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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.
General Formulas in Alphabetical Order |
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AbacusCraft: Locksmith, jeweler, handworker (carpenter, sculptor, potter, glassmaker) collector. 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 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 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 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. |
HandcuffsCraft: Armorsmith, Weaponsmith 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. |
PouchCraft: Collector (Tanner), Fashionista 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. |
QuiverCraft: Archer, Collector (tanner) 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. |
HourglassCraft: Techmaturge, Handworker (glassworker) 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 RingCraft: Jeweler 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 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 WhistleCraft: Handworker (any), Techmaturge, Artist (musician) 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 RamCraft: Weaponsmith, Techmaturge, Mason, Handworker (carpenter), Gatherer (lumberjack) 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 TrapCraft: Weaponsmith, Techmaturge, Gatherer (biologist, tanner) 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 HookCraft: Weaponsmith, Techmaturge 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 ScalesCraft: Locksmith, Techmaturge 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 |
BucketCraft: Alchemist, Apothecary, Armorer, Cook, Weaponsmith, Brewer, Techmaturge, Handworker (carpenter, potter) Gatherer (lumberjack, miner) 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 |
BarrelCraft: Alchemist, Apothecary, Cook, Brewer, Techmaturge, Handworker (carpenter, potter), Gatherer (lumberjack, miner) 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 |
ChestCraft: Techmaturge, Handworker (carpenter) Gatherer (lumberjack) 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 BagCraft: Enchanter, Fashionista, Collector (tanner) 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 |
TinderboxCraft: Alchemist, Armorer, Locksmith, Techmaturge, Collector (miner) 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 PenCraft: Techmaturge, Artist (Scribe) 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 WaxCraft: Alchemist, Apothecary, Cook, Techmaturge, Collector (biologist) 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 |
BasketCraft: Apothecary, Handworker (carpenter, sculptor, potter), Collector (biologist, tanner, lumberjack) 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 |
BlanketCraft: Fashionista, Collector (biologist and tanner) 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) 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 RopeCraft: Fashionista, Collector (biologist and tanner) 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 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) 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) 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 MirrorCraft: Alchemist, Armorer, Weaponsmith, Collector (miner) 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) 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 CaseCraft: Techmaturge, Fletcher, Handworker (carpenter), Collector (leatherworker) 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 CaseCraft: Techmaturge, Fletcher, Hanworker (carpenter), Collector (leatherworker) 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 BoxCraft: Gunsmith, Armorer, Weaponsmith, Collector (miner) 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 CaseCraft: Fletcher, Weaponsmith, Handworker (carpenter), Collector (lumberjack) 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. |
Calpins (bag with 20)Craft: Gunsmith, Armorer, Weaponsmith, Craftsman (carpenter), Collector(lumberjack) Calpins 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 calpins 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/PadlockCraft: Locksmith, Techmaturge 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: StaffCraft: Alchemist, Apothecary, Enchanter, Handworker (carpenter), Collector (lumberjack) 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: StaffCraft: Alchemist, Apothecary, Enchanter, Handworker (carpenter), Collector (lumberjack) 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: CrystalCraft: Alchemist, Enchanter, Jeweler, Handworker (sculptor), Collector (miner) 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: OrbCraft: Alchemist, Armorer, Weaponsmith, Enchanter, Jeweler, Handworker (carpenter, sculptor, potter, glassmaker), Collector (all) 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: WandCraft: Alchemist, Apothecary, Enchanter, Handworker (carpenter), Collector (lumberjack) 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 VialCraft: Alchemist, Handworker (glassworker) 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 MugCraft: All 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 BottleCraft: Alchemist, Artist (scribe, makeup artist, painter, tattoo artist), Handworker (sculptor, potter), Collector (miner) 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. |
ChalkCraft: Handworker (glassworker), Collector (miner) 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 AmphoraCraft: Armorsmith, Weaponsmith, Handworker (carpenter, sculptor, potter, glassmaker) 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. |
LanternaCraft: {{{Craft}}} {{{Description}}} {{{Rule}}}
Natural 20. Tabela Obras-primas Gerais. |
Lanterna CobertaCraft: {{{Craft}}} {{{Description}}} {{{Rule}}}
Natural 20. Tabela Obras-primas Gerais. |
Lanterna Foca-fachoCraft: {{{Craft}}} {{{Description}}} {{{Rule}}}
Natural 20. Tabela Obras-primas Gerais. |
LivroCraft: {{{Craft}}} {{{Description}}} {{{Rule}}}
Natural 20. Tabela Obras-primas Gerais
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Livro de Magia/ GrimóriCraft: {{{Craft}}} {{{Description}}} {{{Rule}}}
Natural 20. Tabela Obras-primas Gerais. |
LunetaCraft: {{{Craft}}} {{{Description}}} {{{Rule}}}
Natural 20. Tabela Obras-primas Gerais. |
LupaCraft: {{{Craft}}} {{{Description}}} {{{Rule}}}
Natural 20. Tabela Obras-primas Gerais. |
MarretaCraft: {{{Craft}}} {{{Description}}} {{{Rule}}}
Natural 20. Tabela Obras-primas Gerais. |
MarteloCraft: {{{Craft}}} {{{Description}}} {{{Rule}}}
Natural 20. Tabela Obras-primas Gerais. |
MochilaCraft: {{{Craft}}} {{{Description}}} {{{Rule}}}
Natural 20. Tabela Obras-primas Gerais. |
Munição: Balas de fundaCraft: {{{Craft}}} {{{Description}}} {{{Rule}}}
Natural 20. Munição Geral. |
Munição: Dardos de ZarabatanaCraft: {{{Craft}}} {{{Description}}} {{{Rule}}}
Natural 20. Munição Geral. |
Munição: FlechasCraft: {{{Craft}}} {{{Description}}} {{{Rule}}}
Natural 20. Munição Geral. |
Munição: Virotes de BestaCraft: {{{Craft}}} {{{Description}}} {{{Rule}}}
Natural 20. Munição Geral. |
Óleo (frasco)Craft: {{{Craft}}} {{{Description}}} {{{Rule}}}
Natural 20. Munição Geral. |
PáCraft: {{{Craft}}} {{{Description}}} {{{Rule}}}
Natural 20. Tabela Obras-primas Gerais. |
Panela de FerroCraft: {{{Craft}}} {{{Description}}} {{{Rule}}}
Natural 20. Tabela Obras-primas Gerais. |
Papel (1 folha)Craft: {{{Craft}}} {{{Description}}} {{{Rule}}}
Natural 20. Tabela Obras-primas Gerais. |
Pé-de-CabraCraft: {{{Craft}}} {{{Description}}} {{{Rule}}}
Natural 20. Tabela Obras-primas Gerais. |
Pedra de AmolarCraft: {{{Craft}}} {{{Description}}} {{{Rule}}}
Natural 20. Tabela Obras-primas Gerais. |
Perfume (frasco)Craft: {{{Craft}}} {{{Description}}} {{{Rule}}}
Natural 20. Tabela Obras-primas Gerais. |
PergaminhoCraft: {{{Craft}}} {{{Description}}} {{{Rule}}}
Natural 20. Tabela Obras-primas Gerais. |
Pergaminho para MagiaCraft: {{{Craft}}} {{{Description}}} {{{Rule}}}
Natural 20. Tabela Obras-primas Gerais. |
Picareta de MinérioCraft: {{{Craft}}} {{{Description}}} {{{Rule}}}
Natural 20. Tabela Obras-primas Gerais. |
PirofluidoCraft: {{{Craft}}} {{{Description}}} {{{Rule}}}
Natural 20. Tabela Obras-primas Gerais. e o dano causado se torna 1d6. |
PitãoCraft: {{{Craft}}} {{{Description}}} {{{Rule}}}
Natural 20. Tabela Obras-primas Gerais. |
Roldana/ PoliaCraft: {{{Craft}}} {{{Description}}} {{{Rule}}}
Natural 20. Tabela Obras-primas Gerais. |
Roupas (comuns)Craft: {{{Craft}}} {{{Description}}} {{{Rule}}}
Natural 20. Tabela Obras-primas Gerais. |
Roupas (fantasia)Craft: {{{Craft}}} {{{Description}}} {{{Rule}}}
Natural 20. Tabela Obras-primas Gerais. |
Roupas (Finas)Craft: {{{Craft}}} {{{Description}}} {{{Rule}}}
Natural 20. Tabela Obras-primas Gerais. |
Roupas (Viagem)Craft: {{{Craft}}} {{{Description}}} {{{Rule}}}
Natural 20. Tabela Obras-primas Gerais. |
SabãoCraft: {{{Craft}}} {{{Description}}} {{{Rule}}}
Natural 20. Tabela Obras-primas Gerais. |
SacaCraft: {{{Craft}}} {{{Description}}} {{{Rule}}}
Natural 20. Tabela Obras-primas Gerais. |
Saco de DormirCraft: {{{Craft}}} {{{Description}}} {{{Rule}}}
Natural 20. Tabela Obras-primas Gerais. |
Símbolo Sagrado (Amuleto, emblema ou relicário)Craft: {{{Craft}}} {{{Description}}} {{{Rule}}}
Natural 20. Tabela Obras-primas Gerais. |
SinoCraft: {{{Craft}}} {{{Description}}} {{{Rule}}}
Natural 20. Tabela Obras-primas Gerais. |
Tenda (para duas pessoas)Craft: {{{Craft}}} {{{Description}}} {{{Rule}}}
Natural 20. Tabela Obras-primas Gerais e mais uma pessoa pode dormir na tenda de forma confortável. |
Tinta (frasco com 30 ml)Craft: {{{Craft}}} {{{Description}}} {{{Rule}}}
Natural 20. Tabela Obras-primas Gerais e é produzido 1d4 vezes 5 ml a mais de tinta. |
TochaCraft: {{{Craft}}} {{{Description}}} {{{Rule}}}
Natural 20. Tabela Obras-primas Gerais e a tocha dura por 1d4 vezes 10 minutos a mais. |
TúnicaCraft: {{{Craft}}} {{{Description}}} {{{Rule}}}
Natural 20. Tabela Obras-primas Gerais. |
VaraCraft: {{{Craft}}} {{{Description}}} {{{Rule}}}
Natural 20. Tabela Obras-primas Gerais. |
VelaCraft: {{{Craft}}} {{{Description}}} {{{Rule}}}
Natural 20. Tabela Obras-primas Gerais. |
Veneno básico (frasco)Craft: {{{Craft}}} {{{Description}}} {{{Rule}}}
Natural 20. Tabela Obras-primas Gerais. |