Crafting Patterns

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Crafting Patterns

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Origin

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Contents

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Interpretation

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Crafting Patterns

The company's pattern book — the standard designs a crafter knows simply by being proficient with the tool. A pattern is the first of the five gates: bring it together with a capable crafter, a workshop, the components, and the gold and days, and the item comes off the bench.

How to read a pattern:

  • Rarity is not a separate recipe. The same pattern built around a higher-rarity primary with more CV simply completes at a higher tier — the primary always caps the output.
  • Accepts 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.
  • Beyond this book lies improvisation (the general rules — pitch anything the prose suggests) and discoverable formulas 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's repertoire.
  • Gootcha's standing Thieves'-Tools ruling extends to the bench: he may work any fine-work pattern (Jeweler's, Calligrapher's, small Smith's work).

Laboratory — Alchemist's Supplies (Xanphina; Karma assists)

Pattern Tool — crafter Makes Rarities Accepts a primary tagged Notes
Elemental Draught Alchemist's Supplies— Xanphina Potion Uncommon, Rare, Very Rare Damage: FireDamage: ColdDamage: LightningDamage: AcidDamage: Thunder Drink to loose the primary's element once — a breath, burst, or lash; dice scale with rarity per the benchmarks
Ward-Draught Alchemist's Supplies— Xanphina Potion Uncommon, Rare Resistance: FireResistance: ColdResistance: LightningResistance: AcidResistance: PoisonResistance: Spells Resistance to the primary's element for 1 hour (as a potion of resistance); at Rare, two elements or advantage on related saves besides
Alchemical Bomb Alchemist's Supplies— Xanphina Bomb Uncommon, Rare, Very Rare Damage: FireDamage: ColdDamage: LightningDamage: AcidDamage: PoisonDamage: ThunderAfflict: SlowAfflict: PoisonedAfflict: Blind Area burst per the bomb rules; the primary sets element and rider
Fortifying Tonic Alchemist's Supplies— Xanphina Potion Rare, Very Rare Boost: StrengthBoost: DexterityBoost: ConstitutionBoost: Hit Points Hours-long bodily enhancement in the vein of the potions of giant strength ladder; the party has yet to bank a qualifying heart

Laboratory — Herbalism Kit (Karma; Baelgrum assists)

Pattern Tool — crafter Makes Rarities Accepts a primary tagged Notes
Healing Draught Herbalism Kit— Karma Potion Uncommon, Rare, Very Rare Restore: Healing The potion of healing ladder: 2d4+2 / 4d4+4 (greater) / 8d4+8 (superior)
Antitoxin & Purge Herbalism Kit— Karma Potion Uncommon, Rare Restore: Cure PoisonWard: Poison Uncommon: advantage vs. poison for 1 hour; Rare: ends the poisoned condition and one disease outright
Regenerative Salve Herbalism Kit— Karma Potion Rare, Very Rare Restore: Regeneration Applied ointment in the vein of Keoghtom's: heals over rounds, seals wounds; at Very Rare regrows what was lost

Laboratory — Poisoner's Kit (Shade; Gootcha assists)

Pattern Tool — crafter Makes Rarities Accepts a primary tagged Notes
Weapon Venom Poisoner's Kit— Shade Poison Uncommon, Rare, Very Rare Damage: Poison Injury poison for blades and bolts; damage and save DC scale with rarity, single-target so it runs a notch hotter than a bomb
Debilitating Toxin Poisoner's Kit— Shade Poison Rare, Very Rare Afflict: ParalysisAfflict: SlowAfflict: FearAfflict: SleepAfflict: BlindAfflict: Restrain Save-or-suffer injury or contact toxin — the primary's condition, one round at Rare, a minute (repeat saves) at Very Rare

Forge — Smith's Tools (Baelgrum)

Pattern Tool — crafter Makes Rarities Accepts a primary tagged Notes
Warded Plate Smith's Tools— Baelgrum Armor Uncommon, Rare, Very Rare Boost: Armor ClassResistance: FireResistance: ColdResistance: Lightning Scale and plate work: +1 at Uncommon; armor of resistance in the primary's element at Rare; +2 with the resistance at Very Rare
Elemental Edge Smith's Tools— Baelgrum Weapon Uncommon, Rare, Very Rare Damage: PiercingDamage: SlashingDamage: ColdDamage: LightningDamage: Poison Fang, talon, and antler stock: +1 at Uncommon; +1 and +1d6 of the primary's element at Rare; +2 and +2d6 at Very Rare
Trophy Regalia Smith's Tools— Baelgrum Armor, Wondrous Rare Afflict: FearSkill: Intimidation Helm or mantle from skull and crown stock — advantage on Intimidation, and once per day a menacing presence (frighten on a failed save)

Tannery — Leatherworker's Tools (Keyleth)

Pattern Tool — crafter Makes Rarities Accepts a primary tagged Notes
Warded Hide Leatherworker's Tools— Keyleth Armor Uncommon, Rare, Very Rare Boost: Armor ClassResistance: FireResistance: ColdResistance: Lightning Light and medium leathers: as Warded Plate, worked in hide, pelt, and wyrmskin
Wingcraft Leatherworker's Tools— Keyleth Wondrous Rare, Very Rare Move: Flight Rare: a glide-cloak — fall without harm, move 60 ft. laterally per round of descent; Very Rare: true wings of flying
Deep-Delver's Gear Leatherworker's Tools— Keyleth Wondrous Rare Move: SwimmingMove: Water BreathingUtility: Environmental Adaptation Diving harness and pressure-hide suit — swim speed, an hour's water breathing, proof against crushing depths and killing cold

Arcane Study — Jeweler's Tools (Shade; Gootcha fine work)

Pattern Tool — crafter Makes Rarities Accepts a primary tagged Notes
Gem Focus Jeweler's Tools— Shade Wand, Staff Uncommon Boost: Spell Power A cut-gem arcane focus: +1 to spell attack rolls while held. Rare and better foci are discoverable, not known — the great work of the jeweler's art
Luckstone Charm Jeweler's Tools— Shade Wondrous Rare Utility: Luck Polished pearl or stone in the vein of the stone of good luck: +1 to ability checks and saving throws while carried

Arcane Study — Calligrapher's & Navigator's (Xanphina; Keyleth)

Pattern Tool — crafter Makes Rarities Accepts a primary tagged Notes
Spell-Scroll Transcription Calligrapher's Supplies— Xanphina Scroll Uncommon, Rare Boost: Spell Power Scribe a spell the caster knows using reagent ink — 2nd–3rd level at Uncommon, 4th–5th at Rare; the ink's element flavors the working
Seeker's Instrument Navigator's Tools— Keyleth · Xanphina Wondrous Uncommon, Rare Sense: DarkvisionSense: BlindsightSense: TremorsenseSense: Heightened SensesUtility: DivinationUtility: NavigationUtility: Scrying Lenses, compasses, and reading-glasses of the primary's sense — heat-sight goggles, a tide-compass, a storm-glass that reads the sky

Tuning the numbers

When a pattern needs damage or effect numbers, benchmark against spells. 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 anyone can drink or throw runs one spell level behind the scroll ladder:

Output rarity Effect benchmark Area damage (bombs) Single-target (venoms, draughts)
Uncommon a 1st–2nd-level spell 2d6–4d6 3d6–5d6
Rare a 3rd–4th-level spell 6d6–8d6 8d6–10d6
Very Rare a 5th–6th-level spell 10d6–12d6 12d6–14d6
Legendary a 7th–8th-level spell 13d6+ and a lasting rider 15d6+

Anchors from the book: shatter (2nd, 3d8 in an area) sits at the top of Uncommon; fireball (3rd, 8d6 — famously above the curve) is a strong Rare; cone of cold (5th, 8d8) opens Very Rare. The codified bomb line (2d6 / 4d6 / 6–8d6) is the as-built floor of these ranges — the 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 economy page (+1 / +2 / +3 by rarity).

See also