Through intensive practice and experimentation, you learned to harness a creatures natural characteristics and augment the weapons you create using various remains of slain creatures. You also have a better understanding on weapon smithing and can attempt to craft a greater variety of weapons. The chart below shows the different weapons you may craft and how long they would take to craft. You can attempt to craft weapons not listed via DM discretion, using the following chart as a guide for determining time required.
Tier 0 weapons- weapons in this tier require no check to make. You can successfully craft 1 of these per hour, as long as you have the materials to do so. You may choose to try to make an improved version of these weapons by making a survival check (DC 14) for each when crafting them during your short rest. On a success, the weapon gains the +1 property. If you get a successful check of at least 19 or more, the weapon may develope a magical property decided by the DM, typically based on the characteristics of the creatures remains being used.
-Shield -Club -Javelin -1d4 darts or blowgun needles -Dagger -Quarterstaff
Tier 1 weapons- weapons in this tier require 3 successful survival checks (DC 12) to craft. A check may be made once per hour. If however, you fail 3 times, the resources are actually ruined in the process and the item is not crafted. If at least 2 out of the 3 successful checks are at least 15 or more, than the weapons becomes a +1 variant. If at least 2 out of 3 checks are at least 20 or more, then the weapon may develope a magical property decided by the DM, typically based of the characteristics of the creatures remains being used.
-Greatclub -Handaxe -Light Hammer -Mace -Sickle -Spear -Shortbow -Shortsword -Blowgun -Scimitar -Whip
Tier 2 weapons- weapons in this tier require 5 successful survival checks (DC 15) to craft. A check may be made once per hour. If however, you fail 3 times, the resources are actually ruined in the process and the item is not crafted. If at least 3 out of the 5 checks are 18 or more, the weapon gains the +1 property. If at least 3 out of 5 checks are a 22 or greater, the weapon may develope a magical property decided by the DM, typically based off the characteristics of the creatures remains being used.
-Battleaxe -Longsword -Rapier -Glaive -Trident -Greatsword -Greataxe -Longbow -Light Crossbow
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Posted Apr 7, 2021This is amazing I don’t think you can make this better