Prestige Skills

Prestige skills are those which are conferred via a class, a class feature, life-paths and other game-play features.

To use these skills, one must have proficiency in them.

As such, these skills cannot be used untrained. They usually work in conjunction with other skills which may be pre-requisites (such as Crafting).

There are several prestige skills when you look upon the schools of crafting. At the foundation there’s the Crafting skill, but after someone has become proficient in Crafting many more schools open up to the creative mind:

  • Realm Ore (Dex)
  • Infusing (Int)
  • Rune Glyph (Str)
  • Creature Reliquary (Cha)
  • Dvergar Engineering (Wis)

…and a school only whispered in rumors: Bloodsmithing

An item’s overall QR is the sum of all QR granted by crafting and prestige skills that contribute QR.

If more than a single crafting school imbues an item with a magical +1, +2 or +3 bonus, the effects do not stack, instead the highest value prevails.

Prestige Crafting Assistance

If someone is helping the head craftsman by adding a prestige skill that the head craftsman does not possess, then they add their proficiency bonus and related ability score modifier as extra crafting dice.

If the head craftsman already possesses the prestige skill, then only the proficiency bonus is added to the overall crafting dice pool. Those bonus dice can be assigned to the crafting QR pool, or the prestige skill QR pool.

Realm Ore

Realm Ore is a Dexterity-based skill that bestows knowledge of exotic ores and crafting materials that inject special properties into crafted items.

From the Material plane to the realms upon the World Tree Yggdrasil, unique realm ores are coveted by Dvergar and blacksmiths. Each Realm Ore must be found and acquired by adventure or purchase. One may also recycle an item made from a particular realm ore to use it in future projects.

Crafting with Realm Ores

  • Step 1: Item Choice
  • Step 2: Design – Bonus crafting dice – Dexterity + proficiency
  • Step 3: Materials – Add realm ore crafting material
  • Step 4: Time
  • Step 5: Result

This prestige skill is injected during the crafting process. During step 2 (Design) the skill provides a number of bonus crafting dice equal to the Dexterity modifier and the proficiency bonus. This bonus QR can only be spent on adding Realm Ores.

Each Realm Ore has a QR cost that needs to be factored into the crafting process. To add the effect, 1 crafting material of this ore is required per QR allocated for Realm Ores.

Creating alloys from more than 1 Realm Ore is a daunting task, with each ore after the first consuming twice as much QR as stated.

Mithral

This uncommon ore can be found throughout Midgard and the Material plane.

QR Cost: 5

Salient effect: Any item with Mithral ore decreases weight by half.

Weapons made from Mithral has the following properties:

  • Non-magical +1 to hit

Armor made from Mithral has the following property:

  • Armor no longer imposes disadvantage on Dexterity (Sneak) checks and removes any Strength requirements

Accessories made from Mithral have the following properties:

  • AC 21, HP +10

Shadow Steel

This ore can be mined in Svartalfheim.

QR Cost: 9

Salient effect: When the item is equipped (worn or held), it fades from view, becoming invisible.

Spells and abilities that reveal invisibility will counter this effect. The steel also confers +2 to Stealth checks.

Weapons made from Shadow Steel has the following property:

  • If the opponent cannot see the weapon, they forfeit their Dexterity bonus to AC.

Armor made from Shadow Steel have the following properties:

  • The wearer fades into a ghostly form, hard to perceive. Attacks against them are made at a disadvantage.

Accessories made from Shadow Steel have the following properties:

Song Wood

This ore can be chopped and gathered in Alfgard.

QR Cost: 7

Salient effect: Equipping an item made from Song Wood allows the wearer to ignore the verbal component when casting spells.

Weapons made from Song Wood have the following properties:

  • Striking Undead forces a Constitution save DC 16 to negate, otherwise they burst into flames taking 1d6 fire damage per round (duration 1 minute).

Armor made from Song Wood has the following property:

  • Spells cast by wearer cannot be interrupted nor countered.

Accessories made from Song Wood have the following properties:

  • Area effect spells can have their area increased by 50%
  • AC 22, HP 50

Mead Iron

This ore can be mined in Nidavellir.

QR Cost: 8

Salient effect: Wearer gains a thirst for alcohol. While the wearer is drunk, they gain a +2 to social skills, +1 on DC and saves during social combat. They also deal +1 damage on attack actions.

Weapons made from Mead Iron have the following properties:

  • The weapon ignores slashing, bludgeoning and piercing resistance and immunity
  • Magical attack and damage bonus of +1

Armor made from Mead Iron have the following properties:

  • The wearer gains damage reduction 2
  • Magical AC bonus of +2

Accessories made from Mead Iron have the following properties:

  • Conditions affecting the wearer have their duration halved AC 26, HP 60

Death Bone

This ore can be mined in Niflheim. Old bones are extracted from the land, enhanced from centuries spent absorbing the realm’s essence.

QR Cost: 10

Salient effect: Draugar can sense this ore within 1000 miles. They will be relentless in their pursuit of any object forged with Death Bone, killing any non-Draugar who possesses it.

Weapons made from Death Bone have the following properties:

  • Magical attack and damage bonus of +2
  • Damage dealt reduces the max HP by that amount. A long rest will cure this effect.

Armor made from Death Bone have the following properties:

  • Magical AC bonus of +2
  • Immunity to necrotic damage
  • Resistance to non-magical damage
  • Advantage on saving throws when resisting Necromancy spells and effects

Accessories made from Death Bone have the following properties:

  • AC 24, HP 40
  • Any undead carrying an accessory made from Death Bone will gain proficiency in all skills
  • Any mortal carrying an accessory made from Death Bone for 1 week will have their soul sucked into the item (phylactery). Their alignment will shift one step towards evil and they will rejuvenate unless this object is destroyed. Rejuvenation will create a new body within 1d10 days of death will full HP. The new body appears next to the phylactery.
  • Any immortal in possession of a Death Bone accessory is cursed- all skill checks are made at a disadvantage.

Infusing

Infusing is an Intelligence-based skill which allows someone to enchant an item with spells and various magical dweomers.

This prestige skill is injected during the crafting process. During step 2 (Design) the skill provides a number of bonus crafting dice equal to the Intelligence modifier and the proficiency bonus. This bonus QR can only be spent on adding Infusions. Unused Crafting QR may be used for Infuse effects.

Before infusing a spell, the item must be infused with a number of charges. Charges are fully restored after 24 hours. When infusing a spell, a scroll inscribed with the desired spell is required.

Crafting with Infusion

  • Step 1: Item Choice
  • Step 2: Design Bonus crafting dice – Intelligence + proficiency
  • Step 3: Materials
  • Step 4: Time
  • Step 5: Result

Adamantine

This rare ore can be found throughout Midgard and the Material plane.

QR Cost: 6

Salient effect: +1 to Constitution saving throws Weapons made from Adamantine have the following properties:

  • Crit range of your weapon increases by 1 (20 becomes 19-20, and 19-20 becomes 18-20, etc)

Armor made from Adamantine has the following property:

  • A critical hit against you is considered a normal hit.

Accessories made from Adamantine have the following properties:

  • AC 23, HP +5
QR Effect
1 d4 charges per day
2 d8 charges per day
4 d12 charges per day
1 +1 bonus to spell attack rolls
2 +2 bonus to spell attack rolls
3 +3 bonus to spell attack rolls
1 Level 1 spell
2 Level 2 spell
4 Level 3 spell
8 Level 4 spell
12 Level 5 spell
16 Level 6 spell
20 Level 7 spell
24 Level 8 spell
28 Level 9 spell

Rune Glyph

Rune Glyph is a Strength-based skill that allows magical runes to be etched into the item. The runes bestow a myriad of special properties and effects.

This prestige skill is injected during the crafting process. During step 2 (Design) the skill provides a number of bonus crafting dice equal to the Strength modifier and the proficiency bonus. This bonus QR can only be spent on adding Runes.

Crafting with Rune Glyph

  1. Step 1: Item Choice
  2. Step 2: Design Bonus crafting dice – Strength + proficiency
  3. Step 3: Materials
  4. Step 4: Time
  5. Step 5: Result
QR Effect
5 +1 magical bonus to AC/attack/damage
10 +2 magical bonus to AC/attack/damage
15 +3 magical bonus to AC/attack/damage
1 Weapon gains a new damage type* (6 QR when stacking)
4 Bonus +1d6 damage to a certain monster types (4 QR when stacking)
5 +1 ability score increase (max 20)
10 +1 ability score increase (max 30)
4 Regenerate +1 HP per minute
3 Your Heal spells Heal +1 additional point
20 Slayer, victim makes a DC 17 Constitution save or takes bonus 6d10 poison damage
5 Armor gains damage resistance *

* Choose: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder

Choose: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, undead

Creature Reliquary

Creature Reliquary is a Charisma-based skill that allows a creature part to be merged into the item, making the item sentient.

After a powerful foe has been vanquished, it is possible to salvage a certain body part such as the heart, eyes, claws, or other relevant body part in order to trap its essence in a Reliquary. The potency of the consciousness is proportional to its CR.

Crafting with Creature Reliquary

    1. Step 1: Item Choice
    2. Step 2: Design
      1. Set item’s characteristics
      2. Set item’s Intelligence, Wisdom and Charisma
      3. Bonus crafting dice – Charisma + proficiency + CR
    3. Step 3: Materials Add the creature reliquary
    4. Step 4: Time
    5. Step 5: Result

Step 2a:

Sentient items should define the items characteristics (personality, ideal, flaw, bond and alignment). Much of it will reflect the creature as it was in life, however its present predicament will sour its disposition over time.

Step 2b:

The item will have 3 ability scores: Intelligence, Wisdom and Cha.

The item’s ability scores are the values the creature had in life, but they will be boosted by CR.

When the item attempts to force the wielder to enact its will, it forces the wielder to make a saving throw. The DC is 12 plus the item’s Charisma modifier.

When the item uses an offensive power or ability, the DC for the save is equal to 10 + Intelligence modifier If the item is a weapon, it grants a damage bonus equal to the Wisdom modifier. If the item is armor, it grants AC equal to 10 +Wis modifier (+ wearer’s Dexterity modifier if applicable).

Step 2c:

This prestige skill is injected during the crafting process.

During step 2 (Design) the skill provides a number of bonus crafting dice equal to the Charisma modifier plus the proficiency bonus as well as the creature’s CR.

This bonus QR can only be spent on adding creature reliquary effects. No more than 1 reliquary can go into an item.

QR Effect
0 Communicates emotion (no stack)
5 Communicates via speech (no stack)
10 Communicates via telepathy (no stack)
1 Item can see/hear 30’
3 Item can see/hear 30’ with darkvision
9 Wielder can use the item’s Wisdom modifier instead of their own for saving throws 9 Wielder can use the item’s Intelligence modifier instead of their own for saving throws 10 Wielder can use the item’s Charisma modifier instead of their own for saving throws
5 Add 1 power that the creature possessed in life (spell, breath weapon, etc); the wielder must use their bonus action to activate (Intelligence sets DC).
15 The item gains 1 Free action per round that it can use to activate a power (with or without the wielder’s consent)

Dvergar Engineering

Dvergar Engineering is a Wisdom-based skill that allows wondrous inventions that don’t fit in any other crafting schools.

Dvergar engineering creates uncanny effects that are less numerical and more about outlandish effects.

This prestige skill is injected during the crafting process.

During step 2 (Design) the skill provides a number of bonus crafting dice equal to the Wisdom modifier plus the proficiency bonus as well as the creature’s CR.

This bonus QR can only be spent on adding Dvergar Engineering effects.

Crafting with Dvergar Engineering

  1. Step 1: Item Choice
  2. Step 2: Design Bonus crafting dice – Wisdom + prof + CR
  3. Step 3: Materials
  4. Step 4: Time
  5. Step 5: Result
QR Effect
1 The item creates billowing black smoke
1 Item glows, illuminating 15’ radius
1 Item knows and teaches a new language
2 The item allows you to glide at 40’ speed
2 Thrown weapon returns to you
4 Ranged weapon auto-loads ammunition (multi-attack possible)
5 The item can fold up into a Tiny size box
6 Detect a certain alignment or creature type*
7 The item allows you to fly at 40’ speed
8 Create 1 gallon of a liquid per minute**
10 Allows the creation of massive illusions (such as the Mirage Arcane spell), WIS save at DC 16 to negate
12 Animated (does not require a hand to wield, but uses bonus action to attack)
13 Cleave: free extra attack after a killing blow
13 Gain +1 spell slot at your highest level
14 The item creates a direct communication line to a deity or higher power
10 Create an item that is part of a 2-piece set, when both set items are wielded together, they bestow 18 QR of benefits that can be built from any prestige crafting effects which are used in this crafting project.
15 The item is nigh impossible to destroy, set 7 actions that must be taken in sequence in order to destroy this item.

* Choose: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, undead

** Choose: water, wine, acid, poison, boiling oil

Section 15: Copyright Notice

Creatures from Fairy-Tale and Myth © Andrew Valkauskas 2019 © Published by Pendelhaven Authors Andrew Valkauskas, James Kerr

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