Crafting Guide

Hier ist der aktueller Crafting Guide.

###  **Gathering Materials:**

Each player can gather material once per quest. It is suggested to do it at the end of the quest. The player suggests a skill and an action representing how the character wants to gather material.

 Mine for ore
 Plunder a laboratory

The gathering process never fails but the results may vary, depending on the roll the characters proficiency in the relevant, features the character might have and a bonus the GM might grant. The GM might grant a small bonus if the suggestion is relevant to the quest, very creative or very pleasing to the DM.

 DC 18
 DC 24
 DC 30

#### **Material:**

For the sake of simplicity there are only two materials. We assume that a crafter can exchange stuff the crafter harvested for what the crafter needs to craft a specific item.

### **Ability to craft something:**

A crafter needs a tool but no proficiency to craft mundane and common items. A crafter needs a tool proficiency to be able to craft uncommon and rare items. A crafter needs a tool expertise to be able to craft very rare items. Legendary items cannot be crafted without a special (chain of) quest(s). A character can learn a proficiency in a tool by spending 30 days and 300 gold. A character can learn an expertise in a tool by spending 60 days and 900 gold. A character needs the tool proficiency to learn the tool expertise.

### **Crafting items included in an ECC-List: The player choses an item from an ECC-List:**

The player suggests a boon (and a critical boon if possibly available) to a DM. The player may skip this step to start crafting right away. If a player chooses to skip this step the item cannot obtain a boon. Once one GM gave the ok on the boon, they player may start crafting.

### **Crafting items not included in an ECC-List:**

The player pitches the item to the DMs including:

- The effects the item shall have.

- A similar item from the ECC-Magic-items-list. If there is none the player can refer to DnD Beyond to determine the rarity/cost.

- A suggestion of the rarity of the item. A good baseline is the rarity of the similar item increased by one rarity if you add an additional major effect. Minor effects are usually flavour or permanently expended like common items or potions.

- A suggestion of the crafting cost. The cost of the similar item is a good point to start at. Else the player can consult the cost in the list below (as suggested by Xanathar)

- A suggestion of a possible boon that could happen in the process. If there will be critical chance the player also has to suggest a critical boon. As before you can skip this step and the item won´t be able to get a boon but the item still has to be approved by the DMs for cost/balance reasons.

If the players suggestion of the item is deemed reasonable the DMs give it a go. If the item is very complex or the player tried to gamble by suggesting a crafting cost that is far too low / boon too powerful… the DMs got two weeks to discuss it. Once an item has been accepted that character can craft this item an infinite number of times without consulting the DMs again. For this reason, you might always propose a boon and critical boon. You might not get it now but in the future.

### **Crafting Time:**

 Common
 Uncommon
 Rare
 Very rare

Roll an ability check relevant to the tool and add if available your tool proficiency/expertise to it. You reduce the crafting time by X% where X is the result of the throw. Only full days spent at work at a suitable crafting place (including, but not restricted to, the guild house) count towards the progress of the item.

### **Crafting cost:**

The crafting costs are 50% of the buying price. Any unit material spent, both regular and pristine counts as 1 gold towards fulfilling the crafting cost needs. You can buy regular material at 1 gold per unit and pristine material at 3 gold per unit. If the item is a consumable that is not on the ECC-List or similar to one there it´s likely 25% of the list below. The costs are determined by similar items in the ECC-List. If there is no similar item you can consult the list suggested in Xanathars. Add the cost of the mundane item needed in the process. An uncommon plate armour would likely cost 1900 gold.

 Uncommon (sales price)
 Rare (sales price)
 Very rare (sales price)

### **Crafting without boons:**

If you chose to craft without boons, you wait the time determined in the crafting time-step, pay the amount determined in crafting cost and get your finished item.

### **Crafting with boons:**

Step 1 - preparing the material: In this step skilled crafter can improve their chances of getting boons. Create a %-scale from 1-100 representing the material you used. (E.g. if you used 1400 regular material and 600 pristine material you get: 1-70 regular 71-00 pristine.)

Step 2 - The player rolls a suitable ability check and adds, if available the proficiency bonus and if available expertise for the chosen tool.

 DC 24
 DC 30

e.g., if you used 70% pristine material and 30% regular material and rolled a 25 you end up with 85% pristine material and 15% regular material. If the enhancement process turns all regular material into pristine material the remaining % creates a window for critical success. The range will be 1-X where X was the remaining percentage. Step 3 – Roll 1d100 and check in which material region you ended. This is the result of the crafting process. Check if you end up in a pristine range add the boon. If you end up in a critical range add the critical boon. If you end in a regular range the item is finished without any boon.

**Example 1**

Rolls a 24 improving 15% →

 1-5

**Example 2**

Rolls a 19 improving 5%

 1-65 regular item without boon

### **Boons:**

Boons: Small boni that flavour the item in any form. Effects from common items can work well like adding a smell, glow, +2 temp HP after each rest up to stuff like Cantrip XY once per rest.

Crit boons: Stronger version of the boon e.g., a level 1 spell once per day or 1d4 extra damage.

Critical boons can only happen on uncommon items with attunement or rare items and higher for obvious balancing reasons.

### **Upgrading items:**

You can upgrade an existing item. There can be up to three major effects on one item. The rarity of the new item will be the equal to the highest effect +1 for each major effect. E.g. Upgrading a flametongue longsword (rare) with +1 (uncommon) would end up in a very rare item. If the rarity of the item would be legendary or artifact, a quest(line) is needed. You need to fulfil the perquisites (tools, proficiency, expertise) of the new item. The crafting time will be calculated depending on the rarity of the new item. Half the vendor price of the old item counts towards the crafting cost of the new item. The cost of the mundane item is ignored. Basically: Pay the new effect. The crafting process is the same as described in crafting without boons and crafting with boons.

### **Upgrading items and boons:**

If the old item had a boon the material it adds is considered pristine. If it did not had a boon it is considered regular material. Upgrading an item with a boon will always result in the improved item with the same boon. But spending pristine material in the upgrading effect might open up another window for a critical boon. Upgrading an item without a boon might result in an item with a boon if you spend pristine material in the process but since the old item counts as regular material it is very unlikely to gain a critical boon without having invested in feats.

### **Feats:**

If a character chooses to dedicate into craftsmanship that character can improve their chances of getting boons, getting more material or reducing the crafting time. The feats have no level requirement to make it possible for a player to plan out a career.

 Ingenious Crafter
 Quick Crafter
 Spark of the Inventor

### **Crafting for others:**

If you are unable to craft something yourself because you are missing the proper tool proficiency or there is just someone better suited to do so you can commission a craft. Guild internal commission: To be in line with the “no-donation-policy” crafting for fellow guildmembers have to be charged with a of 10% of the material cost. To prevent exploits an item you have crafted has to be sold for at least 60% of the vendor price. External commission: An external commission will never have boons, comes at the full vendor price but can be an alternative to searching for the item on a day-by-day basis.

### **Selling Materials:**

To prevent exploits material can only be sold to guildmembers for 1 gold per regular unit and 3 gold per pristine unit.

### **Welche Probe, für welches Tool?**

Hier eine Liste von NPC's, die für Crafting der Gilde zur Verfügung stehen:

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