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.
Glass Vial
DC 10
Basic item required by Apothecaries.
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2x Sand
Dagger
DC 11 - One Handed
1d4 Piercing damage. Finesse.
+2 Skinning
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2x Steel Ingot
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1x Weapon Handle
Shortsword
DC 12 - One Handed
1d6 Piercing damage. Finesse.
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4x Steel Ingot
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1x Weapon Handle
Caltrops (8x)
DC 11 - Ammo
Used to slow targets down.
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4x Steel Ingot
Mace
DC 12 - One Handed
1d6 Bludgeoning damage.
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4x Steel Ingot
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1x Weapon Handle
Sickle
DC 12 - One Handed
1d4 Slashing damage
+2 Herbalism.
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2x Steel Ingot
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1x Weapon Handle
Throwing Knives (x10)
DC 11 - Ammo
Thrown Weapon.
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6x Steel Ingot
Pickaxe
DC 12 - One Handed
1d4 Piercing damage.
+2 Mining
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2x Steel Ingot
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1x Weapon Handle
Spear
DC 12 - One Handed
1d6 Piercing damage.
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4x Steel Ingot
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1x Weapon Handle
Battleaxe
DC 13 - One Handed
1d8 Slashing damage
+2 Logging
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4x Steel Ingot
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1x Weapon Handle
Longsword
DC 13 - One Handed
1d8 Slashing damage.
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5x Steel Ingot
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1x Weapon Handle
Rapier
DC 13 - One Handed
1d8 Piercing damage. Finesse.
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5x Steel Ingot
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1x Weapon Handle
Greataxe
DC 13- Two Handed
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1d12 Slashing damage.
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8x Steel Ingot
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1x Weapon Handle
Halberd
DC 13 - Two Handed
1d10 Slashing damage. Reach.
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8x Steel Ingot
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1x Weapon Handle
Chain Shirt
DC 13 - Medium Armor
AC 13 + DEX (max 2)
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8x Steel Ingot
Warhammer
DC 14 - Two Handed
1d10 Bludgeoning damage.
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6x Steel Ingot
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1x Weapon Handle
Chainmail
DC 14 - Heavy Armor
AC 16
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10x Steel Ingot
Scale Mail
DC 14 - Medium Armor
AC 14 + DEX (max 2)
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10x Steel Ingot
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1x Chain Shirt*
Katana
DC 15 - Two Handed
1d10 Slashing damage. Finesse.
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10x Steel Ingot
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1x Weapon Handle
Greatsword
DC 15 - Two Handed
2d6 Slashing damage.
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10x Steel Ingot
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1x Weapon Handle