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# Masteries and You Welcome to the page for tool masteries! In this document, you'll find all the relevant information that you'll need in order to begin your journey picking up masteries all the way from level 1 to level 20! ___ This system was thought of as a means of addressing two issues I've had with running West-Marches style campaigns: the inability to keep track of what to do during downtime, and trying to provide magical items that would suit the needs of players, as well as foster a feeling of community. One additional issue is the underwhelming benefit of tool masteries in general. ## Getting Started So you've created a character for the Myrias Campaign setting; congratulations! Now, you need to think about the Mastery you'd like to adopt! Since a character that starts at T1 is able to nearly completely change any aspect of themselves, the same applies to Masteries. If you have taken the Smithing mastery and what to try out Alchemy, you're well-within your right to change that as well. Note, the moment you reach fifth level, you are **required** to choose what Mastery you will be using, moving forward. ## Mastery Tier Progression Your character gains a mastery progression at the following levels: **1, 5, 9, 13, 17.** This means that your character must choose a mastery to progress. Consider that at level 1, the progression of your character's mastery levels in *all* masteries is at 0. When you choose the Alchemy Mastery, its mastery tier will increase to tier 1. At level 5, your character will have to progress their mastery once more, either in Alchemy or in another field of their choosing. ___ Yes, you character can pursue multiple masteries, and indeed we encourage you to do so, this because most masteries have a soft cap at tier 3, where the best upgrades and craftables appear, and furthering into Tier 4 may just only add smaller feats and bonuses in comparison. ## Crafting Checks In order to simulate the time spent in creating an object, a character that participates in a session has the ability to create or upgrade something using their mastery once the session has ended. Making the associate ability check in creating or upgrading something requires the presence of a Dungeon Master in order to confirm the roll's success or failure. ___ Crafting checks, as of now, can only occur at the end of a session, **and can only be postponed to a later date at the DM's discretion**, this is to have the checks happen at the same time as opposed to five players messaging the same DM at random times of the day in order to accommodate a single dice roll. This in mind, it's good etiquette to have an idea for what you are going to be crafting or upgrading before the session has ended, so that time is not spent perusing the mastery documents for something that you *could* make. ## Anti-skill-monkey considerations Just as the title states, the system is currently implemented as a self-contained system that only takes into consideration simple extraneous factors such as your base proficiency and ability scores. With some Masteries sporting high difficulty-class checks, it wouldn't be unreasonable to create a character that could excel in skill checks. ___ To address this, and ensure that the playing field is (generally) even across the board, **whenever a crafting check requires an ability check to be made in order to determine whether the crafting or upgrading was a success or failure, you cannot double your proficiency bonus or roll with advantage as a result of a skill or feat that your class or race provides** One example of this is the artificer's *Tool Expertise* feature at level 6. \pagebreakNum ## Currently available Masteries **[Brewing](https://www.gmbinder.com/share/-M9lReabJdr3QffX7Vzl)** * Crafting ability: Dexterity or Charisma * Creates drinks that you can use at the start of a mission. These brews bestow effects on your character which normally last the entire mission. ___ **[Smithing](https://www.gmbinder.com/share/-MC0dJH-Ksw2CrhKBi2m)** * Crafting ability: Strength or Dexterity * Creates and upgrades metal weaponry and armor using strange metals that can be found all throughout Myrias. ___ **[Alchemy](https://www.gmbinder.com/share/-MGMgQ2m-_K1gzIWqpcW)** * Crafting ability: Intelligence or Wisdom * Creates consumables that normally require an Action to use. These effects are oftentimes temporary. ___ **[Jewelcrafting](https://www.gmbinder.com/share/-MG-gPL4eP46BWAptXZN)** * Crafting ability: Dexterity or Intelligence * Creates Arcane Accessories out of jewels that can affect your magical abilities. These require the procurement of specific jewels in order to create them. ___ **[Glassblowing](https://www.gmbinder.com/share/-MTjM-MlCYiCrUM2UzUj)** * Crafting ability: Intelligence or Charisma * Creates animal charms that can bolster your magical or martial ability once worn and attuned to. ## Masteries still under construction * Woodcarving: Creating wooden weapons such as clubs, bows, and arrows. * Weaving: Creating and upgrading clothing that can act as armor for those that don't have proficiency in armor or benefit from Unarmored Defense. * Leatherworking: Creating and upgrading light and medium armors from tanned hides. * Tinkering: Creating and upgrading firearms. This mastery comes in conjunction with the implementation of firearms in the world.