Mastery Path: Woodworking v0.5
This is playtest material for the Myrias campaign setting.
This material is categorized under the homebrew mechanics for Masteries. Note that almost all of this information is subject to change. Effects, prices, difficulty classes can change in future revisions. Updates are generally not retroactive unless specifically stated otherwise.
Becoming a Carver
Upon taking this Mastery at level 1, you gain proficiency in Woodcarver's tools, if you don't already have it, and you are able to produce new gear such as weapons and armor that you can distribute and wear as you desire.
Crafting Gear
At the end of a mission, you can explain to the DM that you mean to start crafting something. You may choose from the list of craftable gear/upgrades and spend the gold required to make it. You will then make a Dexterity or Wisdom-based Woodcarver's Tools check to see if the job was a success.
On a Mastery check, you can do one of the following:
- Craft equipment
- Upgrade equipment
Furthering Your Mastery
Something about picking more branches, but right now there's only one way to go. At T2, you are able to upgrade your weapons.
Weapons can be upgraded up to 4 times. Each successive upgrade increases the gold investment (+50%) and difficulty (+2) of the crafting check.
Level Prerequisites
It takes some skill to wield specialized gear. This being the case, upgraded gear will require characters to reach a certain level threshold in order to be able to properly utilize these weapons to the fullest.
| Level Requirement | Grip Level | Technique Level |
|---|---|---|
| 1 | 1 | 0 |
| 5 | 2 | 1 |
| 9 | 3 | 2 |
| 13 | 4 | 3 |
| 17 | 4 | 4 |
Tier 1: Crafting
Weapons
The following weapons can be crafted and upgraded by this discipline.
Creation has a DC of 12
| Weapon | Cost |
|---|---|
| Crossbow, Light | 12.5gp |
| Shortbow | 12.5gp |
| Sling | 1sp |
| Blowgun | 5gp |
| Crossbow, hand | 37.5gp |
| Crossbow, heavy | 25gp |
| Longbow | 25gp |
Arcane Grips
Any of the above weaponry can be crafted as a magical item. Doing so will require the use of an associated metal ingot for its handgrip, and an increase its gold cost and its creation DC. This would make the weapon's attacks magical.
Once you've created a magical grip for your weapon, you are able to attune to it and activate them, changing the weapon's damage type and granting interesting new abilities to the weapon when it hits. Upgrading the grip's level improves the efficacy of its abilities, but also requires another ingot of metal, and more gold investment. Grips can be upgraded up to 3 times, bringing them to level 4.
Arcane Grips cannot be changed or have their upgrades removed.
Once an Arcane Grip is activated, you can deactivate it with a Bonus Action, and you regain the use of the grip's ability after completing a Long Rest.
Magic of the Grip
Arcane grips and their effects are magical, and their effects can be disabled by Counterspell, Dispel Magic and other similar effects. The DC to interrupt them are as follows:
| Grip Level | Spell Level | Counter/Dispel DC |
|---|---|---|
| 1 | 3 | 13 |
| 2 | 5 | 15 |
| 3 | 7 | 17 |
| 4 | 9 | 19 |
| CAPSTONE | 12 | 22 |
Additionally, when a creature attempts to dispel your Arcane Grip, you may use a Reaction to increase the Counter/Dispel DC by 5.
Static Field
Cost: 800gp / 1600gp / 2400gp / 3500gp
DC: 15 / 18 / 21 / 24
Special Component Material: Legendium
Description: You can activate this weapon with an action. For the next 10 minutes, attacks with this weapon deal lightning damage, and targets hit by these attacks are covered in static. Until the start of their next turn, these targets take an additional 1d4 lightning damage from lightning and metal sources.
Each upgrade to this grip increases its damage die to a d6, d8, then d10.
Disorienting Assault
Cost: 1000gp / 2000gp / 3000gp / 5000gp
DC: 15 / 18 / 21 / 24
Special Component Material: Legendium
Description: You can activate this weapon with an action. For the next 10 minutes, attacks with this weapon deal thunder damage, and targets hit by these attacks have a -1 penalty to their next attack or saving throw. This effect stacks up to a cumulative penalty of -5. This penalty is halved (rounded down) when used as part of an area of effect technique.
Each upgrade to this grip increases its penalty to a -2, -3, -4 respectively.
Blazefire
Cost: 500gp / 1000gp / 1500gp / 2500gp
DC: 15 / 18 / 21 / 24
Special Component Material: Legendium
Description: You can activate this weapon with an action. For the next 10 minutes, attacks with this weapon deal fire damage, and targets that are hit are bathed in fire for 10 minutes. At the start of the target's turn, they take 1d4 fire damage. This fire can be doused with an Action.
Each upgrade to this grip increases the fires damage to 2d4, 3d4, then 4d4.
Frost Strike
Cost: 600gp / 1200gp / 1800gp / 2700gp
DC: 15 / 18 / 21 / 24
Special Component Material: Legendium
Description: You can activate this weapon with an action. For the next 10 minutes, attacks with this weapon deal cold damage, and targets hit by these attacks are covered in ice, reducing their speed by 5 for the next minute. This penalty stacks and is removed by taking fire damage or by using an action to remove the effect. Creatures that have their movement speed reduced to 0 in this way are completely encased in ice, becoming Petrified until the end of their next turn, or until they are dealt fire damage. This effect does not proc from Pinning Shot and other effects that reduce creatures to 0 speed.
Each upgrade to this grip increases the penalty to -10, -15, then -20.
Acid Lob
Cost: 500gp / 1000gp / 1500gp / 2500gp
DC: 15 / 18 / 21 / 24
Special Component Material: Legendium
Description: You can activate this weapon with an action. For the next 10 minutes, attacks with this weapon deal acid damage, and targets hit by these attacks take an additional 2d4 acid damage. Additionally, these attacks deal double damage to Temporary Hit Points.
Each upgrade to this grip increases its bonus damage to 2d6, 2d8, then 2d10.
Lifelink
Cost: 700gp / 1400gp / 2100gp / 3000gp
DC: 15 / 18 / 21 / 24
Special Component Material: Aetherium
Description: You can activate this weapon with an action. For the next 10 minutes, attacks with this weapon deal radiant damage, and hits with this weapon heal you for 2 Hit Points.
Each upgrade to this grip increases the Hit Points you heal to 4, 6, then 8.
Impelling Force
Cost: 500gp / 1000gp / 1500gp / 2500gp
DC: 15 / 18 / 21 / 24
Special Component Material: Arcanite
Description: You can activate this weapon with an action. For the next 10 minutes, attacks with this weapon deal force damage, and hits with this weapon can push targets sized large or smaller back 5 feet (or away from the center point of an area of effect technique. The creature at the center is not pushed in this case.)
Each upgrade to this grip increases the damage dealt by this weapon by 3, 7, 10.
Tier 2: Techniques
At tier 2, you gain the ability to add Techniques to the weapons you make with this mastery. The only requirement is that the weapon has an Arcane Grip and no other techniques. These techniques can be used a number of times equal to the weapons Grip Level, after which you must complete a long rest to regain spent uses.
Techniques are not innately magical nor spell effects, and cannot be dispelled or countered like a spell.
Technique Save DC = 8 + Dex + Proficiency Bonus
Additional advancements to this mastery allow you to upgrade Techniques and Grips to a level appropriate to your mastery level. At tier 5, you can imbue completely upgraded items with capstone abilities (which would require a quest of some sort).
| Mastery Level | Grip Level | Technique Level |
|---|---|---|
| 1 | 1 | 0 |
| 2 | 2 | 1 |
| 3 | 3 | 2 |
| 4 | 4 | 3 |
| 5 | CAPSTONE | 4 |
Techniques additionally increase your passive hit and damage. Normal attacks made with this weapon gain a bonus to hits and damage equal to the weapon's technique level.
Technique Damage
Depending on the Technique you add to your weapons, damage can be dealt. Damage dealt from techniques depend on the state your grip is in. When the grip is not activated, the damage is magical piercing. When the grip is activated, the damage is the same as its on-hit damage (for example, it becomes fire if Blazefire is active.) Additionally, while the grip is activated, creatures that fail a technique's saving throw also incur the the effects of the grip.
Techniques can be upgraded 3 times. Techniques can be removed as a mastery check at no additional cost.
Mark of the Wind
Cost: 500gp / 1500gp / 2500gp / 4000gp
DC: 15 / 17 / 19 / 21
Casting Time: Action
Description: Creatures in a 5-foot wide, 60-foot long line must make a Dexterity Saving Throw. A target takes 3d8 damage on a failed save, and attacks against them are at advantage until the end of your next turn. On a successful save, they take half damage and suffer no other effects.
Further upgrades to this technique increases its damage by 3d8 per upgrade.
Pinning Shot
Cost: 500gp / 1500gp / 2500gp / 4000gp
DC: 15 / 17 / 19 / 21
Casting Time: Action
Description: Creatures in a 15-foot radius circle or smaller within the range of your weapon must make a Dexterity Saving Throw. A target takes 4d8 damage on a failed save, and their speed is reduced to 0 as they are pinned to the surface they stand on. This status can be removed with an action. On a successful save, they take half damage. Speed is unaffected for creatures that are not adjacent to a solid surface.
Further upgrades to this technique increases its damage by 3d8 per upgrade.
Strip Armor
Cost: 500gp / 1500gp / 2500gp / 4000gp
DC: 15 / 17 / 19 / 21
Casting Time: Action
Description: Creatures in a 15-foot radius circle or smaller must make a Dexterity Saving Throw. A target takes 4d8 damage on a failed save, and their AC is reduced by 1 until the end of combat. On a successful save, they take half damage.
Further upgrades to this technique increases its damage by 3d8 per upgrade.
Hollow-point Shot
Cost: 700gp / 1700gp / 2700gp / 4200gp
DC: 15 / 17 / 19 / 21
Casting Time: Bonus Action
Description: When you hit with an attack with this weapon, you can activate it and cause the weapon's ammunition to embed itself deep within the target's body. The target takes 2d4 piercing damage per 5 feet that they move. This ammunition can be removed from the body over the course of a minute, or with an Action, dealing 2d4 damage in this case.
Further upgrades to this technique increases its damage by 2d4 per upgrade.
Knocking Shot
Cost: 500gp / 1550gp / 2550gp / 4100gp
DC: 16 / 19 / 20 / 22
Casting Time: Bonus Action
Description: When you hit with an attack with this weapon, you can activate it and cause the target to make a Constitution Saving Throw, causing them to be stunned until the end of your next turn on a failure.
Further upgrades to this technique causes the ability to deal an extra 3d8 damage on a hit.
Mark of Healing
Cost: 1000gp / 1500gp / 2500gp / 3500gp
DC: 17 / 18 / 19 / 20
Casting Time: Action
Description: You shoot a bolt of healing energy at a point within your weapon's range. Creatures of your choice that start their turn within 15 feet of the bolt are healed equal to your Proficiency Bonus. The bolt is a construct with 10 AC and HP equal to triple your Proficiency Bonus and persists for 1 minute or until it is destroyed.
Further upgrades to this technique increases the amount of healing equal to your Proficiency Bonus.
Changelog
23 August 2021
Document Published
6 October 2021
Mastery Reworked
13 July 2022
- Added Magic of the Grip to Arcane Grips
- Increased the number of times Techniques can be used from once to instead equal to the weapon's Grip Level.
- Mark of the Wind lasts until the end of your next turn.