Wondrous Item, legendary

Artificers are adamant collectors of notes, spells, schematics and sketches which they compile into a special coded notebook. Using this book they store highly detailed plans for crafting magic items with ease. Additionally the book acts as a portable extra-dimensional workshop which they can use any time they like.

 

Beginning at level 3 an Artificer may store their work instructions for any magic item they have inside this book. The book may not be read by another character and will not leave the Artificer as long as he remains alive. Book content limitations are outlined in chart 1.1 and any plans that meet the content limitations can be added to the book at any time. {construction bonus is explained in the Advanced Tinkering section}

CHART 1.1

  • (Artificer level: __3___Maximum # of Plans: __2___Maximum Rarity: __C___Construction Bonus: __0___) 
  • (Artificer level: __5___Maximum # of Plans: __3___Maximum Rarity: __C___Construction Bonus: __+1__) 
  • (Artificer level: __7___Maximum # of Plans: __4___Maximum Rarity: __UC__Construction Bonus: __+2__) 
  • (Artificer level: __9___Maximum # of Plans: __6___Maximum Rarity: __UC__Construction Bonus: __+3__)
  • (Artificer level: __11__Maximum # of Plans: __7___Maximum Rarity: __R___Construction Bonus: __+3__)
  • (Artificer level: __13__Maximum # of Plans: __8___Maximum Rarity: __R___Construction Bonus: __+4__)
  • (Artificer level: __15__Maximum # of Plans: __10__Maximum Rarity: __VR__Construction Bonus: __+4__)
  • (Artificer level: __17__Maximum # of Plans: __11__Maximum Rarity: __VR__Construction Bonus: __+5__)
  • (Artificer level: __19__Maximum # of Plans: __12__Maximum Rarity: __ L __Construction Bonus: __+5__) 

In order to add plans to the book an Artificer must first reverse engineer, design or decode a "recipe" according to the recipe timeline in chart 1.2.

Chart 1.2

  • (Rarity = C ___ Reverse Engineer Time = 1 Session ___ Design w/o Item= 5 sessions___Decode= 2)
  • (Rarity = UC__ Reverse Engineer Time = 5 Session ___ Design w/o Item= 15 sessions__Decode= 6)
  • (Rarity = R ___ Reverse Engineer Time = 10 Session ___ Design w/o Item= 25 sessions_Decode = 11)
  • (Rarity = VR__ Reverse Engineer Time = 20 Session ___ Design w/o Item= 40 sessions_Decode = 18)
  • (Rarity = L ___ Reverse Engineer Time = 35 Session ___ Design w/o Item= 55 sessions_Decode = 25)

Once a book has been populated with a plan in one of it's available "recipe" slots, an artificer may use an action prior to a short or long rest (maximum twice) each day in order to take the Advanced Tinkering action as described below. 


Advanced Tinkering:

Using their workbook, the artificer enters a pocket dimensional workshop and may take and store all the necessary components for their work in that space. They have full use of their inventory in that space and have all the necessary tools and equipment there for the crafting of magical items. Components stored in this space cannot be removed until the Item has been completed but remain safely stored in the workshop. A minimum of 25% of the crafting materials for an Item must be stored in this space to begin sessions. 

While they are engaged in tinkering, the artificer will appear as if they have frozen in place and shall be considered paralyzed for the duration of the work session (1 hour). Taking damage equal to half their maximum hit points or casting a spell on them to remove paralysis will cause them to return to their body and automatically fail at their current work session destroying any consumables used during that session.

A session may be started a maximum of 2 times during the day which must be immediately followed by a short rest for the first session and a long rest for the second session (if only doing one session in the day it must be immediately followed by a long rest). After a second consecutive session in the same day a check must be made to avoid exhaustion. A single d6 roll is made and if the player rolls a 1 they take one point of exhaustion upon awaking from their next long rest.


In order to determine the initial amount of sessions and materials needed for the creation of an item you must first know the cost of the Item (in GP as determined by the DM) and the rarity of the Item (as labeled in its description). The number of sessions actually needed to complete the item may vary based on the success or failures you encounter along the way and the total number of sessions may be adjusted again as you progress in the Items creation.

The formula for the number of crafting sessions is: ______ (gold cost of Item) divided by (work speed) = (base sessions) ______ {Rounded up to the nearest whole session}

Work speed is determined by the Artificer Level:

Chart 2.1

  • level 3-6 can complete         75GP  worth of construction per session
  • level 7-10 can complete     125GP worth of construction per session
  • level 11-15 can complete   250GP worth of construction per session
  • level 16-20 can complete   500GP worth of construction per session

Once the base number of sessions is determined, an Artificer may begin crafting. Crafting sessions do not need to be sequential. During each session the Artificer must have the necessary GP (or equivalent consumable materials at the DM's discretion) and must use the necessary amount of spell slots worth of magic.

Chart 2.2

  • Common Items require a level 1 spell slot
  • Uncommon Items require a level 1 and 2 spell slot
  • Rare Items require a level 1,2 and 3 spell slot
  • Very Rare Items require a level 1,2,3 and 4 spell slot
  • Legendary Items require a level 1,2,3,4 and 5 spell slot

At the end of each session an artificer must make a success roll to determine if they have made progress, or have made a mistake in their crafting process. Adding the construction bonus modifier from Chart 1.1 roll a d20 and consult chart 2.3 to determine if they succeed for the session. If they roll a natural 20 or a natural 1 during this check consult Chart 2.4 to determine the results. 

Chart 2.3

{ In order to reduce the total number of dice rolls necessary for more complex items there is a maximum of 20 success checks throughout the entire process. The rolls are broke up into quarters of the total project with 5 rolls max representing the success of each quarter of the crafting process. These rolls may be taken in any manner the DM sees fit (every other session, the end of each week of crafting, at the end of each construction quarter, etc...). }

  • For the first 25% of the project (Common DC =10 | Uncommon DC = 13 | Rare DC = 16 | Very Rare DC = 19 | Legendary DC = 20)
  • For the second 25% of the project (Common DC =8 | Uncommon DC = 11 | Rare DC = 14 | Very Rare DC = 17 | Legendary DC = 17)
  • For the third 25% of the project (Common DC =7 | Uncommon DC = 10 | Rare DC = 12 | Very Rare DC = 15 | Legendary DC = 15)
  • For the last 25% of the project (Common DC =5 | Uncommon DC = 6 | Rare DC = 10 | Very Rare DC = 11 | Legendary DC = 13)

Chart 2.4

  • For each natural 20 rolled during the crafting process an epiphany happens. This great success allows for a drastic change in the understanding of the creation of the magical Item being worked on. The Artificers breakthrough has allowed for a 5% permanent reduction to the cost of creating that specific Item and they will mark down this discovery in their workbook. This will require the formula for the total number of sessions necessary for this items creation to be recalculated. In addition the session that they are currently working on counts as 3 sessions for the purposes of progress on this item. This permanent gold cost reduction may not be greater than 30% of the original cost of item. If this recipe is removed from the workbook the discount is lost with it.
  • On a roll of a natural 1 there are two possible outcomes:
  1. If the project is more than 50% completed a natural 1 simply means that the session produces no results and the materials are wasted with no progress being made.
  2. However if less than 50% of the project is completed the artificer rolls a d10 to determine the effect:
  • 1=The notes are terribly wrong, an explosion during the creation process destroys the Item and all the stored components in your lab. you must begin all over again.
  • 2=The diagrams are all backwards and you have now used 10% of your materials creating a piece of garbage, scrap it and start over.
  • 3=You can't read your own codes and spend the next 2 sessions rewriting your notebook to fix the plans, make no progress this session as you figure this out.
  • 4=Something isn't right with this spell, spend this session and the next fixing your mistakes
  • 5+=Fall asleep and make no progress this session.

 

 

Notes: Paralyzed, Using a second charge in a single day comes with a risk. After using your second charge roll a d6. You may not modify or re-roll this die for any reason. On a score of a 1 you suffer 1 point of exhaustion following your long rest as the rush of time dilation makes your long rest less effective than normal., Artificer

Item Tags: Artificer

Brother_Raven

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