Crafter Level ; Crafting Proficiency Rank ; Crafting Feat
Formula Price
Tools You have an appropriate set of tools and, in many cases, a workshop; Crafting Materials You must supply raw materials worth
Extra Requirements
Crafter Level ; Crafting Proficiency Rank ; Crafting Feat
Formula Price
Tools You have an appropriate set of tools and, in many cases, a workshop; Crafting Materials You must supply raw materials worth
Extra Requirements
This setup time is the base number of days it takes to create the item. If you decide to take the slow and methodical approach (Core Rulebook 244), you spend that number of days of Regular Setup in Table 1, and then attempt the Crafting check to determine your success. You can instead rush the process (Treasure Vault 158), taking days off the time needed to setup the item while introducing a greater risk of failure.
Below, you may change your Crafting Proficiency Rank and your Crafter Level.
Take the DC from Table 1. When you take Rush Crafting, you have to decide on your approach to the job, from Trained to Legendary, which is limited by your proficiency. That choice sets the Setup Time and the Crafting DC.
Critical Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in Crafting.
Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level and your proficiency rank.
Failure You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over.
Critical Failure You fail to complete the item. You ruin 10% of the raw materials you supplied, but you can salvage the rest (30 gp). If you want to try again, you must start over.
If your Crafting check is a success, you expend the raw materials and can complete the item immediately by paying the remaining portion of the item’s Price in materials. Alternatively, you can spend additional downtime days working on the item. Above, you may change your Proficiency Rank and your Crafter Level. Below you can choose your Crafting Check Result from Step 3 and you may select the Additional Days of Work. This webtool calculates the Remaining Balance.
If you are at least an Expert in Crafting, you can rush the finishing process (toggle the Rush the Finish), reducing the value of the materials you must expend to complete the item. Doing so comes at a risk; at the end of the creation process, once the item is finished, you must attempt a DC flat check.
Success the item is complete and works perfectly.
Failure the item is still completed, but it gains a quirk.
Critical Failure the item is ruined or might become a cursed item attached to you.
To use one of the NPCs in this section to represent an NPC of a different ancestry, apply the adjustments below for the desired ancestry. These provide the basic features from that ancestry, like darkvision, altered Speed, and unique abilities like a halfling’s keen eyes. For other ancestries, you can create similar templates following the same format. In addition to these base changes, you can add the effects of a specific heritage: you might apply the snow goblin heritage if your NPC is a Frostfur goblin and you want them to have cold resistance. You can also give them an ancestry feat, or even adjust their ability scores and skills to reflect the new ancestry’s strengths and weaknesses. For a half-elf, half-orc, or any other heritage essential to the character, you should always apply the heritage effect.
Ancestry | New Trait | Senses | New Languages | Speed Change | Special |
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ANADI | — | Anadi, Mwangi | — | Fangs |
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ANADI | — | Anadi, Mwangi | — | Fangs |
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ANDROID | — | Androffan | — | — |
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AUTOMATON | — | Utopian, the language of the plane of, Axis | — | — |
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AUTOMATON | — | Utopian, the language of the plane of, Axis | — | — |
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AZARKETI | — | Alghollthu | -5 feet | — |
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CATFOLK | Low-Light Vision | Amurrun | — | Land on your Feet |
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CONRASU | — | Mwangi, Rasu | — | Sunlight Healing |
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CONRASU | — | Mwangi, Rasu | — | Sunlight Healing |
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DOPPELGANGER | — | — | — | — |
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DOPPELGANGER | — | — | — | — |
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DRAGON | — | Draconic | — | — |
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DWARF | Darkvision | Dwarven | -5 feet | — |
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ELF | Low-Light Vision | Elven | +5 feet | — |
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FETCHLING | Darkvision | Shadowtongue | — | — |
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GHORAN | Low-Light Vision | Sylvan | — | — |
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GNOLL | — | Gnoll | — | Bite |
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GNOLL | — | Gnoll | — | Bite |
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GNOME SMALL | Low-Light Vision | Gnomish, Sylvan | — | — |
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GOBLIN SMALL | Darkvision | Goblin | — | — |
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GOLOMA | — | Goloma, Mwangi | +5 feet | Eyes in Back |
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GOLOMA | — | Goloma, Mwangi | +5 feet | Eyes in Back |
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GRIPPLI SMALL | — | Grippli | — | — |
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GRIPPLI SMALL | — | Grippli | — | — |
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HALFLING SMALL | Keen Eyes | Halfling | — | — |
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GOBLIN | Darkvision | Goblin | — | — |
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HUMAN | — | — | — | — |
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KASHRISHI SMALL | — | Kashrishi | — | — |
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KASHRISHI SMALL | — | Kashrishi | — | — |
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KITSUNE | — | — | — | — |
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KOBOLD SMALL | Darkvision | Draconic | — | Draconic Exemplar |
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LESHY SMALL | Low-Light Vision | Sylvan | — | Plant Nourishment |
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LIZARDFOLK | — | Iruxi | — | Aquatic Adaptation |
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NAGAJI | Low-Light Vision | Nagaji | — | — |
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NAGAJI | Low-Light Vision | Nagaji | — | — |
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ORC | Darkvision | Orcish | — | — |
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RATFOLK SMALL | Low-Light Vision | Ysoki | — | — |
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SHISK | — | Mwangi, Shisk | — | — |
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SHISK | — | Mwangi, Shisk | — | — |
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SHOONY SMALL | Low-Light Vision | Shoony | — | Blunt Snout |
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SKELETON | — | Necril | — | — |
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SKELETON | — | Necril | — | — |
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SLIME | — | — | -5 feet | — |
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SPRITE | — | Sylvan | -5 feet | — |
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STHENO | — | — | — | — |
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STHENO | — | — | — | — |
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STRIX | — | Strix | — | — |
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TENGU | Low-Light Vision | Tengu | — | Sharp Beak |
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VANARA | — | Vanaran | — | — |
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VANARA | — | Vanaran | — | — |
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VISHKANYA | — | Vishkanya | — | — |
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VISHKANYA | — | Vishkanya | — | — |
To use one of the creature adjustments in this section, just click the adjustment and the changes will be present in the card.
- | 0 | No adjustment will be applied. | |
Book of the Dead | Target Creature | Level | Description |
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Any creature | 0 | The ephemeral form of a ghostly creature lets it pass through solid objects and float in the air. |
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Any creature | 0 | Ghoul creatures are typically hairless and gaunt with blue or purple skin and pointed ears. |
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Any creature | 0 | Most skeletons are mindless and follow either the basic instincts they had in life or orders given by their creator. |
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Any creature | 0 | This creature is a reanimated mindless corpse. |
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Any creature | 0 | All types of creatures can have their corpses preserved and rise as mummies. |
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Any creature | 0 | A shadow creature is little more than a sentient shadow powered by negative energy. |
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Any creature | 0 | Most skeletons are mindless and follow either the basic instincts they had in life or orders given by their creator. |
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Any creature | 0 | This creature is a reanimated corpse. |
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Any creature | 0 | A vampiric creature consumes the blood of the living for sustenance. |
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Any creature | 0 | All wights can drain life through their unarmed attacks, but some can draw life force through weapons as well. |
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Any creature | 0 | A zombified creature is a mindless, rotting corpse that attacks everything it perceives. |
Dark Archive | Target Creature | Level | Description |
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An existing creature | +1 | An experimental cryptid has been purposefully altered through alchemy, engineering, magic, or ritual to contain some degree of construct components. Although powerful, the process is volatile and imperfect. |
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An existing, living creature | +1 | Some strange creatures defy what’s expected from others of their kind due to a peculiar mutation. A mutation can come from a wide variety of sources: a quirk in their lineage, effects from their environment, radiation from bizarre crystals, or exposure to uncontrolled magic. |
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An existing, living creature | +1 | Scholars dream of discovering primeval creatures: remnants of an older age, long thought extinct. Primeval cryptids are resilient survivors of their kind or particularly clever individuals. |
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An existing creature | +1 | As stories spread about a rumored cryptid, the weight of collective belief transforms the creature to match the tales. The limits of its physical body no longer confine it. |
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An existing creature | +1 | A secret society member is an NPC or creature that belongs to a covert organization with influence and connections throughout its local setting and perhaps beyond. |
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The DiceRoller allows you to roll dices from Creatures description and typing an easy formula.
Each creature has some skills or saves with a bonus or penalty to roll. If you click on those modifiers the Diceroller will give you the roll as a popup! Furthermore, you can also click on all the attacks and damages dice descriptors and you'll have the roll has a popup.
These rolls are logged in the diceroller window and you can check them after and repeat them clicking on the pencil at the end of each roll row.
If you want to type the roll, I give you some examples:
1d20+52d20kh Keeps Higher result (fortune)2d20kl Keeps Lower result (misfortune)2d8 bludgeoning + 1d6 fire
When the group overcomes an encounter with a hazard or creature, each character gains XP equal to the XP of the hazard or creature in the encounter. Match the Party level in the following table to know the XP awarded:
See Experience Points.
Here there is a list of the various monster parts you can gather from this creature. After defeating the monster, players can determine how to best use the parts to refine and imbue items.
You can find rules for refining and imbuing items from a monster at Battlezoo Bestiary.
I update a lot of data from all the Rulebooks and adventure books. I'm developing new features each week. You can collaborate and make suggestions in our Discord Server where we plan and iron out all the webtools. You can access to the Discord Server once you become a Patron. My work updating all data and adding new features to this webtool is only possible to the generous actions of this people:
Visit my patreon webpage and be aware of all the stuff I'm working on.
Help keep running this webtool and become a patron!
The world is full of the unexplainable: ancient magic, dead gods, and even stranger things. In response, you’ve scavenged the best parts of every magical tradition and built up a collection of esoterica—a broken holy relic here, a sprig of mistletoe there—that you can use to best any creature by exploiting their weaknesses and vulnerabilities. The mystic implement you carry is both badge and weapon, its symbolic weight helping you bargain with and subdue the supernatural. Every path to power has its restrictions and costs, but you turn them all to your advantage. You’re a thaumaturge, and you work wonders.
KEY ABILITYCHARISMAAt 1st level, your class gives you an ability boost to Charisma. | HIT POINTS8 plus your Constitution modifierYou increase your maximum number of HP by this number at 1st level and every level thereafter. |
You use your implements and diverse arsenal of mystic tools and tricks to assist in combat, always presenting the right bane to exploit enemies’ weaknesses or shield your allies against the supernatural.
You understand and nudge the social connections between people, much as you strive to understand the larger ties between mysteries and concepts. This helps you to find common ground when negotiating between the mundane and supernatural or even to play one side against the other.
You investigate unexplainable phenomena around you, taking appropriate precautions to ward yourself and your allies against paranormal threats.
Where necessary, you create your own path through the unknown.
You research deeper into the supernatural mysteries you discovered on your last adventure to see how they can be applied in the future. You dust off relics, cultivate herbs, or forge trinkets, updating your collection of scavenged supernatural tools after each new threat you encounter. You return or call in favors with other people, strange creatures, and mystical forces.
PERCEPTION | |||
U | T | E | Proficiency in |
✔ | Perception | ||
SAVING THROWS | |||
U | T | E | Proficiency in |
✔ | Fortitude | ||
✔ | Reflex | ||
✔ | Will | ||
SKILLS | |||
U | T | E | Proficiency in |
✔ | Arcana, Nature, Occultism, and Religion | ||
✔ | a number of additional skills equal to 3 plus your Intelligence modifier | ||
ATTACKS | |||
U | T | E | Proficiency in |
✔ | simple weapons | ||
✔ | martial weapons | ||
✔ | unarmed attacks | ||
DEFENSES | |||
U | T | E | Proficiency in |
✔ | light armor | ||
✔ | medium armor | ||
✔ | unarmored defense | ||
CLASS DC | |||
U | T | E | Proficiency in |
✔ | thaumaturge class DC |
Level | Ancestry Feats |
Class Feats |
General Feats |
Skill Feats |
Skill Increase |
Ability Boost |
Extra |
1 | ✔ | ✔ | ancestry and background, esoteric lore, first implement and esoterica, implement’s empowerment | ||||
2 | ✔ | ✔ | |||||
3 | ✔ | ✔ | lightning reflexes | ||||
4 | ✔ | ✔ | |||||
5 | ✔ | ✔ | ✔ | second implement, thaumaturge weapon expertise | |||
6 | ✔ | ✔ | |||||
7 | ✔ | ✔ | implement adept, resolve, weapon specialization | ||||
8 | ✔ | ✔ | |||||
9 | ✔ | ✔ | intensify vulnerability, thaumaturgic expertise, vigilant senses | ||||
10 | ✔ | ✔ | ✔ | ||||
11 | ✔ | ✔ | medium armor expertise, second adept | ||||
12 | ✔ | ✔ | |||||
13 | ✔ | ✔ | greater resolve, weapon mastery | ||||
14 | ✔ | ✔ | |||||
15 | ✔ | ✔ | ✔ | greater weapon specialization, juggernaut, third implement | |||
16 | ✔ | ✔ | |||||
17 | ✔ | ✔ | implement paragon, thaumaturgic mastery | ||||
18 | ✔ | ✔ | |||||
19 | ✔ | ✔ | medium armor mastery, unlimited esoterica | ||||
20 | ✔ | ✔ | ✔ |
Level 1 Class Feats | Traits | Prerequisites | Benefits |
Ammunition ThaumaturgyDA | — | — | You’re so used to handling your implement, weapon, and esoterica in the heat of combat that adding a few bullets or arrows to the mix is no extra burden. |
Diverse LoreDA | — | — | Your wandering studies mean you’ve heard rumors or theories about almost every topic. |
Divine Disharmony DA | divine, enchantment, esoterica, manipulate | — | From your collection of religious trinkets, you pull out opposing divine objects—such as the religious symbols of two deities that are hated enemies—and combine them in a display that causes discordant clashes of divine energy that are especially distracting to the faithful. |
FamiliarDA | — | — | Whether by following occult rituals, piecing together scraps of arcane theory, or some other method, you’ve called forth a creature that now serves as your constant companion in your studies of the supernatural. |
Haunt IngenuityDA | divination, divine | — | Your cunning knowledge grants you the ability to notice the emotional echo of a soul that passed on, leaving a haunt in its wake. |
Root to Life OR DA | esoterica, manipulate, necromancy, primal | — | Marigold, spider lily, pennyroyal—many primal traditions connect flowers and plants with the boundary between life and death, and you can leverage this association to keep an ally on this side of the line. |
Scroll ThaumaturgyDA | — | — | Your multidisciplinary study of magic means you know how to activate the magic in scrolls with ease. |
Level 2 Class Feats | Traits | Prerequisites | Benefits |
Call Implement DA | arcane, conjuration, manipulate, teleportation | — | You can tug on the bonds of ownership between yourself and your implement, causing it to find its way back to you. |
Enhanced FamiliarDA | — | a familiar | By applying the best of multiple traditions of magic, you’ve found a more efficient way for your familiar to store its energy. |
Esoteric WardenDA | — | Exploit Vulnerability | When you apply antithetical material against a creature successfully, you also ward yourself against its next attacks. |
Talisman EsotericaDA | esoterica | — | You know how to assemble the supernatural objects in your esoterica into a number of temporary talismans. |
Turn Away Misfortune DA | abjuration, esoterica, fortune, manipulate, occult | — | You perform a superstition, such as casting salt over your shoulder to ward off bad luck. |
Level 4 Class Feats | Traits | Prerequisites | Benefits |
Breached DefensesDA | — | Exploit Vulnerability | You can find the one weak point in a creature’s scales, wards, or armor to get past its resistances. |
Devil’s EyeDA | aftermath | You made a bargain with a devil or won a legal case or other similar duel of wits against a devil. | Your experience in the finer points of bargaining with a devil has awakened a sinister power that now inhabits your left eye. |
Echo of the FallenDA | aftermath | You helped to lay a haunt, ghost, or spirit to rest. | With the utmost gratitude for your help in releasing them from their unearthly coil, a tiny sliver of a ghostly entity has remained attached to you. |
Instructive Strike DA | — | — | You attack your foe and analyze how it reacts. |
Lingering ChillDA | aftermath, cold | You’ve been brought to 0 Hit Points by an enemy that has the cold trait or an enemy’s ability that has the cold trait. | The chill of ice entered your veins and never left, adjusting the internal temperature of your body. |
Paired LinkDA | divination, esoterica, fortune, occult | — | You break a trinket such as a lodestone or jade pendant in two, creating a sympathetic link between the halves that bridges distance. |
Thaumaturgic RitualistDA | — | — | Your studies into the supernatural have resulted in an especially strong knowledge of rituals. |
Level 6 Class Feats | Traits | Prerequisites | Benefits |
Elysium’s CadenceDA | aftermath | You’ve partied extensively with an azata or entered a romantic relationship with an azata. | You’ve been ensnared by an azata’s infectious enthusiasm for life, love, and freedom that manifests as a pearlescent afterimage in your graceful movements, a spring in your soft steps, an ever-present melody in your euphonic voice, and eddies of passionate colors in your mesmerizing eyes. |
Jelly BodyDA | aftermath, magical, transmutation | You’ve been reduced to 0 Hit Points while engulfed by an ooze. | Some of the ooze that surrounded you made its way permanently into parts of your body, turning you soft to the touch and semitransparent enough to show bones. |
One More ActivationDA | — | — | You’ve forged a deeper bond to your invested items, allowing you to activate them more than usual. |
Scroll EsotericaDA | esoterica | Scroll Thaumaturgy | Your esoterica includes scraps of scriptures, magic tomes, druidic markings, and the like, which you can use to create temporary scrolls. |
Sympathetic VulnerabilitiesDA | — | Exploit Vulnerability, mortal weakness or personal antithesis | When you apply your will to invoke a vulnerability, the result is more powerful, and the vulnerability ripples out in a web from your main target to affect a broader range of creatures. |
Level 8 Class Feats | Traits | Prerequisites | Benefits |
Cursed Effigy DA | curse, esoterica | Exploit Vulnerability | After your attack, you grab a bit of blood, cut hair, or other piece of the creature’s body. |
Elaborate Talisman EsotericaDA | — | Talisman Esoterica | As you continue to collect talismanic esoterica, you improve your ability to create temporary talismans. |
Incredible FamiliarDA | — | Enhanced Familiar | By taking the best parts of each magical tradition, you’ve found a way to grant your familiar even more abilities than other familiars. |
Know-It-AllDA | — | — | Having heard every rumor or story in the book, you know that if you’ve heard of something in the first place, you’ve probably heard about it at length. |
Level 10 Class Feats | Traits | Prerequisites | Benefits |
Gift of the HoardDA | aftermath, magical, transmutation | You have succeeded at an important task given by a dragon, such as procuring a special treasure for their hoard. | In pleasing the cravings of a mighty dragon, they have deigned to impart some of their magical essence into your body. |
Glass SkinOATSG | abjuration, aftermath | You were present at the death of the medusa Alethsia, whose vitrumantic powers were passed on to you in the wake of her destruction. | Even if vitrumancy is a mystery to you, your blood and flesh know the secrets of the art of arcane glass. |
Share Weakness DA | esoterica, manipulate | Exploit Vulnerability, mortal weakness | You select an object from your esoterica that has great personal value to you, such as a locket or treasured ring, and you grant it to an ally, establishing a personal link that allows your ally to affect an enemy as if they were you. |
Siphon Life DA | aftermath, flourish, magical, necromancy, negative | You’ve been reduced to 0 Hit Points by an enemy with the negative trait. | Experiences with necromantic energy have left a permanent mark on you, casting you in a deathlike pallor, chilling your body temperature to be ice-cold, turning your very blood black, and giving you the power to rip out an enemy’s life force. |
Thaumaturge’s InvestitureDA | — | Charisma 16 | Magical equipment and gear are the tools of your trade, and you know you need as many as possible to help you against the supernatural. |
Twin Weakness DA | esoterica | mortal weakness or personal antithesis | As you make an attack augmented by your esoterica, you also press your implement against the creature, applying its weakness as your implement’s energies sear the creature’s flesh. |
Level 12 Class Feats | Traits | Prerequisites | Benefits |
Elaborate Scroll EsotericaDA | — | Scroll Esoterica | You’ve picked up more scraps of magic texts, improving your makeshift scrolls. |
Intensify Investiture DA | — | — | Your bond to your invested items enables you to put more of yourself into them. |
Petrified SkinDA | aftermath, transmutation | You have been petrified by an enemy. | It might have been a medusa, dracolisk, or even a fossil golem; regardless of the source, you were the target of some petrifying effect, and an element of that stony gaze has remained with you, both protecting and slowly consuming you. |
Shared WardingDA | — | Esoteric Warden | You ward your allies from the attacks of your foes whenever you apply those protections to yourself. |
Thaumaturge’s DemesneDA | abjuration, arcane | — | You have claimed an area or location as your demesne, granting you the ability to ward and protect it. |
Level 14 Class Feats | Traits | Prerequisites | Benefits |
Dormant EruptionDA | aftermath, fire | You’ve been brought to 0 Hit Points by an enemy that has the fire trait or an enemy’s ability that has the fire trait. | A sweltering heat and sparks of flame that take the form of tiny copies of you surround your body. |
Esoteric ReflexesDA | — | an implement that grants a reaction | Your bond to your implements is so strong that you can use their reactive abilities almost by instinct. |
Grand Talisman EsotericaDA | — | Talisman Esoterica | You’ve completed your journey in studying esoteric talismans, gaining the ability to place multiple talismans on an item. |
Sink and SwimDA | aftermath, water | You’ve been brought to 0 Hit Points by an enemy that has the water trait or an enemy’s ability that has the water trait. | Your body looks like it’s made of flowing water, clear and pristine, providing a natural grace to all your movements. |
Trespass Teleportation DA | conjuration, occult, teleportation | Exploit Vulnerability | You can hunt your foe to the ends of creation. |
Level 16 Class Feats | Traits | Prerequisites | Benefits |
Fey LifeDA | aftermath, healing, necromancy, primal | You helped to save a fey from a terrible fate, and you’re not a fey. | There are some fates worse than death–and you worked to save a fey from one such fate. |
Implement’s FlightDA | primal, transmutation | — | By weakening your relation to the ground and strengthening your relation to the sky, you’ve learned to soar through the air, your implement carrying you as surely as any broomstick or pestle. |
Seven-Part LinkDA | — | Paired Link | Many traditions hold the number seven as significant. |
Sever Magic DA | abjuration, arcane, esoterica | — | You apply a frayed thread, a pinch of fulu ash, or a similar undone charm to your weapon, and swing to break a spell. |
Walk on the WindDA | aftermath, air, magical, transmutation | You’ve been brought to 0 Hit Points by an enemy that has the air trait or an enemy’s ability that has the air trait. | A flighty breeze follows you wherever you go, granting a dramatic flair to everything you do. |
Level 18 Class Feats | Traits | Prerequisites | Benefits |
Grand Scroll EsotericaDA | — | Elaborate Scroll Esoterica | You’ve completed the third and final step in your assimilation of scroll esoterica, granting you daily scrolls of incredible power. |
Implement’s Assault DA | evocation, magical | — | Your implement supercharges your weapon to shoot an impossible volley or carve through your foes. |
Intense ImplementDA | — | — | You have an exceptional link to your third implement. |
Level 20 Class Feats | Traits | Prerequisites | Benefits |
Ubiquitous WeaknessDA | manipulate | Share Weakness | You’ve nurtured your bonds with your comrades, allowing you to share the benefits of your esoterica. |
Unlimited DemesneDA | arcane, conjuration | Thaumaturge’s Demesne | You can move your demesne here and there, bringing it wherever your journey takes you. |
Wonder WorkerDA | — | legendary in Arcana, Nature, Occultism, or Religion | The thaumaturge’s path culminates with the working of wonders. |