Currently Blacksmithing will follow the steps below:
| Step | Check Type | Dwarven Crafting | Human Crafting | Elven Crafting |
|---|---|---|---|---|
| 1 | Proficiency | Blacksmithing | Blacksmithing | Blacksmithing |
| 2 | Design & Blueprint | DC 12 (Blacksmithing) | DC 12 (Blacksmithing) | DC 12 (Blacksmithing) |
| 3 (needs anvil) | Crafting Process | Blacksmith's Tools (STR) | Blacksmith's Tools (INT) | Blacksmith's Tools (DEX) |
| 4 (needs anvil) | Stability Check | Wisdom Saving Throw (DC 12) | Wisdom Saving Throw (DC 12) | Wisdom Saving Throw (DC 12) |
| 5 (needs anvil) | Rune slotting | Charisma Saving Throw (DC 15) | Charisma Saving Throw (DC 15) | Charisma Saving Throw (DC 15) |
| 6 | Sentient Item Creation | Religion Check (DC 18) | Religion Check (DC 18) | Religion Check (DC 18) |
Here is the chronological order of following the blacksmithing mechanic:
Step 1: Proficiency (Blacksmithing)
You will have to roll a d20 to check if you are feeling well and confident in the current smithing session.
| DC (D20) | EFFECT ON ATTACK BONUS OR AC |
|---|---|
| 5 | Not Feeling It: You are currently not in the right setting to create a new item, this will impose on your following checks, giving you disadvantage on all following throws. |
| 10 | Just another day: You are doing this a long time already, so it is just like any other day (just roll normally for the next checks) |
| 15 | Feeling Dandy: You are feeling dandy in the sense you are on fire with blacksmithing, giving you advantage on all following throws. |
Step 2: Design & Blueprint (Blacksmithing - DC 12)
If you have recipe, this step isn't needed and can be seen as succeeded.
You will have to roll a d20 to check whether the current design and blue print will be easy to implement and is something which can hold certain properties of the item.
When succeeding the DC of different races you will gain a +1 to the following steps.
Step 3: Crafting Process
The crafting process will determine if there is a bonus to the weapons attack modifier or to the AC of an armour.
The following table will determine which enchanced property the item gets:
| DC (d20) | Effect on Attack Bonus or AC |
|---|---|
| 5 | Decreased Quality: The crafting process faced challenges, resulting in a -2 penalty to the item's attack bonus or AC. |
| 7 | Below Average: Subpar crafting leads to a -1 penalty to the item's attack bonus or AC. |
| 10 | Standard Quality: The crafting process was average, and the item retains its base attack bonus or AC. |
| 15 | Improved Quality: Overcoming some challenges results in a +1 bonus to the item's attack bonus or AC. |
| 20 | Enhanced Quality: Successful crafting leads to a +2 bonus to the item's attack bonus or AC. |
| 25 | Exceptional Quality: Masterful craftsmanship results in a +3 bonus to the item's attack bonus or AC. |
| 30 | Masterpiece: A flawless crafting process grants a +4 bonus to the item's attack bonus or AC, with no risk of failure. |
Step 4: Stability Check
The stability check is for checking if everything went well along the smithing process.
When you fail this check roll a d10 and see in the following table which negative consequence you get on your weapon.
| Roll (d10) | Negative Consequence |
|---|---|
| 1 | Diminished Effectiveness: You accidentally nicked a crucial part of the item, causing its effectiveness to drop. Weapons receive a -1 penalty to attack rolls, and armor loses 1 AC. |
| 2 | Painful Distraction: A critical hit isn't possible with this weapon or with an armor a 19 is also considered a critical hit. |
| 3 | Energetic Backlash: The magical energy surges uncontrollably, dealing damage to the blacksmith and nearby allies. |
| 4 | Cursed Item: The item becomes cursed, causing detrimental effects to the wielder. |
| 5 | High Wielding Requirement: The item now requires a higher level of proficiency, demanding 20 of the current ability score to wield effectively. |
| 6 | Heavy Burden: The item now weighs 100 pounds, making it cumbersome to carry. |
| 7 | Ominous Aura: The item gets an ominous aura, which will look to people like being from the forces of darkness. |
| 8 | Life Drain: When wielding the item, you lose hit points equal to twice your character level. These hit points are returned when the item is unequipped. |
| 9 | Weapon and Armor Punishment: When the item is a weapon, missing an attack makes you take damage equal to your character level. When the target hits you, and the item is armor, you take extra damage of the same type equal to your character level. |
| 10 | Healing and Harm: When missing an attack, heal the target for character level * 1d4 hit points if the item is a weapon. When the target hits you, and the item is armor, they also heal for character level * 1d4 hit points. |
Step 5: Rune slotting
This check will handle checking whether the rune which is being crafted into the weapon will attune correctly to the item granting spells on the item.
| DC (D20) | Rarity |
|---|---|
| 5 | Common |
| 10 | Uncommon |
| 15 | Rare |
| 20 | Epic |
| 25 | Legendary |
Step 6: Sentient Item Creation
When succeeding the DC, you can roll a straight d20 to check which valar's essence will inhabit the item.
| Roll d20 | Valar | Alignment | Domains | Influences on Items |
|---|---|---|---|---|
| 1 | Manwë Súlimo | Lawful Good | Knowledge, Light, Air | Bonuses to Intelligence or Wisdom, air travel advantages |
| 2 | Melkor | Chaotic Evil | Trickery, War, Tempest | Cursed or deceptive items, chaos-themed abilities |
| 3 | Ulmo | Neutral Good | Nature, Tempest, Water | Water-based enhancements, resistance to environmental effects |
| 4 | Aulë | Lawful Neutral | Knowledge, Forge, Earth | Exceptional craftsmanship, bonuses to crafting, earth manipulation |
| 5 | Oromë Aldaron | Chaotic Good | War, Nature | Combat bonuses, advantages in natural environments |
| 6 | Námo (Mandos) | Lawful Neutral | Grave, Knowledge | Abilities related to death, protection against undead |
| 7 | Irmo (Lórien) | Neutral Good | Life, Nature, Dreams | Healing properties, nature-related abilities, dream manipulation |
| 8 | Tulkas Astaldo | Chaotic Good | War, Strength | Physical strength enhancement, combat bonuses |
| 9 | Varda Elentári | Lawful Good | Light, Knowledge, Life | Light-based abilities, bonuses to healing, protection against darkness |
| 10 | Yavanna Kementári | Neutral Good | Nature, Life | Plant-based enhancements, healing bonuses, advantages in natural environments |
| 11 | Nienna | Neutral Good | Life, Grave | Healing and protective properties, empathy and understanding |
| 12 | Estë | Neutral Good | Life, Grave | Calming and restorative properties, healing bonuses |
| 13 | Vairë | Lawful Neutral | Knowledge, Order | Abilities related to knowledge, foresight, maintaining order |
| 14 | Vána | Chaotic Good | Nature, Life | Nature-themed abilities, life-related enhancements, social advantages |
| 15 | Nessa | Chaotic Good | Nature, Trickery | Agility and speed enhancements, tricks, advantages in stealth or evasion |
| 16 | Choose 5 | |||
| 17 | Choose 4 | |||
| 18 | Choose 3 | |||
| 19 | Choose 2 | |||
| 20 | Choose your Valar | |||
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
2/5/2024 4:18:27 PM
|
17
|
1
|
1
|
Coming Soon
|
|
|
2/21/2024 3:37:19 PM
|
5
|
2
|
1.1
|
Coming Soon
|
Comments