Add crafting rules to Augmentation

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Merith-TK 2025-01-27 22:03:57 +00:00
parent fd24eb987c
commit 3e7f01c2d3
2 changed files with 11 additions and 4 deletions

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@ -8,6 +8,14 @@ Enhanced Augmentations represent the pinnacle of Kybrs ingenuity and resource
> Note: Artificers may either have **1 Greater Augment** OR **2 Lesser Augments** for balancing purposes until a proper crafting system can be implemented for these augments
## Crafting Rules
- Quality is determined by a Dexterity Check
- Critical Failure: Augmentation Fails to craft. If perfroming maintence the item is destroyed.
- Standard Roll: DC determined by the DM based off the bond between the Crafter and the creature the augment is intended for.
- Base DC of 15, however can be altered at DM Discression
- Critical Success: Augmentation is at its strongest state and persists indefinately, not requiring recreation or maintnence.
## **Basic Augmentations**
Basic Augmentations are simple yet essential creations, designed to act as flexible tools or stepping stones for more advanced augmentations. They are quick to assemble, requiring minimal resources and effort, and can serve as placeholders or fulfill specific minor functions.
@ -99,4 +107,4 @@ Basic Augmentations are simple yet essential creations, designed to act as flexi
- **Mechanics**:
- **Effect**: The artificer stores a cantrip they know into this device. Any creature can activate it as an action, casting the cantrip as though the artificer cast it.
- **Limitations**: The Spell Capacitor can only hold one cantrip and is destroyed when used.
- **Extra**: If the artificer has the Spell Storing Item feature, they may expend a use to forgo the short rest requirement when creating this item
- **Extra**: If the artificer has the Spell Storing Item feature, they may expend a use to forgo the short rest requirement when creating this item.