Grodin's Tome of Smithing (UA)

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Grodin's Tome of Smithing

Welcome

Welcome to Grodin's Tome! Here you will find out how to implement Crafting in your world, decide how much impact it causes and availability of items. With this you can even construct treasure for your party, giving depth to your world and expanding on various cultures.

On Medieval Smiths

In medieval times smiths were commonplace, essentially every village had at least one smith who could create various everyday tools, door knobs, nails, horseshoes, household objects, door hinges, gates and weapons. Some even made jewelry or torture devices. They produced items for common people, as well as clergy, nobles, and knights. Blacksmiths affected local economy with their work, and were often found in village and town councils. In cities and towns most belonged to a Guild, through which they learned their craft as an apprentice ranking up until they became masters.

Blacksmiths living in castles were in charge of producing weapons and armor for their knights and man at arms, and blacksmiths were an important part of army in order to make new weapons, maintain and repair equipment, and create new arrowheads.

Some monks in monasteries or abbies were also blacksmiths.

While blacksmiths were not aware of exact chemical processes happening during smithing like in the modern age, they still recognized patterns and processes just at a larger scale, and their understanding of metallurgy and smithing grew.

Skilled blacksmiths carried a prestige for the high quality items they produced, armorers were usually commissioned by the upper class that could afford armor, as all of armor was measured and made exactly for the person wearing it.

During wartime, it was common that all blacksmiths have to fulfill a quota of weapons and shields for their lord, some required armors made to fit a range of people - often it was chainmail. It is Smiths direct exposure to war that advances equipment and innovation in an army, as advantage in the battle can mean everything, it is no wonder Lords value their blacksmiths.

Crafting

This supplement will explain most processes in summary, but depending on your player's investment you might want to look a big deeper into real smithing.

Expanding your World

The materials provided in this supplement can easily be modified to fit into your world. You can remove, rename, or modify them as you see fit. Depending on the world's advancement level you can make some more common, add your own, make crafting easier or harder.

There are many other metals and variations of them that are used in construction, jewelry, and elsewhere, but this supplement focuses only on equipment usage.

Guilds

Crafting Guilds and similar organizations are an important part of crafters life. Many joined one when young and became apprentices to a Master - who were unlikely to be lenient as they were the ones taking financial ruin. The guilds don't have to strictly be focused on smithing, or crafting alone. It wasn't surprising that guilds were formed for merchants, musicians, craftsmen, and people from other professions.

The Master himself would have been raised through the ranks in this manner, which was designed to forge the best blacksmiths as well as to regulate the number of workers to reduce competition and preserve the prestige of the business.

It is interesting to note the basic parallels between smiths at this stage and the same process of advancement for young knights seeking recognition. The industry itself, like many others, assumed legitimacy by creating a guild that was administered by the Masters which served the purpose of regulating the number of smith apprentices permitted and the materials allowed.

Ancient vs New

The main trope of D&D is fallen advanced civilizations and recovering their powerful and technologically advanced relics. The trope is opposite of reality where technological advancement comes with age. It is important to keep in mind if you are rediscovering old ways or discovering new ways, and being aware of this will help you distribute treasure, materials, schematics, theories, and such.

Steps of Crafting

1. What is the target template?
Pick which item you want to make, the effects will be placed on it.

2. Which materials are you using and how much do you need?
See which materials you have, and which ones can you obtain. Make sure you have enough quantity of it. You can pick an extra in case something goes wrong.

3. What is the goal of the crafting? Pick Direction(s), how many Effects you want, and describe them.
Here the smiths describes what modifications to the item they want to make, and what kind of effect do they want. The player and DM work together to pick Directions, if the smith already knows some of the Effects already they can specify them. The list of Effects should usually not be given to players as they might try to min-max, instead the DM should allow them to describe what they want and then decide the appropriate Effects. With time they will discover more Effects, and be able to place more of them.

The smith decides how many Effects do they want on the item, and that will increase the DC.

4. How long will the crafting take and where will it take place?
Having an access to appropriate workshop is important, so make sure everything is ready. Base template determines time, along with Events and some other minor factors.

1. Base Templates

Amount of material needed, crafting time, and any DC modifier.

Armor

Armor Units Time DC
Light armors, Shield 2 3 days
> Studded leather 4 5 days +2
Medium Armors 4 7 days
> Breastplate, Half Plate 6 10 days +2
Heavy Armors 6 15 days
> Plate Armor 8 30 days +2

Weapon

Weapons Units Crafting
d4 , ammo x10 1 2 days
d6 2 4 days
d8, d10 3 5 days
d12 4 7 days

Time

Crafting time can be shortened by a high roll, or by having Assistants.

2. Materials

Apart from the material that the characters find as treasure during their adventures, as part of the planning process they can look for all the materials that are available in the location.

Availability and pricing

  • Mining sources (mining towns, outposts, and companies) have the lowest prices if there are any materials left, most trading deals and routes are already established. Depending on the location the ore might not be extracted and refined yet.
  • Nearby towns that use the materials, and cities that have large shipments will have the standard listed prices. Closest city that heavily relies on the material will vary between cheap and expensive.
  • Cities far away and few towns could have the materials available at a higher price. But often any place that doesn't need special materials will not have any available.

For rare materials, there might be certain individuals who can supply them (some important NPCs in your campaign most likely) or know where to go about obtaining them (cross-planar city, or a small adventure on its own).

If you don't want to go into too much detail, a single Investigation check will suffice.

Salvaging Materials

You can obtain materials by salvaging them from their natural occurring nodes, from creatures, or by breaking down existing items. The GM can decide how many units of material are on the target by standard, with harvesting DC being 14 +3 per rarity. A low roll yields one unit less as it wastes a portion (or a poorer quality than expected), a much higher roll yields one unit more (or increases the quality due to its purity).

Breaking down existing items removes all Smithing effects from them (unless you are trying to re-use portions of it), and risks losing one or more Magical effects.

Special flames

Some rare materials might need special fire in order to be soften enough for shaping, such as: Demonfire, Dragon's Fire, Fire Elemental, Magical fire.

Alternatively you can get ember or coal with unique properties, harvested from different planes, or even creatures. (Salamander's Ember)

Refining ore

In case of unrefined ore, it needs to be refined. This takes 1d4 days, or 2d4 if high amount of Units. Some ore can be particularly difficult or take a very long time, this is noted in the material section.

Creating alloys

Some metals are alloys and require to be made, the characters can also experiment with different ratios or combinations to produce different results. No weapon or armor will ever be the same.

Creating alloys is Smith's Tools (Wis or Int) check.

3. Directions & Effects

The smith describes what Direction of Effects they want for the item and how many. The final effects might be slightly different than described, but they should get something similar enough. As they craft more items, they will learn precise effects they can obtain. Let them discover slowly and keep crafting mysterious.

Example: Longsword with Offense 2, Versatility 1.

The more Effects you want, the higher the crafting DC is. More on that in the Crafting roll section.

Item Quality

These are basically +1, +2, +3 on an item.

Offense

Increasing the amount of damage the item does, and improving on character's offensive capabilities.

Defense

Reducing the amount of damage the character received, and improving on their defensive capabilities.

Versatility

Gaining new options with the item, increasing the utility, and ease of use.

4. Workshop

While smith's tools can be used in a workshop, and for minor adjustments and maintenance of weapons on the road, for majority of crafting a Workshop is needed.

You can rent one from a Guild you are allied with, a Merchant company, or see if there are any Smith's who are not actively using it and could rent it for you.

Eventually you will have a Workshop of your own.

Tools

The smith's bread and butter is their furnace, anvil, hammers, tongs, punches. Other common tools are chisels, axes, swages, drifts, sledge hammers, nails, and molds for making popular everyday items.

Assistants

Your fellow party members and friendly NPCs can be your assistants during crafting process, and so can be one of many craftsmen hirelings you can hire.

Having 1 assistant: Reduces crafting time by 20%

Having 2+ assistants: Reduces crafting time by 33%

Assistant with equal Crafting Level as you: +1 to roll.

Assistant with higher Crafting Level as you: +2 to roll.

Long-term employees

If you are keeping the assistants hired for a long time, they can craft items for you and earn you gold. They use their own statistics for crafting rolls, with you granting them bonuses instead:

Head Smith: You grant your assistants a bonus to their crafting roll when you spend a short rest instructing them at the Planning or Crafting phase, equal to the difference in your Crafting Level. If you are available during the Event phase, you can also give them a bonus then.

Apprentice Hireling costs

1gp per day for Crafting level 1, roll modifier +3 to +4.
3gp per day for Crafting level 2, roll modifier +4 to +5.
5gp+ per day for Crafting level 3, roll modifier +6 to +7.

Most craftsmen go on and establish their own smithy once they are skilled enough and finish their apprenticeship, some go ahead and create their own stores, join guilds and rank up, or begin exclusively working for nobility. Hiring and even meeting them should be more difficult, they already have the skill and enough business sense to charge far more, tailor them towards your campaign.

Transfer of items

You can let your assistants send you the item when it is finished. Careful though as you risk losing it, depending on the method of transport.

Material list

Cost for 1 unit Description
COMMON
Iron 10
Bronze
Copper
Silver 20
Steel 50 An alloy of iron that is difficult to make in large quantities.
Gold 200 Currency, used in displays of wealth, power, and fashion. It is sought after for enchanting and spellcasting.
UNCOMMON
Superior Steel 400 Steel of exceptional quality, often made by chance and not design.
Glassteel 400 Created by wizards, it is glass with properties of steel. Nobility uses it for securing windows.
Cynabryl Steel 400 Has a vermillion (deep red) cast, which can be shined to a blood red colour.
Tungsten 400 Its workability decreases with impurity, advanced metallurgy skills are needed to purify it.
Obsidian 400 A volcanic rock glass, very rarely found far from volcanoes. More often used by tribes.
RARE
Orichalcum 600 A rare ore often mistaken for another. Associated with sun worship.
Darksteel 600 A forgotten alloy of steel, the secret of it is lost with the Dwarven clan that created it.
Cold Iron 600 Iron that never touches fire, must be mined, refined, and forged without it.
Cobalt 800 A difficult material to work with, favored by mage hunters for it's absorbing properties.
Moonsilver 800 Silver blessed by the moon or night deity. Rituals exist to create it, somewhere.
Mithril 800 A very light material favored by the ancient Elven civilizations.
Dragonscale 800 Value varies per scale quality which is determined by dragon's age and scale condition.
Arandzur 800 Natural metal that must be tempered with blood of an ancient creature.
Adamantite (Drow Steel) 800 Adamantium alloy mostly used by the Drow in the Underdark. Two variants exist.
VERY RARE
Infernal Iron 1600 Material similar to Iron found in Nine Hells.
Adamantine 1600 Adamantium alloy as crafted by the dwarves and kept a most guarded secret.
Shadowsteel 1600 A difficult alloy to make found in Shadowfell.
Titanium 2000 A lustrus white metal, any remains and deposits of it are jealously guarded.
Starmetal (Meteorite) 2000 Believed to be essence of dead gods, a gift from gods, or a great omen.
Scarletite 2000 Cursed ore that is extremely difficult to mine or work with.

Smithing

With the materials prepared, workshop setup for the project, all tools in order, it is time to begin smithing.

Crafting Level

The character's Crafting Level is zero plus a point for each of these they fulfill:

  • You have proficiency bonus in Smith's tools
  • Had a mentor for a period of time
  • Had a master teaching them for a period of time
  • Level 7
  • Level 16
  • Reached 20 in Strength or Constitution

One with the forge: When a character has Crafting Level of 4 but no double proficiency bonus on Smith's tools, they obtain it upon reaching Crafting Level 5.

Crafting roll

The main crafting roll determines how many Effects you successfully place on the item, decide how many Effects you are aiming for before rolling.

Crafting DC = 15 + 6 per Effect

Halve DC of amount of Effects equal to your Crafting Level.

Example

A young adventurer has Crafting Level of 2.

If they want to make a Longsword with 2 Offense Effects, the DC is 21 (15 + 3 + 3).

But if they want to make it with 3 Offense Effects, the DC is 27 (15 + 3 + 3 + 6).

This represents how hard it is to make powerful items, keeps the balance in check, and provides evident character growth over a long period of time.

The result

On success you are progressing well through the crafting. If you fail and don't roll high enough, you might get less Effects depending on the number of Effects you rolled over. And if you roll much higher than needed, you might upgrade or gain another Effect. The Event stage determines the final item.

Passion

Smith gets a point of Passion every 5 levels. The GM can also give Passion when the character really invests themselves into crafting, a large character development happens that they reflect in smithing, or internal conflicts and emotional investment bring it out in them.

You can spend a point of Passion to count your Crafting roll as if you rolled nat 20, gain advantage on a roll with the item you have created, or to count your Crafting Level as 2 higher for crafting one roll.

Adjusting Passion

If you would like the characters to create powerful items for themselves more often you can award Passion every 4 levels. And if you forget to award Inspiration, you can merge it with Passion)

Manuals & Patterns

Manuals come in forms of schematics and ancient tomes that guide the person through creation of an item or enchantement. In your world they might be few and rare, or nearly common.

Effect: Your Crafting level is considered 1 higher for crafting this, and if you roll 9 or less on dice, it becomes a 10. Depending on the manual can work only for a specific effect like Offense>Balanced, or it can only work for a specific combination of 4 effects on the exact base item.

Repairing

Proper maintenance will take care of most minor issues, but there is a chance a large flaw occurs when fighting dangerous foes. Those need to be carefully repaired with a check. The GM determines when an item is damaged. Critical failures (or successes in case of foe) causing large flaws would happen too often, so generally keep it story-focused, or cause a flaw if there are three bad criticals (or enemy action that would count the same) in a single encounter.

Exercising maintenance more often would be more encouraging than constant flaws and repairs.

Re-shaping

A single check to reduce the size of the item but keep all magical properties and effects. This works well with GM granted magical treasure, allowing the smith to reshape it so someone else can use it, or save a weapon that is near a breaking point. The DC is 12 + X Effects (X = 1 uncommon, 2 rare, 3 very rare, 4 legendary), discounted by the Crafting level just like the standard crafting roll.

A far more complex reshaping would be adding more materials onto the item and imbuing it with similar magic in order to size it up. Difficult, and requires Enchanter who can perform similar enchantment as the one on the item. DC is determined by the DM in this case.

Decorating

Adding decorations to the item prolongs the crafting time depending on the complexity of it, often additional unit of material can be added. Metal can be folded to show off layers of it, some chemical acids can be used to create minor effects and transitions, engravings can be added, and minor ornamental modifications can be made.

Smithing process TLDR

  1. Heat metal until it obtains forging color.
  2. Shape the metal by hammering on the anvil (forging), re-heat, repeat.
  3. Join two same or similar metals (welding) if necessary.
  4. Heat treat (or quench) to get specific hardness.
  5. Repeat 1-4 for different pieces
  6. Combine the pieces (comfortable wood+leather handle, crossguard, the blade)
  7. Finish: Polish or use grindstone for smoothness and edge.

Heat treatment

Bellows are replacing the old method of the apprentice blowing air into tubes into the base of the fire to enable the furnace to reach a high enough temperature. A differentially hardened blade will usually be coated with an insulating layer, like clay, but leaving the edge exposed.

Quenching is rapid cooling of a hot workpiece, usually through submerging in water or oil. Water quenching is more violent due to the much faster cooling rate than oil. This produces an edge that is exceptionally hard and brittle, but is backed-up by softer, tougher metal.

Tempering is done to achieve greater toughness by decreasing the hardness of the alloy by controlled heating of the quenched work-piece to a temperature below its "lower critical temperature". Low tempering temperatures may only relieve the internal stresses, decreasing brittleness while maintaining a majority of the hardness. Higher tempering temperatures tend to produce a greater reduction in the hardness, sacrificing some yield strength and tensile strength for an increase in elasticity and plasticity.

Flame hardening is often used to harden only a portion of an object, by quickly heating it with a very hot (usually magical) flame in a localized area, and then quenching the steel. This turns the heated portion very hard, but leaves the rest unchanged.

Optional rule: Rarity price

As everyone distributes wealth differently you are encouraged to adjust the pricing of materials to fit your world. However there is an option to charge for materials based on rarity of the final item, with players spending gold as they progress through the crafting process.

Rarity Weapon price
Uncommon 500-1,000gp
Rare 4,000gp-6,000gp
Very rare 20,000gp-30,000gp
Rarity Armor price
Uncommon 1,000-2,000gp
Rare 8,000gp-10,000gp
Very rare 50,000gp-80,000gp

Item Adjustments: Ammo, d4 weapons, and weakest armors in their category should be on the bottom of price range or 25% cheaper.

d12 weapons, and strongest armors in their category should be on top of the price range or 25% more expensive.

Optional rule: Attunement

If an item has a total of 3 Effects on it (including Automatic ones), it requires Attunement.

The DM is welcome to adjust the number to fit their campaign, or have it ignore Automatic Effects. But once determined, it shouldn't be changed.

Item Effects

Keep smithing a mystery and don't show your players all the effects. Instead allow them to explain what are they trying to accomplish or get, and let them explore and enjoy the mystery of smithing and creating powerful items. Let them keep notes, and explain some options as they grow in their mastery, or find them out in character.
Bolded text= New Effect option
= Upgrade to this by spending another Effect on it.
( ) Item requirement

Item Quality

  • Weapon: +1/+2/+3 costs 2/4/6 effects.
  • Armor: +1/+2/+3 costs 3/5/7 effects.

Offense

Weapon
  • Balanced: Increase to hit by +1 (: +2).
  • Dangerous/Razor Edge: Increase damage by +1 (: +2).
  • Massive: Increase weapon die size by one (: two). Increase Str requirement by 1 (: 2).
  • (Two-handed) Pommel strike: As a bonus action you can strike your opponent with pommel for 1d4 blunt damage.
  • (Axe) Splintering: On critical hit destroy target's shield, if no shield then reduce their AC by 1.
  • (Blunt) Disorienting: On hit, reduce target's speed by 5ft. (: On critical hit, DC15 Con save or fall prone)
  • (Heavy) Powerful: As a bonus action you can Shove a Medium or smaller target you attacked this turn. (: Large or smaller)
Armor
  • Spiked: If an enemy misses your AC by 10 or more with their melee attack, they take 1d4 piercing damage.
  • (Shield) Slamming: The shield counts as a Light weapon that can deal 1d4 bludgeoning damage.

Defense

Weapon
  • Parrying: When enemy rolls a natural 1 on attacking you in melee range, as a Reaction you may perform an Attack of Opportunity
  • (Has a shaft) Supportive: You ignore 5ft from any movement reduction effects.
  • Hook & Bait: As a reaction, you can move 5ft. If you provoke an Attack of Opportunity, you can Attack of Opportunity back.
Armor
  • Smooth: Reduce slashing damage by 2 (: 3).
  • Silver lining: Once per short rest you can give disadvantage to attack of a creature that is vulnerable to silver.
  • (Shield) Gauntlet: Reduce AC gained from this shield by 1. Unarmed attacks made while wearing a gauntlet deal 1d4 bludgeoning damage plus strength modifier.
  • (Shield) Towering: As a bonus action, increase your AC and dex save by 1 until start of your next turn.
  • (Medium armor) Comfortable: You can sleep in the armor with ease.
  • (Non-Light armor) Grounded: Increase the weight of armor by 10/20 if medium/heavy. Any effect that would move the bearer against their will is reduced in distance by 5 feet, armor gains Disadvantage on Stealth.
  • Hardened: Reduce physical damage taken by 1 ( 2).

Versatility

  • Pattered: There are patterns of contrasting metal on the item.
  • Scary: You gain +2 to Intimidation (: +4)
  • (Weapon or Shield) Spell focus: The item can be used as a spell focus for purposes of casting spells, but decrease the weapon die size or AC by 1. (: Weapon die size doesn't change.)
Weapon
  • Hook: Advantage on disarming shields.
  • Elongating: Your weapon gains Reach until the start of your next turn. Once per short rest.
  • Altered edge: Adjusted or unusual edge. Your weapon die is 2d4 instead or d8, 2d6 instead of d12. Or vice versa.
  • (Reach) Danger zone: Your range becomes difficult terrain.
  • Footwork: When an enemy moves into your melee range, you can move 5ft within their range.
Armor
  • Light-weight: Lower the weight of armor by 5/10/15 if light/medium/heavy. Reduce strength requirement by 1. (: Removes Disadvantage on Stealth)
  • Hidden pocket: Get +2 for hiding a small object on yourself (Small compartment: +4).
  • Blend in: Get +1 to Stealth checks, once per long rest you can reroll a Stealth check but must use the new roll. (: 2, gain advantage instead of a reroll)

Event Stage

No creation is same as any other, and life of adventurers is full of hurdles. This is where you introduce a dynamic event that will affect creation of the item. You can run Event(s) if your player rolls too low in order to offer them a chance of redemption, or you can run them as you see fit as a GM.

All Events are different from one another, so you should assign Smith's Tools to an attribute fitting for the situation. Or even ask for different skill check depending on Event and their improvized solution.

While a character decides which Direction they are going, Events can often influence which Effects the item will obtain at the end.

Environment

Think about the environment and what could apply to what they are doing. This can range to a single check, to an encounter, or even a short adventure.

  • Region too cold/warm? Issues with heat, possible cracking or high flexibility.
  • Nearby magic being constantly cast? Strange effects latch onto the item.
  • Deity looking over the area, or cursed? Strange surges of energy, or odd sensations.
  • Crafting area too crowded? Too large distance between tools? Minor work accidents, or longer crafting time.
  • Distractions from other people, or sudden interest into something else?

Material

There can rise issues through the crafting process related to the materials used.

  • Combined materials have a unique interaction? Re-balancing the design, apply something else.
  • Material suddenly needs a stronger fire, or needs a unique tool? Improvisation, emergency response.
  • Mterial is hard to shape and needs much more effort put into it? Exhausting work, high strength needed.

Assistants

  • Did someone make a mistake? Increase crafting time, another check to compensate for the error.
  • Did one of them do something weird but interesting? Let it be, enhance, or adjust it.
  • Did they get injured during the process? Lose one assistant temporarily, spend healing spells.

Crafting

  • Is there a crack somewhere? Work more, or improvize a filler.
  • Is the shape a bit wrong? Adjust the template, spend more time, or improvize better reshaping solution.
  • Is there too much or too little material? Get more material, or remove excess.
  • Are you obviously not getting the effect you want? Go in a different direction, or spend additional time reworking it.
  • Are you not aware you're crafting during a special event? Refer to Special events.
  • The schematic has something that seems impossible to do, or contradicts itself? Improvise or find more information

Magical

  • The item requires intense emotion as a part of the crafting process? How do they channel them?
  • Strange sprites appearing? Or even spirit? Dealing with them.
  • The energies become scattered due to caster's state? They have to find an anchor and focus.
  • An otherworldy creature influences the item from afar.

Other

  • Vague unintentional symbolism? Bring it out or hammer it away.
  • Driven passion and unable to stop working? Constitution check.
  • Saboteur?
  • Rumours circle that you're creating something dangerous
  • A local noble or wizard wants to watch you work.
  • A smith is convinced you stole their crafting secrets.
  • A noble or king wants the item for themselves and demands it.

WIP Quirk

  • Unusual color
  • Looks more or less valuable
  • Creates odd noise when used
  • Reacts strangely when touched by some liquid
  • Vulnerable to one specific type of damage
  • Draining the user
  • Glowing

Materials & Effects

= Automatically gained.
= Upgrade to this by spending another Effect on it.
Bolded text= New Effect option
( ) Item requirement

Iron

Most common metal used for crafting. No special properties, however you can perform Alloy check to adjust its form, as Iron can be Pig Iron, Wrought Iron, Cast Iron, Mallable Iron, White Iron, Gray Iron. More easily damaged and affected by rust, and losing edge.

✓ Limited: After 1st Effect, every next Effect adds another +2 DC.

Steel

Used by smiths with more experience or knowledge who have at least a partial understanding of metallurgy. With how many variants there are and how versatile it is, it is sought after and rarely can identical steel be found in two different locations.
✓ Semi-limited: After 3rd Effect, every next Effect adds another +2 DC.

Optional rule: Make Steel the default material for your weapons and armor if your society is advanced enough.

Bronze

An alloy between copper, small amounts of tin, and other metals in small amounts. The price of it varies depending on quality of the alloy, but it has been used since ancient times.
✓ Enchanting DC -3
✓ Smithing DC +2

Silver

✓ Soft: Items crafted by Silver are counted as -2 Item Quality for attack and defense purposes.
✓ Bane: The weapon deals double damage against creatures that are vulerable to Silver.
(Weapon) Silver coating: Removes the Soft property from Silver, Bane deals 2d6 radiant damage to Shapeshifters.

Gold

Symbol of wealth and a currency, Gold is too soft to be anything more than on display.
✓ Royal: Items crafted by Gold look royal, increasing the value of it. ✓ Enchanting DC -4:
✓ Soft: Items crafted by Gold are counted as -2 Item Quality for attack and defense purposes.

Glassteel

Glassteel is expensive as only capable wizards can produce it. The small amounts available are generally used for a variety of laboratory equipment, windows in wealthy villas, or for an exotic-looking weapon or armour suit. The exceptionally rare winged elves prize glassteel, using it for much of their armoury and architecture (which suggests they have an alternative supply or means of manufacture).
✓ In-between: Gain +1 DC for every Effect placed.
Weight reduction: Remove Heavy from weapon or Disadvantage on Stealth from armor.
(Shield) See-through: As a reaction you can give a target performing Attack of Opportunity against you disadvantage.
(Armor) Blend in: In snowy envirovements, gain advantage on Stealth.
(Weapon) Hard to track: Increase your to hit by 1 for every attack after the first one, until the end of your turn. (↑: Until the beginning of your next turn.)

Cynabryl Steel (Red Steel)

Red steel behaves similar to normal steel, it protects protects against harmful curses. Cinnabryl steel is hard to enchant due to its natural effects.
✓ Enchanting DC +2
✓ Curse resistance: Gain advantage on Saving throws vs curses and hexes.
✓ Semi-limited: After 2nd Effect, every next Effect adds +2 Crafting DC.
Blood-red: Gain +2 Intimidation.

Superior Steel

Steel of exceptional quality, often made by chance and not design.
✓ Creation DC: To make this alloy, you need to roll DC26 with Smith's Tools (Int or Wis).

Tungsten

Found deep underground and difficult to extract due to its ore, Tungsten is used in small quantities for alloys with other metals to increase their toughness and heat resistance. With sufficient purity it is used to make equipment, however it is difficult to work with due to its hardness.
✓ Smithing DC +2:

Obsidian

A brittle volcanic glass, usually only found in towns near a volcano which increases it's value elsewhere. But it is rarely used in battle due to its short life span, favored by tribes.
✓ Too Brittle: Whenever obsidian armor gets hit by a critical attack, or obsidian weapon gets critical failure on an attack, reduce its item quality by 1 until short rest.
✓ Thorns: When you deal damage (weapon), take melee damage (armor), or are grappled, the target takes additional 1d4 piercing damage.
✓ Enchanting DC -2
✓ Hard to work on Every Effect adds +2 DC.

Cold Iron

A mystical metal, iron that must not be touched by flame and must be coldforged into the wanted shape. There are difficulties obtaining this as all ore is refined with fire, and verifying some iron was not refined by it is almost impossible. Instead of using the forge the smith must only use the anvil and hammer without any heat.
✓ Coldforged: Creating this material from iron ore is a DC25 Smith Tools (Str) check, crafting time is doubled.
✓ Fae Bane: This weapon deals bonus 2d6 necrotic damage against fae. On armor, Fae must succeed a Wisdom save DC15 or target someone else.
Fae Ender: On armor it gives Fae disadvantage for attacking you, on Weapon it gives the Fae disadvantage on their next attack or saving throw.
(Weapon) Fae Hunter: This weapon counts as +1 against Fae, and you can reroll damage dice that lands on 1 against them.

Darksteel

Darksteel behaves like steel but is lighter, and when coated in certain oils whose formula is known to few who found the last remains of it, and heated in even a small fire, it becomes molten, and can be poured into molds to be cast into a new shape. Remarkably, darksteel can be melted and recast without destroying or (usually) altering existing enchantments on the metal. It has the further property of absorbing all natural and magical lightning or electrical energy into itself, without conducting any of it to a wearer or being in contact with it.
✓ Item quality +1
(✓ Armor) Unconductive: Gain resistance to Lighting and Thunder damage (↑: Immunity.) but reduce your movement speed by 5ft.

Orichalcum

A dark golden color, this material is a good conduit of magic and surprisingly durable, unlike gold, it can be found paired with it in sun symbolism. The material always feel warm to the touch than it should be.
✓ Enchanting DC -5
✓ Empowering: Gain +1 to Strength and Constitution saves.
(Weapon) Blaze: It deals an additional 1d4 fire damage when set on fire.
(Armor) Warmth: Gain resistance to Cold damage and weather. (↑: Immunity.)

Cobalt

This strong material has been favored by mage hunters for it's magical absorbing properties, however it requires an incredibly hot non-magical fire to be properly shaped, most often from lava.
✓ Crafting DC increased by 2.
✓ Enchanting DC increased by 5.
✓ Spellcatcher: As a reaction you can reduce spell damage taken by 1d6 + your proficiency bonus. (↑: Once per long rest you can halve the damage instead.)
(Armor) Nullify: Once per short rest as a reaction you gain advantage to saving throws against a spell effect. (↑: Permanently)
(Weapon) Disruptor: The target has disadvantage to their next concentration check.

Dragonscale

Obtained from dragons, the scales vary in quality depending on the age of the dragon and the actual state of the scale. It is not unusual for a small surge of the material comes to the market after a dragon is slain, however it is quickly picked away by those knowing its true value, and collectors with an expensive taste.
✓ Scale quality: If the scale is from Adult dragon, it gains Item Quality +1. If it is from Ancient dragon, it gains +2 instead.
✓ Dragon warning: The item glows when dragon of same color the scale is is within 5 miles.
(Armor) Element immunity: Gain resistance to the element of dragon's color. (↑: Immunity.)
(Weapon) Draconic rage: Deal additional 1d8 (element) damage. The element corresponds the dragonscale's color. (: 2d6)

Arandzur

Arandzur is a rare natural metal found in igneous rock, usually as streaks of blue-green ore amid vitreous glass. So that it does not become as brittle as the glass it is found in, it must be tempered with the blood of an ancient creature in its forging. The finished forged metal is silver-blue with a green reflective shine.
✓ Enchanting DC -5.
(✓ Weapon or Shield) Spell focus: The item can be used as an spell focus, but decrease the weapon die size or AC by 1. (↑: No decrease.)
Empower: Increase Spell attack by 1. (↑: Additionally, increase your Spell save DC by 1.)
(Weapon) Tremble: Deal 1d6 magic damage with every hit. (↑: 1d10 instead.)
(Armor) Ley Channels: Gain advantage on Concentration checks.
Spellslinger: When damage by a physical spell, your next hit deals an additional 1d10 damage of the same type.

Adamantite (Drow Steel)

Drow in the Underdark have bountiful of adamantium ore, and Adamantite is their most used alloy due to the effects it obtains from the magical radiation (Faerzress). The process of creating the alloy takes at least a month and can reach up to a year, after which two variants are revealed a successfully radiated one and nonradiated one. This process is the reason so many of drow equipment loses its properties on the surface, the non-radiated variant is usually sold or used by the surface raiders.
(✓ Variant: Radiated): Item Quality +1. Enchanting DC -8. If exposed to sunlight for a week, it loses its enchantments.
(✓ Variant: Non-radiated): Item Quality +1.

Moonsilver

(Purified silver with ritual). (Called Alchemical Silver or Goddess' Tears in some parts.) Moonsilver is silver touched by Luna, and lends some of Luna's protean nature to the material. Helps Werewolves control themselves by wearing it, but cutting on it brings the memories of the betrayal and crits.
✓ Creating it requires a special ritual or process.
✓ Enchanting DC -4.
✓ Moontouched: Deal additional 1d6 radiant damage as weapon, or increase all Saving throws by 1 as armor.
Sacred: When Cleric uses this item to cast Channel Divinity, the DC is increased by 1.

Mithril

A very light material favored by the ancient Elven civilizations, a quality grade armor is highly sought after by spellcasters due to its lack of interference with magic and ease of use, and its light properties by everyone else.
✓ Item quality +1
✓ Feathery: Remove Stealth disadvantage (on armor), and Heavy (on weapon).
(✓ Armor) Flexible: Increase Dex range by 1.
(Armor) Gentle wear: Reduce Armor Proficiency requirement by one step, down to none.
(Non-heavy one-handed) Flowing: Gain the Light (non-heavy, one handed weapon) or Finesse trait.
(Light one-handed) Cutting wind: Your Two-handed Fighting attack becomes a part of the Attack action and you don't spend a Bonus action on it.

Adamantine

A closely guarded secrets by the dwarves, their most successful alloy of incredibly hard to find adamantium ore. It is not surprising to see them taking up arms over any known deposits of it.
✓ Item quality +1
(✓ Armor) Enduring: All critical hits are turned into normal hits against you, gain resistance against non-magical fire and non-magical cold attacks.
(✓ Weapon) Superior structure: Add an additional weapon damage die. (↑: On critical, deal an additional weapon die damage.)
(Armor) Stand strong: Once per short rest, reduce damage by a non-magical attack by half. (↑: Twice.)
(Weapon) Penetrating: Increases your critical hit range to 19.

Infernal Iron

Ore obtained from Nine Hells, where it is often used for forging Soul coins, and Hellfire weapons.
✓ Soul Enchanting DC -10 (✓ Alloy variant) Infernal Steel: You can turn Infernal Iron into Infernal Steel with DC 28. Gain +1 Item Quality.
(✓ Weapon) Soul-catcher: Anyone slain by it has their soul captured into the weapon and cannot be resurrected by anyone else until the next soul replaces it (↑: Can capture up to 100 souls.). If resurrecting someone through it, halve cost for resurrection due to the target soul being nearby.
✓ Fiery: Deal an additional 1d4 fire damage (if weapon) or obtain fire resistance (if armor) (↑: 1d8 or Immunity).
Wrathful: Once per short rest, gain advantage on all attacks, but everyone else gets advantage against to attacking you.
Primal screams: Deals 1d4 psychic damage to all enemies within 5ft of the target when you hit them (if weapon), or around yourself when hit (if armor). (↑: 1d8 instead)

Shadowsteel

An alloy of strange ore from Shadowfell and iron, the forging portion of making it is incredibly frustrating due to its incorporeal properties it obtains when touching other non-living matter.
✓ Item Quality +1:
(✓ Weapon) Fade in: Critical hit on rolling natural 19.
(✓ Armor) Fade out: When opponents rolls a natural 17, they miss unless it is a natural weapon attack or an unarmed attack.
(Armor) Shade: Gain advantage on Stealth checks.

Titanium

Titanium is a lustrous white metal, most often mistaken with Mithril in ancient texts. Any ore nodes of it are jealously guarded for its incredible properties, being lighter than steel but several times stronger. It is almost the perfect metal to craft with.
(✓) Item Quality +2.
(✓ Armor) Non-corroding: Resistance to Acid damage. (↑: Immunity)
(✓ Armor) Heat resistant: Resistance to Fire damage. (↑: Immunity)
(Weapon) Deadly: Increase weapon die size by one.
(Light weapon) Momentum: If you have Extra Attack feature and use Bonus Action for an off-hand attack, you make two off-hand attacks instead of one.

Starmetal (Meteorite):

Also called Meteorite. Believed to be essence of dead gods, a gift from gods, or a great (good or bad) omen. Starmetal shines with the nature of the divine and warps fate slightly as part of its basic nature. Can be found in meteors.
(✓) Item Quality +2.
(✓) Fated. Once per long rest, gain advantage to a single roll.
(✓ Armor) Non-corroding: Resistance to Acid damage. (↑: Immunity)
Bind. Deals an extra 1d8 damage to creatures not on their home plane.

Scarletite

As an ore it is very difficult to mine as portions of it can explode and splatter, killing and infesting the miners. Refining it is a complex poisonous process that stabilizes it enough to be shaped into desired object, after which some of its properties are re-activated.
✓ Refining it is a DC 28 check with Smith's Tools (Wis) ✓ Item Quality +1.
✓ Restoring: If the item is broken or damaged, it repairs itself if at least 10hp worth of blood is spilled on it.
(✓ Weapon) Acquired Taste: Deal an additional 1d8 necrotic damage to any creature you have damaged previously with it. (↑: Advantage on tracking it.)
(✓ Armor) Regenerate: You can spend up to 4 Hit Die to heal yourself with once per short rest. (Armor) Blood-fueled: If you take damage, as a reaction you gain +2 AC until the beginning of your next turn.
(Weapon) Consume: You have advantage on Grapple checks with it.

End of version 0.9

Coming up next is Enchanting since it is heavily referred to in this document. Basic gist is DC15+8 per enchant (halved just like Smithing). You can place your 1-4 level spells into an item, there's a couple of different Enchanting methods, and a bunch of other effects.

After that: non-metal materials for weapons with shafts, light armor. Basically fletcher and Leatherworker variants.

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Let me know what you think of the doc! All feedback is welcome.

 

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