Crafting
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.
Cooks
Cooks can craft various types of food and rations, potentially providing themselves and their companions with various small but long-lasting bonuses.
While exploring, Cooks gain advantage on History checks used to assess the social patterns involved in a culture's eating habits. This is actually a thing from the DMG, and I have no idea why.
In addition, they gain advantage on Medicine checks when administering treatment to transform medicine that is bitter or sour into a pleasing concoction. Again, DMG weirdness. Just take the buckley's, kid.
Survival checks used to forage for food can give the cook additional ingredients that others would be unable to transform into nourishing meals. Who wants a cockroach pie?
Cooks can also Prepare Meals, as part of a short rest they can provide a meal that helps companions regain their strength. The cook and up to five creatures of their choice can regain 1 extra hit point per Hit Die spent during a short rest, provided they have access to their utensils and sufficient ingredients.
Glassblowers
Glassblowers can craft bottles and flasks, vials or phials, or phvials. Fvphials.
While exploring, Glassblowers gain advantage on Arcana or History checks when they examine glass objects, like potion bottles, windows, or glass items in a treasure hoard. For instance, they may be able to determine a bottle's ingredients by studying how the glass has been changed by its contents. They also gain advantage on Investigation checks used to determine the meaning of clues that involve broken glass or glass objects, as well as find weaknesses in glass objects or more easily determine ways to break or remove glass structures quietly.
Ultimately, while Glassblowing may be one of the more lackluster professions, its potential can be expanded by one's imagination, possibly allowing the crafting of enchanted trinkets or glass jewelry, or in selling fancy goods for a tidy profit.
Jewelcrafters
Jewelcrafters can craft jewelry, or use their skills to cut gems, crystals, or jewels into intricate designs for use or sale. These items can be sold for a much larger profit than the gems would have on their own, or could even be enchanted for use by themselves or their companions.
While exploring, they gain advantage on Arcana checks to gain knowledge about mystical uses of various gems; potentially allowing them to identify objects that may use them. They also get advantage on Investigation checks when inspecting jeweled objects, in determining their origin or purpose or any clues they may hold, as well as having the ability to identify gems and determine their value at a glance.
Leatherworkers
Leatherworking involves the tanning of hides and the crafting of items from hide or leather. Different hides from different creatures, be they beasts, fiends, monstrosities or dragons, may give different physical or magical properties to the equipment made from them. Leatherworkers have a more in-depth understanding of hides, allowing them a better yield when attempting to gain hides by skinning.
While exploring, they gain advantage on Arcana and Investigation checks regarding leather items, equipment, or clues - and they can identify the source of various types of hides or leathers simply by looking at them.
Equipment crafted by Leatherworkers can be sold or used by themselves or their companions.
Masons
Similar to Carpenters, Masons have more in depth knowledge about the construction of buildings. A mason can more easily identify weak spots in brick or stone walls, and can also lend their skills to the construction of a home or structure, reducing the time and cost of the work.
They gain advantage on History, Investigation, and Perception checks when inspecting stone structures, being able to determine age, material, or even irregularities in construction, making it easier to find trap doors or secret passages.
Finding weak spots and secret doors is the main benefit for masons, and an obviously invaluable advantage to have when delving into stone-walled dungeons or castles.
Painters
You're an artist! Neat!
Painters gain advantage on Arcana, History, Religion, Investigation, and Perception checks when inspecting paintings or similar works of visual art. Their expertise will aid them in uncovering lore or magical properties relating to artwork, such as a strange mural found in a dungeon.
As part of a short or long work, painters can produce a simple work of art, or put some time into a more complicated one. They can capture scenes or visuals to more easily demonstrate the location of a door, the face of a fugitive, or identifying landmarks of strange locations. They can also sell their work, should they choose to, to make some extra coin.
Potters
It's hard to read the word without spitting it like Draco Malfoy, but a Potter makes... pots. Ceramics! Clay, stuff like that. Into, you know, receptacles or whatever.
Potters gain advantage on History, Investigation, and Perception checks when examining or identifying ceramic objects, and they can easily reconstruct broken ceramic objects in order to see what they may have been, or what information or imagery they may have held.
Potters, like Glassblowers, might seem boring or limited at face value, but the benefit of being able to sell work, or use your imagination to attempt to craft interesting or usable items cannot be understated.
Blacksmithing
"Why isn't this list in alphabetical order?" you ask.
"Because I'm an idiot." I reply.
Blacksmiths are adept at making weapons and armor from various metals. Different metal may imbue those pieces with different physical or magical qualities, and this equipment may be used or sold.
Blacksmiths gain advantage on Arcana, History, and Investigation checks used when examining metal objects like tools, armor, weapons, or other metalwork. A broken metal railing may be more easily examined for points of sabotage by someone educated in its construction. Blacksmiths can also repair equipment, should it be damaged, with access to tools and a flame hot enough to make metal pliable.
Tinkers
Tinkers Tink. They Tink about this, they Tink about that, always Tinking.
Tinkers gain advantage on History and Investigation checks to determine the age and origin of objects, gadgets and gizmos. If it's got moving parts, a Tinker has a better chance of figuring out what the heck it is. They can also repair these objects if need be, over a short or long rest.
"Tinkering" is a fairly generic term most commonly associated with engineering, and as such the variety of objects possible with this profession is too broad to describe here. Just spend some time Tinking about it and you'll come up with a few ideas.
Weavers
Weavers create fabric, and for the purpose of these games, things made from that fabric. Fabric is made from various animal or plant parts, and different furs, wools, or varying rarities of plant fibers may give their crafted fabrics or equipment varying physical or magical properties. Cloaks, clothing, backpacks, tents, bedrolls, or cool hats, if it's made from cloth - Weavers can make them.
Weavers gain advantage on Arcana, History, and Investigation checks used to inspect or understand clothing or objects made from cloth, potentially finding clues or information that wouldn't be available to someone without the knowledge of their construction. They can also repair goods.
Weavers may craft cloth and clothing from various items - but they aren't particularly skilled at gathering the required materials. Herbalists, Woodcarvers and Carpenters may have a better understanding of gathering relevant plant parts, and Leatherworkers understand hides much better. These professions will increase the yield from attempts to gather those resources.
Woodcarvers
Finally, the last profession (on this list.)
Woodcarvers can craft trinkets and objects from wood, but are also able to construct a handful of tools or weapons made solely from wood. Woodcarvers can craft Bows, quarterstaves, shields or clubs, and the type of wood used to craft these items may give them increased magical or physical ability.
While exploring, they gain advantage on Arcana, History, and Nature rolls to gain additional insight when examining wooden objects, such as figurines, weapons, or arrows, and can more easily identify the potential physical or magical properties of the wood from various trees. They can repair wooden objects or craft arrows over a short or long rest, and these arrows may also be granted additional properties depending on the wood used to craft them.