Trade Class Techniques

If a technique has prerequisites, you must meet them to learn it. Where the prerequisites are Media, either your primary or secondary medium qualify.

Tier 1

A Stitch in Time

Prerequisite: Textiles

You're deft at repairing a missing button or busted seam. When you make repairs to either of your Media you reduce the difficulty of the project by one level (to a minimum of 1).

Collector

Prerequisite: Crystals

Your materials are a beautiful part of your collection even before you craft with them. When you set out to create a project as a gift, you additionally gain the benefit of a sacrifice.

Connections

Perhaps you’re in the family business, or perhaps you’re just good at making friends: wherever you go, you always know someone who can hook you up with a high-quality material for your current project, or at least help you acquire it. However, you must do them a favor in return before you can claim this service again. These favors may involve trading valuable items, performing crafting services, or running dangerous errands. At your GM’s discretion, pending favors may be claimed at any time. The number of "open" favors you can have pending, before word gets around that you’re unreliable, and your contacts dry up, is equal to your current crafting tier. Contacts are replenished after successfully returning all pending favors.

Dazzlefly

Prerequisite: Crystals or Living Arts

Whether you make gemstones, fly lures, cupcakes, or eyeshadow palettes, you never fail to sparkle. As an action whenever you use an item of your creation for an ability check, or as a reaction whenever someone else is using your creation within 30 feet of you, the item catches the light and begins to dazzle, adding +1d4 to the associated ability check roll. Once you have used this feature you must complete a short or long rest before you can do so again.

Durable Assembly

Prerequisite: Metals or Wood

Whenever you successfully complete a project, the object's AC is +1 and the object has resistance to a damage type of your choice. These qualities are for the object itself; armor created with this technique does not pass these additional benefits on to the wearer.

Eidetic Enterprise

Using your craft, you can create the perfect visual likeness of anything you have seen in the past week. This includes anything from statues or paintings of people, to exact forgeries or copies of other items. If the object you seek to emulate has unique powers or abilities, you may choose to attempt to recreate those, naturally affecting the difficulty of the craft. You may also choose to craft entirely new properties for the object or end the similarities at the likeness only. When crafting with this technique the likeness is unaffected by flaws.

Green Thumb

Prerequisite: Living Arts or Wood

You’re naturally skilled with plants, and they flourish under your watchful eye. You can spend 10 minutes with a living plant to determine whether it is under the effect of any sort of magic, and if it has any immediate needs (such as pest removal, watering, pruning, or repotting). Additionally, a plant under your care thrives.

Choose one of the following effects for it to gain:

  • Sprout: A seed will sprout in an hour, grow to a sapling in 8 hours, and mature to harvest within 24 hours. After it reaches maturity, its growth rate stabilizes.
  • Bloom: A flowering plant will stay healthy and in bloom for twice as long; if it’s been under your care for at least 24 hours, this effect lasts even in your absence.
  • Yield: A harvestable plant will yield twice the bounty.

Infectious Enthusiasm

You gain advantage on any Charisma checks involving your current project. This lasts until the project is complete; however, if you choose to gain advantage in this way and fail the check, you cannot gain the benefits of this technique again until you finish a long rest.

Inherited Tools

You gain one set of your choice of tools, handed down to you from a beloved family member, admired colleague, or esteemed mentor. If these tools become lost, they reappear on your person when you complete a long rest. If they are destroyed, you can always recover enough of them to perform repairs.

These repairs require the completion of a DL 2 project, counting as a Small object for stamina purposes.

At tier 2, if you use these tools in the creation of a project and the crafting attempt fails, then you may roll an additional 1d6 and add it to the total. However, you cannot replace or reroll the result that die provided. You may only do this once per month.

At tier 4, the dice granted by this technique increase to 2d6.

Jury Rigger

You can turn unorthodox items into base materials without increasing the craft Difficulty Level. The material must be able to conceivably function in that role, i.e. you can cook on a hot stone, or use tree sap for adhesive. Ultimately your GM is the arbiter of what is or isn’t conceivable.

Maturity

Prerequisite: Living Arts

When you prepare food of any variety it stays at an ideal condition (i.e. oven-warm, sparkling, or crisp) for four times as long and takes ten times as long to spoil. Additionally, whenever you craft something that gets better with age, your domestic magic creates it reasonably matured and ready to use. Further maturation occurs at three times the natural rate and increases the quality of the item accordingly. If created with boons, the boons must also improve with age. Maturation is marked in weeks, months, or even years, and the schedule is decided by the GM.

Me Time

You’ve learned that a good rest is a productive one. If you extend your long rest by an additional two hours—enjoying a long bath, a robust meal, or another form of relaxation—you start the day with 1 additional craft stamina.

At tier 3, the additional craft stamina increases to 2; at tier 5 it increases to 3.

Signature

All your projects are enchanted with an arcane mark that responds to your command and proves you’re the creator. Additionally, you’re instantly aware of the presence of any item of your creation within 100 feet. The arcane mark is magical and can be seen with spells such as detect magic and true sight, or any other means that reveal hidden magic.

At tier 3 this distance increases to 500 feet, and at tier 5 it increases to 1000 feet.

Slow and Steady

You may choose to spend additional craft stamina equal to the project Difficulty Level during the craft action. If you do, your finished piece is extremely durable and, when applicable, has double the hit points of other objects of its kind. Any flaws applied to such a project do not negatively impact its durability.

Smell of Success

Prerequisite: Living Arts

The aroma of your projects can be smelled from up to 100 feet away, though airtight environments and wind patterns may alter this radius. A creature's like (or dislike) of that scent is doubled within 10 feet.

Sticky Fingers

You have advantage on all Dexterity checks made to gather materials for your current project.

Survivalist

Whenever you harvest materials from either plants or creatures (select one when you take this technique) you're guaranteed to collect a number of parts in perfect condition equal to your trade class tier.

At tier 3 this benefit applies to both plants and creatures, regardless of which one you picked at selection.

Tier 2

Applied Appraisal

You can purchase all non-magical materials at 1/10th the normal cost: platinum cost becomes gold, gold becomes silver, silver becomes copper, and copper becomes free. These materials are noticeably lower quality, but still serviceable in the right hands (namely, yours).

As such, items bought in this way can only be used for projects you create and are typically unfit for direct use in their raw or newly acquired forms.

In addition, they cannot be used as material components for spells, or resold at a higher market value until they’ve been reworked into a higher quality item through crafting.

Collaborator

You can gain the benefit of the assistance preparation twice per project provided you have unique sources for both uses. This increases to three times per project at tier 5.

Counselled Crafter

You can gain the benefit of the knowledge preparation twice per project provided you have unique sources for both uses. This increases to three times per project at tier 5.

Eldritch Workshop

Prerequisite: Spellcasting

Choose one toolkit and up to three pieces of workshop equipment necessary for your trade, such as a grinding wheel, a small forge, an anvil, a spinning wheel, a medium-sized outdoor oven, or the like.

You can summon magical duplicates of these items within 5 feet of you as long as there is space for such objects. These items function as if they were real and disappear once they have been used in the completion of a number of projects equal to your crafting tier, or if you dismiss them early. Once you use this technique you cannot use it again until you successfully complete a long rest

If you have the “Workshop Familiar” technique, the familiar will be summoned alongside the workshop, but is not necessarily dismissed with it.

Good as New

You're an expert at repairing broken items and objects. When you make repairs to your trade class material you reduce the difficulty by one level (to a minimum of 1)

At tier 5 the difficulty is reduced by two levels (to a minimum of 1). This technique may stack with the tier 1 “A Stitch in Time” technique.

House Magic

Your grasp of domestic magic is exceptional enough that it manifests in other talents. You learn either mage hand or mending (or, with your GM’s approval, another cantrip appropriate to your chosen trade, provided it doesn’t deal damage).

Natural Bounty

The wilderness carries everything you need to perfect your craft and complete projects. You always know where to find base materials for your projects and can acquire them easily and free of cost. When searching for high-quality materials in nature you have advantage on all Wisdom checks made to find them.

Routine

The frequent creation of your smaller items makes the process of crafting them feel like clockwork. Successfully completing a project for any Small or smaller item reduces the Difficulty Level of future attempts of the same project by 1. This reduction can only occur on a project once and cannot reduce the difficulty lower than 1. If you've completed a flawless version of the project, it instead reduces the Difficulty Level by 2.

At tier 4 this also applies to Medium items.

Runeforged Workshop

Prerequisite: Metals

Your workshop includes a forge that burns magically clean and efficiently. You can repurpose the metal from any magical item (whole or broken) as a high-quality material for a future project as long as it has metal components. Metals reworked in this way do not transfer over any inherent magical effects unless another technique would allow them to do so.

The Good Stuff

You can gain the benefit of high-quality materials twice per project provided you have unique sources for both uses

At tier 5 you can gain this benefit three times per project.

Welcoming Workshop

While another craftsperson is sharing your workshop, you roll 1d6. You may each choose to add the result of that roll to both your current projects’ craft actions.

Workshop Familiar

Your craft has attracted a wandering spirit that is curious about your work and willing to lend its assistance. You may cast find familiar as a ritual within your workshop, and the first time you do so requires no material components. Any further casts of this spell require the listed material components. Your familiar may act as an assistant during the preparation stage, granting you the benefit of assistance.

Tier 3

Arcanist

You reduce the difficulty of non-legendary magic items and projects by one level.

Comfort Zone

You tend to create practical, familiar projects. You may choose to gain either a +5 bonus or a boon in the fine-tuning stage when you attempt to craft a weapon, armor, or tool that you are proficient with. If you choose to gain a boon, the boon cannot be spent to remove a flaw.

Craftmaster

You reduce the difficulty of non-magic items and projects by one level.

No Time to Waste

Once per month you can choose to complete any project in only an hour, provided the project is of DL 6 or lower. If the project would have taken less than an hour anyway, it is completed instantly. You must choose to use this feature before making the crafting roll. This technique applies even to maturation, gardening, or any other project that would normally take months or more to complete.

Salvaged Arcanum

You have learned how to coax the magical essence from enchanted items or materials and apply them in your projects. When adding high-quality materials with pre-existing magical effects to a project with a DL of 1 to 4, roll 1d20. If the result is equal to or lower than four times the project Difficulty Level, then the new item inherits the properties of the enchanted item.

If the project’s Difficulty Level is 5 or higher then the item is guaranteed to inherit the properties of the materials used. Subtle Touch When you take this technique, you may instead gain three tier 1 techniques of your choosing, provided that you meet their individual prerequisites and that they do not have upgrades at higher tiers.

Tier 4

Arcane Crafter

Prerequisite: Spellcasting

You've learned to weave your magic into your crafting. You can expend a spell slot to automatically complete a crafting project equal to half the spell slot expended, rounded up + 1, provided you have successfully completed the project before. The version you create has no boons and no flaws

Blessed Creation

Prerequisite: You serve a god, deity, patron, or other higher cosmic power

The gods smile upon your work. When you begin a project by beseeching your divine patron, you gain +6 to your craft action and one immediate boon. You then roll 2d6 extra and can choose to add the result of one or both dice to your craft action, including any flaws and boons resulting from these dice.

Once you have done so you cannot ask for a blessing on another project for one month.

Homegrown

Prerequisite: An innate bond to nature

Any plant you have personally tended to for at least one month becomes a sanctuary for you, as defined by the word of recall spell. A clipping from this plant allows you to cast word of recall as a ritual provided the sanctuary you are returning to is this plant. The first time you do so has no additional requirements, however every subsequent casting with this plant requires a d20 roll.

On a result equal to or lower than the number of times you have recalled to this plant, the plant withers and dies, no longer a sanctuary.

Manufacturer

Prerequisite: No spell slots higher than 5th level

When you complete a project, you can choose to quadruple the crafting time in order to make a batch of the same item. The items all share the same crafting rolls and will feature identical properties, including flaws and boons. The maximum number of items that can be made varies depending on the size and difficulty of the project, as detailed in the chart below. DL Tiny Small Medium Large Huge 1 100 50 25 12 6 2 50 25 16 6 3 3 25 16 12 3 1 4 16 12 3 1 - 5 12 3 1 - - 6 3 1 - - -

Toolsmith of the Trade

Prerequisite: Expertise

Whenever you craft an item or object that requires an opposed ability check to undo, open, or discern (such as locks or disguises) you may add an ability modifier of your choice to the object’s DC.

Additionally, whenever you perform an ability check that uses both your expertise and an item you have created, you may add an ability modifier of your choice to the roll.

Tier 5

Tier 5 techniques represent a mastery of your craft that took significant effort to learn. You may only select one tier 5 technique.

Alloy

Prerequisite: Metals

Your intense study of metallurgy has led to your discovery of a rare new alloy. This alloy is unique to your craft and only you know how to make it. Once you've selected your alloy and its qualities, it can’t be changed. It is a combination of three of the following metals of your choice and gains the qualities of each:

  • Illuminium: If this metal is exposed to sunlight or moonlight for one minute it will begin to glow, replicating the type of light, and casting bright light for 30 feet. As a bonus action you can change the color of the glow, but it will always have the quality of whatever light it was most recently charged by. Furthermore, the metal can be used in conjunction with any light-creating spell or effect to double the spell’s light radius. Striking this metal in a way known only to you will cause it to stop glowing until it is exposed to light once again.
  • Realm Silver: The metal is considered either holy or unholy and cannot be voluntarily touched by two of the following creature types of your choice: fiends, celestials, fey, or undead.
  • Adamantine: Objects made of this metal have AC 23 and a damage threshold of 10.
  • Deep Mountain Brass: Sound produced by anything made from this metal can be three times louder or three times quieter. You may choose which quality you prefer every time you craft with your alloy.
  • Stained Glass Steel: The surface of this metal is covered with shifting patterns. During the craft action, you can manipulate the patterns to make a static shape, or a constantly moving one, like a holograph. The image and its state are set once the craft action is complete.
  • Morphing Mercury: You have a secret method of converting this metal between liquid, bendable, or completely rigid. You can activate this phase change as an action even after the item has been crafted. If the metal was separated during the liquid or bendable phase, it will magically rejoin the item when it’s returned to its rigid state.

Evergreen

Prerequisite: Wood

Items you create mend themselves. As long as an item you have created hasn't been completely destroyed or disintegrated, it begins to mend itself for 1 hp per minute. Additionally, you may cast awaken object once per year without expending a spell slot or materials as long as the target is a project you have completed.

If awaken object is cast on a project DL 6 or higher, you regain the ability to recast the spell as short as a month later, instead.

Heirloom

Items you've created can be refined with care and practice.

Once per month, you can attempt to improve the item with a repair.

Successfully doing so three times reduces its flaw stack by one. When the flaw stack is depleted, then three successful repairs add to the boon stack, which can subsequently be upgraded with additional repairs.

Once the item has one major boon, then a total of four successful repairs will be needed to increase the boon stack once again.

With two major boons, subsequent repairs increase to five, and increase by one for every major boon added thereafter.

If the item already had boons before the Heirloom technique was utilized, then three repairs will still apply towards removing any flaws.

Once the flaws are removed, however, then the number of repairs necessary to increase the boon stack will reflect the number of major boons already imbued in the item.

Resonance

Prerequisite: Crystals

Your creations vibrate with a familiar hum of magic, capable of absorbing and storing energy. Each time a spell (of a level equal to or higher than half the item’s Difficulty Level, rounded up) is cast within 60 feet of one of your projects, the item gains a charge of resonance.

Once the item reaches three charges, they can be unleashed as a bonus action, resulting in the casting of a spell from the list below. The spell is chosen by the GM or rolled on a d6.

Once the spell effect is ended, the item can begin absorbing new charges once again. These effects can only be activated by the rightful owner of one of your creations.

In cases of immovable, standing structures (as stonemasons might make), then the charges can be activated by touching the frame of the nearest doorway or window.

As the item’s creator, you are the arbiter of who qualifies as an item’s rightful owner.

Small Delights

Prerequisite: Living Arts

The impermanent nature of your work empowers it during its brief time in the world. Consumable projects made by you—such as food, makeup, or hairstyling—has a temporary health pool equal to 5 times the stamina cost of the project (before any modification from techniques that might reduce the stamina needed).

Whenever the creation is consumed (by eating or wearing, as the case might be) by a creature, that creature can gain temporary health from the project’s pool up to the points remaining in the pool. If a project produces a yield greater than one (i.e. a batch of cupcakes), then the temporary health pool is shared across every creature who partook of the entire yield.

Furthermore, whenever a creature with these temporary hit points makes an attack roll, ability check, or saving throw it can spend 3 temp hp to add +1 to the roll. A creature can perform this exchange multiple times per roll as long as it has 3 or more of these temporary hit points remaining.

Spellweaver

Prerequisite: Textiles

You’ve learned to interlace your work with the very fabric of domestic magic. Choose one of the following schools of magic: abjuration, divination, enchantment, or transmutation

Whenever you complete a Difficulty Level 3 or higher project you may choose a 1st-level spell from that school. The item may be used to cast that spell once.

At the GM’s discretion, stacks of boons might empower these effects further, allowing for casting once per long rest or even granting you use of higher level spells.

Additionally, when you take this technique you may select any number of spells from any school whose total combined spell levels are 4 or less.

You can imbue a personal item that you have made for yourself with these spells and may cast them each once per long rest. You may only imbue one such personal item at a time; if you chose to imbue a new item, the old one loses its spells.

Subtext

Prerequisite: Drafting

You’ve developed a technique that allows you to lace your work with intrinsic meaning. Whenever you complete a drafting project you can also choose to apply the following magic:

  • Animated. Some part of the drafted work moves or otherwise animates.
  • Hidden Message. A layer of text or imagery not seen in the original work reveals itself.
  • Emotion. The drafted work conveys a strong emotion to the viewer.

You choose the trigger that will activate these effects, whether it be simple (e.g. “someone looks at it”) or complicated (“someone who has their doubts about the current regime and who wants to meet like-minded people walks by”). The trigger must be something tangible within the setting, and cannot be based off character level, CR, or hit points.

The GM will intercede to determine what triggers are reasonable. When you create this object, you may also choose to affix a Persuasion, Deception, or Intimidation ability check to it, either using your passive total or rolling with advantage.

You must choose before making the roll. This check will be made against anyone who triggers the subtextual content.

Symbol

You can complete a project that serves as a symbol to others, granting them comfort and guidance. Creatures within 600 feet of the object that can see or hear it, any creature that directly follows the leadership of a creature that wields it, or any creature that acts in the object’s preservation gains the benefit of its symbolism.

The symbol grants immunity to fear, immunity to the first two steps of exhaustion, and allows the creature to restore up to two levels of exhaustion and all lost hit dice on a long rest.

You may only have one such symbol empowered at any one time, however you may have up to three duplicates of the same symbol.



Cover image: Noble's Purse by Jose Parodi

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