Items and Crafting

From Dreams of Hope

Basics

The rules for crafting items from Xanathar's Guide to Everything are in play.

Non-magical items (and healing potions) can be made during resting hours as long as that makes sense--things that involve very detailed or complex manipulations or that require significant stationary tools (ie refining metals) may only be able to be done during stationary downtime with a properly-equipped crafting area. Value accumulates normally. Note that a work week on Quartus is 6 days, so a standard healing potion takes 3 work days (24 total work hours), which can be split across several days. Which exact tool proficiency is needed is somewhat flexible, but is bound by the fiction. No using leatherworker's tools to build a house.

Custom non-magical items require a check-in with the DM ahead of time (just as with any custom item).

Potions of healing are not considered magic items. Regular ones can be bought in limited quantities anywhere--larger, adventuring-focused shops may have (almost) unlimited quantities. Higher-grade ones require access to a Registered Company most of the time, as they're the primary customers.

Magic Items

Generally, bits of monsters and things found along the way can be incorporated into magic items as the "special component". However, access to the formula is the major sticking point. Formulae can be found/accessed

  • During adventures, in forgotten tomes or as rewards
  • Certain master crafters may have access to certain formulae. This represents commissioning an item from them, and doesn't require normal downtime (but does require more money, a component and coming back later)
  • Very rarely, formulae can be discovered directly by players.

Availability of formulae varies by region.

Spell scrolls do not need formulae (cf Xanathar's Guide), but rarely can be purchased (except in Crisial City). Mostly, people make and sell spell stones (which function for all purposes like spell scrolls, except that anyone can use one and they cannot be scribed into a spell book). Generally only spells of levels 1-2 are available in non-specialized shops, and even then only some such spells. Players can make them using the same rules as spell scrolls, although you can substitute Jeweler's Kit proficiency for Arcana proficiency.

Magic Item Formulae in the Federated Nations region

The following items are known to be commisionable from master craftsmen in areas noted.

  • Adamantine Armor: Shinevog and Fuar Uulan. : Component: half the weight of the armor in refined adamantine (twice the weight in ore). Cost: armor cost + 500 gp.
  • Candle of the Deep: Rauviz City, Crisial City, and Byss : Component: a sapphire or ruby worth at least 50 gp, bathed in both magical water and fire (such as the remains of an elemental). Cost: 50 gp.
  • Enduring Spellbook: Crisial City: Component: leather from a magical beast/monstrosity. Cost: normal book cost + 50 gp.
  • Ersatz Eye: Rauviz: Component: a clear glass orb, blessed by either a kami or a priest of 3rd rank or above. Cost: 50 gp.
  • Instrument of Scribing: Most major cities. : Component: ink from a giant squid. Can be purchased, but is costly. Cost (not counting component): 25 gp.
  • Mithral armor: Most major cities other than Byss: Component: half the weight of the armor in refined mithral (the full weight in ore). Cost: armor cost + 500 gp.
  • Moon-touched Sword: Byss, Crisial City, Fort Hope. Component: the blessing of a kami-priest of 3rd rank or above. Cost: weapon cost + 150 gp.
  • Orb of Direction: Any major city. Component: earth-attuned iron (sliver). Cost: 30 gp.
  • Potion of Water Breathing: Any major city. Component: air-touched water. Cost: 50 gp.
  • Veteran's Cane: Lyodnoir and Zhapai Karmap. Cost: 150 gp.

Materials

Only a tiny fraction of all the materials that might be used to make or enhance items can be listed here. Each category contains a statement of general use, as well as some common materials, rare/magical materials, and legendary materials.

Structural Metals

Structural metals are those used to make up large, load-bearing portions of items. They tend to be chosen for strength and ease of use, as well as lightness. The more exotic materials, especially for armor, influence resistance to impact/damage, but mostly ease of wear and weight.

Structural Metals
Name Rarity Appearance Properties
Iron/Steel Common Light grey Ordinary steel. Iron, as such, is rarely used for most adventuring items other than pots and pans.
Bronze Common Varies, but mostly red-brown Similar to iron. Harder to work, but slightly more corrosion resistant. More expensive outside of Tlalocana
Rune-steel Uncommon Like steel, but darker and matte Dwarven-made special steel. Does not rust. Harder and stronger than regular steel, but not as hard or strong as adamantine. Mid-way between steel and adamantine in weight. Much harder to work than steel or bronze unless you have the dwarven secrets
Mithral Uncommon/Magical Silvery, iridescent sheen Extremely light and flexible. Strong for its weight, but not quite as strong as rune-steel. Requires magical assistance to work. Due to its flexibility, it does not make metal-on-metal noises or jingle, acting more like cloth.
Adamantine Uncommon/Magical Dark, nearly black. Matte. Heavy and extremely durable. Requires significant magical assistance to work, as it does not soften naturally when heated to any temperature below its melting point. Absorbs impact, making effective armor. When used in weapons or tools, those items are especially effective at breaking down objects.
Water-steel Uncommon Blue-grey, appears to have waves in its surface Forged in magical foundries under the sea by the kalasaa. Very light, but not as strong as regular steel. Immune to rust.
Aelf-steel Legendary White, as if lacquered. Said to have been produced by the ancient aelvar. Key to their towering, "impossible" structures. Said to have been lighter than mithral but stronger than adamantine and immune to most impacts. Some legends say it was grown, rather than forged or cast. Said to have been an excellent substrate for spell work.

Decorative Metals

These metals are used for non-structural parts of items, or for items that are not load bearing directly. Often as ornamentation or part of enchantments.

Name Rarity Appearance Properties
Copper Common shiny red-brown Soft and malleable. Excellent conductor of lightning-aspected aether, and often associated with magical workings involving protection from or creation of lightning energy, despite not being inherently magical.
Silver Common Silvery grey. Tarnishes. Soft and malleable, denser than copper. Efficacious against physical forms created by spells or other such transformation magics, as it conducts aether very well. Often used in spell workings.
Gold Common Golden Extremely soft and malleable. Very dense. Used primarily for decoration, it is (nearly) magically inert. Can be used as insulation, but only with difficulty.
Cavorite Uncommon/Magical Green, mottled. Hard and difficult to work. Said to have the ability, when used as part of workings, to temper magical surges and dips. Energies passed through it come out only with a delay.
Necrite Rare/Magical Black-green, oily. Gives off aura of wrongness Obsidian, exposed and worked via ritual in the presence of jotnari corruption. Also called "abyssal obsidian". Capable of dampening the influence of jotnar, insulating it from the outside world. Also said to be an excellent trap for spiritual entities and souls.
Igneum Rare/Magical Red/orange. Gives off a constant sense of heat, despite not being hot. Forged magically in a living volcano. Attuned to fire-aspected anima.
Living Ice Rare/Magical Blue-white. Cold to the touch, but does not melt. Not really a metal, but that's the closest analog. This is condensed ice-aspected anima, bound by magic.

Crystals and Gems

All crystals and gems (including organic ones such as pearls) serve as reservoirs of strongly-aspected aether. In most, the stored aether is bound up in the crystalline structure; releasing it destroys the gem (converting it into inert dust). However, they can be used to attune other aether to the aspect that they represent without destroying the gemstone. This is the primary magical use of gemstones, and why gems form components in so many spells.

Fibers

Used to make cloth-based components. Some of these are animal products, others from plants. The rarer and more magical of them require alchemical and/or explicitly magical steps in their creation process.

Beast Parts

Bits of magically-attuned creatures can be used during the crafting of items. In general, with the exception of scales and skins, these components are used as reagents, transferring some part of the magical nature of the beast (or an analog) to the item, rather than being used directly as part of the final product.

Imbuing

NOTE: this is a work in progress and not final.

A very recent technique for creating and modifying items, crafters in Wyrmhold discovered the secrets of Imbuing in 250 AC. Imbuing is the process of extracting the aether and metaphysical properties of various reagents and incorporating them directly in already-constructed mundane items, granting those items a limited reserve of power. Unlike permanent magic items or magical materials, this is significantly cheaper and doesn't require a specific formula or nearly as much time; anyone with proficiency in a crafting tool can be taught the process and is then capable of imbuing power into items appropriate to the crafting tool or recharging imbued items. The downside is that the "charges" granted by this technique do not recharge normally; additional imbuing and reagents are required to refill the abilities. Refilling an item previously imbued with the same type of power is much easier, cheaper, and grants more charges than the initial process. No item can have more than one imbued power; attempting to imbue the item again with a different power replaces the existing effect. Imbued weapons with at least one charge remaining count as magical for the purposes of overcoming resistance and immunity. Already-magical items cannot be imbued, but imbued items do not count as magical for things like antimagic field and magic weapon.

Imbued Powers

All powers take effect on spending one or more charges, generally as a reaction or as part of another action (as noted). See below for the meaning of Reagent Tags. Drain represents how difficult it is to imbue this effect. Costs double for every step above minor (major -> extreme) and the number of charges produced decreases by 2 per step. If the reagent used would produce zero or fewer charges as a result, that effect cannot be imbued with that reagent.

Power Target Item Action Mechanics Reagent Tag Drain
Acidic Weapon None When you hit with the weapon, spend one or more charges. The target takes an additional 1d6 acid damage per charge spent and their AC is reduced by 2 until the end of their next turn. The AC reduction stacks with itself. Corrosive Minor
Bloodwell Weapon None On critical hit with the weapon, spend a charge. You regain hit points as if you'd spent a hit die. Ferocious Minor
Burning Armor Reaction When you are hit by an attack made from within 10', spend one or more charges. The attacker takes 1d6 fire damage per charge spent. Fire-aspect Minor
Crackling Weapon None When you hit with the weapon, spend one or more charges. The target and a number of creatures of your choice within 15' of an affected target equal to the charges spent takes an additional 2d4 lightning damage per charge spent. Air-aspect Major
Echoing Weapon Reaction When you make an attack and miss, spend one or more charges. A spectral copy of you appears and strikes. Repeat the attack. On a hit, it deals additional force damage equal to 1d4 per charge spent. Shadow-touched Major
Enshadowed Armor or Wondrous Item None When you take the Dash action, spend a charge. Your shadow extends behind you in a blurred trail until the end of your turn. Opportunity attacks against you are at disadvantage. Shadow-touched Minor
Explosive Ranged Weapon None When you hit with a ranged weapon attack wielding this weapon, spend one or more charges. All creatures within 10' of the target take 2d4 fire damage per charge spent and must make a DC 8+your attack modifier Strength saving throw or be knocked prone. Fire-aspect Major
Envenomed Weapon None When you hit with the weapon, spend one or more charges. The target takes an additional 1d6 poison damage per charge spent and is poisoned until the end of their next turn. Toxic Major
Flaming Melee Weapon None When you hit with the weapon, spend one or more charges. Each charge spent deals an additional 2d6 fire damage to the target. Fire-aspect Major
Freezing Weapon None When you hit with the weapon, spend one or more charges. Each charge spent deals 1d8 cold damage to the target and reduces the target's speed by 10' until the end of their next turn. This speed reduction stacks with itself and other speed reductions. Water-aspect Major
Light-footed Boots None When you jump, spend a charge. Your jump distance is doubled for this jump and you count as having a running start. In addition, your maximum jump distance is not constrained by your remaining movement. Air-aspect Minor
Nimble Jewelry Reaction When you make Dexterity saving throw and dislike the result, spend a charge. Reroll the saving throw, taking the higher result. Air-aspect Major
Resistant Armor Reaction When you take fire/lightning/poison/cold/acid damage, spend a charge. You have resistance to the fire/lightning/poison/cold/acid damage from the triggering attack. Fire-aspect, Air-aspect, toxic, water-aspect, corrosive (respectively) Minor
Resolute Jewelry Reaction When you make a Wisdom saving throw and dislike the result, spend a charge. Reroll the saving throw, taking the higher result. Ferocious Major
Rooted Boots Reaction When standing on the ground and an effect would cause you to move, spend a charge. You do not move. Green-bound Minor
Stonefist Gauntlets None When you shove a target, spend a charge. The target has disadvantage on the opposed check. Earth-aspect Minor
Steelskin Armor Reaction When you are hit by an attack dealing bludgeoning, piercing, or slashing damage, spend a charge. You have resistance to that damage type both against the triggering attack and for the next minute. Earth-aspect Major
Undying Armor Reaction When about to be dropped to 0 HP, spend a charge. You continue to act normally, but must make a Constitution saving throw at the end of each of your turns with DC = 10 or half the cumulative damage taken that turn (whichever is larger). On a failure, you go unconscious and start making death saves. If you are healed to positive hit points, the effect ends. If you roll a natural 1 on the saving throw, it counts as failing the saving throw regardless of your modifier. If you roll a natural 20 on the saving throw, you regain 1 hit point. Ferocious Extreme
Unyielding Jewelry Reaction When you make a Constitution saving throw and dislike the result, spend a charge. Reroll the saving throw, taking the higher result. Earth-aspect Major

Reagent Tags

Tag Examples
Air-aspect Trapped lightning, gasses, crystallized remains of air and lightning elementals and constructs
Corrosive Acid glands, corrosive liquids
Earth-aspect Ore, cores from earth-aspected elementals and constructs
Ferocious Blood, natural weapons of particularly large and resilient creatures (dire boars, dire wolves, etc)
Fire-aspect Cores from fire-aspected elementals and constructs, volcanic debris
Green-bound Fey-touched plants (including wood)
Shadow-touched Rocks, plants, and animal pieces, as well as more constructed items from the Shadows
Toxic Venom glands from poisonous creatures, toxic plants
Water-aspect Liquids from elemental pools, crystallized remains of water and ice elementals

Reagent Quality and Charges

Costs are halved for recharging an existing effect. Reagents of Regular quality or better impart passive effects when used to initially imbue an effect (not on recharge). Similar effects do not stack (so if you have a ring and boots imbued with a Major reagent each (+DEX/+CON) each, you only have +1 to those saves, not +2).

Quality Base Charges Recharge Monetary Cost Time Cost Other Effect (initial imbue)
Least 1 2 50gp 4 hours --
Minor 3 4 75gp 8 hours --
Regular 5 6 400gp 1 day Weapon: +2 damage. Wondrous item: +1 to any save
Major 6 7 2000gp 2 day Weapon: +4 damage. Armor: -3 damage taken. Wondrous item: +1 to any two saves.
Brilliant 8 10 10000gp 1 week Weapon: +6 damage. Armor: -6 damage taken. Wondrous item: +1 to all saves.