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Blacksmith

Bonded with forge and anvil, blacksmiths are metalworkers that fashion weapons and armor using a variety of tools and quenching techniques, making them a common stop for most adventurers and a necessary employment for local militias. The more advanced of the trade are able to utilize silver and magic in their crafting.

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Smelting

You know how to smelt basic ores into usable ingots. As a novice blacksmith, you are able to create steel ingots. This requires 2 pieces of iron ore.

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Creations

You are a metallurgist capable of forging an assortment of weapons and armor. To successfully make a creation, you must pass its corresponding DC based off a 1d20 + STR roll. This is replaced by a 1d20 + DEX roll for glass vials.

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Advanced Smelting

Requires Blacksmithing: Adept

You know how to smelt more ores into usable ingots.  You are also able to create silver ingots. This requires 2 pieces of silver ore.

 

Weapon Plating

Requires Blacksmithing: Adept

You may now plate metal weapons with silver. This requires the complete weapon and a single silver ingot. On a failed attempt, only the silver ingot is lost. Plating a weapon in silver increases the crafting DC by 1.

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Arcane Infusion

Requires Blacksmithing: Expert

You may now re-forge metal weapons with magical energies, granting them a +1 bonus to Attack Bonus and bypassing any physical damage resistances on the target. Harvesting weapons, such as pickaxes and sickles, also receive a +1 to their respective gathering. This requires the complete weapon and 20 Arcane Residue. On a failed attempt, only the Arcane Residue is lost. Enhancements of this nature increase the crafting DC by 2 and are subject to a 1d20 + Arcana roll in order to pass it.

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Basic Blade
Basic Blade.png

No DC

 

Commodity item to turn in daily for a reward.

 

  • 2x Steel Ingot

  • 1x Weapon Handle

Throwing Knives (x10)
ThrowingKnives.png

DC 11 - Ammo

 

Thrown Weapon.

 

  • 6x Steel Ingot

Mace
Mace.png

DC 12 - One Handed

 

1d6 Bludgeoning damage.

 

  • 4x Steel Ingot

  • 1x Weapon Handle

Sickle
Sickle.png

DC 12 - One Handed

 

1d4 Slashing damage. +2 Herbalism.

 

  • 2x Steel Ingot

  • 1x Weapon Handle

Rapier
Rapier.png

DC 13 - One Handed

 

1d8 Piercing damage. Finesse.

 

  • 5x Steel Ingot

  • 1x Weapon Handle

Halberd
Halberd.png

DC 13 - Two Handed

 

1d10 Slashing damage. Reach.

 

  • 8x Steel Ingot

  • 1x Weapon Handle

Katana
Katana.png

DC 14 - Two Handed

 

1d10 Slashing damage. Finesse.

 

  • 10x Steel Ingot

  • 1x Weapon Handle

Glass Vial
Glass Vials.png

DC 10

 

Basic item required by Apothecaries.

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  • 2x Sand

Dagger
Dagger.png

DC 11 - One Handed

 

1d4 Piercing damage. Finesse.

 

  • 2x Steel Ingot

  • 1x Weapon Handle

Pickaxe
PIckaxe.png

DC 12 - One Handed

 

1d4 Piercing damage. +2 Mining.

 

  • 2x Steel Ingot

  • 1x Weapon Handle

Spear
Spear.png

DC 12 - One Handed

 

1d6 Piercing damage.

 

  • 4x Steel Ingot

  • 1x Weapon Handle

Chain Shirt
MediumArmor.png

DC 13 - Medium Armor

 

AC 13 + DEX (max 2)

 

  • 8x Steel Ingot

Warhammer
Warhammer.png

DC 13 - Two Handed

 

1d10 Bludgeoning damage.

 

  • 6x Steel Ingot

  • 1x Weapon Handle

Scale Mail
MediumArmor.png

DC 14 - Medium Armor

 

AC 14 + DEX (max 2)

 

  • 10x Steel Ingot

  • 1x Chain Shirt*

Caltrops (8x)
Caltrops.png

DC 11 - Ammo

 

Used to slow targets down.

 

  • 4x Steel Ingot

Battleaxe
Battleaxe.png

DC 13 - One Handed

 

1d8 Slashing damage.

 

  • 4x Steel Ingot

  • 1x Weapon Handle

Shortsword
Shortsword.png

DC 12 - One Handed

 

1d6 Piercing damage. Finesse.

 

  • 4x Steel Ingot

  • 1x Weapon Handle

Longsword
Longsword.png

DC 13 - One Handed

 

1d8 Slashing damage.

 

  • 5x Steel Ingot

  • 1x Weapon Handle

Greataxe
Greataxe.png

DC 13- Two Handed

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1d12 Slashing damage.

 

  • 8x Steel Ingot

  • 1x Weapon Handle

Greatsword
Greatsword.png

DC 14 - Two Handed

 

2d6 Slashing damage.

 

  • 10x Steel Ingot

  • 1x Weapon Handle

Chainmail
HeavyArmor.png

DC 14 - Heavy Armor

 

AC 16

 

  • 10x Steel Ingot

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