Woodworking (Mastery)

Official GMBinder: https://www.gmbinder.com/share/-Mhm2VcHg4AZonMM0Br6

## Playtest Material

### Name

This material is categorized under the homebrew mechanics for Masteries. Note that almost all of this information is subject to change. Effects, prices, difficulty classes can change in future revisions. Updates are generally not retroactive unless specifically stated otherwise.

## Becoming a Carver

Upon taking this **Mastery** at level 1, you **gain proficiency in Woodcarver's tools,** if you don't already have it, and you are able to produce new gear such as weapons and armor that you can distribute and wear as you desire.

### Crafting Gear

At the end of a mission, you can explain to the DM that you mean to start crafting something. You may choose from the list of craftable gear/upgrades and spend the gold required to make it. You will then make **a Dexterity or Wisdom-based Woodcarver's Tools check** to see if the job was a success.

On a Mastery check, you can do one of the following:

* Craft equipment
* Upgrade equipment

### Tier Limitations

**Tier 2** and higher upgrades are initially closed off from **Tier 1** carvers. You can only confer create weapons and **Tier 1** upgrades to them.

## Furthering Your Mastery

Something about picking more branches, but right now there's only one way to go. At T2, you are able to upgrade your weapons.

Weapons can be upgraded up to 4 times. Each successive upgrade increases the gold investment (+50%) and difficulty (+2) of the crafting check.

### Level Prerequisites

It takes some skill to wield specialized gear. This being the case, upgraded gear will require characters to reach a certain level threshold in order to be able to properly utilize these weapons to the fullest.

 5
 9
 13
 17

## Crafting Mechanics

### Crafting Roll

The crafter needs to make a Intelligence, Wisdom, or Charisma-based Weaver's Tools check.

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{\displaystyle Crafting Roll = 1d20+[AbilityScoreModifier]+[Tools Proficiency]}

Example: Character with only a single point invested in Weaving has a +3 Wisdom modifier (Wisdom ability score of 16/17). Below level 5, their proficiency bonus would be +2. Therefore, they roll:

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{\displaystyle Crafting Roll = 1d20 + 3 + 2}

Upon making a check to see whether a piece of gear is crafted successfully with a DC of 16.

## Tier 1: Creating Robes

### Weapons

The following weapons can be crafted and upgraded by this discipline.

**Creation has a DC of 12**

 Shortbow
 Sling
 Blowgun
 Crossbow, hand
 Crossbow, heavy
 Longbow

### Arcane Grips

Any of the above weaponry can be crafted as a magical item. Doing so will require the use of an associated metal ingot for its handgrip, and an increase its gold cost and its creation DC. This would make the weapon's attacks magical.

Once you've created a magical grip for your weapon, you are able to attune to it and activate them, changing the weapon's damage type and granting interesting new abilities to the weapon when it hits. Upgrading the grip's level improves the efficacy of its abilities, but also requires another ingot of metal, and more gold investment. Grips can be upgraded up to 3 times, bringing them to level 4

Arcane Grips cannot be changed or have their upgrades removed.

Once an Arcane Grip is activated, you can deactivate it with a Bonus Action, and you regain the use of the grip's ability after completing a Long Rest.

## Tier 2: Techniques

At tier 2, you gain the ability to add Techniques to the weapons you make with this mastery. The only requirement is that the weapon has an Arcane Grip and no other techniques. These techniques can be used once, after which you must complete a short or long rest to regain their use.

**Technique Save DC** = 8 + Dex + Proficiency Bonus

Additional advancements to this mastery allow you to upgrade Techniques and Grips to a level appropriate to your mastery level. At tier 5, you can imbue completely upgraded items with capstone abilities (which would require a quest of some sort).

 2
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 4
 5

Techniques additionally increase your passive hit and damage. Normal attacks made with this weapon gain a bonus to hits and damage equal to the weapon's technique level.

#### Technique Damage

Depending on the Technique you add to your weapons, damage can be dealt. Damage dealt from techniques depend on the state your grip is in. When the grip is not activated, the damage is magical piercing. When the grip is activated, the damage is the same as its on-hit damage (for example, it becomes fire if **Blazefire** is active.) Additionally, while the grip is activated, creatures that fail a technique's saving throw also incur the the effects of the grip.

Techniques can be upgraded 3 times. Techniques can be removed as a mastery check at no additional cost.