Crafting Patterns
Crafting Patterns
Description and context.
Origin
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Contents
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Interpretation
Theories, importance, or player insights.
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: Fire • Damage: Cold • Damage: Lightning • Damage: Acid • Damage: 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: Fire • Resistance: Cold • Resistance: Lightning • Resistance: Acid • Resistance: Poison • Resistance: 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: Fire • Damage: Cold • Damage: Lightning • Damage: Acid • Damage: Poison • Damage: Thunder • Afflict: Slow • Afflict: Poisoned • Afflict: Blind | Area burst per the bomb rules; the primary sets element and rider |
| Fortifying Tonic | Alchemist's Supplies— Xanphina | Potion | Rare, Very Rare | Boost: Strength • Boost: Dexterity • Boost: Constitution • Boost: 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 Poison • Ward: 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: Paralysis • Afflict: Slow • Afflict: Fear • Afflict: Sleep • Afflict: Blind • Afflict: 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 Class • Resistance: Fire • Resistance: Cold • Resistance: 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: Piercing • Damage: Slashing • Damage: Cold • Damage: Lightning • Damage: 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: Fear • Skill: 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 Class • Resistance: Fire • Resistance: Cold • Resistance: 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: Swimming • Move: Water Breathing • Utility: 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: Darkvision • Sense: Blindsight • Sense: Tremorsense • Sense: Heightened Senses • Utility: Divination • Utility: Navigation • Utility: 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
- Crafting via Commission or Bastion — the five gates, costs, CV thresholds, and the crafting roll
- Harvested Materials — the live component bank
- Find Components — search components by effect (every Accepts tag above links into it)
- Monster Harvesting — where components come from