Crafting Mechanics
The mechanics of crafting are extremely important, and exploiting them is essential. The time it takes to craft items should be planned accordingly, materials should be collected in mass, and if necessary, spells should be learned ahead of time. These exploits should be kept in mind as you read the following text.
The most basic skill to use this text well is the skill to craft. All of the items listed in this text do not have a step by step explanation in making the item. This allows for some ingenuity and understanding the materials listed allows for maximum efficiency. Taking short and long rest at your discretion allows for thorough study of this text, thus granting you the following crafting times:
|
Crafting Times |
Time |
Number of Items |
|
Short Rest |
1 hour - 1 day |
1-10 items |
|
Long Rest |
2+ days |
10+ items |
It is difficult to be exact with the Time or Number of Items, seeing as the amount resting may vary. Another important detail, the items in this text are listed with how many items they are worth. Depending on the item, it may take more time to craft them within the given rests.
To end this explanation, I would suggest making a bag for holding your crafting materials. Some items may spoil, break, or be misplaced among your adventuring supplies. Make sure to gather plentiful supplies when finding them and to use them without waste. Be sure to experiment with items, and perhaps you can add new things to this text!
Arrows
Blasting Arrows. Needed ingredients: 3 bird feathers, 1 small stone, 2 dandelions. Blasting arrow's worth is 2 items. This arrow does not hit a target. Instead, when a creature fires this arrow at a target and succeeds their AC, the arrow flies within 5 ft. of the target. As the arrow flies, it builds a ball of wind around itself, and when that wind strikes an enemy creature, the arrow shatters. The enemy creature is pushed back 10 ft. and must make a Dexterity Saving Throw, DC 10, or will be knocked prone.
Charged Arrow. Needed ingredients: 1 Broadroot pine-cone, Forever Oak tree sap, Spell (Any). This arrow is worth 10 items. When this arrow strikes the ground or a target, the arrow deals no damage, and instead the spell given to it releases upon impact.
Flaming Arrows. Needed ingredients: 1 haiku, 3 Fire-stem flowers, charcoal. Flaming arrow's worth is 2 items. When a creature or object is struck by a flaming arrow, it ignites. At the start of its turn, a creature must take an action to extinguish the fire, or they take 1d6 fire damage.
Latching Arrows. Needed ingredients: 2 strips of leather, 8 rose thorns, 1 small stone. Latching arrow's worth is 1 item. When a creature is hit with a latching arrow, the arrow remains stuck in the creature. The creature must make a Strength Saving Throw, DC 15, to remove the arrow. The arrow can also be affixed to a rope. Uses of the rope could include: using the arrow to climb a building, restraining a creature who has been struck with the arrow, etc.
Marking Arrows. Needed Ingredients: 1 Forever Oak (Fey-tree) acorn, 2 bottles of goodberry dye, Spell (Hunter's Mark). Marking arrow's worth is 10 items. A creature targeted and hit by this arrow becomes "marked." When a creature is marked, the marking arrow will become sentient for 1 minute. The arrow swoops down at the target at initiative count 0, and the marked creature takes 2d6 piercing damage per hit. After striking, the arrow hovers 50 ft. off the ground, or as high as it can go in an enclosed space. The marked creature can attempt to dodge the arrow with a Dexterity Saving Throw, DC 15, to avoid any damage.
Poison Arrows. Needed ingredients: 2 Goldpore mushrooms, 3 crab grass blades, ink bottle. Poison arrow's worth is 1 item. The poison arrow, when striking a creature, deals an additional 1d6 poison damage. For 1 minute, at the start of the creature's turn, it take 1d4 poison damage. The poison can be stopped by succeeding a Constitution Saving Throw, DC 15.
Quiet Arrows. Needed ingredients: 1 Broadroot pine-cone, 3 bird feathers, Spell (Silence). The quiet arrow is worth 2 items. Compared to a normal arrow, this arrow silently flies through the air when shot. When a creature is hit by the arrow, any noise they make is completely silent, and this effect only stops when the creature removes the arrow.
Rooting Arrows. Needed ingredients: 1 Broadroot pine-cone, 3 ginger roots, Spell (Grasping Vine). Rooting arrow's worth is 5 items. If a creature is struck with a rooting arrow, they are restrained and must make a Strength Saving Throw, DC 15, to escape the vines. If the arrow strikes the ground, vines and roots sprout from the ground, creating difficult terrain in a 20 ft. radius.
Shrieking Arrows. Needed ingredients: 1 Broadroot pine-cone, 1 ft. of twine, Spell (Alarm). Shrieking arrow's worth is 10 items. When the arrow is shot, upon impact it creates a loud shrieking sound. The ringing last for 30 seconds, but it can be stopped by destroying the arrow. While the arrow is shrieking, any creature within a 20 ft. radius of the arrow takes 2d6 psychic damage.
Splitting Arrows. Needed ingredients: 1 Broadroot pine-cone, 3 oz. of wax/honey, Spell (Conjure Volley). Splitting arrow's worth 10 items. As soon as the splitting arrow is released from a bow, it splits into countless arrows. This attack extends in a 30 ft. cone from the caster, and ignores disadvantage at short ranges. Any creature in the area of effect takes 6d8 piercing damage. The creature can make a Dexterity Saving Throw, DC 15, which if successful, halves the damage.
Bow Customization
Echo Missile, Bow Marking. Needed ingredients: Spider eggs, bat droppings, Forever Oak tree sap. This bow marking is worth 5 items. Once per short rest, when an arrow is shot, this marking can be activated as a bonus action. When activated, a spectral form of the arrow forms, following the first arrow. If the first arrow strikes a target, the spectral arrow follows suit, doubling the arrow's damage.
Empowered Shot, Bow String. Needed ingredients: Horse hair, bull blood, Forever Oak tree sap. This bow string is worth 10 items. Per short rest, 3 arrows can be empowered. Their damage increases by 4d6.
Precise Shot, Bow String. Needed ingredients: Horse hair, owl droppings, purified water. This bow string is worth 10 items. Per short rest, 1 arrow released from this bow can be precise, ignoring half and 3/4 cover. If the creature already has this benefit by some other means, the arrow instead can be shot to double its normal range without disadvantage, and it can pierce through multiple targets in a line (up to 3 targets).
Return Misfire, Bow Marking. Needed ingredients: Forever Oak tree sap, fermented goat milk, goblin oil, bird skull zest. This bow marking is worth 5 items. As a bonus action, this marking can be activated. When activated, the last arrow fired returns to the creature who shot it; however, this only works if the arrow did not strike a living enemy creature.
Thunder Mark, Bow Marking. Needed ingredients: Forever Oak tree sap, clover leaves, deer urine, clay, charcoal. This bow marking is worth 10 items. Once per long rest, as a bonus action, any arrow that has been shot by the bow with the marking can be targeted. When the marking is activated, the arrow being targeted is struck with a bolt of lightning. Any creature within a 10 ft. radius of the arrow makes a Dexterity Saving Throw, DC 15. Upon a failed save, the creature takes 3d6 thunder damage. On a successful save, the creature takes half damage.
Twisting Shot, Bow String. Needed ingredients: Horse hair, river lichen, lemon juice. This bow string is worth 10 items.
Important Notes
Bow Markings. Only so many markings can be placed on a bow. A longbow can fit 5 markings, while a short bow can only fit 2. The process of removing a marking to replace it, or just to remove it entirely, requires a long rest to complete.
Bow Strings. To attach and detach a bow string, it takes 10 minutes. However, this can be done in 30 seconds, with the risk of the bow string snapping. If the string is replaced quickly, roll a d10. If a 1 is rolled, the bow string breaks.
Broadroot Pine-cone and Other Materials. This ingredient is shown to be very useful when making arrows imbued with spells. These pine-cones, by default, are able to hold spells within them. The spells are released when the pine-come breaks, thus its use in arrows is vital to gain magical effects. Also, items can be substituted for ease, seeing as these materials may not always be present.
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Posted Mar 21, 2022Please keep in mind that this magic item is not complete. I posted it because I'm hoping for some feedback or even ideas for new items to add to the list. Thank you!