Armor and Weapon Smithing

Materials, Tools and Time
In order for one to craft weapons and armor, they just require the an adequate amount of materials, tools and time.


 * Materials can boil down to simple things such as wood, metal, fabrics and leathers for arms and armor. As such they are simply just represented by a gold cost as they are common materials to come by.
 * When it comes to skill and tools, being proficient in a specific tool is enough to be able to craft something at its most basic state without any upgrades or additional features. Some weapons or armor have more than one tool requirement. This does not mean one character has to be proficient in this tool to craft the item at its base level. Only being proficient in one is adequate. However, being proficient in more than one tool required when it comes to upgrading or crafting the armor beyond its base state will give the character advantage on their tool ability check rolls. Their choice which tool they would like to make the checks with.
 * And finally time required. All weapons and armor have a base time required to craft them.

Refer to the Armor and Weapon Smithing table for more information.

The time when a crafter is required to make tool ability checks is when applying upgrades to an existing weapon or when crafting an already upgraded piece of gear.


 * For weapons, make a check for every day you spend crafting or upgrading the weapon. Adding the average total to the final DC.
 * For armor, make a check for every week you spend crafting or upgrading the armor. Adding the average total to the final DC.

Should you fail, you loose half the resources used in the creation or upgrading process. If you fail by 5 or more, all the resources used are lost. If it was done during creation, you produce no usable item at the end. If it was being done to an existing item, that item becomes vulnerable to damage the next time you attempt upgrading. Should you fail the next time, it becomes unusable. There is a 35% chance for a mishap to occur should you fail, with every natural 1 adding a 15% chance for a mishap to occur.

Critical Hit Ability Upgrades
When a crafter wishes to increase the probability of their weapon's critical hit ability, they have two options during weapon creation. These cannot be applied to existing weapons.

Exotic Material: A weapon crafted of an exotic material (obsidian, orichalcum, iron wood, abyss steel etc) gives the weapon an additional X% chance to activate critical hit ability if it has one. Doing so increases the weapon's time required by X day. The character must make a Tool's Check a number of times equal to the number of days it takes to craft the weapon. The DC equals the tier of the material used. The average at the end of your checks made will be your final check for the DC. Should you fail the check, you loose half the materials used in its creation with a 35% chance for a mishap to occur. Every natural 1 increases the chance for a mishap to occur by 15%. Mastercraft: A weapon crafted by a master gives the weapon an additional 5% chance to activate its d100 ability if it has one. To master craft a weapon, you can choose to spend 7 days on its creation, adding 15x its material cost, and requiring tier 3 tools. Making a DC 20 check for every day spent on its creation. You must succeed 5 of the 7 checks. Should you fail, all the materials are wasted and the weapon becomes unusable.

Weapon Upgrades
Weapon upgrades can be done during weapon creation or to an existing weapon. Consult the below when attempting to upgrade a weapon. Simple weapons can have only 1 upgrade applied to them. Martial weapons can have 2 upgrades applied to them.

Tier 1 (DC 14, 1d4 x 100gp, 1 extra work day, tier 1 tools)

 * Akimbo Wielding: This upgrade can only be applied to a melee weapon with the light property. If you are using two melee weapons that have the akimbo upgrade, you gain a +1 bonus to your AC when both are drawn.
 * Concealable: This upgrade can only be applied to a melee weapon with the light property. You gain a +4 bonus when attempting to hide this weapon on your person.
 * Silvered: Weapons with this upgrade are coated in silver to go through certain resistances of specific monsters. Additionally you can do this to 20 pieces of ammunition.
 * Balanced: This upgrade can only be applied to a weapon with the thrown property. Increases the weapon's first and second range increments by 15ft.
 * Increased Draw: This upgrade can only be applied to bows and crossbows. Increases the weapon's first and second range increments by 30ft
 * Whetstone Sharpened: This upgrade can only be applied to a melee weapon that deals slashing or piercing damage. For the next 20 attacks, the weapon gains a +1 bonus to attack and damage rolls.
 * Oiled Barrel: This upgrade can only be applied to firearms. For the next 20 attacks your misfire score is reduced by 1.
 * Hollowed Edge: This upgrade can only be applied to weapons that deal slashing and piercing damage. You can store one dose of any kind of liquid, such as poisons, in the blade. When you hit with this weapon, as a bonus action you can release the liquid into the target.

Tier 2 (DC 16, 2d4 x 100gp, 2 extra work days, tier 2 tools)

 * Lighter: This upgrade can only be applied to a melee weapon that does not have the light or heavy property. The weapon gains the light property.
 * Precise: When you roll damage on your damage roll with this weapon, you can reroll the damage if you roll a 1 on the die. If the weapon has two damage dice, you can only reroll one of the 1s if they both roll 1s.
 * Ceremonial: The wielder of this weapon gains a +2 bonus to Charisma based ability checks when interacting with appropriate humanoids.
 * Finely Sharpened: This upgrade can only be applied to a melee weapon that deals slashing damage. The weapon deals an additional 1d4 slashing damage.
 * Fanged: This upgrade can only be applied to a melee weapon that deals piercing damage. The weapon deals an additional 1d4 piercing damage. This upgrade can be applied to 30 pieces of ammunition.
 * Heavy Weight: This upgrade can only be applied to a melee weapon that deals bludgeoning damage. The weapon deals an additional 1d4 bludgeoning damage.
 * Serrated: This upgrade can only be applied to a melee weapon that deals slashing damage. When you hit a creature with this weapon, they must succeed on a Constitution saving throw with a DC of 10 or the damage taken, whichever is higher. Should the target fail, they begin bleeding and take 1d6 necrotic damage at the start of their turn, to a maximum of 4d6.
 * Flambard: This upgrade can only be applied to melee weapons with the versatile or two-handed property. When you wield this weapon with two hands, you gain a +1 bonus to your AC.

Tier 3 (DC 18, 4d4 x 100gp, 3 extra work days, tier 3 tools)

 * Keen: The weapon has its critical range reduced by 1.
 * Superior: The weapon deals an additional die of damage on a critical hit.
 * Shattering: This weapon can only be applied to a melee weapon that deals slashing or bludgeoning damage. The weapon gains the siege property against other weapons. Should you wish you can choose to make an attack roll against a creatures weapon. If you reduce the weapon to 0 hit points it is broken and becomes unusable unless it is a magical weapon.



Armor Upgrades
Armor upgrades can be done during armor creation or to an existing armor. Consult the below when attempting to upgrade an armor. Light and heavy armor can have 2 upgrades applied, with medium and rune robes being able to have 3 applied. And shield having 1 upgrade.
 * Bulky: The wearer has their speed reduced by 5ft. As well as disadvantage on checks swimming, jumping and climbing checks.
 * Constrictive: The wearer has a -1 to Dexterity ability checks.
 * Noisy: The wearer has a -2 on stealth checks relaying on sound.

Tier 1 (DC 15, 1d4 x 100gp, 1 extra day, tier 1 tools)

 * Camouflaged: The wearer gains a +2 bonus to stealth checks relaying on sight. When applying this upgrade, choose a type of terrain that benefits from the camouflage.
 * Comfortable: The wearer benefits from a long rest as normal when sleeping in this armor.
 * Breathable: The wearer has advantage on saving throws against effects of extreme heat.
 * Furred: The wearer has advantage on saving throws against effects of extreme cold.
 * Muffled: The wearer no longer gains disadvantage on stealth checks from armor.
 * Concealable (L): The wearer can wear this armor beneath normal clothes.

Tier 2 (DC 18, 2d4 x 120gp, 3 extra days, tier 2 tools)

 * Ceremonial: The wearer gains a +2 bonus to Charisma based ability checks when interacting with appropriate humanoids.
 * Form-fitted: The wearer gains advantage on Dexterity (acrobatics) checks.
 * Jointed (M): The wearer of this armor has their limit of adding their dexterity modifier to AC increased to a +3.
 * Reinforced (M, H): The wearer's AC increases by 1 against nonmagical attacks.
 * Quick-release: You can doff this armor as an action.

Tier 3 (DC 20 3d4 x 120gp, 7 extra days, tier 3 tools, Limited to only 1 Tier 3 upgrade)

 * Enhanced Chain: The wearer reduces damage from nonmagical slashing damage by 2. Applies before resistance. Adding the Noisy property.
 * Enhanced Plate (M, H): The wearer reduces damage from nonmagical slashing and piercing damage by 2. Applies before resistance. Adding the Noisy property.
 * Enhanced Padding: The wearer reduces damage from nonmagical bludgeoning damage by 2. Applies before resistance. Adding the Constrictive property.
 * Superior Reinforcement: The wearer's AC increases by 1.