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Crafting-Smithing W Smithing Smelting and Casting Forging Smithing Rules Smithing Level Proficiency Bonus Features 1st +2 Novice Smithing, Novice Tools, Simple Component Smithing 2nd +2 3rd +2 Craft Simple Weapons 4th +2 Craft Basic Armor 5th +3 Apprentice Smithing, Apprentice Tools 6th +3 Craft Martial Weapons 7th +3 Cast Advanced Components 8th +3 Craft Apprentices Armor 9th +4 Journeyman Smithing 10th +4 Journeyman's Tools 11th +4 Advanced Armor Crafting 12th +4 Expert Smithing Technique 13th +5 Master's Tools 14th +5 Master Smithing Art 15th +5 16th +5 Expert Smithing Technique 17th +6 Master Smithing Art 18th +6 19th +6 Master Smithing Art 20th +6
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Page 1: C r a fti ng - Sm i th i ng · 2019-03-17 · G r a s s l a n d s *UDVVODQGVDUHDQ\WHUUDLQWKDWLVUHODWLYHO\IODW WKLVLQFOXGHV IDUPODQGV ILHOGV SODLQVDQGWKHOLNH G ra ssl a n d s Roll

Crafting-Smithing

When players have downtime between, or even

in the middle of campaigns, it will be the case

from time to time that they will want to use

their skills to create something, either for

themselves, or to sell and turn a profit while

they wait out their next big adventure. The

rules here are designed to provide a more

comprehensive method for crafting items, as well as provide

the DM with some ability to more precisely gage the value of

certain magical items they might provide to their players

within their adventures. This supplement will also detail

option rules as to what materials a character might find, as

well as how to find them and where.

Many crafts interact with each-other, and as such, there is

some overlap between different crafts where noted.

SmithingSmithing is the art of taking metal, and using it to create

workable items. A wide variety of Smithing disciplines exist,

such as jewelsmiths, blacksmiths, armorsmiths, and

weaponsmiths, but for the sake of simplicity, all of these are

covered under the umbrella of 'Smithing'.

While Smithing does not make enchanted items, it does

make items that hold natural properties similar to

enchantments. In addition, all enchanted items are made

from rare materials, and masterwork crafters, thus a Smith

may not make a Flaming Sword, but an Enchanter would

need a Smith's work to do so. Smithing is also invaluable

because typically a Smith is the one creating tools for other

Artisan's to use.

First we will detail the the process of Smithing, and then

we will go through some of the various items that you can

craft(at your DM's discretion).

Smelting and CastingSmelting is a process by which metals are heated to a point

where they are liquified and placed into a form. Typically this

form is either a mold for a piece(such as a coin, or cog), or bar

form so that it can be further worked into the desired item.

Most Smith's are taught this process first, and it is usually the

easiest.

ForgingForging is the art of shaping hot metal. A Smith heats a piece

of metal(typically a bar, but broken weapons can be forged

together), and then beats it with a hammer until it takes the

desired shape. For weapons, a grinding wheel is usually

necessary to create an edge or point and refine the piece.

Typically armor and weapons are created by forging.

Smithing RulesIn order to successfully craft an item, a Smith rolls his

Smithing Tools Proficiency Bonus+ Strength, against a DC

set by the Created Item DC+ Tools Modifiers +Material

Modifiers.

One roll is usually all that is made for a single item. The

final score may have varying results depending upon the

Smith's Role. Critical Successes and Critical Failures are

both possible, and are detailed in a chart later in this

supplement.

As a Character levels up they gain more access to the types

of things they can craft, the types of tools they can use, and

the types of metals they can Smith.

Smithing

LevelProficiency

Bonus Features

1st +2 Novice Smithing, Novice Tools, SimpleComponent Smithing

2nd +2 ─3rd +2 Craft Simple Weapons

4th +2 Craft Basic Armor

5th +3 Apprentice Smithing, Apprentice Tools

6th +3 Craft Martial Weapons

7th +3 Cast Advanced Components

8th +3 Craft Apprentices Armor

9th +4 Journeyman Smithing

10th +4 Journeyman's Tools

11th +4 Advanced Armor Crafting

12th +4 Expert Smithing Technique

13th +5 Master's Tools

14th +5 Master Smithing Art

15th +5 ─16th +5 Expert Smithing Technique

17th +6 Master Smithing Art

18th +6 ─19th +6 Master Smithing Art

20th +6 ─

1PART 1 | Smithing

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Basic ToolsYou are proficient with Basic Tools of the Trade, and a Coal

Forge.

Novice SmithYou've learned to Smelt and Cast basic metals. At this level

you may Smelt and Cast Copper, Brass, Bronze, Iron, and

Blood Iron.

Requires: Coal Forge

Simple Component SmithingYou are capable of creating the basic components for most

items that a Smith would make. These include nails, spikes,

studs, rings, links, arrowheads, pins, and pitons. You are also

able to craft parts of weapons that other Artisans use, such as

basic arrowheads and Javeline tips, sling bullets, Jewelry, and

small cogs and wheels for Tinkers.

In one day you may craft; enough studs, rings, or links for

one suit of armor, 100 nails, 20 spikes, 20 arrowheads, 20

pitons, 5 Javelin tips, 20 sling bullets, 5 small cogs or wheels,

1 Set of Studs, or 2 pieces of Jewelry.

Requires:Coal Forge

DC= 10

Cost= 5 SP

Bars of Ore Required= 1

Craft Simple WeaponsAt this level you are able to craft Simple Melee Weapons such

as the Dagger, Handaxe, Light Hammer, Maces, Sickles,

spears, and darts. In addition you are able to craft simple

farming equipment.

It takes 2 days time to craft a Simple Weapon.

Requires: Coal Forge

DC=12

Cost= Half the cost of the item

Bars of Ore Required= 2

Craft Basic ArmorAt 4th level you have learned to craft basic armor. You may

make a Chain Shirt, Scale Mail, or Ring Mail.

It takes 4 days time to Craft a suit of Basic Armor.

Requires: Coal Forge

DC= 14

Cost= Half the cost of the item

Bars of Ore Required= 5, 2 Sets of Padding

Apprentice SmithingAs an Apprentice Smith, you may make items out of Silver,

Steel, Electrum, Fire Iron, Veridium, Red Steel, or Scaitite.

Requires: Advanced Forge

Apprentice ToolsAt 5th level you have learned to use Steel Tools, and the

Advanced Forge.

Craft Martial WeaponsAt 6th level you've learned to craft Martial Weapons such as;

Battleaxe, Flail, Glaive, Greataxe, Greatsword, Halberd,

Longsword, Maul, Morningstar, Pike, Rapier, Scimitar,

Shortsword, Trident, War Pick, or Warhammer. At this level

you may also create a Set of Steel Artisans Tools over the

crafting period.

It takes 4 days to craft a Martial Weapon.

Requires: Advanced Forge

DC= 15

Cost= Half the cost of the item

Bars of Ore Required= 3

Cast Advanced componentsAt 7th level the Smith has learned to craft advanced

components and useable items. These include chains,

metallic plates, intricate Jewelry, weights for nets, medium

cogs and wheels(The type needed for crossbows), and Steel

Tools.

In a day you may create; 10 feet of chain, 2 pieces of

jewelry, enough weights for 2 nets, 5 medium cogs and

wheels.

Requires: Advanced Forge, Steel Tools

DC= 15

Cost= Half the cost of the item

Bars of Ore Required= 4

Craft Apprentices ArmorAt 8th Level you have learned the intricacies of casting solid

pieces of armor. You may craft Breastplates, Suits of Chain

Mail, or Metal Shields.

Requires: Advanced Forge, Steel Tools

DC= 16

Cost= Half the cost of the item

Bars of Ore Required= 10, 2 Sets of Padding

Journeyman SmithingAt 9th Level the Smith has learned to forge rare and valuable

metals into items. The Smith may now work with Gold,

Platinum, Meteoric Iron, Mublisite, Silverite, Darksteel, Onyx

and Cryosium.

Requires: Advanced Forge, Stabilized Tools

Journeymans ToolsAt 10th Level a Smith can craft Stabilized Artisan Tools.

Requires: Advanced Forge, Steel Tools

DC= 17

Cost= Half the cost of the item

Bars of Ore Required= 6

Advanced Armor SmithingAt 11th Level a Smith is able to craft more advanced suit's of

armor with moving parts that incorporate all the armor

smithing knowledge they've gained up until this point. A

Smith may now craft Half Plate and Splint Mail.

Requires: Advanced Forge, Stabilized Tools

DC= 18

Cost= Half the cost of the item

Bars of Ore Required= 20, 2 Sets of Padding

2PART 1 | Smithing

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Expert Smithing Technique.At 12th Level a Smith has learned ancient crafting

techniques that allow them to work exceptionally rare metals.

A Smith at 13th learns one of the Following Techniques. A

Smith may learn a second Technique at level 16.

Master Armorsmith- A Master Armorsmith reduces the

time it takes to craft a full suit of armor by 1 day.

In addition, you may now make Platemail, at half the cost,

with a DC of 19. It takes 7 days to craft a suit of platemail. It

takes 20 Bars of Ore, and 3 Set of Paddings, to craft a suit of

Platemail.

Master Swordsmith- A Master Swordsmith may lower the

DC to craft a Sword by 2.

Swords includes; Daggers, Greatswords, Longswords,

Rapiers, Scimitars, Shortswords, and other weapons the DM

deems apply as 'swords'.

Master Pikecrafter- A Master Pikecrafter is adept at

crafting polearms of all types, including the pike. The DC to

craft a Polearm is decreased by 2 for a Master Pikecrafter.

Polearms include; Quarterstaff, Spear, Glaive, Halberd,

Pike, Trident, and other weapons that your DM deems apply

as 'polearms'.

Infantryman Supplier- An Infantryman supplier is a Master

at crafting heavy weapons, typically wielded by footsoldiers in

the military. When crafting an Infantry weapon, the

Infantryman Supplier decreases the DC of his crafting check

by 2.

Infantryman Weapons include: Light Hammer, Mace,

Sickle, Flail, Maul, Morningstar, War Pick, and War Hammer.

In addition, Infantry weapons may include any weapon your

DM deems to be an 'Infantry' weapon.

Lumberjack Smith- A Lumberjack Smith specializes in

crafting axes. When crafting an Axe, the Lumberjack Smith

may decrease the DC of their crafting check by 2.

Axes include; Handaxe, Battleaxe, or Greataxe. These

weapons also include any weapon your DM deems to be an

'Axe'.

Ammunition Caster- An Ammunition Caster is adept at

crafting items for use at a range. When crafting Sling Bullets,

Firearms Bullets, Arrowheads, crossbow tips, darts, or net

weights, double the amount you can make in a crafting

period.

Master's ToolsAt 13th Level the Smith is able to utilize rare, and powerful

tools and forges to work metals. The Smith may now use a

Dragon Forge. In addition, the Smith may now utilize, and

create Diamond Tipped Tools.

Diamond Tipped Tools are rare and powerful, and thus not

often available to be purchased openly.

It takes one Month to craft Diamoned Tipped Tools.

Requires: Advanced Forge, Stabilized Tools

DC= 20

Cost= 2,000 SP

Master Smithing ArtA Master Smith has learned the ancient arts of crafting with

very rare, and valuable metals. At 14th level the Smith may

choose One Master Smithing Art, a metal that the Smith may

now work with.

A Master Smith may choose from the following: Mithral,

Dwarven Steel, Adamantine, Diamonite, Star Metal, Prismere

or Fraythine.

A Master Smith may choose a second Master Smithing Art

at 17th, and a third 19th Level.

All Master Smithing Art Metals require a Dragon Forge.

Tools of the TradeA Smith is only so good as his tools are. All Smith's require,

at minimum, a forge, tongs, hammer and anvil, and a liquid to

cool the hot metal in(Oil, or water are the most common).

Better quality Tools allow a Smith to crafter higher quality

materials, and assist in easier creation of simple items.

ForgesDifferent types of Forges and Smelters offer different

abilities. A Forges heat is fine tuned for the types of metals

they are able to heat, and as such you may not heat superior

metals in inferior forges(A Coal Forge is never going to get

Mithril hot enough to work after all!).

Different types of Forges, their Cost, and the materials they

may smelt may be found here.

Better Forges alter the Difficulty Check for crafting items.

Coal ForgeA Coal Forge is a small Forge fueled by coal, capable of

smelting most common metals. Coal Forges are by far the

most common Forges in use.

May work Copper, Bronze, Brass, Iron, and Silver.

DC Adjustement= 0

Cost to Purchase 500 SP

Advanced ForgeAn Advanced Forge has some of the processes automated.

Larger Bellows, advanced aeration allows metals to reach

higher temperatures must faster.

May work: Steel, Electrum, Scaitite, Gold, Platinum,

Meteoric Iron, Fire Iron, Veridium, Red Steel, Silverite,

Darksteel, Onyx and Cryosium.

DC Adjustement= -1

Cost to Purchase 2,500 SP

3PART 1 | Smithing

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Dragon ForgeA Dragon Forge is known by many names, Dwarven Forge,

Magical Forge, Elven Forge, or Elementium Forge are some

of the most common. Dragon Forges are powered by magical

fire capable of reaching heats that could cremate bodies.

Specialized equipment is required to work in a Dragon Forge,

anything of lesser quality than Diamoned Tipped Tools will

be destroyed if they are used with a Dragon Forge.

May work: Mithral, Dwarven Steel, Adamantine,

Diamonite, Star Metal, Prismere and Fraythine.

DC Adjustement= -2

Cost to Purchase 25,000 SP

Artisan's ToolsSmith’s Tools. Smiths tools are some of the most valuable

tools and are used to shape metal into armor, weapons, and

any other form of metal instrument. Smith Tools are always

made of Hardened Metals, and are absolutely necessary in

crafting. You may use the statistics that follow for Smith's

Tools.

Artisan Smith's toolsA simple set of Hardened Iron Tools including a hammer,

anvil, grinder and tongs. In addition a Smith's Tools include a

heavy apron, thick leather gloves and a protective face-mask.

DC Adjustement= 0

Cost to Purchase 20 SP

Steel ToolsA set of Artisan Smith's Tools made out of Reinforced Steel.

Typically Steel Tools have a thicker apron and gloves.

DC Adjustement= -2

Cost to Purchase 100 SP

Stabilized ToolsStabilized Tools are crafted out of Meteoric Iron, a metal with

a high melting point. Most Smith's will never get a set of tools

better than this. The apron and gloves provided with

Stabilized Tools are typically created out of fire resistant

hides to provide better heat protection for the Smith. (They

do -NOT- give the Smith the Fire Resistant feature).

DC Adjustement= -4

Cost to Purchase1,000 SP

Diamoned Tipped ToolsDiamoned Tipped Tools are a pinnacle of perfection. Typically

only owned by ancient Grandmaster Smiths, a set of

Diamond Tipped Tools is often worth killing for according to

most Smiths.

DC Adjustement= -6

Cost to Purchase May Not be Purchased.

All About MetalSmithing is all about Metal, and without Mining, Smithing is

useless. In this section we will discuss various metals that

can be found in the world, how a Character may go about

finding said Metals, and procuring them from the land in

their travels.

Locating OreOnce per Day of travel a Character may attempt to search for

signs of Metal Ores. Finding Metal requires a Succesful

Nature+ Intelligence Check against a DC set by the

environment the Character is Currently in.

If you want to search for a specific Ore, the DC is 30. Ores

not found on the Terrain table for a region cannot be found

there.

On a natural 20, you also find a vein of gemstones, which

are detailed later.

EcosysytemTerrain DC

Grassland 25

Desert 23

Forest/Swamp 22

Hills 20

Coastal/Underwater 19

Mountains 17

Underground 17

If you succeed on your Ore Locating check, you then roll a

1d20 to Determine the type of Ore that you find.

4PART 1 | Smithing

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GrasslandsGrasslands are any terrain that is relatively flat, this includes

farmlands, fields, plains and the like.

GrasslandsRoll Metal Found

1-6 Copper

7-9 Zinc

10-12 Iron

13 Tin

14 Red Steel

15-19 Scaitite

20 Meteoric Iron

DesertDesert Terrain is typically low, or extremely high altitutde

area's with blistering heat. Little vegetation typically grows in

the desert, and minerals are closer to the surface.

DesertRoll Metal Found

1-6 Copper

7-9 Iron

10-11 Blood Iron

12-16 Tin

17-18 Gold

19 Electrum

20 Meteoric Iron

Forest/SwampForested Area's are typically covered in trees. This terrain

also shares it's metallic list with swamps, and jungles.

Forest/SwampRoll Metal Found

1-5 Zinc

6-9 Iron

10-12 Tin

13 Silverite

14-17 Platinum

18-19 Veridium

20 Mithral

HillsRolling hills are a common terrain type full of metallic

materials.

HillsRoll Metal Found

1-4 Fire Iron

5-6 Red Steel

8-7 Iron

9-10 Tin

11 Blood Iron

12-13 Silver

14-15 Gold

16 Star Metal

17-18 Platinum

19 Scaitite

20 Meteoric Iron

Coastal/UnderwaterCoastal and Underwater area's can often be rife with volcanic

and seismic activity, making them excellent places to find ore.

Coastal/UnderwaterRoll Metal Found

1-4 Copper

5-10 Onyx

11-12 Silverite

13-15 Gold

16 Electrum

17-18 Platinum

19 Meteoric Iron

20 Mithral

MountainsMountains are the most traditional place to find minerals and

ores, and as such are often filled with Smith's looking to

claim their resources.

MountainsRoll Metal Found

1 Veridium

2-6 Iron

7-9 Red Steel

10-11 Blood Iron

12-13 Silver

16 Onyx

14-15 Gold

17 Platinum

18 Cryosium

19 Dwarven Steel

20 Adamantine

5PART 1 | Smithing

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UndergroundUnderground Area's typically consist of underdark area's, or

deep under the earth, not simply shallow caves.

UndergroundRoll Metal Found

1-2 Darksteel

3-7 Iron

8 Platinum

9-11 Fire Iron

12-13 Silverite

14-15 Electrum

16 Mithral

17 Adamantine

18 Cryosium

19 Dwarven Steel

20 Fraythine

MiningAfter successfully finding Ore, the next step is mining it! A

much simpler task than finding Ores, a Character must roll a

Smithing+ Strength Check, DC 16.

On a successful Check the Character gets 1d10 bars worth

of Ore. A bar of Ore is typically 5 pounds.

OresRaw Ore is nearly useless, it must be worked, smelted, and

forged into a final piece before it truly becomes something

Grand. With that said, not all Ores are created equal, and

some are easier to work with than others. Some Ores have

special properties as well, and they will be detailed below.

All Material's will Alter the DC of a Smithing check.

CopperCopper is a soft, malleable, and ductile metal with very high

thermal and electrical conductivity. A freshly exposed surface

of pure copper has a reddish-orange color.

Cost per Bar 3 SP

Properties Weapons made out of Copper are destroyed

when they make a critical hit.(Critical Weapon Damage is still

Applied).

Armored made out of Copper loses 1 AC Permanently any

time it suffers a Critical Hit.

DC Adjustement= -2

ZincZinc is a bluish-white, moderately hard metal. It is brittle at

room temperature and at temperatures above 150°C, being

workable only in the range between 100°C and 150°C.

Cost per Bar 3 SP

Properties Weapons and Armor are not made out of Zinc,

it is instead alloyed with Copper into Bronze.

BrassBrass is a metallic alloy that is made of copper and zinc. The

proportions of zinc and copper can vary to create different

types of brass alloys with varying mechanical and electrical

properties.

Cost per Bar 7 SP

Properties Weapons and Armor made out of Iron suffer no

strengths or weaknesses.

DC Adjustement= 0

IronPure iron is relatively soft, but is unobtainable by smelting

because it is significantly hardened and strengthened by

impurities, in particular carbon, from the smelting

process.Crude iron metal is produced furnaces, where ore is

reduced by to pig iron, which has a high carbon content.

Further refinement with oxygen reduces the carbon content

to the correct proportion to make steel.

Cost per Bar 15 SP

Properties Weapons and Armor made out of Iron suffer no

strengths or weaknesses.

DC Adjustement= 0

TinTin has many uses. It takes a high polish and is used to coat

other metals to prevent corrosion. When alloyed with Copper,

Tin creates Bronze.

Cost per Bar 3 SP

Properties Tin is not typically used to craft Armor or

Weapons, it is instead alloyed with Copper to make Bronze.

BronzeBronze, alloy traditionally composed of copper and tin.

Bronze is harder than copper as a result of alloying that

metal with tin or other metals. Bronze is also more fusible

(i.e., more readily melted) and is hence easier to cast. It is

also harder than pure iron and far more resistant to

corrosion.

Cost per Bar 7 SP

Properties Weapons and Armor made out of Bronze suffer

no strengths or weaknesses.

DC Adjustement= +1

Blood IronAn iron ore with a faintly pink sheen, when worked it releases

a thick, viscous red liquid that looks similar to blood.

Finished Blood Iron pieces hold a pink hue, and are thus

often used for decorative elements on armor, and jewelry,

while still maintaining the strength of Iron. Blood Iron is

fairly uncommon, but not rare... It's often found in Dwarven

lands.

Cost per Bar 20 SP

Properties Weapons and Armor made out of Blood Iron

suffer no strengths or weaknesses.

DC Adjustement= +3

6PART 1 | Smithing

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SilverSilver is naturally found as a solid, and has a very high

melting temperature. Silver usually has a high shine to it,

although mixing it with other elements can change that look.

Silver can have a different texture depending on how it has

been processed. When silver is found in nature, it is most

likely smooth, but this may not be the case if it is mixed with

other elements. Silver is not workable into weaponry or

armor, but is often used in the production of jewelry, and

ornamental pieces.

Cost per Bar 50 SP

Properties Weapons and Armor cannot be made out of

Silver. Alchemical Silvering is a different process.

DC Adjustement= 0

SteelSteel is an alloy of iron, carbon(Typically Coal), and other

materials. Carbon is the principal hardening element in steel

and as the carbon content increases, the hardness increases;

ductility and weldability decreases. Steel is the most common

metal to be used in production of weapons and armor.

Cost per Bar 25 SP

Properties Weapons and Armor made of Steel have no

inherent strengths or weaknesses.

DC Adjustement= +1

ElectrumElectrum is a naturally occurring alloy of gold and silver, with

trace amounts of copper and other metals. It has also been

produced artificially, and is often known as green gold. The

ancient Greeks called it 'gold' or 'white gold', as opposed to

'refined gold'. Electrum is typically not strong enough to

make weapons and armor, but can be used to craft jewelry

and ornamental pieces.

Cost per Bar 2,500 SP

Properties Weapons and Armor cannot be made out of

Electrum.

DC Adjustement= +2

ScaititeA heavy, brown metal with a foul odor. Scaitite is uncommon

in lowland and plain's areas. Typically Scaitite chunks are

found on/under old farm lands. Scaitite is typically used in

tracking arrows, with dogs trained to hunt the specific odor

that they give off.

Cost per Bar 27 SP

Properties Weapons and Armor made out of Scaitite have

an incredibly foul odor. Anyone wielding a Scaitite Weapon,

or wearing Scaitite Armor has Disadvantage on any

Charisma Checks that involve social interaction.

Animals trained to track Scaitite receive Advantage on rolls

to Track anyone wearing, or wounded by the metal.

DC Adjustement= +1

GoldProperties of Gold. Gold is a soft, yellow metal. Like all other

metals, gold is also highly malleable and ductile. Moreover,

gold is able to conduct both electricity and heat rather easily.

Gold is typically too soft to turn into weapons and armor, but

may be crafted into jewelry or ornamental Pieces.

Cost per Bar 5,000 SP

Properties Weapons and Armor cannot be made out of

Gold. Alchemical Silvering is a different process.

DC Adjustement= +2

PlatinumA shiny, silvery-white metal as resistant to corrosion as gold.

Platinum is used extensively for jewellery.

Cost per Bar 50,000 SP

Properties Weapons and Armor cannot be made out of

Platinum.

DC Adjustement= +3

Meteoric IronMeteoric iron, sometimes meteoritic iron, is a native metal

found in meteorites and made from the elements iron and

nickel. Meteoric iron makes up the bulk of iron meteorites but

is also found in other meteorites. A rare material, Meteoric

Iron is quite receptive to magical enchantments.

Cost per Bar 1,000 SP

Properties Weapons and Armor made out of Meteoric Iron

more easily receive Enchantments, lowering the DC to

Enchant the item by 3.

DC Adjustement= +5

CryosiumA faintly blue ore that melts at -very- low temperature(200

degrees), Cyrosium is found almost exlusively in frozen

northern lands, or extremely tall mountain peeks. When

mixed with molten copper and set into molds it takes on a

strength relative to bronze, and is extremely resilient to frost.

Due to this, Cryosium is often used in far northern arms and

armor to prevent breaking and cracking in sub-zero

temperatures. Cryosium is a rare material.

Cost per Bar 600 SP

Properties Weapons crafted out of Cryosium glow with a

soft blue light(Dim, 10 Feet), and are cold to the touch. Cold

Based Enchantments are more easily placed on a Cryosium

Weapon, lowering the DC to Enchant them by 2.

Armor Crafted by Cryosium is cool to the touch. When

lined with the fur of a Cold Resistant creature(Winter Wolves

are the most popular), a Cryosium suit of Armor gives

Resistance to Cold Damage.

DC Adjustement= +6

7PART 1 | Smithing

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MithralMithral is a very rare silvery, glistening metal that is lighter

than iron but just as hard. When worked like steel, it becomes

a wonderful material from which to create armor and is

occasionally used for other items as well. Mithral is

historically the metal most associated with Elves, and as such

Elven Smiths hold the secrets of working it very closely.

Cost per Bar 25,000 SP

PropertiesMithral armors are one category lighter than

normal for purposes of movement and other limitations.

Heavy armors are treated as medium, and medium armors

are treated as light, but light armors are still treated as light.

An item made from mithral weighs half as much as the

same item made from other metals. In the case of weapons,

this lighter weight does not change a weapon’s size category

or the ease with which it can be wielded (whether it is light,

one-handed, or two-handed).

DC Adjustement= +7

Dwarven SteelDwarven Steel is a coppery-brown colored Ore found deep

within the earth. Typically sharp and difficult to handle, it is

used by Elite dwarven shock troops, forged into armor as

hard stone, and blades that cut through flesh like butter.

Cost per Bar 25,000 SP

PropertiesArmor made out of Dwarven Steel increases it's

Armor Class by 1.(i.e. Dwarven Splint Mail has an AC of 18,

instead of 17.).

Weapons made out of Dwarven steel deal 2 extra points of

damage of the weapons normal type(i.e. Slashing weapons

deal +2 Slashing damage).

DC Adjustement= +7

AdamantineAdamantine was a jet-black alloy of adamantium and other

metals. Usually black in colour, adamantine had a green

sheen when viewed by candlelight or a purple-white sheen

when viewed by magical light. Typically Adamantine is found

deep within the earth, but some meteor's may carry the ultra-

hard metal.

Items created out of Adamantine are indestructable save by

extreme magical means.

Cost per Bar 30,000 SP

Properties Armor made out of Adamantine makes it's

wearer immune to critical hits.

Critical hits with weapons made out of Adamantine

permanently reduce the creature strucks armor class by 1.

This effect is cumulative, and when a suit of armor's Armor

Class is reduced to 0 it is destroyed.

DC Adjustement= +7

FraythineFraythine is an off-silver colored metal, typically found in

compressed sheets between other types of ore. Fraythine is

very rare, and often only found in deep caverns, further than

most Dwarven colonies even build. When properly worked

Fraythine is light, and very flexible, capable of being woven

into threads and worked into clothing. Fraythine is often used

in very rich nobles clothing, as it makes it nearly as strong as

some armors, and yet as flexible as a robe.

Cost per Bar 25,000 SP

PropertiesClothing made of Fraythine grants its wearer an

Armor Class of 12+ Dexterity Modifier.

Fraythine may not be made into a weapon. Rope, or nets

made of Freythine however are indestructible.

DC Adjustement= +7

Fire IronA well worked, treated lighter hued iron that resists aging and

oxidation. Being a well rounded metal, Fire Iron is common

in most quality weapons and metal armors.

Cost per Bar 15 SP

Properties Weapons and Armor made of Fire Iron have no

inherent strengths or weaknesses.

DC Adjustement= +2

VeridiumA naturally occurring type of steel, Veridium looks like an

infectious chunk of iron ore in its raw state of greenish-grey

with flecks of yellow. When forged, Veridium tends to take on

a more even green color interspersed with a naturally

occurring damascus pattern, unique to each piece, of yellow

veins. Though often sharper than steel, it does not seem to

have quite a comparable strength, so most Veridium items

are sold as a symbol of status and beauty. Often found in

forests or near vast quantities of nature (like by a Druid's

Grove).

Cost per Bar 75 SP

Properties Weapons and Armor made of Steel have no

inherent strengths or weaknesses. Veridium is more often

used in Jewelry and Art.

DC Adjustement= +3

Red SteelAnother form of naturally occurring steel, Red Steel is highly

oxidized causing it to be easily recognizable, even as ore. It

appears to be rusted and rarely comes out in large, easily

worked with chunks like the other metals. (Due to it's intense

hardness, even before being worked)It is also deceptively

heavy, even in small amounts. Once worked it takes on a

deep, blood-red hue. Some compare it's strength to 'the

Marrow of Giants', earning it a somewhat grisly name and

reputation. Red Steel does not tend to hold the edge that

Veridium due to it's naturally occurring hardness, but makes

up for that in shear strength. 'Commonly' found near ancient

battlefields and other places of great bloodshed and,

sometimes, forming on or near the graves of lovers.

Cost per Bar 50 SP

Properties Weapons and Armor made of Red Steel have

no inherent strengths or weaknesses.

DC Adjustement= +4

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SilveriteA lustrous, blue-white metal, Silverite is something of an

enigma. It makes some of the greatest weapons given how

simple it is to work with, but is often turned into small

baubles meant to ward off poisons and occasionally wounds.

It is known to possess healing properties, though they very

rarely present themselves. When it is forged into weapons (or

armor), it is lighter, tougher and sharper than Steel (not so

tough as Red Steel nor so sharp as Veridium) and tends to

accept the process of alloying much, much easier.

Cost per Bar 150 SP

Properties Weapons and Armor forged of Silverite have

Half the weight of normal item of their type.

Armor and Jewelry made of Silverite more readily accept

Healing Enchantments. The DC to Enchant a Silverite item

with a Healing Enchant is -1.

DC Adjustement= +6

DiamoniteAn alloy of Silverite and Crushed Diamond, Diamonite is

exceptionally strong and sharp, though not as easily

tempered as other metals. This can make it brittle if struck

with enough force to break it, which would be an impressive

feat in and of itself. Often created according to the buyer's

specifications, Diamonite tends to take on a plethora of

colors due to it's readily accepting Silverite component. Other

crushed gemstones are added as a 'metal dye' and,

sometimes, are thought to give the items crafted additional

properties mimicking magic.

Cost per Bar 850 SP

Properties Weapons and Armor made of Diamonite

readily accept magical enchantments. The DC to Enchant a

Diamonite item is decreased by 5.

DC Adjustement= +7

Star MetalA naturally occurring composite formed in rarely occurring

meteorites, Starmetal appears as a chunk of glass with arcing

colors of what seems to be smoke inside of it. Once worked it

can appear as anything from steel to glass and it develops a

glow that reflects the 'aura' of the wielder. Starmetal is rare

and highly prized by many who seek to make works of art or

wondrous weapons and armor. The lightest 'standard' metal,

starmetal is best used in the creation of light weapons or of

armor, though there is a fabled Warhammer forged of it

called 'Ultimatum' that is said to be, in and of itself, nearly

glass-like in appearance, with the heads of lions as it's

striking surfaces.

Cost per Bar 1200 SP

Properties Weapons and Armor made of Star Metal

glow(Dim Light, 10 Feet). This glow is different per person,

with a Player declaring the color of their Characters Aura

when they first use the Star Metal item.

In addition, Star Metal items weigh half of what a Normal

item of their type would weigh.

DC Adjustement= +7

DarksteelDarksteel is a midnight black metal that is incredibly hard to

mine and work. Once heated to its melting point, Darksteel

becomes incredibly malleable, but does not actually 'melt' as

do other metals. It has been said by many that working

Darksteel is more akin to blowing glass than working metal.

Once it is worked into an item, it becomes even more heat

resistant and is doubtlessly the hardest 'standard' metal that

there is, only beat by the rarer still Prismere. Though often

used in heavier weapons, there is a Darksteel dagger called

'Fate' that is said to change luck from wielder to wielder.

Darksteel is also used in lining the limbs of bows, though

those not possessed of great strength are incapable of

wielding such weapons. When an arrow from a Darksteel

Bow strikes, it often punches cleanly through whatever it hits.

Cost per Bar 750 SP

Properties Dark Steel Weapons and Armor take Fire

Enchantments more readily than other materials. Enchanting

a Dark Steel Weapon with a Fire Enchantment decreases the

Enchantment DC by 2.

In addition, when Darksteel Armor is made with a lining of

beast hide that is Resistant to Fire Damage(such as Giant

Striders, or Salamanders), the suit of Darksteel Armor will

grant it's wearer Fire Resistance.

DC Adjustement= +3

OnyxA naturally occurring metal, found near places of power

throughout the world of Lore, Brilliant, rich colors of brown

and red are often associated with Onyx and it's for that

reason that many jewelers and weapon smiths seek out one

of the rarest materials in all of Lore. Found deep within the

earth, Onyx is often considered to be one of the finest

materials to craft with. Quick to heat and even easier to

shape, items forged with Onyx are easily distinguishable from

any other because of the coloration of the item, a deep brown

and red that stands out even among weapons crafted of Red

Steel. Often used in the creation of ceremonial weaponry, the

metal easily holds an edge and can be used just as well on the

field. Often times commanders or high ranking nobility will

carry a weapon made of Onyx, it's said that the god Uthra

carried a blade made of the same material.

Cost per Bar 15,000 SP

Properties Weapons made of Onyx will crit on a natural

19-20 roll.

Armor made of Onyx does not have disadvantage on

Dexterity Checks.

DC Adjustement= +7

PrismerePrismere is the physical manifestation of magic, a byproduct

of the powerful energies that congregate at certain places of

power deep beneath the world of Lore. Prismere is also

native to the World of Prisma, an interdimensional goddess

of time and space. Prismere is the rarest material in all of

Lore.

Cost per Bar Unable to be purchased. Priceless.

Properties Weapons and Armor made of Prismere

automatically gain an enchantment when crafted into an

item. This enchantment may be rolled randomly, or

determined by the DM. If used to create a piece of Jewelry,

use the Armor Table.

DC Adjustement= +9

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Prismere Properties1d10 Roll Weapon Property

1 Deals an extra 1d6 Force Damage

2 Deals an extra 1d6 Fire Damage

3 Boundless

4 Bright

5 Deals an extra 1d6 Cold Damage

6 Deals an extra 1d6 Lightening Damage

7 +2 Enhancement

8 Deals an Extra 1d6 Necrotic Damage

9 Deals an extra 1d6 Radiant Damage

10 +3 Enhancement

Prismere Properties1d10 Roll Armor Property

1 Resistance to Force Damage

2 Resistance to Fire Damage

3 Bright

4 +2 Enhancement

5 Resistance to Cold Damage

6 Breath Underwater

7 Wearer may speak to animals

8 Resistance to Necrotic Damage

9 Resistance to Radiant Damage

10 +1 to all Saving Throws

BoundlessA Weapon with the Boundless effect may make a ranged

attack with the melee weapon as if they were in melee range.

The attack uses the Players normal Melee attack roll, but may

strike a target up to 30 feet away.

BrightAn Item enchanted with the Bright Enchantment sheds

bright light in a 60 foot Radius, and Dim Light for another 30

feet. The Color of the light may be changed by the user at will.

Successes, and FailuresWhen crafting items, there will be successes and failures.

The roll of a 1 is not a complete Failure, instead, whatever if it

is you are crafting suffers a set back, or a flaw.

Failure!When a Character rolls a 1 on their Crafting Check, roll 1d6.

The item you're crafting suffers one of the following failures;

FlawsRoll Flaw/Setback

1 The Item takes twice as long to make.

2 Warp

3 You break one of your Tools. Must buy new ArtisanTools.

4 Crack

5 Extra Costs- You incur extra costs during the craftingof your item. Your craft uses an extra pound of Ore.

6 Weakness

WarpA Weapon with a Warp suffers a -1 to hit.

A suit of Armor with a Warp suffers a -1 Armor Class

Penalty.

CrackA weapon with a Crack will break when it scores a Critical

Hit.(It still deals critical damage).

Armor with a Crack will break when it suffers a Critical

Hit.

WeaknessA Weak Weapon suffers a -1 penalty to Damage.

While wearing Weak Armor, a Character takes an extra

point of damage from all attacks(But not Spells).

Great Success!Just as there is bitter Failure, there is also the sweet high of

success.

On a natural 20 you always succeed in your craft. Roll 1d6

to determine what sort of Great Success you've achieved!

Great SuccessRoll Boon

1 The Item takes half the time to craft.

2 Perfect Geometry

3 You use one less pound of Ore in yourcrafting(Minimum of 1 pound used.).

4 Masterwork

5 Inspiring

6 Masterpiece

Perfect GeometryWith Perfect Geometry you have excellent angles on your

weapon. You gain +1 to the Damage of your Weapon.

While Wearing Armor with Perfect Geometry, the Dexterity

Maximum is increased by +1(i.e., A Chain Shirt with perfect

Geometry has a Dexterity Modifier Max of 3).

MasterworkA Masterwork Weapon gains +1 to Hit.

Masterwork Armor gains +1 to it's AC.

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InspiringWhen a Character crafts an Inspiring item, they gain a point

of Inspiration. In addition, anyone that assisted in the

creation of this item(apprentices, etc), gain a point of

Inspiration.

Inspiring weapons are worth twice what a normal item of

that type would be.

MasterpieceMasterpiece Items are truly one of a kind. A Smith would be

lucky if they ever craft a single one in their lifetime.

A Masterpiece item is counted as a +1 enhancement.

Masterpiece items are often told stories about, and can

grow to become legends in their own right. The DM is

encouraged to work a minor plot point around this item.

Creating an Item SampleThere is alot of information in these pages, and this small

section will run a Player through the process as an example.

Emily is a Level 11 Fighter, and she desperately wants to

maker herself a new sword.

During Emily's travels, she daily rolls her Nature+

Intelligence to search for Ore, set against a DC of 20 because

she is adventuring in the Hills.

When Emily Succeeds on her DC Check(With a 21), she

then rolls 1d20 to determine the type of Ore she finds. Emily

Rolls an 11, Blood Iron Ore.

Emily Also rolls a 1d10, to determine how much Blood Iron

Ore she finds, and rolls a 4, gaining 4 Bars of Blood Iron Ore.

Taking the Ore back to the Groups base, she sets about

attempting to craft a Longsword out of the Blood Iron Ore.

Emily's Group is lucky enough to have an Advanced Forge,

so she is able to craft Martial Weapons there.

First Emily must deduce the cost to craft the Longsword. A

Normal costs 42 Silver. In order to Craft her Longsword it

will cost half that, 21 Silver. In addition, it will use 3 Bars of

the Blood Iron Ore that Emily found.

Emily then spends the next 4 days crafting her Longsword.

During this time Emily makes one Strength+ Blacksmithing

Check, a 1d20+ 4(Her Strength)+ 4(Emily's Proficiency

Bonus).

The DC of the Check is 15(Crafting Martial

Weapon)-1(She's using an Advanced Forge)+ 0(She's using

Standard Artisan's Smith's Tools) +3(Because she's using

Blood Iron)= 17.

Emily Rolls an 18, and thus her Sword is successfully

made!

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GemstonesWhen you naturally crit on an Ore finding check you find

Gemstones. Gemstones have a natural value on their own,

and often they're used for Enchanting and Alchemy. Roll

1d100 to determine what you find in Gems.

The table is seperated by the value of gems.

1 GP GemstonesRoll Gems

1-2 Azurite (opaque mottled deep blue)

3-4 Banded agate (translucent striped brown, blue, white,or red)

5-6 Blue quartz (transparent pale blue)

7-8 Eye agate (translucent circles of gray, white, brown,blue, or green)

9-10

Hematite (opaque gray-black)

11 Lapis lazuli (opaque light and dark blue with yellowflecks)

12-13

Malachite (opaque striated light and dark green)

14 Moss agate (translucent pink or yellow-white withmossy gray or green markings)

15-16

Obsidian (opaque black)

17-18

Rhodochrosite (opaque light pink)

18-19

Tiger eye (translucent brown with golden center)

20 Turquoise (opaque light blue-green)

5 GP GemstonesRoll Gems

21-24

Bloodstone (opaque dark gray with red flecks)

25-27

Carnelian (opaque orange to red-brown)

28-30

Chalcedony (opaque white)

31-33

Chrysoprase (translucent green)

34-36

Citrine (transparent pale yellow-brown)

37-38

Jasper (opaque blue, black, or brown)

39-40

Moonstone (translucent white with pale blue glow)

41-44

Quartz (transparent white, smoky gray, or yellow)

45-47

Sardonyx (opaque bands of red and white)

48-49

Star rose quartz (translucent rosy stone with whitestar-shaped center)

50 Zircon (transparent pale blue-green)

10 GP GemstonesRoll Gems

51-52

Amber (transparent watery gold to rich gold)

53-54

Amethyst (transparent deep purple)

55-56

Chrysoberyl (transparent yellow-green to pale green)

56-57

Coral (opaque crimson)

58-59

Garnet (transparent red, brown-green, or violet)

60-61

Jade (translucent light green, deep green , or white)

62-63

Jet (opaque deep black)

64-65

Pearl (opaque lustrous white, yellow, or pink)

66-67

Spinel (transparent red, red-brown, or deep green)

68-69

Tourmaline (transparent pale green , blue, brown ,orred)

50 GP GemstonesRoll Gems

70-71 Alexandrite (transparent dark green)

72-73 Aquamarine (transparent pale blue-green)

74-75 Black pearl (opaque pure black)

76-77 Blue spinel (transparent deep blue)

78-79 Peridot (transparent rich olive green)

80 Topaz (transparent golden yellow)

100 GP GemstonesRoll Gems

81-83

Black opal (translucent dark green with blackmottling and golden flecks)

84 Blue sapphire (transparent blue-white to mediumblue)

85-86

Emerald (transparent deep bright green)

87 Fire opal (translucent fiery red)

88-89

Opal (translucent pale blue with green and goldenmottling)

90 Star ruby (translucent ruby with white star-shapedcenter)

91-92

Star sapphire (translucent blue sapphire with whitestar-shaped center)

93-94

Yellow sapphire (transparent fiery yellow or yellowgreen)

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500 GP GemstonesRoll Gems

95 Black sapphire (translucent lustrous black withglowing highlights)

96-97

Diamond (transparent blue-white, canary, pink,brown, or blue)

98-99

Jacinth (transparent fiery orange)

100 Ruby (transparent clear red to deep crimson)

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