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.

Smithing

Smithing 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 Casting

Smelting 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.

Forging

Forging 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 Rules

In 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
Level Proficiency Bonus Features
1st +2 Novice Smithing, Novice Tools, Simple Component Smithing
2nd +2
3rd +2 Craft Simple Weapons
4th +2 Craft Basic Armor
5th +3 Apprentice Smithing, Apprentice Tools
6th +3 Craft Martial Weapons
7th +3 Cast Advanced Components
8th +3 Craft Apprentices Armor
9th +4 Journeyman Smithing
10th +4 Journeyman's Tools
11th +4 Advanced Armor Crafting
12th +4 Expert Smithing Technique
13th +5 Master's Tools
14th +5 Master Smithing Art
15th +5
16th +5 Expert Smithing Technique
17th +6 Master Smithing Art
18th +6
19th +6 Master Smithing Art
20th +6

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PART 1 | Smithing

Basic Tools

You are proficient with Basic Tools of the Trade, and a Coal Forge.

Novice Smith

You'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 Smithing

You 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 Javelin 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, 2 Trap Components, 1 Set of Studs, or 2 pieces of Jewelry.

Time to Craft: 1 day (2 TP)

Requires:Coal Forge

DC= 10

Cost= 5 SP

Bars of Ore Required= 1

Craft Simple Weapons

At 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.

Time to Craft: 1 Week (10 TP)

Requires: Coal Forge

DC=12

Cost= Half the cost of the item

Bars of Ore Required= 2

Craft Basic Armor

At 4th level you have learned to craft basic armor. You may make a Chain Shirt, Scale Mail, or Ring Mail.

Time to Craft: 1 Month (30 TP)

Requires: Coal Forge

DC= 14

Cost= Half the cost of the item

Bars of Ore Required= 5, 2 Sets of Padding

Apprentice Smithing

As an Apprentice Smith, you may make items out of Silver, Steel, Electrum, Fire Iron, Veridium, Red Steel, or Scaitite.

Requires: Advanced Forge

Apprentice Tools

At 5th level you have learned to use Steel Tools, and the Advanced Forge.


Craft Martial Weapons

At 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.

Time to Craft: 2 Weeks (20 TP)

Requires: Advanced Forge

DC= 15

Cost= Half the cost of the item

Bars of Ore Required= 3

Cast Advanced components

At 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.

You create; 10 feet of chain, 2 pieces of jewelry, enough weights for 2 nets, or 5 Trap Components at a time.

Time to Craft: 2 Days (3 TP)

Requires: Advanced Forge, Steel Tools

DC= 15

Cost= Half the cost of the item

Bars of Ore Required= 4

Craft Apprentices Armor

At 8th Level you have learned the intricacies of casting solid pieces of armor. You may craft Breastplates, Suits of Chain Mail, or Metal Shields.

Time to Craft: 1 Month (30 TP)

Requires: Advanced Forge, Steel Tools

DC= 16

Cost= Half the cost of the item

Bars of Ore Required= 10, 2 Sets of Padding

Journeyman Smithing

At 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 Tools

At 10th Level a Smith can craft Stabilized Artisan Tools.

Time to Craft: 2 Months (60 TP)

Requires: Advanced Forge, Steel Tools

DC= 17

Cost= Half the cost of the item

Bars of Ore Required= 6

Advanced Armor Smithing

At 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.

Time to Craft: 3 Months (90 TP)

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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PART 1 | Smithing

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 6 Months(180 TP) 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 Tools

At 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.

Time to Craft: 1 Year(390 TP)

Requires: Advanced Forge, Stabilized Tools

DC= 20

Cost= 2,000 SP

Master Smithing Art

A 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 Trade

A 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.

Forges

Different 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 Forge

A 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 Adjustment= 0

Cost to Purchase 500 SP

Advanced Forge

An 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 Adjustment= -1

Cost to Purchase 2,500 SP

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PART 1 | Smithing

Dragon Forge

A 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 Adjustment= -2

Cost to Purchase 25,000 SP

Artisan's Tools

Smith’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 tools

A 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 Adjustment= 0

Cost to Purchase 20 SP

Steel Tools

A set of Artisan Smith's Tools made out of Reinforced Steel. Typically Steel Tools have a thicker apron and gloves.

DC Adjustment= -2

Cost to Purchase 100 SP

Stabilized Tools

Stabilized 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 Adjustment= -4

Cost to Purchase1,000 SP

Diamoned Tipped Tools

Diamoned 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 Adjustment= -6

Cost to Purchase May Not be Purchased.

All About Metal

Smithing 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 Ore

Once per Week 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.

Ecosysytem
Terrain 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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PART 1 | Smithing

Grasslands

Grasslands are any terrain that is relatively flat, this includes farmlands, fields, plains and the like.

Grasslands
Roll Metal Found
1-6 Copper
7-9 Zinc
10-12 Iron
13 Tin
14 Red Steel
15-19 Scaitite
20 Meteoric Iron

Desert

Desert 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.

Desert
Roll Metal Found
1-6 Copper
7-9 Iron
10-11 Blood Iron
12-16 Tin
17-18 Gold
19 Electrum
20 Meteoric Iron

Forest/Swamp

Forested Area's are typically covered in trees. This terrain also shares it's metallic list with swamps, and jungles.

Forest/Swamp
Roll Metal Found
1-5 Zinc
6-9 Iron
10-12 Tin
13 Silverite
14-17 Platinum
18-19 Veridium
20 Mithral

Hills

Rolling hills are a common terrain type full of metallic materials.

Hills
Roll 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/Underwater

Coastal and Underwater area's can often be rife with volcanic and seismic activity, making them excellent places to find ore.

Coastal/Underwater
Roll Metal Found
1-4 Copper
5-10 Onyx
11-12 Silverite
13-15 Gold
16 Electrum
17-18 Platinum
19 Meteoric Iron
20 Mithral

Mountains

Mountains are the most traditional place to find minerals and ores, and as such are often filled with Smith's looking to claim their resources.

Mountains
Roll 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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PART 1 | Smithing

Underground

Underground Area's typically consist of underdark area's, or deep under the earth, not simply shallow caves.

Underground
Roll 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

Mining

After 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.

Ores

Raw 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.

Copper

Copper 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 Adjustment= -2

Zinc

Zinc 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.


Brass

Brass 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 Brass suffer no strengths or weaknesses.

DC Adjustment= 0

Iron

Pure 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 Adjustment= 0

Tin

Tin 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.

Bronze

Bronze, 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 Adjustment= +1

Blood Iron

An 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 Adjustment= +3

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PART 1 | Smithing

Silver

Silver 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 Adjustment= 0

Steel

Steel 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 Adjustment= +1

Electrum

Electrum 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 Adjustment= +2

Scaitite

A 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 Adjustment= +1


Gold

Properties 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.

DC Adjustment= +2

Platinum

A 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 Adjustment= +3

Meteoric Iron

Meteoric 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 Adjustment= +5

Cryosium

A 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 Adjustment= +6

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PART 1 | Smithing

Mithral

Mithral 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 Adjustment= +7

Dwarven Steel

Dwarven 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 Adjustment= +7

Adamantine

Adamantine 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 Adjustment= +7


Fraythine

Fraythine 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 Adjustment= +7

Fire Iron

A 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 Adjustment= +2

Veridium

A 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 Veridium have no inherent strengths or weaknesses. Veridium is more often used in Jewelry and Art.

DC Adjustment= +3

Red Steel

Another 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 Adjustment= +4

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Silverite

A 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 Adjustment= +6

Diamonite

An 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 Adjustment= +7

Star Metal

A 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 Adjustment= +7


Darksteel

Darksteel 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 Adjustment= +3

Onyx

A 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 Adjustment= +7

Prismere

Prismere 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 Adjustment= +9

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PART 1 | Smithing

Prismere Properties
1d10 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 Properties
1d10 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

Boundless

A 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.

Bright

An 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 Failures

When crafting items, there will be successes and failures. If a crafting role fails, but its not a Natural 1, whatever it is you are crafting suffers a set back, or a flaw.

A roll of a 1 is a Failure, and whatever you are crafting, and crafting with is lost.

Failure!

When a Character Fails on their Crafting Check, roll 1d6. The item you're crafting suffers one of the following failures;


Flaws
Roll Flaw/Setback
1 The Item takes twice as long to make.
2 Warp
3 You break one of your Tools. Must buy new Artisan Tools.
4 Crack
5 Extra Costs- You incur extra costs during the crafting of your item. Your craft uses an extra pound of Ore.
6 Weakness

Warp

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

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

Crack

A 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.

Weakness

A 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 Success
Roll Boon
1 The Item takes half the time to craft.
2 Perfect Geometry
3 You use one less pound of Ore in your crafting(Minimum of 1 pound used.).
4 Masterwork
5 Inspiring
6 Masterpiece

Perfect Geometry

With 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).

Masterwork

A Masterwork Weapon gains +1 to Hit.

Masterwork Armor gains +1 to it's AC.

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PART 1 | Smithing

Inspiring

When 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.

Masterpiece

Masterpiece 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 Sample

There 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 make herself a new sword.

During Emily's travels, she daily rolls her Nature+ Intelligence to search for Ore, set against a DC of 20 because she is adventuring in the Hills.

When Emily Succeeds on her DC Check(With a 21), she then rolls 1d20 to determine the type of Ore she finds. Emily Rolls an 11, Blood Iron Ore.

Emily Also rolls a 1d10, to determine how much Blood Iron Ore she finds, and rolls a 4, gaining 4 Bars of Blood Iron Ore.

Taking the Ore back to the Groups base, she sets about attempting to craft a Longsword out of the Blood Iron Ore.

Emily's Group is lucky enough to have an Advanced Forge, so she is able to craft Martial Weapons there.

First Emily must deduce the cost to craft the Longsword. A Normal costs 42 Silver. In order to Craft her Longsword it will cost half that, 21 Silver. In addition, it will use 3 Bars of the Blood Iron Ore that Emily found.

Emily then spends the next 4 days crafting her Longsword. During this time Emily makes one Strength+ Blacksmithing Check, a 1d20+ 4(Her Strength)+ 4(Emily's Proficiency Bonus).

The DC of the Check is 15(Crafting Martial Weapon)-1(She's using an Advanced Forge)+ 0(She's using Standard Artisan's Smith's Tools) +3(Because she's using Blood Iron)= 17.

Emily Rolls an 18, and thus her Sword is successfully made!

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PART 1 | Smithing

Gemstones

When 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 Gemstones
Roll 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 yellow flecks)
12-13 Malachite (opaque striated light and dark green)
14 Moss agate (translucent pink or yellow-white with mossy 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 Gemstones
Roll 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 white star-shaped center)
50 Zircon (transparent pale blue-green)

10 GP Gemstones
Roll 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 ,or red)
50 GP Gemstones
Roll 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 Gemstones
Roll Gems
81-83 Black opal (translucent dark green with black mottling and golden flecks)
84 Blue sapphire (transparent blue-white to medium blue)
85-86 Emerald (transparent deep bright green)
87 Fire opal (translucent fiery red)
88-89 Opal (translucent pale blue with green and golden mottling)
90 Star ruby (translucent ruby with white star-shaped center)
91-92 Star sapphire (translucent blue sapphire with white star-shaped center)
93-94 Yellow sapphire (transparent fiery yellow or yellow green)

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PART 1 | Smithing

500 GP Gemstones
Roll Gems
95 Black sapphire (translucent lustrous black with glowing highlights)
96-97 Diamond (transparent blue-white, canary, pink, brown, or blue)
98-99 Jacinth (transparent fiery orange)
100 Ruby (transparent clear red to deep crimson)

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PART 1 | Smithing