Custom Content for Homebrew tabletop and D&D campaigns

Players may choose to craft for themselves, each other, or with the intent to sell/trade. Players are assumed to have the necessary tools and skill for their craft, however materials for certain works may be harder to come by than others. Loot will typically be better than what a player can craft - crafting is meant to be a complimentary objective in order to augment or improve existing equipment. Rather than choosing a single profession, players may attempt any skill untrained, and level it up through practice. By crafting gear successfully the skill will naturally level up according to the chart below. As the skill levels up, players gain the ability to craft and reforge higher quality goods. Professions max out at level 10.

Level Up Requirements:

Level 1: Great x2
Level 2: Great x4
Level 3: Rare x1 + Great x2
Level 4: Rare x2 + Great x2
Level 5: Rare x4
Level 6: Epic x1 + Rare x5
Level 7: Epic x2 or Rare x10
Level 8: Epic x5
Level 9: Legendary x1 or Epic x10

When crafting Armor & Weapons a player may only do so in a non-hostile town. The number of required materials for each Tier is listed below. For that amount of materials, a Craftsman may create "X" pieces of gear where "X" is their profession level. For example: a level 3 Blacksmith rolls an 8 attempting to craft "Rare" quality armor. For 8 pieces of Rare materials he may successfully craft 3 pieces of Rare armor. Craftsmen may roll requirements for any Crafting Tier once per Crafting Level per game session. The number of pieces crafted may never exceed the number of Materials on hand, regardless of level. You must be the appropriate Crafting Level to successfully build each Tier.

Crafting Armor Required Materials:
Great: D10
Rare: D10 (Crafting Level 3)
Epic: D20 (Crafting Level 6)
Legendary: D100 (Crafting Level 9)

Baseline Armor Bonus By Tier:
Common:no bonuses
Great: 1D4 primary stat bonus
Rare: 1D6 primary stat  bonus + 1D4 secondary stat bonus + 1D4 endurance stat bonus + 50% armor bonus + 25% chance for a gem slot
Epic: 1D10 primary stat bonus + 1D6 secondary stat bonus + 100% armor bonus + 1d6 endurance stat bonus (including "hit") + gem slot + 50% chance for a second gem slot
Legendary: 2D20 primay stat bonus + 2d10 secondary stat bonus (including "hit" and "bonus crit") + 150% armor bonus + 2 gem slots + 50% chance for up to two additional gem slots

Crafting Weapons Required Materials:
Great: D20
Rare: D20 (Crafting Level 3)
Epic: D100 (Crafting Level 6)
Legendary: D100 (Crafting Level 9)

Baseline Weapon Bonus By Tier:
Common: no bonuses
Great: D6 fixed damage bonus
Rare: one additional die
Epic:  go up one standard die size + D10 fixed damage bonus
Legendary: go up one standard die size + one additional die + d20 fixed damage bonus + one magical effect

Reforging:
Artisans may reforge the bonuses and armor value outside of combat. They may reforge one item per level of Crafting, per session. They may reforge anyone's armor corresponding with their profession. Upon reforging, the stats and armor value are rerolled. A critical failure leaves the stats as-is and they may not attempt again for the session. A critical success maxes out the armor value and stat bonuses.

When gathering / purchasing materials, the availability and cost are limited based on the rarity of the materials. There are some exceptions. When attempting to gather or scavenge, the player will roll the associated die listed below against the GM's D100. The player may roll the associated die once per level of crafting they possess, once their total surpasses the GM they gain one of that quality item and remainder of their rolls go towards additional quantity in the same fashion. Players may search for each Tier of components once per day when in the World, and once per town per day from Vendors in town. The rolls or chances of gaining crafting materials may be influenced by the GM at any time for any reason. Craftsmen may also choose to sell or trade Materials or unused Crafted equipment to vendors.

Collecting:
Common: D20
Great: D10
Rare: D8
Epic: D6
Legendary: D4

Purchasing Materials: (c = currency |  CL = Crafting Level)
Common: D10c / CL
Great: D20c / CL
Rare: D100c / CL
Epic:  D100c x10 / CL
Legendary: D100c x100 / CL

Repairing Armor:
Players may repair armor in the field outside of combat through the use of Armor Repair Kits which can be purchased from almost any vendor. With this tool kit a specific profession or special conditions are not required. Repair kits are sold for 10c per piece, which repair D20 armor. Players who have a specific Crafting Professions associated with their armor type may multiply the results of the Repair Kit times their Crafting Level.

Skills List:

Some crafting skills may have additional restrictions that are listed individually. The skills below are ones that have been written so far, this is not an exhaustive list and will continue to grow over time.

Acrobatics:
A skilled performer of gymnastic feats such as walking on a tightrope or swinging on a trapeze.

Alchemy:
Alchemists use herbs to create strange, magical brews that heal, empower, and produce a variety of positive effects.

Animal Handling:
Convince a beast that you mean it no harm, influencing its behavior. Calm down an attacking bear in the wild, or simply determine if that dragon looks hungry or just protecting it's treasure.

Archaeology:
The study of natural history through the recovery and analysis of material culture. This skill allows you to obtain information from the ruins and remains you find in the world, and appraise it's ancient treasures.

Armorer: Mail & Plate
Craft, repair, and reforge mail & plate armor.

Artificing:
Artificers tinker with the world around them. Students of indirect magics like sygaldry, infusions, and constructs they build wonderous items and enhance mundane ones that do not require magics to operate.

Blacksmithing:
A blacksmith is a metalsmith who creates objects from metal through forging, using tools to hammer, bend, and cut. Blacksmiths can work with armor and weapons made of metal, and may specialize in specific areas or types.

Bowmaking:
A woodworker who excels in crafting weapons for ranged warfare.

Carpentry:
A skilled tradesman who cuts & shapes wood for a variety of purposes. This gives you access and insight into any objects made from or with wood.

Cooking:
A Chef has the education and experience to craft exquisite cuisines. These foods can sell at a high price, or empower players with unique bonuses.

Deception:
Hide the truth to gain an advantage over others using dishonest or illegal methods.

Enchanting:
Enchanters disenchant surplus magical items - and use the residue to permanently augment equipment of their choosing.

Engineering:
Engineers take advantage of their inventiveness to create an immense (and occasionally random) variety of helpful items.

Fishing:
Fishermen relax and feed themselves by catching the bounty of lakes and seas.

Goldsmith:
A metalworker who specializes in working with gold and other precious metals. Craft and appraise the value of decorative, ceremonial, or religious items.

Herbalism:
Herbalists carefully harvest the helpful and potent herbs found throughout the world.

History:
An expert of history, most notably a particular period, geographical region, or social phenomenon and regarded as an authority on it. Concerned with the continuous methodical narrative and research of past events, Historians may "recall" stories or information from context clues that wouldn't otherwise be accessible.

Insight:
The capacity to gain an accurate and deep intuitive understanding of a person or thing. "Reading people" and gaining insight into their thoughts and actions is an area of expertise.

Inscription:
Scribes weave words of power into glyphs that can improve heroes' skills and abilities, and add special effects not possible by normal means.

Intimidation:
Frighten, compel, threaten, or persuade through implied or explicit violence.

Investigation:
Find out additional facts through examination, inquiry, and research. It is a systematic and thorough attempt to learn more information about a subject that is complex, hidden, or unclear.

Jewelcrafting:
Jewelcrafters unlock the surprising power in precious stones, creating potent jewelry and trinkets.

Leatherworking:
Leatherworkers take the rough, spiny or sturdy hides of beasts everywhere and turn them into useful products.

Locksmithing:
Allows a someone to open or seal chests, doors, gates, and lockboxes.

Mining:
Miners pursue valuable and useful ores, extracting them straight from the earth with their picks.

Medicine:
Weave and apply cloth bandages and poison-cleansing anti-venoms. Considered a must-have skill for anyone not able to heal themselves by magical means.

Performance:
Excel at forms of creative activity such as drama, music, and dance.

Persuasion:
Convince others to follow, believe, reveal, feel, or partake in something you desire for them. The process of changing someone's attitude or behavior through written or spoken word.

Religion:
The belief in and worship of a controlling power.

Sleight of Hand:
A cleverly executed trick or deception requiring fast and clever movements.

Skinning:
Skinners ensure that nothing goes to waste by removing the hides of dead beasts and amassing piles of fur and leather.

Stealth:
The act or action of proceeding secretly or imperceptibly.

Survival:
Someone who has and practices the necessary outdoor skills & knowledge to ensure their own unaided survival in the wild.

Tailoring:
Tailors take simple cloth and weave wonders out of it; cloth armor and robes, shirts, bags and other creations are the purview of the tailor.