# Smithing
##### proficiency with smith's tools required Your smith's tools includes hammers, pliers and materials necessery to work in a blacksmith workshop. Some works require material costs, which you do not need to purchase directly. It is assumed you'll replenish the water for quenching or coal burned in the forge at the next chance automatically. Simply subtract the gold cost for the work directly from your purse. You must provide the necessery ingots and metals directly. Due to the nature of smithing, a proper workshop with a forge and anvil is necessery to complete any work.
### Prototyping While simple objects like nails, horseshoes or basic tools can be crafted from scrap metal with a single day's work at the workshop, anything requiring quality and skill requires a prototype. A prototype is simply an example of what the finished product of a work will be based on. You do not need to possess the prototype, simply know its properties such as damage die or price. The **Material Cost** of the work is half the price of the prototype. The **Labor Time** of the work is equal to the AC value or max damage of the prototype without modifiers. The amount of ingots needed is determined by the table below. | Ingot Amount | Prototype | |:----|:-------------:| | 1 ingot | Weapons with Light property | | 2 ingots | Normal weapons | | 3 ingots | Shields and weapons with Heavy property | | 4 ingots | Medium armors | | 5 ingots | Heavy armors | The **Smithing DC** for all prototypes begins at DC 15. >If you are repairing a damaged item or re-forging an existing item, the Material Cost is further divided by 2, only 1 ingot is needed and the item itself acts as the prototype. ``` ``` ### Forging Process So you've chosen a prototype, next you must choose what kind of metal to use and what trait you want to add. These drastically affect the cost, time and difficulty of completing the work. Refer to the tables on the second page to make your decision. The next step is to decide what level of quality you want to aim for from the table below. The actual quality of the work will depend on how well your Smithing checks go. | Quality Target | Difficulty | Labor Time | Product |:----|:---------|:---:|:--:| | Poor | Smithing DC -5 | Half | -1 dmg/AC | Ordinary | | Normal | | Excellent | Smithing DC +5 | Double | +1 dmg/AC | Masterwork | Smithing DC +8 | Triple | +2 dmg/AC ### Workshop A vital step to smithing is allocating enough time to complete the process at an appropriate workshop. This might be a smithy you own, or one you're renting out. Blacksmiths will often allow other travelling smiths to use their forges in exchange for some coin or help.
##### Strykers and Enchanters Having a skilled stryker help you on the work will grant you advantage on all Smithing checks. This assistant must also be proficient in Smith tools. As for working on enchanted magic items, an assistant proficient in Arcana is required to be able to temporarily lift the enchantment while you re-forge the item. A common magic item requires an Arcana DC 10 check, and each level of rarity increases the DC by 3. These assistants must be present during the entire process for their benefits to be available.
### Smithing Checks The material cost, labor time, target quality, metal ingots and smithing DC should all be known and available. The last step is the Smithing checks themselves, a **Strength** check, a **Dexterity** check and a **Constitution** check. You can add your Smith's Tools proficiency to each check. If you have a Stryker assistant, you make them with advantage. | |:----|:---------:| | 3 Successes | - | 2 Successes | Material Cost increases by half. | 1 Success | Quality drops a level. | No Successes | You must start over. If an enchanter is helping you re-forge a magic item, their Arcana check MUST succeed or you must start over regardless. \page
##### Metal Ingots | Metal | Ingot Cost | Smithing DC | Labor Time (min. 1 day) |Material Cost Modifier | Value Modifier | Weight | |:---|:---|:---:|:---:|:---:|:---:|---:| | Bronze (lower quality) | 1gp | -3 | -4 days | x 1.0| x 0.9 | Normal | | Iron (lower quality) | 2gp | -2 | -3 days | x 0.5 | x 0.9 | Normal | Steel | 4gp | +0 | +0 days | x 1.0| x 1.0 | Normal | | Silver | 100gp | +3 | +0 days | x 2.0 | x 3.0 | Normal | Black Steel | 10gp | +2 | +4 days | x 1.2| x 1.5 | Heavy | Titanium | 20gp | +1 | +2 days | x 1.5| x 1.0 | Light | Adamantine (2 traits) | 300gp | +5 | +8 days | x 1.0| x2.0 | Heavy | Mithral (2 traits) | 400gp | +3 | +7 days | x 1.0 | x3.0 | Light | | Platinum (2 traits) | 500gp | +0 | +3 days | x 3.0 | x3.0 | Light |
##### Crafted Traits | Trait | Item Restriction | Effect | Metal | |:---|:---|:---:|:---| | Balanced Center | Light or Thrown | Adds 'Thrown (15/40)' property or doubles the range of the weapon. | Not heavy | | Deep Fuller | Blades | +1 to Save DC of poisons. | | | Weighted End | Two-Handed | On critcal hit, target is knocked prone (DC13 STR save). | Heavy/Steel | | Spiked End | Hammers |On critical hit, reduce target AC by 1 if using Heavy armor. | Heavy | | Hooked End | Axes | On critical hit, target is grappled (DC13 STR save). | | | Reach | Versatile/Two-Handed | Gain 'Reach' property. | 10gp + | | Extra Reach | Reach | Extends reach to 15ft but gives disadvantage to attacks within 5ft. | 10gp + | | Barbed Tip | Piercing Weapons | Critical hits cause target to lose 1 hitpoint on every turn. | Not silver | | Parrying Hilt | Blades | +1 AC until next turn if you end your turn without attacking. | Not silver | | Silvered | All Weapons | Weapon damage counts as magical for overcoming resistances. | Silver | | Dense | Two-Handed/Shields | Advantage on shove/push attempts with this item. | Heavy | | Extended Grip | All Weapons | Lose 'Finesse' property, gain 'Versatile' property | | | Serrated Edge | All Weapons | Reroll 1s on damage rolls, keep new roll. | | | Keen Edge | Blades/Axes | +1 to critical hit range. | Black Steel | | Fitted Grip | One-Handed | Advantage against being disarmed. | | | Ornate | All Items | Finished product value is doubled. | 5gp + | | Counterbalanced | All Weapons | Gains To Hit bonus equal to damage bonus from quality. | | | Argive | Shields | Resistant to non-magical bludgeoning damage while dodging. | Normal | | Pavise | Shields | Resistant to non-magical piercing damage while dodging. | Normal | | Roundel | Shields | Resistant to non-magical slashing damage while dodging. | Normal | | Spiked Boss | Shields | Deal back 1d4 piercing damage when struck by a critical hit. | | | Padding | Heavy Armor | Reduce non-magical bludgeoning damage by 1 per hit. | | | Lamellar | Heavy Armor | Reduce non-magical slashing damage by 1 per hit. | | | Riveting | Heavy Armor | Reduce non-magical piercing damage by 1 per hit. | | | Fitted Straps | Armor/Shields | +5 feet to movement speed. | Light | | Lightweight | Medium Armor | +1 max to Dexterity modifier | Light |