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Smithing Bonuses

-Smithy Bonus-

    Through Fire and Flames
Tier 2: -1 DC
Tier 3: -2 DC or -1 DC and 1 reroll
Tier 4: -3 DC or -2 DC and 1 reroll
Tier 5: -4 to DC or -3 DC and 1 reroll
Unique: These Specialty Smithies have their own effect as determined by the DM.
Assistant: Through friendship or money you have gained a proficient Assistant. Reduce the DC by 2.
 

-Location Bonus-


Ley Line: Gains a unique effect as determined by the DM.
Where the World Cracks and Possibility Forms
Specialization: You are in a location that has a notable specialization. Reduce the DC of all qualified items by 2.    

-Weapons-


Club 1cp
Dagger 1sp
Greatclub 2cp
Handaxe 5sp
Javelin 5cp
Kanabo 1gp BB, Heavy, T-H, Monk
Light Hammer 1sp
Mace 5sp
Quarterstaff 2cp
Sickle 1sp
Spear 1sp
L-Crossbow 5gp
Dart 1cp
Shortbow 5gp
Sling 1cp
Battleaxe 1gp
Flail 1gp
Glaive 2gp
Greataxe 3gp
Greatsword 5gp
Halberd 2gp
Hook Sword 2gp Pull, Monk
Katana 3gp Crit Edge
Katar 1gp Light, Fin, Monk
Lance 1gp
Longsword 2gp
Macuahuitl 5gp Creature Bane
Man Catcher 1gp Hold
Maul 1gp
Morningstar 2gp
Nunchaku 1sp Light, Fin, Monk
Pike 2sp
Rapier 3gp
Scimitar 3gp
Trident 5sp
Vajra 5gp Aether Channeler
War Pick 5sp
Warhammer 2gp
Whip 3sp
Urumi 10gp, Hidden, Reach 5ft
Blow Gun 1gp
Chakram 1gp, Monk, Range5/30, Crit Edge
Hand Crossbow 10gp
H-Crossbow 5gp
Longbow 2gp
Net 1sp
Repeating Crossbow 20gp
   

-Armor-


Padded 11+Dex S-D 3sp
Leather 11+Dex 1gp
Studded Leather 12+Dex 5gp
Hide 12+Dex 2max 1gp
Chain Shirt 13+Dex 2max 5gp
Scale Mail 14+Dex 2max S-D 6gp
Breastplate 14+Dex 2max 40gp
Half Plate 15 +2max S-D 70gp
Ring Mail 14 S-D 3gp
Chain Mail 16 Str 13 S-D 7gp
Splint 17 Str 15 S-D 20gp
Plate 18 Str 15 S-D 150gp
 

-Weapon Effects-

 
Ammunition
Finesse
Heavy
Light
Loading
Range
Reach
Special
Thrown
Two-Handed
Versatile

 

Master Work +3

The Difference Between a Craftsman and an Artisan

Weapons with the Masterwork trait gain an additional Blade and Hilt non-magical condition slot and reduces the DC to enchant it by 2.
 

Transforming +3

Simplicity Is Overrated

The weapon has been crafted to appear like another object relevant to it’s true nature. It functions has that object and has a +3 to all rolls to hide the fact it is a weapon. Proficiency in Tinker’s tools is required.
 

Chain Extension +2

Reach Out and Slash Someone

Your sword has been segmented to extend into a bladed whip. If added to a 1 H-Sword it gains a 5ft reach and 10ft reach if added to a 2 H-Sword. You may activate the Whip as a Bonus action, but turn it back into a sword as an Action. Must be Proficient in Whips to use. Proficiency in Tinker’s Tools is required.
 

Cane Sheath +1

A More Sophisticated Stabbing

Your Dagger or 1 H-Sword has been made to fit into a cane. It gains a +2 on all rolls to hide the fact it is a weapon.
 

Umbrella Sheath +1

I’m Killing in the Rain, Killing in the Rain

Your Dagger or 1 H-Sword has been made to fit into an umbrella. It gains a +2 on all rolls to hide the fact it is a weapon.
 

Flourish +1

Appearance Matters

The weapon or armor has notable aesthetic additions making it prettier and more vibrant than others of it’s kind. Gain +2 to related Social Status Charisma rolls.  
 

-WEAPONS-


 

-Sharpened- +1

Quickly, to the Quick

Through a grinding stone or whetstone this weapon has had its edges made more deadly. (Blade) • Increase damage of a slashing weapon by 1. • Increase the Crit Range of a piercing weapon by 1. Weapons lose this condition at the end of the fifth battle in which they were used. You can add this condition during a long rest with Smithing Tools.
 

-Reckless- Lmao, Said the Goblin

Through additional adornments or an altered handle this bludgeoning weapon is just top heavy enough to add in some extra damage. Though it’s a bit harder to use. • Increase the damage by 2 and decrease the To Hit roll by 1 on a bludgeoning weapon.
 

-Flowing- Never Ceasing

Through the proper coating of oils or linking of chains this Whip moves with more ease than others and has a stronger bite to show for it. (Blade) • Increase the Crit Range of a Whip weapon by 2. Weapons lose this condition at the end of the fifth battle in which they were used. If a non-metal Whip loses this condition, it can gain this back during a long rest with Leather Working tools.
 

-Blunted- Dulling a point or outright flattening an arrowhead reduces the weapon’s damage but allows for non-lethal takedowns.

(Blade) • Reduce the physical damage of an arrow by 1. • When attacking with a blunted arrow or bolt you may choose to knock out a creature that would drop to 0 HP dropping it to 1 instead.  
 

-Long Distance-

Your bow or thrown weapon has been altered to increase their range. (Hilt) • Thrown weapons have their range increased by 5 ft. • Bows and crossbows have their range increased by 10 ft.
 

-Finely Balanced- True Neutral Is Just Lazy Evil, Change My Mind

All properly crafted weapons have balance in mind, but this weapon has received extra work to make its balance as good as possible. (Hilt) • Increase To Hit rolls with this weapon by 1. A Smithing Tools maintenance roll is required after the 5th battle this weapon was used in to retain this condition. If you are proficient in Tinkerer’s Tools it can be done while taking a long rest. enhanced
 

-Sure Grip- I Feel a Mighty Squeeze Coming

Through added material, engraved edges, or chemical altering the grip is greater than other weapons of its kind. (Hilt) • Add double your Proficiency Bonus vs rolls attempting to disarm you while wielding this weapon.
 

-Channeled- +2¬¬ Man Mimics Ley Lines

Your weapon has a number of flowing channels to better allow for it to be enchanted. (Blade) • Decrease the Arcana check require to enchant this weapon by 1. • If this weapon deals a magical damage type increase the damage of each damage type by 1.
 

-Shrieking- These arrows have slits cut into them that create an ear-splitting sound.

• When an arrow with this condition is shot all creatures that can hear within 60ft are able hear the arrow as it travels through the air well enough to track it. • All creatures within 10ft of the arrow's path that are vulnerable to thunder damage make a DC 10 Constitution saving throw or become Deafened for 1d3+1 rounds. If they are casting a spell they must make a Concentration check.
 

Injecting +3 Give It the Secret Sauce

You have worked a small channel into the weapon allowing you to inject the substance stored in it when you attack. After being injected the channel must be refilled. Blade Hilt  
 

Armor Effects Revealing +1: Why hide beauty from the world?

Lower armor AC by 1, Increase Max Dexterity Bonus by 2, Reduce Strength Requirement by 1, If the armor would normally give Disadvantage on Stealth Rolls it does not, Reduce Weight by 25%. Do not increase the DC when this Effect is added to Light Armor, Reduce Gold Cost by 10%.
 

Bikini Armor At Its Finest

Skimpy+ +2: Lower armor AC by 2, Increase Max Dexterity Bonus by 4, Reduce Strength Requirement by 2, If the armor would normally give Disadvantage on Stealth Rolls it does not, Reduce Weight by 50%. Do not increase the DC when this Effect is added to Light Armor, Reduce Gold Cost by 25%.
 

-Hidden- +2

This armor has a specially designed compartment to hide weapons. (Internal) • Perception checks to notice the weapons hidden in the armor have disadvantage. • If this armor is for a medium or small creature you may hide 2 light weapons. If this armor is for a Large creature, you may hide three light weapons or 1 non-heavy one-handed weapon.
 

-Packing- +1

Even My Pockets Have Pockets

This armor has additional pockets and places to hold things. (Internal or External) • While worn increase the carrying capacity of the wearer as if their Strength stat was 2 points higher.
 

-Quick Release- +1 Stripping With Style

The pieces of this armor are designed to be removed at a moment’s notice. (Internal) • Light and Medium armor may be removed as an action. Heavy armor may be removed as a full round action.
 

-Muted- +2 Unheard and Unseen

Your armor has been altered to reduce noise and be less noticeable. (External) • If the armor would normally give the wearer disadvantage on stealth rolls it does not. • If a light armor has this condition, Perception checks to notice the fact you are wearing armor under your clothing are reduced by 2. The clothing you are wearing must be able to cover the armor both physically and visually to get this effect.
 

-Specialized Protection- +1 Built to Counter

Knowing one’s enemy has a number of benefits. One being you can prepare appropriate defenses. (External) • Choose Slashing, Piercing, or Bludgeoning. Increase the AC of this armor against that type of non-magical attack by 1.
 

-Light- +2 A Scout’s Best Friend

Through efficient design the fat was cut from this armor making it notably lighter. (Internal and External) • Medium armor with this condition does not have its AC reduced but is otherwise considered light armor. • Heavy Armor remains Heavy Armor but has the Strength requirement to wear it effectively reduced by 2. • You ignore the first instance of Disadvantage on Constitution saving throws while wearing heavy armor during a Forced March.
 

-Heavy- +1 The Pillar Which Stands

Either from adornments or simply extra metal this armor weighs more than it should. (External) • Increase the Strength requirement to wear it without penalty by 1. • While worn add double your proficiency bonus vs checks that attempt to Shove you. • While worn gain advantage vs environmental Wind effects that would force you to move. • If worn by a creature that does not meet the strength requirement, they gain disadvantage on acrobatic checks. Standing from prone takes all their movement. It takes twice as much time to put on. This condition can only be applied to heavy armor.
 

-Sealed- +3

By use of several small gears and fine interlocking plates this armor has a watertight seal. (Internal and External) • As a full round action, you can pull clips or turn small gears to seal your armor. • As a full round action, you can unseal your armor. • While sealed reduce your movement speed by 10. • While sealed reduce Dexterity saving throws and Acrobatic checks by 2. • While sealed ignore damage from sources such as acids, poisoned water, or water with creatures such as leeches in them and other environmental effects. • If worn as a full suit, helm included, reduce non-magical damage from Tiny swarms to 0. Small swarms have disadvantage on non-magical attack rolls. • While Sealed increase AC against non-magical Slashing and Piercing attacks by 1. If hit with a Slashing or Piercing attack the armor loses the Sealed condition until repaired. This condition can only be used on metal armor. Can be repaired by those proficient in both Smith’s Tools and Tinker’s Tools. Requires
 

-Breathable- +1 Feel The Breeze

Through some clever alterations this armor has been given small gaps to let heat escape without lowering its protective ability. (Internal) • While wearing this armor you do not suffer disadvantage on saving throws vs extreme heat.
 

-Insulated- +1 Keep the Cold Out

This armor has additional padding to keep in warmth. (Internal) • While worn you are considered to have on cold weather gear.
 

-Fitted- +X A True Suit of Armor

This armor has been altered to fit the wearer specifically which has reduced wasted space and made it more comfortable to wear. (Internal) • While worn by the person it is fitted to, they take no penalty for sleeping in medium or heavy armor. • If worn by the person it is fitted to, do not count the weight of the armor when determining how much they can carry. • If worn by the person it is fitted to, decrease the amount of time it takes to put on light armor to a full round action and reduce the time to put on medium and heavy armor by half. • If not worn by the person fitted to, reduce the AC by 2. A Tinkerer’s Tools maintenance roll is required after the 5th battle this armor was used in to retain this condition. If you are proficient in Tinkerer’s Tools it can be done while taking a long rest.
 

-Spiked- +1

Your armor has had spikes worked into it. (External) • When being grappled the grappler takes 1d4 piercing damage. • At the start of your turn while still grabbed the one grappling takes 1d4 piercing damage.
 

Master Work +3

Armor with the Masterwork trait gains an additional internal and external non-magical condition slot and reduces the DC to enchant it by 2.  
 

Large +0

Increase the gold cost and weight by 50%
 

Small +0

Decrease the gold cost and weight by 50%
 

Huge +2

Double the gold cost and weight.
 

Tiny +2

Reduce the gold cost and weight by 75%
   

-D-Rolls-


  1d3 +5
1d4 +6
1d6 +7
2d3 +8
1d8 +9
2d4 +10
1d10 +11
1d12 +12
2d6 +14
3d4 +15

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