Table of Contents

Harvesting Rules

  1. Intelligence check to discover harvestable pieces (will do in the background myself)
    • Arcana, Investigation, Medicine or Nature depending on creature type
    • Can get specialist information from others
  2. Dexterity/Wisdom(Survival) vs DC 10 + CR of monster for 1 chance
    • Appropriate tools allow to add proficiency if trained
    • Help action needs a DC15 Int(skill dependent on creature) check
    • Every 5 over DC grants extra harvesting chances
    • Roll d20 for every chance on the harvesting table

Currently Owned Materials and Crafting Progress(as of S.29):

Crafting Rules:

* ToDo, write out better, but:

Enchantment Rules:

  1. Two types of Enchantments exist:
    1. Innate - Either caused by material or construction method/process, an item usually has only 1, rarely more related ones. Removing it destroys the item and is not guaranteed to be extracted fully.
    2. Added - additional ones added on after item's creation. Weaker overall, but can be easily transferred.
  2. Each weapon/armor can have additional enchantments up to its enchantment level
    1. Non-magical items can have maximum of 1 which will turn them magical.
    2. Item enchantment levels can be upgraded by using respective crafting materials.
  3. Enchantments can be removed and swapped from an item during Long Rest.
    1. Requires proficiency with a tool appropriate to the item
    2. Successful Arcana check(DC 10 + (2/per enchantment level of the item)
  4. Enchantments can be harvested from almost any elemental or magical creatures on rare occasions
    1. There are different strengths of enchantments

Currently Owned Enchantments:

Harvesting knowledge

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