CREATOR'S NOTE: While this was initially created as a homebrew background, it quickly grew in complexity when I was trying to find ways to balance it. In its current state, this background's feature can be used on your character or, should your DM decide, could potentially be applied as a homebrew gameplay mechanic for your entire party. Further testing is still needed to ensure these mechanics are balanced, so feedback is welcome.
Thanks to the years you spent studying materials and their uses, be it by yourself or from a professional, you have the wherewithal to use it to your advantage.
- Skill Proficiencies: Sleight of Hand, Investigation
- Tool Proficiencies: Tinker's Tools, Jeweler's Tools
- Equipment: Tinker's Tools, Crafting materials equaling 20gp, Blueprints Notebook
NOTE: The following list makes more sense if you read this background's feature first.
Each time you create something from your Blueprints Notebook, there is a chance for there to be some drawbacks to it. Below are some examples of the drawbacks your item may have.
| d4 | Potential Drawbacks |
|---|---|
| 1 | Reduced Stats: Weapons dealing one die type less damage (1d4 instead of 1d6), Armor giving less AC than desired, etc. |
| 2 | Fragile: The Item breaks after so many uses or after so much damage done/taken |
| 3 | Inconsistent: The Item may not work every time it's used (ex: lock doesn't always latch) |
| 4 | Custom: Work with your DM to determine a drawback for your item |
You know how and what materials are needed to create non-magical items you have drawn into your Blueprints Notebook. This can be something you have designed yourself or the blueprints of something already made. Additionally, you can take time to create new blueprints in your Notebook or copy blueprints found in your travels. Copying blueprints only takes a few minutes, but creating new ones can take longer.
Creating something from your Blueprints Notebook takes time, materials and the right tools. Depending on the item's complexity, it can take anywhere from a few minutes to a few days to complete its construction, and the materials required may be expensive. Additionally, your creation may come with some drawbacks. Depending on the item, this can vary. Consult the Potential Drawbacks table for examples of drawbacks the item may have, although it's ultimately up to your DM. Lastly, talk with your DM before running a character with this background about which of the following rules, if any, you will follow regarding drawbacks (pick only one).
RULE 1: When creating an item, the DM decides the DC required to successfully create it, with the DC rising the higher the complexity. On a success, the item is created without issue. On a fail, the item comes with a drawback (or multiple) as determined by the DM. Should the DM choose, they may require multiple checks to create the item successfully. Once you have created the item without any drawbacks, you can create it perfectly every time thereafter.
RULE 2: The first time you create an item, it is a prototype and is guaranteed to have a drawback. For each subsequent iteration of the same item, the drawbacks lessen or disappear entirely. Depending on the item's complexity, the number of iterations needed to achieve the item's full effect can vary. Your DM will decide how many iterations an item needs for its final version. Once you have created the item without any drawbacks, you can create it perfectly every time thereafter.
RULE 3: When creating an item, the DM decides the DC required to successfully create it, with the DC rising the higher the complexity and which iteration of the item it is. On a success, the item is created without issue. On a fail, the item comes with a drawback (or multiple) as determined by the DM. For each iteration after the first, the DC is lowered. Once you have created the item without any drawbacks, you can create it perfectly every time thereafter.
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