Difference between revisions of "TwinDevils/Crafting"
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=== Crossbows === | === Crossbows === | ||
− | '''Light crossbows''' can be built for '''10gp''' and take '''30 minutes''' to make; '''Heavy Crossbows''' can be built for '''20gp''' and take '''1 hour''' to make. | + | '''Light crossbows''' can be built for '''10gp''' and take '''30 minutes''' to make; '''Heavy Crossbows''' can be built for '''20gp''' and take '''1 hour''' to make. |
+ | |||
+ | ==== Stake Ballista ==== | ||
+ | A Stake Ballista is an oversized crossbow that fires huge stakes instead of bolts. A Stake Ballista is a '''Heavy''', '''Two-handed''', '''Loading''', '''Reload 1''', '''Martial Ranged (50/100)''' weapon, deals '''2d12 piercing''' damage, and weighs '''30 lbs'''. The Reload 1 property means it takes 1 action to reload the weapon - this crossbow can normally only be fired once every other round. | ||
+ | |||
=== Ammunition === | === Ammunition === | ||
− | Either 50 arrows or 50 bolts may be made by spending '''1gp''' and '''10 minutes''' of time. | + | Either 50 arrows or 50 bolts may be made by spending '''1gp''' and '''10 minutes''' of time. Stakes are made in batches of 10, and are made by spending the same amount of time and gold as bolts. |
==== Chakram ==== | ==== Chakram ==== |
Revision as of 23:23, 6 November 2016
Weapons
Simple Weapon Smithing
Simple melee weapons found in the PHB can be created in 30 minutes and only cost 25% of their base cost.
Martial Weapon Smithing
Martial melee weapons found in the PHB can be created in 1 hour and only cost 25% of their base cost.
Crossbows
Light crossbows can be built for 10gp and take 30 minutes to make; Heavy Crossbows can be built for 20gp and take 1 hour to make.
Stake Ballista
A Stake Ballista is an oversized crossbow that fires huge stakes instead of bolts. A Stake Ballista is a Heavy, Two-handed, Loading, Reload 1, Martial Ranged (50/100) weapon, deals 2d12 piercing damage, and weighs 30 lbs. The Reload 1 property means it takes 1 action to reload the weapon - this crossbow can normally only be fired once every other round.
Ammunition
Either 50 arrows or 50 bolts may be made by spending 1gp and 10 minutes of time. Stakes are made in batches of 10, and are made by spending the same amount of time and gold as bolts.
Chakram
Chakram are rings with sharp points, thrown like a frisbee. Chakram are Finesse, Light, Thrown (20/60) weapons, do 1d4 slashing damage, and have a 75% chance to be recovered after each attack. Chakram are manufactured in batches of 5, spending 10gp and 15 minutes of time to make.
Specialty Weapons
Ranseur
A ranseur is a spear with two curved points added to the pointy end. A ranseur is a Two-handed, Reach, and Martial weapon, does 2d4 piercing damage, weighs 12 lbs, and imposes disadvantage on saves to resist being disarmed by attacks involving this weapon. Costs 10gp and takes 1 hour to make.
Cutlass
A cutlass is a curved sword with a guarded hilt. A cutlass is a Finesse, Light, and Martial weapon, does 1d6 slashing damage, weighs 3 lbs, and gives advantage on checks to resist being disarmed. Costs 10gp and takes 1 hour to make.
Kama
A short hand sickle, Kama are Finesse, Light, Monk, and Simple weapons that do 1d4 slashing' damage, and weigh 2 lbs. Costs 2 gp and takes 15 minutes to make.
War Scythe
A war scythe, far from being a farming implement, is a sweeping bladed weapon with a handle set perpendicular to the main weapon shaft. A war scythe is a Heavy, Two-handed, Reach, and Martial weapon that does 2d10 slashing damage, weighs 12 lbs, and has disadvantage when attacking targets within 5 feet. Costs 50gp and takes 2 hours to make.
Equipment
Engineering Items
Ball Bearings
Cost: 5gp - Manufacture Time: 10 minutes
Use an action to fill a five foot square with these tiny metal balls. Each creature moving through the square must make a DC 10 Dexterity save or fall prone and end their movement. They are small enough that they go unnoticed unless one passes a DC 12 Perception check or you see them used on the target square.
Pocketwatch
Cost: 25gp - Manufacture Time: 30 minutes
Keeps accurate time... for at least a few weeks. Vends for higher than other crafted items.
Screaming Flask
Cost: 20gp - Manufacture Time: 30 minutes
This tightly-sealed ceramic flask creates a hideously loud noise when uncorked. Target a 15-foot cone, where each affected creature must make a DC 10 Constitution save or be deafened for 1 minute and take 1d12 thunder damage.
Springjacks
Cost: 250gp - Manufacture Time: 4 hours
These mechanically-assisted boots reduce any falling damage by the equivalent of 20 feet. They also grant advantage on Acrobatics/Athletics checks made to long or high jump. As an action, you may also jump eight feet straight up, reaching places as high above you as 15 feet (depending on your height).
Traps
Ammo Trap
Cost: 15gp - Manufacture Time: 15 minutes
Use an Action to place this trap down and load it with a piece of mundane ammunition. You may then spend your full movement speed (or a subsequent Action), move up to half your speed, and designate one square within 5 feet as the trigger square. When a creature enters this square, the trap immediately fires the ammunition at the creature in that square. This attack is made with Advantage if the creature is not aware of the trap. The attack uses your Dexterity Modifier + your Proficiency bonus on the attack roll, and deals damage equal to the ammunition plus your Dexterity modifier.
Alchemical Items
Defoliant
Cost: 20gp - Manufacture Time: 15 minutes
This foul-smelling liquid deals either 1d4+1 damage to living creatures, or 2d4+2 if it is a plant or plant-type creature. This deals max hit point damage, and so immediately both applies the damage dealt and reduces the target's max HP by the same amount until they take a long rest. Applied to plants, this will cause any small foliage up to medium-sized trees to die within an hour, if not immediately. Large trees may require two or more doses.
Woodbane
Cost: 75gp - Manufacture Time: 30 minutes
This enhancement on Defoliant smells even worse - throw the vial or apply it to a surface. It deals 2d4 acid damage to living creatures, or 3d8+4 damage to [plants or wood] creatures or objects.
Thunderstone
Cost: 25gp - Manufacture Time: 15 minutes
Target a 5 foot square and throw this item, treating the square as AC 5 - misses land in a random adjacent square. Each creature within 10 feet of the targeted square must make a DC 10 Constitution save or be deafened for (6 - Constitution Mod) minutes and take 1d8 thunder damage. A creature deafened in this way has disadvantage on all rolls for the first round of initiative, and spells with a verbal component cast by such creatures have a 20% spell failure chance.
Freefoot
Cost: 15gp - Manufacture Time: 10 minutes
A potent grease, this oil makes a 5 foot square extremely slippery. Any creature crossing the affected area must make a DC 10 Dexterity save or fall prone. Trying to stand in the area requires a similar check, as does moving out of the square once footing has been regained. Large or larger creatures only suffer the effects if they enter into an area with freefoot at least half of their size.
Medical Items
Basic Poison
Cost: 15gp - Manufacture Time: 5 minutes
When applied to a piercing or slashing melee weapon or up to 3 pieces of ammunition, this causes an additional 1d4 poison damage. Lasts 1 minute on melee weapons; loses potency after making one attack with ranged ammunition.
Weapon Oils
Alchemical Silver
Cost: 25gp - Manufacture Time: 15 minutes
Use an Action to silver to any melee weapon or up to 10 pieces of ammunition. For the next minute, any attacks made with the affected weapon, or the first attack with a coated piece of ammunition, bypass the "resistance to non-magical bludgeoning, slashing, and piercing damage" quality of creatures. You may also attack incorporeal creatures as if they were corporeal.
Rot Oil
Cost: 15gp - Manufacture Time: 15 minutes
Use an Action to coat any melee weapon or up to 10 pieces of ammunition. For the next minute, any attacks made with the affected weapon, or the first attack with a coated piece of ammunition, add an additional 1d6 necrotic damage on a hit.
Enchantments
NB: Equipping multiple items with Enchantments that give the same bonuses do not stack.
[name] of Blessings
Cost: 50gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets, Weapons
When equipped, this item restores an additional 1d4 hit points whenever you gain hit points. This does not apply during short or long rests, nor does it apply to temporary hit points.
Unbroken [name]
Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets
When equipped, this item gives you a +1 to Constitution saving throws.
Tech Tree