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The intent of this document is to provide information to the game masters of the Ohr Living Campaign to create setting
appropriate encounters, adventure zones, and NPCs in the world to keep a consistent experience throughout all of our
games.
Crafting
C
rafting is the foundation of a kingdom. From
simple things such as arrowheads to vast ballistae Keywords
and intricate platemail, all things must pass Tier 1 Keywords
through the hands of a crafter.
Normal
Weapons, Armor
Crafting is simple in Ohr, theres little need for specific An item with the 'Normal' keyword is the most commonly
toolkits, instead you 'purchase' tiers of crafting that allow you found in the world. Materials with the 'Normal' Keyword give
to work with specific materials to apply benefits. no benefits to an item made out of them.
Crafting in Ohr gives a player a basic knowledge of many Example Materials: Iron, Brass, Bronze, Cow Hide
different fields, including but not limited to; Smithing, Leather, Oak Wood, Maple Wood, Ash Wood.
Armoring, Fletching, Carpentry, Leatherworking, and
Tailoring. Polished
Weapons Weapons crafted out of material with the 'Polished'
The Difficulty Keyword add a +1 to attack rolls.
Example Materials: Steel, Green Wood, Shadowtop, True-
The Difficulty of crafting an item depends on two things, the Iron
item being crafted(Simple, Martial, etc) and the Tier of the
Material being used to craft it. In order to craft an item a Sharpened
player must have spent at least 4 hours examining it. Weapons
DC=(Item)+(Material Tier) Weapons crafted out of a material with the 'Sharpened'
The DC for items is listed here below, and further on the Keyword add +1 to damage rolls.
Chart at the end of this chapter. Example Materials: Red Iron, Springtop Wood
Simple Weapons= DC 10
Martial Weapons= DC 13 Tier 2 Keywords
Exotic Weapons= DC 16
Shields= DC 12 Masterwork
Light Armor= DC 10 Weapons
Medium Armor= DC 12 Weapons crafted out of material with the 'Masterwork'
Heavy Armor= DC 15 Keyword gain a +1 to attack rolls and damage rolls.
Example Materials: Meteoric Iron, Treeant Wood
Materials Light
Materials in Ohr are run a vast array of items, from simple Weapons, Armor
iron bars, to exotic woods, bone, and the hides of dangerous Items crafted with the 'Light' Keyword reduce their weight
monsters. A crafter that is capable of crafting a certain tier of by half.(The weight category of the item is decreased by one,
materials is assumed to have knowledge of all materials XL> Large> Medium> Small)
available at that crafting tier. Example Materials: Mythral, Cork Wood, Fox Hide
Considering the vast number of variable materials available,
materials of exotic nature are often given 'Keywords'. A Bright
Keyword applies a certain effect to Weapons or Armor crafted Any item
out of said material. The exact number of materials needed to Items crafted with a 'Bright' Keyword cast a colored glow in
craft a specific item will be detailed in a chart later in this a 15 foot radius. The color of the glow is determined upon
handout. crafting through dye use, and cannot be changed.
Additionally, some keywords simply dont apply to both Example Materials: Lumous Iron, Blueglow Wood.
Weapons and Armor. Beneath each Keyword there will be a
small tag denoting wether it can be applied to weapons or Bouyant
armor. Weapons, Armor
A DM decides the keyword given to any material that is An item made with the 'Buoyant' Keyword floats on top of
obtained. water. If Armor, the wearer has advantage on
Tier 1 Materials add +0 to the DC of crafting an item. Strength(Athletics) checks to swim.
Tier 2 Materials add +2 to the DC of crafting an item. Example Materials: Coral, Zenium, Water Drake Scales
Tier 3 Materials add +4 to the DC of crafting an item.
Tier 4 Materials add +6 to the DC of crafting an item.
Weapons Armor
Primary Secondary Secondary
Weapon Ingredient Ingredient Armor Primary Ingredient Ingredient
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