Tome of Smithing 1.0

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Grodin's Tome of Smithing

Welcome
This document will teach you core information about smithing
and discover how to implement Crafting in your world, as well Expanding your World
as decide how much impact it has in your story. You can also
This supplement lists out materials that can be renamed,
use this to construct treasure for your party, giving depth to
modified, or expanded to fit your world. Depending on your
your world and expanding various aspects. Determining
world's technology level you can adjust their rarity, or even
material availability, or even tying certain effects to nations and
make crafting easier in some ways.
cultures.
There are many other metals and their variations that are
used in construction, jewelry, and elsewhere, but this
The Medieval Smiths supplement focuses only on equipment usage.
In medieval times smiths were commonplace, essentially nearly
every village had at least one smith who would create various Guilds
everyday tools, door knobs, nails, horseshoes, household
Crafting Guilds and similar organizations are an important part
objects, door hinges, gates and sometimes weapons. Few even
of craftsmen life. Many joined one when young and became
made jewelry or torture devices. They produced items for
apprentices to a Master who was unlikely to be lenient as they
common people as well as for clergy, nobles, and knights.
were the ones taking financial risk. The guilds don't have to be
Blacksmiths affected the local economy with their work and
strictly focused on smithing, or crafting alone. It wasn't
were often found in village and town councils. In cities and
surprising that guilds were formed for merchants, musicians,
towns most belonged to a Guild through which they learned
craftsmen, and people from other professions. On other
their craft as an apprentice and ranked up until they were
extreme in some places there were guilds as narrow as solely
ready.
for nailmakers, knifemakers, horseshoe makers, and many
Blacksmiths living in castles were in charge of producing
other niches. If not within guild, smithing was passed down
weapons and armor for their knights and men at arms, and
within family.
blacksmiths were an important part of the army for making
The Master himself would have been raised through the
new weapons, maintaining and repairing equipment, and
Guild ranks in such manner, which was designed to forge
creating new arrowheads.
quality blacksmiths as well as to regulate the number of
Some monks in monasteries and abbeys were also
workers to reduce competition and preserve the prestige of the
blacksmiths.
business.
While blacksmiths were usually not aware of exact chemical
It is interesting to note the basic parallels between smiths at
processes happening during smithing like in the modern age,
this stage and the same process of advancement for young
they still recognized patterns and processes at a larger scale,
knights seeking recognition. The industry itself, like many
and their understanding of metallurgy and smithing grew with
others, assumed legitimacy by creating a guild that was
time.
administered by the Masters which served the purpose of
Skilled blacksmiths carried a prestige for the high quality regulating the number of smith apprentices permitted and the
items they produced, armorers were usually commissioned by materials allowed.
the upper class that could afford armor as armor was measured
and made precisely for the person wearing it.
During wartime it was common that all blacksmiths had to Ancient versus new?
fulfill a quota of weapons and shields for their lord, some One of main tropes of D&D is fallen advanced civilizations and
required armors made to fit a range of people - often that was recovering their powerful and technologically advanced relics.
chainmail. It is smith's direct exposure to war that advances The trope is usually opposite of reality where technological
equipment and innovation in an army as advantage in the battle advancement comes with age. With few exceptions. It is
can mean everything, so it is no wonder Lords value their important to keep this in mind to decide if you are
blacksmiths. rediscovering old ways or discovering new ways. Being aware
of this will help you distribute treasure, materials, schematics,
theories, and such.
Real Smithing A fall of an Empire, the rough passage of time, or an
This supplement will summarize every step of the apocalyptic event can cause knowledge to be lost, artifacts to be
process, but depending on your player's buried within the forgotten ruins, and experts to pass away.
investment you might want to look a bit deeper
into real smithing. Videos will help a lot!
Smithing
Crafting in pratice

Crafting Example
The Preparation Stage
Here we determine what the player character wants, what is available in the world, and any bonuses.

1. Krodin is a level 6 fighter and wants to make a good Breastplate for himself with focus on Defense. He still has 1 Passion he did not
spend.
2. The party goes through the marketplace and private merchants to look for materials. The DM calls for a Persuasion or Investigation
check to look for resources for sale.
3. Materials vary and can be expensive, so from presented options Krodin picks Steel.
4. Since he has family in the city and his brother is a smith, he will use the Workshop while the brother is away.
5. For Breastplate he needs 6 Units of Steel, so he purchases them for a total of 300g, a standard price since there is no scarcity or
abundance of it.
6. The smithing will take ten days, and DC is +2 due to Breastplate being top tier of medium armor.
7. Krodin is proficient with Smith's Tools, due to his level his proficiency bonus is +3. The proficiency bonus means his Smith level is 3.
8. Base crafting DC is 14. He wants one effect which adds +3. Breastplate is +2. This sets DC to 19, which is not that easy.
9. With his Constitution modifier of +4, he has a total of +7 bonus to the roll.

The Crafting Stage


We begin the crafting process, and days start to go by hammering away. The DM describes the process beautifully throughout and calls
for a check halfway through.

1. With everything ready, Krodin begins to craft the item and rolls d20+7 against DC19.
2. On a success, Krodin makes the item! The DM can look over the Defense Effects and roll a d8 (ignoring non-applicable effects), or
while describing the process can ask Krodin in which direction does he want to take the item, offering several suggestions. With one
picked, the item is finished!
3. On a failure Krodin could spend his singular Passion to beat the DC if he rolled close enough, reroll, or go into Event Stage.
4. On a critical success (higher by 5) or by spending Passion to push it into a critical success, he goes into Event Stage for an
opportunity to gain another Effect.

The Event Stage


This serves as a safety net or an opportunity, as well as making the process more fun and engaging. The core DCs and Smith levels
balance the resulting item, the Event Stage helps the story be memorable.

1. As you describe the smithing process you can ask Krodin how he approaches certain processes to get an idea which Event category
will happen. Or have him roll a d6.
2. From the event options within the category, the DM picks the one that seems most appropriate for the environment and the
character.
3. Give the extended prompt to the player character and let them think of solutions. You can see solution samples and event ideas
listed out.
4. Once they figure out the possible solution they have to beat the same crafting DC again. Let them roll with Smith's tools (any
appropriate stat), or with whatever check is appropriate for their solution.
5. On a success they either successfully complete their item, or if this was an opportunity they gain another Effect!
6. If it is another Effect, you can think of what would be appropriate result given their applied solution, bring out a material Effect, or
roll the category and pick one within.
7. On a failure, the item does not gain the desired effect(s).
The Preparation
1. Pick the base equipment as template
The Effects will be placed upon this item, or if there are no 2. Materials
effects this is what you will create.
Apart from the materials the characters find as treasure during
2. What materials are you using and how many do you
their adventures, they can look for materials available in a
require?
location. Be it a large city, a single village, or a small region.
Check which materials you have, and which ones can you
obtain. Ensure that you have enough of it, and optionally grab
Availability and pricing
extra in case you have to redo.
Mining sources such as mining towns, outposts, and mining
3. Pick the Effect Type Category. companies usually have the lowest prices if there are any
Decide Effect Types you want on the item, and how many. This sellable materials left, as most shipments and routes are
determines the DC. Alternatively pick which magic item you already established. Depending on the location the ore
want to make. might not even be extracted and refined yet, and would
4. Determine Workshop and crafting duration require such process. The price of materials in these areas is
Having access to an appropriate workshop is important, so one step lower.
make sure everything is ready. And finally check the crafting Nearby towns that use the materials, and cities that have
duration. large shipments will have the standard listed prices.
Closest city that heavily relies on the material will fluctuate
1. Base Templates between cheap and expensive.
Cities far away and few towns out of the trade routes might
Units of material needed, crafting time, and any DC modifier. have the materials available at one step higher price due
to scarcity or high shipments costs. But often any place that
Armor doesn't actually need the special materials will not have it.
Someone might actually have it, but require a favor in return
Armor Units Time DC instead of coin.
Light armors, Shield 2 3 days
For the rare materials there might be certain individuals who
> Studded leather 4 5 days +2 can supply them, such as some important NPCs in your
campaign, or they might know where to go about obtaining
Medium Armors 4 7 days
them. A small adventure of its own like a cross-planar city,
> Breastplate, Half Plate 6 10 days +2 buried mines, and even the Underdark.
Heavy Armors 6 15 days Usually a single Investigation or Persuasion check will suffice
in finding available materials, and you have the option to add
> Plate Armor 8 30 days +2 complexity and layers.

Weapon Salvaging Materials


Weapons Units Crafting You can also obtain materials by salvaging them from their
natural occurring nodes, from creatures, or by breaking down
d4 , ammo x10 1 2 days
existing items. The GM can decide how many units of material
d6 2 4 days are on the target by standard, as well as the time required for
extraction.
d8, d10 3 5 days
Salvaging DC: 14 + 3 per Material rarity.
d12 4 7 days A low roll yields 1 unit less as it wastes a portion or grants poor
quality materials, while a much higher roll yields 1 unit more.

Mining takes a long time and focuses on mining and following


the ore vein, checking for cave-ins and weak stone/earth/sand
pockets, gas issues, dealing with burrowing creatures or
entombed forgotten ones. Afterwards the heavy ore is
transported elsewhere for refining or manufacture. It can be a
small adventure on its own, including requesting permission to
mine in the location or dealing with the authorities afterwards,
and making sure everyone involved is satisfied with their share.
Breaking down items removes all Smithing effects from
them, and reduces 1 Enchanting effect.
Special flames Effect Categories
Some rare materials need special fire in order to be softened Item Quality
enough for shaping, often sung about in mythical tales, such as: These are the general +1, +2, +3 boosts on an item. They cost
Dragon's Fire, Fire Elemental, Hellfire, Magical fire. multiple Effect.
Alternatively an ember or coal with unique properties will
work as well, harvested from different planes, or even Offense
creatures. Example is a Salamander's Ember. Increasing the amount of damage the item does, and generally
improving the character's offensive capabilities.
Refining ore Defense
In case of heavy unrefined ore that has been mined, it needs to Reducing the amount of damage the character receives, and
be purified after which the quality needs to be assessed. This generally improving their defensive capabilities.
takes 1d4 days, or 2d4 if there is high amount of Units. Some
ore can be particularly difficult or take a very long time to Versatility
process, which is noted in the material section. Gaining new usage options with the item, ease of use.

Creating alloys Example


A high level smith wants a make a Longsword with Offense 2,
Some listed metals are alloys that must be created if they aren't
Versatility 1.
purchased in such a state. A smith often experiments with
But they have previously crafted 'Massive' (Offense) so they
different ratios or combinations to gain a better understanding
decide Massive will be one of the two Offense effects.
of the material.
Creating alloys is Smith's Tools (Wis or Int) check.
Each alloy material shows the DC. On failure you either make
a lower quality of that alloy, or lose 25% Units (min 1).

3. Effect Types & Smithing


The smith describes what Effects they want for the item and
how many, the GM can let them know the core six categories.
If the smith is very specific the effect is likely not going to be
exact as described, but similar enough. The amount of Effects
they can place is determined by their Crafting Level. As they
craft with time they will learn about possible effects. You can
Passion
have them discover effects slowly and keep crafting mysterious, Every Smith gets a point of Passion every 5 levels.
or give them the full list. You know your group best. The GM can also give Passion when a character really invests
themselves into crafting for a long time, a large character
Crafting Level development happens that they reflect in the moments of
smithing, or even internal conflicts and emotional investments
Your Crafting Level equals your Proficiency Bonus if you are that they bring out during crafting.
proficient with Blacksmith's Tools. If you have half-proficiency You can spend a point of Passion to gain Advantage or +3
it counts as half (rounded down). on your Crafting roll, or gain Advantage on a roll with an item
Crafting level determines how many Effects can you you have crafted, before or after you have seen the results of
place on an item you are crafting. the roll.

Crafting Level unlocks:


0: Basic maintenance
1: Simple items and small repairs
Optional adjustments
2: PHB items If you use Inspiration, you can merge Passion into
3: Items with 1 effect, common magic items it. If you want players to make their own items
4: Items with 2 effects, uncommon magic items more often, set them to gain Passion every 4 levels
5: Items with 3 effects, rare magic items
instead.
6: Items with 4 effects, very rare magic items
Spells: Not many spells can be helpful to a Smith for extended
Optional rule: Manuals periods of time, requiring constant re-casting and often
distracting them. Enhance Ability comes to mind as a possible
Manuals come in forms of schematics and ancient tomes that
spell the party might use to help out. If someone focuses on
guide the crafter through creation of an item or enchantement.
casting constantly on the Smith, you can count them as an
In your world they might be incredibly rare, or nearly
Apprentice Assistant as long as they help them around the
commonplace.
workshop, even if they are not proficient.
X Manual: Your Crafting level is considered 1 higher for the
purposes of crafting this item, and you gain +3 for crafting it.
Manuals can be specific and require a certain Item Base with Long-term employees
two specific effects, or can be a loose theory book of a If you are keeping assistants hired for a long time, they can craft
particular Effect that will only grant the dice bonus. items for you and earn you gold. They use their own statistics
for crafting rolls, with you granting them bonuses instead:
4. Workshop Head Smith: You grant your assistants a bonus to their
crafting roll equal to the difference in your Crafting Level, as
Smith's tools can be used for minor adjustments, repairs, and
long as you spend 10% of the craft time with them during it.
maintenance of weapons on the road, but for the majority of
Instructing them during the planning or crafting phase. If you
crafting a fully outfitted workshop is needed.
are available during the Event phase you can also give them the
A character can try to rent one from a friendly guild, a bonus then.
merchant company, or see if there are any smiths who are not
actively using it and could rent it out to you. Apprentice Hireling costs
Eventually the smith might even have a Workshop of their 1gp per day for Crafting level 1, roll modifier +3 to +4.
own. 3gp per day for Crafting level 2, roll modifier +4 to +5.
5gp+ per day for Crafting level 3, roll modifier +6 to +7.
The Workshop Tools Most master craftsmen go on and establish their own smithy
The smith's bread and butter is their furnace, anvil, hammers, once they are skilled enough to finish their apprenticeship,
tongs, punches. Other common tools are chisels, axes, swages, some go ahead and run their own stores, join guilds to rank up,
drifts, sledge hammers, nails, and molds for making popular or begin exclusively working for nobility. Hiring and even
everyday items.
meeting them will be more difficult, as they already have the
skill and enough business sense to charge far more, so tailor
Assistants them towards your campaign.
Your fellow party members and friendly NPCs can be your
assistants during the crafting process, and so can be one of
Transfer of items
You can let your assistants send you an item once it is finished,
many craftsmen hirelings you can hire. An Assistant has to be
or have them use a service to send it through them. Careful
there for at least half of the process to count.
though as you risk losing it, depending on the security and
Having 1 assistant: Reduces crafting time by 20% quality of transport. Transport prioritizes the sea, the rivers,
Having 3+ assistants: Reduces crafting time by 33% and then the land in that order. A single courier can however
Apprentice Assistant: Equal or 1 lower Crafting Level, gain rapidly move through land if transporting something easily
+1 to roll (applies once). carriable that won't slow down the horses, often using
Master Assistant: Higher Crafting Level than you, gain +2 government or faction horses through an established route,
to roll (applies once). switching the horse when it tires in order to cross vast amount
of land rapidly.

Crunching
"8 hours is too little, I want to work 10-12h every day!"
Roll Constitution check DC18 to work another 2h. On
failure, you gain a level of Exhaustion. On critical failure you
gain two instead.
If you have apprentices they roll as well.

Workshop qualities
You could have a Workshop+1 that gives a +1
bonus to roll. Alternatively if they are trying to
smith without a workshop, you can grant them
Disadvantage or a flat -5. They are still required to
create a fire powerful enough to forge, which is at
least 750°c / 1400°f.
Material list
1 unit
price Description
COMMON
Copper 3 Used as currency, candlesticks, belt buckles, candelabra, fountains, bells, weighing scales.
Used as currency, in jewelry and tableware items, figurines, decorative house items, and
Silver 30
ornaments..
Currency, used in displays of wealth, power, and fashion. Crowns, altars. reliquaries . It is sought
Gold 300
after for enchanting and spellcasting.
Iron 10 The most commonly found metal.
Bronze 20 An alloy of copper with several variants, can be found in naturally mixed ore. Brass also fits.
Steel 50 An alloy of iron that is difficult to make in large quantities.
UNCOMMON
Superior Steel 400 Steel of exceptional quality, often made by chance and not design.
Glassteel 400 Created by wizards, it is glass with properties of steel. Nobility uses it for securing windows.
Cynabryl Steel 400 Has a vermillion (deep red) cast, which can be shined to a blood red colour.
Tungsten 400 Its workability decreases with impurity, advanced metallurgy skills are needed to purify it.
Obsidian 400 A volcanic rock glass, very rarely found far from volcanoes. More often used by tribes.
RARE
Orichalcum 600 A rare ore often mistaken for another. Associated with sun worship.
Darksteel 600 A forgotten alloy of steel, the secret of it is lost with the Dwarven clan that created it.
Cold Iron 600 Iron that never touches fire, must be mined, refined, and forged without it.
Cobalt 800 A difficult material to work with, favored by mage hunters for it's absorbing properties.
Moonsilver 800 Silver blessed by the moon or night deity. Rituals exist to create it, somewhere.
Mithril 800 A very light material favored by the ancient Elven civilizations.
Dragonscale 800 Value varies per scale quality which is determined by dragon's age and scale condition.
Arandzur 800 Natural metal that must be tempered with the blood of an ancient creature.
Adamantite (Drow
800 Adamantium alloy mostly used by the Drow in the Underdark. Two variants exist.
Steel)
VERY RARE
Infernal Iron 1600 Material similar to Iron found in Nine Hells.
Adamantine 1600 Adamantium alloy as crafted by the dwarves and kept a most guarded secret.
Shadowsteel 1600 A difficult alloy to make, found in Shadowfell.
Titanium 2000 A lustrous white metal, any remains and deposits of it are jealously guarded.
Starmetal
2000 Believed to be essence of dead gods, a gift from gods, or a great omen.
(Meteorite)
Scarletite 2000 Cursed ore that is extremely difficult to mine or work with.
Smithing
With the materials prepared, workshop setup for the project,
all tools in order, it is time to begin the crafting process. Attunement
Attunement slot is required for an item that has a total of 3
Crafting roll Effects on it, including automatically gained Effects.
You can increase crafting DC by 2 for each Effect that goes
When you are trying to craft an item, roll to check if you are
over that limit in order to still not require Attunement.
successful. Using your Smith's Tools (Con).
Note: The DM can adjust the number to fit their campaign
Crafting DC = 14 + 3 per wanted Effect balance.

On a success you successfully craft the item in the given


timeframe.
Reshaping Item
If you roll 5 above the DC or fail then you go into the Event A smith can make a check to reshape an item into another base
stage. item of the same category as long as it requires same or less
units of material, while keeping all of its effects and magical
Example properties. This works great with DM granted magical treasure
A young adventurer is level 8, which means Crafting Level 4 due as it allows the smith to reshape it so someone else can use it.
to proficiency. DC: 14 + item rarity
If they want to make a Longsword with 2 Offense Effects, the 3 - Uncommon, 6 - Rare, 9 - Very Rare, 12 - Legendary
DC is 20 (14 + 3 + 3). Splitting it into two items adds a +3 DC.
If they wanted to make a Breastplate instead they would add On success you replace the base item template.
+2 DC due to item template. If they were using Cobalt, they On failure go to Event Stage.
would also gain +2 DC but gain 'Spellcatcher' effect
automatically due to material properties.
This represents how hard it is to make powerful items, keeps
Decorating
the balance in check by having a limit, and provides evident You can add 1 unit of decorating material and extend crafting
character growth over a long period of time. length by half, or 2 units while doubling the crafting length in
order todecorating the item can make it more impressive or
intimidating. The upper class and certain factions tend to like
such items.
Metal can be folded to show off layers of it, specific chemical
acids can be used to create interesting effects and beautiful
transitions, engravings can be added, ornamental decorations
can be made, and some metal can be poured and baked over
another. Certain items can be completely made for an
ornamental purpose rather than usability in actual combat, but
they still take time to fulfill such complex high profile orders.

Optional: Repairing
This rule helps survival or realistic campaigns. Basic equipment
maintenance takes care of most minor issues, but there is a
chance a larger flaw occurs when fighting powerful foes. Those
need to be carefully repaired with a check. The GM determines
when an item is damaged, likely when a fitting dramatic
situation calls for it, or when there are three bad critical hits
before a short rest. Or to save a weapon that is near a breaking
point.
The Repair check equals the item's original crafting dc, the
smith gets Advantage if they are the one who made it in the first
place.
On a success it is repaired, on failure go into the Event stage.
On failure there, the item is completely broken or gets -1
quality.
Tempering is done to achieve greater toughness by decreasing
Describing Real Smithing the hardness of the alloy by controlled heating of the quenched
work-piece to a temperature below its "lower critical
Steps for making metal equipment parts: temperature". Low tempering temperatures may only relieve
1. Heat metal until it obtains the correct forging color. the internal stresses, decreasing brittleness while maintaining
2. Shape the metal by hammering on the anvil (forging), re- a majority of the hardness. Higher tempering temperatures
heat, repeat. tend to produce a greater reduction in the hardness, sacrificing
3. Join two same or similar metals (welding) if necessary. some yield strength and tensile strength for an increase in
4. Heat treat or quench to get specific hardness. elasticity and plasticity.
5. Repeat 1-4 for different pieces if making armor. Grindstone is used to sharpen or adjust the edge. Usually
6. Combine the pieces (comfortable wood+leather handle, the smith can sit and spin it up with feet, or the apprentice can
crossguard, the blade) with their hands, becoming fast enough that they can adjust the
7. Use grindstone for smoothness and edge. edge.
8. Extra decorating and polish. A metal crossguard is also created, after which it is pushed in
place beneath the blade, and a finished wooden handle is
Shaping metal pushed onto the metal length that goes past the base of the
The fundamental processes of shaping the metal are: blade, usually nails go through the handle to lock it in place,
with holes places on the metal in advance. Leather is wrapped
Drawing out, to lengthen the metal. around the handle, with some handles having an opening at the
Upsetting, to shorten the length. bottom so a metal pommel can be screwed onto and secure the
Bending, to give a turn to the shape. whole blade.
Slitting and punching, to make holes.
Welding, to join two metals together.

Once the furnace is of high enough temperature, the metal is


Optional: Rarity pricing
As every campaign distributes wealth differently you are
held with prongs within as the smith carefully judges the colors
encouraged to adjust the pricing of materials to fit your world.
of the metal. Gaining a glowing yellow, red, or even white color
However there is an option to charge for materials based on
as it heats up. Then the smith is ready to start shaping the
rarity of the final item rather than the units, with players
metal, initially drawing it out and folding it back in. A process to
spending gold as they progress through the crafting process.
draw out ore impurities and spread them out instead of
creating one weakpoint that could crack a blade. Rarity Weapon price Armor price
The Heat Uncommon 500 to 1,000gp 1,000 to 2,000gp
Bellows are slowly replacing the old method of the apprentice Rare 4,000gp to 6,000gp 8,000gp to 10,000gp
blowing air into tubes into the base of the fire to enable the
furnace to reach a high enough temperature. The heat in a Very rare 20,000gp to 30,000gp 50,000gp to 80,000gp
furnance is enough to warm the entire house, and keeping
everyone near it sweating. The shaping process is repeated and Exceptions:
the heat must be maintained throughout it, with each metal
Ammo bundles, d4 weapons, and weakest armors in their
having a different temperature point of becoming soft enough category should be on the bottom of the price range or even
to be forged. cheaper.
Quenching is rapid cooling of a hot workpiece, usually d12 weapons and strongest armors in their category should
through submerging in water or oil. Water quenching is more be on top of the price range.
violent due to the much faster cooling rate than oil. While
quenching you usually want to move the piece up and down, as
the intense heat can make a vapor bubble around it. Quenching
is risky as it has a chance the metal will curve a certain way,
something that needs to be addressed afterwards.
Differential hardening: A blade will usually be
differentially hardened which means the the spine or the blunt
side side will be coated with an insulating layer, like clay, while
leaving the edge(s) exposed. When quenched the edge cools
faster and becomes hard, while the coated side cools slower
which keeps it softer. This keeps the spine of the blade more
flexible, while hardening the edge.
Item Effects
Keep smithing a mystery and don't show your players all the
mechanical effects. Instead allow them to explain what they are Armor
trying to accomplish or get, to explore and enjoy the mystery of Smooth: Reduce slashing damage by 2 (↑: 3).
smithing and creating powerful items. Let them keep notes, and Silver lining: Once per short rest you can give
slowly explain some options as they grow in their mastery and disadvantage to attack of a creature that is vulnerable to
find out information and tricks in character. silver (↑: Twice).
(Shield) Gauntlet: Reduce AC gained from this shield by 1.
Explanation Unarmed attacks made while wearing it deal 1d4
Bolded text= New Effect option bludgeoning damage plus strength modifier.
↑= Spend 1 additional Effect to increase bonus to this. (Shield) Towering: As a bonus action, increase your AC
( ) Base item requirement and Dex save by 1 until the start of your next turn.
(Medium armor) Comfortable: You can sleep in the

Item Quality armor with ease.


(Non-Light armor) Grounded: Increase the weight of
Weapon: +1/+2/+3 costs 2/4/6 effects. armor by 10/20 if medium/heavy. Any effect that would
Armor: +1/+2/+3 costs 3/5/7 effects. move the bearer against their will is reduced in distance by
5 feet, but the armor gains Disadvantage on Stealth.
Offense Hardened: Reduce all physical damage taken by 1 (↑ 2).

Weapon Versatility
Balanced: Increase to hit by +1 (↑: +2). Patterned: There are patterns of contrasting metal on the
Dangerous/Razor Edge: Increase damage by +1 (↑: +2). item.
Massive: Increase weapon die size by one (↑: two). Increase Scary: You gain +1 to Intimidation (↑: +3)
Str requirement by 1 (↑: 2). (Weapon or Shield) Spell focus: The item can be used as
(Two-handed) Pommel strike: As a bonus action you a spell focus for purposes of casting spells, but decrease the
can strike your opponent with pommel for 1d4 blunt weapon die size or AC by 1. (↑: Weapon die size doesn't
damage. change.)
(Axe) Splintering: On critical hit destroy the target's
shield, if no shield then reduce their AC by 1. Weapon
(Blunt) Disorienting: On hit, reduce the target's speed by Hook: Advantage on disarming shields with this weapon. (↑
5ft. (↑: On critical hit, DC15 Con save or fall prone) Any held items)
(Heavy) Powerful: As a bonus action you can Shove a Elongating: As a reaction your weapon gains Reach until
Medium or smaller target you hit this turn. (↑: Large or the start of your next turn. Once per short rest. (↑: Twice)
smaller) Altered edge: Adjusted or unusual edge. Your weapon die
is 2d4 instead or d8, 2d6 instead of d12. Or vice versa.
Armor (Reach) Danger zone: Your range becomes difficult
Spiked: If an enemy rolls a total of 10 or less with their terrain.
melee attack, they take 1d4 piercing damage. Footwork: When an enemy moves into your melee range,
(Shield) Slamming: The shield counts as a Light weapon you can move 5ft within their range.
that can deal 1d4 bludgeoning damage.
Armor
Defense Light-weight: Lower the weight of armor by 5/10/15 if
light/medium/heavy. Reduce strength requirement by 1. (↑:
Weapon Remove Disadvantage on Stealth)
Hidden pocket: Get +2 for hiding a small object on
Parrying: When enemy rolls a natural 1 on attacking you in
yourself (↑: +4).
melee range, as a Reaction you may perform an Attack of
Blend in: Get +1 to Stealth checks, once per long rest you
Opportunity
can reroll a Stealth check but must use the new roll. (↑:
(Has a shaft) Supportive: You ignore 5ft from any
twice per long rest)
movement reduction effects.
Hook & Bait: As a reaction you can move 5ft. If you
provoke an Attack of Opportunity this way, you can perform
Attack of Opportunity as part of this reaction.
Event Stage
No creation is the same, and life of adventurers is full of
hurdles. The event stage is where you introduce a dynamic Assistants
event that will the affect creation of the item, if they fail the
Did someone make a mistake? Try to fix their mistake, or
main crafting roll this allows you to give them an opportunity
improvize around it.
to complete their item successfully, or if they have rolled 5 Did one of them do something weird but interesting?
above then they can struggle and push their skill past their Go over the design again and ensure it won't break it.
limit to create something truly magnificent.
Did you or them get injured during the process? Lose
All Events are different from one another, so assign Smith's an assistant temporarily, spend healing spells to get them up.
Tools to an attribute fitting for the situation, or even ask for
different skill check depending on Event and their improvized
solution. Crafting
Character decides which direction they are taking their item, Did the metal crack? Improvize a filler, or redo some steps.
and events often influence the final Effects they get. Is the shape still wrong? Adjust the template, spend more
time, or improvize better tools.
1. Think about which of the following six categories are most Is there too much or too little material? Get more
likely to affect the smith, taking in mind the current location
material, or remove excess.
and context. Or roll a d6 to decide.
Did the item end up going completely in a different
2. Within the category find which one is the most suitable for
direction? Redesign and keep going or spend time
their situation, turn it into an event and let them find a reworking it.
solution. Not aware you're crafting during a special event?
3. Once a fitting solution can be attempted, roll for Crafting
Strange things start happening, find an answer why.
again.
The schematic seems impossible to do, or
The DC is the same as the main Crafting roll. contradicts itself ? Improvise or discover correct
On a success the item creation is complete successfully, or the information.
extra Effect is gained.
On a failure one Effect is lost, or no extra Effect is gained. Magical
The item requires intense emotion as a part of the
Environment crafting process? How do they channel it?
Think about the environment and what could affect to the item Strange sprites or spirits appearing? Deal with them.
in question. A single check can suffice, an encounter, or even a The magic channel isn't stable? They have to find an
short adventure. anchor and focus.
An otherworldly creature influences the item from
Region too cold/warm? Issues with heat, possible metal afar? Talk with the creature or try to ignore it.
cracking or too high flexibility.
Too much magic in the area? Find a way to shield against
it. Strange effects might latch onto the item.
Other
Deity looking over the area, or cursed area? Stabilize Unintentional symbolism? Bring it out or hammer it
against strange surges of energy, or odd sensations. away.
Crafting area too crowded? Bad workplace? Minor Driven by passion and unable to stop working? Check
work accident, or a longer crafting time. against exhaustion, hallucinations.
Distractions from others, sudden interest in Saboteur? Secure the area, get rid of intruder.
something else? Finish what is taking their focus, and then Rumours circle that you're creating something
continue. Get rid of people. dangerous? Withstand pressure or confront them.
A local noble or wizard wants to watch you work?
Material Can you keep calm while answering all their questions?
A smith is convinced you stole their crafting secrets?
There can rise issues through the crafting process related to the Deal with it before it gets out of hand, or focus on crafting.
materials used. A noble or king wants the item for themselves and
demands it? Convince them you should keep it.
Combined materials have a unique interaction?
Rebalance the design, or sprinkle in something else to balance Quirk Examples
the metal. Unusual color
Material suddenly needs a stronger fire, or a unique Looks more, or less valuable.
tool? Improvisation to quickly obtain it. Creates a different noise than it should when used.
Material is too hard to shape? Exhaustion, higher Reacts strangely when touched by a specific liquid.
strength or fire needed. Vulnerable to one specific type of damage.
Faintly glows.
The pattern looks holy, or disturbingly alien.
Materials & Effects
Explanation Gold
✓= Automatically gain this effect. Symbol of the rich and often the main currency, Gold is too soft
🔨 = Affects Crafting process. to be anything more than on display, and is used in displays of
↑ = Spend 1 additional Effect to increase bonus to this. wealth, power, and fashion. Crowns, altars, and reliquaries are
Bolded text = New Effect option made out of it. It is also sought after for enchanting and
( ) Base item requirement spellcasting.
🔨 Enchanting DC -4:
Iron ✓ Royal: Items crafted by Gold look royal, increasing the value
of it.
The most common metal with plenty of versatility. No special ✓ Soft: Count as -2 Item Quality for attack and defense
properties, sometimes steel is made from it with someone
purposes.
knowledgeable or by accident. Different alloys exist, such as Pig
Iron, Wrought Iron, Cast Iron, Mallable Iron, White Iron, Gray
Iron. Some are more brittle, more or less resistant to rust. Glassteel
🔨 Limited: After the 1st Effect every next Effect adds +2 Glassteel is expensive as only capable wizards can produce it.
DC. The small amounts available are generally used for a variety of
laboratory equipment, windows in wealthy villas, or for an
Steel exotic-looking weapon or armour suit. The exceptionally rare
winged elves prize glassteel, using it for much of their armoury
Used or made by smiths with more experience or knowledge and architecture (which suggests they have an alternative
who have at least a partial understanding of metallurgy. supply or means of manufacture).
Versatile, with many variants, it is sought after and rarely can 🔨 In-between: Gain +1 DC for every Effect placed.
identical steel be found in two different locations. Weight reduction: Remove Heavy from weapon or
🔨 Alloy: Requires DC20 to make. Disadvantage on Stealth from armor.
🔨 Semi-limited: After the 2nd Effect every next Effect adds (Shield) See-through: As a reaction give disadvantage to a
another +2 DC. single Attack of Opportunity against you.
Optional rule: Make Steel the default material for your (Armor) Blend in: In snowy environments, gain advantage on
weapons and armor if your society is advanced enough. Stealth.
(Weapon) Hard to track: Increase your to hit by +1 for every
Bronze attack after the first one, until the end of your turn. (↑: Until the
beginning of your next turn.)
An alloy between copper, small amounts of tin, and other
metals in small amounts. The price of it varies depending on
the quality of the alloy, but it has been used since ancient times. Cynabryl Steel (Red Steel)
Supplying a large army with it can be difficult as it requires two Red steel behaves similar to normal steel, in addition it protects
different supply lines, and cutting off one can completely cease against harmful curses. Cinnabryl steel is hard to enchant due
production and severely impact the army. It is also slightly to its natural effects. Means of creating it are unknown to most.
heavier than iron. Brass is another alloy of copper as well. 🔨 Enchanting DC +2
🔨 Alloy: Requires DC17 to make. 🔨 Semi-limited: After 2nd Effect, every next Effect adds +2
🔨 Limited: After the 1st Effect every next Effect adds another Crafting DC.
+2 DC. ✓ Curse resistance: Gain advantage on Saving throws against
🔨 Enchanting DC -3 curses and hexes.
Blood-red: Gain +2 Intimidation.
Silver
Mainly used as currency, in jewelry and tableware items, Superior Steel
figurines, decorative house items, and ornaments. ✓ Soft: Steel of exceptional quality, often made by chance and not
Count as -2 Item Quality for attack and defense purposes. design.
✓ Bane: The weapon deals double damage against creatures 🔨 Creation DC: To make this alloy, you need to roll DC24
that are vulnerable to Silver. with Smith's Tools (Int or Wis).
(Weapon) Silver coating: Removes the Soft property from
Silver, Bane also deals 2d6 radiant damage to Shapeshifters.
Tungsten Orichalcum
Found deep underground and difficult to extract due to its ore, A dark golden color, this material is a good conduit of magic
Tungsten is used in small quantities for alloys with other and surprisingly durable, unlike gold, it can be often found
metals to increase their toughness and heat resistance. With paired with it in sun symbolism. The material always feels
sufficient purity it is used to make equipment, however it is warmer to the touch than it should be.
difficult to work with due to its hardness. 🔨 Enchanting DC -4
🔨 Smithing DC +2: ✓ Empowering: Gain +1 to Strength and Constitution saves.
(Weapon) Blaze: It deals an additional 1d4 fire damage when
Obsidian set on fire.
(Armor) Warmth: Gain resistance to Cold damage and
A brittle volcanic glass, usually only found in towns near a weather. (↑: Immunity.)
volcano which increases it's value elsewhere. But it is rarely
used in battle due to its short life span, favored by tribes.
🔨 Hard to work on Every Effect adds +2 DC. Cobalt
🔨 Enchanting DC -2 This strong material has been favored by mage hunters for it's
✓ Too Brittle: After obsidian armor gets hit by a critical magical absorbing properties, however it requires an incredibly
attack, or obsidian weapon gets critical failure on an attack, hot non-magical fire to be properly shaped, most often from
reduce its item quality by 1 until short rest. lava.
✓ Thorns: When you deal damage (weapon), take melee 🔨 Crafting DC increased by 2.
damage (armor), or are grappled, the target takes additional 🔨 Enchanting DC increased by 4.
1d4 piercing damage. ✓ Spellcatcher: As a reaction you can reduce spell damage
taken by 1d6 + your proficiency bonus, once per short rest. (↑:
Cold Iron You can halve the damage instead.)
(Armor) Nullify: Once per short rest as a reaction you gain
A mystical metal, iron that must not be touched by flame and advantage to a saving throw against a spell effect. (↑:
must be coldforged into the wanted shape. There are difficulties Permanently)
obtaining it as all ore is refined with fire, and verifying some (Weapon) Disruptor: After hitting the target they have
iron was not refined by it is almost impossible. Instead of using disadvantage to their next concentration check.
the forge the smith must only use the anvil and hammer
without any heat.
🔨 Coldforged: Creating this material from iron ore is a DC25 Dragonscale
Smith Tools (Str or Con) check, crafting time is doubled. Obtained from dragons, the scales vary in quality depending on
✓ Fae Bane: This weapon deals bonus 2d6 necrotic damage the age of the dragon and the state of the scale. It is not unusual
against fae. On armor, Fae must succeed a Wisdom save DC15 for a small surge of the material to arrive to the market after a
or target someone else. dragon is slain, however it is quickly picked away by those
Fae Ender: On armor it gives Fae disadvantage to attacking knowing its true value, and collectors with an expensive taste.
you, on Weapon after hitting Fae target it gives them on their ✓ Scale quality: If the scale is from Adult dragon, it gains Item
next attack or saving throw. Quality +1. If it is from an Ancient dragon, it gains +2 instead.
(Weapon) Fae Hunter: This weapon counts as +1 against Fae, ✓ Dragon warning: The item glows when a dragon of sthe
and you can reroll damage dice that lands on 1 against them. ame color the scale is within 5 miles.
(Armor) Element immunity: Gain resistance to the element
Darksteel of dragon's color. (↑: Immunity.)
(Weapon) Draconic rage: Deal additional 1d6 (element)
Darksteel behaves like steel but is lighter, and when coated in damage. The element corresponds to the dragonscale's color.
certain oils whose formula is known to few who found the last (↑: 2d6)
remains of it, and heated in even a small fire, it becomes
molten, and can be poured into molds to be cast into a new
shape. Remarkably, darksteel can be melted and recast without
destroying or (usually) altering existing enchantments on the
metal. It has the further property of absorbing all natural and
magical lightning or electrical energy into itself, without
conducting any of it to a wearer or being in contact with it.
✓ Item quality +1
(✓ Armor) Unconductive: Gain resistance to Lighting and
Thunder damage (↑: Immunity.) but reduce your movement
speed by 5ft.
Arandzur Mithril
Arandzur is a rare natural metal found in igneous rock, usually A very light material favored by the ancient Elven civilizations,
as streaks of blue-green ore amid vitreous glass. So that it does a quality grade armor is highly sought after by spellcasters due
not become as brittle as the glass it is found in, it must be to its lack of interference with magic and ease of use, and its
tempered with the blood of an ancient creature in its forging. light properties by everyone else.
The finished forged metal is silver-blue with a green reflective ✓ Item quality +1
shine. ✓ Feathery: Remove Stealth disadvantage (on armor), and
🔨 Enchanting DC -5. Heavy (on weapon).
(✓ Weapon or Shield) Spell focus: The item can be used as (✓ Armor) Flexible: Increase Dex range by 1.
a spell focus, but decrease the weapon die size or AC by 1. (↑: (Armor) Gentle wear: Reduce Armor Proficiency
No decrease.) requirement by one step, down to none.
Empower: Increase Spell attack by 1. (↑: Also increase your (Non-heavy one-handed) Flowing: Gain the Light (non-
Spell save DC by 1.) heavy, one handed weapon) or Finesse trait.
(Weapon) Tremble: Deal 1d6 magic damage with every hit. (Light one-handed) Cutting wind: Your Two-handed
(↑: 1d10 instead.) Fighting attack becomes a part of the Attack action and you
(Armor) Ley Channels: Gain advantage on Concentration don't spend a Bonus action on it.
checks.
Spellslinger: When damaged by a physical spell, your next
attack deals an additional 1d8 damage of the same type.
Adamantine
A closely guarded secret by the dwarves, their most successful
Adamantite (Drow Steel) alloy of incredibly hard to find adamantium ore. It is not
surprising to see them taking up arms over any known deposits
Drow in the Underdark have a bountiful amount of of it, often found warring against the underdark creatures to
adamantium ore, and Adamantite is their most used alloy due guard it.
to the effects it obtains from the magical radiation (Faerzress). ✓ Item quality +1
The process of creating the alloy takes at least a month and can (✓ Armor) Enduring: All critical hits are turned into normal
reach up to a year, after which two variants are revealed - a hits against you, gain resistance to non-magical fire and cold.
successfully radiated one and nonradiated one. This process is (✓ Weapon) Superior structure: Add an additional weapon
the reason so many of drow equipment loses its properties on damage die. (↑: On critical, deal an additional weapon die
the surface, the non-radiated variant is usually sold or used by damage.)
the surface raiders. (Armor) Stand strong: Once per short rest, halve physical
(✓ Variant: Radiated): Item Quality +1. Enchanting DC -8. If damage taken from a single attack. (↑: Twice.)
exposed to sunlight for a week it loses all of its enchantments, (Weapon) Penetrating: Increases your critical hit range to
and takes a month in the underdark to restore them. 19.
(✓ Variant: Non-radiated): Item Quality +1.
Infernal Iron
Moonsilver Ore obtained from Nine Hells where it is often used for forging
Silver purified through a ritual, often called Alchemical Silver or Soul coins, and Hellfire weapons.
Goddesses Tears by some. Moonsilver is silver touched by Luna, 🔨 Soul Enchanting DC -10 (✓ Alloy variant) Infernal
and lends some of Luna's protean nature to the material. Helps Steel: You can turn Infernal Iron into Infernal Steel with DC 28.
Werewolves control themselves by wearing it, but cutting on it Gain +1 Item Quality.
brings them memories of the betrayal. (✓ Weapon) Soul-catcher: Anyone slain by it has their soul
🔨 Creating it requires a special ritual or process. captured into the weapon and cannot be resurrected by anyone
🔨 Enchanting DC -4. else until the next soul replaces it (↑: Can capture up to 100
✓ Moontouched: Deal additional 1d6 radiant damage as souls.). If resurrecting someone through it, halve the cost for
weapon, or increase all Saving throws by 1 as armor. resurrection due to the target soul being nearby.
Sacred: When Cleric uses this item to cast Channel Divinity, the ✓ Fiery: Deal an additional 1d4 fire damage (if weapon) or
DC is increased by 1. obtain fire resistance (if armor) (↑: 1d8 or Immunity).
Wrathful: Once per short rest, gain advantage on all attacks,
but everyone else gets advantage against to attacking you.
Primal screams: Deals 1d4 psychic damage to all enemies
within 5ft of the target when you hit them (if weapon), or
around yourself when hit (if armor). (↑: 1d8 instead)
Shadowsteel Scarletite
An alloy of strange ore from Shadowfell and iron, the forging As an ore it is very difficult to mine as portions of it can explode
portion of making it is incredibly frustrating due to its and splatter, killing and infesting the miners. Refining it is a
incorporeal properties it obtains when touching other non- complex poisonous process that stabilizes it enough to be
living matter. shaped into the desired object, after which some of its
✓ Item Quality +1: properties are re-activated.
(✓ Weapon) Fade in: Critical hit on rolling natural 19. 🔨 Refining it is a DC 28 check. ✓ Item Quality +1.
(✓ Armor) Fade out: When opponents rolls a natural 17, they ✓ Restoring: If the item is broken or damaged, it repairs itself
miss unless it is a natural weapon attack or an unarmed attack. if at least 10hp worth of blood is spilled on it.
(Armor) Shade: Gain advantage on Stealth checks. (✓ Weapon) Acquired Taste: Deal an additional 1d8
necrotic damage to any creature you have damaged previously
Titanium with it. (↑: Advantage on tracking it.)
(✓ Armor) Regenerate: You can spend up to 4 Hit Die to heal
Titanium is a lustrous white metal, most often mistaken with yourself with once per short rest. (Armor) Blood-fueled: If
Mithril in ancient texts. Any ore nodes of it are jealously you take damage, as a reaction you gain +2 AC until the
guarded for its incredible properties, being lighter than steel beginning of your next turn.
but several times stronger. It is almost the perfect metal to craft (Weapon) Consume: You have advantage on Grapple checks
with. with it.
(✓) Item Quality +2.
(✓ Armor) Non-corroding: Resistance to Acid damage. (↑:
Immunity)
(✓ Armor) Heat resistant: Resistance to Fire damage. (↑:
Immunity)
(Weapon) Deadly: Increase weapon die size by one.
(Light weapon) Momentum: If you have Extra Attack feature
and use Bonus Action for an off-hand attack, you make two off-
hand attacks instead of one.

Starmetal (Meteorite):
Also called Meteorite. Believed to be the essence of dead gods, a
gift from gods, or a great (good or bad) omen. Starmetal shines
with the nature of the divine and warps fate slightly as part of
its basic nature. Can be found in meteors.
(✓) Item Quality +2.
(✓) Fated. Once per long rest, gain advantage to a single roll.
(✓ Armor) Non-corroding: Resistance to Acid damage. (↑:
Immunity)
Bind. Deals an extra 1d8 damage to creatures not on their
home plane.
Want to help out?

End of version
Please let me know any feedback you have, and let
me know if you are using it! ♥

1.0
Enchanting will be in the next update, where you
will be able to place 0-4 level spells and other
fantastical effects on items. There will be a
couple of different Enchanting methods in order
to give it a unique spin.

Afterwards: Non-metal materials for weapons


that have shafts, light armors, and clothing.

Cover Art: Todor Hristov - Able Blacksmith


Armor Photo: Prince Armory Anvil: Pixabay
Smithy: Taehoon kang Blacksmith
Blacksmith: Bjorn Hurri?
Weapons: Grady Frederick Weapons
This document was lovingly created
using GM Binder.

WWW.GMBINDER.COM

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