herb, or ingredient used in the recipe.

One Treat Per Minute A creature can use a Bonus Action to eat a treat. You can gain the benefit of any treat only once per minute. For example, if you eat a Common Treat, you cannot gain the benefit of an Uncommon or Rare Treat until 1 minute later.
Treat RarityBenefit (Bonus Action to eat)TimeDC
CommonTemporary HP equal to the Chef's Proficiency Bonus1 hr10
UncommonTemporary HP equal to double the Chef's Proficiency Bonus2 hrs12
RareMaximum HP equal to the Chef's Proficiency Bonus4 hrs14
Rare+Maximum HP equal to double the Chef's Proficiency Bonus8 hrs16
Very RareTemporary HP and Maximum HP equal to triple the Chef's Proficiency Bonus16 hrs18
LegendaryTemporary HP and Maximum HP equal to five times the Chef's Proficiency Bonus32 hrs22
Gourmand — Emergency Reaction Once per Long Rest, a Cook can eat one of their treats as a Reaction.

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.
Culinary Expert Concerning matters of food, a Cook often gains advantage on Persuasion, History, Arcana, Religion, Deception, Insight, and Performance checks at the discretion of the DM.

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.

RecipeMaterialsTimeDC
Pair of Glass Cups2 lbs sand/crystal or 1 unit exotic1 hr10 + X
Crystal Vial2 lbs sand/crystal or 1 unit exotic2 hrs10 + X
Glass Plate or Pot5 lbs or 2 units exotic4 hrs12 + X
Small Glass Statue10 lbs or 3 units exotic8 hrs15 + X
Uncut Lens10 lbs or 5 units exotic16 hrs15 + X
Skyshard Simple Weapon1 unit any-rank Skyshard + 1 base8 hrs11 + X
Skyshard Martial Weapon2 units C+ Skyshard + 1 base16 hrs15 + X
Eternal Ice Simple Weapon1 unit any-rank Eternal Ice + 1 base8 hrs11 + X
Eternal Ice Martial Weapon2 units C+ Eternal Ice + 1 base16 hrs15 + X
Obsidian Simple Weapon1 unit any-rank Obsidian + 1 base8 hrs11 + X
Obsidian Martial Weapon2 units D+ Obsidian + 1 base16 hrs15 + X
Syringe1 unit any-rank Skyshard + 10 lbs premium sand (5g)12 hrs + X10 + X
Recovery Dart1 healing/diluted potion + 1 same-rarity Syringe2 hrs + X
Alchemical Dart1 alchemical/diluted potion + 1 same-rarity Syringe2 hrs + X
Unattuned Planeshift Fork1 unit B+ Skyshard or Eternal Ice32 hrs13
Unattuned Planeshift Fork Inert until attuned to a specific plane (then enables Planeshift). Attuning takes three successful DC 25 Arcana checks, made every 4 hours while on the target plane. Three failures, removal from the plane, or 24 hours elapsing destroys it. Skyshard forks tune to Elemental Air or Elemental Chaos; Eternal Ice forks tune to the Far Realms.
Recovery & Alchemical Darts A syringe thrown as a dart (10/20 ft by hand, 25/100 ft from a blowgun). Against a willing target, attack vs. AC 13; against an unwilling target, attack vs. their AC. On a hit the potion takes effect. A miss has a 50% chance to break and spill. A Critical Strike doubles healing dice (Recovery) or grants the target +1 AC and saves for 2 turns (Alchemical), and negates a diluted potion's downsides.
Weapon Properties All glass weapons may convert all weapon damage (including Sneak Attack, Divine Smite, etc.) to their Prime Material's damage type.
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

Nat 20Gem Cutting: While cutting the gemstone, you find an especially large chunk and cut it into an extra gemstone worth 25% of the gemstone you were cutting, rounded up. Jewellery Crafting: When crafting jewellery such as rings, necklaces, amulets, pins, brooches, or other settings, the finished piece is exceptional. Increase the finished piece’s mundane/resale value by 25%, rounded up. Enhancement jewellery does not gain an additional mechanical bonus from this result unless the DM approves it.
SuccessIf your roll meets or beats the DC, the gemstone, ring, necklace, or other jewellery craft succeeds.
FailureGem Cutting: You break your equipment. You do not need to try the cut again, but you must spend 1/3 of the failed cut’s market value in gold to fix your equipment. Jewellery Crafting: The setting fails or the piece needs major reworking. The cut gemstones remain intact, but you must spend 1/3 of the jewellery craft’s non-gem material value in gold to repair your tools, replace damaged fittings, and finish the piece.
Nat 1Gem Cutting: Your gemstone turns out to be a complete fake. It is totally worthless. Jewellery Crafting: The ring, necklace, or other jewellery piece is ruined, false, or unusably flawed. The base metal and setting materials are wasted; any cut gemstones set into the piece can only be recovered at the DM’s discretion.
Crafting Jewellery Jewellers do more than cut gems. They can craft rings, amulets, necklaces, pins, brooches, earrings, circlets, and other fine decorative pieces. Each piece needs a metal base and may be set with one or more cut gemstones. The base is usually melted gold or silver, with a minimum base value of 10g unless the recipe says otherwise.

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.
RecipeMaterialsTimeDC
Magnifying GlassUncut lens2 hrs12
Cut Gem (10g value)Uncut gemstone1 hr10
Cut Gem (50–100g)Uncut gemstone, Workshop4 hrs14
Cut Gem (500–1,000g)Uncut gemstone, Workshop8 hrs18
Cut Gem (5,000g)Uncut gemstone, Workshop32 hrs22
Cut Gem (custom cut)Uncut gemstone, ?Ask DMAsk DM
Ring of Minor Enhancement (+1 stat)1× Cut Gem (1,000g) + 100g silver8 hrs16
Ring of Major Enhancement (+2 stat)1× Cut Gem (5,000g) + 100g silver8 hrs20
Necklace of Minor Enhancement (+1 save)1× Cut Gem (1,000g) + 100g silver8 hrs16
Necklace of Major Enhancement (+2 save)1× Cut Gem (5,000g) + 100g silver8 hrs20

You can only wear 1 Minor and 1 Major Enhancement ring at a time.

Custom Jewellery Examples A simple silver ring with no gem can be made as a small custom order. A gold brooch with one 50g Moonstone starts at DC 9. A jeweled amulet with two 500g gems starts at DC 18. Final value and special uses are set by the DM based on the materials used, the design, and whether the jewellery is mundane, decorative, symbolic, or meant to hold magic.

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

MaterialResistance / BonusReaction (once/long rest)
Abomination Skin+1 save vs. PsychicReduce one Psychic source by Xd8
Bone+1 save vs. PiercingReduce one Piercing source by Xd8
Chitin+1 save vs. BludgeoningReduce one Bludgeoning source by Xd8
Demon LeatherFire Resistance (full)
Dragon Scale Mail+1 AC (stacks with infusions)
Ellond Hide+1 save vs. Fire + advantage vs. heat ExhaustionReduce one Fire source by Xd8
Monster Scales+1 save vs. SlashingReduce one Slashing source by Xd8
Spirit PeltForce Resistance (full)
Thick Hide+1 save vs. Cold + advantage vs. cold ExhaustionReduce one Cold source by Xd8

Roll Outcomes

Nat 20Reactivates the Base Material (item gains both properties).
FailureLose 1/3 of the prime materials (rounded up, min 1).
Nat 1All materials wasted.

Exotic Armours

(L) Light · (M) Medium · (H) Heavy. Each recipe also takes 1 unit of same-rank base material unless noted.

RecipePrime MaterialTimeDC
Abomination Leather (L)1 unit any-rank Abominable Skin6 hrs + X11 + X
Abomination Hide (M)2 units any-rank Abominable Skin6 hrs + X11 + X
Abomination Studded Leather (L)3 units any-rank Abominable Skin8 hrs + X13 + X
Chitin Scale Mail (M)2 units E+ Chitin4 hrs + X11 + X
Chitin Breastplate (M)2 units D+ Chitin4 hrs + X13 + X
Chitin Half-Plate (M)3 units C+ Chitin (+2 base)14 hrs + X16 + X
Bone Splintmail (H)1 unit D+ Bone7 hrs + X11 + X
Bone Breastplate (M)2 units D+ Bone4 hrs + X13 + X
Bone Half-Plate (M)3 units C+ Bone (+2 base)14 hrs + X16 + X
Bone Full-Plate (H)5 units C+ Bone (+3 base)32 hrs19 + X
Ellond Leather Armour (L)2 units any-rank Ellond Hide6 hrs + X11 + X
Ellond Hide Armour (M)2 units any-rank Ellond Hide6 hrs + X11 + X
Ellond Studded Leather (L)3 units any-rank Ellond Hide8 hrs + X13 + X
Thick Leather Armour (L)1 unit any-rank Thick Hide6 hrs + X11 + X
Thick Hide Armour (M)2 units any-rank Thick Hide6 hrs + X11 + X
Thick Studded Leather (L)3 units any-rank Thick Hide8 hrs + X13 + X
Monster Scale Mail (M)2 units any-rank Scales4 hrs + X11 + X
Monster Scale Splint Mail (H)2 units D+ Scales7 hrs + X11 + X
Monster Scale Half-Plate (M)3 units C+ Scales (+2 base)14 hrs + X16 + X
Monster Scale Full-Plate (H)5 units C+ Scales (+3 base)32 hrs19 + X

Resistance Armours

RecipeMaterialsTimeDCProperty
Demon Leather / Hide / Studded4 units B+ Demon Leather + 1 base24 hrs17 + XFire resistance
Spirit Leather / Hide / Studded4 units B+ Spirit Pelt + 1 base24 hrs17 + XForce resistance
Dragon Scale Mail (M)4 units A+ Dragon Scales + 1 base32 hrs20 + X+1 AC (stacks with infusions)

Miscellaneous

RecipeMaterialsTimeDCEffect
Dragon Scale Cloak2 units C+ Dragon Scales8 hrs + X14 + X+1 saves vs. the dragon's element (max +2)
Dragon Scale Satchel2 units D+ Dragon Scales4 hrs + X12 + XContents gain the dragon's elemental resistance
Dragon Scale Climbing Claws2 units D+ Dragon Bones4 hrs + X12 + XAdvantage on Athletics to climb (may mix dragon bones)
Dragon Scale Instrument Inlay2 units D+ Dragon Scales4 hrs + X12 + XAdvantage on Performance vs. opposing dragon type
Exotic Hand Glider2 units D+ leather + 2 units same-rank wood15 hrs + X15 + XSee 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

Nat 20Refunds 50% of the materials.
FailureWaste 1/3 of the prime materials (rounded down, min 1).
Nat 1All materials wasted.

Stone Furniture

CraftMaterialsTimeDC
Small Furniture12 lbs stone or 6 units exotic stone4 hrs + X12 + X
Medium Furniture30 lbs stone or 15 units exotic stone8 hrs + X14 + X
Large Furniture80 lbs stone or 20 units exotic stone12 hrs + X16 + X
Huge Furniture200 lbs stone or 100 units exotic stone16 hrs + X18 + X
Custom Orders2 lbs stone = 1gAsk DMAsk DM

Weapons & Armour

Each recipe also takes 1 unit of same-rank base material (2 for half-plate, 3 for full-plate).

RecipePrime MaterialTimeDC
Bone Simple Weapons1 unit any-rank Bone6 hrs + X11 + X
Bone Martial Weapons2 units D+ Bone12 hrs + X13 + X
Dragonbone Simple Weapons1 unit any-rank Dragonbone6 hrs + X11 + X
Dragonbone Martial Weapons2 units D+ Dragonbone12 hrs + X13 + X
Coral Simple Weapons1 unit any-rank Coral6 hrs + X11 + X
Coral Martial Weapons2 units D+ Coral12 hrs + X13 + X
Ignum Simple Weapons1 unit any-rank Ignum6 hrs + X11 + X
Ignum Martial Weapons2 units C+ Ignum12 hrs + X13 + X
Ignum Non-Plates (M/H)4 units B+ Ignum24 hrs21
Ignum Half-Plate (M)6 units B+ Ignum (+2 base)32 hrs22
Ignum Full-Plate (H)7 units B+ Ignum (+3 base)32 hrs23
Obsidian Simple Weapons1 unit any-rank Obsidian6 hrs + X11 + X
Obsidian Martial Weapons2 units D+ Obsidian12 hrs + X13 + X
Obsidian Non-Plates (M/H)2 units D+ Obsidian24 hrs12 + X
Obsidian Half-Plate (M)3 units D+ Obsidian (+2 base)32 hrs14 + X
Obsidian Full-Plate (H)5 units D+ Obsidian (+3 base)32 hrs17 + X
Unattuned Planeshift Fork1 unit B+ Ignum, Coral, or Obsidian32 hrs13
Material Properties Bone: +X piercing damage; any weapon can be bone (dragon bone counts).
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

Nat 20Flash of genius — make a second copy with a different triggering statement.
FailureWaste 1/3 of the prime materials (rounded down, min 1).
Nat 1All materials wasted.

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 / DiagramBlood SourceBoosts (typical skill)
Incredible Animal PictureBeast bloodAnimal Handling
Fascinating Medicinal DiagramGiant bloodMedicine
Intimidating PortrayalMonstrosity bloodIntimidation
Body Art of Fiendish AthleticsFiend bloodAthletics
Weird Acrobatic PortrayalAberration bloodAcrobatics
Historical Work of ArtHumanoid bloodHistory
Marvelous Natural LandscapesPlant 'blood'Nature / Survival
Divine Religious IconographyCelestial bloodReligion
Esoteric Arcane ImpressionDragon bloodArcana
Stealthy FingerpaintingOoze 'blood'Stealth
Stylized Investigative ChartGiant bloodInvestigation
Insightful AbstractionCelestial bloodInsight
Performance BillboardHumanoid bloodPerformance
Field Artwork vs. Home Decoration Field Artwork: grants X+1 to a related skill. Consumable — takes 1 minute to read and expires after one check or a rest. The crafter needs proficiency in the skill (helpers can aid); the user does not.
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

ItemMaterialsTimeDCEffect
Acoustic Speaker20g materials or 1 E-Rank Skyshard3 hrs15Advantage on Performance to shout (mouth) or Perception to hear (ear)
Clay Thermos20g materials or 1 E-Rank Skyshard3 hrs10Keeps contents at temperature
Trick Pot50g materials or 2 E-Rank Skyshards5 hrs15Hidden compartment; DC 12 + crafter's prof to detect
Potter's Wheel1 C-Rank Skyshard + 3 Chromatic Mud24 hrs10Roll 1d4–2 (min 1) extra crafts when making Skyshard Pots, Det-caps, or Bombs

Bombs

ItemMaterialsTimeDCYield
Skyshard Pots1 unit any-rank Skyshard + 12 lbs premium clay (5g)12 hrs106 Skyshard Pots
Det-caps1 unit any-rank Ignum + 3 lbs premium clay (1g)4 hrs106 Det-caps
Sleep Bomb3 D+ Skyshard Pots + 1 Det-cap + 1 Ghost Blossom (same rank)6 hrs + X13 + X3 Sleep Bombs
Smoke Bomb3 D+ Skyshard Pots + 1 Det-cap + 1 same-rank exotic wood6 hrs + X13 + X3 Smoke Bombs
Explosive Bomb3 D+ Skyshard Pots + 1 Det-cap + 1 same-rank exotic metal or stone6 hrs + X13 + X3 Bombs
Bomb Mechanics Throw: Action, 30 ft (or 60 ft with sling). No attack roll — choose a target point and it detonates.
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.

Prime / Base Material System The Prime Material, usually the main component, defines the item. The Base Material is consumed during crafting and normally does not transfer its properties to the final item. If you roll a Natural 20 during crafting, the item gains both Prime and Base Material properties. If multiple base materials are needed, they must all be the same material.

Roll Outcomes

Nat 20You reactivate the base material and the item gains both Prime and Base Material properties. If the recipe has no base material, you are refunded half of the materials.
SuccessIf it meets the DC, it beats the DC. The craft succeeds.
FailureYou waste 1/3 of the prime materials, rounded down, minimum 1.
Nat 1All materials are wasted.

Crafts

CraftMaterialsCrafting TimeDC
Services
Silver Simple WeaponsBase Weapon + 100g4 hours13
Silver Martial WeaponsBase Weapon + 100g8 hours15
Ironsmithing
Simple WeaponsHalf item's market value in iron/gp2 hours10
Martial WeaponsHalf item's market value in iron/gp6 hours12
Metallic Non-PlatesHalf item's market value in iron/gp8 hours12
Metallic Half-PlateHalf item's market value in iron/gp, crafter is D-Rank or higher24 hours14
Metallic Full-PlateHalf item's market value in iron/gp, crafter is C-Rank or higher32 hours17
Exotic Armoursmithing
Adamantine Non-Plates3 units C-Rank or higher Adamantine, 1 unit same rank base material12 hours14
Adamantine Half-Plate4 units C-Rank or higher Adamantine, 2 units same rank base material14 hours16
Adamantine Full-Plate5 units C-Rank or higher Adamantine, 3 units same rank base material32 hours19
Cold Iron Non-Plates3 units D-Rank Cold Iron or higher, 1 unit same rank base material12 hours14
Cold Iron Half-Plate4 units D-Rank Cold Iron or higher, 2 units same rank base material14 hours16
Cold Iron Full-Plate5 units D-Rank Cold Iron or higher, 3 units same rank base material32 hours19
Mithril Non-Plates3 units D-Rank Mithril or higher, 1 unit same rank base material12 hours14
Mithril Half-Plate4 units D-Rank Mithril or higher, 2 units same rank base material14 hours16
Mithril Full-Plate5 units D-Rank Mithril or higher, 3 units same rank base material32 hours19
Resistance Armours
Fellsteel Non-Plates4 units B-Rank Fellsteel or higher, 1 unit same rank base material24 hours17 + X
Fellsteel Half-Plate5 units B-Rank Fellsteel or higher, 2 units same rank base material32 hours18 + X
Fellsteel Full-Plate6 units B-Rank Fellsteel or higher, 3 units same rank base material32 hours19 + X
Moonsteel Non-Plates4 units B-Rank Moonsteel or higher, 1 unit same rank base material24 hours17 + X
Moonsteel Half-Plate5 units B-Rank Moonsteel or higher, 2 units same rank base material32 hours18 + X
Moonsteel Full-Plate6 units B-Rank Moonsteel or higher, 3 units same rank base material32 hours19 + X
Bloodmetal Non-Plates4 units B-Rank Bloodmetal or higher, 1 unit same rank base material24 hours17 + X
Bloodmetal Half-Plate5 units B-Rank Bloodmetal or higher, 2 units same rank base material32 hours18 + X
Bloodmetal Full-Plate6 units B-Rank Bloodmetal or higher, 3 units same rank base material32 hours19 + X
Orichalchum Non-Plates4 units B-Rank Orichalchum or higher, 1 unit same rank base material24 hours17 + X
Orichalchum Half-Plate5 units B-Rank Orichalchum or higher, 2 units same rank base material32 hours18 + X
Orichalchum Full-Plate6 units B-Rank Orichalchum or higher, 3 units same rank base material32 hours19 + X
Plaguesteel Non-Plates4 units B-Rank Plaguesteel or higher, 1 unit same rank base material24 hours17 + X
Plaguesteel Half-Plate5 units B-Rank Plaguesteel or higher, 2 units same rank base material32 hours18 + X
Plaguesteel Full-Plate6 units B-Rank Plaguesteel or higher, 3 units same rank base material32 hours19 + X
Sunsteel Non-Plates4 units B-Rank Sunsteel or higher, 1 unit same rank base material24 hours17 + X
Sunsteel Half-Plate5 units B-Rank Sunsteel or higher, 2 units same rank base material32 hours18 + X
Sunsteel Full-Plate6 units B-Rank Sunsteel or higher, 3 units same rank base material32 hours19 + X
Exotic Melee Weaponsmithing
Adamantine Simple Weapons1 unit any rank Adamantine, 1 unit same rank base material6 hours13
Adamantine Martial Weapons2 units C-Rank or higher Adamantine, 1 unit same rank base material12 hours15
Cold Iron Simple Weapons1 unit any rank Cold Iron, 1 unit same rank base material6 hours13
Cold Iron Martial Weapons2 units D-Rank or higher Cold Iron, 1 unit same rank base material12 hours15
Mithril Simple Weapons1 unit any rank Mithril, 1 unit same rank base material6 hours13
Mithril Martial Weapons2 units D-Rank or higher Mithril, 1 unit same rank base material12 hours15
Fellsteel Simple Weapons1 unit any rank Fellsteel, 1 unit same rank base material6 hours13
Fellsteel Martial Weapons2 units C-Rank or higher Fellsteel, 1 unit same rank base material12 hours15
Moonsteel Simple Weapons1 unit any rank Moonsteel, 1 unit same rank base material6 hours13
Moonsteel Martial Weapons2 units C-Rank or higher Moonsteel, 1 unit same rank base material12 hours15
Bloodmetal Simple Weapons1 unit any rank Bloodmetal, 1 unit same rank base material6 hours13
Bloodmetal Martial Weapons2 units C-Rank or higher Bloodmetal, 1 unit same rank base material12 hours15
Orichalchum Simple Weapons1 unit any rank Orichalchum, 1 unit same rank base material6 hours13
Orichalchum Martial Weapons2 units C-Rank or higher Orichalchum, 1 unit same rank base material12 hours15
Plaguesteel Simple Weapons1 unit any rank Plaguesteel, 1 unit same rank base material6 hours13
Plaguesteel Martial Weapons2 units C-Rank or higher Plaguesteel, 1 unit same rank base material12 hours15
Sunsteel Simple Weapons1 unit any rank Sunsteel, 1 unit same rank base material6 hours13
Sunsteel Martial Weapons2 units C-Rank or higher Sunsteel, 1 unit same rank base material12 hours15
Powerful Spell Materials
Unattuned Planeshift Fork — Adamantine1 unit of B-Rank or higher Adamantine32 hours13
Unattuned Planeshift Fork — Bloodmetal1 unit of B-Rank or higher Bloodmetal32 hours13
Unattuned Planeshift Fork — Cold Iron1 unit of B-Rank or higher Cold Iron32 hours13
Unattuned Planeshift Fork — Fellsteel1 unit of B-Rank or higher Fellsteel32 hours13
Unattuned Planeshift Fork — Mithril1 unit of B-Rank or higher Mithril32 hours13
Unattuned Planeshift Fork — Moonsteel1 unit of B-Rank or higher Moonsteel32 hours13
Unattuned Planeshift Fork — Orichalchum1 unit of B-Rank or higher Orichalchum32 hours13
Unattuned Planeshift Fork — Plaguesteel1 unit of B-Rank or higher Plaguesteel32 hours13
Unattuned Planeshift Fork — Sunsteel1 unit of B-Rank or higher Sunsteel32 hours13

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.

MaterialNon-Plate Armour OptionsArmour EffectWeapon Effect
AdamantineStudded 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 IronStudded 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.
MithrilStudded 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.
FellsteelStudded 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.
MoonsteelStudded 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.
BloodmetalStudded 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.
OrichalchumStudded 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.
PlaguesteelStudded 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.
SunsteelStudded 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 MaterialPlane
AdamantineA Specific Demiplane
BloodmetalGehenna
BloodmetalThe Nine Hells
Cold IronAcheron
Cold IronThe Abyss
FellsteelLimbo
MithrilMaterial Plane
MoonsteelBytopia
MoonsteelElysium
MoonsteelMount Celestia
OrichalchumEthereal Plane
OrichalchumAstral Plane
OrichalchumOutlands
PlaguesteelShadowfell
PlaguesteelCarceri
PlaguesteelHades
SunsteelMechanus
SunsteelArcadia

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.

Prime / Base Material System Exotic recipes use a Prime/Base Material system. The Prime Material, typically the main component, 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 Natural 20 during crafting. This grants the item both Prime and Base Material properties. If multiple base materials are needed, they must all be the same material.

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 TypeValue
Common Weave Exquisite Wall Rug100g
E-Rank Weave Exquisite Wall Rug150g
D-Rank Weave Exquisite Wall Rug750g
C-Rank Weave Exquisite Wall Rug1,500g
B-Rank Weave Exquisite Wall Rug4,250g
A-Rank Weave Exquisite Wall Rug6,000g
S-Rank Weave Exquisite Wall Rug22,400g

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.

RecipeYieldMaterialsTimeDC
Signal Arrows15g materials6 hrs12
Standard Arrows/Bolts×605g iron/wood8 hrs10
Flight Arrows/Bolts×301 unit D+ Darkwood8 hrs10
Exotic Arrows — Common×61 E-Rank prime + 1 E-Rank base4 hrs10
Exotic Arrows — Uncommon×601 D-Rank prime + 1 D-Rank base8 hrs12
Exotic Arrows — Rare×601 C-Rank prime + 1 C-Rank base10 hrs14
Exotic Arrows — Rare+×701 B-Rank prime + 1 B-Rank base12 hrs16
Exotic Arrows — Very Rare×1001 A-Rank prime + 1 A-Rank base14 hrs18
Exotic Arrows — Legendary×2801 S-Rank prime + 1 S-Rank base16 hrs20

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

RecipeMaterialsTimeDC
Any PHB wood item½ item's market value in gold4 hrs10
Custom Carve (<400g)½ item's market value in gold8 hrs13
Custom Carve (401–1,000g)½ item's market value in gold16 hrs17
Custom Carve (1,000–5,000g)½ item's market value in gold32 hrs20
Skyshard Ranged Weapon2 units D+ Skyshard + 1 base16 hrs15 + X
Eternal Ice Ranged Weapon2 units D+ Eternal Ice + 1 base16 hrs15 + X
Obsidian Ranged Weapon2 units D+ Obsidian + 1 base16 hrs15 + X
Dragon Bone Ranged Weapon2 units D+ Dragon Bone + 1 base16 hrs15 + X
Sunsteel Ranged Weapon2 units D+ Sunsteel + 1 base16 hrs15 + X
Unattuned Planeshift Fork1 unit B+ Darkwood32 hrs13
Unattuned Planeshift Forks Darkwood Planeshift Forks can be tuned to Arboria, the Beastlands, or the Feywild. 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. Three failures, removal from the plane, or 24 hours after commencement destroys the fork.

Exotic Ranged Weapons

Eternal Ice Ranged Weapons Sharp as glass and completely unable to melt, Eternal Ice ranged weapons are deadly cold to the touch and must be handled with care. Frost clings to their limbs, frames, or stocks, and each projectile drawn seems to pull warmth from the air itself. Projectiles loosed from an Eternal Ice ranged weapon streak forward wreathed in frigid mist. Attacks made with it deal +X extra Cold damage on hit.
Skyshard Ranged Weapons The color of a crystal-blue sky and gleaming brilliantly when even the faintest sunray strikes it, Skyshard ranged weapons are light, swift, and charged with crackling energy. Projectiles loosed from a Skyshard ranged weapon streak through the air in flashes of blue-white light. Attacks made with it deal +X extra Lightning damage on hit.
Dragon Bone Ranged Weapons Carved from the remains of mighty dragons and reinforced with sinew that refuses to decay, Dragonbone ranged weapons carry the lingering fury of ancient flame. Projectiles loosed from a Dragonbone ranged weapon ignite mid-flight. On impact, the strike flares with draconic fire, dealing +X extra Fire damage on hit.
Obsidian Ranged Weapons Forged from volcanic glass and born of fire, Obsidian ranged weapons are sleek, dark, and lethally precise. Projectiles loosed from the weapon strike with vicious accuracy, obsidian tips punching deep before splintering within the wound. Attacks made with it deal +X extra Piercing damage on hit.
Sunsteel Ranged Weapons Forged in blazing forges and tempered beneath open skies, Sunsteel weapons gleam with a warm, golden brilliance. When brought to bear, the weapon flares with brilliant light upon impact, searing foes with holy brilliance and dealing +X extra Radiant damage on hit.

Exotic Wood Armour

RecipeMaterialsTimeDC
Exotic Wood Non-Plates (L/M/H)4 units D+ exotic wood + 1 base16 hrs17 + X
Exotic Wood Half-Plate (M)5 units D+ exotic wood + 2 base24 hrs18 + X
Exotic Wood Full-Plate (H)6 units C+ exotic wood + 3 base32 hrs19 + X
Deadwood Non-Plates (L/M/H)4 units B+ Deadwood + 3 base24 hrs17 + X
Deadwood Half-Plate (M)5 units B+ Deadwood + 3 base32 hrs18 + X
Deadwood Full-Plate (H)6 units B+ Deadwood + 3 base32 hrs19 + X
Summitwood Non-Plates (L/M/H)4 units B+ Summitwood + 3 base24 hrs17 + X
Summitwood Half-Plate (M)5 units B+ Summitwood + 3 base32 hrs18 + X
Summitwood Full-Plate (H)6 units B+ Summitwood + 3 base32 hrs19 + X
Darkwood Armours Non-Plates: Studded Leather, Chain Shirt, Breastplate, Ring Mail, Chain Mail, and Splint Mail. Armour made by this material has half the weight listed in the PHB and is entirely made of wood treated with flame retardant. Unlike other armours in this book, literally any other exotic material can be used as a base material for Darkwood armour. If using Deadwood or Summitwood as the base, they do not grant resistances.
Deadwood Armours Non-Plates: Studded Leather, Chain Shirt, Breastplate, Ring Mail, Chain Mail, and Splint Mail. Armour made by this material grants acid resistance and is treated with flame retardant. Base materials: Abominable Skin, Bones, Chitin, Ellond Hide, Thick Hide, Monster Feathers, and Monster Scales.
Ironwood Armours Non-Plates: Studded Leather, Chain Shirt, Breastplate, Ring Mail, Chain Mail, and Splint Mail. This armour is 5× heavier than normal and imposes disadvantage on Dexterity saving throws. You gain Max HP equal to five times the X value. At B-Rank and higher, the armour's AC increases by 1, but at S-Rank it increases by 2 instead. It is treated with flame retardant. Base materials: Abominable Skin, Bones, Chitin, Ellond Hide, Thick Hide, Monster Feathers, and Monster Scales.
Summitwood Armours Non-Plates: Studded Leather, Chain Shirt, Breastplate, Ring Mail, Chain Mail, and Splint Mail. Armour made by this material grants cold resistance, and arrows made from Summitwood deal cold damage. It is treated with flame retardant. Base materials: Abominable Skin, Bones, Chitin, Ellond Hide, Thick Hide, Monster Feathers, and Monster Scales.

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

Nat 20Gain 1 extra potion.
FailureWaste 1/3 of your exotic materials (rounded down, min 1, most expensive first).
Nat 1All materials wasted.
Antitoxin
CommonDC 7
Ingredients: Ellond Scrub ×1 + any combo of Kreen Paste, Ellond Scrub, Blue Herb
Advantage on saves vs. poison for 1 hour.
Time1 hr
Value50g
Potion of Healing
CommonDC 8
Ingredients: Kreen Paste, Ellond Scrub, or Blue Herb ×1+
Heal 2d4+2 HP.
Time2 hrs
Value50g
Potion of Greater Healing
UncommonDC 10
Ingredients: Kreen Paste ×1 + any combo of Kreen Paste, Ellond Scrub, Blue Herb
Heal 4d4+4 HP (or double crafter's proficiency modifier, whichever is higher).
Time4 hrs
Value100g
Willowshade Oil
CommonDC 8
Ingredients: Blue Herb ×1
Apply to a petrified creature (petrified <1 min) to end the condition at the start of their next turn.
Time1 hr
Value30g
Potion of Superior Healing
RareDC 15
Ingredients: Spineflower Berries ×4 + any healing herbs
Heal 8d4+8 HP (or 2× crafter's proficiency modifier, whichever is higher).
Time8 hrs
Value1,000g
Potion of Supreme Healing
Very RareDC 20
Ingredients: Viping Vitalis ×4 + any healing herbs
Heal 10d4+20 HP (or 4× crafter's proficiency modifier, whichever is higher).
Time16 hrs
Value10,000g

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.

DocumentEffectCheck RequiredPenalty on Failure
Altered OrdersConvert 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 ×10Increase 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 ×2Swap an unwanted exotic material for one of equal rank at merchantDeception vs. merchant Passive Insight 12 + (2 per rank above E)Fine equal to material value
False ProgressAdd 1 extra progress point when you only received 1Sleight 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 CityPersuasion/Deception vs. NPC Insight250g fine in the City; don't carry more than 100 pieces
Official Resource Exchange & Custom Forgeries The document's rank equals the rank of herbs/plants used to craft it. Bloods and meats can be traded for other exotic materials at a 5:1 ratio (mix/match same rarity by equal market value). Custom Forgeries (fake IDs, maps, contracts, scrolls, seals, etc.) need no library — the DM sets their time and DC.

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.

ItemMaterialsTimeDCEffect
Feign Death Kit ×21 gallon blood + 1 D-Rank Ellond Hide1 hr13Emergency Reaction: fake death (Performance/Deception vs. target's Insight)
Feign Blight Kit ×31 gallon blood + 1 D-Rank Ellond Hide1 hr13Emergency Reaction: fake a horrific disease
False CastingSpellcasting focus + spell materials + library8 hrsPrepare 2 false spells; fake-cast as bonus action (Performance/Deception vs. target Passive Insight)
False Aura1 unit any-rank Orichalcum12 hrsSprinkle 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

Nat 20Gain 1 extra poison.
FailureWaste 1/3 of prime materials (min 1) AND you accidentally poison yourself!
Nat 1All materials wasted.
Poison, Basic (Injury)
CommonDC 12
Ingredients: Blood Herbs ×3
Coat 1 weapon or 3 ammo. Target hit takes +1d4 poison damage. Lasts 1 minute.
Time2 hrs
Potion of Poison (Ingested)
CommonDC 12
Ingredients: Blood Herbs ×2, Blue Herbs ×1
Looks like a healing potion. Takes 3d6 poison damage + DC 13 Con or poisoned (3d6/turn, reduces by 1d6 per successful save).
Time8 hrs
Assassin's Blood (Ingested)
UncommonDC 13
Ingredients: Corpse Flower ×1
DC 10 Con save or 1d12 poison damage + poisoned for 24 hours.
Time4 hrs
Burnt Othur Fumes (Inhaled)
UncommonDC 15
Ingredients: Othur Stalk ×3
DC 13 Con or 3d6 poison damage; repeat each turn. Ends after 3 successful saves.
Time8 hrs
Sleeping Gas (Inhaled)
RareDC 16
Ingredients: Ghost Blossom ×1
DC 15 Con or unconscious for 8 hours (ends if damaged or shaken).
Time12 hrs
Truth Serum (Ingested)
RareDC 14
Ingredients: Chromatic Mud ×1
DC 16 Con or can't knowingly lie for 1 hour (Zone of Truth effect).
Time2 hrs
Blackout Powder (Contact)
RareDC 16
Ingredients: Xeni Leaves ×1
Blow a 10-ft cone. DC 15 Con or poisoned + blinded for 1 hour. Eyes-closed doesn't help.
Time12 hrs
Psychedelic Decoction (Ingested)
RareDC 16
Ingredients: Korin's Fang ×1, Ghost Blossom ×1
DC 15 Con or incapacitated for 2d4 hours on a fantastical spiritual journey.
Time12 hrs
Variable Rarity Poisons (Creature Venom) Craft poisons from harvested venom glands. Craft DC = poison's save DC + 3 (or +5 for specialized toxins). The poison replicates the creature's original effect. Paralytic Balm, Spider Bite, Venom, Sensory Decay, and Specialized Toxins all use this framework.
Blood Poisons Adding non-humanoid blood worth at least half the total material cost (equal or higher rank) grants 1d4–2 (min 1) extra doses and reduces the craft DC by 5. Roll only once for duplication when using a bench.

Special Crafts

ItemMaterialsTimeDCEffect
Plague Doctor's Mask1 D+ Deadwood + 1 same-rank Plaguesteel8 hrs16Hold breath to ignore non-magical Inhaled poisons of rank ≤ the mask's materials
Malice Cube3 units C+ Plaguesteel + 6 units same-rank Blood8 hrs16 + XChange 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.

CraftMaterialsTimeDCEffect
Exotic Elemental Shield3 units C+ same-element exotic material + a shield10 hrs15 + XOnce 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.

Repair Rules Cost: 50% of the prime material cost to craft a new item of the same type.
Time: Half the normal crafting time.
On Success: Item fully restored. On Failure: Materials consumed, item still damaged (can retry).
E-Rank: DC 12 D-Rank: DC 13 C-Rank: DC 14 B-Rank: DC 15 A-Rank: DC 16 S-Rank: DC 17

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 LevelCraft TimeDC
1st1 hr13
2nd2 hrs13
3rd4 hrs15
4th6 hrs15
5th8 hrs17
6th10 hrs17
7th12 hrs18
8th14 hrs18
9th16 hrs19

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.

Rules • You can only trade spells with a wizard within one rank of yourself. All trades are 1:1.
• 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.

FeatureRuling
Ability Score ModifiersDo 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 DeadCan 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.

v20 Deep Flavor Pass: Standardized profession layout so flavor text appears before requirements, restored full flavor text for remaining professions, added consistent flavor dividers, and preserved profession-specific Prime/Base, recipe, expert, and special crafting rules.

v24 Profession Content Restoration Restored expanded Woodcarver content and preserved profession content passes for Glassblower, Cooking, Leatherworker, Mason, Painter, Potter, Smith, and Weaver.

Changelog Advanced

Version History This section records major updates, rulings, balance changes, and additions made to the Black Banner Company Crafting Guide.

v3.3.1 (6/06/26)

Herbalism gold requirements removed. Item Repair System added. Crafting Modifier Rulings updated.

v3.2.7 (5/31/26)

Manifold Tool, Adroit Crafter, and Homunculus rulings updated for 2024 crafting rules.

v3.2.6 (3/02/26)

Flight Arrow ranges adjusted. Mithril Arrows updated. Smithing and Glassblower weapons now convert all weapon damage to their Prime Material damage type.

v3.2.5 (2/01/26)

Added custom ring options for Jewelcrafters.

v3.2.4 (7/14/25)

Poisons can now be applied to exotic weapons. Added Malice Cube, Det-Caps, Potter's Wheel, and False Aura.

Legacy Changelog (v3.2.3 - v3.1.1)

Previous historical updates retained from the original guide including Dragon Scale Mail changes, Pottery overhaul, Black Lotus, Voidblossom replacement, Spell Trading revisions, Artificer revisions, Deadwood, Ironwood, Summitwood, Spider Silk, Interdisciplinary Crafts, Exotic Shields, and numerous balance updates.