Smithing & Tinkering Materials - Textiles, Hide, & More
Smithing & Tinkering Materials - Textiles, Hide, & More
The fine arts of smithing and tinkering on the continent of Keruznikal date back to ancient times, and any and all manner of materials have been utilized by the myriad cultures that inhabit this place to create both fighting implements and protective equipment. Below is a list of plants, objects, creatures, etc., that I have noted to contain powerful magic. Many of those listed here can only be obtained from The Spire's radius, or the far-reaches of our continent. - Grenwop Figgleswern,Curator, Researcher & Archeologist,
Imperial Museum of Keruznikalian History
Materials below are provided with a brief description, as well as the cost one might incur if trying to obtain a sample, and the benefits that can be expected when they are used in crafting. Auxiliary benefits do not stack unless specified. (Armor:) and (Weapon:) mark special effects for specifically armor and weapons. Other effects are listed outside of these.
Textiles, Hide, & More
Items in this section can be used in any place that calls for leather, hides, sometimes scales, cord, padding, straps, cloth, string, or anything else that could conceivably be created from a textile or hide. These materials can also be used to create auxiliary parts through additional padding, decorative leatherwork, adding cloaks and frills, or reinforcing bowstrings and the like.Displacer:
"Now you see me. . . Now you don't!"
The pelts of creatures that flicker between the planes, remaining partially obscured at all times. Prized by those who live more covert lives, pelts from these abominations carry a high price. Depending on the creature, one might harvest teeth, bones, fur, pelts, or eyes from these beings.
Cost Multiplier: x2
Unit Price: 1000 gp
Aux. Cost: 1000 gp
Armor:
+4 to Stealth rolls. When being flanked, if any enemy fails on their attack roll by more than 5, they attack the creature directly across from them instead of you and hit, regardless of AC. You trade places with your attacker in this case.
Weapons:
An enemy that you have struck becomes unable to cast teleportation or plane-shifting magic for the next hour. When flanking, gain +1d4 damage per hit.
Auxiliary Material:
(Armor: You shimmer and shift in place, causing any attacker to deal 1d4 less damage to you as they struggle to find vital points to strike.)
(Weapon: Gains the "hidden" trait and can be concealed. Does not work for Heavy weapons.)
Wyvern:
"There used to be bigger ones?!"
Wyverns are creatures descended from dragons that were corrupted when The Spire was created. Many still reside there today, though some of the smaller variety fled generations ago to the shores of the Wyrmcoast in northwest Keruznikal. They are often hunted by the local orcs for food and hides, as well as their venom, which is very valuable on the black market. One can harvest hide, bones, fangs, and a stinger from these creatures.
Cost Multiplier: x1.8
Unit Price: 800 gp
Aux. Cost: 800 gp
Armor:
+1 AC, and when making saves against attacks that would poison you, roll twice and use the higher roll. Resistance to poison.
Weapons:
Weapons:
+1 to attack and damage rolls, and enemies hit by a wyvern-fang arrow make a DC 10 CON save. On a failure, they become poisoned for the next minute. Wyvern-bone handled weapons provide resistance to poison from attacks for their wielder during combat.
Auxiliary Material:
(Armor: Advantage on All Saves against being poisoned.)
Unit Price: 600 gp
Aux. Cost: 600 gp
Armor:
+1 AC. Resistance to being charmed or frightened. Spirebound attempting to attack a person clad in the pelts of their ilk must make a DC 15 WIS saving throw or become frightened.
Weapons:
For each member of your party that is knocked unconscious in battle, gain +2 to attack and damage rolls made with this weapon until they are restored to consciousness or until combat ends.
Auxiliary Material:
(Armor: Advantage on performance and deception checks.)
(Weapon: +2 to attack and damage rolls while flanking an enemy with an ally.)
Unit Price: 200|400|600|800|1000|1200|1400 gp
Aux. Cost: 500 gp
Armor:
Fine: You can try to roll a dexterity check (with proficiency bonus) against a target’s attack to dodge their attack. If your resulting check is higher than your current AC, use that as your AC versus their attack instead. If this ability is used, you cannot use it again until you have taken a short or long rest.
Diminutive: Advantage on saves against teleportation.
Tiny: +1 to save DC when casting wild magic, necromancy, or corrupted spells against an enemy.
Small: Creatures attempting to charm you have disadvantage. +2 AC.
Medium: Once per long rest, you can intentionally cast using wild magic. For non-casters, your spell casting modifier is your highest stat between wisdom, intelligence, and charisma.
Large: You can cast using wild magic twice per long rest. When you cast wild magic, you roll twice from the wild magic table, and may choose the result.
Huge: Aberrations are not immediately hostile to you. This effect does not extend to those around you, but you have advantage on checks made to dissuade aberrant creatures from attacking you or your companions. Aberrations of a size class larger than Huge ignore this effect. Additionally, when you cast any spell, you roll 1d20. On a roll of 1, you instead cast from the wild magic table. You roll twice, and may choose the result.
Weapons:
Fine: If this weapon would normally be considered heavy or super-heavy, it is now considered to be of a normal weight. If it would be of a normal weight, it is now considered light. If it would be light, it is instead given the finesse trait.
Diminutive: This weapon can be used as a casting focus, and all saves made by enemies against teleportation magic have disadvantage.
Tiny: It takes you half as long to attune to an item. Cursed items are less likely to have negative effects on you, and evil sentient magical items are more likely to think of you as a friend.
Small: You can attack charmed creatures without breaking the charm effect. +2 to attack and damage rolls.
Medium: When you damage an enemy with this weapon, you regain 2 hit points.
Large: Your wild magic spells deal an extra damage die of whatever type they use.
Huge: You deal 1d6 additional necrotic damage. Enemies killed by you will rise as uncontrolled aberrations not hostile to you after 1 day.
Auxiliary Material:
(Armor: Once per long rest, you can intentionally cast using wild magic. For non-casters, your spell casting modifier is your highest stat between wisdom, intelligence, and charisma.)
(Weapon: This weapon can be used as a casting focus, and all saves made by enemies against teleportation magic have disadvantage.)
Hydra:
"One, two, three. . . How many heads?"The Hydra is a ferocious, semi-aquatic creature found only in remote areas, or near The Spire. It has 5 heads naturally. but for each one that is killed, 2 more grow in its place unless destroyed by fire. The pelt of such a creature is used in expensive armor when possible, and the bones and fangs are sometimes used in weaponry.
Cost Multiplier: x2.1
Unit Price: 1100 gp
Aux. Cost: 1100 gp
Armor:
Unit Price: 1100 gp
Aux. Cost: 1100 gp
Armor:
+3 AC, and if the wearer takes more than 1/4 of their Max HP in a hit, they regain 1 of their hit die in health immediately. If the wearer of hydra leather/scale armor is reduced to 0 hp, they may restore 1 hit die of health immediately and remain standing. This effect may only be used once per long rest.
Weapons:
+3 to attack rolls. Deals an extra 1d6 damage per shot (arrows/bolts.) Hydra bone weapon handles are very durable and provide exceptional grip, negating the effects of critically failing an attack roll. Instead, the attack lands but deals minimum damage.
Auxiliary Material:
Auxiliary Material:
(Armor:+1 AC. Gain 2 additional hit die to use when recovering health during a rest.)
(Weapon: +1 to attack and damage rolls. Negate an opponent's natural healing ability or lifesteal if they have it.)
Spirebound:
"What the hell is that thing?"
The Spirebound are strange, corrupted creatures found only in the vicinity of The Spire. They are what remain of many of the original inhabitants of the kingdom that occupied the area where The Spire was created. These pitiful creatures resemble humanoids, but have been corrupted to walk in a quadrupedal fashion. The bones of their legs and arms have been warped and lengthened, and their hide has been thickened, though it looks to be sloughing off. The hideous human-like faces of Spirebound and their penchant for luring prey by speaking in near-human voices makes them as dangerous as they are unnerving. Spirebound often travel in packs, and for prospective hunters, this makes gathering materials somewhat easier. One can collect their teeth, eyes, pelt, bones, or claws. Some potions may call for Spirebound organs, though it is uncertain whether it is safe to consume potions made from these.
Cost Multiplier: x1.6
Unit Price: 600 gp
Aux. Cost: 600 gp
Armor:
+1 AC. Resistance to being charmed or frightened. Spirebound attempting to attack a person clad in the pelts of their ilk must make a DC 15 WIS saving throw or become frightened.
Weapons:
For each member of your party that is knocked unconscious in battle, gain +2 to attack and damage rolls made with this weapon until they are restored to consciousness or until combat ends.
Auxiliary Material:
(Armor: Advantage on performance and deception checks.)
(Weapon: +2 to attack and damage rolls while flanking an enemy with an ally.)
Aberrant Fauna:
"It's not supposed to look like that. . . is it?"
From the unsettling Fungal Squirrel, to the truly horrifying Nightmare Elk, or the grotesque Spiral Bear, fauna corrupted by the creation of The Spire are as dangerous as they are prized. Fauna are broken into classes based on size, and each size class carries its own value (with exceptions such as the Spirebound.) They are listed in order below, and the sizes are as follows: Fine, Diminutive, Tiny, Small, Medium, Large, Huge. Creatures of The Spire above this size are generally considered legendary beings, and are usually the only specimens of their species. Each size class of creature carries the benefits of the sizes below them in addition to their own effect.
Cost Multiplier: x1.2|1.4|1.6|1.8|2|2.2|2.4 gp
Unit Price: 200|400|600|800|1000|1200|1400 gp
Aux. Cost: 500 gp
Armor:
Fine: You can try to roll a dexterity check (with proficiency bonus) against a target’s attack to dodge their attack. If your resulting check is higher than your current AC, use that as your AC versus their attack instead. If this ability is used, you cannot use it again until you have taken a short or long rest.
Diminutive: Advantage on saves against teleportation.
Tiny: +1 to save DC when casting wild magic, necromancy, or corrupted spells against an enemy.
Small: Creatures attempting to charm you have disadvantage. +2 AC.
Medium: Once per long rest, you can intentionally cast using wild magic. For non-casters, your spell casting modifier is your highest stat between wisdom, intelligence, and charisma.
Large: You can cast using wild magic twice per long rest. When you cast wild magic, you roll twice from the wild magic table, and may choose the result.
Huge: Aberrations are not immediately hostile to you. This effect does not extend to those around you, but you have advantage on checks made to dissuade aberrant creatures from attacking you or your companions. Aberrations of a size class larger than Huge ignore this effect. Additionally, when you cast any spell, you roll 1d20. On a roll of 1, you instead cast from the wild magic table. You roll twice, and may choose the result.
Weapons:
Fine: If this weapon would normally be considered heavy or super-heavy, it is now considered to be of a normal weight. If it would be of a normal weight, it is now considered light. If it would be light, it is instead given the finesse trait.
Diminutive: This weapon can be used as a casting focus, and all saves made by enemies against teleportation magic have disadvantage.
Tiny: It takes you half as long to attune to an item. Cursed items are less likely to have negative effects on you, and evil sentient magical items are more likely to think of you as a friend.
Small: You can attack charmed creatures without breaking the charm effect. +2 to attack and damage rolls.
Medium: When you damage an enemy with this weapon, you regain 2 hit points.
Large: Your wild magic spells deal an extra damage die of whatever type they use.
Huge: You deal 1d6 additional necrotic damage. Enemies killed by you will rise as uncontrolled aberrations not hostile to you after 1 day.
Auxiliary Material:
(Armor: Once per long rest, you can intentionally cast using wild magic. For non-casters, your spell casting modifier is your highest stat between wisdom, intelligence, and charisma.)
(Weapon: This weapon can be used as a casting focus, and all saves made by enemies against teleportation magic have disadvantage.)
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