* [[:games:academy_of_magic:stores:crafting|Return to the Crafting Page]] ======Blacksmithing====== =====Maintenance and 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 minor crafts can be completed in two hours, and can be done as part of a long rest. The following are 'minor crafting options' for Blacksmiths: ====Maintain Gear==== One of the 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 2 hours, a Blacksmith can maintain a number of weapons or sets of armor equal to their proficiency bonus, granting each weapon or armor maintained 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 doesn't require an action, but once rolled it is spent and can't 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 the go. Over the course of 2 hours, you can turn a set of plate mail into a half plate or a breastplate, or 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 adventurer has slightly different preferences in their gear, and your skills allow you to 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 a -1 penalty to attack rolls until fixed). You can perform one of the following modifications: * You can weight a weapon, giving it the heavy property. If it did not already have the two-handed property, it gains the two-handed 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. This is largely intentional. If you want to make a more functional weapon, you can make it from scratch using the Weapon Templates. This represents quick hacks to an existing weapon. ====Repair Gear==== Sometimes in the course of adventuring, weapons or armor will become severely damaged, suffering a penalty to attack rolls or AC. Over the course of 2 hours, you can repair this damage, though at the discretion of the GM 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. =====Crafts===== ====Simple Weapons==== ^ Name ^ Materials ^ Crafting Time ^ Checks ^ Difficulty ^ Rarity ^ Value ^ | Dagger | 0.5 ingot | 2 hours | 1 | DC 10 | Common | 3 gp | | Handaxe | 1 ingot, 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 ingot, 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 ingots, 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 ingots, 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 ingots, 1 long haft | 4 hours | 2 | DC 13 | Common | 20 gp | | Longsword | 4 ingots | 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 ingots, 1 short haft | 4 hours | 2 | DC 14 | Common | 15 gp | | Pike | 3 ingots, 1 long haft | 4 hours | 2 | DC 12 | Common | 15 gp | | Scimitar | 2 ingots | 4 hours | 2 | DC 14 | Common | 25 gp | | Shortsword | 2 ingots | 4 hours | 2 | DC 12 | Common | 10 gp | | War Pick | 2 ingots, 1 short haft | 4 hours | 2 | DC 12 | Common | 10 gp | | War Hammer | 4 ingots, 1 short haft | 4 hours | 2 | DC 12 | Common | 15 gp | ====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, 1 armor padding | 14 hours | 7 | DC 12 | common | 50 gp | | Half Plate | 16 ingots, 1 armor padding | 28 hours | 14 | DC 17 | common | 750 gp | | Ring Mail | 4 ingots, 1 armor padding | 10 hours | 5 | DC 11 | common | 30 gp | | Chain Mail | 9 ingots, 1 armor padding | 14 hours | 7 | DC 13 | common | 75 gp | | Splint Mail | 12 ingots, 1 armor padding | 28 hours | 14 | DC 14 | common | 200 gp | | Plate Mail | 30 ingots, 1 armor padding | 56 hours | 28 | DC 17 | common | 1500 gp | ====Defensive Items==== ^ Name ^ Materials ^ Crafting Time ^ Checks ^ Difficulty ^ Rarity ^ Value ^ | Shield | 2 ingots | 6 hours | 3 | DC 10 | common | 10 gp | | Tower Shield | 8 ingots | 10 hours | 5 | DC 13 | common | 50 gp | | Spiked Shield | 3 ingots | 8 hours | 4 | DC 14 | common | 40 gp | | Bracers | 2 ingots | 4 hours | 2 | DC 13 | common | 15 gp | Shields and bracers can't benefit from armor crafting modifications. ====Miscellaneous 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 | | Horseshoes (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 ingots | 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 | | Helmet | 2 ingots | 8 hours | 4 | DC 12 | common | 12 gp | The effects of a helmet are included in armor; this entry is largely to allow for standalone helmet creation for enchanters. ====Tools==== ^ Name ^ Materials ^ Crafting Time ^ Checks ^ Difficulty ^ Rarity ^ Value ^ | Blacksmith's Tools | 4 ingots, 2 parts | 8 hours | 4 | DC 11 | common | 20 gp | | Carpenter's Tools | 2 ingots, 1 part | 6 hours | 3 | DC 12 | common | 8 gp | ====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 | 50 gp | | Parts | 5 metal scraps | 4 hours | 2 | DC 9 | common | 2 gp | | 5 x Buckle | 5 metal scraps | 2 hours | 1 | DC 8 | common | 1 gp | | 20 x Metal Scraps | 1 ingot | 2 hours | 1 | DC 5 | common | 2 gp | | Ingot | 20 x metal scraps | 2 hours | 1 | DC 5 | common | 2 gp | | 10 x Iron Ingots | 10 ore | 4 hours | 2 | DC 5 | common | 10 gp | | 10 x Steel Ingots | 10 ore. 1 supplies | 4 hours | 2 | DC 8 | common | 20 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 | | Fancy Parts | 1 ingot | 4 hours | 2 | DC 12 | common | 10 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 | | Mithril Ingot | 1 mithril ore | 2 hours | 1 | DC 15 | uncommon | 30 gp | | Adamant Ingot | 1 adamant ore | 2 hours | 1 | DC 16 | uncommon | 60 gp | Smelting ore requires specialized facilities. This can usually be accomplished in a fully equipped smithy, but consult your GM for where it might be appropriate. Adventurers rarely smelt their own ore; these are included primarily for informational purposes. Smelting magical ores may require more specialized facilities or locations. ====Firearms==== ^ Name ^ Materials ^ Crafting Time ^ Checks ^ Difficulty ^ Rarity ^ Value ^ | 10 x Thunder Cannon Ammo | 2 ingots | 2 hours | 1 | DC 15 | common | 20 gp | | 20 x Firearm Ammunition | 2 lead ingots, 1 packet 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 | | Rifle | 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 | 2425 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 | 1000 gp | =====Custom 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 (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 both 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. You can't divide dice to be lower than d4. ===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 difficulty modifier is incorporated into the weapon. =====Example Template Weapons===== ====Simple Weapons==== ^ Weapon ^ Cost ^ Damage ^ Weight ^ Properties ^ | Finesse Spear | 3 gp | 1d4 piercing | 2 lb | Finesse, Versatile (d6) | | Sturdy 10-Foot Pole | 1 sp | 1d6 bludgeoning | 5 lb | Reach, two-handed | | Chain | 5 gp | 1d4 bludgeoning | 10 lb | Reach | | Heavy Greatclub | 3 gp | 1d10 bludgeoning | 15 lb | Two-handed, Heavy | | Brass Knuckles | 2 sp | 1d4 bludgeoning | 2 lb | Light | ====Martial Weapons==== ^ Weapon ^ Cost ^ Damage ^ Weight ^ Properties ^ | War Spear | 5 gp | 1d8 piercing | 2 lb | Versatile (d10) | | Long Chain Flail | 15 gp | 1d6 piercing | 12 lb | Reach | | Finesse Glaive | 25 gp | 1d4 slashing | 5 lb | Versatile (d6), Reach, Finesse | | Saber | 15 gp | 1d8 slashing | 2 lb | Finesse | | Broadsword | 8 gp | 2d4 slashing | 3 lb | - | | Katana | 15 gp | 1d6 slashing | 2 lb | 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 15 | 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 ingots, 3 short hafts | 2 hours | 1 | DC 14 | 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, 1 long haft | 4 hours | 2 | DC 16 | common | 110 gp | | Long Chain Flail | 2 ingots, 1 short haft, 1 chain | 4 hours | 2 | DC 17 | common | 110 gp | | Finesse Glaive | 1 ingot, 1 long haft | 4 hours | 2 | DC 21 | common | 450 gp | | Saber | 2 ingots | 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 20 | common | 175 gp | | Cestus | 2 ingots | 4 hours | 2 | DC 16 | common | 70 gp | Custom weapons are a bit more expensive than normal weapons. This is a reflection of their customization and greater difficulty to craft, as derived from their crafting DC. =====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 propeerty. | Armor forged from bronze is inferior, having a -1 penalty to AC. Gains the Fragile property. | | Cold Iron / Meteoric Iron | -2 | Gains the Fragile property. | Gains the Fragile property. | | Adamantine | +7 | Gives 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 AC of armor by 2.) | While you're wearing it, any critical hit against you becomes a normal hit. | | Mithril | +5 | 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 4, and it always coutns as 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 mithril version doesn't. Easier for Enchanters to enchant. | =====Crafting Modifiers===== ^ Modifier ^ Difficulty Modifier ^ Weapon Effect ^ Armor Effect ^ | Aerodynamic | +4 | The weapon gains the Thrown (10/30) property if it doesn't have the Thrown property; otherwise the range is increased 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 by 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) | +4 | 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 | +5 | The weapon gains the Finesse property. | You are considered proficient with the 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 doesn't 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 | +6 | A Masterwork weapon gains +1 to attack rolls. Removes the Fragile property if present. | A set of Masterwork armor gives a Damage Reduction value of 2. Removes the fragile property if present. | | Segmented | +4 | - | The armor can be donned or doffed in half as much time. | | Slotted | +2 | The weapon can hold one magical gem crafted by an enchanter. | The armor can hold one magical gem crafted by an enchanter. | | Spiked | +4 | If a weapon deals bludgeoning damage, it now deals piercing damage. } Attackers that strike you with unarmed strikes or natural weapons takes 1d4 piercing damage. A creature that ends its turn while grappling you takes 1d4 piercing damage. | Masterwork: Failing a crafting roll for Masterwork doesn't cause a failure, but the resulting weapon is only a Masterwork if all crafting rolls succeed past the DC of Masterwork. An item is automatically masterwork if every roll qualified for a Masterwork version. Damage Reduction: While you are wearing 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. =====Supplemental Modifiers===== ^ Modifier ^ Materials Needed ^ Difficulty Modifier ^ Weapon Effect ^ Armor Effect ^ | Magical | 2 common arcane essences, 2 uncommon arcane essences | +8 | Weapon adds +1 to attack and damage rolls. | Armor AC is increased by +1. | | Silvered | +5 silver scraps | +2 | This weapon is considered silvered for the purposes of overcoming damage resistance. | This armor is shiny. | Supplemental Materials are doubled for weapons with the two-handed property or armor. Magical difficulty modifier is reduced to +3 if combined with Mithril or Adamantine material modifiers. =====Additional Items===== ===Tower Shield=== Common This is a massive unwieldy shield. While carrying it, your 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 in 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. ===Bracers=== Common While wearing bracers and not using a shield, as a reaction to being hit by an attack, you can attempt to parry the attack with your bracer, adding +2 AC bonus against the triggering attack. ===Adamantine Bracers=== Uncommon While wearing bracers and not using a shield, as a reaction to being hit by an attack, you can attempt to parry the attack with your bracer, adding +2 AC bonus 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 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 additional attacks with that action, the weapon deals an extra 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. =====Beyond the System===== While blacksmithing allows for a huge amount of custom creation, there will always be new things beyond the system. The following are 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 9-12. These represent things blacksmiths can easily make. Common items should require ingots, and have a DC of 12-18 depending on if they are simple or exotic. Uncommon and rarer items should have uncommon and rarer materials matching their rarity. * 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 then take the higher of the difficulty and crafting time of the projects. ===Work Together and Be Reasonable=== The system is, by its 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 GM what you want to make and be open to adjustments to how it would work. As a GM, 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 aren't breaking anything.