UNDER RENOVATION
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Masterwork
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STEP 1: Your Bonus to Craft
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STEP 2: The Difficulty Check of a Project
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STEP 3: The Cost of a Project
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STEP 4: The Time Needed
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STEP 5: Making it Happen
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Artisan's Tool List
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Masterwork
Heroes are known for the weapons they wield and the armor they wear. Seigfried was known to carry Balmung which he received from the Nibelungs. King Arthur pulled Caliburn from the stone before he had Excalibur. Cú Chulainn killed his closest friend, Ferdiad with Gáe Bolg. Before all these weapons were legend, before they were magic, they were masterwork and they were a unique sight to behold.
- Spells such as guidance and features like bardic inspiration can be used to benefit the project and increase the artisan's chance of success.
- The vast majority of magical items and equipment is considered to be masterwork. Most of the time only items and equipment of masterwork quality can survive the strain of having the weave warped in such a way around their physical forms but there are acceptations to every rule. A DM may rule that you must create a masterwork item to enchant when creating an enchanted piece of equipment or an item. When masterwork is enchanted any applicable perks are maintained but + modifiers do not stack and the higher + modifier is maintained.
- A character may discover schematics for specific perks through adventure, self improvement, or the study of existing masterwork items. These are kept in a manual which is sorta like a spellbook for schematics and when a character gains perks through gaining tool experience the perks they learn are added to this manual. To learn one perk from the study of an item takes an amount of days equal to that item's DC so long as the person is proficient with an applicable tool. So long as a character can understand the language a manual is written in they shouldn't have much trouble understanding it.
- Potion, scroll, and tattoo perks are applied after the original item is created, unlike all other masterwork perks. In this you change an exiting normal item to be masterwork. You may only make this change to an item once. Doing it again will automatically ruin the item.
- You may not sell masterwork items in downtime. At a DM's discretion it can happen during a session if it comes up. The best way to sell such items should always be to other player characters.
- If a project completely fails you can recover half of the cost, half of all the materials used but not any living expenses, rental, or apprentice hireling expenses. If this is a scroll, potion, or tattoo the item is ruined.
Step 1: your Bonus to Craft
All characters start as a novice(+2) with a set of tools when they first gain proficiency with that set of tools. This bonus stacks with proficiency and/or expertise when applicable. Those with the Guild Artisans, Clan Crafters, or other similar backgrounds may start at the apprentice(+3) level with one tool that they are proficient with. By following the rules of learning a tool proficiency in Xanathar's Guide to Everything (XGE pg.134) the skill level with a specific set of tools can be increased. You do this by learning the tool proficiency repeatedly. Each tool's skill level is independent of other tool's skill level.
When you gain a level of tool experience you also learn some perks of your choice at each level. The number of perks learned at each level can be found on the tool experience chart to the right here. You may only receive these extra masterwork perks once for each skill level no matter how many tool proficiency you start with or learn. You can not hope to make a masterwork if you are not proficient with the tool you are using. |
Tool Experience/Skill Level
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Quality of Workshop
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Quality of Material/Rare Materials
You can increase your outcome by using rare materials at the DM's discretion. You can only do this once per project though!
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You may roll with advantage and receive an additional 1d6 bonus to the check if one other player character skilled with the same tool being used is helping but only if there is an apprentice on the project already. Divide the total number of downtime to complete the project between yourself and that other character.
[Example: I'm a level 3 Human (Mark of Making) Artificer. I'm proficient with Woodcarver's Tools (DEX/WIS). My background is Guild Artisan and I choose my Woodcarver's Tools to improve because of that background. I've not got around to improving my skill beyond that. My Dexterity (14/+2) is higher than my Wisdom (10/+0). My tools aren't anything special but I've come into some money lately and pay up to rent out a masterwork workshop for this project. I'm not worried about taking more time so I don't hire help or ask anyone else to help me. I also don't have any rare components. I can cast guidance and so I do. I also get that sweet 1d4 bonus to rolls involving artisan tools because of my race.] |
Quality of Tools
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Your total bonus is equal to:
Your proficiency modifier. [+2]
+
Your bonus to craft given by tool experience. [+3]
+
Your applicable stat modifier. [+2]
+
Any bonus given because the quality of the workshop being used. [+2]
+
Any bonus given because of the quality of the tool being used. [+0]
+
Any bonus given because of assistance from another player character. [+0]
+
Any bonus given because of a rare material being used. [+0]
+
Any bonus given because of feats, features, spells, or anything-else. [+1d4, +1d4]
=
??? [9+2d4]
Your proficiency modifier. [+2]
+
Your bonus to craft given by tool experience. [+3]
+
Your applicable stat modifier. [+2]
+
Any bonus given because the quality of the workshop being used. [+2]
+
Any bonus given because of the quality of the tool being used. [+0]
+
Any bonus given because of assistance from another player character. [+0]
+
Any bonus given because of a rare material being used. [+0]
+
Any bonus given because of feats, features, spells, or anything-else. [+1d4, +1d4]
=
??? [9+2d4]
Step 2: the difficulty check of a project
Pick the perks you want your project to have and list them in order of importance to you. Hold on to this list as you will need it later. Each perk has a DC and the DC for each perk chosen is added up for the total DC of the project. You can find various tables listing all these perks near the bottom of this page.
Step 3: the COst of a Project
- If the base item costs less than 400gp a masterwork version of the same item costs ten times that.
- If the base item costs 400gp or more a masterwork version of the same item costs five times that.
- The absolute minimum cost of a masterwork project is 150gp. Masterwork potions, scrolls, and tattoos do not have a minimum cost.
- Each scroll, potion, and tattoo perk has a listed price on the perk table. The sum cost of these perks is the total cost of such a project.
- The cost is increased by a percentage equal to the total DC of the project. [Example: Making a shortbow with a base price of 25gp and perks with a sum DC of 56. 25 * 10 = 250, and 250 * .56 = 84 and 250 + 84 = 334]
- For each additional perk selected beyond the second the cost doubles. This doubling is cumulative. [Example: So if this shortbow you were making had 4 perks. 334 * 2 * 2 = 1336]
- If the project is ammunition the cost is halved. Ammunition normally comes in bundles of twenty units but some firearm ammunition comes in bundles of less. The description of the ammunition will normally note this.
STEP 4: The Time Needed
Weapon Crafting Time
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Armor Crafting Time
The crafting time or available perks on any armor sets, weapons, items, or other pieces of equipment that are not standard or listed above can be determined through comparison at the discretion of the DM.
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- (DC).1 = X [Example: If the DC of a project is 56 than X = 5.6] Take the DC and move the invisible decimal one spot to the left.
- X(Base Crafting Time) [Example: If you were making a short bow which is a simple ranged weapon and the DC for the project was 56 you would multiply 4 * 5.6 for a total of 22.4.]
- If you used an apprentice hireling or/and quick craft perks you may apply the sum of those percentages to reduce the time now. [Example: For a 20% reduction it would be the following. 22.4 * .20 = 4.48 and 22.4 - 4.48 = 17.92]
- Round up to the nearest day for your total time needed to complete this project. [Example: 17.92 = 18]
D6 |
Complications |
1 |
Rumors swirl that what you're working on is unstable and a threat to the community. |
2 |
Your tools are stolen, forcing you to buy new ones. |
3 |
A local wizard shows keen interest in your work and insists on observing you. |
4 |
A powerful noble offers a hefty price for your work and is not interested in hearing no for an answer. |
5 |
A group accuses you of stealing its secret lore to fuel your work. |
6 |
A competitor spreads rumors that your work is shoddy and prone to failure. |
STEP 5: Making It Happen
You must preface in the downtime log:
- What you are trying to create. Include your list of perks in the order you want them applied.
- How much the project will cost. Include your cost of living, your cost to hire anyone or rent a workshop, and any materials used. You must also note if anyone is helping you and who they are.
- How much time the project will take you.
- Roll 1d20. Add your bonus to craft. If you have advantage then you know what to do.
- Still have that list of perks in order? Good. Subtract the DC of each perk from your outcome starting at the top of the list. When you are through all the perks or don't have enough left to subtract the next perk you stop. Any perk you didn't have enough left for is not applied. If you didn't apply your first perk you completely failed.
- Roll 1d10 for every five workweeks (25 Days) you spend on the project. If you roll a 1 then roll on the complications table. If you get a complication you don't necessarily fail. Consult a DM.
Artisan's Tools LIST
Expanded Artisan's Tool List
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Standard Artisan's Tools List
The expanded artisan's tool list is far more specialized and used for a specific trade. As such it is far more common to find artisans not burdened by a life of high adventure using such tools. Such specialists may need to depend on others to finish a product with many different components.
Proficiency with a artisan tool on the expanded list is considered the equivalent of having expertise and appropriately awards two times the proficiency bonus to any ability checks made when using the tools appropriately. If you have expertise with the use of this tool the narrow use of how this tool can be used instead gives you an additional flat +1 bonus to the skill check. It is important to realize the narrow nature and expected use of these tools. Each type of artisan’s tools requires a separate proficiency. The standard artisan's tool list shows examples of the most common types of tools, each providing items related to a broad craft that may cover a few specific trades. Proficiency with a set of standard artisan’s tools lets you add a proficiency bonus to any ability checks made when using the tools appropriately. |
Die Tier
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1d4 - 1d6 - 1d8 - 2d4 - 1d10 - 1d12 - 2d6 - 2d8 - 2d10 - 2d12
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Free Perks
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General Perks
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Shield Perks
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Melee Weapon Perks
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Headline 4
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If you are proficient with an artisan's tool you know these perks.
Crafting DC |
Perk Name |
Description |
15 Mundane |
Masterwork |
Applications: All This is a masterwork item without any 'real' perks. It is useful when you don't know any other schematics but want to enchant an item. No other perks stack with this. Any item with masterwork perks technically has this perk and most magic items have this perk. |
2/4/6/8/10 Mundane |
Quick Craft |
Applications: All Reduce crafting time of the masterwork project by 20%/25%/30%/35%/40%. You may only spend up to 10 points on this perk. Points spent on these perks do not increase the crafting time. |
Crafting DC |
Perk Name |
Description |
5 Common |
Focus |
Applications: All Weapons, Shields This weapon or shield can be used as your focus for the purpose of casting spells. The prospect wielder must assist the artisan crafting this if they are not doing it themselves. Holy symbols wielded by a cleric or paladin of the same faith represented by the holy symbol deal 1d6 radiant or necrotic damage when making contact with undead or fiends. |
10 Common |
Unusual/Blunt Broad/Bodkin |
Applications: Ammunition, All Melee Weapons You may pick between bludgeoning, slashing, piercing. Unusual. For a melee weapon choose one of these damage types that your weapon does not already do. You may now choose to have it deal this new damage type when you strike with it. Blunt/Broad/Bodkin. When this perk is applied to ammunition you pick one type of damage. Your ammunition now only does this type of damage and gets a +1 damage bonus. Blunt ammunition can also do non-lethal damage. |
15 Common |
Mercurial |
Applications: Ammunition, All Melee Weapons Restrictions: Cannot be used with Alloyed. When this weapon deals a critical you may roll a additional damage dice. [For example, a Greatsword will normally deal 4d6 on a normal critical hit. With Mercurial that critical damage is increased to 5d6. For a Greataxe which would normally deal 2d12 on a critical it would instead deal 3d12.] This perk doesn't effect any damage from other sources such as a paladin's smite or a rogue's sneak attack. Those special sources are calculated separately per the RAW. |
20 Uncommon |
Razor Sharp/Serrated |
Applications: Ammunition, All Melee Weapons When this weapon deals damage the target bleeds for 1 minute if it can bleed, taking 1 slashing damage at the start of its turn until a DC12 medicine check is performed. Further damage caused by this weapon renews the duration and stacks the damage. |
15 Uncommon |
Tempered |
Applications: Ammunition, All Melee Weapons This weapon cannot be broken or take damage by non-magical means except in extreme circumstances at the dungeon master's discretion. A "Net" can still be broken but the DC to break a net becomes 25 and its AC and HP become 20. Ammunition is recoverable if not destroyed. This is at DM's discretion. Some ammunition may still be unrecoverable. |
Crafting DC |
Perk Name |
Description |
Value |
Value |
Value |
Crafting DC |
Perk Name |
Description |
10 Common |
Chained |
Applications: All Melee Weapons You can not be disarmed. You must take an action to drop this weapon. |
10 Common |
Tool |
Applications: All Melee Weapons This weapon can function as a single set of artisan's tools of your choice. |
10 Common |
Basket Guard |
Applications: All Melee Weapons Restrictions: This is a guard perk. You may not use this with other guard perks. This weapon grants you a +1 bonus to AC when taking the Dodge action or when using your reaction to utilize the feat, defensive duelist. Credit: Zebullion |
25 Rare |
Toothed |
Applications: All Melee Weapons You gain advantage when attempting to disarm an opponent's weapon. When a creature attacks you with a melee weapon, you may use your reaction to catch their weapon in your weapon's tines or teeth and disarm them. Make an attack roll with your weapon. If the result of this roll equals or exceeds their attack roll, their attack misses and they must succeed on a Strength equal to 8 plus your strength or dexterity modifier and proficiency bonus saving throw or drop their weapon. They may not use an item interaction until the end of your next turn. They may use either their action or an attack to retrieve the weapon instead. |
10 Common |
Keen/Shod |
Applications: All Melee Weapons Roll advantage to damage when attacking with this weapon. Keen is for metal weapons. Shod is for wooden weapons. |
30 Very Rare |
Mated |
Applications: All Melee Weapons Restrictions: No heavy weapons. No other perk that gives or removes the light or heavy property can be applied and this perk is not compatible with other such perks. This weapon may be split into two light weapons of the same variety as a bonus action. If the weapon had the versatile property, it looses it when split. For the purposes of attunement this weapon still counts as only one weapon. |
15 Uncommon |
Alloyed |
Applications: All Melee Weapons Restrictions: No heavy weapons. Cannot be used with Mercurial. This weapon gains the finesse property if it doesn't already have it. If the weapon is not versatile it gains the light property. |
25 Uncommon |
Balanced |
Applications: All Melee Weapons Restrictions: Only two handed and/or heavy weapons without reach. No other perk that gives or removes the light or heavy property can be applied and this perk is not compatible with other such perks. This weapon gains the versatile property and a reduced damage die while it is wielded in one hand. It loses the heavy property. |