Chapter 4 · Detailing
General Formulas
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.
Abacus
- Craft
- Locksmith, jeweler, handworker (carpenter, sculptor, potter, glassmaker) collector.
- DC
- 10
- Component
- Frame, thin rods, beads
- 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.
Rule. 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.
20 natural. General Masterpieces Table.
Acid (flask)
- Craft
- Alchemist
- DC
- 10
- Component
- Chemical or alchemical bases
- Value
- 25 gp
- Time
- Standard
Through chemical combinations or alchemical transmutation, several substances can be combined to create a vial of weak acid.
Rule. 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.
20 natural. The acid's damage becomes 3d8 and it becomes a medium acid.
Handcuffs
- Craft
- Armorsmith, Weaponsmith
- DC
- 13
- Component
- Metal
- 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.
Rule. 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. |Nat20=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
- Component
- Leather or Cloth
- 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.
Rule. A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things.
20 natural. General Masterpieces Table.
Tinderbox
- Craft
- Alchemist, Armorer, Locksmith, Techmaturge, Collector (miner)
- DC
- 10
- Component
- Set of flints
- 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.
Rule. 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.
20 natural. General Masterworks
Fountain Pen
- Craft
- Techmaturge, Artist (Scribe)
- DC
- 12
- Component
- Wood, metal or bone
- 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.
Rule. A fountain pen requires a bottle of ink to be used.
20 natural. General Masterpieces
Sealing Wax
- Craft
- Alchemist, Apothecary, Cook, Techmaturge, Collector (biologist)
- DC
- 10
- Component
- Base Material
- 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.
Rule. Sealing Wax is used to keep correspondence and documents closed, usually using a Signet Ring.
20 natural. General Masterpieces
Basket
- Craft
- Apothecary, Handworker (carpenter, sculptor, potter), Collector (biologist, tanner, lumberjack)
- DC
- 10
- Component
- Base material
- 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.
Rule. >A standard basket can hold 2 cubic feet with up to 20 kg of weight.
20 natural. General Masterpieces
Blanket
- Craft
- Fashionista, Collector (biologist and tanner)
- DC
- 10
- Component
- Base Material
- 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.
Rule. By default, using a blanket allows the Extreme Cold safeguards to be made with advantage.
20 natural. General Masterpieces
Rope (50 feet)
- Craft
- Fashionista, Gatherer (biologist and tanner)
- DC
- 10
- Component
- Base material
- 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.
Rule. A rope, whether made of hemp, silk or other materials, has 2 hit points and can be destroyed with a DC 17 Strength check.
20 natural. 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
- Component
- Base Material 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.
Rule. A rope, whether made of hemp, silk or other materials, has 2 hit points and can be destroyed with a DC 17 Strength check.
20 natural. 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
- Component
- Material Base
- 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.
Rule. A chain has 10 hit points. It can be broken with a successful DC 20 Strength check.
20 natural. 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
- Component
- Wood
- 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.
Rule. Climbing with a ladder causes every 10 feet of movement to cost an extra 5 feet.
20 natural. General Masterworks.
Metal Spheres (bag with 1,000)
- Craft
- Alchemist, Armorer, Gunsmith, Locksmith, Vehiclewright, Weaponsmith, Techmaturge, Jeweler, Collector (miner)
- DC
- 10
- Component
- Metal
- 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.
Rule. 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. |Nat20=General Masterpieces.
Steel Mirror
- Craft
- Alchemist, Armorer, Weaponsmith, Collector (miner)
- DC
- 12
- Component
- Metal
- 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.
Rule. 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.
20 natural. General Masterworks.
Iron Stakes (10)
- Craft
- Armorer, Weaponsmith, Collector (miner)
- DC
- 12
- Component
- Metal
- 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.
Rule. 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.
20 natural. General Masterpieces.
Capsule Case
- Craft
- Techmaturge, Fletcher, Handworker (carpenter), Collector (leatherworker)
- DC
- 11
- Component
- Wood, Leather
- 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.
Rule. This case protects the capsules inside it, preventing them from breaking and even if it does break, its contents do not mix
20 natural. General Masterpieces.
Parchment or Map Case
- Craft
- Techmaturge, Fletcher, Hanworker (carpenter), Collector (leatherworker)
- DC
- 10
- Component
- Wood, Leather
- 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.
Rule. Scrolls and maps contained within the case are not affected by water.
20 natural. General Masterpieces.
Meal Box
- Craft
- Gunsmith, Armorer, Weaponsmith, Collector (miner)
- DC
- 10
- Component
- Metal
- 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.
Rule. You can use this box to prepare a simple meal with access to ingredients and a constant heat source, such as a campfire.
20 natural. General Masterpieces.
Bow Case
- Craft
- Fletcher, Weaponsmith, Handworker (carpenter), Collector (lumberjack)
- DC
- 10
- Component
- Wood
- 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.
Rule. By default, a bolt case can hold up to twenty crossbow bolts.
20 natural. 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
- Component
- Metal
- 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.
Rule. 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.
20 natural. General Masterpieces.
Lock/Padlock
- Craft
- Locksmith, Techmaturge
- DC
- 10
- Component
- Metal
- 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.
Rule. 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.
20 natural. General Masterworks and roll 1d4, the value is added to the DC to open the lock.
Arcane Focus: Baton
- Craft
- Alchemist, Apothecary, Enchanter, Handworker (carpenter), Collector (lumberjack)
- DC
- 15
- Component
- Wood, metal, arcane components
- Value
- 10 GP
- Time
- Standard
For a baton 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 baton 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 baton, or even the inscription of runes, among other possibilities, this object can be used as an arcane focus. |Rule=Arcane Focus: The Baton 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.
20 natural. Weapons- I.
Arcane Focus: Staff
- Craft
- Alchemist, Apothecary, Enchanter, Handworker (carpenter), Collector (lumberjack)
- DC
- 10
- Component
- wood
- 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.
Rule. 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.
20 natural. Weapons- I.
Arcane Focus: Crystal
- Craft
- Alchemist, Enchanter, Jeweler, Handworker (sculptor), Collector (miner)
- DC
- 15
- Component
- Crystal
- 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.
Rule. >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.
20 natural. General Masterpieces Table.
Arcane Focus: Orb
- Craft
- Alchemist, Armorer, Weaponsmith, Enchanter, Jeweler, Handworker (carpenter, sculptor, potter, glassmaker), Collector (all)
- DC
- 15
- Component
- Metal, Wood, Crystals, Magic Components
- 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. |Rule=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.
20 natural. General Masterpieces Table.
Arcane Focus: Wand
- Craft
- Alchemist, Apothecary, Enchanter, Handworker (carpenter), Collector (lumberjack)
- DC
- 12
- Component
- Metal, Wood, Crystals, Magic Components
- 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.
Rule. 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.
20 natural. General Masterpieces Table.
Glass Vial
- Craft
- Alchemist, Handworker (glassworker)
- DC
- 12
- Component
- Sand, silica
- 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.
Rule. A glass vial has 1 hit point and AC 13.
20 natural. General Masterpieces Table.
Flask or Mug
- Craft
- All
- DC
- 10
- Component
- Base Material
- 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.
Rule. 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.
20 natural. General Masterpieces Table.
Glass Bottle
- Craft
- Alchemist, Artist (scribe, makeup artist, painter, tattoo artist), Handworker (sculptor, potter), Collector (miner)
- DC
- 10
- Component
- Calcium Sulfate Base
- 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.
Rule. A glass bottle has 2d4 hit points and AC 13.
20 natural. General Masterworks Table.
Chalk
- Craft
- Handworker (glassworker), Collector (miner)
- DC
- 12
- Component
- Sand or silica
- 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.
Rule. Chalk is made from certain specific rocks, but can be improvised with other rocks that wear away leaving pigments when rubbed on a surface.
20 natural. General Masterpieces Table.
Jug or Amphora
- Craft
- Armorsmith, Weaponsmith, Handworker (carpenter, sculptor, potter, glassmaker)
- DC
- 10
- Component
- Metal, wood, clay, sand or silica
- 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.
Rule. >By default, a jug can hold up to 4 liters of liquid content.
20 natural. General Masterpieces Table.
Lantern
- Craft
- Armorer, Weaponsmith, Techmaturge
- DC
- 12
- Component
- Metal, wood, clay, sand or silica
- 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.
Rule. 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.
20 natural. General Masterworks Table.
Covered Lantern
- Craft
- Armorer, Weaponsmith, Techmaturge
- DC
- 12
- Component
- Metal, wood, clay, sand or silica
- 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.
Rule. 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.
20 natural. General Masterworks Table.
Focus-Beacon Lantern
- Craft
- Armorer, Cutler, Technologist
- DC
- 14
- Component
- Metal, wood, clay, sand, or silica
- Value
- 10 gp
- Time
- Standard
A focus-beacon lantern is an evolution of a covered lantern; it has a glass that protects its interior and allows the light to be better focused.
Rule. A focused lantern casts full 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.
20 natural. General Masterwork Table.
Alarm Line (bell, jingle, or snap)
- Craft
- Trapper
- DC
- 11
- Component
- Base Material and Craft Set
- Value
- 2 GP
- Time
- Standard
A discreet line connected to a bell, jingle, rattle, or simple mechanism that produces a loud snap.
Rule. When a creature enters the area and breaks or strains the line, the alarm sounds and can be heard up to 18 meters away, depending on the environment. *Search: Wisdom (Perception) DC 11. *Understand: Intelligence (Investigation) DC 11 to locate the anchor and the point of tension. *Neutralize: pass over or under, create a support to hold the line, or lock the sound device. *Disarm: Dexterity (Sleight of Hand) DC 11 using Trapper's Set or Keymaker's Set.
20 natural. General Masterwork Table.
Book
- Craft
- Artist (Scribe)
- DC
- 15
- Component
- Paper, leather
- Value
- 20 gp
- Time
- Standard
Books have different values in each region based on how common they are and how easily they are produced.
Rule. 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.
20 natural. General Masterpieces Table
Magic Book/Grimory
- Craft
- Enchanter, Artist (Scribe)
- DC
- 15
- Component
- Paper, leather
- 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.
Rule. Essential for arcana, a spellbook is a leather-bound tome with 100 blank vellum pages, suitable for inscribing spells.
20 natural. General Masterpieces Table.
Spyglass
- Craft
- Techmaturge, Handworker (glassworker)
- DC
- 15
- Component
- Wood, or metal, or Leather and Sand, or silica
- 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.
Rule. Objects seen through a spyglass are magnified up to twice their size.
20 natural. General Masterpieces Table.
Magnifying Glass
- Craft
- Techmaturge, Artisan (Glassmaker)
- DC
- 15
- Component
- Wood, or Metal, or Leather and Sand, or Silica
- Value
- 100 GP
- Time
- Standard
To craft a magnifying glass, you must create a converging lens that displays a virtual, magnified image of something.
Rule. 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.
20 natural. General Masterworks Table.
Sledgehammer
- Craft
- Gunsmith, Armorer, Locksmith, Weaponsmith, Techmaturge, Mason, Collector (miner)
- DC
- 12
- Component
- Wood, metal
- Value
- 2 gp
- Time
- 2 hours
A sledgehammer is a large hammer used primarily for breaking rocks.
Rule. When used as an improvised weapon by someone proficient with the Mallet, a sledgehammer deals 2d4 bludgeoning damage but has less durability.
20 natural. General Masterworks Table.
Hammer
- Craft
- Gunsmith, Armorer, Locksmith, Weaponsmith, Techmaturge, Mason, Collector (miner)
- DC
- 12
- Component
- Wood, metal
- Value
- 1 gp
- Time
- 2 hours
A hammer is usually made of metal, but not limited to it, to strike objects or hammer nails.
Rule. If used as an improvised weapon by someone proficient with Light Hammer, a hammer has the same characteristics but less durability.
20 natural. General Masterworks Table.
Backpack
- Craft
- Fashionista, Collector (leatherworker)
- DC
- 15
- Component
- Leather, fabric, threads
- Value
- 2 GP
- Time
- 2 hours
A backpack can be made using leather or even fabrics and even combinations between these two.
Rule. The standard capacity of a backpack is 30 liters or up to 15 kg of equipment.
20 natural. General Masterpieces Table.
Ammunition: Sling Bullets
- Craft
- Alchemist, Gunsmith, Fletcher, Weaponsmith, Techmaturge, Mason, Handworker (carpenter, sculptor, potter, glassmaker), Collector (miner)
- DC
- 10
- Component
- Base material
- 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.
Rule. 20 sling bullets are produced for the market value shown.
20 natural. General Ammunition.
Ammunition: Blowgun Darts
- Craft
- Gunsmith, Fletcher, Weaponsmith, Techmaturge, Handworker (carpenter), Collector (lumberjack)
- DC
- 10
- Component
- Base material
- 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.
Rule. 50 blowgun darts are produced for the market value shown.
20 natural. General Ammunition.
Ammunition: Arrows
- Craft
- Fletcher, Weaponsmith, Handworker (carpenter), Collector (biologist, lumberjack)
- DC
- 10
- Component
- Base material
- Value
- 1 GP
- Time
- 1 hour
Arrows are by default made of wood with a tip made of metal or sharp stone.
Rule. 20 arrows are produced at the market value shown.
20 natural. General Ammunition.
Ammunition: Crossbow Bolts
- Craft
- Fletcher, Weaponsmith, Techmaturge, Handworker (carpenter), Collector (biologist)
- DC
- 10
- Component
- Base material
- Value
- 1 GP
- Time
- 1 hour
Crossbow bolts are similar to arrows, but are usually smaller, having the same weight.
Rule. 20 bolts are produced for the market value shown.
20 natural. General Ammunition.
Oil (flask)
- Craft
- Alchemist, Apothecary, Gunsmith, Cook, Weaponsmith, Brewer, Techmaturge, Collector (biologist, tanner, miner)
- DC
- 12
- Component
- Base material
- 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.
Rule. 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.
20 natural. General Ammunition.
Shovel
- Craft
- Weaponsmith, Techmaturge, Collector (biologist, tanner, miner)
- DC
- 12
- Component
- Base Material
- 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.
Rule. A shovel is used to dig holes in general, see the rules for digging in Chapter X: Digging.
20 natural. General Masterpieces Table.
Iron Pot
- Craft
- Weaponsmith, Collector (miner)
- DC
- 12
- Component
- Base Material
- Value
- 2 GP
- Time
- 2 hours
An iron pot can be used to prepare food on stoves and even campfires.
Rule. Using an iron pot to prepare recipes (formulas) for your food allows them to be prepared in half the time required.
20 natural. General Masterpieces Table.
Paper (1 sheet)
- Craft
- Alchemist, Apothecary, Enchanter, Forger, Techmaturge, Artist (Scribe), Collector (Lumberjack)
- DC
- 10
- Component
- Base material
- 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.
Rule. Paper can be used for writing and drawing, but if it gets wet it becomes fragile and can be easily torn.
20 natural. General Masterpieces Table.
Crowbar
- Craft
- Armorsmith, Weaponsmith
- DC
- 12
- Component
- Metal
- Value
- 2 GP
- Time
- 2 hours
A crowbar is a metal instrument used to perform a lever action.
Rule. >Using a crowbar grants advantage on Strength checks where the crowbar's leverage can be applied.
20 natural. General Masterworks Table.
Whetstone
- Craft
- Alchemist, Gunsmith, Armorer, Cutler, Mason, Collector (miner)
- DC
- 10
- Component
- Stone
- 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.
Rule. 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.
20 natural. General Masterworks Table.
Perfume (bottle)
- Craft
- Alchemist, Apothecary, Enchanter, Techmaturge
- DC
- 10
- Component
- Glass, alcohol, fragrance, fixative
- Value
- 5 gp
- Time
- Standard
Rule. A local perfume gives advantages in social interactions.
20 natural. General Masterpieces Table.
Parchment
- Craft
- Enchanter, Forger, Techmaturge, Artist (Scribe), Collector (biologist, tanner)
- DC
- 12
- Component
- Leather
- 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.
Rule. These parchments are used only for writing, in order for them to be used for magic it is necessary to do other processes.
20 natural. General Masterpieces Table.
Magic Scroll
- Craft
- Enchanter, Forger, Collector (biologist, tanner)
- DC
- 15
- Component
- Leather
- 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.
Rule. 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.
20 natural. General Masterpieces Table.
Pickaxe
- Craft
- Weaponsmith, Collector (miner)
- DC
- 15
- Component
- Metal, wood
- Value
- 2 gp
- Time
- 2 hours
A Ore Pickaxe is made to break rocks and extract specific ore veins.
Rule. If used as an improvised weapon by someone proficient with the War Pickaxe, a pickaxe deals 1d6 piercing damage but has less durability.
20 natural. General Masterworks Table.
Pyrofluid
- Craft
- Alchemist
- DC
- 17
- Component
- Liquid fuel
- Value
- 50 gp
- Time
- Standard
Rule. 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.
20 natural. General Masterworks Table. and the damage dealt becomes 1d6.
Python
- Craft
- Armorer, Weaponsmith
- DC
- 17
- Component
- Metal, wood
- 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.
Rule. Using the piton allows climbing failures to not represent falls.
20 natural. General Masterpieces Table.
Pulley
- Craft
- Gunsmith, Armorer, Locksmith, Vehiclewright, Weaponsmith, Technologist
- DC
- 12
- Component
- Metal
- 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.
Rule. The pulley and pulley system, when in place, allows you to lift up to four times the weight you could normally lift.
20 natural. General Masterpieces Table.
Clothes (common)
- Craft
- Fashionista
- DC
- 10
- Component
- Clothes
- Value
- 5 PP
- Time
- 1 hour
Common clothes usually include top, bottom, regional underwear and shoes.
Rule. Common clothes from a region can remove disadvantage in social rolls with people from the same region.
20 natural. General Masterpieces Table.
Clothes (costume)
- Craft
- Fashonista
- DC
- 12
- Component
- Cloth
- Value
- 5 GP
- Time
- Standard
Costumes have a variable value, starting at 5 GP and increasing this value according to complexity and luxury
Rule. Costumes can grant advantages in appropriate social contexts.
20 natural. General Masterpieces Table.
Clothes (Fine)
- Craft
- Fashionista
- DC
- 15
- Component
- Cloth
- Value
- 15 GP
- Time
- Standard
Fine Clothes are similar to common clothes, but have a better cut and are made of finer materials.
Rule. Fine Clothes can grant advantages in appropriate social contexts.
20 natural. General Masterpieces Table.
Clothing (Travel)
- Craft
- Fashionista
- DC
- 12
- Component
- Cloth
- 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.
Rule. Wearing clothing suited to different climates can remove disadvantages when dealing with those climates.
20 natural. General Masterpieces Table.
Soap
- Craft
- Alchemist, Apothecary, Cook, Brewer, Techmaturge, Artist (makeup artist)
- DC
- 10
- Component
- Fat, Ash
- Value
- 2 GP
- Time
- 2 hours
Soap is usually sold in bars and is used with water for intense cleaning.
Rule. The source of fat for making soap is usually animal fat, but there are formulas for using vegetable fat for this purpose
20 natural. General Masterpieces Table.
Sack
- Craft
- Fashionista
- DC
- 10
- Component
- Fabric
- Value
- 1 PC
- Time
- 1 hour
A sack is made of some fabric and is normally used to transport objects, especially grains.
Rule. A sack can normally hold 30 liters or 15 kg of equipment.
20 natural. General Masterpieces Table.
Sleeping Bag
- Craft
- Fashionista
- DC
- 12
- Component
- Cloth
- 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.
Rule. A sleeping bag is designed so that an average-sized person can sleep in some comfort.
20 natural. General Masterpieces Table.
Holy Symbol (Amulet, Emblem, or Reliquary)
- Craft
- Armorer, Weaponsmith, Handworker (Carpenter, Sculptor)
- DC
- 12
- Component
- Base Material
- 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.
Rule. 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.
20 natural. General Masterworks Table.
Bell
- Craft
- Armorer, Weaponsmith, Handworker (musical instrument maker)
- DC
- 12
- Component
- Metal
- Value
- 1 GP
- Time
- 2 hours
The bell can have several final shapes, but is normally a hollow metal cone that resonates when struck.
Rule. The bell weighs up to 0.5 kg
20 natural. General Masterpieces Table.
Tent (for two people)
- Craft
- Fashionista
- DC
- 12
- Component
- Cloth, metal
- Value
- 2 gp
- Time
- 2 hours
A tent is usually a simple, portable canvas shelter that can be easily set up in most terrains.
Rule. By default, a tent can usually sleep up to two people comfortably.
20 natural. 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
- Component
- Pigments, liquid vehicle
- 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.
Rule. >The bottle of ink usually has a 30 ml capacity, not filling the bottle completely normally.
20 natural. 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
- Component
- Wood, fuel, cloth
- 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.
Rule. 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.
20 natural. 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
- Component
- Cloth
- Value
- 1 GP
- Time
- 2 hours
Depending on the region, tunics are comfortable garments worn in more intimate and non-public places.
Rule. Tunics can grant advantages in appropriate social contexts.
20 natural. General Masterpieces Table.
Rod
- Craft
- Fletchr, Vehiclewright, Handworker (carpenter) Collector (lumberjack)
- DC
- 10
- Component
- Wood or Bamboo
- Value
- 5 CP
- Time
- 1 hour
A rod up to 3m tall.
Rule. A rod can be used to reach heights greater than the person using it.
20 natural. General Masterpieces Table.
Candle
- Craft
- Alchemist, Apothecary, Enchanter, Forger, Techmaturge, Jeweler
- DC
- 10
- Component
- Wax, wick
- 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.
Rule. 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.
20 natural. General Masterpieces Table.
Basic poison (vial)
- Craft
- Alchemist, Apothecary, Collector (biologist)
- DC
- 15
- Component
- Poison base
- Value
- 100 gp
- Time
- Standard
Rule. 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 Constitution saving throw or take 1d4 poison damage. Once applied, the poison maintains its effect for 1 minute before drying
20 natural. General Masterworks Table.
