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games:academy_of_magic:stores:crafting:blacksmith

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.

games/academy_of_magic/stores/crafting/blacksmith.txt · Last modified: 2023/11/22 18:18 by wizardofaus_doku

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