Blacksmithing - GM Binder
Blacksmithing - GM Binder
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Kibbles' Crafting Compendium v0.8
You can maintain a number of weapons in 2 hours equal to
Success and Failure your proficiency bonus divided by 2 (rounded down), and can
For Blacksmithing, after you make the crafting roll and have a total number of items benefiting from your
succeed marks your progress on a crafting project. If you Blacksmithing Improvements equal to your proficiency
succeed, you make 2 hours of progress toward the total bonus.
crafting item (and have completed one of the required checks
for making an item). Checks for Blacksmithing do not need to Maintain Armor
be immediately consecutive. Failure means that no progress Blacksmithing Improvement
is made during that time. Once an item is started, even if no You buff and repair a set of metal armor, bringing it to peak
progress is made, the components reserved for that item can condition. This peak condition is represented by giving the
only be recovered via salvage. wearer temporary hit points equal to your proficiency bonus.
If you fail three times in a row, all progress and materials These hit points last until expended, or the armor is removed.
are lost and can no longer be salvaged. You can maintain a number of sets of armor in 2 hours
equal to your proficiency bonus divided by 2 (rounded down),
Materials: Ingots & Components and can have a total number of items benefiting from your
Blacksmithing uses various metals that typically come in Blacksmithing Improvements equal to your proficiency
Ingots. The default ingot listed in all the crafting tables is an bonus.
ingot of Steel. These cost 2 gp per ingot. There are cheaper Modify Armor
metals (such as Iron); pure Iron cannot be used to craft While the field crafting of armor is often not possible, you can
weapons and armor, but can be used for other items, make smaller adjustments on. Over the course of two hours,
resulting in a cheaper item. On the other end of the can turn a set of plate mail into a half plate or a breastplate,
spectrum, more advanced metals such as Mithral and refit a set of heavy or medium armor to fit another user that is
Adamantine can be used conferring special properties, but equal in size or smaller than the original user.
being far more difficult to work with and costing more. See
the Material Modifiers section for more details. Modify Weapon
In addition to ingots, various components may appear that Every adventure has slightly different preferences in their
form the non-metal parts of the craft. For example, an axe gear, and your skills allow you make slight modifications to
requires a haft in addition to form the handle. nonmagical weapons made of metal. These modifications
Maintenance & Modifications take 2 hours, require a heat source, and require you to pass a
DC 15 blacksmithing tool's check (on failure, the weapon is
While the primary purpose of Blacksmithing is to forge damaged and has -1 to it's attack rolls until fixed). You can
armor and weapons from metal, for an adventurer such perform on of the following modifications:
events are important milestones that generally will not occur
everyday. The following are some tasks that require You can weight a weapon, giving the heavy property to a
proficiency with Blacksmith's Tools that provide a more day- weapon without the light property.
to-day utility to the proficiency, giving them minor ways to You can remove the heavy property from a weapon,
enhance or adapt their gear. reducing its damage dice by d2.
These are minor crafts can be completed in 2 hours (or as You can add the light property to a weapon without the
one camp action when using the Kibbles' Camp Actions heavy property, reducing its damage dice by d2.
rules) with the expenditure of 5 gold worth of materials. They
can be done as part of a long rest, but have limitations the Note: Imperfect Results
normally crafted items do not (such as a maximum stockpile
of minor crafts). Using this method will make some... bad weapons.
The following are "minor crafting options" for Blacksmiths: That is largely intentional. If you want to make a
more functional weapon, you can make it from
Sharpen Weapon scratch using the Weapon Template. This
represents quick hacks to an existing weapon.
Blacksmithing Improvement
You spend some time maintaining a weapon - this includes
sharpening edged weapons, adjusting and maintaining Repair Gear
balance of hammers and polearms, etc, taking care of the
wear and tear put on it by adventuring and putting it in peak Sometime in the course of adventuring, weapons or armor
condition. will become severely damaged, suffering a penalty to it's
This peak condition is represented by giving the wielder of attack rolls or AC. Over the course of two hours you can
that weapon the ability to reroll damage dice equal the repair this damage, though at the discretion of the DM you
Blacksmith's proficiency bonus. You can reroll one or more may need other materials to perform this task if it is heavily
dice at a time, but once each reroll is expended, you cannot damaged. Weapons that are entirely broken (such as a
do so again until the weapon is maintained again. You must snapped sword) are generally beyond simple repair.
use the new result after rerolling the die.
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Kibbles' Crafting Compendium v0.8
Blacksmithing Crafting Table
Simple Weapons
Name Materials Crafting Time Checks Difficulty Rarity Value
2x Daggers 1 ingot 2 hours 1 DC 12 Common 2 gp
2 ingots
Handaxe 2 hours 1 DC 11 Common 5 gp
1 short haft
1 ingot
Javelin 2 hours 1 DC 11 Common 3 gp
1 short haft
1 ingots
Light Hammer 2 hours 1 DC 10 Common 3 gp
1 short haft
2 ingots
Mace 2 hours 1 DC 10 Common 5 gp
1 short haft
1 ingot
Sickle 2 hours 1 DC 12 Common 3 gp
1 short haft
1 ingot
Spear 2 hours 1 DC 10 Common 3 gp
1 long haft
Martial Weapons
Name Materials Crafting Time Checks Difficulty Rarity Value
4 ingot
Battleaxe 4 hours 2 DC 13 Common 10 gp
1 short haft
3 ingots
Flail 1 short haft 4 hours 2 DC 13 Common 10 gp
1 short chain
8 ingot
Glaive 4 hours 2 DC 14 Common 20 gp
1 long haft
10 ingots
Greataxe 4 hours 2 DC 13 Common 30 gp
1 short haft
Greatsword 12 ingots 4 hours 2 DC 15 Common 40 gp
8 ingot
Halberd 4 hours 2 DC 14 Common 20 gp
1 long haft
Longsword 4 ingot 4 hours 2 DC 14 Common 15 gp
10 ingots
Maul 4 hours 2 DC 13 Common 30 gp
1 short haft
4 ingot
Morning Star 4 hours 2 DC 14 Common 15 gp
1 short haft
6 ingot
Pike 4 hours 2 DC 14 Common 15 gp
1 long haft
Rapier 2 ingot 4 hours 2 DC 15 Common 15 gp
Scimitar 2 ingot 4 hours 2 DC 15 Common 15 gp
Shortsword 2 ingot 4 hours 2 DC 15 Common 15 gp
4 ingot
War Pick 4 hours 2 DC 13 Common 10 gp
1 short haft
4 ingot
War Hammer 4 hours 2 DC 13 Common 10 gp
1 short haft
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Kibbles' Crafting Compendium v0.8
Blacksmithing Crafting Table
Armor
Name Materials Crafting Time Checks Difficulty Rarity Value
Chain Shirt 5 ingots 12 hours (1.5 days) 6 DC 13 Common 50 gp
6 ingots
Scale Mail 12 hours (1.5 days) 6 DC 12 Common 50 gp
armor padding
Breastplate 8 ingots 16 hours (2 days) 8 DC 14 Common 400 gp
12 ingots
Half Plate 24 hours (3 days) 12 DC 15 Common 750 gp
armor padding
6 ingots
Ring mail 12 hours (1.5 days) 6 DC 13 Common 30 gp
armor padding
7 ingots
Chain mail 12 hours (1.5 days) 6 DC 13 Common 75 gp
armor padding
10 ingots
Splint 16 hours (2 days) 8 DC 14 Common 200 gp
armor padding
20 ingots
Plate 40 hours (5 days) 16 DC 15 Common 1,500 gp
armor padding
Shield 5 ingots 4 hours 2 DC 12 Common 10 gp
Tower Shield 10 ingots 8 hours 4 DC 14 Common 35 gp
Bracers 2 ingots 4 hours 2 DC 14 Common 10 gp
Misc Gear
Name Materials Crafting Time Checks Difficulty Rarity Value
Ring 1 ingot 2 hours 1 DC 12 Common 2 gp
Horseshoe (4) 2 ingots 4 hours 2 DC 10 Common 4 gp
Chain(5 feet) 1 ingot 4 hours 2 DC 12 Common 2 gp
Caltrops 1 ingot 4 hours 2 DC 12 Common 2 gp
Ball Bearings 1 ingot 4 hours 2 DC 12 Common 2 gp
Firearms*
Name Materials Crafting Time Checks Difficulty Rarity Value
10 x Firearm 2 lead ingots
4 hours 2 DC 14 Uncommon 50 gp
ammunition 1 packet of blasting powder
Pistol 3 ingots 24 hours (3 days) 12 DC 16 Uncommon 250 gp
Musket 6 ingots 40 hours (5 days) 20 DC 18 Uncommon 400 gp
10 x Thunder
2 ingots 2 hours 1 DC 16 Common 20 gp.
Cannon Ammo
6 ingots
Thunder Cannon 2 uncommon primal essence 48 hours (6 days) 24 DC 17 Uncommon 400 gp
2 uncommon arcane essence
*Firearms & Thunder Cannons are not found in all settings. Consult your DM
27
Kibbles' Crafting Compendium v0.8
Custom Weapon Guide
At first glance, it seems that the weapon selection in 5e D&D is quite limited, but with a little knowledge of the system, you can
largely expose that template that builds those weapon, and from there, well, the opportunities are limitless! When you would like to
craft an template weapon, just follow the steps below:
Weapon Creation Template
To create a weapon, you take a d6, go through five steps to determine the final damage and properties of the weapon.
Step 1: Select one of...
Property Weapon Modifier Crafting Modifier Material Modifier Notes
Simple -- 8 Base DC 1 ingot --
Martial +d2 12 Base DC 3 ingots Becomes martial weapon.
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Kibbles' Crafting Compendium v0.8
Example Template Weapons
Simple Weapons
Weapon Cost Damage Weight Properties
Finesse Spear 3 gp 1d4 piercing 2 lbs. Finesse, Versatile (1d6).
Sturdy 10-Foot Pole 1 sp 1d6 bludgeoning 5 lbs. Reach, Two-handed.
Chain 5 gp 1d4 bludgeoning 10lbs. Reach.
Heavy Greatclub 3 gp 1d10 bludgeoning 15 lbs. Two-handed, Heavy.
Brass Knuckles 2 sp 1d4 bludgeoning 2 lbs. Light
Martial Weapons
Weapon Cost Damage Weight Properties
War Spear 5 gp 1d8 piercing 2 lbs. Versatile (1d10).
Long Chain Flail 15 gp 1d6 piercing 12 lbs. Reach.
Finesse Glaive 25 gp 1d4 slashing 5 lbs Versatile (1d6), Reach, Finesse.
Saber 15 gp 1d8 slashing 2 lbs. Finesse
Broadsword 8 gp 2d4 slashing 3 lbs. --
Katana 15 gp 1d6 slashing 2 lbs. Versatile (2d4), Finesse
Cestus 2 gp 1d6 bludgeoning 1 lb. Light
Martial Weapons
Name Materials Crafting Time Checks Difficulty Rarity Value
4 ingots
War Spear 4 hours 2 DC 13 Common 12 gp
long haft
2 ingots
Long Chain Flail short haft 4 hours 2 DC 14 Common 15 gp
chain
1 ingot
Finesse Glaive 4 hours 2 DC 17 Common 25 gp
1 long haft
Saber 2 ingot 4 hours 2 DC 15 Common 15 gp
Broadsword 3 ingots 4 hours 2 DC 12 Common 8 gp
Katana 3 ingots 4 hours 2 DC 15 Common 15 gp
Cestus 2 ingots 4 hours 2 DC 8 Common 5 gp.
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Kibbles' Crafting Compendium v0.8
Material Modifiers
Difficulty
Metal Weapon Effect Armor Effect
Modifier
A weapon forged from Adamantine is naturally a +1 weapon and
gains the "Special: Critical Strikes with this weapon destroy While you're wearing it, any critical
Adamantine +8 nonmagical weapons, shields or armor the defending creature hit against you becomes a normal
that are not forged from Adamantine (only one item is destroyed hit.
per critical strike)".
If the armor normally imposes
A weapon with the heavy property forged from it loses the heavy disadvantage on Dexterity (Stealth)
Mithril +6 property. If the weapon didn't have the heavy property, it gains checks or has a Strength
the light property. requirement, the mithral version of
the armor doesn't.
Armor forged from Bronze is
Weapons forged from Bronze are inferior, having -2 to attack and
Bronze -4 inferior, having -2 to its AC. Gains
damage rolls. Gains the Fragile property.
the Fragile property.
Cold Iron Armor forged from Cold Iron is
Weapons forged from Cold Iron are inferior, having -1 to attack
(Meteoric -2 inferior, having -1 to its AC. Gains
and damage rolls. Gains the Fragile property.
Iron) the Fragile property.
Dlarun A weapon forged from Dlarun deals an additional 1d4 cold Wearing armor forged from Dlarun
+6
(Icesteel) damage on hit. grants resistance to Fire Damage.
"Special: Critical Strikes with this weapon destroy nonmagical
Armor forged from this grants +1
weapons, shields or armor the defending creature that are not
Adamant +8 AC. Due to its brittle nature, it
forged from Adamantine (only one item is destroyed per critical
gains the Fragile property.
strike)". Due to its brittle nature, it gains the Fragile property.
You have advantage on Dexterity
You have advantage on attack rolls while in darkness wielding
Darksteel +6 (Stealth) checks when wearing
Darksteel weapons.
Darksteel armor.
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Kibbles' Crafting Compendium v0.8
Crafting Modifiers
Difficulty
Modifier Weapon Effect Armor Effect
Modifier
The weapon gains the Thrown (10/30)
property if it does not have the Thrown Your falling speed increases to 520 feet per round
Aerodynamic +5
property. If it has the Thrown property, the while wearing this armor.
range increases by 10/30 feet instead.
A Masterwork weapon gains +1 to attack A set of Masterwork armor is always considered
Masterwork +8*
rolls. maintained.
You add a long chain to a weapon. As a
Chained +4 bonus action after throwing it 15 feet or N/A
less, you can pull it back to your hand.
You are considered proficient with this armor even if
Elven +8 N/A
you lack proficiency
If an Effect moves you against your will along the
A weapon with the light property forged
ground while wearing this armor, you can use your
Weighted from it loses the light property. If the
+5 Reaction to reduce the distance you are moved by up
(Dwarven) weapon didn't have the light property, it
to 10 feet. The weight of the armor is increased by
gains the heavy property.
50%
A Fragile weapon breaks on an attack roll of
1 against an armored target (a target A Fragile set of armor is destroyed when you take a
Fragile N/A wearing armor or with the natural armor critical strike from a creature wielding a weapon
property) if that armor does not have the without the Fragile property.
Fragile property.
Armor is less defensively effective, and has -1 AC.
Attackers that strike you with unarmed strikes or
If a weapon deals bludgeoning damage, it
Spiked +2 natural weapons take 1d4 piercing damage. A creature
now deals piercing damage.
that ends its turn while grappling you takes 1d4
piercing damage.
This weapon can hold 1 magical gem This armor can hold 1 magical gem crafted by
Slotted +2
crafted by an Enchanter Enchanter.
This weapon is can Runecrafted by an
Runeforged +2 This armor can be Runecrafted by an Enchanter
Enchanter
*Masterwork: Failing a crafting roll for Masterwork does not cause a failure, but the resulting weapon is only a Masterwork if
all crafting roll successes pass the DC of Masterwork. An item is automatically masterwork if every roll qualified for a
Masterwork version.
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Kibbles' Crafting Compendium v0.8
Acquiring Materials Rarity Price
Short Haft 1 sp
Foraging Materials
Mining is generally out of the scope of something that can be Long Haft 2 sp
accomplished during an adventure - the process is labor Short Chain 1 gp
intensive and requires quite a few steps to process ore into Steel Ingot 2 gp
usable metal. That said, on rare occasions you may find a vein
of some rare ore during your travels. Fortunately, you can Armor Padding 5 gp
often find preworked metals that can be subsequently Mithril Ingot 20 gp
salvaged.
Adamant Ingot 30 gp
Salvaging
Adamantine Ingot 35 gp
Metal is one of the more recyclable materials out there, but
the process of trying to salvage worked metal into something Reagents with the special property have a pricing
usable is fraught with some difficulty. You can salvage multiplier based on their rarity as defined in the special
complete metal items, incomplete crafts, or damaged metal property. Exotic ingredients have individual pricing listed on
goods. When salvaging things, you need access to a forge to the ingredient.
smelt it back down to ingots.
Salvaging an item takes 2 hours, and returns a number of Additional Items
ingots equal to half the number it would take to craft the
item. Magical materials can only be salvaged at the discretion Tower Shield
of the DM, and may require skill checks. This is a massive unwieldy shield. While carrying it, your
Monster Harvesting movement speed is reduced by 10 feet. At the end of each of
Typically speaking, metal ingots cannot be harvested from your turns, pick a direction. You have half cover in that
monsters. That said, there are cases where monster parts can direction.
be substituted for metal components - most often scales, but Ring
occasionally scales or claws. This is only rarely possible, but This has no default statistical modifier, but can be enchanted
consult your DM if you believe something might be harvested or slotted for additional benefits. May look pretty.
from a monster and you can consult the list of exotic
ingredients or argue that case for a new one, though the DM Bracers
would determine the effectiveness it might have.
Harvesting requires a Survival check with a DC equal to 15 While wearing bracers, as a reaction to being hit by an attack,
+ half the monster's CR (rounded up); you can make this you can attempt to parry the attack with your bracer, adding
check multiple times, but each time you fail a harvesting gaining +1 AC bonus AC against the triggering attack.
check, the amount that can be harvested is halved (rounded Adamantite Bracers: Adds +2 AC against the triggering
down). attack. Successfully parrying an attack (turning a hit into a
Purchasing
miss) with adamantite bracers destroys the attacking
weapon if it is made of a common metal (Steel, Iron,
The easiest and quickest way to gather materials is to simply Bronze).
buy them. The problem with this approach is that you are
generally not going to be saving much money over simply Thunder Cannon
buying the gear itself, as most places that would have Requires attunement
materials to sell would have a competent Blacksmith capable The principle weapon of a Thundersmith. Deals 1d12
of making them. However, sometimes it can be cheaper or piercing damage, and has the Ammunition (60/180), Two-
more flexible - for example, if you are interested in making Handed, Loud, and Stormcharged properties.
something unusual or customized, you can buy materials and
make them later, or sometimes you will have the materials Stormcharged. When you use an action, bonus action, or
you need, and can just buy the rest cheaper than making the reaction to attack with a Stormcharged Weapon, you can
gear. make only one Attack regardless of the number of attacks
The standard pricing is following, but modifiers may apply you can normally make. If you could otherwise make
based on locale - generally speaking more remote locations additional attacks with that action, the weapon deals an
will sell at a better price, as cities have lower supply and additional 3d6 lightning or thunder damage per attack
higher demand, but rare or rarer reagents are generally only that was foregone.
found in cities. Loud: Your weapon rings with thunder that is audible
within 300 feet of you whenever it makes an attack.
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Kibbles' Crafting Compendium v0.8
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