Six New Crafting Professions to drop into your campaign a.k.a a reason to pick tool proficiency

If you run it with the expiring daily you may need to adjust the cost or the DC because those were based around the consumables staying "fresh"

It might be even possible to remove the DC altogether in this case, i.e. no chance of failure.

As far as narrative this is how I explained it to some friends at the FLGS:
These professions are special. No I don't mean in a special because they are meaningful or rare or even unique. Any beginning brewer can throw together a beer or a tea. Any back-ally thug can put together a competent poison. When you make a product through these professions you are taking a piece of yourself and imbuing the essence into your creations. Some may call it ki or magic or any number of convenient name. The point is that it is present in every living being and is unique to each one. A master craftsman can reach deep within themselves and pull out a larger piece of this energy and they put it into their work. When an artisan tells you it takes blood, sweat, tears, and lots of experience to create the products they develop, they are speaking literally. Only after a product is consumed or destroyed does that essence return to it's crafter.

Sorry, doesn't work for me. But thanks anyway. :)
 

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Hi guys, I'm back with an update. After the great feedback from my first version , I went back and corrected the spelling and grammar errors. u/logannc11 on reddit was kind enough to take some of his time to help me work out some of those kinks. I also thank the generous community for complements, critiques, and suggestions.

Full Professions Document
Alchemy Only
Brewing Only
Calligraphy Only
Herbalism Only
Poisons Only
Tinkering Only

Changelog:
Reworked crafting check to incorporate stats. Removed restriction against spell, class, and race features affecting crafting skill check.
Reworded downtime experiments
Reworded brewers sickness to explain why herbal toxicity is different
Changed: "You cannot learn this recipe" to "This can only be crafted from experimentation. You cannot learn this recipe"
Clarified lizard and winter bear
Changed "A target that saves cannot be affected by this poison a second time." to "A target that saves cannot be affected by this poison a second time within the next 12 hours."
Adjusted balance of oil of devastation/ amulet and necklace of prismatic light/ sleeping poison
Reworked sundering gel to be more clear.
Fixed flossytail improperly referencing cottontail
Clarified void gel banishment
Removed magic out of tinkering, (aside from pipe of the merfolk, craft ammunition, extra-dimensional pocket)
Reworded Poison duration text to be more in line with PHB
Fixed incorrect uses os "crafting" when it should be "crafted item"
Clarified Crafting Leve Proficiency Bonus Requirement in Crafting Difficulty Table chart.
Added mention of selling items
Added suggested profession alternatives
Added Low magic setting suggestions
 
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I really love this ones and may start using them, i guess one can do the same for the remaining professions but its just don't feel right that your wandering warrior can master the Smithing art just by doing some casual pieces:P
 


I really love this ones and may start using them, i guess one can do the same for the remaining professions but its just don't feel right that your wandering warrior can master the Smithing art just by doing some casual pieces:P
I've been getting a lot of feedback over reddit and I know for a fact 6 groups have started using them and love them. A guy also asked permission to incorporate it into his Fantasy Realms game. I hope you enjoy it too. As far as smithing goes, yea... that one's a tough one. I have a few ideas in alpha but I'm juggling a lot right now. It wouldn't be consumable, that's for sure.

Looks great.

Thanks! I took a look at a lot of the suggestions people made and tried to find a solid balance between it all. I also added suggestions for selling prices and low magic settings.
 

Thanks! I took a look at a lot of the suggestions people made and tried to find a solid balance between it all. I also added suggestions for selling prices and low magic settings.

I think being able to sell, or give the things a character makes, to open a slot makes this a lot more playable and enjoyable for the the player to use to craft things.
 

I've been getting a lot of feedback over reddit and I know for a fact 6 groups have started using them and love them. A guy also asked permission to incorporate it into his Fantasy Realms game. I hope you enjoy it too. As far as smithing goes, yea... that one's a tough one. I have a few ideas in alpha but I'm juggling a lot right now. It wouldn't be consumable, that's for sure.



Thanks! I took a look at a lot of the suggestions people made and tried to find a solid balance between it all. I also added suggestions for selling prices and low magic settings.

Well you can have consumables like sharpening stones, counterweigths, temporal bucklers, oils and stuff like that, thats what you see as consumables for those weird professions in other MMO's
 

We just started to incorporate this system into our game yesterday. The players are traveling in the desert so they have a lot of downtime (avoiding the heat of the day/ waiting out sandstorms etc.) so they were able to dabble with crafting a few times. Our warlock made great use out of her Calligraphy scrolls, our ranger was able to concoct some useful herbs with what he could find from desert flora, and our bard rolled terribly (1) and poisoned himself TWICE while trying to make poisons.

We loved the additional utility it brought to our game and the players felt more immersed because of it. For now I'm keeping track of what slots have been used/what items have been made by giving the players a tarot card upon a successful crafting creation check. This makes sure they don't have more than their crafting level allows as well as functions as a reminder that they have something to use.

I'll need more time to playtest but overall, it's been a great addition to our game so - thanks again!
 

We just started to incorporate this system into our game yesterday. The players are traveling in the desert so they have a lot of downtime (avoiding the heat of the day/ waiting out sandstorms etc.) so they were able to dabble with crafting a few times. Our warlock made great use out of her Calligraphy scrolls, our ranger was able to concoct some useful herbs with what he could find from desert flora, and our bard rolled terribly (1) and poisoned himself TWICE while trying to make poisons.

We loved the additional utility it brought to our game and the players felt more immersed because of it. For now I'm keeping track of what slots have been used/what items have been made by giving the players a tarot card upon a successful crafting creation check. This makes sure they don't have more than their crafting level allows as well as functions as a reminder that they have something to use.

I'll need more time to playtest but overall, it's been a great addition to our game so - thanks again!


Awesome, I'm glad you enjoy it! Also if you are a DM, as a reminder as you are testing it, the players aren't the only ones who could have access to the these profession items. (Insert Sinister laugh here)
 


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