Crafting

At the beginning of your crafting career, determine whether you research with intelligence or with wisdom, and determine whether you craft with strength, dexterity, or constitution.

In order to craft an item, you take the following steps:

* Research the properties you want to give it
* Design the Item you would like to build
* Acquire the necessary Materials; their total Support must be greater than or equal to the required Support of the object
* Gruntwork Crafting
* Final Craft Roll
* Optional - Define your masterwork

## Research

Everyone knows a small set of blueprints and properties when they begin their crafting career. Select three baseline items, and the DM will provide you their blueprints. You also know the following baseline properties:

Unlike other properties, which are usually only supported by certain materials, these 5 can be supported by any material. "Beautiful" is a minor exception: Beautiful items become more time consuming to craft if the underlying materials are not themselves beautiful (silver and gemstones, for instance, are beautiful).

Developing a new blueprint requires one successful DC 15 Research Check (Wis/Int + Proficiency) for simple weapons and two successful design checks for martial weapons and armors.

Developing a new property requires DM input and is always related to a particular material; in order to research a property, select the material you are trying to elicit it from. You will have to make a single Research check with a DC equal to 8 + the Property Difficulty + the material difficulty.

For instance, you might say that you are researching x2 range on Ironwood; the DM will provide the material difficulty of ironwood (3) the property difficulty of x2 range (4) and note that ironwood could allow that property. Then you must make a DC 15 Research check to add the property/material combination to your repertoire.

## Design

* Select a Blueprint Item
* Select Materials
* Select Properties

The blueprint and properties must be known to you, and you must also know how to elicit the selected properties from the selected materials.

The total support of the materials used must be at least as great as the base support times the multiplier for any selected properties. If you select multiple properties, add up their multipliers (so a beautiful, fine weapon has a multiplier of 6). If the base support is less than 25 and any properties are applied, the required total support is 25 X the multiplier.

Calculate the item's craft DC; it is 8 + Material Difficulty (MD) + Property Difficulty (PD)

MD = the sum of difficulties across the materials used. If you use a material multiple times, multiply it by the number of times used.

PD = the sum of difficulties across properties selected.

Then, take make a research check, with the item's craft DC. On a failure, add one to your cumulative failures for the project. On a success, you can move on to the next step.

### Materials

See the list of materials below. Many materials are available in this fantastical world, so feel free to get creative with what you recover from the wilderness. In addition, note that not all properties are listed alongside each material. Consider what special properties you can get from the objects you recover.

## Gruntwork

Each Blueprint and property comes with a gruntwork count; the gruntwork count for the project is the sum of the counts for all properties and the blueprint.

Each gruntwork check is a crafting check (Str/Dex/Con + Proficiency) using the craft DC. For each craft check failed, add 1 to your cumulative failures. Once you have succeeded on a number of checks equal to the gruntwork count, you can proceed.

## Final Craft Roll

Make one final craft check to see how the item turns out. For each time you've failed a preceding check, you have a -3 penalty on this roll.

If you make the DC, you succeed! The item is constructed with all the designed properties. If you fail the DC by 7 or less, the item is constructed with a flaw; one of the desired properties is lost or contorted, or the item comes with a -1 penalty. If you fail the DC by 8 or more the materials collapse into a worthless hunk.

If you succeed the check by 7 or more, the item comes out better than expected, possibly allowing an additional +1 bonus or some other benefit. You may then make a design check to declare the design (defined as a set of blueprint and properties) your Masterwork. If you succeed, you memorize the design and develop new efficiencies. Reduce the gGruntwork count by 1 and required support by 20%. You can only have one Masterwork at a time.

## Example Properties

Burning weapons weapons might be crafted with Red Dragonbone or with Lucefrium.

Lightened armor or weapons might be made of Mithril, Titanium, or Feyscale.

Silvered weapons require the expenditure of 10 silver pieces, but require no other support.

Bane Weapons must be made of the relevant metal type.

### Resistance

Resistance: provides resistance to a damage type. Different materials offer different types, following a set of tiers listed below. For all of them the difficulty is 6 and the GW 1. The tier determines the support multiplier:

Tier 3: Force, Nonmagical bludgeoning peircing AND slashing; All bludgeoning, piercing OR slashing. x3 x8

Tier 2: Radiant, Necrotic, Acid. x5

Tier 1: All others, including Nonmagical bludgeoning, piercing OR slashing. x3

## Materials

### Tier 1

These materials can be bought without an action.

### Tier 2

These materials can be bought during a Shop action.

### Tier 3

These materials can be bought at the Pleasure's Font, or potentially available around town; exotic metals are also in this category.

### Tier 4

There are materials so rare that none of you would know of them. However, you have heard stories of rare and powerful elements.

### Exotic Metals

By the graces of the gods, their exists a metal specifically empowered for slaying every kind of creature which you might meet on this planet.

Type-specific metals can give the following properties, among many others:

* (Weapons) Attack and damage rolls made with this weapon against creatures of the given type gain a +2 bonus (stacks with other weapon bonuses).
* (Focuses) Creatures of the given Type have disadvantage on Saving Throws that you force them to make.
* (Armor, Shields) You have +2 AC against attacks made by creatures of the given type.
* (Armor, Shields) You have advantage on saving throws that creatures of the given type force you to make.
* (Any) Your use of "Turn" abilities also affects creatures of the given type, or is more effective against them.

General metals can have other benefits, but are not particularly strong against any given creature type.

#### Examples

**Hibernium.** A light grey metal shaded with patches of blue and white. It is frighteningly cold to the touch, even as it is pulled from the forge fire. To make it, one must simply harvest the ore, which is rarely found in veins greater than a few units. Then you simply have to get a red dragon to breathe on it, or dip it into the body of a fire elemental. Nothing else will get it hot enough to be able to forge. **Possible Properties:**

* Bonus cold damage on weapons
* Resistance to fire damage on armor or shields
* Teleportation abilities
* *Slow* spell

**Veadrin Steel.** Dark, almost pitch black metal, stronger than mundane steel. It also is particularly flexible, and can be reforged infinitely many times without sustaining damage. Cowardly beasts turn from its mere presence, and it sails through mundane fur and scale like hot wax. The recipe is secret, and jealously guarded by the elves of the ve'ad: Iron, Charcoal, A Druid's Teardrop (either the flower or the actual liquid), ground bear-claw (preferably owl-bear), and blood (preferably from a chicken). **Additional Possible Property:** Heel: you have advantage on charisma (intimidation) checks against beasts.

**Dark Brass.** Deep, almost maroon brass with the slick shininess of obsidian. It is highly prized by fiends, for its obvious use against the forces of Good. Angels know it immediately by sight, and the wounds it causes to celestial beings create flows of ichor that do not clot or heal. It is forged by simply mixing zinc, copper, and humanoid blood in equal quantities and keeping them just above their melting points for 6 days. At the end of the process, the mixture is hammered into shape and then doused in yet more humanoid blood. Life-blood (freshly taken from a dying creature) is preferable. **Additional Possible Property:** When you roll a natural 20 on an attack roll, summon a minor Fiend.

## Salvaging Materials

One unit of material can be salvaged from an undesired item or a failed or discontinued project with a single craft check, with a DC of 10 + the desired material's difficulty.

## Multicrafting

You can work on a group of identical objects simultaneously. When you do so, the required material support is multiplied by the number of items but the GW count is less. Only the first item requires the full GW count, all the others require half as much (rounded up); in addition, the GW checks for items after the first don't cause accumulated failures. The final crafting check determines the quality of all items in the batch.