Art Credit: KibblesTasty Homebrew (Commissioned)
Blacksmithing: Minor Crafts
While the primary purpose of Blacksmithing is to forge armor and weapons from metal, for an adventurer such events are important milestones that generally will not occur everyday. The following are some tasks that require proficiency with Blacksmith's Tools that provide a more day-to-day utility to the proficiency, giving them minor ways to enhance or adapt their gear.
This system is part of Kibbles' Crafting System, and intended to interact with Kibbles' Camp Actions, but can be used as a standalone piece. In the Camp Actions, taking the Craft action gives you two hours of crafting time, so all tasks here (intended to be done as part of a long rest) take two hours and 5 gold pieces of materials.
The following are "minor crafting options" for Blacksmiths:
Sharpen Weapon
Blacksmithing Improvement
You spend some time maintaining a weapon - this includes sharpening edged weapons, adjusting and maintaining balance of hammers and polearms, etc, taking care of the wear and tear put on it by adventuring and putting in peak condition.
This peak condition is represented by giving the wielder of that weapon the ability to reroll damage dice equal the Blacksmith's proficiency bonus. You can reroll one or more dice at a time, but once each reroll is expended, you cannot do so again until the weapon is maintained again. You must use the new result after rerolling the die.
You can maintain a number of weapons in 2 hours equal to your proficiency bonus divided by 2 (rounded down), and can have a total number of items benefiting from your Blacksmithing Improvements equal to your proficiency bonus.
Maintain Armor
Blacksmithing Improvement
You buff and repair a set of metal armor, bringing it to peak condition. This peak condition is represented by giving the wearer temporary hit points equal to your proficiency bonus. These hit points last until expended, or the armor is removed.
You can maintain a number of sets of armor in 2 hours equal to your proficiency bonus divided by 2 (rounded down), and can have a total number of items benefiting from your Blacksmithing Improvements equal to your proficiency bonus.
Modify Armor
While the field crafting of armor is often not possible, you can make smaller adjustments on. Over the course of two hours, can turn a set of plate mail into a half plate or a breastplate, refit a set of heavy or medium armor to fit another user that is equal in size or smaller than the original user.
Modify Weapon
Every adventure has slightly different preferences in their gear, and your skills allow you make slight modifications to nonmagical weapons made of metal. These modifications take 2 hours, require a heat source, and require you to pass a DC 15 blacksmithing tool's check (on failure, the weapon is damaged and has -1 to it's attack rolls until fixed). You can perform on of the following modifications:
- You can weight a weapon, giving the heavy property to a weapon without the light property.
- You can remove the heavy property from a weapon, reducing its damage dice by d2.
- You can add the light property to a weapon without the heavy property, reducing its damage dice by d2.
Repair Gear
Sometime in the course of adventuring, weapons or armor will become severely damaged, suffering a penalty to it's attack rolls or AC. Over the course of two hours you can repair this damage, though at the discretion of the DM you may need other materials to perform this task if it is heavily damaged. Weapons that are entirely broken (such as a snapped sword) are generally beyond simple repair.