Divine Smith Image
Prerequisite: This feet requires the character be a Forge domain Cleric, Strength 16.
 

Your Deity has blessed you with a greater potential for crafting, giving you the potential to forge great magical items. there are Two steps while using this feature. Step one is the crafting stage where you roll a Smithing check to determine how well you make the item. this step requires that you have a forge and an anvil in addition to Smithing tools. time spend smithing can be spaces out, if you have a portable forge then you are able to spend time during a long rest each night crafting, however you will need to get at a minimum 4 hours of sleep so you can not spend the entire long rest smithing. you may also spend your downtime hours forging (No more that 12 hours for each day of downtime). the forging process will take a varied amount of time depending on the smithing check rolls. the Smithing DC is determined by what metal you are using (ex: Iron is a DC 10 check. while adamant has a DC 32). failing the check will take less than an hour because you have ruined the materials in some way,. a normal success will require 2-10 hours of smithing depending on the size and how intricate the item is of what you are crafting (ex: plate armor will take 10 hrs due to the interlocking plates and fastens needed to make it, and a breastplate may take around 5 hours, while something like bracers or a helmet might take around 3 hours.)  an above average item [masterworked] would take the general time to make times 5 hours. (ex: plate armor = 10*5 hours to make). Meanwhile Superior Items will again take even longer with a 10x multiplier to the time needed to craft. and if you roll a Natural 20 the forging process will require a 15x modifier to the time spent forging.

The second step to this process is Enchanting. After crafting an item of above average or greater, you are able to enchant the object. the enchanting process involves you spending time focusing your deities power into the object. (Spending unexpended spell slots) Depending on what you roll at the beginning of the Enchanting process (1d100) determines how many Spell levels the object needs to charge up. A Common enchantment will need to have 5 lvls worth of spell slots imbued into the object. Uncommon Enchantments require 15 lvls, Rare 25 lvls,  Very rare 35 lvls, Legendary 50 lvls, and artifacts require 75 lvls worth of spell slots. You are permitted to charge multiple Objects At once but you must Specify how many spell slots are allocated to each object to charge the item. This step will can be done at the beginning of any rest allowing you to spend your unused spell slots from the previous day.

SMITHING CHECK DC THRESHOLDS

(ex: Forging iron requires a DC 10 Smithing tools check, in order to make a standard item you must roll at least 10-15, above average [masterwork] you need to roll a 16-25, Superior [masterwork but more elaborate] you need to roll  a 26 and up.) Natural 20 produces an item worth 10,000 GP

  • check failed - sub-par crafted item. (the materials are wasted and you make a worthless item unable to be enchanted) 
  • Success - 5 above - standard item (item worth PHB standards, item not able to be enchanted.)
  • 6-15 above- above average crafted item (worth PHB standard + 50gp)
  • 16- and up - superior item (Crafted item worth PHB standard + 300 pg)

ENCHANTING ROLL TABLES

  • 1-50 common enchantment
  • 51- 75 uncommon enchantment
  • 76-91 rare enchantment
  • 92-97 very rare enchantment
  • 98-100 legendary enchantment

(If you roll a natural 20 on smithing the item)

  • 1-80 rare enchantment
  • 80-95 very rare enchantment
  • 95-99 legendary enchantment
  • 100 Artifact enchantment

If you roll a natural 20 and a 100 on the dice, you have a 50/50 chance of producing a powerful artifact or a sentient artifact. Flip a coin, heads artifact, tails sentient artifact. This will only work on a weapon crafting.

Previous Versions

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4/15/2020 2:08:36 AM
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Divine Smith Image

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