Tap Items

Tap Items are items that have been imbued with a spell of some sort. There are two types of tap items:

* **Single Tap**: An item that when tapped, it can activate a spell once per long rest.
* **Permanent**: An item that when tapped, some continuous effect will take effect, until the item is untapped. It basically sets the duration to infinite or just a long while - whatever makes sense without breaking the intent of the game. In some cases, the spell might be triggered to go off, but will slowly be engaged again after a turn (1-10 minute break) as long as no conditions would trigger it [think: invisibility].

Tap Items can be bought, but they tend to be extremely expensive because of the possible failure in the enchantment process [Think 3 - 10 times the cost of trying it yourself depending on level and slot].

A person can only use a certain number of tap items per day. The number of taps that a person can use is based on the max bonus of either INT, WIS or CHA, plus their level proficiency bonus. Bob the 5th level wizard has a 16 INT (which is higher than his WIS or CHA), so he can use up to 3 (ability) + 3 (proficiency) tap items per day. A character can just pick the greatest of the 3 stat mods to determine their max bonus.

Let's say that again:

**The number of taps that a person can use is based on the max bonus of either INT, WIS or CHA plus proficiency.**

## Tap Item Crafting

Tap Items can be made out of most any inanimate object. Gems and the eyes of rare creatures tend to be the best objects for being imbued, but you could imbue a random branch, although it's quite difficult.

When you attempt to craft a tap item, it uses up some materials which need to be purchased. On an attempt, you will always pay the full gold cost.

### Tap Item Containers

There are 2 general types of tap item containers, gems and non-gems. For the non-gems there is a minimum number of pounds that the tap item container could be. Gems are the only objects that can hold more than one tap, and the number of taps per gem is based on the number of karats in the gem.

Each type of substance will have the following properties:

* **Max Spell Level:** the max spell level that can be put in the substance
* **Imbue Mod**: when the crafting attempt is performed, the type of substance can positively or negatively affect the crafting roll

### Tap Item Crafting Roll

The basic roll for crafting is

> **d20 + Attribute Mod + feat bonuses + ability bonuses + prime skill bonuses + aux skill bonuses + Imbue Mod**
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**Attribute Mod**

* If the spell can be cast by a wizard or warlock, the attribute mod can be INT.
* If the spell can be cast by a sorcerer or bard, the attribute mod can be CHA.
* If the spell can be cast by a cleric or druid, the attribute mode can be WIS.

**Feat Bonus**

If you have the **Enchanting** feat, you gain proficiency bonus on your roll.

**Ability Bonus**

If you have the **Spellcasting** ability, you gain proficiency bonus on your roll.

**Prime Skill Bonuses** are if the user has one of these skills

* **Arcana**: If the spell being imbued is wizard, sorcerer, warlock, you gain proficiency bonus if you have Arcana
* **Religion:** If the spell being imbued is cleric or paladin, you gain proficiency bonus if you have Religion
* **Nature:** If the spell being imbued is ranger or druid, you gain proficiency bonus if you Nature

The **Aux Skill Bonuses** are applicable if the user has one of these skills

* **Fletching, Carpentry Kit, Woodcarving Kit,** or **Nature**: If the substance is wood
* **Tanning, Nature** or **Medicine:** If the substance is bone, skin or eyes
* **Jewelry Kit** or **Appraisal:** If the substance is a gem
* **Smithing** **Kit:** if the substance is metal
* **Masonry Kit:** if the substance is stone

**NOTE:** The **Aux Skill Bonuses** are important for assistance as well. If another person wishes to help with the process, they can if they have proficiency in the appropriate **Aux Skill Bonus** skill and then make the necessary assistance roll. This will give the enchanter *advantage* which is completely huge.

**Imbue Mod**

The substance that is being used in the crafting attempt will have an **Imbue Mod** that will also modify the crafting roll.

**Additional Mods**

It is possible to gain other bonuses from the location at which you are crafting, or perhaps you read a book that helps with crafting, or maybe a worn item gives you bonuses crafting, etc.

**Assistant Help**

You can pick ONE assistant and they can give you advantage by making a DC based on a pertinent Prime or Aux skill.

The assistant DC is 10 + spell level which is being imbued (spell level not slot).

A successful assistant roll makes the Auto Fail much less likely.

### Tap Item DC, Auto-Fail and Cost Options

The spell level and spell slot to be used determines the DC and is core for determining costs for the crafting attempt.

#### Tap Item DC Formula

The DC for whatever level and slot is being used for the Tap attempt is given in the table below.

Tap Item Auto Fail

Fumble is always a 1, but there is also an *Auto-Fail* value as well. If you roll the unmodified auto-fail value or lower, the crafting fails and the object can never be used for a tap item again.

There is always an auto-fail on 2 or lower. The auto-fail values are shown on the table below.

#### Costs

The costs for an attempt (success or fail) is given on the table below

## Tap DC, Auto-Fail and Cost Table

**ST** : Single tap item option

**CT:** Continuous tap item option

### Tap Item Crafting Examples

#### Making a Magic-Missile Emerald

Bob, the 5th level wizard wants to create a tap item. He has a 16 INT (+3), he has both **Spellcasting** and **Arcana,** but he doesn't have the feat or any other applicable skills.

Bob's basic roll is going to be d20 + 3 (int mod) + 0 (feat) + 3 (spellcasting) + 3 (arcana) + 0 (aux) + 8 (emerald) = d20 + 17 as his roll

Bob has in his possession, a 2k emerald so he can put 3 taps into it, and with a 8 imbue mod.

He wants to create a single tap of *Magic Missile* at spell slot 3.

Cross referencing a 1st level spell at spell slot 3, we get the following data:

* The **DC** for the attempt will be 12.
* The **Auto-Fail** for the attempt will be 2 or less
* The **Single Cost** for the attempt will be 750 GP plus if he had to buy the *Emerald*.

Bob rolls an 14+ 17 = 31 which is much higher than 12. Bob pays 750 gold, but now he has a tap item that will fire off a magic missile at slot level 3 once per day. Bob can wear the emerald as a ring or necklace, or have someone put it in a staff or dagger hilt or wherever.

#### Making a continuous Sanctuary Black Opal

Bob's brother, Sam, is a cleric. Sam wants to make a Black Opal Ring with a single tap of continuous Sanctuary.

Sanctuary is a level 1 spell and can be cast to good effect using a first level slot. Sam is level 5 so he'll use his saving throw level when the spell is imbued in the black opal, namely 8 + 3 (proficiency) + 3 (wis 16) = 14.

This ring will have Sanctuary on it at all times with a WIS save of 14. If Sam attacks or casts a spell on an enemy or deals damage, then Sanctuary will be end; but it will come back within a minute or so if Sam doesn't break the conditions.

Anyhow, the continuous Sanctuary level 1 slot 1 will cost 900 gp per attempt with a DC of 11, auto fail on a 2 or less.

Sam's roll will be:

d20 + 3 (wis attribute for cleric spell) + 0 (no feat) + 3 (spellcasting proficiency) + 3 (religion proficiency) + 0 (aux skill) + 5 (black opal imbue) = d20 + 14 for success

So as long as Sam rolls higher than the auto fail number since his bonus is super great, the enchantment works and Sam will have a continuous use **Sanctuary** tap ring. If he rolls less than that, the attempt fails and he's out the 900 gp. If he rolls a 2 or less, he fails and cannot use that gem for imbue attempts again (thought the Black Opal is still worth a good deal anyhow just to sell).