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## Blacksmithing Blacksmithing is a popular professional interest of two sorts of adventurers: those that want to hit things with heavy metal objects, and those that want a heavy metal object between them and the thing hitting them. While often relying on the town blacksmith to do your work for you is a fine option, rolling up your sleeves and doing the work yourself can allow you to express your creativity... and may save you a few coins in the process. Blacksmithing is slow hard work, but has a higher tolerance for failure than most, and is more dependent on knowing your material, as the templates you work from tend to be common across many of them. ### Quick Reference While each step will go into more depth, the quick reference allows you to at a glance follow the steps to make a blacksmith item in its most basic form: * Select the **item** that you would like to craft from any of the **Blacksmithing Crafting Tables**. * Acquire the items listed in the **materials** column for that item. * Use your **Blacksmithing Tools** tool to craft the option using the number hours listed in the **Crafting Time** column. * If the item requires ingots, you will need an anvil and a forge in addition to your tools. * For **every 2 hours**, make a **crafting roll** of 1d20 + your Strength modifier + your proficiency bonus with a Blacksmithing Tools. * **On success**, you mark 2 hours of completed time. Once the completed time is equal to the crafting time, the item is complete. \columnbreak
* **On failure**, the crafting time is lost and no progress has been made during the 2 hours. If you fail 3 times in a row, the crafting is a failure and all materials are lost. ### Related Tool Blacksmithing works using **Blacksmithing Tools**. Attempting to craft an blacksmithing item without will often be impossible, though a DM may let you use makeshift tools to make a check with disadvantage. Proficiency blacksmith's tools allows you to add your proficiency to any Blacksmithing crafting roll. While Blacksmiths can benefit from their skills in small ways such as sharpening their weapons and retrofitting their gear on the go, many of their crafting options require a fully equipped Forge; a fully equipped Forge entails forge, anvil, and blacksmith's tools. > ##### Magical Forges > The world of D&D is a fantastical place with many wonders; sometimes you may find locations that have been constructed in such a way as to leverage powerful primal powers in the forging technique - a forge at the heart of volcano or atop an ever frozen glacial, which might imbue items crafted there with special properties. ### Crafting Roll Putting that together that means that when you would like to smith an item, your crafting roll is as follows:
**Blacksmithing Modifier** = your Blacksmiths' Tools proficiency bonus + your Strength modifier
\pagebreakNum ##### Success and Failure For Blacksmithing, after you make the crafting roll and succeed marks your progress on a crafting project. If you succeed, you make 2 hours of progress toward the total crafting item (and have completed one of the required checks for making an item). Checks for Blacksmithing do not need to be immediately consecutive. Failure means that no progress is made during that time. Once an item is started, even if no progress is made, the components reserved for that item can only be recovered via salvage. If you fail three times in a row, all progress and materials are lost and can no longer be salvaged. ### Blacksmithing Materials ##### Metals | Materials | Rarity | Price | |:-----------:|:----------:|:--------:| | Metal Scraps | Trivial |1 sp | | Silver Scraps | Trivial | 1 sp | | Gold Scraps | Common |1 gp | | Iron Ingot | Common | 1 gp | | Steel Chain (2 ft) | Common | 1 gp | | Steel Ingot | Common | 2 gp | | Mithril Ingot | Uncommon | 30 gp | | Adamant Ingot | Uncommon | 40 gp | | Adamantine Ingot | Uncommon | 80 gp | | Icesteel Ingot | Uncommon | 200 gp | | Darksteel Ingot | Uncommon | 200 gp | | Firesteel Ingot | Uncommon | 200 gp | > ##### "Ice/Dark/Fire" Steel Ingots > The names for Icesteel, Darksteel, and Firesteel are intentionally generic to better map to unique metals that might be present your setting, and may have other names. Adamatine and Mithril tend to be widespread (and consequently open source metals), but other more unique metals may vary based on setting. ### Maintenance & Modifications 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. These are minor crafts can be completed in 2 hours (or as one camp action when using the [Kibbles' Camp Actions](https://www.gmbinder.com/share/-MK0g94rlPq9A0KprEKC) rules) with the expenditure of 5 gold worth of materials. They can be done as part of a long rest, but have limitations the normally crafted items do not (such as a maximum stockpile of minor crafts). The following are "minor crafting options" for Blacksmiths: ##### Maintain Gear One of the major perks of having a blacksmith in the field is their ability to keep gear in its best condition, giving you an edge (sometimes literally) in the quality of your gear and weapons. Over the course of two hours, a Blacksmith can maintain a number of weapons or sets of armor equal to their proficiency modifier, granting each weapon or armor maintained gains a special d6 Quality Die. For a weapon, this can be rolled and added to an attack or damage roll, representing a case where the perfect state of the gear turned a miss into a hit or dealt a bit of extra damage. For a set of armor, the die can be rolled when hit by an attack, and the damage taken from that attack can be reduced by that amount. Rolling this die does not require an action, but once rolled it is spent and cannot be regained until the blacksmith maintains that armor or weapon again. ##### 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 14 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. * You can silver the weapon (requires 5 silver scraps, doubled for two handed weapons). > ##### Note: Imperfect Results > Using this method will make some... bad weapons. That is largely intentional. If you want to make a more functional weapon, you can make it from scratch using the Weapon Template. This represents quick hacks to an existing weapon. ##### 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. \pagebreakNum
##### Blacksmithing Crafting Table ##### Simple Weapons | Name | Materials | Crafting Time| Checks | Difficulty | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Dagger | 0.5 *ingot*| 2 hours | 1 | DC 10 | Common | 3 gp | | Handaxe | 1 *ingots*
1 *short haft* | 2 hours | 1 | DC 11 | Common | 5 gp | | Javelin | 1 *ingot*
1 *short haft* | 2 hours | 1 | DC 9 | Common | 3 gp | | Light Hammer | 1 *ingots*
1 *short haft* | 2 hours | 1 | DC 9 | Common | 3 gp | Mace | 2 *ingots*
1 *short haft* | 2 hours | 1 | DC 9 | Common | 5 gp | | Sickle | 1 *ingot*
1 *short haft* | 2 hours | 1 | DC 10 | Common | 4 gp | | Spear | 1 *ingot*
1 *long haft* | 2 hours | 1 | DC 9 | Common | 3 gp | ##### Martial Weapons | Name | Materials | Crafting Time| Checks | Difficulty | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Battleaxe | 3 *ingot*
1 *short haft*| 4 hours | 2 | DC 12 | Common | 10 gp | Flail | 2 *ingots*
1 *short haft*
1 *short chain*| 4 hours | 2 | DC 12 | Common | 10 gp | Glaive | 4 *ingot*
1 *long haft*| 4 hours | 2 | DC 13 | Common | 20 gp | | Greataxe | 8 *ingots*
1 *short haft*| 4 hours | 2 | DC 13 | Common | 30 gp | | Greatsword | 10 *ingots* | 4 hours | 2 | DC 15 | Common | 50 gp | | Halberd | 4 *ingot*
1 *long haft*| 4 hours | 2 | DC 13 | Common | 20 gp | | Longsword | 4 *ingot* | 4 hours | 2 | DC 14 | Common | 15 gp | Maul | 8 *ingots*
1 *short haft*| 4 hours | 2 | DC 12 | Common | 25 gp | | Morning Star | 4 *ingot*
1 *short haft*| 4 hours | 2 | DC 14 | Common | 15 gp | Pike | 3 *ingot*
1 *long haft*| 4 hours | 2 | DC 12 | Common | 15 gp | | Rapier | 1 *ingot* | 4 hours | 2 | DC 15 | Common | 25 gp | | Scimitar | 2 *ingot* | 4 hours | 2 | DC 14 | Common | 25 gp | | Shortsword | 2 *ingot* | 4 hours | 2 | DC 12 | Common | 10 gp | | War Pick | 2 *ingot*
1 *short haft*| 4 hours | 2 | DC 12 | Common | 10 gp | | War Hammer | 4 *ingot*
1 *short haft*| 4 hours | 2 | DC 12 | Common | 15 gp |
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##### Blacksmithing Crafting Table ##### Armor | Name | Materials | Crafting Time| Checks | Difficulty | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Chain Shirt | 5 *ingots* | 14 hours | 7 | DC 13 | Common | 50 gp | | Scale Mail | 8 *ingots*
*armor padding* | 14 hours | 7 | DC 12 | Common | 50 gp | | Breastplate | 10 *ingots* | 16 hours | 8 | DC 16 | Common | 400 gp | | Half Plate | 16 *ingots*
*armor padding* | 28 hours | 14 | DC 17 | Common | 750 gp | | Ring mail | 4 *ingots*
*armor padding* | 10 hours | 5 | DC 11 | Common | 30 gp | | Chain mail | 9 *ingots*
*armor padding* | 14 | 7 | DC 13 | Common | 75 gp | | Splint | 12 *ingots*
*armor padding*| 28 hours | 14 | DC 14 | Common | 200 gp | | Plate | 30 *ingots*
*armor padding*| 56 hours | 28 | DC 17 | Common | 1,500 gp | | Shield | 2 *ingots* | 6 hours | 3 | DC 10 | Common | 10 gp | | Tower Shield^K^ | 8 *ingots* | 10 hours | 5 | DC 13 | Common | 50 gp | | Spiked Shield^K^ | 3 *ingots* | 8 hours | 4 | DC 14 | Common | 40 gp | | Bracers^K^ | 2 *ingots* | 4 hours | 2 | DC 13 | Common | 15 gp | ##### Misc Gear | Name | Materials | Crafting Time| Checks | Difficulty | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Bell | 2 *metal scraps* | 2 hours | 1 | DC 9 | Common | 1 gp | | Bucket | 4 *metal scraps* | 2 hours | 1 | DC 5 | Common | 3 sp | | Ring | 1 *ingot* | 2 hours | 1 | DC 8 | Common | 2 gp | | Horseshoe (4) | 2 *ingots* | 4 hours | 2 | DC 10 | Common | 5 gp | | Chain (5 ft) | 1 *ingot* | 4 hours | 2 | DC 10 | Common | 3 gp | | Caltrops | 1 *iron ingot* |2 hours | 1 | DC 8 | Common | 1 gp | | Ball Bearings | 1 *iron ingot* | 2 hours | 1 | DC 8 | Common | 1 gp | | Iron Pot | 1 *iron ingot* | 2 hours | 1 | DC 9 | Common | 2 gp | | 20 x Pitons | 1 *iron ingot* | 2 hours | 1 | DC 8 | Common | 1 gp | | 10 x Iron Spike | 2 *iron ingot* | 2 hours | 1 | DC 8 | Common | 1 gp | | Manacles | 2 *ingots*
1 *lock*
1 *chain (5 feet)* | 2 hours | 1 | DC 12 | Common | 20 gp |
\pagebreakNum
##### Components and Materials | Name | Materials | Crafting Time| Checks | Difficulty | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Adamantine Ingot | 1 *steel ingot*
1 *adamant ingot*
*requires magical forge* | 2 hours | 1 | DC 15 | Uncommon | 80 gp | | Parts | 5 *metal scraps* | 4 hours | 2 | DC 9 | Common | 2 gp | | 5 x Buckle | 5 *metal scrap* | 2 hours | 1 | DC 8 | Common | 1 gp | | 20 x Metal Scraps | 1 *ingot* | 2 hours | 1 | DC 5 | Common | 2 gp | | Ingot | 20 *metal scraps* | 2 hours | 1 | DC 5 | Common | 2 gp | | Silver Ingot | 20 *silver scraps* | 2 hours | 1 | DC 5 | Common | 2 gp | | 20 x Silver Scraps | 1 *silver ingot* | 2 hours | 1 | DC 5 | Common | 2 gp | | Gold Ingot | 20 *gold scraps* | 2 hours | 1 | DC 5 | Common | 20 gp | | 20 x Gold Scraps | 1 *gold ingot* | 2 hours | 1 | DC 5 | Common | 20 gp | ##### Tools | Name | Materials | Crafting Time| Checks | Difficulty | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | Blacksmithing Tools | 4 *ingots*
2 *parts* | 8 hours | 4 | DC 11 | Common | 20 gp | | Carpenter's Tools | 2 *ingots*
1 *parts* | 6 hours | 3 | DC 12 | Common | 8 gp | ##### Firearms* | Name | Materials | Crafting Time| Checks | Difficulty | Rarity | Value | |:----:|:------|:-----------:|:-------:|:----------:|:----:|:---:|:---------:| | 20 x Firearm
ammunition | 2 *lead ingots*
1 *packet of blasting powder* | 4 hours | 2 | DC 15 | Uncommon | 80 gp | | Pistol | 3 *ingots* 4 *parts*
2 *fancy parts* | 16 hours | 8 | DC 16 | Uncommon | 250 gp | | Musket | 6 *ingots*
4 *parts*
2 *fancy parts* | 16 hours | 8 | DC 17 | Uncommon | 400 gp | | Shotgun | 8 *ingots*
4 *parts*
2 *fancy parts*
2 *esoteric parts*| 32 hours | 16 | DC 19 | Uncommon | 2,425 gp | 10 x Thunder
Cannon Ammo | 2 *ingots* | 2 hours | 1 | DC 15 | Common | 20 gp. | | Thunder Cannon | 6 *ingots*
2 *uncommon primal essence*
2 *uncommon arcane essence*
4 *parts*
2 *fancy parts*
1 *esoteric part* | 8 hours | 4 | DC 17 | Uncommon | 1,000 gp | *Firearms & Thunder Cannons are not found in all settings. Consult your DM
\pagebreakNum
## Custom Weapon Guide At first glance, it seems that the weapon selection in 5e D&D is quite limited, but with a little knowledge of the system, you can largely expose that template that builds those weapons, and from there, well, the opportunities are limitless! When you would like to craft an template weapon, just follow the steps below: #### Weapon Creation Template To create a weapon go through five steps to determine the final damage and properties of the weapon. Adding a d2 means increasing the die by one size (i.e a d6 + d2 = d8) and the converse for subtracting a d2. ##### Step 1: Select one of... | Property | Base Damage Die | Crafting Modifier | Material Modifier | Notes | | :----: | :--------------:|:-----------------:| :----------------:|:-----:| | Simple | **d6** | 12 Base DC | 1 ingot | -- | | Martial | **d8** | 15 Base DC | 3 ingots | Becomes a martial weapon. | ##### Step 2: Select one of... | Property | Weapon Modifier | Crafting Modifier | Material Modifier | Notes | | :----: | :--------------:|:-----------------:| :----------------:|:-----:| | Light | **-d2** | +1 Base DC | -1 ingot | -- | | None | -- | -- | | | | Versatile | -- | +1 Base DC | +1 ingot | +d2 when wielded with two hands. | | Two-Handed | **+d2** | -- | 2x ingots | ##### Step 3: Select all that apply... | Property | Weapon Modifier | Crafting Modifier | Material Modifier | Notes | | :----: | :--------------:|:-----------------:| :----------------:|:-----:| | Reach | **-d2** | +2 Base DC | -1 ingot + 1 long haft | -- | | Finesse | **-d2** | +3 Base DC | -1 ingot | No damage die cost if the weapon is Light or has no other properties. | | Thrown | -- | +2 Base DC | -- | -- | | Heavy | **+d2** | +1 Base DC | +4 ingots | Requires two-handed. | ##### Step 4: Set Damage Die/Dice... You can divide your damage die into smaller dice that equal the same total. For example, a d12 can become 2d6 or be reduced again to 3d4. Each time you do this, the crafting Base DC increases by +1. ##### Step 5: Select Damage Type | Type | Effect | | :-----:|:----:| | Slashing | Deals Slashing Damage | | Piercing | Deals Piercing Damage | | Bludgeoning | Deals Bludgeoning Damage | ##### Bonus Step: Modifiers and Materials You can additionally add Material Modifiers and Crafting Modifiers to template weapons. These modifiers may add additional properties as listed by the modifier, and their difficult modifier is incorporated into the weapon. ##### Notes: * Thrown can be ranged weapons instead of melee weapons (example: Dart) * The DM can waive the restriction on Heavy property requiring Two-Handed property but should be aware it opens the door to GWM + Shield builds. * Add one short haft for axes, maces or similar. * Weapons made of metal require a minimum of half an ingot (like a dagger), even if the table would reduce them zero.
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## Example Template Weapons ##### Simple Weapons | Weapon | Cost | Damage | Weight | Properties | | :-----:|:----:| :-----:|:------:|:----------:| | Finesse Spear | 3 gp | 1d4 piercing | 2 lbs. | Finesse, Versatile (1d6). | | Sturdy 10-Foot Pole | 1 sp | 1d6 bludgeoning | 5 lbs. | Reach, Two-handed. | | Chain | 5 gp | 1d4 bludgeoning | 10lbs. | Reach. | | Heavy Greatclub | 3 gp | 1d10 bludgeoning | 15 lbs. | Two-handed, Heavy. | | Brass Knuckles | 2 sp | 1d4 bludgeoning | 2 lbs. | Light | ##### Martial Weapons | Weapon | Cost | Damage | Weight | Properties | | :-----:|:----:| :-----:|:------:|:----------:| | War Spear | 5 gp | 1d8 piercing | 2 lbs. | Versatile (1d10). | | Long Chain Flail | 15 gp | 1d6 piercing | 12 lbs. | Reach. | | Finesse Glaive | 25 gp | 1d4 slashing | 5 lbs | Versatile (1d6), Reach, Finesse. | | Saber | 15 gp | 1d8 slashing | 2 lbs. | Finesse | | Broadsword | 8 gp | 2d4 slashing | 3 lbs. | -- | Katana | 15 gp | 1d6 slashing | 2 lbs. | Versatile (2d4), Finesse | | Cestus | 2 gp | 1d6 bludgeoning | 1 lb. | Light | ## Example Template Weapon Crafting: ##### Simple Weapons | Name | Materials | Crafting Time| Checks | Difficulty | Rarity | Value | | :---:|:---------:| :-----------:|:------:|:----------:|:------:|:-----:| | Finesse Spear | 1 *ingot*
1 *long haft* | 2 hours | 1 | DC 14 | Common | 13 gp | | Sturdy 10-Foot Pole | *1 extra long haft* | 0 hours | 0 | DC 0 | Common | 1 sp | Chain | 2 *ingots* | 2 hours | 1 | DC 14 | Common | 5 gp | | Heavy Greatclub | 2 *ingot*
3 *short hafts* | 2 hours | 1 | DC 13 | Common | 12 gp. | Brass Knuckles | 1 ingot | 2 hours | 1 | DC 13 | Common | 10 gp. ##### Martial Weapons | Name | Materials | Crafting Time| Checks | Difficulty | Rarity | Value | | :---:|:---------:| :-----------:|:------:|:----------:|:------:|:-----:| | War Spear | 4 *ingots*
*long haft* | 4 hours | 2 | DC 17 | Common | 110 gp | | Long Chain Flail | 2 *ingots*
*short haft*
*chain* | 4 hours | 2 | DC 17 | Common | 110 gp | | Finesse Glaive | 1 *ingot*
1 *long haft* | 4 hours | 2 | DC 20 | Common | 450 gp | | Saber | 2 *ingot* | 4 hours | 2 | DC 18 | Common | 170 gp | | Broadsword | 3 *ingots* | 4 hours | 2 | DC 15 | Common | 42 gp | | Katana | 3 *ingots* | 4 hours | 2 | DC 19 | Common | 175 gp | | Cestus | 2 *ingots* | 4 hours | 2 | DC 16 | Common | 70 gp. * Custom Weapons are a good bit more expensive than normal weapons. This is a reflection of their customization and greater difficulty to craft, is derived from their crafting Dc.
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### Material Modifiers | Metal | Difficulty Modifier | Weapon Effect | Armor Effect | |:----------:|:-------------------:|:-------------:|:------------:| | Bronze | -3 | Weapons forged from Bronze are inferior, having -1 to attack and damage rolls. Gains the **Fragile** property. | Armor forged from Bronze is inferior, having -1 to its AC. Gains the **Fragile** property. | | Cold Iron (Meteoric Iron) | -2 | Gains the **Fragile** property. | Gains the **Fragile** property. | | Adamantine | +8 | Gains the "Special: Critical Strikes with this weapon permanently damage nonmagical weapons, shields or armor of the defending creature that are not forged from Adamantine (reducing the attack roll of a weapon or the AC of armor by 2)". | While you're wearing it, any critical hit against you becomes a normal hit. | | Mithral | +6 | A weapon with the heavy property forged from it loses the heavy property. If the weapon didn't have the heavy property, it gains the light property. The DC of an Enchanter applying an Enchantment to it is reduced by 6, and it always counts has having 1 common essence of any type as part of the craft | If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. Easier for Enchanters to Enchant. | | Dark Steel | +7 | You have advantage on attack rolls while in darkness wielding Darksteel weapons. | Perception checks relying on sight have disadvantage against you when you are in dim light or darkness while wearing this armor. | | Ice Steel | +7 | A weapon forged from icesteel deals an additional 1d4 cold damage on hit. | Wearing armor forged from icesteel grants resistance to Fire damage. | | Fire Steel | +7 | A weapon forged from firesteel deals an additional 1d4 fire damage on hit. | Wearing armor forged from firesteel grants resistance to Cold damage. | | Improvised Materials* | +1 | Weapons forged from Improvised Materials are inferior, having -1 to attack and damage rolls. | Armor forged from Improvised Materials is inferior, having -1 to its AC. Gains the **Fragile** property. | * *Improvised materials can include other metals, shells, scales, carapaces, or other things substituted for one or mote ingots.
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### Crafting Modifiers | Modifier | Difficulty Modifier | Weapon Effect | Armor Effect | |:----------:|:-------------------:|:-------------:|:------------:| | Aerodynamic| +5 | The weapon gains the Thrown (10/30) property if it does not have the Thrown property. If it has the Thrown property, the range increases by 10/30 feet instead. | Your falling speed increases to 520 feet per round while wearing this armor. | | Double Bladed | +10 | The weapon's damage die is reduced be d2. Adds the "Special: You can use a bonus action immediately after to make a single melee attack with it. This attack deals 1d4 slashing damage on a hit" | -- | | Weighted (Dwarven) | +5 | A weapon with the light property forged from it loses the light property. If the weapon didn't have the light property, it gains the heavy property. | If an Effect moves you against your will along the ground while wearing this armor, you can use your Reaction to reduce the distance you are moved by up to 10 feet. The weight of the armor is increased by 50% | | Elven | +7 | The weapon gains the Finesse property. | You are considered proficient with this armor even if you lack proficiency | | Fragile | N/A | A Fragile weapon breaks on an attack roll of 1 against an armored target (a target wearing armor or with the natural armor property) if that armor does not have the Fragile property. | A Fragile set of armor is destroyed when you take a critical strike from a creature wielding a weapon without the Fragile property. | | Hardened | +4 | The weapon's Quality Die when maintained
becomes a d12 | The armor's Quality Die when maintained becomes a d12. | | Lance | +2 | Requires two-handed weapon with reach. The weapon becomes one handed and its base damage die increases by d2, but you have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. | -- | | Masterwork | +8^MW^ | A Masterwork weapon gains +1 to attack rolls.
Removes the fragile property. | A set of Masterwork armor gains a
Damage Reduction^DR^ value of 2. Removes the fragile property. | | Segmented | +5 | -- | The armor can be donned or doffed in half as much time | | Slotted | +2 | This weapon can hold 1 magical gem crafted by an Enchanter | This armor can hold 1 magical gem crafted by Jewelcrafter. | | Spiked | +4 | If a weapon deals bludgeoning damage, it now deals piercing damage. | Attackers that strike you with unarmed strikes or natural weapons take 1d4 piercing damage. A creature that ends its turn while grappling you takes 1d4 piercing damage. | * ^MW^ **Masterwork**: Failing a crafting roll for Masterwork does not cause a failure, but the resulting weapon is only a Masterwork if all crafting roll successes pass the DC of Masterwork. An item is automatically masterwork if every roll qualified for a Masterwork version. * ^DR^ **Damage Reduction**: While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by the value of your Damage Reduction to a minimum of 1. ### Supplimental Modifiers | Modifier | Materials Needed | Difficulty Modifier | Weapon Effect | Armor Effect | |:-------------:|:----------------:|:-------------------:|:-------------:|:------------:| | Magical | 2 *uncommon essence** | +8^Magic^ | Weapon adds +1 to attack and damage rolls. | Armor AC is increased by +1. | | Silvered^SI^ | +5 *silver scraps** | +2 | This weapon is considered silvered for the purposes of overcoming damage resistance. | This armor is shiny | * Supplimental Materials are doubled for weapons with the two-handed property or armor. * ^Magic^ **Magic:** Difficulty modifier is reduced to +2 if combined with Mithral or Adamantine material modifiers.
\pagebreakNum ### Additional Items ##### Tower Shield *Common* This is a massive unwieldy shield. While carrying it, your movement speed is reduced by 10 feet. At the end of each of your turns, pick a direction . You have half cover from attacks in a cone that direction. Alternatively, you can pick a single target, tracking the movement. You have half cover against attacks from that target (and only that target). ##### Spiked Shield *Common* Your shield is considered a martial melee weapon, dealing 1d4 damage on hit. ##### Ring *Common* This has no default statistical modifier, but can be enchanted or slotted for additional benefits. May look pretty. ##### Bracers *Common* While wearing bracers, as a reaction to being hit by an attack, you can attempt to parry the attack with your bracer, adding gaining +1 AC bonus AC against the triggering attack. ##### Adamantine Bracers *Uncommon* Adds +2 AC against the triggering attack. If this causes your AC to be exactly equal to the attack roll and the attacking weapon is made of a common metal, the attacking weapon is destroyed. ##### Thunder Cannon *Requires attunement* The principle weapon of a Thundersmith. Deals 1d12 piercing damage, and has the Ammunition (60/180), Two-Handed, Loud, and Stormcharged properties. * **Stormcharged.** When you use an action, bonus action, or reaction to attack with a Stormcharged Weapon, you can make only one Attack regardless of the number of attacks you can normally make. If you could otherwise make additional attacks with that action, the weapon deals an additional 3d6 lightning or thunder damage per attack that was foregone. * **Loud:** Your weapon rings with thunder that is audible within 300 feet of you whenever it makes an attack. \columnbreak ### Beyond the System While blacksmithing allows for a huge amount of custom creation, there will always be new things beyond the system. The following is some guidelines for how to make something beyond the system. * Trivial items should be composed of metal scraps, and have a DC in the range of 8-12. These represent things blacksmiths can easily make. Common items should require ingots, and have a DC of 12-18 depending if they are simple or exotic. Uncommon and rarer items should have uncommon and rarer materials matching their rarety. * Blacksmithing alone can make magical weapons only to the extent that magical components are used. * If you would like Blacksmithing alone to make fully magical swords, you can largely just take the materials from an equivalent enchanting recipe and add them to materials of the weapon, and than take the higher of the difficulty and crafting time of the projects. > ##### Work Together and be Reasonable > The system is, by it's nature, extremely extensible. Great pains have been taken to make things as "balanced" as possible. But this doesn't mean the rules transcend common sense. As a player, tell your DM what you want to make and be open to adjustments to how it would work. As a DM, tell players how their projects will work from the start, and be open to the idea they can make cool things... these crafted items are part of their "loot" and don't need to be "power neutral" as long as they are breaking anything.
\pagebreakNum ### Crafting Magic #### Forge Fire *1st-level transmutation (ritual)* ___ - **Classes:** Artificer, Wizard - **Casting Time:** 1 minute - **Range:** 15 feet - **Components:** V, S - **Duration:** Concentration, up to 8 hours ___ A medium sized fire within range, such as a campfire, burns with unnatural heat within it's embers for the duration. It gives off intense heat, dealing twice as much damage to any creature that takes damage from it and consumes materials twice as fast as normal. For the duration, it can serve as a forge to smelt nonmagical metals, and counts as a forge for the purposes of blacksmithing. ### Crafting Items ##### Blacksmith's Bellows *Wonderous Item, Uncommon* These are a small set of portable bellows. Can be used to cast *forge fire* without expending a spell slot. Once used, they cannot be used again until dawn. ### Supported By Creation is made possible by generous patrons: * Abeezy * Abyssal Knight * Amara * Andrew Keenan Richardson * Andrew Valenti * AndrewRP8023 * Angel Gomez * Austin Fox * Bailey Halsall * BenPriebe * Bigbird * Billy Greene * Brandon Emory Lake * Braekin * Brendan * C. Dobb * CovertMuffin * Dallas blanch * David Santistevan * Dr. Arielpro * Drowrin * Elijah McGowan * Ethan Hart * Fencing Bucket * FS-1414 * Garion Pankievich * GarrĂ K * Glacirus * Glider Onair * GMBinder * herdsheep * Ihileath * Issac Dyne * Jake Sine * Jason Lasica * Johannes Wieland * Kainoa Pacrro * Kybernetes * Larry Eger * lastnamefirst * Micheal Molik * Mitchell Baltosser * Nannette Groft * Natal Takashima * Nicholas Sherman * OrionSquared * Patrick Hart * Peter Steil * Prussi Antique * Robert White * Rory Collier * Sam B Spivey * Seffykun * Seranata * SlippyGate * Solarfed * SonOfSofaman * SpectreCreations * Suliman Adel * TheSpaniard * Thortron * Tony Bucher * Verixa Okblek * Witasmott * WitchDoctorXera * Wraithkin * Zaubern ...and many more! Want to support KibblesTasty in keeping this updated and creating more homebrew like this? You can join them here [on Patreon](https://www.patreon.com/KibblesTasty). Thank you! ### Additional Credits: * Bow of Magic Missiles: TheArenaGuy of [SpectreCreations](https://www.spectrecreations.com/) ### Art Credits All art is commissioned artwork for this document, copyright KibblesTasty. * Dwarven Blacksmith by Trung Tin Shinji * Blacksmith Shop by Alifka Hammam * Swords and Daggers by Liza Alykova * Metal Samples by Alex Gavrilas \pagebreakNum ##### License
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COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. ___ END OF LICENSE