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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 ─
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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
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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
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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.
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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
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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
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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
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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!
11PART 1 | Smithing
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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)
13PART 1 | Smithing