Table of Contents

Recipe

Return to Items

So your character wants to craft something cool? a helpful magic item, a fancy weapon or armour upgrade? some potions in preparation for a big journey?
There are many written rules for all these but bits and pieces are spread out through multiple books along with many 3rd party options that are really cool but can lack context.

This page is dedicated to written rules for crafting in Felwind games, These rules and mechanics may or may not be used depending on the DM and the game they wish to run. But having a base line set of mechanics is important for players and Game masters to referance.


Sub-Class Augments

Smithing Weapons, Armour & Equipment

When it comes to non-magical crafting the first thing to come to mind may be smithing. Smithing weapons and armour is common in Felwind and there are may different types and levels of expertise that go into what can and can't be crafted.

Crafting Level
Profession Details
Novice Has yet to even earn proficiency in their trade. Can only make the simplest of trinkets and items that hold little mechanical value. Examples are making a wooden ball or whittling an animal from wood. getting a shapped lump of metal or making a makeshift knife.
Apprentice Proficiency in their trade. Able to make basic mundane equipment with access to tools and a proper working area, such as simple & martial weapons as well as light & medium armour
Skilled Expertise or has been working in their trade a while. Able to work in a shop with their skilled trade and craft more advanced items such as heavy armour
Expert has now learned enough they are able to teach others. open up their own store. They are also able to enhance and enchant te equipment they make with basic echantments (+1)
Master has reached the peak of their craft. Now has access to master-work options for the equipment they make

Learning the Trade

Learning skills doesn't happen over night. While some Features, Classes and some other player options will offten grant skills to the player. these skills are often the basics. The advance them further or learn a new skill without taking a player option there are a few steps players can take.

Finding a Teacher
You can't learn without a reference. Someone to mentor. Teachers for your trade can be as common or as rare as can be all depending on location, the trade in question and how lucky you are.
A Teacher doesn't have to be in a school, perhaps an elderly hermit wit the secrets of grand smithing, or the player has found an Ancient library dedicated to the craft your looking to learn.

Time & Money
Teachers often do not work for free, Sometimes they want payment upfront, in cash. Some may want a hard quest completed for them before they are willing. and some may need some actual convincing cause they just don't like you.
And of course learning dosnet happen over night. Learning or advancing a new skill typically takes a minimum of 8 weeks in-game time. but it could take longer depending on the situation. but a basic break down can look something like this.

Non-Metal Working, Leather, Wood, Scale etc

Crafting Leather armour, wooden bow or other items not requiring a hot forge and a hard anvil fall into Non-Metal working. The options for equipment are fewer but exclusive.

Getting Started: What a Player Needs

A Set of Tools

Proficiency with the work
Having the tools available is not enough, a Player also needs to know how to use them. This is determined by proficiency. The player needs proficiency with the tools required for the crafting they plan to undertake.

Metal Working

Getting Started: What a Player Needs

Master-Work: Mechanics & Options

Crafting Magic Items & Enchanting Equipment

Brewing Potions & Poisons

Creating Magic Items or Brewing magic potions has to come from somewhere, there are a variety of vauge rules in the DMG and Xanatha's guide but i needed something more detailed for my players and to make some alterations to the rules.

What is Required?

Formula Or Blueprint
For Magic items a Blueprint is required. You can obtain a blueprint for sale at shops or create one yourself by destroying a copy of the magic item you want the blueprint of.

Your character disassembles and reverse engineers the object to understand its components and learn how it was made, this process destroys the magic item and is unable to be resembled as the magic is spent and the materials are worn.

The same process for a formula but that is for potions and Elixirs

These should be recorded as an item in your inventory or in a journal of some sort.

Spellcasting Ability
The ability to understand and weave magic is a requirement. how else do you expect to be able to weave magic into an object if you cannot wield it yourself.
The ability to cast 3rd level spells

Level Requirement
The character must be an appropriate level for the rarity of magic item they intend to create. as follows.

Location/ Access to Generic materials
Your character needs a safe and well established location to be able to craft or brew magic items. A Workshop, Home or similar place that is safe against unwannted visitors and can be closed or locked in someway. and has suitable space to work for extended periods of down time.
Also it needs to be in a location with access to mundane materials, generic ingredients and the like. things like salt, cloth, metals, glass, fruit etc. things a general store may have or a plentiful land may hold.

Special Materials
Most Magic items or Potions require a key ingredient that is not available at a general store. Something that needs to be gathered by the character in a mini quest of sorts or obtained during their travels. There will be a list bellow of what magic items and their special material they are required bellow.
Example: Health potions require Regen Root or Trolls blood as their special material, With more being required for higher tiers of health potion.

Gold & Time
Now that you have everything else you need to pay for those generic materials and have the time to craft or brew your desired item. Time and cost is determined by the rarity of the magic item OR the general cost of the magic item as not all rare magic items are priced the same.

Tools & Skills
Getting everything ready is for nothing if your character doesn't have the necessary tools and skills required to start and finish a project. The character needs to have suitable tools and proficiency with those tools for crafting or brewing each magic item they want.
Example: Leather workers for a leather bag of holding, Jewelers tools for a ring of protection, Brewers tools for potions etc.
But also some magic items may require proficiency in certain skills. Arcana is almost always a requirement but there may be others depending on the item

List of Brewables

Note: When an ingredient references 'Essence' that means any decent part of the creature may work, blood, flesh, horn, claw. root, flower etc

Poison Raw Cost Shelf Cost Time Special Ingredient Rarity Style DC Damage Duration
Basic Poison 50 gp 100 gp 1 Day Simple Venom Common Injury Con, 10 1 D4 Instantaneous
Assassin's Blood 75 gp 150 gp 1 Day Simple Venom Common Ingested Con, 10 1D12 24 Hours
Burnt Othur Fumes 250 gp 500 gp 1 Day Hell-Spawn 'Essence' Common Inhaled Con, 13 3D6 (1D6 Repeating) 3 Successful Saves
Crawler Mucus 100 gp 200 gp 1 Day Carrion Crawler Mucus Common Contact Con, 13 Paralyzed 1 Minuet
Drow Poison 150 gp 300 gp 2 Days Underdark Flora Common Injury Con, 13 Unconscious 1 Hour
Essence of Ether 150 gp 300 gp 3 Days Ethereal 'Essence' Un-Common Inhaled Con, 15 Unconscious 8 Hours
Malice 125 gp 250 gp 1 Day Blight 'Essence' Common Inhaled Con, 15 Blinded 1 Hour
Midnight Tears 750 gp 1500 gp 3 Days Celestial 'Essence' Un-Common Ingested Con, 17 9D6 Instant at Midnight
Oil of Taggit 200 gp 400 gp 1 Day Deep-Dream Nectar Common Contact Con, 13 Unconscious 24 Hours
Pale Tincture 125 gp 250 gp 1 Day Liquid Metal Un-Common Ingested Con, 16 1D6 To Max HP (1D6 Repeating) 24 Hours (Restes on a failed save)
Purple Poison 1000 gp 2,000 gp 1 Day Purple Worm Mucus Rare Injury Con, 19 12 D6 Instantaneous
Empress's Venom 100 gp 200 gp 1 Day Quality Venom Common Injury Con, 16 3 D6 Instantaneous
Torpr 300 gp 600 gp 1 Day Quality Venom Common Ingested Con, 15 Incapacitated 4 D6 Hours
Truth Serum 75 gp 150 gp 1 Day Zone-of-Truth Common Ingested Con, 11 Cannot Lie Knowingly 1 Hour
Wyvern's Bane 600 gp 1,200 gp 1 Day Wyvern's Venom Un-Common Injury Con, 15 7 D6 Instantaneous
Bane of the Mage RAW SHELF TIME Mage Ripper Mucus RARITY STYLE DC Damage Duration

Assassin's Blood (Ingested)

Burnt Othur Fumes (Inhaled)

Crawler Mucus (Contact)

Drow Poison (Injury)

Essence of Ether (Inhaled)

Malice (Inhaled)

Midnight Tears (Ingested)

Oil of Taggit (Contact)

Pale Tincture (Ingested)

Purple Poison (Injury)

Empress's Venom (Injury)

Torpor (Ingested)

Truth Serum (Ingested)

Wyvern's Bane (Injury)

1)
Some Legendary Items may not be able to be crafted at all, Check with your DM
2) , 3)
Some Legendary Items may be impossible to craft, Check with your DM