Saturday, 10 October 2015

Tinkerer

Item name
Downtime
Cost
Effect
SparkDust Bomb
30
Can be thrown 20ft/60ft every creature within 20ft of impact must take a dexterity test or be blinded for D3 rounds
Smoke Bomb
25
Can be thrown 20ft/60ft creates 20ft smoke cloud that obscures vision
Acid Bomb
40
Can be thrown 20ft/60ft creatures in 5ft must make a DC12 dexterity save or take 2D6 Acid damage
Incendiary Bomb
40
Can be thrown 20ft/60ft creatures in 5ft must make a DC12 dexterity save or take 2D6 fire damage and be set on fire.
Or on a success half damage and not set on Fire
Gel Fuel Lamp
3/25/50
when in a lantern Provides bright light 40ft dim light 40ft for fuel lasts 12 hours [bullseye] 80ft cone hooded variant produces no light
Potion/Poison Injector
20
inject a potion/poison as a bonus action instead of action

Alchemist

Potion name
Downtime Cost
Cost
Effect
Oil of Slipperiness
15
150
takes 10mins to apply 1 creature gains the effect of the freedom of movement spell or may be
used as a grease spell if thrown lasts for 8 hours
potion of climbing
5
30
climb speed = walk speed for 1 hour gain advantage on strength [athletic] checks when you climb
potion of fire breath
25

250
Gain a Breath attack. 30ft range. target must make DC13 Dex check if failed they take 4D6 if they
passed they take half damage last for 1 hour or until you perform fire breath 3 attacks
potion of healing
5
50
Heal 2D4+2 Hit Points
potion of fire resistance
15
150
Gain resistance to Fire damage for 1 hour
potion of lightning resistance
15
150
Gain resistance to Lightning damage for 1 hour
potion of poison resistance
15
150
Gain resistance to Poison damage for 1 hour
potion of water breathing
15
150
Can breathe underwater for 1 hour
Potion of Steady Healing
3
30
Gain D3 hit points back every round for 5 rounds. If out of combat gain 2D6 hit points after a short rest
Potion of Constitution
5
50
advantage on all constitution checks and saving throws [lasts 4 hours]
Potion of Magic Resistance
30
300
advantage on all saving throws against magic [lasts 1 hour]
Razor Oil
15
150
roll 2 damage dice and pick the highest two when rolling damage [last for 1 min]
Potion of Swimming
5
30
climb speed = walk speed for 1 hour gain advantage on strength [athletic] checks when you Swim
Potion of Minor Mana Restoration
10
100
Restores 1 Spell Slot or 2 Sorcery points

Blacksmith

Armour Upgrades
Cost (GP)+ armour
Armour Class
Effect
Adamantine armour
Adamantite +500
The first critical hit each turn is counted as a normal hit
Ablative armour
Armour cost x1.5.
+1 of base armour
The upgraded armour gains +1 AC, when a creature successfully hits you with a melee or missile attack you may choose your armour loses 2 AC but you take no damage for the rest of the round
Mariners armour
250
swim speed = walk speed start underwater unconscious raise 60ft to surface
Mithral armour
Mithral +500
weight is halved no disadvantage on stealth checks no strength restriction
Spiked Armour
200
No chain. creatures that successfully attack you take D4 damage disadvantage on
dexterity checks for stealth and acrobatics
Elven Mail
500
+1AC
Chain shirt only. You are considered proficient with the armour even if you arent
Weapon Upgrades
-------------------------------------
Att/Dam modifier
-----------------------------------------
Adamantine Weapon
Adamantite(2) +500+weapon cost
Critical on 1 less than normal
Elven Weapon
500
+1
Short and long swords and bows only. You are considered proficient with the weapon even if
you aren’t normally.
Mithral armour
Mithral(2) +500
Weapon counts as light. if two handed can be wielded single handed but not dual wielded
Tempered
costs x2 Weapon cost
+1 to hit
for 1 adventure
Folded Steel
costs x2 Weapon cost
+1 to damage
for 1 adventure
spiked or serrated
100
Roll 2 damage dice pick highest
silvered
100
counts as magical for resistances
Improved weapon
costs x30 Weapon cost
+1
-
Ammo Upgrades
---------------------------------
Att/Dam modifier
---------------------------------------------
Adamantine Ammo
Adamantite (1)=3 arrows 6gp per 3 arrows
Crit on 1 less than normal
Elven Ammo
20gp per 20 arrows
Bows only, +2 to hit if using an elven bow if not you count as proficient with the bow
Mithral Ammo
Mithril (1)=3 arrows 40gp per 20 arrows/bolts
halves weight, elemental enchantments roll double damage dice
Glass Arrows
10gp for 20 arrows/bolts
1/2
Can contain any potion or poison. Potion/poison is expended in process
Tempered
10gp per 10 arrows/bolts
+1
for 1 adventure
Folded Steel
15gp per 10 arrows/bolts
+1
for 1 adventure
spiked or serrated
10gp per 10 arrows /bolts
Roll 2 damage dice pick highest
silvered
10gp per 10 arrows /bolts
counts as magical for resistances
Improved weapon
30gp per 20 arrows/bolts
+1
-
Shield upgrades
--------------------------
Armour class
--------------------------------------------
Improved Shield
1000
+1AC
-
Spiked shield
300
creatures that successfully attack you take D4 damage

Poisoner


Potion name

Cost

Downtime   Cost

Effect
Simple Poison
100
10
DC10[Wound] if failed 1D4 damage for 10 rounds[1 min] DC10 Con check each turn to stop effect
Exhaustion Poison
200
20
DC13 [Wound]if failed target gains 1 exhaustion
Sandman Potion
200
20
DC11 [Inhaled] 5ft /thrown 20ft if failed target falls asleep for 1D4 hours or until attacked
Vertigo Poison
200
20
DC12[Wound]if failed target becomes stunned DC10 Con check each turn to stop effect
Nightmare Poison
200
20
DC11 [Wound/Ingested]if failed creature becomes frightened
Rage Powder
150

15
DC13 [Wound] target become frenzied and attacks closest creature can make tests every turn to regain sanity gets 1
easier every turn
Gutwrencher Poison
150
15
DC14[ingested]  If failed after 5 minutes of stomach pain target vomits uncontrollably and takes 4D12 Bludgeoning damage
Alchemists Fire
50

5
5ft /thrown 20ft if a Hit target takes 1d4 fire damage at the start of each of targets turns.  DC 10 Dexterity check each turn to
stop effect
Basic Acid
25
5
5ft /thrown 20ft if a Hit target takes 2d6 acid damage.
Basic Anti-toxin
50
5
Gain advantage on your next Constitution save against Poison lasts 1min
Widowmaker Poison
300
30
DC 13 Constitution saving throw, taking 4D6 poison damage and is poisoned on a failed save, or half as much damage on a
successful one and not poisoned. While poisoned the creature takes D4 damage every turn (6 secs) while poisoned in this way.
After 10 turns or if the creature becomes unconscious the creature gains 1 fatigue and is no longer poisoned.

Enchanter

*All enchantments last 1 adventure unless otherwise stated and require the addition cost of 1 magicite each
*Elemental Lacrima can be expended as a bonus action to do 2D6 extra damage with a spell
Enchantment
Level
Action
Downtime
Cost
Cost
Effect
Elemental Enchantment

Fire [Weapon]
Lv1
Bonus
15
150
your weapon deals Fire elemental damage and is considered magical
Cold[Weapon]
Lv1
Bonus
15
150
your weapon deals Cold/Ice elemental damage and is considered magical
Lightning[Weapon]
Lv1
Bonus
15
150
your weapon deals Lightning elemental damage and is considered magical
Force[Weapon]
Lv1
Bonus
15
150
your weapon deals Force elemental damage and is considered magical
Martial Enchantment

Guiding[Weapon]
Lv1
-
20
200
when using this weapon you gain +1 to hit on attack rolls
Rending[Weapon]
Lv1
-
20
200
when using this weapon you gain +1 to Damage rolls
Repulsion
Lv1
Reaction
30
300
When a creature successfully hits you expend the Lacrima to block 2D6 damage !one use only!
Intervention
Lv1
Bonus
20
200
Increase creatures saving throw DC by 3. !one use only!
Extension
Lv1
-
30
300
Your Melee weapon gains +5ft range/or ranged weapon gains +10% range
Prevention
Lv1
Reaction
20
200
Decrease your saving throw DC by 3. !one use only!
Rejuvenation
Lv1
Bonus
30
300
in combat recover 1D4 hit points per round for 5 rounds. Out of combat user regains 5D4 hit points !one use only!
Conservation
Lv1
-
20
200
Gain 10 temporary hit points. !one use only!
Expedition
Lv1
Bonus
25
250
count speed as double for 5mins (50 rounds) !one use only!
Interruption
Lv1
-
20
200
Gain +5 Initiative !one use only!

Friday, 14 August 2015

Candlelight - Downtime Activities

Downtime
In between adventures you spend your time in and around town preparing for your next adventure.
You get one Downtime action to spend doing one of the following. Although you cannot repeat the same downtime twice if you have multiple actions
Characters can invest in the businesses at the costs listed below to unlock additional actions, services and Items
Level up - No downtime action cost
Raise your characters level by 1 provided you have the necessary experience
[Lvls 1-4]-20gp, [Lvls 5-9]-60gp, [Lvls 10-14]-180gp [Lvls 15-19]-540gp [Lvl 20]-1620gp + 5 Magicite 
Multiclass Training - No downtime action cost
As long as you meet the requirements you may multiclass
Requires Magicite or 50gp [multiply the training cost by 10 for every subsequent multiclass]

Purchase goods – no downtime action cost
Players can purchase as many items as they like at the cost listed in the Players handbook
Guild Bank – No downtime action cost
You can store gold, Items or other treasure in a locked chest for later use

Crafting
You can craft items from the player’s handbook with a material cost of half the price listed. Some items may take longer than a week to craft

Work Hard
You spend your downtime working. You earn (your level x your tier) xD8gp. If you have appropriate tool proficiencies you can add an extra 1D8 to the amount earned.
Work Harder
You push your limits doing hard labour. You earn double the amount of gold you normally would from working hard
But your hit points are reduced by ¼ of your maximum for your next adventure

Improve Candlelight *cost listed is investment cost*
Lv1 Alchemist – [300gp] – purchase a potion at reduced cost, test potions to expand potion selection or collect 1 free healing potion
Lv2 Blacksmith – [750gp] – improve weapons and armour temporarily
Lv- Creature Tamer –[150gp] – purchase pets and mounts
Lv0 Enchanter/Artificer – [150gp and 3 Magicite] – purchase temporary enchantments for weapons and armour
Lv0 Library – [150gp] – gain a D4 study dice to add to any intelligence check or saving throw
Lv1 Monument Of Heroes – [600gp and 4 Magicite] make offerings to gain % buffs to Exp
Lv1 Poisoner – [150gp]  - purchase a poison at reduced cost
Lv0 Tinkerers research– [1 Magicite and 150gp] – purchase explosives, tinkerers gear and weapons and alter weapons and armour to hold more enchantments
Lv1 Training School – [300gp] - gain a D6 fitness dice to add to a strength, dexterity or constitution check or saving throw
Lv0 Temple – [150gp] – pray to a deity and receive a random boon or ability
Construct Guild Hall - [6,000] – gain access to hirelings and guildhall actions and reputation


Purchase Property
May purchase the following [owners of property pay a set amount each week in upkeep]

Small Townhouse 500gp – Upkeep 10gp per week per adventurer. Supports 2 Adventurers
Choose 1 from 5 benefits when spending downtime
Extra Time - receive an extra downtime action although cannot work hard
Solid income - Re-roll results of 1 and 2 on the dice when using the “Work Hard” downtime action.
Secret Fund - Receive 10% discount on any purchases
Warm Fire – for your next adventure gain your level +5 temporary hit points
Medium Townhouse 5000gp – upkeep 20gp per week per adventurer. Supports 4 adventurers
Choose 1 from 5 benefits when spend downtime
Extra Time - receive 2 extra downtime actions although cannot work hard
Solid income - Re-roll any dice when using the “Work Hard” downtime action.
Secret Fund - Receive 20% discount on any purchases
Hearty Breakfast – for your next adventure gain your level x2 +5 temporary hit points

Manor House 25,000gp - upkeep 70gp per week per adventurer. Supports 8 adventurers
Choose 1 from 4 benefits when spend downtime
Extra Time - receive 3 extra downtime actions although cannot work hard
Wealthy Benefactors – if you choose to craft or invest you reduce the cost by 1/4
High Society – Roll on the High Society random table.
The Good Life – start your next adventure with your x3 your level +10 temporary hit points

Small Storefront 500gp –Upkeep 15gp per week
Gain all of the following benefits
Can perform the “Work Hard” downtime action using double the amount of dice you normally would.
Receive 30% Discounts on your stores related goods.

Alchemist- Level 1
Sells Potions in town in addition characters can spend downtime to do one of the following.
Invest – 300gp
Raise the alchemist to level 2
Collect Healing Potion - Free
Purchase – Buy 1 Potion at reduced cost
Potion Testing – Collect a number of random potions - 15gp
Roll 2D8 3 times and collect those potions from the table below. Each colour has a varying effects determined by a secret D100 roll
D8 Roll
Potion colour
D8 Roll
Potion Attribute
1
Clear potion
1
Viscous
2
Red potion
2
Bubbly
3
Blue potion
3
Stinky
4
Purple potion
4
Lumpy
5
Green potion
5
Sweet
6
Yellow potion
6
Cold
7
Black potion
7
Oily
8
Orange potion
8
Grainy


Blacksmith- Level 2
Sells weapons and armour in addition characters can spend downtime to do one of the following.
Invest – 750gp
Raise the Blacksmith to level 3 – Improve temper and folded steel improved +1 weapon and +1 shield crafting
Temper 10gp
Temper one melee weapon or 10 pieces of ammunition made of metal that weapon or ammunition gives you +1 to hit for your next adventure.
Shaved Steel 10gp
Chose one melee weapon or 10 pieces of ammunition made of metal that weapon or ammunition gives you +1 to damage for your next adventure.
Silvered Coating 10gp
Pick 1 weapon that weapon counts as magical for resistances and immunities for your next adventure

Creature Tamer- Level --
Sells mounts and pets in addition characters can spend downtime to do one of the following.
Invest – 150gp
Raise the Creature Tamer to level 0 – Various pets and horse mounts

Enchanter/Artificer- Level 0
Can enchant weapons and armour in addition characters can spend downtime to do one of the following.
Invest – 3 Magicite shards and 200gp
Raise the Enchanter/Artificer to level 1 – can produce better elemental and martial enchantments, enchanting apparatus becomes better and can produce permanent enchantments 
Purchase - Buy Enchanted Stone/Lacrima at reduced cost
Elemental - Fire, Ice, Lightning, Force
Martial - Guiding, Rending, Repulsion, Intervention, Interruption, Prevention, Extension, Rejuvenation, Conservation, Expedition

Library- Level 0
Help adventurers learn about monsters and gain advantage in intellectual pursuits in addition characters can spend downtime to do one of the following.
Invest- 150gp
Raise the Library to level 1- better study die options, unlocks monster research action and training options
Study 10gp
For your next adventure gain one study die (d4), on one Intelligence based skill you may use this study die to add to your dice after you roll but before you know the result. Recovers after a short rest

Monument Of Heroes- Level 0
Increases starting level to 2 and characters get extra Exp on adventures. In addition characters can spend downtime to invest.
Invest – 600gp and 4Magicite
Raise the Monument of Heroes to level 1 – raises % increase to adventurers Exp unlocks gold % increase option and starting level to 3
Make offering – gain extra exp
Players can make an offering of up to 100gp at the monument of heroes; at the end of your next encounter you gain an the same amount of Exp as gold you spent in addition to the exp from the encounter.

Poisoner - Level 0
Sells Poisons in addition characters can spend downtime to do one of the following.
Invest – 150gp
Raise the Poisoner to level 1 – sells better and wider selection of poisons
Purchase Tier 1 Poison
Exhaustion poison, Sandman Poison, Vertigo Poison, Gutwrencher Poison, Alchemists Fire, Acid, Antitoxin, Simple Poison

Tinkerer- Level 0
Sells black-powder/clockwork/magi-tek weapons and items in addition characters can spend downtime to do one of the following.
Fund research – instead of investing in the Tinkerer adventurers may fund the tinkerer’s research every 150gp spent in this way raises the tinkerers level and gives access to more research options and a wider selection of items for sale
Rune magic – 1 Magicite 100gp – research into ancient rune magic and its uses
Advanced Weapons Lv1 – 50gp – research into advanced weapons like the repeater crossbow and whip sword
Waygate Construction Lv1 – 75gp – research into paired portals that allow teleportation
Blackpowder Lv1 – 50gp – research into the use of blackpowder in weapons
Magicite Integration Lv1 – 3 Magicite 20gp – research into Lacrima and its integration into weapons and armour
Clockwork prosthetics Lv1 – 20gp – research into blueprints for clockwork limbs
Traps Lv1 – 40gp – research into devices for trapping

Training School- Level 1
Help adventurers learn new skills and be better in physical challenges in addition characters can spend downtime to do one of the following.
Invest – 300gp
Raise Training School to Level 2 – Increases Fitness Dice to D8 more training options [endurance, skill]
Casual Fitness training- Free
Gain 1 fitness die (d6), on one Strength, Dexterity or Constitution check or saving throw you may use this Fitness die to add to your dice after you roll but before you know the result. Recovers after a short rest
Intense Fitness training- 15gp
Gain 2 fitness die (d6), on one Strength or Constitution check or saving throw you may use this Fitness die to add to your dice after you roll but before you know the result. Recovers after a short rest
Weapon Training 15gp
Gain proficiency in 1 weapon or +1 to your your proficiency bonus for an existing weapon proficiency for your next adventure.
  
Temple- level 0
Adventurers can pray to get additional bonuses usually extra temporary HP or extra spells in addition characters can spend downtime to do one of the following.
Invest- 150gp
Raise Temple to Level 1 additional pray tables and better pray dice and open sanatorium actions [remove curses and recover from diseases or lingering injuries].
Pray [free]
Acolyte background characters get +1 to the Pray roll. Paladin and cleric characters roll twice on the pray roll and pick the result they want.
Pray Modifiers
Donate 0gp -1
Donate up to 1gp in one visit +0
Donate over 10gp in one visit +1
Donate over 30gp in one visit +2
Donate over 70gp in one visit +3
If you donate over 200gp in one visit you may pick your boon
Total donation to a single god equal over 500gp +1 on that gods pray table
Acolyte Background - +1
Cleric or Paladin – roll twice choose one
Cleric or Paladin Worshiping your god - +1
Trained in Religion - +1
Choose 1 of the gods below and roll 1d6 on the table applying the relevant modifiers you then have that effect for your next adventure. Spells gained use no spell slots need no concentration or components and recover after a long rest unless stated otherwise

Edea [Peace and Protection]
D12 Roll
Boon
Effect
1
Edea’s Pity
Gain your level in temporary hit points
2
Edea’s Pity
Gain your level in temporary hit points
3
Edea’s Pity
Gain your level in temporary hit points
4
Boon of Protection
you gain the Armour of Agathys [spell]
5
Boon of Protection
you gain the Armour of Agathys [spell]
6
Focussed Protection
You gain Protection from Energy [spell]
7
Edea’s Protection
You gain 3 charges of shield [spell] once expended they are lost
8
Edea’s Protection
You gain 3 charges of shield [spell] once expended they are lost
9
Divine Armour
Gain the Shield of faith [Spell] may choose one additional target for the spell when you cast it
10
Divine Armour
Gain the Shield of faith [Spell] may choose one additional target for the spell when you cast it
11
Shield Of Fate
You gain Deathward [Spell]
12
Edea’s Holy shield
You gain Sanctuary [Spell] the DC is 16 on the saving throw

Pelor [Light and Strength]
D6 Roll
Boon
Effect
1
Ignored
Nothing happens
2
Ignored
Nothing happens
3
Ignored
Nothing happens
4
Ignored
Nothing happens
5
Boon Of Light
You gain Light [Spell]
6
Holy Light
You gain Colour Spray [Spell]
7
Boon of Might
You gain Enlarge [Spell]
8
Crusading Light
You gain the Crusaders mantle [Spell]
9
Crusading Light
You gain the Crusaders mantle [Spell]
10
Pelor’s Might
You gain Blinding Smite [Spell]
11
Pelor’s Might
You gain Blinding Smite [Spell]
12
The Holy Light of Pelor
You gain 1 charge of sunbeam [Spell] once expended it is are lost

Varta [Misery and Hope]
D12 Roll
Boon
Effect
1
Ignored
Nothing happens
2
Ignored
Nothing happens
3
Boon of Hope
You gain Guidance [Spell]
4
Boon of Hope
You gain Guidance [Spell]
5
Boon of Hope
You gain 3 charges of the Guidance [Spell] once expended they are lost
6
Boon of Misery
You gain Blur [Spell]
7
Varta’s Embrace
You gain 3 charges of Bless [Spell] once expended they are lost
8
Varta’s Misery
You gain 3 charges of Bane [Spell] once expended they are lost
9
Varta’s Blessing
You gain Enhance ability [Spell]
10
Varta’s Blessing
You gain Enhance ability [Spell]
11
Varta’s Courage
You gain Heroism [Spell] and cast it at Lv9
12
True Hope
You gain Beacon of Hope [Spell]



Credit to Adam Koebel and Steven Lumpkin for inspiration