Unlike standard ability checks, succeeding or
failing a crafting check doesn’t mean that you do
or don’t make the item. Instead, the item can end
up having quirks; properties that affect the item in
favorable or detrimental ways. Unhelpful quirks
are known as flaws, while advantageous ones are
referred to as boons.
When you make a crafting check, subtract the
crafting DC from the check’s result, and consult
the Quirks Gained table to determine the number
of quirks the item gains. Then, roll on the relevant
table to determine flaws or
boons. It is up to the GM to determine when or
even if the player learns of these additional properties.
Quirks Gained
Crafting Check Result
Minus Crafting DC |
Number of Quirks Gained |
-13 or less |
Total Failure, Item Destroyed |
-12 to -9 |
Three Flaws |
-8 to -5 |
Two Flaws |
-4 to -1 |
One Flaw |
0 to 4 |
Nothing |
5 to 8 |
One Boon |
9 to 12 |
Two Boons |
13 or above |
Three Boons |
Example
Let’s take a longsword as an example.
A longsword is a martial weapon giving it a manufacturing
check DC of 17. If you rolled a 9 on your
manufacturing check, the difference between your
result and the DC is -8. Consulting the table above,
you can see that this means the item gains two flaws.
Roll on the relevant table to determine the quirks.
Enchanted Quirks
Boons or flaws gained from
enchanting are more complicated. If the item is
attuneable, then the boon or flaw is only applied to
a creature while it is attuned to the item. If the item
is consumable (e.g., a potion, food, or scroll), then
the quirk is present for the duration of the item’s
effect or, if the item has no duration (like a potion
of healing), 1 hour. If the item is neither attuneable nor consumable, then the quirk is active while the
item is in the creature’s possession, whether it is
being held, carried, or worn. The list of possible enchanting
quirks can be found in the tables below. The number of enchantment boons a
magic item can sustain depends on the power of the
essence used to craft the item. When rolling for enchanting quirks and flaws the GM will roll the dice to determine the flaw(s) or boon(s). Unless the effect is immediately obvious the player may attune to the item if it is attunable or cast identify on it to learn what other abilities it may possess.
Essence and Enchanting Boons
Essence Used |
Item Rarity |
Maximum Number of
Enchanting Boons |
None |
Common |
0 |
Frail |
Uncommon |
1 |
Robust |
Rare |
2 |
Potent |
Very Rare |
3 |
Mythic |
Legendary |
3 |
Deific |
Artifact |
3 |
Manufactured Quirks
Flaws and boons generated
by manufacturing checks are mundane. They
are always active whenever the item is being used.
The list of possible manufacturing quirks can be
found in the tables below.
Removing Quirks
Quirks are properties that the
item possesses. They can only be removed by redoing
the crafting check used in their creation. Redoing
a manufacturing check takes the same tools
required to craft the item. Redoing an enchanting
check requires a fresh essence of the same level for
the item’s rarity. When the crafting check is made,
the old flaws and boons are removed, and new ones
are applied based on the result of the check.
Quirks & Costs
Things that are
well or poorly crafted cost more or less, respectively.
For each boon or flaw an item has, additively
increase or decrease its value by 10%, respectively.
A flame tongue longsword with 3 manufacturing
boons (+30%) and 2 enchanting flaws (-20%)
would cost 10% more, overall. Note: commissioning
an item is a gamble; the cost a character pays
doesn’t change if the item ends up with quirks.
However, a blacksmith that makes an exquisite suit
of armor outside of a commission can price it as
they wish.
Quirk Tables
This section contains all the tables needed to determine
which quirks to apply to a crafted item and
any random factors those quirks might require. If an
enchanting quirk calls for a saving throw, the DC
depends on the item’s rarity (under misc. crafting tables).
Repeated Results
In general, quirks don’t stack;
if the crafter rolls the same quirk for an item more
than once, they roll again until they get a unique result. The exceptions for this are manufacturing
flaws with results of 1-10: Handiwork, Fragile, and
Unwieldy. If the Handiwork flaw is rolled more
than once, the effects are cumulative (-1/-2/-3
penalty). If the Fragile or Unwieldy flaws are rolled
more than once, the number on the d20 required to
trigger the associated effect increases by 1 for each
subsequent iteration of the flaw. For example, a
longsword with 3 Fragile flaws would break on an
attack roll of 1, 2, or 3.
Manufacturing Flaws Table
Manufacturing Boons Table
Enchanting Flaws Table
Enchanting Boons Table
Misc. Crafting Tables
Item Save DCs Table
Random Non-Physical Damage Type Table
Random Skill Table
Random Creature Type Table
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