Crafting Profession in Khorvaire | World Anvil
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Crafting

Crafting allows you to make pelt/wood equipment.
Pelt equipment requires pelt to be tanned before being worked. Wood weapons require wood to first be treated before being worked. To do this, you must have access to a tannery. These can then be turned into pelt armors and wooden weapons at a crafting bench.
Having a higher Crafting level will allow you to create more valuable equipment.
  Crafting Process
You can craft once per long rest. This activity takes 3 hours.
To craft any piece of equipment, you must already have the required tanned leather or treated wood for it. You must have access to a tannery to tan or treat the material, and to a workbench to create equipment. A craftsman's workshop will have both of these in its premises.
For every 2 materials required to craft an item, it requires an extra session to complete, rounded down. For example, if an item requires 3 pelts, that item takes 2 sessions. You only need to make the roll to craft the item once; at the end of the time required. For example, if you are crafting Leather armor, you would make your roll after the 2nd session.
Sometimes, a craftsman creates a piece so skillfully, they make a masterworked item. When you successfully craft an item, roll percentile dice. If you roll a 95% or higher, then the item you crafted is a masterworked item.
Masterworked items do not count as magical, but are +1 equipment. Weapons gain a +1 to Attack and Damage rolls, and armors and rings gain a +1 to AC. If the item does not fall into one of these categories, but uses a DC, that DC is increased by +1 (for example, manacles typically require a DC 20 Dexterity skill check to escape, however masterworked manacles require a DC 21 skill check).
  • Roll a Constitution skill check (with proficiency if you are proficient in Constitution saves). If your roll equals or exceeds the material's DC, you tan/treat the pelt/wood of whichever you were attempting.
  • Roll a Sleight of Hand skill check. If your roll equals or exceeds the DC of the equipment, you craft the item.
  • You gain Crafting XP equal to the level of the item you craft + your Crafting level (If you fail to make the item, you gain 1d4-1 XP instead, and you create scraps made of the corresponding material).

  Wooden and Leather/Hide gear can be found on PHB page 144-153.

Career

Qualifications

To start Crafting you will need at least:
  • 10 CON and 10 DEX
  • Leatherworker’s Tools (5gp – PHB page 154) is needed to craft armor
  • Woodcarver’s Tools (1gp – PHB page 154) is needed to craft weapons

Career Progression

XP to Level a Profession
Level Title XP Required
1 Novice 0
2 Apprentice 10
3 Expert 30
4 Master 60
5 Legendary 100

Other Benefits

Achieving Level 5
  • Character gains use of the Feat: Medium Armor Master.
  • Character can craft items twice as fast.
  • Elves and other NPCs who love to craft become friendlier.

Perception

Purpose

To make leather armor and wooden weapon

Operations

Tools

Leatherworker's Tools and Woodcarver's Tools.   Items That Assist in Crafting
  Below are items that can assist in Crafting.
  Crafter's Kit +1
  Tool, Uncommon
  This set of tools allows you to add a +1 to any Crafting skill check you make to craft materials and items.
  Crafter's Kit +2
  Tool, Rare
  This set of tools allows you to add a +2 to any Crafting skill check you make to craft materials and items.
  Crafter's Kit +3
  Tool, Very Rare
  This set of tools allows you to add a +3 to any Crafting skill check you make to craft materials and items.
  Lynn's Little Tannery
  Wondrous Item, Rare
  This item allows you to carry a small, portable tannery with you, with a small, magical, clockwork machine that will work materials for you. When you speak your command word to the handheld wooden box, the top flaps open to reveal the interior of a workshop. Placing pelts or wood of level 3 or lower within and shutting the flap allows the material to be treated or tanned without fail. This process takes 3 hours.
When the box is in use, it makes quiet scratching sounds.

Materials

Various types of wood from woodcutting and tanned pelts from hunting
Tanning Pelts
Tanning 1 pelt requires a DC 14 Constitution skill check (with proficiency if you are proficient in Constitution saves). A success results in 1 Tanned Pelt. A failure results in 1 Shoddy Pelt.
Treating Wood
Crafting Level Wood Treated Wood DC Value
1 1 Pine 1 Pine 6 8 cp
1 1 Willow 1 Willow 8 1 sp
2 1 Oak 1 Oak 10 2 sp
2 2 Ginsap 1 Ginsap 12 5 sp
3 1 Maple 1 Maple 14 1 gp
3 1 Mahogany 1 Mahogany 15 2 gp
4 1 Juno 1 Juno 18 6 gp
5 1 Ethereal 1 Ethereal 20 1 pp
5 1 Demetrus 1 Demetrus 26 5 pp

Crafting Equipment
Armors
Crafting Level Equipment # of Tanned Pelts DC
1 Padded 1 7
2 Hide 2 10
3 Leather 4 14
4 Studded Leather 6 16

  Weapons
Crafting Level Equipment # of Treated Wood DC
1 1d4 Damage Wooden Weapon 1 5
2 1d6 Damage Wooden Weapon 1 10
3 1d8 Damage Wooden Weapon 2 15
4 1d10 Damage Wooden Weapon 2 18
5 1d12 / 2d6 Damage Wooden Weapon 3 22

Values of equipment can be found on PHB page 145-149.
Adding gems to armor is part of Jewelcrafting
Alternative Names
Leatherworker, Woodworker, Tanner, Craftsman
Type
Artisan
Crude Wood / Shoddy Pelts
These items are made when you fail the treating/tanning DC for the respective material.
This material can still be used to craft desired items, but using one or more will decrease the item's value by half.  
Scraps
Scraps are made when you fail the Crafting DC for an item. Scraps are worth a fourth of the value of the item you were attempting to create. Wood modifiers that affect the item's worth still apply. Using Crude Wood or Shoddy Pelts still applies.
Equipment Value Adjustment for Wood Type
Wood % Value Adjustment
Pine - 50%
Willow - 25%
Oak No Change
Ginsap + 50%
Maple + 75%
Mahogany + 100%
Juno + 150%
Ethereal + 200%
Demetrus ---

  Wood Equipment Effects
Wood Weapon Effect
Pine Cannot be enchanted
Willow Cannot be enchanted
Oak None
Ginsap Gain Advantage on saves against becoming Intoxicated
Maple Cannot be forced to drop by magical means
Mahogany +1 bonus to Persuasion
Juno Increase weapon's normal range by 5 feet
Ethereal +2 bonus to Stealth
Demetrus ---

Repairing Items
Repairing an item takes half the time required to craft it, andhalf the resources.
  Multiple Quantity per Wood
Any item that comes in multiples (Arrows) crafts 15 per log.
Miscellaneous Items
Any pelt/wood item or gear such as a quiver/barrel requires 1 material, and has a Crafting DC of 10.
Magical Damage
Applies to any weapon made of Juno wood or better.
Legendary Pelts
The DM may decide to allow any character wearing armor made of a Legendary Creature's pelt to have a +2 bonus to Intimidation skill checks.
Ammunition Baseline
1 Treated Oak 2 sp (Crafting) and 1 Steel Bar 3 sp (Smelting) makes 15 arrows worth 75 cp.
The DC follows the DC for the wood type used in crafting, even with Oak arrowshafts and Mithril arrowheads. And the arrowhead gets the weapon effect whenever applicable.
Other components like sinew and feather is always available for fletching.

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