TwinDevils/Crafting

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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.

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.

Stake Ballista

Cost: 100gp - Manufacture Time: 1.5 hours

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.

Scattergun

TODO

Repeating Crossbow

TODO

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.

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.

Claw Bracer

A claw bracer is a gauntlet with metal claws built onto the back of the wrist. A claw bracer is a Light, Finesse, and Martial weapon that does 1d6 slashing or piercing damage (choose when dealing damage), weighs 2 lbs, and is a weapon that cannot be disarmed. Costs 20gp and takes 1 hour to make.

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).

Tanglefoot Bag

Cost: 15gp - Manufacture Time: 15 minutes

Use an action to target a 10x10 ft square - any creatures in that area must make a DC 12 Dexterity save or become restrained. Creatures that save have their movement speed reduced by half on their next turn. Flying creatures, if they fail the save and use wings or other appendages to fly, fall immediately. A creature that is restrained can break free with a DC 12 Strength check or by dealing 15 points of slashing damage to the webs. Hitting the webs is automatic (no roll). Spellcasters must make a DC 10 Constitution save to cast any spells with somatic components while restrained this way. The goo breaks apart on its own in 1d4+2 rounds.

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.

Holy Water

Cost: 10gp - Manufacture Time: 15 minutes

As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage.

Medical Items

Curatives

None yet.

Poisons

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.

Jellyfish Sting

Cost: 50gp - Manufacture Time: 30 minutes

Jellyfish Sting is a Contact poison. It is applied once to a melee weapon, and takes effect on the first hit scored with that melee weapon. It immediately deals 1d10 poison damage. If the target additionally fails a DC 14 Constitution save, they take an additional 1d10 poison damage, and are Paralyzed for 5 - Constitution Modifier rounds.

Pale Tincture

Cost: 250gp - Manufacture Time: 12 hours

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.

Weapon Enhancements

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.

Garnet [name]

Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets

When equipped, reduce any fire damage you take by 2 points.

[name] of Messages

Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets

When equipped, once per day, you may use an action to cast the Message spell with a range of 100 miles.

Tech Tree

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