You are on page 1of 9
EXPANDED BLACKSMITHING he Traits and Materials in this module may also be added to weapons available at shops | wit sited blacksmiths, and PCs may need to learn to erafe them at DM's discretion (see MS, _/ “Experimenting and Training”, Additionally this module only grants the ability to cafe with the listed Crafting Materials and add the listed Crafted Tats if you are proficient with Smiths Tools SmirHING ITEMs “To craft an item, you need 8% ofits gp value in a Material of your choice (including the Price mod ofthe chosen Material) and iftisa weaponjarmor a Trait may be chosen from the respective Crafted Trait table. Kdentify ifthe Smith's Tools check forthe chosen item, Material or Trait uses Dexterity (©) or Constitution (©) Ifthe chosen Material has no denotation, the check requires Strength unless the tem or Trait requires otherwise. The ability identified for the chosen Trait takes precedence over that of the chosen tem. You use the identified stat to determine your Smiths Tooks mex ‘Smith's Tools Modifier = your identified ability modifier + proficiency modifier ‘Make a Smith’ Tools check and add your Smith's Tools ‘modifier. Consult the table below to see what progress was made toward creating the item, adding the DC mods forthe Material and Trait ehosen to the Smithing DCs on the table. Ifyouve earned Crating Points equal tothe Crafting Cost of the item times the Price mod of the Material chosea, then the item is complete. Otherwise, you will ned to make more crating attempts to finish it You can work on crafting items for a maximum of 8 hours a day. I you work fr at least two hours, you may make 1 cratting attempt but iti at disadvantage. I'you work for at least 4 hours, you may instead make a number of erating attempts equal to 1 or halfyour Constitution modifier (rounded down) whichever i higher. Ifyou work fr the ull hours, you may instead make a numberof crafting attempts ‘equal to 2 oF your Constitution modifier (whichever is higher) SmitH's Toots CHEck De(Base) Progress Result 0 or less Ruined! All progress is lost and only 50% of the Material is recoverable. 1.9 No Progress. No Crafting Points gained. 10-14 Nominal item gains 1 Crafting Point. 15-19 Moderate Item gains 2 Crafting Points 20+ Noteworthy. Item gains 3 Crafting Points Natural Incredible! Adds additional 1 Crafting Point, 20. +2 tonext Smith's Tools check on this item. EXPERIMENTING AND TRAINING At your DM's discretion, you may need to learn the ways of ‘working with specific Materials or adding specific Traits to items. Ifyou are proficient with Smith's Tools, you gain the ability to craft with Steel and fron Materials, as well asa ‘number of Crafted Traits from among the tables on page 3 in any combination equal to twice your Intelligence modifier (minimum of 2) Players who chose the Guild Artisan background to be a guild blacksmith may choose two additional Crafted Traits and one additional Crafting Material ‘You may learn new patterns through experimentation. Choose a Trait or Material you don't yet know how t0 ‘make/use. Ifyou are not being instructed by a blacksi ‘who knows the Trait or Material, the DC is doubled unless you have instructions or plans for it, in which case the DC ‘mod is increased by 2 instead. Once the item is completed, you may add that Trait or Material to the list of Crafted Traits, Or Crafting Material you know how to make/use. Only one Trait or Material may be learned ata time in this matter. Ifyou have skilled followers proficient with Smith's Tools, you must teach them Traits and Materials they dost already know: You may train them in the same way as the previous paragraph, but you do not need to spend the additional ‘raining cost (and unless your DM decides otherwise, you ‘cannot charge your followers/hirelings to learn from you) New Trarrs ON ExisTinc ITEMS Crafted Traits may be added to items that have already been forged as long as they do not already have a Crafted Trait on them and you know how fo craft items out ofthe Material of which itis made, The DC mods of the Trait and Material the Price mod of the Material and the needed Crafting Points for the item remain the same as per the normal rules. You will only need 10% of the item's gp value (including Price mod) in ‘matching Material. but this does not count towards its final cost once the Trait is added, The DC mod of the item is increased by 2 if you did not craft the original item yourself and #5 ifthe item is magical (+7 if both). Furthermore, ifthe tem is magical the Crafting Points cost is multiplied by 10, and the gp cost ofthe item is based ‘on the items rarity (DMG p135) ‘When adding new Traits in this manner, a Ruined! result ‘on a Smiths Tools check destroys the item and leaves 50% of. its value in Material of whatever type it was made (not including the extra 10%) or 0% ofits value ifthe item was, ‘magical ee Special Thanks ‘special thanks goes fo homebrewenynatualei.com for the wonderful formatting tools, and forthe members of red who helped guide this module's growth. A aE CRAFTING REFERENCE Armors Item Name Crafting Cost Classification Buckler 1 Crafting Point Shield Breastplate (CQ) 48 Crafting Points. Medium Chain mail 4 Crafting Points Heavy Chain shirt 3 Crafting Points Medium Halfplate (C) 90 Crafting Points Medium Scale rail 3 Crafting Points Medium Shield 2.Caafing Points Shield Splint () 24 Crafting Points Heavy Tower Shield (C) 3 Crafting Points Shield Plate (Q) 180 Crafting Points Heavy MisceLLangous ITEMs* Item Name Crafting Cost Classification Chain (10 f) (©) 1 Crafting Point Other item Hunting Trap 1 Crafting Point Other Item Manacles 1 Crafting Point Other Item 20 Crossbow Bolts 1 Crafting Point Ammunition 50 Blowgun Needles (0) 1 Crafting Point Ammunition 100 Sling Bullets 1 Crafting Point Ammunition OTHER NON-METAL ITEMst Item Name Crafting Cost Classification Club 1 Crafting Point Hammer Quarterstaff 1 Crafting Point Hammer Whip 1 Crafting Point Other Weapon 20 Arrows 1 Crafting Point Ammunition + Additional metal items of value 5g or less can be crafted for 1 Crafting Point, but gan no Crafting nor Material bonuses, + You may craft metalic versions ofthese at DM's discretion. SIMPLE WEAPONS Iter Name Dagger ©) Greatclub Handaxe Javelin Kukri(@) Light Hammer Mace Sickle Crafting Cost 1 Crafting Point 1 Crafting Point 1 Crafting Point 1 Crafting Point 2 Crafting Points 1 Crafting Point 1 Crafting Point 1 Crafting Point 1 Crafting Point Classification ‘Sword Hammer Axe Spear Sword Hammer Hammer Sword MarriaL WEAPONS: Item Name Battleaxe Flail Falchion (0) Glave Greataxe Greatsword Halberd Lance Longsword Morningstar Pike Rapier (O) Scimitar Shortsword (D) Maul Trident (0) War pick ‘Warhammer Crafting Cost 2 Crafting Points 2 Crafting Points 2 Crafting Points 2.Crafting Points 3 Crafting Points 3 Crafting Points 2 Crafting Points 1 Crafting Point 2 Crafting Points 2 Crafting Points 1 Crafting Point 2 Crafting Points 2 Crafting Points 2 Crafting Point 2 Crafting Points 1 Crafting Point 1 Crafting Point 2.Crafting Points Classification Axe Hammer ‘Sword Spear Axe Sword Spear Spear Sword Hammer Spear Sword ‘Sword Sword Hammer Spear Axe Hammer ‘TRAITS AND MATERIAL BONUSES FOR WEAPONS AND MISCELLANEOUS ITEMS Crarrep TRAIT (WEAPONS) Name DCEffect ‘Weapon Classifications Balanced Weight +3 Adds thrown (15/40) Any w/ light Slim Design +3 Gain advantage on skill checks to conceal this weapon Any w/ light Serrated Edge +4 Reroll 1s on damage rolls, keep new result Swords, Spears, Axes Keen Edge (D) +4 +1 to Crit range Swords, Spears, Axes Deep Fuller +4 +1 to Save DC of poisons inflicted by attacks Swords Thick Blade/Haft +4 Grants adv on shove/push attempts with this weapon ‘Any w/ two-handed Extended Grip +5 Lose finesse, increase versatile die size or gain versatile 2 sizes up Swords w/out two-handed Extended Haft +5 Gain reach and unwieldy ‘Axes, Harnmers w/ two-handed Fitted Grip (0) +5 May take -3 to attack roll for +Dex mod to damage rolls ‘Any Weighted End +6 On Crit, knock target prone (Strength save) Hammers, Axes Spiked End +6 On Crt, reduce target AC by 1 (solid armor only) Hammers Hooked Blade (0) +6 On Crt, free grapple attempt w/ adv if medium or smaller Axes Sleek Design (D) +6 On Massive Crit, roll twice the dice and keep higher half ‘Any Counterbalanced +6 On Massive Crt, roll 1d12 and add to the totaled damage ‘Any w/ two-handed Wide Head +6 On Massive Cri, target is stunned (Strength save) Hammers CRAFTING MATERIALS (WEAPONS & OTHER ITEMS) Name DC Effect Steel Weapons & Other Items: No additional rules for items (see PHB p143 for base rules) tron 1 Weapons: 1 10 damage rll (inimum 1) Otheritems: 1 to damage rolls (minimum 1),-1 to DC to break tem Mithral (©) +2 Weapons: One-handed weapons gain ight, two-handed weapons lose heavy (1/2 weght) * Otherhtems: No additional ules for ths item (other than weight reduction} ‘Adamanum (C) +3 Weapons Loses light/gins heavy, inceases die size by one (lading versatile far wen >"? Steen: Soule Hat paints s3 to OC to beak ham creases dice size By one Deepiron +5 Weapons: May rerll damage on Fey and Celestia keep new result , Other ters: No additional rues for items ° Finimagus +5 Weapons: Damage imposes disadvantage on concentration (cannot cast) *” Otherltems: While bound of tapped, cteatures cannot cast spells ‘Argentium +5 Weapons & Other Items: Counts as magical for the purposes of overcoming Res/Imm Skyrite +6 Weapons 8 Other Items: Crits stun Fiend, Aberration, Undead (Constitution save) Otheritems: Fiend, Aberration, Undead take d4 radiant damage on any attempt to break/esc Meteoric Iron +6 Weapons & : +1 to crit range against creatures with vulnerability to fire, 1/2 crit dmg is fire x5 Other iems: Tis tem is resistant to fie damage = Eradte (©) +6 Weapons: Maybe used as.2 spell focus, grants +1 to Spell Attack Mod ) (not meta Other tems: No additional rules for this tem New ITEMs MarriAt WEAPONS Name Cost Damage Weight Properties Falchion 25ep 148 slashing 4bs Finesse Kuki 25¢p 1d6 slashing 2Ibs Finesse, light TRAITS AND MATERIAL BONUSES FOR SHIELDS AND ARMOR CRAFTED TRAIT (ARMOR & SHIELDS) Name DC Effect ‘Armor Types Sturdy Leg Plates (€) +2 Armor: Gain adv to resist push/knock prone. -5 ft speed Heavy Plate/Ring Padding +2. Amor: Removes disadvantage for Stealth checks Medium spiked 43 Armor Deal d4 piercing damage at stat of turn while grappled or grappling All Shield: Counts ss weapon and shield may be used for stacking, pereing Reinforced +5 Armor: Adv on push/shove attempts if moved 15 or more ft in a straight line all © Sheds May use bonus ation to push target St after making melee stack Extra Plating (C) +5 Armor & Shields: Reduce non-magical damage taken by 1 All CRAFTING MATERIALS (ARMOR & SHIELDS) Name DC Effect Steel + Armor & Shields: No additional rules for items (see PHB p143 for base rules). Iron 1. Armor & Shields: -1 to AC Paes ee , i (72 we! ‘Adamantium (Q) +4 Armor Reduce magical damage taken by 2, Requires Swength equal tothe armor's AC (ermergny” © ** SiRRE envy rest non mage damege Kom crt whe Sere Deepiron 45 Armor: Advantage on saves from Fey and Celestials Shields: -shield AC to saves from Fey and Celestals Finimagus 45 Armor Advantage on Constitution saving throws from spells (cannot cast) "> Shields W successfl spell save deals 1/2 damage, take no damage instead Shields: light, «shield AC to Dex saves against spells/harmful effects while aware ‘Argentium +5 Armor: When first donned, gain 1 hit die of temp hp. Lost when doffed, (once/day) Shields: First spell damage taken grants Resistance to that type for 1 minute (once/day) Skyrite +6 Armor: Advantage on saves against being frightened Shields: Deal 1 radiant damage to melee/spell attackers Meteoric Iron +6 Armor: If attacker rolls 1 or a 20, deal d6 fire damage (Dexterity save) Shields: Crit saves against fire damage grant fre resist for 1 minute Erudte (©) +6 Armor: Gain advantage on saves to maintain Concentation (not metal) Shields: May be used as spel focus, grants +1 to Spell Save DC New ITEMs SHIELDS Name Cost AC Weight Properties Buckler Sep "1 3 Ibs Special ‘Tower Shield 50gp +3 10 lbs Special SHIELD SPECIAL PROPERTIES Buckler. When struck in melee combat, you may use your reaction to interpose this shield between you and the attacker to gain, AC equal to your proficiency bonus. Any attack made with a Buckler suffers 1 to damage rolls (o a minimum of 1) A buckler requires 1 bonus action or 1 action to don/doft. ‘Tower Shield Requires proficiency in Heavy Armor as well asin Shields. Wearing this shield gives disadvantage to stealth ‘checks and reduces your speed by 5 feet. Small creatures cannot gain the AC bonus from wearing this shield. Any attack made ‘with a Tower Shield gains +1 to damage rolls. A tower shield requires both 1 action and 1 bonus action to don/doft. ADDITIONAL RULES his section is meant to expand and clarify the rules explained in the section above. In any cases where the wot n previous tables was ambiguous, the rules lai forth in this section should supersede any other interpretation from previous sections. DEFINITION OF TERMS Crit Range, Increases to Crit Range lower the target number required to roll a Critical Strike. These effects are cumulative with each other and are added after any change ‘made to the default Critical Strike range (such as the Fighter Champion Archetype's Improved Critical feature) ‘Massive Crit. in attack is considered a Massive Critical ‘Surike when an attack with advantage scores a ertical hit and the other attack roll would have scored a hit against the ‘Target's AC. Unwieldy, Attack rolls with this weapon of 5 are a critical failures unless you have more than 20 Strengi Dice Sizes. The order of dice sizes is as follows: Lsld4-+1d6-+1d8-12d4-+1d10-+1d12-+2d6-248 ‘Save DC. Saving throws caused by crafted. two forms, either Weapon Item Saves or Armor Item Saves. ‘Weapon Item Save DC = 8 + wielder's Attack modifier Armor Item Save DC = 8 + crafter's Smiths Tools mod used to craft the item RULE CLARIFICATIONS Grafted Effects. Crafting Traits and Crafting Material bonuses only apply tothe weapon, armor or shield withthe Traitor bonus. You cannot gain the benefits (or drawbacks) from items in your backpack. Other Items. Items classified as “Other Items on page cone may not gain the benefit of Crafting Traits, Additionally, any Material bonus that affects damage only affects the Hunting Trap. ‘Ammunition. Crafted ammunition gains the Weapon benefits from Materials in the Crafting Matera ist but ‘cannot gain any Trait. Spiked (Crafted Trait). Shicids with spiked also count as ‘weapons as well asa shield. Extra Plating (Armor Trai). You can benefit from Extra Paxig on both your shield and armor atthe same time, but you may only benefit from up to one such shield and up to ‘one such armor atthe same time. This effect can be ‘combined with resistance, but cannot be combined with ‘other flat damage reductions (such asthe Heavy Armor Master feat) Rorolls. You cannot reroll die that have been rerolled. Furthermore, when you choose to reroll a portion of dice you ‘ole, you cannot reroll the remaining dice with the same or any other rule Critical Failures. Attack rolls of 1 (or up to 5 with unwieldy) are critical failures and automatically iss, regardless ofthe target's AC value ALTERNATE RULE OPTIONS Damace Diz MaxImMuM If players are overusing Adamantium Greatswords and Mauls ‘because the damage dice are too good, reduce the highest damage die size from 248 to 344. Alternatively, assuming critical failures (ie. natural 1s are automatic failures) are already in effect, add the unwieldy property ean be added to any weapon with a damage die of 2d8 fit already has unwieldy, you cannot add your proficiency to attacks with this weapon. Massive Crit OPTions the Massive Crit rule ist to your DM's liking, one or more of the following may be used as the definition instead: ‘+ When a creature scores a crtial strike with advantage kes odds a flat 9.75% chance so long as you have advantage, which isa definite inerease in probability) “© When a creature has advantage and both dice would beat the target's AC (significantly more likely, no crit needed) “© When a creature rolls maximam damage for an attack (significantly increases probability for attacks without bonus dice the most while significantly decreasing. probability for attacks with bonus dice, eg. Sneak Attack) ‘+ When a creature rolls a max damage on a critical strike (came as above, but definitively lower probability if you roll double the dice for erits instead of doubling the value) ‘+ Ifa.creature rolls a 20 on an additional 420 roll after hhaving scored a critical strike (fat 025% chance) MATERIAL DETAILS >) ste below are the dele rules for Crafting serials The leveled forth tts eects may not be tue in your setting andor i¢ may be Geet riers oe loreal about the magica Y Materials. Consult with your DM for detaits ) red Goes Malertsto and pester ef other, similar Materials in the setting STEEL Steel isthe ubiquitous choice for blacksmiths when arming a soldier or warrior Strong and durable, smiths can always pit their trust in steet Items made with steel follow the same rules as their Player's Handbook equivalent (excluding the New Items in this module} as well as any special rules granted by a Trait crafted into the item, Tron A sturdy metal overall practical regards. Any item made with iron will cst less than a stee! equivalent, but willbe less effective. Al items made of iron have the DC of Strength checks ‘made to break them (as compared to a Steel equivalent) Weapons (and hunters traps) made with iron gain -1 10 their damage rolls (to a minimum of 1) ‘Armor and shields made with iron gain -l to their AC value. MITHRAL Favored by dwarven kingtloms for armor and items denoting station and honor, mithral is a lightweight, silvery metal It ‘makes for excellent armor but is not so very useful to them for weaponry, as they prefer hammers (which do better with some weight behind them). ‘Mithral isa unique metal in its low weight and high ‘ductility, making it difficult to manipulate properly if you are not careful As such, items made with Mithral require Dexterity for their Smith's Tools check, regardless ofthe item {ype or what Trait is added to it. All items made of mithral weigh one balf the normal amount. ‘Twohhanded weapons made of mithral lose the heavy ‘property other weapons gain light. ‘Armor made of mitral have no Strength requirement. In ‘addition, medium armor made of mithral allow the user to ‘add a maximum of +3 from their Dexterity modifier to their AG, instead of +2 Shields made of mithral gain light (and therefore may be used in Two: Weapon Fighting) In addition, so long as the ‘wearer is conscious and can see/hear/sense a threat, the ‘wearer adds the AC bonus of their shield to their Dexterity saving throws, ADAMANTIUM Adamantium is said tobe the strongest substance in the realm. It's smoky, greysilver color would make it excellent for hiding in the darkness if one were to remain perfectly still ‘but any movement is dificult to hide, as the heavy armor clatters against itself. Due to its incredible weight and durability this barely-malleable metal requires Smiths Tools checks made to create items out oft tobe made with Constitution, regardless of which item its or which Trait is being added to it All items made of adamantium weigh twice the normal ‘amount, have twice the hit points, and add an additional +5 to any Strength check made to break them. ‘Weapons made of adamantium lose the light property if they have it, otherwise they gain the heavy property Additionally, such weapons (and hunting traps made of ‘adamantium) have their damage die increased by one size. ‘The item's versatile de is also increased ifit has one. ‘Armors made of adamantium reduces magical damage taken by 2 but require the wearer to have Strength equal to the armor's base AC (ie. not including any enchantments) as per the Heavy Armor rule (PHB p14) ‘Shields made of adamantium gain heavy, and as long as the ‘wearer is conscious and able to see/hear/sense an attacker, they gain resistance to non-magical damage from critical strikes scored by that attacker. Small ereatures do not gain AC bonuses or other benefits from adamantium shields. DEEPIRON Found fairly commonly within the depths of the Underdark, deepiron is found in drow and duergar societies. Ruddy brown when found in veins, deepiron turns fiery red when heated and is a dark copper color when cooled. For the most par, it functions much the same way iron or steel might (when forged properly} but the metal has a uniquely resistant property towards Fey and Celestial creatures, ‘Weapons made of deepiron allow the wielder to reroll any damage rolls made against Fey or Celestial creatures. The ‘new result cannot be rerolled and must be kept. Armor made of deepiron grants the wearer advantage on any saves caused by Fey or Celestial creatures. ‘Shields made of deepiron add their AC bonus to any saves ‘caused by Fey or Celestial creatures. intmacus Also known as "Voidstone” or "Magebane,” finimagus can temporarily separate creatures from the weave. Finimagus hhas been used to make prisons for spelleasters. Simply touching the metal is not enough to trigger the effects, oa ‘mount with barding made of finimagus won't affect the rider Wielded or worn items made of finimagus render the user tunable to cast or concentrate on spells. Any spell that is ‘currently being maintained by a ereature who draws such a ‘weapon or dons such an armor ends immediately, The same also applies to creatures bound in (Le. chain) or trapped by (ie. hunting trap) items made of finimagus. Weapons made of finimagus impose disadvantage on Constitution saving throws to maintain concentration for spells from damage caused by them. Armor made of finimagus grant the wearer advantage to Constitution saving throws to avoid effects of spells. Shields made of finimagus cause spells that deal half damage to the wearer on a successful save to deal no damage to the wearer instead ARGENTIUM Also known as "Puresteet” argentium is a highly reflective ‘metal with magical properties. Often used to eraft holy symbols and regalia, argentium is commonly used by paladins and cleries. It makes for great armor, especially against spelleasters, asthe metal itself draws in magical effects and converts their energy into a magical barrier. Weapons (and hunting traps) made of argentium count as ‘magical for the purposes of overcoming Resistance and Immunity to non-magical attacks and damage. ‘Armor made of argentium bestows an uplifting feeling onto the wearer. The first time the armor is donned each day, the creature rolls a hit die without expending it and gains temporary hit points equal to the value rolled. These temporary hit points last until the following dawn or until the armor is doffed. The armor may only grant this hoon once ‘until the following dawn, ‘Shields made of argentium are empowered by the first spell damage taken by the wearer. When you take damage from a spell for the first time while wearing an argentium shield you gain resistance to that type of damage for 1 ‘minute. This may not oceur again until the following dawn. SkyRiTE Also known as "Blessed Gold” skyrite is silvery-gold in ‘coloration but as strong as steel Skyrite is used by paladins and cleries who can afford the precious metal most 5 “anti-eil” propertic ‘ny Fiend, Aberration, or Undead creature that tries to break an item made of skyrite take d4 radiant damage. Additionally such creatures take an additional d4 radiant ‘damage if caught in a hunting trap made of skyrite. ‘Weapons made of skyrite force Fiend, Aberration, and ‘Undead to take a Constitution saving throw when a critical strike is scored with it. Ifthe save is failed the creature is ‘stunned until che start ofthe attacker's next tar, ‘Armor made of skyrite grants the wearer advantage on saving throws against being frightened. Shields made of skyrite deal I radiant damage to attackers ‘when the wearer is struck by a melee or spell attack. Mergoric IRON Rarer than rare, meteoric rocks make for a powerful arsenal Discovered to harhor much of the same properties as fire within its surface, meteoric iron weapons are said to burn as they eut flesh, though perhaps that’s just a rumor spread by those who wield the precious stone to seare those who don! Either way, the meteoric iron makes for a strong weapon, and if skied smith is lucky enough to accumulate sufficient rock fo make armor, itis possible to make an armor that will ‘burst out with flames when struck in the right (or perhaps ‘wrong) manner. Items made of meteoric iron are resistant to fire (this does not translate to a benefit for the holder/wearer, if applicable). ‘Weapons made of meteoric iron have an additional +1 to their Critical Strike range when used to attack a target that is, vulnerable to fire. Additionally, 1/2 the damage (rounded down) dealt by eriical strikes with a weapon macle of ‘meteoric iron is fire damage instead of its normal type. Armor made of meteoric iron will strike back any ereature that attacks the wearer and rolls a 1 or 20 on the attack roll ‘The would-be attacker must pass a Dexterity saving throw equal to the wearer's Armor Save DC (see previous page) or take d6 fre damage. ‘Shields made of meteoric iron can absorb flame damage. When the wearer rolls a 20 on a save against fire, the shield {grants the wearer Resistance to fire for 1 minute. Thi Resistance counts when calculating the damage taken by the triggering attack, if any. ERUDITE Erucite crystal is unlike most other erystals in that when itis heated up to a high enough temperature, it becomes ‘malleable and ductile without being brittle - much like metal, ‘careful craftsman can form the crystal into shape before it cools it returns to its crystalline structure, holding its new shape. As its not actually metal this erystal is popular among druidie cultures (those that can find it, anyway) but the crystal’s arcane properties also make ita favorite among ‘wizards and other spelleasters. Due to the finesse required to craft items with Erudite, all ‘tems forged with this Material require Dexterity for any ‘Smith's Tools checks, ‘Weapons made of erudite may be used as a spell focus. ‘When used for casting spells, these weapons also grant-+1 to the wielder’s Spell Attack Mod. Armor made of erudite grant their wearer advantage on Constitution saving throws made to maintain concentration for spells. Shields made of erudite may be used as a spell focus, .granting+1 to the wearer's Spell Save DC, METALLURGY (EXPERIMENTAL RULES) ‘tal Materials can be smelted together 6 into a new Material by a skilled smith. This new alloy may contain the best of both metals or it may be worse than its original counterpart if ereated poorly. When combining metals, you will need equal parts of both, so you will need to collect half the value of any item you intend t0 use the alloy forin each Material in order to have enough to craft it. Choose two metals to combine. The amount of Crafting Points necessary to complete enough alloy to make a 25gp worth of items (before Price Mods) is equal to their combined Price mods, Seoring a Ruined! on any Smith’s Tools check while smelting the alloy results in none of the Material salvageable. I'you don't finish the smelting the alley t will seitle into a unusable mess (like a Ruined! result after one hour Ifthe alloy is completed, roll a d% for each Material and ‘consult the Smelting Table below for results. You may choose ‘which result you apply to which alloy: Then, see what benefit is unlocked given the two results you've seored. SMELTING TABLE 43% Results 1.40 Poor. The alloy gains its Bad Properties. 41-99 OK Fair Properties 100 Perfect Alloy holds all the Materal's properties. The alloy's DC mod is now equal to that ofthe higher DC ‘mod of the two original alloys, and its Price mod is equal to he average of their Price mods (rounded down), SPECIAL CASES ‘Mithradamantium. When mixing mithral with adamantium, take the weight effects (including light or heavy properties) andthe ability modifier add to a Smith's Tools ‘check with the Material (Dexterity and Constitution, respectively) whose Smelting Table result was higher Ifthe results are equal take neither weight effect and neither ability ‘modifier requirement. ALLOY PROPERTIES Srezt ALLOY PROPERTIES BaD ‘Weapon: Attacks made with this weapon take -1 to damage rolls (¢o.8 minimum of 1) ‘Armor & Shields: 1 AC to FAIR All: No added benefits, bt Steel's price mod i still used for the purposes of the new Price mod calculation, This is the ‘same benefit as getting a Perfect roll for Steel ‘EXAMPLE OF SMELTING Mike wishes to combine the holy power of argentium with that of skytite into a new falchion. The flchion costs 25 gp, so he collects 37¢p50sp worth of meteoric iron (12¢p50sp x argentium’s Price mod) and SOgp worth of skyrite (12¢p SOsp x shyrit’s Price mod), ‘Mike then adds ther price mods together and gets 7. This is how many Crafting points he needs per 2Sgp increment. Lucky for him, he only needs 25gp! He begins making his crafling attempts and scores 2 Moderate and 1 Noteworthy results, earning him his 7 Crating Points He now has enough argentium:skyrite alloy to make his falchion, but he must firs find out how well is alloy settled, He rolls a 24% and gets a 55 and a 40. He uses the 55 for syrite (earning him skyrite’s Fair properties) and the 40 for argentium (earning him argentium’s Bad properties), fhe uses this alloy to make his falchion, critical strikes scored with that weapon would force any Fiend, Aberration, of Undead to have its speed reduced to 0 fit fails a Constitution save, but any creature who would be resistant to that weapon's damage would be immune instead ‘Mrrspa ALLoy PRorERrizs Bap Weapon: Reduce the size ofthe weapon's damage die by 1 Armor & Shields:-1 AC to this item. Fair All: tems are 2/3 their normal weight ‘Weapon: Item loses heavy, if ithas it, ‘Armor: -2 to the Strength requirement to wear the armor. ‘Shield: You may add 1/2 shield AC (rounded down) to your Dexterity saving throws. ADAMANTIUM ALLOY PROPERTIES Bap ‘Weapon: Gains heavy and unwieldy (see page 5) Armor: Wearer's speed is reduced by 5 feet. The Strength requirement ofthe armor is increased by 1. Ifthe armor doesnt naturally require Strength, it now requires 13 Strength, Shield: Gains heavy and -1 10 AC. Fair tems are 1.5x their normal weight. Weapon: Thie damage die of the weapon is increased by ‘one size, but all attacks made with the weapon take a -1 penalty to damage rolls. ‘Armor: Reduces magical damage taken by 1. Shield: Reduce non-magical damage from eritical strikes by your Strength modifier (up toa max of 1/2 the total damage} Other Items: The item has 50% more health and gains +2 to DC to be broken. DEEPIRON ALLOY PROPERTIES Bap ‘Weapon: After making an attack with this weapon (regardless of hit or miss) roll a 420, On a 1, roll on the Wild ‘Magic Surge table (PHB 104) to create a random effect, “Armor & Shield: Every time you are attacked (regardless of hit or miss) roll a d20 (or 2420 if wearing both an armor and shield made with this alloy) On a 1, roll on the Wild Magic Surge table (PHB 104) to create a random effect (or two effects if both rolls are 1} FAIR All: Same as deepiron's natural effect, but only for Fey oF Celestials. When the alloy is smelted, roll ad, On a roll of 2 or lower. the effects work against Fey; ona roll of 3 or higher, the effects work on Celestials. Ifthe blood of a creature of cone type is added to the mix while smelting the ore, add or subtract I from the die rollin favor of that creature «ype (n0 effect if both bloods are added). ‘Finmmacus Attoy Propesrizs Bap Other Items: While bound or trapped in an made of this alloy, creatures have disadvantage on their Constitution saves, to maintain concentration on spells. ‘Weapon: While wielding this weapon, you cannot have disadvantage on their Constitution saves to maintain concentration on spells. ‘Armor & Shield: While wearing this armor, you have disadvantage on their Constitution saves to maintain concentration on spells. Fair Weapon: You cannot cast concentrate on spells while ‘wielding this weapon, Successful attacks that deal damage make enemies suffer a1 penalty to their Constitution saving throws to maintain concentration for spells ‘Armor: You cannot cast concentrate on spells while ‘wearing this armor. Ifyou would gain disadvantage on a saving throw against a spell or harmful effect from a Fey or Celestial you gain advantage (note: advantage and disadvantage cancel each other oud, Shield: You cannot cast concentrate on spells while ‘wearing this shield. On a successful saving throw to reduce a ‘spei’s damage to 1/2, reduce the damage by an additional 2. -ARGENTIUM ALLOY PROPERTIES Bap ‘Weapon & Other Items: Any creature that would be resistant to the damage dealt by attacks with this weapon are instead immune toi ‘Armor: The first time this armor is donned each day, the ‘wearer loses 1 hit die (suffering 1 level of exhaustion if they have none to lose) This effect can only occur once per dawn, Shield: While wearing this shield, the first time a spell ‘deals damage to you, double that damage (to a max of your health total). This effect can only accur once per dawn, Fair ‘Weapon & Other Items: Attacks made with this weapon count as silvered. ‘Armor: The first time this armor is donned each day; the ‘wearer gains Id4 temporary hit points that do not fade until the following dawn or until the armor is doffed. This effect ‘can only occur once per dawn, ‘Shield: The first time you take spell damage while wearing this shield you gain Resistance to that damage type for 1 round (until the end of the atacker’s next turn). ‘Sxyrrre ALLoy Properties Bap ‘Weapon: Critica failure on attack rolls eause a Constitution saving throw. On a failed save, you are stunned ‘until the end of your next turn, Armor: You have disadvantage on saving throws against being frightened Shield: When you take damage from an attack, you take 1 additional radiant damage. Fair "Weapon: Critical strikes against Fiends, Aberrations, and Undead reduce the target's speed to 0 until the start of your next tun. Armor: Ifyou would gain disadvantage on a saving throw to avoid being frightened, this armor grants advantage. Shield: When you are struck by a melee weapon attack, you deal 1 radiant damage to the attacker. ‘Mergoric IRON ALLOY PROPERTIES Bap ‘Weapon: When you score a critical failure (Le. a natural 1, (or 1-2 with unwieldy) you take dd fire damage. Armor: When a 1 oF 20 is rolled on an attack made against you, you take dt fire damage. ‘Shield: Failed saving throws to prevent fire damage give you Vulnerability to cold damage for 1 minute. Fair Other Items: This item reduces al fire damage it takes by 2 ‘Weapon: A critical hit scored with this weapon deals up to 1/4 eounded down) of ts damage as fire damage instead. “Armor: When a 1 is rolled on an attack made against you, the attacker must make a Desterity save. Ona failed save, the creature takes d6 fire damage. Shield: When the wearer rolls a 20 on a save against fire ‘damage, the shield grants the wearer Resistance to fire for 1 ound (until the end of the attackers next turn) This Resistance counts when calculating the damage taken by the triggering attack, if any.

You might also like