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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.

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.

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.

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.

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 15 - Two Handed

 

1d10 Slashing damage. Finesse.

 

  • 10x Steel Ingot

  • 1x Weapon Handle

Glass Vial
Glass Vials.png

DC 10

 

Basic item required by Apothecaries.

  • 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 14 - 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

1d12 Slashing damage.

 

  • 8x Steel Ingot

  • 1x Weapon Handle

Greatsword
Greatsword.png

DC 15 - 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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