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	<title>Crafting Patterns - Revision history</title>
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		<title>Wvaske: Crafting patterns: publish the party&#039;s known pattern book (18 designs by tool domain) + rarity/spell-level tuning benchmarks</title>
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		<updated>2026-09-13T03:19:20Z</updated>

		<summary type="html">&lt;p&gt;Crafting patterns: publish the party&amp;#039;s known pattern book (18 designs by tool domain) + rarity/spell-level tuning benchmarks&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Lore|type=Party Resource}}&lt;br /&gt;
== Crafting Patterns ==&lt;br /&gt;
The company&amp;#039;s &amp;#039;&amp;#039;&amp;#039;pattern book&amp;#039;&amp;#039;&amp;#039; — the standard designs a crafter knows simply by being &amp;#039;&amp;#039;&amp;#039;proficient with the tool&amp;#039;&amp;#039;&amp;#039;. A pattern is the first of the [[Crafting via Commission or Bastion#The five gates|five gates]]: bring it together with a capable crafter, a workshop, the [[Harvested Materials|components]], and the gold and days, and the item comes off the bench.&lt;br /&gt;
&lt;br /&gt;
How to read a pattern:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Rarity is not a separate recipe.&amp;#039;&amp;#039;&amp;#039; The same pattern built around a higher-rarity primary with more [[Crafting via Commission or Bastion#Component Crafting Economy|CV]] simply completes at a higher tier — the primary always caps the output.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Accepts&amp;#039;&amp;#039;&amp;#039; lists the effect tags a primary component must carry. Each tag links to a live [[Find Components]] search, so a pattern row shows you what the company holds that can feed it.&lt;br /&gt;
* Beyond this book lies &amp;#039;&amp;#039;&amp;#039;improvisation&amp;#039;&amp;#039;&amp;#039; ([[Monster Harvesting#Crafting with what you harvest|the general rules]] — pitch anything the prose suggests) and &amp;#039;&amp;#039;&amp;#039;discoverable formulas&amp;#039;&amp;#039;&amp;#039; found, taught, or researched in play: wands and staves above Uncommon, anything Legendary, and the stranger wondrous work (shadow-veils, invisibility, size-change) are not in any journeyman&amp;#039;s repertoire.&lt;br /&gt;
* Gootcha&amp;#039;s standing Thieves&amp;#039;-Tools ruling extends to the bench: he may work any &amp;#039;&amp;#039;&amp;#039;fine-work&amp;#039;&amp;#039;&amp;#039; pattern (Jeweler&amp;#039;s, Calligrapher&amp;#039;s, small Smith&amp;#039;s work).&lt;br /&gt;
&lt;br /&gt;
=== Laboratory — Alchemist&amp;#039;s Supplies (Xanphina; Karma assists) ===&lt;br /&gt;
{{Pattern Table Header}}&lt;br /&gt;
{{Crafting Pattern|pattern=Elemental Draught|tool=Alchemist&amp;#039;s Supplies|crafter=Xanphina|item_type=Potion|rarities=Uncommon, Rare, Very Rare|accepts=Damage: Fire, Damage: Cold, Damage: Lightning, Damage: Acid, Damage: Thunder|facility=Laboratory|description=Drink to loose the primary&amp;#039;s element once — a breath, burst, or lash; dice scale with rarity per the [[#Tuning the numbers|benchmarks]]}}&lt;br /&gt;
{{Crafting Pattern|pattern=Ward-Draught|tool=Alchemist&amp;#039;s Supplies|crafter=Xanphina|item_type=Potion|rarities=Uncommon, Rare|accepts=Resistance: Fire, Resistance: Cold, Resistance: Lightning, Resistance: Acid, Resistance: Poison, Resistance: Spells|facility=Laboratory|description=Resistance to the primary&amp;#039;s element for 1 hour (as a &amp;#039;&amp;#039;potion of resistance&amp;#039;&amp;#039;); at Rare, two elements or advantage on related saves besides}}&lt;br /&gt;
{{Crafting Pattern|pattern=Alchemical Bomb|tool=Alchemist&amp;#039;s Supplies|crafter=Xanphina|item_type=Bomb|rarities=Uncommon, Rare, Very Rare|accepts=Damage: Fire, Damage: Cold, Damage: Lightning, Damage: Acid, Damage: Poison, Damage: Thunder, Afflict: Slow, Afflict: Poisoned, Afflict: Blind|facility=Laboratory|description=Area burst per the [[Crafting via Commission or Bastion#Bombs (thrown consumables)|bomb rules]]; the primary sets element and rider}}&lt;br /&gt;
{{Crafting Pattern|pattern=Fortifying Tonic|tool=Alchemist&amp;#039;s Supplies|crafter=Xanphina|item_type=Potion|rarities=Rare, Very Rare|accepts=Boost: Strength, Boost: Dexterity, Boost: Constitution, Boost: Hit Points|facility=Laboratory|description=Hours-long bodily enhancement in the vein of the &amp;#039;&amp;#039;potions of giant strength&amp;#039;&amp;#039; ladder; the party has yet to bank a qualifying heart}}&lt;br /&gt;
{{Harvest Table End}}&lt;br /&gt;
&lt;br /&gt;
=== Laboratory — Herbalism Kit (Karma; Baelgrum assists) ===&lt;br /&gt;
{{Pattern Table Header}}&lt;br /&gt;
{{Crafting Pattern|pattern=Healing Draught|tool=Herbalism Kit|crafter=Karma|item_type=Potion|rarities=Uncommon, Rare, Very Rare|accepts=Restore: Healing|facility=Laboratory|description=The &amp;#039;&amp;#039;potion of healing&amp;#039;&amp;#039; ladder: 2d4+2 / 4d4+4 (greater) / 8d4+8 (superior)}}&lt;br /&gt;
{{Crafting Pattern|pattern=Antitoxin &amp;amp; Purge|tool=Herbalism Kit|crafter=Karma|item_type=Potion|rarities=Uncommon, Rare|accepts=Restore: Cure Poison, Ward: Poison|facility=Laboratory|description=Uncommon: advantage vs. poison for 1 hour; Rare: ends the poisoned condition and one disease outright}}&lt;br /&gt;
{{Crafting Pattern|pattern=Regenerative Salve|tool=Herbalism Kit|crafter=Karma|item_type=Potion|rarities=Rare, Very Rare|accepts=Restore: Regeneration|facility=Laboratory|description=Applied ointment in the vein of &amp;#039;&amp;#039;Keoghtom&amp;#039;s&amp;#039;&amp;#039;: heals over rounds, seals wounds; at Very Rare regrows what was lost}}&lt;br /&gt;
{{Harvest Table End}}&lt;br /&gt;
&lt;br /&gt;
=== Laboratory — Poisoner&amp;#039;s Kit (Shade; Gootcha assists) ===&lt;br /&gt;
{{Pattern Table Header}}&lt;br /&gt;
{{Crafting Pattern|pattern=Weapon Venom|tool=Poisoner&amp;#039;s Kit|crafter=Shade|item_type=Poison|rarities=Uncommon, Rare, Very Rare|accepts=Damage: Poison|facility=Laboratory|description=Injury poison for blades and bolts; damage and save DC scale with rarity, single-target so it runs a notch hotter than a bomb}}&lt;br /&gt;
{{Crafting Pattern|pattern=Debilitating Toxin|tool=Poisoner&amp;#039;s Kit|crafter=Shade|item_type=Poison|rarities=Rare, Very Rare|accepts=Afflict: Paralysis, Afflict: Slow, Afflict: Fear, Afflict: Sleep, Afflict: Blind, Afflict: Restrain|facility=Laboratory|description=Save-or-suffer injury or contact toxin — the primary&amp;#039;s condition, one round at Rare, a minute (repeat saves) at Very Rare}}&lt;br /&gt;
{{Harvest Table End}}&lt;br /&gt;
&lt;br /&gt;
=== Forge — Smith&amp;#039;s Tools (Baelgrum) ===&lt;br /&gt;
{{Pattern Table Header}}&lt;br /&gt;
{{Crafting Pattern|pattern=Warded Plate|tool=Smith&amp;#039;s Tools|crafter=Baelgrum|item_type=Armor|rarities=Uncommon, Rare, Very Rare|accepts=Boost: Armor Class, Resistance: Fire, Resistance: Cold, Resistance: Lightning|facility=Forge|description=Scale and plate work: +1 at Uncommon; &amp;#039;&amp;#039;armor of resistance&amp;#039;&amp;#039; in the primary&amp;#039;s element at Rare; +2 with the resistance at Very Rare}}&lt;br /&gt;
{{Crafting Pattern|pattern=Elemental Edge|tool=Smith&amp;#039;s Tools|crafter=Baelgrum|item_type=Weapon|rarities=Uncommon, Rare, Very Rare|accepts=Damage: Piercing, Damage: Slashing, Damage: Cold, Damage: Lightning, Damage: Poison|facility=Forge|description=Fang, talon, and antler stock: +1 at Uncommon; +1 and +1d6 of the primary&amp;#039;s element at Rare; +2 and +2d6 at Very Rare}}&lt;br /&gt;
{{Crafting Pattern|pattern=Trophy Regalia|tool=Smith&amp;#039;s Tools|crafter=Baelgrum|item_type=Armor, Wondrous|rarities=Rare|accepts=Afflict: Fear, Skill: Intimidation|facility=Forge|description=Helm or mantle from skull and crown stock — advantage on Intimidation, and once per day a menacing presence (frighten on a failed save)}}&lt;br /&gt;
{{Harvest Table End}}&lt;br /&gt;
&lt;br /&gt;
=== Tannery — Leatherworker&amp;#039;s Tools (Keyleth) ===&lt;br /&gt;
{{Pattern Table Header}}&lt;br /&gt;
{{Crafting Pattern|pattern=Warded Hide|tool=Leatherworker&amp;#039;s Tools|crafter=Keyleth|item_type=Armor|rarities=Uncommon, Rare, Very Rare|accepts=Boost: Armor Class, Resistance: Fire, Resistance: Cold, Resistance: Lightning|facility=Tannery|description=Light and medium leathers: as [[#Forge — Smith&amp;#039;s Tools (Baelgrum)|Warded Plate]], worked in hide, pelt, and wyrmskin}}&lt;br /&gt;
{{Crafting Pattern|pattern=Wingcraft|tool=Leatherworker&amp;#039;s Tools|crafter=Keyleth|item_type=Wondrous|rarities=Rare, Very Rare|accepts=Move: Flight|facility=Tannery|description=Rare: a glide-cloak — fall without harm, move 60 ft. laterally per round of descent; Very Rare: true &amp;#039;&amp;#039;wings of flying&amp;#039;&amp;#039;}}&lt;br /&gt;
{{Crafting Pattern|pattern=Deep-Delver&amp;#039;s Gear|tool=Leatherworker&amp;#039;s Tools|crafter=Keyleth|item_type=Wondrous|rarities=Rare|accepts=Move: Swimming, Move: Water Breathing, Utility: Environmental Adaptation|facility=Tannery|description=Diving harness and pressure-hide suit — swim speed, an hour&amp;#039;s water breathing, proof against crushing depths and killing cold}}&lt;br /&gt;
{{Harvest Table End}}&lt;br /&gt;
&lt;br /&gt;
=== Arcane Study — Jeweler&amp;#039;s Tools (Shade; Gootcha fine work) ===&lt;br /&gt;
{{Pattern Table Header}}&lt;br /&gt;
{{Crafting Pattern|pattern=Gem Focus|tool=Jeweler&amp;#039;s Tools|crafter=Shade|item_type=Wand, Staff|rarities=Uncommon|accepts=Boost: Spell Power|facility=Arcane Study|description=A cut-gem arcane focus: +1 to spell attack rolls while held. Rare and better foci are &amp;#039;&amp;#039;&amp;#039;discoverable&amp;#039;&amp;#039;&amp;#039;, not known — the great work of the jeweler&amp;#039;s art}}&lt;br /&gt;
{{Crafting Pattern|pattern=Luckstone Charm|tool=Jeweler&amp;#039;s Tools|crafter=Shade|item_type=Wondrous|rarities=Rare|accepts=Utility: Luck|facility=Arcane Study|description=Polished pearl or stone in the vein of the &amp;#039;&amp;#039;stone of good luck&amp;#039;&amp;#039;: +1 to ability checks and saving throws while carried}}&lt;br /&gt;
{{Harvest Table End}}&lt;br /&gt;
&lt;br /&gt;
=== Arcane Study — Calligrapher&amp;#039;s &amp;amp; Navigator&amp;#039;s (Xanphina; Keyleth) ===&lt;br /&gt;
{{Pattern Table Header}}&lt;br /&gt;
{{Crafting Pattern|pattern=Spell-Scroll Transcription|tool=Calligrapher&amp;#039;s Supplies|crafter=Xanphina|item_type=Scroll|rarities=Uncommon, Rare|accepts=Boost: Spell Power|facility=Arcane Study|description=Scribe a spell the caster knows using reagent ink — 2nd–3rd level at Uncommon, 4th–5th at Rare; the ink&amp;#039;s element flavors the working}}&lt;br /&gt;
{{Crafting Pattern|pattern=Seeker&amp;#039;s Instrument|tool=Navigator&amp;#039;s Tools|crafter=Keyleth · Xanphina|item_type=Wondrous|rarities=Uncommon, Rare|accepts=Sense: Darkvision, Sense: Blindsight, Sense: Tremorsense, Sense: Heightened Senses, Utility: Divination, Utility: Navigation, Utility: Scrying|facility=Arcane Study|description=Lenses, compasses, and reading-glasses of the primary&amp;#039;s sense — heat-sight goggles, a tide-compass, a storm-glass that reads the sky}}&lt;br /&gt;
{{Harvest Table End}}&lt;br /&gt;
&lt;br /&gt;
== Tuning the numbers ==&lt;br /&gt;
&amp;#039;&amp;#039;When a pattern needs damage or effect numbers, benchmark against spells.&amp;#039;&amp;#039; Spell scrolls fix the official ladder — 2nd–3rd level = Uncommon, 4th–5th = Rare, 6th–8th = Very Rare — but a scroll takes a caster to use. An item &amp;#039;&amp;#039;&amp;#039;anyone&amp;#039;&amp;#039;&amp;#039; can drink or throw runs &amp;#039;&amp;#039;&amp;#039;one spell level behind the scroll ladder&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Output rarity !! Effect benchmark !! Area damage (bombs) !! Single-target (venoms, draughts)&lt;br /&gt;
|-&lt;br /&gt;
| Uncommon || a 1st–2nd-level spell || 2d6–4d6 || 3d6–5d6&lt;br /&gt;
|-&lt;br /&gt;
| Rare || a 3rd–4th-level spell || 6d6–8d6 || 8d6–10d6&lt;br /&gt;
|-&lt;br /&gt;
| Very Rare || a 5th–6th-level spell || 10d6–12d6 || 12d6–14d6&lt;br /&gt;
|-&lt;br /&gt;
| Legendary || a 7th–8th-level spell || 13d6+ and a lasting rider || 15d6+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anchors from the book: &amp;#039;&amp;#039;shatter&amp;#039;&amp;#039; (2nd, 3d8 in an area) sits at the top of Uncommon; &amp;#039;&amp;#039;fireball&amp;#039;&amp;#039; (3rd, 8d6 — famously above the curve) is a strong Rare; &amp;#039;&amp;#039;cone of cold&amp;#039;&amp;#039; (5th, 8d8) opens Very Rare. The codified [[Crafting via Commission or Bastion#Bombs (thrown consumables)|bomb line]] (2d6 / 4d6 / 6–8d6) is the &amp;#039;&amp;#039;&amp;#039;as-built floor&amp;#039;&amp;#039;&amp;#039; of these ranges — the [[Crafting via Commission or Bastion#The crafting roll|crafting roll]] at 20+ climbs toward the ceiling. Conditions instead of damage: one round of a strong condition ≈ 2d6 of damage forgone; a save-repeatable minute is Very Rare territory. Permanent items already have their ladder on the [[Crafting via Commission or Bastion#Component Crafting Economy|economy page]] (+1 / +2 / +3 by rarity).&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Crafting via Commission or Bastion]] — the five gates, costs, CV thresholds, and the crafting roll&lt;br /&gt;
* [[Harvested Materials]] — the live component bank&lt;br /&gt;
* [[Find Components]] — search components by effect (every &amp;#039;&amp;#039;Accepts&amp;#039;&amp;#039; tag above links into it)&lt;br /&gt;
* [[Monster Harvesting]] — where components come from&lt;br /&gt;
&lt;br /&gt;
[[Category:Crafting]] [[Category:Campaign]]&lt;/div&gt;</summary>
		<author><name>Wvaske</name></author>
	</entry>
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