You have learned how to properly use Smith's Tools to craft and repair equipment, gaining the following benefits:
- You can spend 1 hour and an amount of GP equal to 1/10th of the total price of a broken weapon or armor to repair it, the material cost being the funds spent on materials to repair the item. This can be done during a short rest or long rest. When this is done, you must make a DC10 Intelligence check with your Smith's Tools, and if you succeed the check, you successfully repair the item. If the item was magical, repairing it does not guarantee that the magical properties will return to it. If you roll a 1 on the check, you will accidentally break the pieces into further disrepair, making the item unsalvageable.
- You can spend a total of 120 hours and an amount of GP equal to 1/4th of the total price of a weapon or armor to attempt to make the same non-magical weapon or armor, the material cost being the funds spent on materials to craft the item. When this is done, you must make a DC15 Intelligence check with your Smith's Tools, and if you succeed the check, you finish crafting the item. If you fail, you must spend the same amount of GP to attempt to make the same piece of armor, but it does not require the same amount of time if you have the unfinished weapon or armor in your inventory. If you roll a 1 on the check, the unfinished item is trashed, and can not be reused for crafting.
- You can spend a total of 120 hours and an amount of GP equal to half the price of two separate items, one of which being a magic item, in order to transfer the magical properties of the magic item to another item, which can be magical or non-magical. A consumable magic item can not have its properties applied to a non-consumable item, and vice versa. A magic weapon or ammunition can not have its properties applied to a piece of armor, and vice versa, except for the effects of +1, +2, and +3 items. When this is done, you must make a DC15 Intelligence (Arcana) check with your Smith's Tools, and if you succeed, the magical properties are successfully transferred. If you roll a 1 on the check, the magic item which had the effect you were attempting to transfer will lose one or more of its properties, in accordance to the DM.
Previous Versions
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4/25/2024 8:05:33 PM
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Coming Soon
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