Bjarkmundur
2019-05-08, 04:42 PM
Before we get into it, there are a couple of things you need to keep in mind.
The following features have been removed, changed or limited. More detail can be found in the player's package in my signature.
Multiclassing
Feats
Skill were combined into 8 skills, and proficiencies from backgrounds are changed to "one skill, tool, language or crafting proficiency of your choice"
Injury is an effect applied with a critical hit. A minor injury lasts until the end of a short rest, and a major injury lasts until the end of a long rest.
I have a bunch of more interesting magic items, but I'm not gonna post them here, so this doesn't turn into a magic item thread instead of a crafting setup thread. I also have some minor magic items, focuses, holy symbols etc, but they are not the subject of this thread.
Some of the consumables don't do exactly what it's corresponding spell says. For example, Tenser's Floating shield uses the shield as the disk, spiritual weapon uses the weapon itself, and Purify Food and Drink words like a water purification tablet, to name a few. Most effects that require concentration don't require concentration, but the duration is limited to one minute.
I'm still adding recipes to the lists, but any suggestions are well-received.
Premise and Design Goals:
Goal 1: Give a full group of martials a chance to play around with some of the spell effects. They are new to 5e, but not new to TTRPGS, so I thought this would be a fun way to do it.
Goal 2: Give players something to spend their gold on, on a per-session basis. This is supported by my very well thought out and strict loot-per-session table. Player's are averaging out on 30gp per session over the first 20 session, starting low and increasing over time. This works well with the 5-25-40 pricing of consumables. This also implies that this system is primarly based around being balanced from levels one through six. After that, I'll probably have learned a ton via playtesting, so trying to think that far into the future is moooooooot.
Goal 3: Change the feel of magic items. Many people love the 5e magic items, while others like their magic items more "gamey".
Goal 4: Help me with my anxiety by giving me something I enjoy to focus on when stressed.
Goal 5: Have magic items come in as loot around lvl 3, and buy-or-craftable around level 6.
Goal 6: Allow players to create their own Magic Items (which I balance), instead of using a wish list.
Questions:
Should I have crafting checks, to see if a player successfully crafts an item or not? NO-Breccia
What do you enjoy about crafting, in any RPG medium?
What are the "You should be able to do X" of crafting?
Crafting Proficiencies
There are six crafting proficiencies, each with their special features and list of recipes. Any feature that grants a skill or tool proficiency can be used to gain a crafting proficiency.
Wandmaker
Medicine
Weapon Oils
Poisons
Potions
Smithing
Wandmaker
A character proficient with the artificer’s tools has dabbled in both traditional crafting and magical crafting, and you must have the Spellcasting class feature to pick this proficiency.
An character proficient with artificer’s tools can craft magic items in the form of wands, as per the crafting magic items rules. In addition, a character proficient with the artificer’s tools can cast mending once during a short rest, and can craft Magic Stones during a long rest for 5gp.
Medicine
A player with this proficiency is both proficient with the Medicine skill and the Healer’s Kit. You can craft a healer's kit during a long rest for 5gp, and you know one uncommon recipe from the Medic’s list of recipes. A player without proficiency with the healer's kit can only use it to stabilize a dying creature.
Healer’s Kit
The healer’s kit works as normal, and can be used to tend to a creature in one of the following ways. A creature that has been tended to must finish a short or a long rest before it can be tended to again.
As an action you can spend one use of a healer’s kit to stabilize a dying creature.
As an action you can spend one use of a healer's kit to tend to a creature, the target can regain a number of d6 equal to half your level, rounded up.
During a short rest you can spend one use of a Healer’s kit and attempt to lower the severity of a Major Injury to a Minor Injury by rolling a Medicine (int or wis) check against a DC 15.
During a short rest you can spend one use of a Healer’s Kit to allow a creature to gain maximum results from any hit dice rolled to regain hit points.
Weapon oils
Weapon oils are used to coat a piece of weapon or equipment to give it a special effect. An oil is applied as a bonus action. You gain one common or uncommon recipe from the Weapon Oil list of recipes.
Poisons
A character proficient with the poisoner’s kit can, you guessed it, create poisons. Poisons works as normal (https://roll20.net/compendium/dnd5e/Poisons#content), but I have yet to balance the whole thing in terms of rarity, pricing and effect. This is in addition to the custom crafting rules. A Poison is delivered as an action, but some poisons can be used to coat a weapon or an object as a bonus action. You gain one common or uncommon recipe from the Poison list of recipes.
Potions
Potions imbue the imbiber with a special effect. A potion is consumed as a Bonus Action. You gain one common or uncommon recipe from the Potion list of recipes.
Smithing
A character proficient with the Smith’s tools can create mundane and magical items. You can cast the Mending cantrip during a short rest, and you can craft mundane items during a long rest at half their market value.
To craft a magic item you need a rare ingredient. A rare ingredient might be a dragon's scale, a fire snake's tongue or a powerful magic gem. A craftsman only has some say in the magic effect of his crafted item, since it comes mostly from them rare ingredient. A tooth of a white dragon does not make a flaming sword, for example. The verisimilitude of Rare Ingredients is lacking. So a rare ingredient is only available when the DM explicitly announces it, and each source can only grant one rare ingredient.
Magic Item - 5 days, 150gp, half the item's mundane cost, and a rare ingredient.
Crafting Consumables
Each character's crafting is unique to his own. A wizard might create little gems, imbued with magic, that unleashes its effect when crushed. A Ranger might combine a sludge of herbs and leave it try dry to produce consumable pellets, and an alchemist might use all kinds of techniques to combine or extract chemicals to produce a magical liquid. Whatever your character's method is, you always require a crafting proficiency, materials and a workstation. You will also need a recipe or a mentor to make sure your item comes out as intended.
A crafted consumable retains its potency for 24 hours, and is then useless. You can craft multiple consumables at once, and roll a DC 10 Crafting check for each item to see whether you were successful. On a fail, the material components are wasted and the crafting unsuccessful. To learn a new formula, a player needs the item he wishes to learn to craft. He then spends time and wealth equal to twice the item's crafting values to experiment and learn its formula, given that he meets the requirements to craft the item. Doing so consumes the item.
Optional Rule: When a character gains a level he can roll a DC 10 ability check to determine whether he discovers a new recipe. You gain a bonus to the check equal to your proficiency bonus + the number of items you've crafted since you last gained a level. If you have not crafted any items you take a -5 penalty to the check.
Common - During a long rest, and 5gp
Uncommon - 1 day and 20gp
Rare - 3rd level character, 1 day and 40gp
Very Rare - 5th level character, 1 day and 80gp
Many consumables can be made more potent. As potency increases, its rarity increases with it. For example, an Uncommon Healing Potion allows its imbiber to regain 1d4+4 hit points, but a Rare Healing Potion has the increased potency of 2d4+4.
Spell Scrolls (https://roll20.net/compendium/dnd5e/Spell%20Scroll#content)
Spell scrolls work as normal, except anyone with the spellcasting class feature can cast any scroll. If the spell is not from your spell list the DC is increased to 10 + twice the spell’s level.
Crafting a spell scroll requires the Arcana skill as well as having the spell known or prepared, and uses the pricing shown above.
Recipe Lists
Uncommon Medicine Recipes
Minor Healing Potion (1d4+4)
Goodberry
Purify Food and Drink
Rare Medicine Recipes
Healing Potion (2d4+4)
Lesser Restoration
Very Rare Medicine Recipes
Greater Healing Potion (3d4+4)
Common Weapon Oils
Booming Blade
Greenflame Blade
True Strike
Shillelagh
Uncommon Weapon Oils
Bless
Rare Weapon Oils
Magic Weapon
Spiritual Weapon
Common Poisons
Poison Spray
Uncommon Poisons
Fog Cloud
Grease
Inflict Wounds
Cause Fear
Charm Person
Dissonant Whisper
Sleep
Tasha’s Laughter
Common Potions
Blade Ward
Friends
Guidance
Primal Savagery
Resistance
Uncommon Potions
Shield of Faith
Sanctuary
Protection from Evil and Good
Mage Armor
Longstrider
Jump
Heroism
Beast Bond
Animal Friendship
Feather Fall
Shield
False Life
Expeditious Retreat
Disguise Self
Magic Items
Weapons
+1 Weapon
Earth Tremor 1/LR
Searing Smite 1/LR
Thunderous Smite 1/LR
Wrathful Smite 1/LR
Hail of Thorns 1/LR
Ensnaring Strike 1/LR
Ice Knife 1/LR
Armor
+1 Armor
Disguise Self 1/SR
Resistance to 1 damage typ
Wildshape 1/LR
Absorb Elements 1/LR
Shields
+1 Shield
Color Spray 1/LR
Sanctuary 1/LR
Shield 1/LR
Arms of Hadar 1/LR
Tenser's Floating Shield 1/LR
Minor Wands
Contain a cantrip which can be cast at-will.
Major Wands
Contains a spell (usually conjuration and evocation). 4 charges a day, recharges at the end of a long rest.
The following features have been removed, changed or limited. More detail can be found in the player's package in my signature.
Multiclassing
Feats
Skill were combined into 8 skills, and proficiencies from backgrounds are changed to "one skill, tool, language or crafting proficiency of your choice"
Injury is an effect applied with a critical hit. A minor injury lasts until the end of a short rest, and a major injury lasts until the end of a long rest.
I have a bunch of more interesting magic items, but I'm not gonna post them here, so this doesn't turn into a magic item thread instead of a crafting setup thread. I also have some minor magic items, focuses, holy symbols etc, but they are not the subject of this thread.
Some of the consumables don't do exactly what it's corresponding spell says. For example, Tenser's Floating shield uses the shield as the disk, spiritual weapon uses the weapon itself, and Purify Food and Drink words like a water purification tablet, to name a few. Most effects that require concentration don't require concentration, but the duration is limited to one minute.
I'm still adding recipes to the lists, but any suggestions are well-received.
Premise and Design Goals:
Goal 1: Give a full group of martials a chance to play around with some of the spell effects. They are new to 5e, but not new to TTRPGS, so I thought this would be a fun way to do it.
Goal 2: Give players something to spend their gold on, on a per-session basis. This is supported by my very well thought out and strict loot-per-session table. Player's are averaging out on 30gp per session over the first 20 session, starting low and increasing over time. This works well with the 5-25-40 pricing of consumables. This also implies that this system is primarly based around being balanced from levels one through six. After that, I'll probably have learned a ton via playtesting, so trying to think that far into the future is moooooooot.
Goal 3: Change the feel of magic items. Many people love the 5e magic items, while others like their magic items more "gamey".
Goal 4: Help me with my anxiety by giving me something I enjoy to focus on when stressed.
Goal 5: Have magic items come in as loot around lvl 3, and buy-or-craftable around level 6.
Goal 6: Allow players to create their own Magic Items (which I balance), instead of using a wish list.
Questions:
Should I have crafting checks, to see if a player successfully crafts an item or not? NO-Breccia
What do you enjoy about crafting, in any RPG medium?
What are the "You should be able to do X" of crafting?
Crafting Proficiencies
There are six crafting proficiencies, each with their special features and list of recipes. Any feature that grants a skill or tool proficiency can be used to gain a crafting proficiency.
Wandmaker
Medicine
Weapon Oils
Poisons
Potions
Smithing
Wandmaker
A character proficient with the artificer’s tools has dabbled in both traditional crafting and magical crafting, and you must have the Spellcasting class feature to pick this proficiency.
An character proficient with artificer’s tools can craft magic items in the form of wands, as per the crafting magic items rules. In addition, a character proficient with the artificer’s tools can cast mending once during a short rest, and can craft Magic Stones during a long rest for 5gp.
Medicine
A player with this proficiency is both proficient with the Medicine skill and the Healer’s Kit. You can craft a healer's kit during a long rest for 5gp, and you know one uncommon recipe from the Medic’s list of recipes. A player without proficiency with the healer's kit can only use it to stabilize a dying creature.
Healer’s Kit
The healer’s kit works as normal, and can be used to tend to a creature in one of the following ways. A creature that has been tended to must finish a short or a long rest before it can be tended to again.
As an action you can spend one use of a healer’s kit to stabilize a dying creature.
As an action you can spend one use of a healer's kit to tend to a creature, the target can regain a number of d6 equal to half your level, rounded up.
During a short rest you can spend one use of a Healer’s kit and attempt to lower the severity of a Major Injury to a Minor Injury by rolling a Medicine (int or wis) check against a DC 15.
During a short rest you can spend one use of a Healer’s Kit to allow a creature to gain maximum results from any hit dice rolled to regain hit points.
Weapon oils
Weapon oils are used to coat a piece of weapon or equipment to give it a special effect. An oil is applied as a bonus action. You gain one common or uncommon recipe from the Weapon Oil list of recipes.
Poisons
A character proficient with the poisoner’s kit can, you guessed it, create poisons. Poisons works as normal (https://roll20.net/compendium/dnd5e/Poisons#content), but I have yet to balance the whole thing in terms of rarity, pricing and effect. This is in addition to the custom crafting rules. A Poison is delivered as an action, but some poisons can be used to coat a weapon or an object as a bonus action. You gain one common or uncommon recipe from the Poison list of recipes.
Potions
Potions imbue the imbiber with a special effect. A potion is consumed as a Bonus Action. You gain one common or uncommon recipe from the Potion list of recipes.
Smithing
A character proficient with the Smith’s tools can create mundane and magical items. You can cast the Mending cantrip during a short rest, and you can craft mundane items during a long rest at half their market value.
To craft a magic item you need a rare ingredient. A rare ingredient might be a dragon's scale, a fire snake's tongue or a powerful magic gem. A craftsman only has some say in the magic effect of his crafted item, since it comes mostly from them rare ingredient. A tooth of a white dragon does not make a flaming sword, for example. The verisimilitude of Rare Ingredients is lacking. So a rare ingredient is only available when the DM explicitly announces it, and each source can only grant one rare ingredient.
Magic Item - 5 days, 150gp, half the item's mundane cost, and a rare ingredient.
Crafting Consumables
Each character's crafting is unique to his own. A wizard might create little gems, imbued with magic, that unleashes its effect when crushed. A Ranger might combine a sludge of herbs and leave it try dry to produce consumable pellets, and an alchemist might use all kinds of techniques to combine or extract chemicals to produce a magical liquid. Whatever your character's method is, you always require a crafting proficiency, materials and a workstation. You will also need a recipe or a mentor to make sure your item comes out as intended.
A crafted consumable retains its potency for 24 hours, and is then useless. You can craft multiple consumables at once, and roll a DC 10 Crafting check for each item to see whether you were successful. On a fail, the material components are wasted and the crafting unsuccessful. To learn a new formula, a player needs the item he wishes to learn to craft. He then spends time and wealth equal to twice the item's crafting values to experiment and learn its formula, given that he meets the requirements to craft the item. Doing so consumes the item.
Optional Rule: When a character gains a level he can roll a DC 10 ability check to determine whether he discovers a new recipe. You gain a bonus to the check equal to your proficiency bonus + the number of items you've crafted since you last gained a level. If you have not crafted any items you take a -5 penalty to the check.
Common - During a long rest, and 5gp
Uncommon - 1 day and 20gp
Rare - 3rd level character, 1 day and 40gp
Very Rare - 5th level character, 1 day and 80gp
Many consumables can be made more potent. As potency increases, its rarity increases with it. For example, an Uncommon Healing Potion allows its imbiber to regain 1d4+4 hit points, but a Rare Healing Potion has the increased potency of 2d4+4.
Spell Scrolls (https://roll20.net/compendium/dnd5e/Spell%20Scroll#content)
Spell scrolls work as normal, except anyone with the spellcasting class feature can cast any scroll. If the spell is not from your spell list the DC is increased to 10 + twice the spell’s level.
Crafting a spell scroll requires the Arcana skill as well as having the spell known or prepared, and uses the pricing shown above.
Recipe Lists
Uncommon Medicine Recipes
Minor Healing Potion (1d4+4)
Goodberry
Purify Food and Drink
Rare Medicine Recipes
Healing Potion (2d4+4)
Lesser Restoration
Very Rare Medicine Recipes
Greater Healing Potion (3d4+4)
Common Weapon Oils
Booming Blade
Greenflame Blade
True Strike
Shillelagh
Uncommon Weapon Oils
Bless
Rare Weapon Oils
Magic Weapon
Spiritual Weapon
Common Poisons
Poison Spray
Uncommon Poisons
Fog Cloud
Grease
Inflict Wounds
Cause Fear
Charm Person
Dissonant Whisper
Sleep
Tasha’s Laughter
Common Potions
Blade Ward
Friends
Guidance
Primal Savagery
Resistance
Uncommon Potions
Shield of Faith
Sanctuary
Protection from Evil and Good
Mage Armor
Longstrider
Jump
Heroism
Beast Bond
Animal Friendship
Feather Fall
Shield
False Life
Expeditious Retreat
Disguise Self
Magic Items
Weapons
+1 Weapon
Earth Tremor 1/LR
Searing Smite 1/LR
Thunderous Smite 1/LR
Wrathful Smite 1/LR
Hail of Thorns 1/LR
Ensnaring Strike 1/LR
Ice Knife 1/LR
Armor
+1 Armor
Disguise Self 1/SR
Resistance to 1 damage typ
Wildshape 1/LR
Absorb Elements 1/LR
Shields
+1 Shield
Color Spray 1/LR
Sanctuary 1/LR
Shield 1/LR
Arms of Hadar 1/LR
Tenser's Floating Shield 1/LR
Minor Wands
Contain a cantrip which can be cast at-will.
Major Wands
Contains a spell (usually conjuration and evocation). 4 charges a day, recharges at the end of a long rest.