Are there any homebrew rules for creating and upgrade items?
For example: a blacksmith creates a sword in the forge. He has a very high blacksmith skill. He created a very nice sword with some active / passive skills, perks, bonuses and so on. What will these bonuses be?
I like this idea, and I can (hopefully) provide some ideas on how to make it work!
First, have your blacksmith NPC be a certain level, probably based on the level the party is at, or if it's a very prestigious town/city that they're in, the smith can be higher level. Use the proficiency bonus for the level you make them that is in the Players Handbook for the smithing later. Now, I think that the best thing would be for the blacksmith to approach the party when they come to shop, and ask them to retrieve a special ember; an enchanted ember from a cave (one that you can make as a small dungeon). Once retrieved, this will allow the blacksmith to craft weapons and armor that have active/passive bonuses.
From there, it could be as simple as rolling for a blacksmith check, adding the smith's proficiency and having a success create a +1 version of whatever they were working on; or it could be very complex, involving multiple rolls to determine success, how much success and the passive/active effects.
If you would like, give me a couple hours until I'm off of work and I'll have some possible tables ready for you to look at!
Let's say there is a "Forge of the Gods", only there you can forge magical weapons. The player is forging a crossbow +2 (The player can choose which item will do: +1, +2, +3, etc. If he chose +2, then the item will have two cells for bonuses, if three, then three cells) in the forge and he got 19 on the dice (the higher the dice threw the better the bonus) - this means that the crossbow will have two features: 1. Increased attack range twice 2. 20% chance of not using up ammo
But I don't have the imagination to think through the whole system :c
Okay I see what you're going for, and hopefully this will help a lot!
Here is a base version of how I think the blacksmithing should work at the Forge of the Gods;
Blacksmith tools check:
For a +1 weapon, DC 15
For a +2 weapon, DC 20
For a +3 weapon, DC 25
For a +4 weapon, DC 30
For a +1 melee weapon, 1st bonus table:
Total blacksmith rollBonus received
15-18 Weapon critical hits on 19 or 20.
19-22 When rolling damage, re-roll a 1. You must use the new roll.
23+ Weapon deals an additional damage die on successful hit.
For a +1 ranged weapon, 1st bonus table:
Total blacksmith rollBonus received
15-18 Range doubles
19-22 Weapon critical hits on 19 or 20
23+ Weapon gains a 10% chance to not consume ammo (roll a d10 to determine chance)
For a +2 melee weapon, 2nd bonus table:
Total blacksmith rollBonus received
20-22 Weapon range increases by 5 feet. Also gain first bonus from 1st bonus table.
23-25 Bonus to damage rolls equal to half your level. Also gain second bonus from 1st bonus table.
26+ Once per combat, you may choose to gain advantage on one attack with this weapon. Also gain third bonus from 1st bonus table.
For +2 ranged weapon, 2nd bonus table:
Total blacksmith rollBonus received
20-22 Ammunition fired ignores physical resistance. Also gain first bonus from 1st bonus table.
23-25 Bonus to damage rolls equal to half your level. Also gain second bonus from 1st bonus table.
26+ Chance to not consume ammunition increases to 12.5% (roll a d8). Also gain third bonus from 1st bonus table.
For +3 melee weapon, 3rd bonus table:
Total blacksmith rollBonus received
25-27 Gain bonus to attack rolls equal to half your level. Also gain first bonus from 1st bonus and 2nd bonus charts.
28-30 Can use a bonus action to make a melee attack with this weapon. Also gain second bonus from 1st and 2nd bonus charts.
31+ Roll a d6, consult chart below. Add 1 weapon damage die of the element rolled. Gain third bonus from 1st and 2nd bonus charts.
Elemental chart
1: Cold 4: Acid
2: Poison 5: Lightning
3: Fire 6: Necrotic
For +3 ranged weapon, 3rd bonus table:
Total blacksmith rollBonus received
25-27 Gain a bonus to attack rolls equal to half your level. Gain first bonus from 1st and 2nd bonus tables.
28-30 Chance to not consume ammunition increases to 16.6% (roll a d6). Gain second bonus from 1st and 2nd bonus tables.
31+ Deal 1 additional damage die on a successful hit. Gain third bonus from 1st and 2nd bonus tables.
For +4 melee weapon, 4th bonus table:
Total blacksmith rollBonus received
30-31 Weapon critical range increases to 17-20. Gain first bonus from 1st, 2nd, 3rd bonus tables.
32-33 Weapon damage ignores all resistances. Gain second bonus from 1st, 2nd, 3rd bonus tables.
34+ Deal 1 additional weapon damage die on a successful hit. Gain third bonus from 1st, 2nd, 3rd bonus tables.
For a +4 ranged weapon, 4th bonus table:
Total blacksmith rollBonus received
30-31 Can use a bonus action to attack again. Gain first bonus from 1st, 2nd, 3rd bonus tables.
32-33 Chance to not consume ammunition increases to 25%. Gain second bonus from 1st, 2nd, 3rd bonus tables.
34+ Roll a d6, consult chart. Add 1 weapon damage die of rolled element. Gain third bonus from 1st, 2nd, 3rd bonus tables.
Here are some rules. The chance to not consume ammunition does not stack with each other, it only takes off of the highest one. The player MUST SPECIFY which weapon upgrade they are going for. If they only want a +1 weapon but roll a 25, they still only get a +1 weapon. A weapon, once upgraded, cannot be upgraded to a higher level; a new weapon must be made. *On a roll of a natural 20, the player gets to choose which bonus(es) are put onto the weapon from the corresponding chart(s)*
Hopefully this helps provide a good template for what you're looking for!
Ninjaman, in your response you mentioned tables, are you referring to the ones you posted below? If not I would love to see the tables you created related to this conversation. Is that still possible?
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I like this idea, and I can (hopefully) provide some ideas on how to make it work!
First, have your blacksmith NPC be a certain level, probably based on the level the party is at, or if it's a very prestigious town/city that they're in, the smith can be higher level. Use the proficiency bonus for the level you make them that is in the Players Handbook for the smithing later. Now, I think that the best thing would be for the blacksmith to approach the party when they come to shop, and ask them to retrieve a special ember; an enchanted ember from a cave (one that you can make as a small dungeon). Once retrieved, this will allow the blacksmith to craft weapons and armor that have active/passive bonuses.
From there, it could be as simple as rolling for a blacksmith check, adding the smith's proficiency and having a success create a +1 version of whatever they were working on; or it could be very complex, involving multiple rolls to determine success, how much success and the passive/active effects.
If you would like, give me a couple hours until I'm off of work and I'll have some possible tables ready for you to look at!
That's how I see it:
Let's say there is a "Forge of the Gods", only there you can forge magical weapons. The player is forging a crossbow +2 (The player can choose which item will do: +1, +2, +3, etc. If he chose +2, then the item will have two cells for bonuses, if three, then three cells) in the forge and he got 19 on the dice (the higher the dice threw the better the bonus) - this means that the crossbow will have two features:
1. Increased attack range twice
2. 20% chance of not using up ammo
But I don't have the imagination to think through the whole system :c
I hope you will help me! :)
Okay I see what you're going for, and hopefully this will help a lot!
Here is a base version of how I think the blacksmithing should work at the Forge of the Gods;
Blacksmith tools check:
For a +1 weapon, DC 15
For a +2 weapon, DC 20
For a +3 weapon, DC 25
For a +4 weapon, DC 30
For a +1 melee weapon, 1st bonus table:
Total blacksmith roll Bonus received
15-18 Weapon critical hits on 19 or 20.
19-22 When rolling damage, re-roll a 1. You must use the new roll.
23+ Weapon deals an additional damage die on successful hit.
For a +1 ranged weapon, 1st bonus table:
Total blacksmith roll Bonus received
15-18 Range doubles
19-22 Weapon critical hits on 19 or 20
23+ Weapon gains a 10% chance to not consume ammo (roll a d10 to determine chance)
For a +2 melee weapon, 2nd bonus table:
Total blacksmith roll Bonus received
20-22 Weapon range increases by 5 feet. Also gain first bonus from 1st bonus table.
23-25 Bonus to damage rolls equal to half your level. Also gain second bonus from 1st bonus table.
26+ Once per combat, you may choose to gain advantage on one attack with this weapon. Also gain third bonus from 1st bonus table.
For +2 ranged weapon, 2nd bonus table:
Total blacksmith roll Bonus received
20-22 Ammunition fired ignores physical resistance. Also gain first bonus from 1st bonus table.
23-25 Bonus to damage rolls equal to half your level. Also gain second bonus from 1st bonus table.
26+ Chance to not consume ammunition increases to 12.5% (roll a d8). Also gain third bonus from 1st bonus table.
For +3 melee weapon, 3rd bonus table:
Total blacksmith roll Bonus received
25-27 Gain bonus to attack rolls equal to half your level. Also gain first bonus from 1st bonus and 2nd bonus charts.
28-30 Can use a bonus action to make a melee attack with this weapon. Also gain second bonus from 1st and 2nd bonus charts.
31+ Roll a d6, consult chart below. Add 1 weapon damage die of the element rolled. Gain third bonus from 1st and 2nd bonus charts.
Elemental chart
1: Cold 4: Acid
2: Poison 5: Lightning
3: Fire 6: Necrotic
For +3 ranged weapon, 3rd bonus table:
Total blacksmith roll Bonus received
25-27 Gain a bonus to attack rolls equal to half your level. Gain first bonus from 1st and 2nd bonus tables.
28-30 Chance to not consume ammunition increases to 16.6% (roll a d6). Gain second bonus from 1st and 2nd bonus tables.
31+ Deal 1 additional damage die on a successful hit. Gain third bonus from 1st and 2nd bonus tables.
For +4 melee weapon, 4th bonus table:
Total blacksmith roll Bonus received
30-31 Weapon critical range increases to 17-20. Gain first bonus from 1st, 2nd, 3rd bonus tables.
32-33 Weapon damage ignores all resistances. Gain second bonus from 1st, 2nd, 3rd bonus tables.
34+ Deal 1 additional weapon damage die on a successful hit. Gain third bonus from 1st, 2nd, 3rd bonus tables.
For a +4 ranged weapon, 4th bonus table:
Total blacksmith roll Bonus received
30-31 Can use a bonus action to attack again. Gain first bonus from 1st, 2nd, 3rd bonus tables.
32-33 Chance to not consume ammunition increases to 25%. Gain second bonus from 1st, 2nd, 3rd bonus tables.
34+ Roll a d6, consult chart. Add 1 weapon damage die of rolled element. Gain third bonus from 1st, 2nd, 3rd bonus tables.
Here are some rules. The chance to not consume ammunition does not stack with each other, it only takes off of the highest one. The player MUST SPECIFY which weapon upgrade they are going for. If they only want a +1 weapon but roll a 25, they still only get a +1 weapon. A weapon, once upgraded, cannot be upgraded to a higher level; a new weapon must be made. *On a roll of a natural 20, the player gets to choose which bonus(es) are put onto the weapon from the corresponding chart(s)*
Hopefully this helps provide a good template for what you're looking for!
Very good! Thank you!
Ninjaman, in your response you mentioned tables, are you referring to the ones you posted below? If not I would love to see the tables you created related to this conversation. Is that still possible?