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Recipe Crafting for Consumables
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Recipe Crafting for Consumables

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This guide introduces new mechanics and options to give purposes to why a character might choose a tool proficiency. By spending some time, effort, and gold, they can gain new abilities, items, or trinkets that will help them on their adventures without breaking the current AC and damage bounding. In addition, it can serve as a place to pour extra gold into when you find your players are walking around with heavy pockets.


Update: 2-16. You guys have been so supportive and kind with donations. I promised a group on facebook I would put together some sample creatures and NPCs that utilize the consumables. SO, here is a baker's dozen of them! As long as the community continues to express interest, I will keep making projects!


Update: 3-31. Again, the support has been fantastic. I sent some time with a friend who is an editor to help clean up some of the wording and clarity in places. The adjusted layout helps to reduce the page count a bit as well. I hope you guys enjoy it! If you guys have any questions, feel free to ask!

 
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Reviews (16)
Discussions (12)
Customer avatar
Marleen V March 23, 2017 5:18 pm UTC
PURCHASER
There's quite a few recipes that say "you cannot learn this recipe", which confuses me. It's probably explained in the document somewhere in case I just keep reading over it, can you help me out?
Customer avatar
Ryan H March 25, 2017 2:17 am UTC
CREATOR
Sure thing! The idea is that those recipes you cannot read are a bit extra powerful. It is the equivalent of a d20 crit. Flavor wise, you are trying to develop a new creation and something goes awry you did not consider.

The old powerpuff girls adage is a good example. "Sugar... Spice... and Everything Nice... These are the ingredients for the perfect little girl. But the professor accidentally added a new ingredient... Chemical X! Thus the powerpuff girls were born!"
Customer avatar
Jason B March 08, 2017 5:53 am UTC
PURCHASER
Very well made and thought out crafting rules. If we can just convince the author to now extend this and make one for arms and armour...
Customer avatar
Ryan H March 25, 2017 2:21 am UTC
CREATOR
Hah thanks. I hesitate to do non-consumables because they can really throw off the balance of the game, however the core of the mmechanics can help a DM make something work for their home game. :)
Customer avatar
Andy N February 19, 2017 10:23 pm UTC
PURCHASER
What is your e-mail? I would like to send you a copy of your material I tweaked for VTT.
Customer avatar
Ryan H February 21, 2017 4:27 pm UTC
CREATOR
Sure thing! RHDMContact@yandex.com
Customer avatar
Louis P January 23, 2017 9:36 am UTC
PURCHASER
So far been playing it a while and loving it. I am noticing a couple things here and there though. Like ink servant being listed as a starting novice script but appearing as a master level script in the reference. Also Sweetvine is listed as master in the reference but intermediate on the experimentation table. Blinding poison doesn't appear to cause blind. It's implied I suppose, but it seems it only causes the poisoned condition. I haven't fully analyzed it to find more. Still great though.
Customer avatar
Ryan H January 25, 2017 5:42 pm UTC
CREATOR
Thank you for catching some of these things! Sometimes through the editing process (and a microscopic budget and minimal free time) a few things get missed. Let me know if you notice anything else while you play and I hope it brings some flavor to your game!
Customer avatar
Richard K October 09, 2016 3:56 pm UTC
PURCHASER
This is a great supplement. I used the Tinkering rules to create a new villain with construct servants, all armed with various things from that section. The rules here seem fair and well-balanced. Nice job.
Customer avatar
Claudius B October 05, 2016 5:34 pm UTC
PURCHASER
This is incredibly good stuff! I'm trying to get my current group to use this. They like the idea of actual crafting in the game, and this looks very well thought out and balanced. One thing regarding Alchemy, though: My character in that group is an Eldritch Knight whose background makes him, among other things, an alchemist. With the spell slot expension system as it is written in your document right now, it isn't just somewhat unreasonable if you aim for Major potions if you don't want to lock yourself out of too much spellcasting. While that's perfectly fine, considering what you get for the spell slot, it also means I'd be locked out of Major Supreme potions and thus locked out of a, in my opinion, flavorful type of character. I came up with an easy and hopefully balanced fix for that which I'll propose to my DM.

The Sorcerer can create spell slots of 1st to 5th level using Sorcery Points. The Sorcery Point cost of each of these levels is stated in a table on PHB p. 101. That cost is the closest...See more
Customer avatar
September 28, 2016 7:56 am UTC
PURCHASER
are the any plans to expand on the tool list, like smithing, cooking, and woodcarver tools? I've got this one already, but I was hoping to find something cool for the other guys in my party too. our dwarven weaponsmith has been chomping at the bit to get more use out of his tool proficiencies
Customer avatar
Jari D June 24, 2016 10:15 pm UTC
PURCHASER
Hi there. My table is really looking forward to using these rules, but I have a question. Are the crafting slots intended to be shared between tool proficiencies, or does each tool kit get it's own crafting slots?
Customer avatar
Ryan H July 18, 2016 12:56 pm UTC
CREATOR
It is intended to be shared between tools to prevent balance issues. However, at the end of the day, it's the DM's call.
Customer avatar
hello G June 24, 2016 9:18 pm UTC
PURCHASER
I really like the idea of useful crafting skills but I think some of these consumables could break the game. I am thinking of some of the herbs, ginger root for a rogue is far too powerful (dodge as a bonus action). Maybe also limit the number of consumables a character can use or introduce some side effects.
Customer avatar
Ryan H July 18, 2016 1:51 pm UTC
CREATOR
Let me know if using it in your campaign gives you issues. Before I had published the document I had half a dozen tables play testing the mechanics for about 5 months, but hadn't heard any complaints about the ginger root.
Customer avatar
April 30, 2016 10:31 pm UTC
PURCHASER
Hey, just wondering if im ok to use this in my campaign blog, along with other items you've uploaded provided i link back to the purchase page
Customer avatar
May 07, 2016 8:12 pm UTC
PURCHASER
please email a reply to havehollowmercguild@gmail.com
Customer avatar
Joseph S April 14, 2016 12:03 am UTC
PURCHASER
Lots of good content, just needs some further refinement to be usable in a wider range of campaigns.
Suggestions:
1) A few of the items have the difficulty incorrect in the description (it doesn't match the table it's on), and this can make things confusing. One example I hit recently (in Rev 1.2) was Mangrove Grape and Swamp Grape in Herbs, both are listed as "Advanced" in the descriptions, but the tables have them as Advanced and Novice (respectively). A careful review/edit of those links would probably be a good improvement.
2) I'm finding (in playtest) that quite a few need minor tweaks (e.g. the Grapes need to require the creator specify and know the spell to be cast, otherwise a L1 Fighter/herbalist could grant Commune to a wizard, which is slightly broken) to make them reasonably balanced and sensible for low or moderate magic-level campaigns.
Customer avatar
Ryan H April 15, 2016 8:27 pm UTC
CREATOR
Hi Joseph, Thanks for your feedback! I really appreciate it.

First! I will correct the incorrect difficulty with those grapes (and go another pass over the rest). Thanks for notifying me. There are so many that some slipped through the editing process.

Second. As far as Commune, that spell already available to any class if they have the ritual caster feat and have some way of learning it through scrolls or tutelage. With the herb, the players would not have immediate access to it due to having to "experiment" to find the recipe or way to harvest that particular herb properly. The DM may choose a specific result from an experiment or can roll randomly (A Swamp Grape might be hard to find in a mountainous region). The intended difficulty was to be similar to learning it through the Ritual Caster feat.

Lastly, I greatly encourage DMs to tweak or reflavor the document to best suit their settings. Herbalism in a desert campaign might not be realistic but perhaps cooking...See more
Customer avatar
Ryan H January 20, 2016 2:43 am UTC
CREATOR
Thank you for your feedback in your reviews. Half a dozen or so tables have been using these for close to six months now to help with the balance. If you spot any editing issues, or have any suggestions for improvement let me know.
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File Last Updated:
March 31, 2016
This title was added to our catalog on January 17, 2016.