Professions
Learning professions:
You
must be proficient with an artisan tools to know the profession. To learn a new
profession you must spend 250 gp and 250 days with an appropriate teacher to
gain proficiency with the relevant tool.
Crafting Professions:
The
following professions are currently available and require the corresponding
artisan tool and proficiency to use the tools.
Jewelcrafting
Alchemy
Smithing
Leatherworking
Tailoring
Calligraphy
Brewing
Carpentry
Cartography
Glassblowing
Masonry
Painting
Pottery
Tinkering
Weaving
Woodcarving
Forgery
Poison
making
Utility Professions:
Riding
Lock Picking
Cooking
Gaming
Performing
Navigating
Jewelcrafting:
Jewelcrafting allows a player to craft gems, diamonds,
and magical stones into necks, rings or other kinds of jewelery.
The
DC to create a specific item reflects the difficulty in creating the item.
Combine this profession with enchanting to craft the magical gemstones.
Materials are found within rocks or bought.
Alchemy:
This profession allows the player to create vials
with different natural effects.
The
DC to create a specific item reflects the difficulty in creating the item. Combine
this profession with enchanting to craft magical potions, oils, and ointments.
Materials are found within herbs, creature parts,
environment or bought.
Smithing:
Use this profession if you are constantly losing your gear,
want new and better gear, or want prettier gear. Creating armor and
weapons require the understanding of different materials.
The
DC to create a specific item reflects the difficulty in creating the item. Combine
this profession with enchanting to craft magical armor and weapons.
Materials often need to be refined and made.
Materials for this profession might be expensive and
very hard to find.
Leatherworking:
Do you like the speed and agility provided by fine
leather gear.
This profession makes you able to create agile and light armor.
The
DC to create a specific item reflects the difficulty in creating the item. Combine
this profession with enchanting to craft magical armor and gear.
Materials are found in different animal hides.
Enchanting:
Would you like your weapon to have a magical property?
Or your boots to give that added speed?
Refer
to the enchanting rules below.
Materials are rare and unique to the recipe.
Tailoring:
Do you like fine fabric, silk, string and needles.
With this profession you are able to create wonderful stuff.
The
DC to create a specific item reflects the difficulty in creating the item. Combine
this profession with enchanting to craft magical armor and gear.
Materials are web, silk, string. Rare componants might
be needed for greater creations.
Calligraphy:
Unlike enchanting, this profession allows you to bind
spell scrolls directly to items.
The
DC to create a specific item reflects the difficulty in creating the item. Combine
this profession with enchanting to craft scrolls or imbue items with magical
writing or people with magical tattoo.
Materials spell scrolls
Riding:
Mounts? Flying? More speed? Road Travle?
Taking care of animals? More Speeeeed?
Lock Picking:
Chests? Locks? Doors? Solving Puzzles?
Items? Cause, don’t hide stuff from me!
Cooking:
Great feasts? What part of the animal is great? + rep to people and factions
Well
fed? Buffs?Downtime (page 127 in the Dungeon Master’s Guide)
The campaign benefits when characters have time between adventures to engage in other activities. Allowing days, weeks, or months to pass between adventures stretches the campaign over a longer period of time and helps to manage the characters’ level progression, preventing them from gaining too much power too quickly.
Allowing characters to pursue side interests between adventures also encourages players to become more invested in the campaign world. When a character owns a tavern in a village or spends time carousing with the locals, that character’s player is more likely to respond to threats to the village and its inhabitants.
As your campaign progresses, your players’ characters will not only become more powerful but also more influential and invested in the world. They might be inclined to undertake projects that require more time between adventures, such as building and maintaining a stronghold. As the party gains levels, you can add more downtime between adventures to give characters the time they need to pursue such interests. Whereas days or weeks might pass between low-level adventures, the amount of downtime between higher-level adventures might be measured in months or years.
Crafting Magic Items (small excerpt from page 129 in the Dungeon Master’s
Guide)
An item has a creation
cost specified in the Crafting Magic Item table. A character engaged in the
crafting of a magic item makes progress in 25 gp increments, spending that
amount for each day of work until the total cost is paid. The character is
assumed to work for 8 hours each of those days. Thus, creating an uncommon
magic item takes 20 days and 500 gp. You are free to adjust the costs to better
suit your campaign…
Crafting (small excerpt from page 187 in the Player’s
Handbook)
You can craft nonmagical
objects, including adventuring equipment and works of art. You must be
proficient with tools related to the object you are trying to create. You might
also need access to special materials or locations necessary to create it. For
example, someone proficient with smith’s tools needs a forge in order to craft
a sword or suit of armor…
Practicing a Profession (small excerpt from page 187 in the Player’s
Handbook)
You can work between
adventures, allowing you to maintain a modest lifestyle without having to pay 1
gp per day. This benefit lasts as long you continue to practice your
profession…
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