Crafting: Difference between revisions
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Whether you're cooking up consumables, crafting equipment for the party, building a house, or using your skills to make money - all of the Artisan's tools have some use in the worlds of Aarden and Nua. | Whether you're cooking up consumables, crafting equipment for the party, building a house, or using your skills to make money - all of the Artisan's tools have some use in the worlds of Aarden and Nua. | ||
== | == Alchemists == | ||
Alchemists create consumables with arcane or magical effects. Creating these items will require proficiency in Alchemist's Supplies, however, proficiency in Herbalism will increase your yield and chance for success in finding components while exploring. | Alchemists create consumables with arcane or magical effects. Creating these items will require proficiency in Alchemist's Supplies, however, proficiency in Herbalism will increase your yield and chance for success in finding components while exploring. | ||
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== | == Herbalists == | ||
Herbalists create consumables with physical or healing effects. Creating these items requires proficiency in Herbalists Supplies, and proficiency in Herbalism will increase your yield and chance for success in finding components while exploring. | Herbalists create consumables with physical or healing effects. Creating these items requires proficiency in Herbalists Supplies, and proficiency in Herbalism will increase your yield and chance for success in finding components while exploring. | ||
Revision as of 18:31, 10 March 2023
In both Aarden and Nua, a robust crafting system is available to players. Put together from a variety of different sources from all over the internet, a collection of hundreds of ingredients and dozens of recipes are available, in addition to anything the players may dream up on their own. In D&D Beyond, most ingredients are available with homebrew sharing enabled and all are labelled with the word "Component." The currently available homebrew consumables can also be found on D&D Beyond, and if more are dreamed up or created by players, they'll be added there as well.
Schematics
Schematics can be purchased from merchants all over the world, most craftsmen are willing to teach their schema, for a price.
A full host of recipes are available for those proficient in Alchemy, Brewing, Herbalism, and Poisoner's Tools.
Suggested plans and recipes are available for those proficient in Blacksmithing, Cobbler, Jeweler, Leatherworking, Woodcarving, and Weavers tools.
Carpenters and Masons have additional benefits while exploring, and can contribute their skills to save time and money should the party decide to pursue a Homestead.
Calligraphers, Cartographers, Glassblowers, Painters, and Potters can also find ways to use their skills in the world to earn additional coin.
Whether you're cooking up consumables, crafting equipment for the party, building a house, or using your skills to make money - all of the Artisan's tools have some use in the worlds of Aarden and Nua.
Alchemists
Alchemists create consumables with arcane or magical effects. Creating these items will require proficiency in Alchemist's Supplies, however, proficiency in Herbalism will increase your yield and chance for success in finding components while exploring.
While exploring, Alchemists gain Advantage on Arcana and Investigation skill checks when these checks are used to determine what potions, chemicals, or other substances might have been used in a given situation.
| Common | Uncommon | Rare | Very Rare |
|---|---|---|---|
| Alchemist's Fire | Potion of Waterbreathing | Potion of Diminution | Potion of Mana - Superior |
| Blasting Powder | Potion of Resistance | Potion of Gaseous Form | Ink - Legendary |
| Bottled Breath | Oil of Etherealness | Potion of True Dreaming | Potion of Possibility |
| Ink | Potion of Growth | Ink - Very Rare | Oil of Sharpness |
| Potion of Climbing | Oil of Slipperiness | Potion of Heroism | Potion of Speed |
| Fake Blood | Potion of Animal Friendship | Thor's Might | Potion of Invisibility |
| Potion of Swimming | Potion of Mana - Lesser | Potion of Invulnerability | Potion of Flying |
| Soothsalts | Ink - Invisible | Potion of Mind Reading | Potion of Truesight |
| Smoke Grenade | Ink - Rare | Potion of Mana | Potion of Longevity |
| Potion of Fire Breath | Oil of Dragon's Bane | Potion of Giant Strength | |
| Midnight Oil | Oil of Etherealness | ||
| Potion of Giant Strength | Potion of Clairvoyance | ||
| Potion of Giant Strength |
Herbalists
Herbalists create consumables with physical or healing effects. Creating these items requires proficiency in Herbalists Supplies, and proficiency in Herbalism will increase your yield and chance for success in finding components while exploring.
While exploring, Herbalists gain Advantage on Nature and Investigation checks when attempting to identify plants and ingredients, and they can also use Investigation checks to taste a potion or ingredient to try and discern its properties.
| Common | Uncommon | Rare | Very Rare |
|---|---|---|---|
| Antitoxin | Polymorph Potion | Potion of Restoration | Potion of Protection |
| Potion of Healing | Pomander of Warding | Potion of Revival | Potion of Vitality |
| Pepper Peppers | Potion of Advantage | Potion of Healing - Superior | Potion of Healing - Supreme |
| Potion of Plantspeak | Brew of Babel | Liquid Luck | |
| Muroosa Balm | Potion of Healing - Greater | Elixir of Health | |
| Willowshadw Oil | Tea of Refreshment | Thessaltoxin Antidote | |
| Quenching Pilther | Potion of Maximum Power | Tincture of Werewolf's Bane | |
| Soothing Salve | Potion of Shapeshifting | ||
| Fire Balm | |||
| Blight Ichor | |||
| Antitoxin - Greater | |||
| Murgaxor's Elixir of Life | |||
| Life's Liquor |
Poisoners
Poisoners create poison. It's in the name. Proficiency in Alchemy and Herbalism can both be used to increase your yield when attempting to harvest reagents while exploring or from the parts of fallen creatures.
While exploring, Poisoners gain advantage on History checks to recall infamous poisonings.
They also gain advantage on Investigation, Perception, Medicine, Nature, and Survival checks when these checks are relating to poisonous objects, ingredients, victims, plants, or venomous creatures.
| Common | Uncommon | Rare | Very Rare |
|---|---|---|---|
| Basic Poison | Angel's Powder | Drow Poison | Deathsleep |
| Liquid Paranoia | Assassin's Blood | Devil's Powder | Water of Death |
| Black Paste | Truth Serum | Essence of Ether | Essence of Rage |
| Biza's Breath | Lava Paste | Thessaltoxin | Midnight Tears |
| Directed Delay | Torpor | ||
| Bane Berry Extract | Magebane | ||
| Malice | Oil of Taggit | ||
| Potion of Poison | Burnt Othur Fumes | ||
| Pale Tincture | Dracula's Essence | ||
| Philter of Love | |||
| Poison - Potent |
Brewers
Brewers can create Ale, Mead, and Wine - provided they have a space to store it for a sufficient amount of time to do so. After they have those base items, they can use other ingredients to infuse their beverages with a variety of different properties, however all of the consumables created this way have drawbacks in addition to their positive effects - not to mention the possibility of intoxication or a brutal hangover.
While exploring, Brewers gain advantage on History checks concerning events that involve alcohol as a significant element.
They also gain advantage on Medicine checks to treat alcohol poisoning or if attempting to use alcohol to dull someone's pain, as well as Persuasion checks when they offer a home-brewed beverage to their target. Brewers also have the ability to purify water that would otherwise be undrinkable, as part of a long rest they can purify up to six gallons of water.
| Common | Uncommon | Others! |
|---|---|---|
| Ale | Bombastic Black Mead | Creative ideas using available
ingredients will give you the opportunity to create new brews with different or new results! |
| Mead | Amber Tiger Ale | |
| Wine | Deft Juice Wine | |
| Blackroot Tea-leaf Mead | ||
| Bright Luminance Wine | ||
| Bulwark Ale | ||
| Dusty Miller Ale | ||
| Foxtail Mead | ||
| Pepperhawk Wine | ||
| Honeydumb Mead | ||
| Juggernaught Draught | ||
| Lifebloom Wine | ||
| Mammoth Port | ||
| Octopod Halfwine | ||
| Phoenix Ember Ale |
Carpenters
Should the party decide to pursue a homestead or home-base, carpenters can lend their skills to the construction of the place, reducing the time and cost of the project. In addition, they may offer their services to various people while exploring in exchange for cash, goods, services, or information.
In addition, while exploring Carpenters gain advantage on:
History checks used to identify the origins or use of wooden buildings and large objects.
Perception and Investigation checks to spot irregularities in wooden walls or floors, making it easier to find traps, trap doors, and secret passages.
Stealth checks when moving along a wooden floor.
Carpenters can fortify a door or window on a wooden structure, making it more difficult to open, and as part of a long rest they can construct a lean-to or similar shelter to provide additional protection during that rest.
Calligraphers
Proficiency in Calligraphy allows you to craft spell scrolls, given that you know the spell being inscribed and you have the appropriate ink. (See Alchemist Recipes)
While exploring, Calligraphers gain advantage on Arcana and Investigation checks used to identify who wrote something, especially if it's magical in nature or from a prominent source.
They also gain advantage on History checks to analyze ancient writings, scrolls, or other texts - including runes etched into stone or other material, and frescoes or other displays.
Proficiency in Calligraphy gives you the ability to decipher written messages using Thieves Cant.
In addition, this tool proficiency grants you expertise in examining maps. You can make an Intelligence check to determine a map's age, and whether a map includes any hidden messages or similar facts.
Cartographers
Proficiency in cartography's main benefit is the ability to read and craft maps, as well as advantage on checks used to recall routes the party may have taken without a map - or the immediate ability to do so with one.
Cartographers gain advantage on Arcana, History, and Religion checks to use their knowledge of maps to unearth more detailed information. They may be able to spot hidden messages, find where or when a map was made, or be able to determine if geographical features have changed since then, and so forth.
Their familiarity with physical geography makes gives them advantage on Nature checks to answer questions or solve issues relating to the terrain around them, as well as Survival checks to find paths to civilization or avoid becoming lost.
Cobblers
Cobblers make shoes! Or boots! Or sandals! Or some weird kind of boot-shoe-sandal combined monstrosity!
While exploring, Cobblers gain advantage on Arcana and History checks used to identify the magical properties of enchanted footwear, and on Investigation checks used to examine footwear or footprints, potentially giving more information about the wearer.
Cobblers also gain the ability to Maintain Footwear, as part of a short or long rest, the Cobbler can go to work providing regular maintenance on their companion's shoes. For the next 24 hours, up to six creatures of your choice with footwear you worked on can travel up to ten hours per day without making saving throws to avoid exhaustion, instead of the usual eight.
Cobblers can craft hidden compartments inside shoes or boots, granting the ability to conceal anything the footwear is large enough to conceivably hold.
Cobblers can also craft footwear as equipment for themselves, their companions, or for sale - given they have the appropriate materials. Proficiency in Leatherworking will provide a better understanding of what properties various types of hides may hold.