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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

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 Reference Details
Novice No Proficency 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 Smith's Tools 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 in Smith's Tools 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 Training from an Expert or Master has now learned enough they are able to teach others. open up their own store. They are also able to enhance and enchant the equipment they make with basic enchantments (+1)
Master Training from a 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.

  • Novice to Apprentice: Player needs to gain proficency with te tools or skill in question.
  • Apprentice to Skilled: Player needs to gain expertise or 'Proficiency' a 2nd time in the same skill.
  • Skilled to Expert: Player needs to be taught by another expert in the trade
  • Expert to Master: player needs to be taught by another master in the trade

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.

Getting Started: What a Player Needs

Masterwork rules can be found in Arcadia vol 16

These rules offer diffrent materials for weapons and armour to be made from as well as additionall atributes for them

Enrichment & Refinment
The unique effects granted by specific master-work options can be increased and furtherer enhanced by conducting the same Master-work option multiple times. Dramatically increasing in cost each time. up to a maximum of 2 additional times (Up to GM)

  • 1st Refinment: 3000 Gold
  • 2nd Refinement: 5000 Gold

Masterwork Materials

Name Type Cost
Adamantine Metal 300gp + Base
Celestial Silver Metal 300gp + Base
Frost Steel Metal 300gp + Base
Meteorite Iron Metal 275gp + Base
Mithril Metal 225gp + Base
Obsidian Stone 200gp + Base
Desert Ironwood (Skyeheim Iron-Bark) Wood 300gp + Base
Stout Blackwood Wood 225gp + Base
Yellow-Wood Wood 150gp + Base

Equipment Attributes

Armour Attributes
Attribute Benefit Cost
Agile You gain a +1 bonus to Dexterity saving throws 75gp + Base
Camophlage You gain a +1 bonus to Dexterity (Stealth) checks 45gp + Base
Frightening You gain a +1 bonus to Charisma (Intimidation) checks 45gp + Base
Locking Joints (Heavy Only) You gain a +1 bonus to Strength saving throws 75gp + Base
Ornate You gain a +1 bonus to Charisma (Persuasion) checks 45gp + Base
Spiked A creature that grapples you or you grapple takes 1d4 piercing damage on the initial grapple and at the start of your turns 30gp + Base

Equipment Attributes

Weapon Attributes
Attribute Prerequisite Benefit Cost
Barbed Weapon deals piercing damage When you hit with this weapon and deal at least 5 damage, the target takes an extra 1d6 damage of the weapon’s type 100gp + Base
Guarded Greatclub, greatsword, longsword, quarterstaff, rapier, scimitar, shortsword, or a weapon with the reach property You gain a +2 to AC until the start of your next turn when you take the Dodge action while wielding this weapon 45gp + Base
Honed Weapon deals piercing or slashing damage When you hit with an attack using this weapon, roll the damage dice twice and use the higher result 125gp + Base
Perfectly Balanced Two-handed weapon The weapon’s damage die increases one size. (For example, a halberd’s d10 damage die becomes a d12. A maul’s 2d6 damage dice become 2d8. If a die is already a d12, then add an extra 1d4 to damage rolls instead of increasing the size.) 135gp + Base
Reinforced None This weapon can’t be broken by nonmagical means. If the weapon deals bludgeoning damage, it deals an extra 1d4 damage on a hit 60gp + Base
Serrated Weapon deals piercing or slashing damage When you score a critical hit against a creature with this weapon, the target loses 2d4 hit points at the start of their next turn 75gp + Base
Weighted Weapon deals bludgeoning damage If you make an attack roll with this weapon and miss, the attack still deals half damage to the target. You can use this benefit twice, regaining all uses when you finish a long rest. 50gp + Base

Equipment Attributes

Ammunition Attributes
Attribute Prerequisite Benefit Cost
Barbed Arrows and bolts only When you hit with an attack using this ammunition and deal at least 5 damage, the target takes an extra 1d6 damage of the weapon’s type 60gp (20)
Blunted Arrows and bolts only A target concentrating on a spell who is hit with this ammunition has disadvantage on their Constitution saving throw made to maintain concentration. No matter the weapon used, an attack with this ammunition deals bludgeoning damage instead of its normal damage 40gp
Dousing None This ammunition is affixed with a vial of water and extinguishes any nonmagical flames in a 5-foot-cube centered on where it lands 10gp
Flash Powder Sling bullets only This ammunition emits a flash of light on impact. When it hits a target in dim light or darkness, the target and each creature within 5 feet of the target must succeed on a DC 12 Constitution saving throw or be blinded until the end of their next turn. 40gp
Oiled Arrows and bolts only You can choose to light this ammunition on fire as part of an Attack action using it. When you hit with an attack using this ammunition while it is on fire, the target takes an extra 1d4 fire damage. 45gp
Serrated Arrows only When you score a critical hit against a target using this ammunition, the target loses 1d6 hit points at the start of their next turn 60gp
Splintering Arrows and bolts only When you hit with an attack using this ammunition, all creatures within 5 feet of the target must make a DC 12 Dexterity saving throw, taking 1d6 piercing damage on a failed save, or half as much damage on a successful one. If you are hidden and miss with an attack using this ammunition, making the attack doesn’t reveal your position 55gp
Tarred Arrows and bolts only You can choose to light this ammunition on fire as part of an Attack action using it. When you shoot this ammunition while it is on fire, the fire goes out after the impact and creates a 10-foot cube of black smoke that lasts for 3 rounds. The cube spreads around corners, and its area is heavily obscured. The smoke can be dispersed early by a light wind of at least 10 mph 40gp

Material Effects

Dalimunite
Ingots are used to enhance equipment beyond +3. ou ca enchant armour and weapons to +3 but using these ingots can add a separate +3.

  • +4: 1 Ingot & 1000gp
  • +5: 3 Ingots & 3000gp
  • +6: 5 Ingots & 5000gp

Starfite
A Very Rare Mineral that has creeping properties. A Metal that grows like a plant or crystal though extremely slowly. Its main use is to enrich other rare ores and alloys. Once Starfite has bee processed its creeping properties cease.

  • Used to Enrich the effects of equipment. Increasing the unique effects granted by other rare metals.

Adamantine Arcadia, Volume 16
Adamantine is a hard, black metal that, in its polished form, reflects a green sheen under normal light and a purple-white sheen under magical light. It is a rare, heavy metal, found most often in lava flows and meteorite landing sites. Due to adamantine’s density, items made of it are 25 percent heavier than their mundane counterparts.

  • Armour: While wearing adamantine armor, any critical hit against you that deals nonmagical bludgeoning, piercing, or slashing damage becomes a normal hit. Armour made with Adamantine requiers a sternght score to wear.
    • Light Armour: Strength 13 or higher
    • Medium Armour: Strength 15 or higher
    • Heavy Armour: Strength of `17 or higher
  • Weapons: Weapons or ammunition made of Adamantine reduced the critical threshold of their attacks by 1 (D20 Roll of 20 or 19)

Celestial Silver Arcadia, Volume 16
When veins of silver develop deep within the earth alongside rare gems known as moonstones, the exposure creates a prized metal known as celestial silver. When worked properly with a special cooling process, this highly effective metal can repel some forms of evil. Though celestial silver is generally safe to work with, wear, and use, some masterwork artisans claim that a curse is left upon those who handle the metal with ill intentions.

  • Armour: When wearing celestial silver armor, you have advantage on saving throws against being cursed or diseased, and when you take necrotic damage, it is reduced by 1d4 (to a minimum of 1).
  • Weapons: A celestial silver weapon counts as silvered for the purpose of overcoming damage resistances and immunities. Once per turn, when you hit a target with a celestial silver weapon, the target takes an extra 1d6 radiant damage.

Frost Steel Arcadia, Volume 16
Iron ore bathed in a monster’s icy breath can absorb some of the energy and glow blue. It is rare and dangerous to find—most often in the hoard of a white dragon—but worth the hunt for those brave enough. Once obtained, frost steel is easy enough for a masterwork artisan to use and mold.

  • Armour: While you’re wearing frost steel armor and a creature within 5 feet of you hits you with a melee attack, the attacker takes 1d4 cold damage. You can only deal damage this way once per turn.
  • Weapons: Once per turn when you hit a creature that isn’t resistant or immune to cold damage with a frost steel weapon or ammunition, you can reduce the target’s movement speed by 10 feet until the end of their next turn. Critical hits made with a frost steel weapon or ammunition deal an extra 1d6 cold damage

Meteorite Iron Arcadia, Volume 16
When refined, meteorite iron is heavier and less brittle than basic iron. It is flecked with orange hues, which makes it easy to identify. Many ancient civilizations depleted the surface beds, leaving the remaining deposits buried deep in the Underdark or in remote, unexplored lands. It is a pliable metal, making it beginner friendly.

  • Armour: While wearing heavy armor made from meteorite iron, you have resistance to bludgeoning damage.
  • Weapons: When you score a critical hit with a meteorite iron weapon or ammunition that deals bludgeoning damage, you maximize your weapon damage dice. This doesn’t apply to a rogue’s Sneak Attack, a paladin’s Divine Smite, the spell hunter’s mark, or similar spells and effects.

Mithral Arcadia, Volume 16
A rare metal, mithral is dark and silvery. It is strong like steel and half the weight, and thus an ideal material for folks looking for the lighter side of powerful weapons. Mined from the deepest tunnels of the oldest mines, mithral is hard to find, but deposits yield an abundance of it. Artisans craft gorgeous wares with intricate details with this lightweight metal, and due to its density, items made of it are 25 percent lighter than their mundane counterparts.

  • Armour: If armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.
  • Weapons: A Small creature can wield a weapon with the heavy property made from mithral without disadvantage on attack rolls, and melee weapons made from mithral that don’t have the heavy property gain the finesse property if they don’t already have it. In addition, mithral weapons with the thrown property and ammunition have an increased normal and long range of 50 percent (to a minimum of 5 feet and a maximum of 50 feet). For instance, a mithral dagger has a normal range of 30 feet and a long range of 90 feet.

Obsidian Arcadia, Volume 16
A volcanic glass, obsidian is brittle until properly worked with and molded, a process that makes it strong and able to absorb force. Obsidian is a relatively common material found most often near mountainous rivers. Due to its rigid nature, obsidian can be purposefully broken while working it in the forge to form sharp, jagged edges, which tear the flesh at odd angles and make healing more challenging. It is shiny and black, so not only is it effective, it is perfect for the brooding character in your campaign.

  • Armour: While wearing obsidian armor, any attack that meets but doesn’t exceed your Armor Class deals half damage to you.
  • Weapons: When you score a critical hit with an obsidian weapon or ammunition that deals piercing or slashing damage, the target’s hit point maximum is reduced by an amount equal to half the damage it takes from the attack. This reduction lasts until the target finishes a long rest.

Idea for new rules
What if the wooden materials could be use in addition to the metal materials for some weapons? such as a handle/ hilt etc. Is this too strong?

Desert Iron-wood

  • Ranged Weapon: A ranged weapon made from desert ironwood has an increased normal range equal to half of its current normal range. For instance, a shortbow made of desert iron wood has a normal range of 120 feet and a long range of 480 feet.
  • Melee Weapon: Weapon attacks made with a melee weapon made of desert ironwood score a critical hit on a roll of 19 or 20.

Stout Blackwood

  • Ranged Weapon: When you score a critical hit using a ranged weapon made from stout blackwood that has the loading property, you deal an extra 1d4 damage of the weapon’s type.
  • Melee Weapon: Once per turn when you hit a creature using a two-handed melee weapon made from stout blackwood, you can make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you either knock the target prone or push them 5 feet away from you (your choice).

Yellow-Wood

  • Ranged Weapon: While you’re wielding a yellowwood longbow or shortbow, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
  • Melee Weapon: When you take the Attack action and attack with a melee weapon made of yellowwood, you can use a bonus action to make an additional attack with that weapon. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

Silver

Delerium Guide to Drakenhime
This magical mineral was left behind when a shattered chunk of the Lost Moon hit the nation of Athein as a meteor long ago. It appears in geode clusters of translucent, sharp-edged crystals that reflect octarine light. The eldritch stones softly hum in dissonant tones, and glow brightly at night or when exposed to magic.
Deposits are found throughout Athein and in some surrounding areas, often seen fused into stone streets and buildings like crystalline moss. A typical delerium fragment is about the size of a finger. Crystals may be fist-sized or slightly larger, and geodes may be as big as a pumpkin. Massive clusters might grow taller than an average human.

Abyss Stone

Gems & Crystals

MoonStone

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.

  • Purchase
  • Blueprints of Magic items often sell for half the price (Determined by DM) of the Magic item.
  • Formulars for Potions, Elixirs or Poisons normally sell for close too the cost of the potion itself 75-90% potion cost. (Tis is becuase brewing your own potions normally results in more than 1 potion.
  • Dismantling
  • Dismantling a magic item to learn how to craft one takes time and stability. It is a downtime activity and must be done in a suitable location such as a workshop. It takes 1 week x the rarity of the item to dismantle it. (Example: Common Item = 1 Week, Rare item = 3 weeks)
  • Dismantling requires certain skills.
    • Common: Arcana +0/+2
    • Uncommon: Arcana +3/+4
    • Rare: Arcana +5/+6
    • Very Rare: Arcana +7/+8
    • Legendary: (Determined By the DM per Item)

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.

  • Common: Lv 1-3
  • Uncommon: Lv 4-8
  • Rare: Lv 9-13
  • Very Rare: Lv 14-17
  • Legendary: Lv 18-20*1)

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.

  • time is 8 Hours of in game time dedicate to the craft or brew. but the rest of the day can be spent doing other things.
  • Progress can be paused for crafting an item and picked up later, potions & Poisons' CANNOT be paused or they will be ruined
    • Example: Item needs 7 days, The character spends 3 days crafting, then pauses for 2 days and continues after for another 4 days.
  • Item Craft
    • Cost: Cost of the item to be crafted is normally half of the generic cost of the item (Price Obtained from Official Content) there may be some exceptions depending on your DM.
    • Time: Crafting a magic item is based on its rarity with as minimum of 2 days.
      • Common: 3 Days
      • Uncommon: 5 Days
      • Rare: 21 Days
      • Very Rare: 60 Days
      • Legendary: 365 Days 2)
  • Potions Brew
    • Cost: Cost to brew a potion is the same cost as a single potion (Price Obtained from Official content) but you will brew 1d4+1 Potions so at least doubling your product for the price.
    • Time: Brewing a potion is based on its rarity with a minimum of 2 days.
      • Common: 2 Days
      • Uncommon: 5 Days
      • Rare: 12 Days
      • Very Rare: 21 Days
      • Legendary: 31 Days 3)
    • All Potions Require proficiency with the Brewer's tool Kit as well as the kit itself.
  • Poison Brew
    • Cost: Cost is Normally half the cost of of the poison's market price (Determined by DMG)
      • Cost becomes the full cost if the unique Ingredient needs to be purchased.
    • Time: Brewing a poison is based on its specify Type (Determined by DMG) with a minimum of 1 day.
    • All Poisons Require proficiency with the poisoners kit as well as the kit itself.

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

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)

  • DC = Constitution 10
  • Poisoned Condition?: Yes
  • A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours.
    On a successful save, the creature takes half damage and isn’t poisoned.

Burnt Othur Fumes (Inhaled)

  • DC = Constitution 13
  • Poisoned Condition?: No
  • A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage.
    After three successful saves, the poison ends.

Crawler Mucus (Contact)

  • DC = Constitution 13
  • Poisoned Condition?: Yes
  • A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed.
    The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Drow Poison (Injury)

  • DC = Constitution 13
  • Poisoned Condition?: Yes
  • A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way.
    The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Essence of Ether (Inhaled)

  • DC = Constitution 15
  • Poisoned Condition?: Yes
  • A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious.
    The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Malice (Inhaled)

  • DC = Constitution 15
  • Poisoned Condition?: Yes
  • A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.

Midnight Tears (Ingested)

  • DC = Constitution 17
  • Poisoned Condition?: Yes (Secretive)
  • A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.

Oil of Taggit (Contact)

  • DC = Constitution 13
  • Poisoned Condition?: Yes
  • A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious.
    The creature wakes up if it takes damage.

Pale Tincture (Ingested)

  • DC = Constitution 16
  • Poisoned Condition?: Yes
  • A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed by any means.
    After seven successful saving throws, the effect ends and the creature can heal normally.

Purple Poison (Injury)

  • DC = Constitution 19
  • Poisoned Condition?: No
  • A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Empress's Venom (Injury)

  • DC = Constitution 16
  • Poisoned Condition?: No
  • A creature subjected to this poison must succeed on a DC 16 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Torpor (Ingested)

  • DC = Constitution 15
  • Poisoned Condition?: No
  • A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.

Truth Serum (Ingested)

  • DC = Constitution 11
  • Poisoned Condition?: Yes
  • A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a Zone of Truth spell.

Wyvern's Bane (Injury)

  • DC = Constitution 15
  • Poisoned Condition?: No
  • A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

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
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