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WEAPON NAME

Dagger
Handaxe
Javelin
Light Hammer
Mace
Sickle
Spear
Dart
Battleaxe
Flail
Glaive
Greataxe
Greatsword
Halberd
Lance
Longsword
Maul
Morningstar
Pike
Rapier
Scimitar
Shortsword
Trident
Warpick
Warhammer
Hilt
Wand
Staf

MATERIALS
1 Ingot, 1 Hilt
1 Ingot, 1 Foot Pole
1 Ingot, 4 Foot Pole
1 Ingot, 1 Foot Pole
2 Ingots, 1 Foot Pole
2 Ingots, 2 Foot Pole
1 Ingot, 6 Foot Pole
1/4 Ingot
2 Ingots, 3 Foot Pole
3 Ingots, 6 Inch Pole
2 Ingots, 5 Foot Pole
4 Ingots, 4 Foot Pole
4 Ingots, Hilt
2 Ingots, 5 Foot Pole
5 Ingots, 6 Foot Pole
2 Ingots, Hilt
2 Ingots, 1 Foot Pole
2 Ingots, 1 Foot Pole
1 Ingot, 12 Foot Pole
1 Ingot, Hilt
2 Ingots, Hilt
1 Ingot, Hilt
3 Ingots, 4 Foot Pole
1 Ingot, 2 Foot Pole
4 Ingots, 3 Foot Pole
1 Ingot, 1 Foot Pole, Leather Straps
1 Ingot
4 Ingots

TIME
2 Hours
2 Hours
3 Hours
2 Hours
4 Hours
3 Hours
3 Hours
30 Minutes
8 Hours
8 Hours
6 Hours
8 Hours
10 Hours
10 Hours
6 Hours
4 Hours
6 Hours
6 Hours
4 Hours
8 Hours
6 Hours
3 Hours
5 Hours
3 Hours
8 Hours
1 Hour
1 Hour
2 Hours

ARMOR NAME
Chain Shirt
Scalemail
Breastplate
Half-Plate
Ringmail
Chainmail
Splint
Plate
Shield

6
7
8
12
12
16
16
18
3

MATERIALS
Ingots, Leather
Ingots, Leather
Ingots, Leather
Ingots, Leather
Ingots, Leather
Ingots, Leather
Ingots, Leather
Ingots, Leather
Ingots, Leather

Straps
Straps
Straps
Straps
Straps
Straps
Straps
Straps
Straps

TIME
24 Hours
20 Hours
8 Hours
10 Hours
24 Hours
48 Hours
10 Hours
14 Hours

NOTE: Adding items to recipes may produce interesting and unexpected efects.
Gemstones, especially, are known for a tendency to hold latent magic within.

SIMPLE OBJECTS
Pole
Plank
Sheet
Thin Wall
Crate
Platform
Shelf
Shelf Unit
ADVANCED OBJECTS
Table
Chair
Bench
Stool
Chest of Drawers
Armoire
Wheel

MATERIALS
1 Stick per Foot of Length
1 Cubic Foot of Wood per 18 Feet of Length
1 Cubic Foot of Wood per 16 Square Feet
2 Sheets, 4 Planks, Size Dependant
5 Sheets (6 With Lid), Size Dependant
1 Sheet, 7 Planks, Size Dependant
1 Sheet, 2 Poles, Size Dependant
8 Sheets, 28 Nails, Size Dependant
MATERIALS
3 Sheets, 4 Planks
4 Planks, 2 Sheets
12 Planks OR 2 Sheets, 4 Planks
3 Planks, 1 Sheet
14 Sheets
6 Sheets, 4 Planks
7 Poles

TIME
30 Minutes per Foot
1 Hour
3 Hours
30 Minutes
15 Minutes
20 Minutes
10 Minutes
1 Hour
TIME
1 Hour
45 Minutes
1 Hour
30 Minutes
4 Hours
8 Hours
4 Hours

Note: These are just examples. Come up with your own and the DM will categorize it
and rank it's time/materials. Buildings and vehicles are based on blueprints, and time
and materials needed will be decided by the DM upon a blueprint's completion.

WEAPONS
Longbow
Shortbow
Crossbow, Light
Crossbow, Heavy
Crossbow, Hand
Arrow/Bolt
Wand
Staf

MATERIALS
TIME
String, 5 Foot Pole
3 Hours
String, 3 Foot Pole
2 Hours
3 1 Foot Planks, Wire
1 Hour
4 1 Foot Planks, Wire
2 Hours
1 6 Inch Plank, 2 6 Inch Poles, Wire
1 Hour
1 Arrowhead, 1 Foot Pole, 3 Feathers 10 Minutes
1 Foot Pole 20 Minutes
5+ Foot Pole 20 Minutes

NOTE: Adding items to recipes may produce interesting and unexpected efects.
Gemstones, especially, are known for a tendency to hold latent magic within.

ected efects.
agic within.

BASIC POISON
Poison, Basic
Mindscorch Draught
Lockjoint Poison
Dystrophic Ale
ADVANCED POISON
Poison, Advanced
Skull Rot
Anisthetic
Crushing Toxin
Lithian Appetizer
Poison, Master
Soulworm
Arthritic Drain
Drops of Atrophy
Maiden's Kiss
Solmath Special
BASIC HEALING
Healing Herbs
Antitoxin
Healer's Kit
ADVANCED HEALING
Healing Potion
Antidote
Cure Sickness
Medicine
Herbal Poultice
Woundpatch
Morning Glory
BASIC POTIONS
Violet Phosphor
Clearwater Solution
Panther Tears
Alchemist's Fire
ADVANCED POTIONS
Foaming Plaster
Alchemist's Essence
Clearsense Solution
Tanglefoot Solution
Alchemist's Spark

Blinding Bomb
Ghoststrike Oil

MATERIALS
Water, Yew, Goldvine, Elderberry, Hellsvine Berries
Moonseed, Mayapple, Jack-in-the-Pulpit, Liar's Leaf, Water
Hemlock, Nightshade, Thorn Apple, Water, Alcohol, Dafodil
Wisteria, Water, Alcohol, Iocane Powder

TIME
30 Minutes
30 Minutes
30 Minutes
30 Minutes

MATERIALS
Basic Poison, Dreadweed, Elderberry, Iocane Powder
Mindscorch Draught, Teeva Growth, Liar's Leaf
Lockjoint Poison, Hyacinth, Hellsvine Berries
Dystrophic Ale, Oleander, Laurel, Azalea
Water, Bleeding Heart, Iris, Azalea, Rhubarb
Daphne, Advanced Poison, Red Sage, Jasmine
Skull Rot, Thorn Apple, Nightshade, Wisteria, Foxglove
Anisthetic, Monkshood, Autumn Crocus, Rosary Pea
Castor Bean, Crushing Toxin, Rosary Pea
Foxglove, Lovesong, Anisthetic
Kingbreaker, Master Poison, Drake Blood

TIME
1 Hour
1 Hour
1 Hour
1 Hour
1 Hour
1 Hour
1 Hour
1 Hour
1 Hour
1 Hour
1 Hour

MATERIALS
TIME
Plaintain, Watercress, Sweetblade 30 Minutes
Sweetblade, Basic Poison 30 Minutes
Mullein, Milkthistle, Drycap 30 Minutes
MATERIALS
Healing Herbs, Water
Master Poison, Sweetblade, Milkthistle
FREE
Sorrel, Purslane, Mullein, Leeks
Healing Potion, Sweetblade, Milkthistle, Prickly Pear
Advanced Healing Potion, Drycap, Miner's Lettuce, Sorrel, Mullein
Garlic Grass, Herb Robert, Lovage

TIME
30 Minutes
30 Minutes
6 Hours
30 Minutes
30 Minutes
30 Minutes
30 Minutes

MATERIALS
Ground Horse's Hoof, Sapphire, Ash, Oil
Water, Sweetblade, Watercress
Eye of a creature with Darkvision, Ash, Water
Oil, Molten Steel, Flint, Ground Horse's Hoof

TIME
30 Minutes
30 Minutes
30 Minutes
30 Minutes

MATERIALS
Ground Pearl, Water, Mullein, Garlic Grass
Ground Horse's Hoof, Ground Drake Pearl, Oil
Eye of a Sentient Creature, Ear of a Sentient Creature, Water
Ground Horse's Hoof, Monkshood, Water, Mullein
Ground Deer Antler, Flint, Iron Ore, Oil

TIME
30 Minutes
30 Minutes
30 Minutes
, 30 Minutes
30 Minutes

Salt, Steel Shavings, Sand, Ground Fire Drake Pearl 30 Minutes


Ectoplasm, Blood of a Sentient Creature, Ground High Elf Bone 30 Minutes

EFFECT

1d4 Poison D
-1 on In
-1 on De
-1 on S
EFFECT

1d8 Poison D
Disadvantage on In
Disadvantage on De
Disadvantage on S
Disadvantage on Con
1d12 Poison D
Disadvantage on W
Disadvantage on De
Disadvantage on S
Sleep begins after 1 minute, lasts 6
Must begin death saves after 1

EFFECT
Regain 1d4+Con Mod HP on Consumption or Smell of B
Advantage on saves vs poison for
Stabilize a creature (10

EFFECT
Regain 2d4+2 HP on Consumption or Smell of B
Cure
Make a Medicine Check to end a sickness on a c
No efects of most sicknesses for hours equal to the crafter's W
Allows the spending of 2 h
Allows the spending of 4 h
Wakes sleeping creatures when
EFFECT

Emits bright light for 20 feet for d20


Remove poison and disease from food an
Grants Darkvision to the consumer for d4
Combusts when exposed to oxygen, d4 ongoing fire damage on target(Con save
EFFECT

Make a mold or
Elemental efect when exposed to oxygen, d8 ongoing elemental damage (Con Save
Target may make a saving throw vs Blindness or De
Functions as a net, but with a DC 15 resistance check instead of
Target has disadvantage on attack rolls (DC 14 Con save

DC 10 Con save vs Blindness (DC 12 Con Save


Weapons coated with Ghoststrike Oil ignore the penalty for attacking insubstantial crea

SAVE
DC 10 Con
DC 10 Int
DC 10 Con
DC 10 Con
SAVE
DC 13 Con
DC 13 Int
DC 13 Con
DC 13 Con
DC 13 Con
DC 16 Con
DC 16 Wis
DC 16 Con
DC 16 Con
DC 15 Con
DC 16 Con

ROLL
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

DISCIPLE TRADE
Smithing
Carpentry
Sailing
Brewing
Hunting and Gathering
Religion
Arcana
Performance
Stealth
Tailoring
Siege Warfare
History
Detective
Counterfeiting
Cooking
Gambling
Mining
Masonry
Engineering
Animal Handling

SPECIALIZATION
1-3: Weaponsmith, 4-6: Armorer
1-2: Builder, 3-4: Woodcarver, 5-6: Fletcher
1-3: Navigator, 4-6: Pilot
1-2: Poisoner, 3-4: Apothecary, 5-6: Alchemist
1-2: Fisherman, 3-4: Gatherer, 5-6: Hunter
1-3: Shepherd, 4-6: Zealot
1-3: Identifier, 4-6: Arcane Transfiguration
1-2: Hogging the Limelight, 3-4: Actor, 5-6: Compulsive Liar
1-3: Lightfoot, 4-6: Pickpocket
1-3: Sewing, 4-6: Leatherworker
1-3: Siegebreaker, 4-6: Siegemaker
1-3: Natural History, 4-6: Legends and Myths
1-3: Arcane Detective, 4-6: Mundane Detective
1-2: Imitative Tinker, 3-4: Penman, 4-6: Disguise Artist
1-3: Chuck Wagon, 4-6: Unethical Chef
1-3: Card Shark, 4-6: True Gambler
1-3: Miner, 4-6: Prospector
1-3: Mason, 4-6: Sculptor
1-2: Architect, 3-4: Planner, 5-6: Tinker
1-3: Veterinarian, 4-6 Rider

NOTE: All Disciples use "Com


with no weapons or armor, t
items. If you bring disciples
give up an action or move to
move or action on your turn
take actions. The only excep
otherwise.

OTE: All Disciples use "Commoner" stats, and come equipped


with no weapons or armor, though they may be given such
ems. If you bring disciples with you into combat, you must
ive up an action or move to allow a single disciple to make a
move or action on your turn. Otherwise, they do not move or
ake actions. The only exception to this is if the DM specifies

LEATHER ITEMS
Padded Armor
Leather Armor
Studded Leather Armor
Hide Armor
Hide Cloak
Leather Cloak
Leather Straps
Leather Shield
Boots
Spellbook
Scabbard
Quiver
Large Quiver
Heavy Tent
Heavy Bedroll

MATERIALS
1 Animal Hide, Common Clothes
2 Animal Hides
1 Ingot, 2 Animal Hides
3 Animal Hides
4 Animal Hides
3 Animal Hides
1/10 Animal Hide
1 Animal Hide
1 Animal Hide
1/2 Animal Hide
1/4 Animal Hide
1/2 Animal Hide
1 Animal Hide
8 Animal Hides, 4 Poles
4 Animal Hides

CLOTH ITEMS
Common Clothes
Fine Clothes
Light Cloak
Desert Wrappings
Facemask
Sail
Light Tent
Light Bedroll

MATERIALS
Leather Straps, 1 Wool
Leather Straps, 2 Wool, 2 Dyes
4 Wool
2 Wool, Leather Straps
1 Wool
10 Wool
8 Wool, 4 Poles
4 Wool

TIME
1 Hour
6 Hours
8 Hours
1 Hour
1 Hour
3 Hours
10 Minutes
3 Hours
6 Hours
2 Hours
2 Hours
2 Hours
2 Hours
2 Hours
1 Hour
TIME
3 Hours
12 Hours
6 Hours
8 Hours
1 Hour
10 Hours
2 Hours
1 Hour

EFFECT
Armor
Armor
Armor
Armor
Resistant to Cold, Vulnerable to Heat
Advantage to Resist Cold, Disadvantage to Resist Heat
Crafting Material
+1 AC
No efect
Holds spells
Holds a melee weapon
Holds 16 Arrows
Holds 24 Arrows
Advantage to resist damage from weather efects
Well rested in cold, risk of exhaustion in heat
EFFECT
No efect
No efect
Vulnerable to fire damage, Advantage to resist heat
Advantage to resist heat
Creatures attempting to recognize you are at disadvantage
Needed for Sailing
Can gain benefits of being well rested even when sleeping during the day
Well rested in heat, risk of exhaustion in cold

Crafting as an engineer is unique. You may craft any item you have a blueprint for that is within your s
Thus, crafting as an engineer relies on either skill in a blueprinting Engineer tree or an ally with this sk
Advanced, and Master objects are up to DM discretion, but generally it boils down to this: Basic object
moving parts, Advanced objects have no more than one or two moving parts, and Master objects may

Blueprinting relies on the creativity and ingenuity of the player who has put points into that tree. You m
the objects you wish to have built yourself, although those with more points into the tree can often rec
design of objects and traps they have seen, allowing them to replicate those objects/traps into a bluep

nt for that is within your skill to craft.


ree or an ally with this skill. Basic,
own to this: Basic objects have no
and Master objects may have several.

oints into that tree. You must design


nto the tree can often recognize the
objects/traps into a blueprint.

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