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General Formulas

De Runarcana Wiki
Esta página é uma versão traduzida da página Fórmulas Gerais. Sua tradução está 100% completa.

This article complies with version 0.94 of Runarcana RPG

Below are the general formulas organized alphabetically, these formulas are mostly level 0 formulas, meaning they can be chosen by many crafts, including Minor Crafts. Level 0 formulas create items of the "mundane" category.

General Formulas in Alphabetical Order

Abacus

Craft: Locksmith, jeweler, handworker (carpenter, sculptor, potter, glassmaker) collector.
DC: 10
Components: Frame, thin rods, beads and Craft set.
Value: 2 GP
Time: 2 hours

The abacus is a calculation instrument that consists of a base structure on which some rods with beads that can be moved are arranged, the material can be the most diverse, from wood, through metal and even jewelry, modifying the value of the product.

The abacus serves to assist and make calculations quickly, although it is a simple instrument, it is capable of greatly speeding up most mathematical calculations.

Natural 20. General Masterpieces Table.

Acid (flask)

Craft: Alchemist
DC: 10
Components: Chemical or alchemical bases and Craft set.
Value: 25 gp
Time: Standard

Through chemical combinations or alchemical transmutation, several substances can be combined to create a vial of weak acid.

As an action, you can splash the contents of this vial on a creature within 5 feet of your reach or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.

Natural 20. The acid's damage becomes 3d8 and it becomes a medium acid.

Holy Water (vial)

Craft: Enchanter, Acolyte
DC: -
Components: Container, water, holy symbol and Craft set.
Value: 25 gp
Time: 1 hour

To create holy water, a 1-hour ritual with components related to the enchanter's faith or magic is required.

As an action, you can splash the contents of this vial on a creature within 5 feet of your reach or throw the vial up to 20 feet, breaking it on impact. In either case, make a ranged attack against the targeted creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage.

Natural 20. The holy water's damage becomes 3d8.

Alchemical Holy Water (vial)

Craft: Alchemist
DC: 15
Components: Glass vial, water, components and Craft set.
Value: 30 GP
Time: Standard

The vial with water is transmuted to emanate spiritual energy. The creation of alchemical holy water requires ingredients that have resonance with spiritual magic or light magic, through this transmutation that requires time, it is possible to transmute normal water into water that functions as holy water.

The use of alchemical holy water follows the same rules as the use of holy water.

Natural 20. The damage of holy water becomes 3d8.

Handcuffs

Craft: Armorsmith, Weaponsmith
DC: 13
Components: Metal and Craft set.
Value: 2 GP
Time: 2 hours

The lock made into a handcuff is a simple lock. Through forging, by hammering the metal, it is possible to create a pair of handcuffs, with a padlock or lock, in addition to two keys for the same.

These metal restraints can restrain a Small or Medium creature. Escaping from handcuffs requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Without the key, a creature proficient with Locksmith Set can open the lock of the handcuffs with a successful DC 15 Dexterity check. Handcuffs have 15 hit points.

Natural 20. Roll 1d6, this value is added to the market value and double this value is added to the DC needed to break them.

Pouch

Craft: Collector (Tanner), Fashionista
DC: 10
Components: Leather or Cloth and Craft set.
Value: 5 PP
Time: 1 hour

A dressmaker or a Jeweler, in possession of a Set of their craft, can increase the market value of the pouch. For each additional day of work and the expenditure of 5 sp, its market value increases by 1 GP. Made of leather or cloth, a pouch can be just a small bag to store things. Through artistic talents and components, it is possible to create a pouch with greater market value.

A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things.

Natural 20. General Masterpieces Table.

Quiver

Craft: Archer, Collector (tanner)
DC: 10
Components: Leather, thread, needle and Craft set.
Value: 1 GP
Time: 1 hour

A quiver is a type of case, usually rigid, that can contain arrows inside, thus facilitating its use, in addition to ensuring their integrity.

A quiver can contain up to 20 arrows.

Natural 20. General Masterpieces and roll 1d10, the value is equal to the number of additional arrows that can be placed in this quiver.

Hourglass

Craft: Techmaturge, Handworker (glassworker)
DC: 15
Components: Glass, wood, sand and Craft set.
Value: 25 GP
Time: Standard

When used, an hourglass is capable of marking a certain passage of time predetermined during its creation.

When creating an Hourglass, the fixed time it marks must be established.

Natural 20. General Masterpieces

Signet Ring

Craft: Jeweler
DC: 12
Components: Metal and Craft set.
Value: 5 gp
Time: Standard

A Signet Ring is a ring that can be used to leave a low-relief impression in a soft material, such as hot candle wax. By default, a signet ring bears a unique mark to identify its owner.

A Jeweler, in possession of a Set of his craft, can increase the market value of the ring, using precious metals and transforming it into a piece of jewelry as well. For each additional day of work and the expenditure of 25 sp, its market value increases by 5 gp.

Natural 20. General Masterpieces

Antitoxin (Vial)

Craft: Alchemist, Apothecary
DC: 15
Components: Vial, herbs, chemical or alchemical substances and Craft set.
Value: 25 GP
Time: Standard

A vial of antitoxin can be drunk by one person only. The process for creating it can be done through the crafts of Alchemist, by transmuting the present material; Apothecary, through a combination of herbs and processes.

A creature that drinks the liquid from this vial gains advantage on saving throws against poison for 1 hour. This does not confer any benefit to undead or constructs.

Natural 20. Antitoxin is able to neutralize the Intoxicated or Poisoned condition of a weak poison.

Signal Whistle

Craft: Handworker (any), Techmaturge, Artist (musician)
DC: 10
Components: Raw Material and Craft set.
Value: 5 CP
Time: 1 hour

A signal whistle is capable of emitting a characteristic sound that can be heard for up to 300 feet.

The creature in possession of the whistle must be able to blow it to produce the sound.

Natural 20. General Masterpieces

Portable Ram

Craft: Weaponsmith, Techmaturge, Mason, Handworker (carpenter), Gatherer (lumberjack)
DC: 10
Components: Wood, metal reinforcements and Craft set.
Value: 4 GP
Time: 2 hours

The ram is a siege weapon that consists of a strong central part, usually of some resistant wood and an iron or bronze head, with variable shape. It is used to break down doors and can be used by more than one person.

You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. Another character can help you use the ram, giving you advantage on this check.

Natural 20. Add 1d4 to the bonus on the Strength check to use the ram.

Hunting Trap

Craft: Weaponsmith, Techmaturge, Gatherer (biologist, tanner)
DC: 12
Components: Wood, metal reinforcements and Craft set.
Value: 5 GP
Time: Standard

A hunting trap consists of a piece that, when opened, forms a ring of steel teeth that close when a creature steps on a pressure plate in its center. The trap is usually attached by a heavy chain to an immovable object, such as a tree or a stake embedded in the ground

When you use your action to prepare it, this trap opens and must be placed. The creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or suffer 1d4 points of piercing damage and stop moving. From then on, until the creature breaks free from the trap, its movement is limited by the length of the chain (normally 3 feet long). A creature can use its action to make a DC 10 Strength check, breaking free or freeing another creature within reach on a success. Each failed check deals 1 piercing damage to the trapped creature.

Natural 20. The damage increases to 1d6, and it adds 1d4 to the bonus on the Strength check to break free.

Grappling Hook

Craft: Weaponsmith, Techmaturge
DC: 12
Components: Wood, metal reinforcements and Craft set.
Value: 2 GP
Time: 2 hours

A grappling hook is a tool used to aid in climbing, made up of several hooks that secure a position. When tied to the end of a rope, a grappling hook can attach the rope to a battlement, window sill, tree branch, or other ledge.

Using a grappling hook requires a Dexterity check (DC 10, +2 for every 10 feet the hook is thrown, up to a maximum DC of 65 feet). Failing by 4 or less indicates that the hook does not catch and falls, allowing you to try again. Failing by 5 or more indicates that the hook initially holds, but releases after 1d4 rounds of supporting weight. This check is done secretly, so you don't know if the rope will hold your weight.

Natural 20. General Masterpieces

Merchant's Scales

Craft: Locksmith, Techmaturge
DC: 15
Components: Wood or Metal and Craft set.
Value: 5 gp
Time: Standard

A merchant's scale includes a small scale, pans, and a suitable assortment of weights up to 2 pounds

With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their value.

Natural 20. General Masterpieces

Bucket

Craft: Alchemist, Apothecary, Armorer, Cook, Weaponsmith, Brewer, Techmaturge, Handworker (carpenter, potter) Gatherer (lumberjack, miner)
DC: 10
Components: Wood or metal and Craft set.
Value: 5 CP
Time: 1 hour

A bucket can be made of wood, metal, or other available materials that can serve the desired purpose. Thus, for a bucket that will hold liquids, it is necessary that it be a material capable of containing the liquid without spilling it, while a bucket for holding burning coals has different requirements.

A standard bucket can hold up to 3 gallons of liquid or 1/2 cubic foot of solids.

Natural 20. General Masterpieces

Barrel

Craft: Alchemist, Apothecary, Cook, Brewer, Techmaturge, Handworker (carpenter, potter), Gatherer (lumberjack, miner)
DC: 12
Components: Wood, metal and Craft set.
Value: 2 gp
Time: 2 hours

A barrel is typically made of wooden poles attached to one or more wooden and metal hoops. There are barrels made of metal and other materials, but these typically require specific tools and large amounts of material.

A standard barrel can hold up to 40 gallons of liquid or 4 cubic feet of solids.

Natural 20. General Masterworks

Chest

Craft: Techmaturge, Handworker (carpenter) Gatherer (lumberjack)
DC: 15
Components: Wood, metal and Craft set.
Value: 5 GP
Time: 2 hours

Usually made of wood, a chest is usually made of wood with some type of hinge to make it easier to open and close. They may have a lock. There are chests made of metal and other materials, but these usually require specific tools and large amounts of material to be made.

A standard chest can hold up to 12 cubic feet of solids totaling 130 kg.

Natural 20. General Masterworks

Component Bag

Craft: Enchanter, Fashionista, Collector (tanner)
DC: 15
Components: Leather or cloth and Craft set.
Value: 25 gp
Time: Standard

A fashionista or a Jeweler, in possession of a Set of their craft, can increase the market value of the component bag. For each additional day of work and the expenditure of 2 gp, its market value increases by 5 gp. A component bag is a small, waterproof leather bag, attached to the belt, that has compartments to store all the material components and other special items you need to cast your spells, except for the components that have a specific cost (as indicated in the spell description).

Unlike the Satchel, a component bag has a greater care inside, to isolate the components and prevent them from interacting with each other.

Natural 20. General Masterpieces

Tinderbox

Craft: Alchemist, Armorer, Locksmith, Techmaturge, Collector (miner)
DC: 10
Components: Set of flints and Craft set.
Value: 5 PP
Time: 1 hour

This small container contains silica, flint, and a tinderbox (usually a dry cloth soaked in oil) used to start a fire.

Using the tinderbox to light a torch - or anything exposed with abundant fuel - requires an action. Lighting any other type of fire takes 1 minute.

Natural 20. General Masterworks

Fountain Pen

Craft: Techmaturge, Artist (Scribe)
DC: 12
Components: Wood, metal or bone and Craft set.
Value: 2 CP
Time: 2 hours

A fountain pen is a rod of wood, metal, bone or other material, with a special metal tip and a tip that absorbs ink when dipped in glass and leaves a trail when glided over a surface.

A fountain pen requires a bottle of ink to be used.

Natural 20. General Masterpieces

Sealing Wax

Craft: Alchemist, Apothecary, Cook, Techmaturge, Collector (biologist)
DC: 10
Components: Base Material and Craft set.
Value: 5 PP
Time: 1 hour

Sealing Wax is a general term for several substances that can perform the same function, and can be the result of alchemy through transmutation, or even the collection of beeswax.

Sealing Wax is used to keep correspondence and documents closed, usually using a Signet Ring.

Natural 20. General Masterpieces

Basket

Craft: Apothecary, Handworker (carpenter, sculptor, potter), Collector (biologist, tanner, lumberjack)
DC: 10
Components: Base material and Craft set.
Value: 4 PP
Time: 1 hour

A basket can be made from a variety of materials, from wicker to wood, metal, bones, and leather, among other possibilities.

>A standard basket can hold 2 cubic feet with up to 20 kg of weight.

Natural 20. General Masterpieces

Blanket

Craft: Fashionista, Collector (biologist and tanner)
DC: 10
Components: Base Material and Craft set.
Value: 5 PP
Time: 1 hour

A blanket can be made from threads, fabric or even leather, and is used to protect against heat and, if the material allows it, even rain.

By default, using a blanket allows the Extreme Cold safeguards to be made with advantage.

Natural 20. General Masterpieces

Rope (50 feet)

Craft: Fashionista, Gatherer (biologist and tanner)
DC: 10
Components: Base material and Craft set.
Value: 1 gp
Time: 1 hour

Rope can be made from various types of fibers braided and rolled together, increasing the tensile strength of the material in question. Here are described hemp, jute, and sisal ropes.

A rope, whether made of hemp, silk or other materials, has 2 hit points and can be destroyed with a DC 17 Strength check.

Natural 20. General Masterworks and roll 1d4, adding the value to the hit points and double that value to the DC to be destroyed.

Silk Rope

Craft: Fashionista, Collector (biologist and tanner)
DC: 12
Components: Base Material and Craft Set and Craft set.
Value: 10 GP
Time: Standard

Rope can be made from various types of fibers braided and rolled together, increasing the tensile strength of the material in question. Cotton, linen and silk ropes are described here.

A rope, whether made of hemp, silk or other materials, has 2 hit points and can be destroyed with a DC 17 Strength check.

Natural 20. General Masterworks and roll 1d4, adding the value to the hit points and double that value to the DC to be destroyed.

Chain (10 feet)

Craft: Armorsmith, Weaponsmith
DC: 12
Components: Material Base and Craft set.
Value: 5 gp
Time: Standard

A chain is made of metal links that are joined together using different techniques, from bending metal to melting metal into the proper shape.

A chain has 10 hit points. It can be broken with a successful DC 20 Strength check.

Natural 20. General Masterworks and roll 1d6, adding the value to the hit points and double that value to the DC to be broken.

Ladder (10 feet)

Craft: Handworker (carpenter), Gatherer (lumberjack)
DC: 10
Components: Wood and Craft set.
Value: 1 PP
Time: 1 hour

The ladder is made of quality wood to balance the lowest possible weight with the greatest resistance, making it possible to transport it more easily.

Climbing with a ladder causes every 10 feet of movement to cost an extra 5 feet.

Natural 20. General Masterworks.

Metal Spheres (bag with 1,000)

Craft: Alchemist, Armorer, Gunsmith, Locksmith, Vehiclewright, Weaponsmith, Techmaturge, Jeweler, Collector (miner)
DC: 10
Components: Metal and Craft set.
Value: 1 GP
Time: 2 hours

The metal spheres are less than 1 cm each, and are made of any type of metal available. Once used and scattered, it is impossible to collect them again.

As an action, you can scatter these tiny metal balls from the bag that contains them to cover a flat, square area that is 10 feet on a side. A creature moving through the covered area must succeed on a DC 10 Dexterity saving throw or be knocked prone. A creature moving through the area at half its speed does not need to make the saving throw.

Natural 20. General Masterpieces.

Steel Mirror

Craft: Alchemist, Armorer, Weaponsmith, Collector (miner)
DC: 12
Components: Metal and Craft set.
Value: 5 gp
Time: Standard

The steel mirror is approximately 12 cm tall, 8 cm wide, and 5 mm thick, and is polished to provide a reflection.

This polished steel mirror is useful for peering around corners, signaling to friends using the sun's reflection, making sure you look presentable to meet the queen, and examining wounds in hard-to-reach places on the body.

Natural 20. General Masterworks.

Iron Stakes (10)

Craft: Armorer, Weaponsmith, Collector (miner)
DC: 12
Components: Metal and Craft set.
Value: 1 gp
Time: 2 hours

Iron stakes are normally used to secure the reins of mounts in a certain place, but they can be used in different ways such as being attached to a wall to hang something.

The stakes can be used as improvised weapons causing bludgeoning or piercing damage (1d4), but once they are used as such, they cannot be used again.

Natural 20. General Masterpieces.

Capsule Case

Craft: Techmaturge, Fletcher, Handworker (carpenter), Collector (leatherworker)
DC: 11
Components: Wood, Leather and Craft set.
Value: 20 GP
Time: Standard

A capsule case is made of wood and has leather inside to cushion the impact and keep the capsules inside it safe.

This case protects the capsules inside it, preventing them from breaking and even if it does break, its contents do not mix

Natural 20. General Masterpieces.

Parchment or Map Case

Craft: Techmaturge, Fletcher, Hanworker (carpenter), Collector (leatherworker)
DC: 10
Components: Wood, Leather and Craft set.
Value: 1 gp
Time: 2 hours

A map or parchment case is made of wood and covered in leather, or just thick leather.

This case can hold up to ten rolled sheets of paper or up to five rolled sheets of parchment, protected from water and weather conditions.

Scrolls and maps contained within the case are not affected by water.

Natural 20. General Masterpieces.

Meal Box

Craft: Gunsmith, Armorer, Weaponsmith, Collector (miner)
DC: 10
Components: Metal and Craft set.
Value: 2 PP
Time: 1 hour

This tin box contains a mug and simple cutlery. The box and lid fit together, and one side can be used as a cooking pot and the other as a plate or shallow bowl.

You can use this box to prepare a simple meal with access to ingredients and a constant heat source, such as a campfire.

Natural 20. General Masterpieces.

Bow Case

Craft: Fletcher, Weaponsmith, Handworker (carpenter), Collector (lumberjack)
DC: 10
Components: Wood and Craft set.
Value: 1 GP
Time: 1 hour

This case is made of wood to store bolts that can be used in crossbows and crossbows. The main function of the case is to protect the bolts and to facilitate the removal for reloading in combat.

By default, a bolt case can hold up to twenty crossbow bolts.

Natural 20. General Masterworks and roll 1d10, the value is equal to the number of additional bolts that can be placed in this case.

Caltrops (bag with 20)

Craft: Gunsmith, Armorer, Weaponsmith, Craftsman (carpenter), Collector(lumberjack)
DC: 10
Components: Metal and Craft set.
Value: 1 GP
Time: 1 hour

Caltrops are made of metal spikes, they are an anti-personnel weapon that can be used to hinder the movement of people and animals.

As an action, you spread a bag of caltrops to cover a square area of ​​5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or end its movement this turn and suffer 1 point of piercing damage. Suffering this damage reduces the creature's speed by 10 feet until it regains at least 1 hit point. A creature moving through the area at half speed does not make the save. safeguard.

Natural 20. General Masterpieces.

Lock/Padlock

Craft: Locksmith, Techmaturge
DC: 10
Components: Metal and Craft set.
Value: 10 GP
Time: Standard

Made of metal, both a lock and a padlock are designed to be opened only with a specific key made for this purpose.

Two keys are made with the lock/padlock. Without the key, a creature with locksmith tools can open this lock with a successful DC 15 Dexterity check.

Natural 20. General Masterworks and roll 1d4, the value is added to the DC to open the lock.

Arcane Focus: Staff

Craft: Alchemist, Apothecary, Enchanter, Handworker (carpenter), Collector (lumberjack)
DC: 15
Components: Wood, metal, arcane components and Craft set.
Value: 10 GP
Time: Standard

For a staff to be used as an Arcane Focus, not only some type of specific wood is required, but also coatings that facilitate the conduction of arcane energy. The treatment given to the wood of the staff is even more complex than the treatment given if it were just a weapon. Its size is the same as a Mace and, through different processes, be it alchemical transmutation of the core of this staff, or even the inscription of runes, among other possibilities, this object can be used as an arcane focus.

Arcane Focus: The Rod can be used as a spellcasting focus, the rules for this can be found in the classes themselves and in Chapter 10: Magic. Additionally, it can be used as a melee weapon, using the weapon characteristics of the Mace.

Natural 20. Weapons- I.

Arcane Focus: Staff

Craft: Alchemist, Apothecary, Enchanter, Handworker (carpenter), Collector (lumberjack)
DC: 10
Components: wood and Craft set.
Value: 5 GP
Time: Standard

A staff to be used as an Arcane Focus can be produced using some types of wood found everywhere in addition to specific coatings, however, the treatment given to the wood is more complex than the treatment given if it were just a weapon. Through different processes, be it alchemical transmutation of the core of this staff, or even the inscription of runes, among other possibilities, the staff can be used as an arcane focus.

The Arcane Focus: Staff can be used as a spellcasting focus, the rules for this can be found in the classes themselves and in Chapter 10: Magic. Additionally, it can be used as a melee weapon, using the characteristics of the Staff weapon.

Natural 20. Weapons- I.

Arcane Focus: Crystal

Craft: Alchemist, Enchanter, Jeweler, Handworker (sculptor), Collector (miner)
DC: 15
Components: Crystal and Craft set.
Value: 10 GP
Time: Standard

A crystal can be used as an Arcane Focus. To do so, it is necessary to find certain crystals, cut or not, and give them specific treatments that make them capable of transferring arcane energies.

>The Arcane Focus: Crystal can be used as a spellcasting focus. The rules for this can be found in the classes themselves and in Chapter 10: Magic.

Natural 20. General Masterpieces Table.

Arcane Focus: Orb

Craft: Alchemist, Armorer, Weaponsmith, Enchanter, Jeweler, Handworker (carpenter, sculptor, potter, glassmaker), Collector (all)
DC: 15
Components: Metal, Wood, Crystals, Magic Components and Craft set.
Value: 20 GP
Time: Standard

Creating an Orb that functions as an Arcane Focus requires planning based on its construction techniques, with several possibilities existing for this. The orb can be made with folded metals with inscribed runes, with mixtures of magical ingredients in a solidified base, with wooden pieces like an arcane puzzle, among other possibilities that have different needs.

The Arcane Focus: Orb can be used as a spellcasting focus, the rules for this can be found in the classes themselves and in Chapter 10: Magic.

Natural 20. General Masterpieces Table.

Arcane Focus: Wand

Craft: Alchemist, Apothecary, Enchanter, Handworker (carpenter), Collector (lumberjack)
DC: 12
Components: Metal, Wood, Crystals, Magic Components and Craft set.
Value: 10 GP
Time: Standard

An arcane focus: A wand is more than just a piece of a tree. In addition to its common wooden body, it has several processes that make it an excellent arcane conductor. The processes for this can be alchemical in nature, transmuting it, enchanting it by attaching magical components, or even by inscribing runes.

The Arcane Focus: A wand can be used as a spellcasting focus. The rules for this can be found in the classes themselves and in Chapter 10: Magic.

Natural 20. General Masterpieces Table.

Glass Vial

Craft: Alchemist, Handworker (glassworker)
DC: 12
Components: Sand, silica and Craft set.
Value: 1 GP
Time: 1 hour

A standard glass vial that can hold up to 250ml, its glass is fragile against impacts and even heat, and does not require special treatment to make it more resistant. They are generally used to store potions, poisons or other ingredients.

A glass vial has 1 hit point and AC 13.

Natural 20. General Masterpieces Table.

Flask or Mug

Craft: All
DC: 10
Components: Base Material and Craft set.
Value: 2 CP
Time: 1 hour

A flask or mug can be made from almost any material, as long as there are raw materials for it and tools to work with it. Additionally, flasks and mugs can be improvised.

The hit points and AC of a flask or mug are based on the base material used to create them, as can be seen in Chapter 13: Running the Game - Objects.

Natural 20. General Masterpieces Table.

Glass Bottle

Craft: Alchemist, Artist (scribe, makeup artist, painter, tattoo artist), Handworker (sculptor, potter), Collector (miner)
DC: 10
Components: Calcium Sulfate Base and Craft set.
Value: 1 PC
Time: 1 hour

Heating sand or silica to create a glass bottle is a process that requires the use of a constant heat source in addition to the craft set to be able to blow the glass into the desired shape.

A glass bottle has 2d4 hit points and AC 13.

Natural 20. General Masterworks Table.

Chalk

Craft: Handworker (glassworker), Collector (miner)
DC: 12
Components: Sand or silica and Craft set.
Value: 2 gp
Time: 1 hour

Chalk is an object usually in the shape of an elongated cylinder that, when rubbed on a surface, leaves a trail as it wears away.

Chalk is made from certain specific rocks, but can be improvised with other rocks that wear away leaving pigments when rubbed on a surface.

Natural 20. General Masterpieces Table.

Jug or Amphora

Craft: Armorsmith, Weaponsmith, Handworker (carpenter, sculptor, potter, glassmaker)
DC: 10
Components: Metal, wood, clay, sand or silica and Craft set.
Value: 2 CP
Time: 2 hours

Able to be built from various materials, the jug is normally used to store and pour liquids in a controlled manner.

>By default, a jug can hold up to 4 liters of liquid content.

Natural 20. General Masterpieces Table.

Lantern

Craft: Armorer, Weaponsmith, Techmaturge
DC: 12
Components: Metal, wood, clay, sand or silica and Craft set.
Value: 2 PP
Time: 2 hours

A lantern is an object with a handle so it can be held and space for the oil placed in it to burn, producing light. This lantern does not work on rainy or windy days.

A lantern casts bright light in a 15-foot radius and dim light for another 30 feet. Once lit, it burns for 6 hours in a flask (0.5 liter) of oil.

Natural 20. General Masterworks Table.

Covered Lantern

Craft: Armorer, Weaponsmith, Techmaturge
DC: 12
Components: Metal, wood, clay, sand or silica and Craft set.
Value: 5 gp
Time: Standard

A covered lantern is similar to a regular lantern, however it has a covering that allows it to be used on rainy days and controls the intensity of the light produced, although it cannot be used on days with strong winds.

A covered lantern sheds bright light in a 30-foot radius and dim light for another 30 feet. Once lit, it burns for 6 hours in a flask (0.5 liter) of oil. As an action, you can lower the lantern's cover, reducing the light to dim light in a 5-foot radius area.

Natural 20. General Masterworks Table.

Flame-Focus Lantern

Craft: Armorer, Weaponsmith, Techmaturge
DC: 14
Components: Metal, wood, clay, sand or silica and Craft set.
Value: 10 GP
Time: Standard

A beam-focus lantern is an evolution of a covered lantern, it has a glass that protects its interior and allows the light to be better focused.

A focused lantern casts bright light in a 60-foot cone and dim light for another 60 feet. Once lit, it burns for 6 hours in a flask (0.5 liter) of oil.

Natural 20. General Masterwork Table.

Book

Craft: Artist (Scribe)
DC: 15
Components: Paper, leather and Craft set.
Value: 20 gp
Time: Standard

Books have different values ​​in each region based on how common they are and how easily they are produced.

A book can contain poetry, historical accounts, information related to a particular field of knowledge, diagrams and notes about inventions, or just about anything else that can be represented using text or images. A book that contains spells is a magic book.

Natural 20. General Masterpieces Table


Magic Book/Grimory

Craft: Enchanter, Artist (Scribe)
DC: 15
Components: Paper, leather and Craft set.
Value: 25 gp
Time: Standard

Although it may seem like any other book, the pages and even the cover of a Grimoire are specially crafted so that they can receive special inks that interact with magic.

Essential for arcana, a spellbook is a leather-bound tome with 100 blank vellum pages, suitable for inscribing spells.

Natural 20. General Masterpieces Table.

Spyglass

Craft: Techmaturge, Handworker (glassworker)
DC: 15
Components: Wood, or metal, or Leather and Sand, or silica and Craft set.
Value: 1,000 GP
Time: Standard

To make a Spyglass, you need to create lenses and know how to arrange them in order to achieve the desired effect. Depending on the region, the value of a spyglass can be extremely high.

Objects seen through a spyglass are magnified up to twice their size.

Natural 20. General Masterpieces Table.

Magnifying Glass

Craft: Techmaturge, Artisan (Glassmaker)
DC: 15
Components: Wood, or Metal, or Leather and Sand, or Silica and Craft set.
Value: 100 GP
Time: Standard

To craft a magnifying glass, you must create a converging lens that displays a virtual, magnified image of something.

It is also useful as a substitute for flint and tinder when starting a fire. Lighting a fire with a magnifying glass requires a bright light such as sunlight to focus it, a flammable material to burn, and about 5 minutes for the fire to catch. A magnifying glass grants advantage on any Attribute check made to appraise or inspect an item that is small or highly detailed.

Natural 20. General Masterworks Table.

Sledgehammer

Craft: Gunsmith, Armorer, Locksmith, Weaponsmith, Techmaturge, Mason, Collector (miner)
DC: 12
Components: Wood, metal and Craft set.
Value: 2 gp
Time: 2 hours

A sledgehammer is a large hammer used primarily for breaking rocks.

When used as an improvised weapon by someone proficient with the Mallet, a sledgehammer deals 2d4 bludgeoning damage but has less durability.

Natural 20. General Masterworks Table.

Hammer

Craft: Gunsmith, Armorer, Locksmith, Weaponsmith, Techmaturge, Mason, Collector (miner)
DC: 12
Components: Wood, metal and Craft set.
Value: 1 gp
Time: 2 hours

A hammer is usually made of metal, but not limited to it, to strike objects or hammer nails.

If used as an improvised weapon by someone proficient with Light Hammer, a hammer has the same characteristics but less durability.

Natural 20. General Masterworks Table.

Backpack

Craft: Fashionista, Collector (leatherworker)
DC: 15
Components: Leather, fabric, threads and Craft set.
Value: 2 GP
Time: 2 hours

A backpack can be made using leather or even fabrics and even combinations between these two.

The standard capacity of a backpack is 30 liters or up to 15 kg of equipment.

Natural 20. General Masterpieces Table.

Ammunition: Sling Bullets

Craft: Alchemist, Gunsmith, Fletcher, Weaponsmith, Techmaturge, Mason, Handworker (carpenter, sculptor, potter, glassmaker), Collector (miner)
DC: 10
Components: Base material and Craft set.
Value: 4 CP
Time: 1 hour

A sling bullet can be made from several materials, the important thing is that it is worked to become as smooth as possible, thus increasing its accuracy during firing.

20 sling bullets are produced for the market value shown.

Natural 20. General Ammunition.

Ammunition: Blowgun Darts

Craft: Gunsmith, Fletcher, Weaponsmith, Techmaturge, Handworker (carpenter), Collector (lumberjack)
DC: 10
Components: Base material and Craft set.
Value: 1 GP
Time: 1 hour

Blowgun darts are efficient for applying poison to targets from a distance and stealthily, and can be made of wood, metal, bone, among other possibilities.

50 blowgun darts are produced for the market value shown.

Natural 20. General Ammunition.

Ammunition: Arrows

Craft: Fletcher, Weaponsmith, Handworker (carpenter), Collector (biologist, lumberjack)
DC: 10
Components: Base material and Craft set.
Value: 1 GP
Time: 1 hour

Arrows are by default made of wood with a tip made of metal or sharp stone.

20 arrows are produced at the market value shown.

Natural 20. General Ammunition.

Ammunition: Crossbow Bolts

Craft: Fletcher, Weaponsmith, Techmaturge, Handworker (carpenter), Collector (biologist)
DC: 10
Components: Base material and Craft set.
Value: 1 GP
Time: 1 hour

Crossbow bolts are similar to arrows, but are usually smaller, having the same weight.

20 bolts are produced for the market value shown.

Natural 20. General Ammunition.

Oil (flask)

Craft: Alchemist, Apothecary, Gunsmith, Cook, Weaponsmith, Brewer, Techmaturge, Collector (biologist, tanner, miner)
DC: 12
Components: Base material and Craft set.
Value: 1 PP
Time: 1 hour

Oil is a generic name for substances that are flammable, and can come from various sources, from animals, vegetables and even minerals. The value of the clay flask is included in its value.

Oil usually comes in a clay flask that holds 0.5 liters. As an action, you can splash the contents of this flask on a creature within 5 feet of your reach or throw the flask up to 20 feet, breaking it on impact. Make a ranged attack against a creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), it takes 5 fire damage from the boiling oil. You can also pour a vial of oil on the ground to cover a 5-foot-square area, as long as the surface is level. If it catches fire, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in it. A creature can take this damage only once during its turn.

Natural 20. General Ammunition.

Shovel

Craft: Weaponsmith, Techmaturge, Collector (biologist, tanner, miner)
DC: 12
Components: Base Material and Craft set.
Value: 2 GP
Time: 1 hour

A Shovel is made from a flat, slightly flat metal or stone object, with a handle usually made of wood.

A shovel is used to dig holes in general, see the rules for digging in Chapter X: Digging.

Natural 20. General Masterpieces Table.

Iron Pot

Craft: Weaponsmith, Collector (miner)
DC: 12
Components: Base Material and Craft set.
Value: 2 GP
Time: 2 hours

An iron pot can be used to prepare food on stoves and even campfires.

Using an iron pot to prepare recipes (formulas) for your food allows them to be prepared in half the time required.

Natural 20. General Masterpieces Table.

Paper (1 sheet)

Craft: Alchemist, Apothecary, Enchanter, Forger, Techmaturge, Artist (Scribe), Collector (Lumberjack)
DC: 10
Components: Base material and Craft set.
Value: 2 PP
Time: 2 hours

Paper is made up of fine fibers of usually plant origin, arranged in a sheet format, and can be used for various purposes, but mainly for writing.

Paper can be used for writing and drawing, but if it gets wet it becomes fragile and can be easily torn.

Natural 20. General Masterpieces Table.

Crowbar

Craft: Armorsmith, Weaponsmith
DC: 12
Components: Metal and Craft set.
Value: 2 GP
Time: 2 hours

A crowbar is a metal instrument used to perform a lever action.

>Using a crowbar grants advantage on Strength checks where the crowbar's leverage can be applied.

Natural 20. General Masterworks Table.

Whetstone

Craft: Alchemist, Gunsmith, Armorer, Cutler, Mason, Collector (miner)
DC: 10
Components: Stone and Craft set.
Value: 2 CP
Time: 2 hours

A whetstone can either be produced by hardening a solution made for this purpose or by using an ore that already has the necessary properties.

Using a whetstone for 10 minutes causes a piercing or slashing weapon to have its critical hit margin increased by 1 for a number of attacks equal to half its proficiency bonus. When this number of attacks are made, this bonus is lost. After 5 uses of a whetstone, it no longer offers this benefit.

Natural 20. General Masterworks Table.

Perfume (bottle)

Craft: Alchemist, Apothecary, Enchanter, Techmaturge
DC: 10
Components: Glass, alcohol, fragrance, fixative and Craft set.
Value: 5 gp
Time: Standard

{{{Description}}}

A local perfume gives advantages in social interactions.

Natural 20. General Masterpieces Table.

Parchment

Craft: Enchanter, Forger, Techmaturge, Artist (Scribe), Collector (biologist, tanner)
DC: 12
Components: Leather and Craft set.
Value: 1 PP
Time: 2 hours

Parchment is animal skin stretched and prepared to receive writing. When made from delicate skins, it is called vellum.

These parchments are used only for writing, in order for them to be used for magic it is necessary to do other processes.

Natural 20. General Masterpieces Table.

Magic Scroll

Craft: Enchanter, Forger, Collector (biologist, tanner)
DC: 15
Components: Leather and Craft set.
Value: 5 PP
Time: 4 hours

Unlike parchment, which is used only for writing, the base scroll for writing magic receives special care to allow the placement of the magic written on it.

Creating a magic scroll requires the leather of an animal or even a common parchment that undergoes a special treatment. In this case, the creation value is deducted.

Natural 20. General Masterpieces Table.

Pickaxe

Craft: Weaponsmith, Collector (miner)
DC: 15
Components: Metal, wood and Craft set.
Value: 2 gp
Time: 2 hours

A Ore Pickaxe is made to break rocks and extract specific ore veins.

If used as an improvised weapon by someone proficient with the War Pickaxe, a pickaxe deals 1d6 piercing damage but has less durability.

Natural 20. General Masterworks Table.

Pyrofluid

Craft: Alchemist
DC: 17
Components: Liquid fuel and Craft set.
Value: 50 gp
Time: Standard

{{{Description}}}

This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this vial up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the pyrofluid as an improvised weapon. On a hit, the target takes 1d4 fire damage and is Scorched, taking the same damage per turn.

Natural 20. General Masterworks Table. and the damage dealt becomes 1d6.

Python

Craft: Armorer, Weaponsmith
DC: 17
Components: Metal, wood and Craft set.
Value: 5 CP
Time: 1 hour

The piton is a metal piece used mainly for mountaineering, being hammered into the surface where one intends to climb.

Using the piton allows climbing failures to not represent falls.

Natural 20. General Masterpieces Table.

Pulley

Craft: Gunsmith, Armorer, Locksmith, Vehiclewright, Weaponsmith, Technologist
DC: 12
Components: Metal and Craft set.
Value: 1 PP
Time: 1 hour

A set of pulleys with a cable placed through them and a hook for attaching to objects, a pulley and pulley system.

The pulley and pulley system, when in place, allows you to lift up to four times the weight you could normally lift.

Natural 20. General Masterpieces Table.

Clothes (common)

Craft: Fashionista
DC: 10
Components: Clothes and Craft set.
Value: 5 PP
Time: 1 hour

Common clothes usually include top, bottom, regional underwear and shoes.

Common clothes from a region can remove disadvantage in social rolls with people from the same region.

Natural 20. General Masterpieces Table.

Clothes (costume)

Craft: Fashonista
DC: 12
Components: Cloth and Craft set.
Value: 5 GP
Time: Standard

Costumes have a variable value, starting at 5 GP and increasing this value according to complexity and luxury

Costumes can grant advantages in appropriate social contexts.

Natural 20. General Masterpieces Table.

Clothes (Fine)

Craft: Fashionista
DC: 15
Components: Cloth and Craft set.
Value: 15 GP
Time: Standard

Fine Clothes are similar to common clothes, but have a better cut and are made of finer materials.

Fine Clothes can grant advantages in appropriate social contexts.

Natural 20. General Masterpieces Table.

Clothing (Travel)

Craft: Fashionista
DC: 12
Components: Cloth and Craft set.
Value: 2 GP
Time: 2 hours

Traveling clothing is reinforced clothing for travel, usually with reinforced seams or even clothing tied to a specific climate.

Wearing clothing suited to different climates can remove disadvantages when dealing with those climates.

Natural 20. General Masterpieces Table.

Soap

Craft: Alchemist, Apothecary, Cook, Brewer, Techmaturge, Artist (makeup artist)
DC: 10
Components: Fat, Ash and Craft set.
Value: 2 GP
Time: 2 hours

Soap is usually sold in bars and is used with water for intense cleaning.

The source of fat for making soap is usually animal fat, but there are formulas for using vegetable fat for this purpose

Natural 20. General Masterpieces Table.

Sack

Craft: Fashionista
DC: 10
Components: Fabric and Craft set.
Value: 1 PC
Time: 1 hour

A sack is made of some fabric and is normally used to transport objects, especially grains.

A sack can normally hold 30 liters or 15 kg of equipment.

Natural 20. General Masterpieces Table.

Sleeping Bag

Craft: Fashionista
DC: 12
Components: Cloth and Craft set.
Value: 1 GP
Time: 2 hours

Made of specific fabrics to create thermal insulation, a sleeping bag usually comes with a waterproof fabric that also serves as thermal insulation.

A sleeping bag is designed so that an average-sized person can sleep in some comfort.

Natural 20. General Masterpieces Table.

Holy Symbol (Amulet, Emblem, or Reliquary)

Craft: Armorer, Weaponsmith, Handworker (Carpenter, Sculptor)
DC: 12
Components: Base Material and Craft set.
Value: 5 gp
Time: Standard

A holy symbol is a representation of a god or pantheon. It can be an amulet depicting a symbol of a deity, the same symbol carefully engraved or carved as an emblem on a shield, or a small box containing a fragment of a holy relic.

An acolyte may use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in his hand, wear it visibly, or carry it on a shield.

Natural 20. General Masterworks Table.

Bell

Craft: Armorer, Weaponsmith, Handworker (musical instrument maker)
DC: 12
Components: Metal and Craft set.
Value: 1 GP
Time: 2 hours

The bell can have several final shapes, but is normally a hollow metal cone that resonates when struck.

The bell weighs up to 0.5 kg

Natural 20. General Masterpieces Table.

Tent (for two people)

Craft: Fashionista
DC: 12
Components: Cloth, metal and Craft set.
Value: 2 gp
Time: 2 hours

A tent is usually a simple, portable canvas shelter that can be easily set up in most terrains.

By default, a tent can usually sleep up to two people comfortably.

Natural 20. General Masterwork Table and one more person can sleep in the tent comfortably.

Ink (30 ml bottle)

Craft: Alchemist, Apothecary, Cook, Enchanter, Forger, Brewer, Techmaturge, Jeweler, Fashionista, Artist (scribe, makeup artist, painter, tattoo artist) Collector (miner)
DC: 12
Components: Pigments, liquid vehicle and Craft set.
Value: 10 GP
Time: 2 hours

A 30 ml bottle of ink can be made through the most diverse processes, using mineral, animal, vegetable and even magical pigments.

>The bottle of ink usually has a 30 ml capacity, not filling the bottle completely normally.

Natural 20. General Masterpieces Table and 1d4 times 5 ml more ink is produced.

Torch

Craft: Alchemist, Gunsmith, Fletcher, Cook, Techmaturge, Handworker (carpenter), Collector (all)
DC: 12
Components: Wood, fuel, cloth and Craft set.
Value: 10 gp
Time: 2 hours

Although virtually anyone, even without a craft, can improvise a torch, not everyone knows how to make a functional one that can be easily extinguished and remains intact during use.

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for another 20 feet. If you make a melee attack with a lit torch and hit, it deals 1 point of fire damage.

Natural 20. General Masterworks Table and the torch lasts for 1d4 times 10 minutes longer.

Tunic

Craft: Alchemist, Armorer, Fletcher, Cook, Techmaturge, Fashionista, Handworker (carpenter), Collector (all)
DC: 12
Components: Cloth and Craft set.
Value: 1 GP
Time: 2 hours

Depending on the region, tunics are comfortable garments worn in more intimate and non-public places.

Tunics can grant advantages in appropriate social contexts.

Natural 20. General Masterpieces Table.

Rod

Craft: Fletchr, Vehiclewright, Handworker (carpenter) Collector (lumberjack)
DC: 10
Components: Wood or Bamboo and Craft set.
Value: 5 CP
Time: 1 hour

A rod up to 3m tall.

A rod can be used to reach heights greater than the person using it.

Natural 20. General Masterpieces Table.

Candle

Craft: Alchemist, Apothecary, Enchanter, Forger, Techmaturge, Jeweler
DC: 10
Components: Wax, wick and Craft set.
Value: 1 CP
Time: 1 hour

A candle is normally made with wax and a central wick, with the material being able to be of animal, vegetable or even mineral origin.

When lit, the candle lasts for 1 hour, during which time it casts bright light in a 5-foot radius and dim light for another 5 feet.

Natural 20. General Masterpieces Table.

Basic poison (vial)

Craft: Alchemist, Apothecary, Collector (biologist)
DC: 15
Components: Poison base and Craft set.
Value: 100 gp
Time: Standard

{{{Description}}}

You can use the poison in this vial to coat a slashing or piercing weapon or up to three pieces of ammunition. Applying the poison requires an action. A creature hit by a poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison maintains its effect for 1 minute before drying

Natural 20. General Masterworks Table.