Weaponsmithing in Alcirya | World Anvil

Weaponsmithing

This highly specialized proficiency enables a character to perform the difficult and highly exacting work involved in making metal weapons, particularly those with blades. The character blends some of the skill of the blacksmith with an ability to create blades of strength and sharpness. A fully equipped smithy is necessary to use this proficiency. The time and cost to make various types of weapons are listed below.

Material Cost
Stats Table
WeaponConstruction TimeMaterial Cost
Arrowhead10/day1 cp
Battle Axe10 days10 sp
Hand Axe5 days5 sp
Dagger5 days2 sp
Hand Crossbow20 days10 sp
Light Crossbow15 days5 sp
Fork, Trident20 days10 sp
Spear, Lance4 days4 sp
Short Sword20 days5 sp
Long Sword30 days10 sp
2-Handed Sword45 days2 gp
Footnote Info

A dwarf weaponsmith is not only more skilled than a human one (Intelligence -1, instead of -3), but capable of producing weapons at a faster rate. The costs remain the same.

A weaponsmith does need to have a smithy. The costs for having a smithy are detailed in the NWP Armorer. In fact, the same smithy can be used for armoring and weaponsmithing.

The Weapon Construction numbers on Weapon Construction table on page 65 of the Player's Handbook are correct. It constitutes one Overseer-level weaponsmith working by himself and crafting weapons of average quality. An Overseer weaponsmith working with two apprentices cuts the time in half. The time indicated on the chart should be converted to weeks so that you can compare the weaponsmith's times with the armorer's; consider 5 days on the chart to constitute one week.

Weaponsmithing Failure

When constructing a weapon, at the end of the weapon-making process, the weaponsmith makes his Weaponsmithing proficiency ability check. He'll use the Proficiency Modifier based on the weapon and the weapon quality he's trying to achieve; see the chart below, under "Weapon Quality," for that modifier. If he successfully makes his check, he's created the weapon he wanted to create.

If he fails by 1, 2, 3, or 4, he's created a weapon that looks like what he intended to make. . . but he knows it has a serious structural flaw. In a real combat, if the wielder rolls a natural 5 or less on his attack roll, the weapon breaks and is useless. (For some reason, it just won't break in practice combats. . . only in the real thing.) He can still sell the weapon, of course, but eventually, after he's done this sort of thing a few times, his reputation as a craftsman will be utterly ruined. It's better just to break the item, sell it as a wall-hanger, etc. If he fails by 5 or more, the weapon breaks and is ruined during the last stages of the creation process (for example, when it's being cooled after heat-tempering).

Weapon Quality

It is possible to construct weapons of different quality than just average. Poor quality weapons are shabbily made. They look bad, and like the flawed weapons described above, they break on a natural attack roll of 1 to 5. They don't hit as well (this is a penalty to the attack roll) or do as much damage (penalty to the damage) as their average-quality equivalents. Average quality weapons are not especially notable; they get the job done, they're reliable, and they're inexpensive. Unless otherwise noted, all (non-magical) weapons listed on charts in the game are of average quality. Fine quality weapons are very well-made. Each will have one specific bonus: Either a +1 to attack rolls or a +1 to damage. This bonus is not magical; it comes from improved balance, sharpness, etc. (The weaponsmith determines, when he's making the weapon, whether he's trying to make it more accurate or make it hit harder.) They also cost a lot more than average weapons. Enchantments are typically made on weapons of at least Fine quality. Exceptional quality weapons are like fine weapons, but have both bonuses: They're +1 to attack rolls and +1 to damage. They're also very expensive.

The following list, adapted from the list on page 65 of the Player's Handbook, shows the differences in cost and time to create weapons of these different levels of quality.

Quality Effect on Prof. Check
Stats Table
Weapon QualityAttackDamageBreaksProf. Modifier
Poor-1-125%+2
Average005%0
Fine+1+1**-2
Exceptional+1+1**-4
Footnote Info

*This isn't an automatic break; it breaks only if the DM feels like it.

**Fine weapons get either a +1 to attack rolls or +1 to damage, not both. Fine and Exceptional weapons break only in remarkable circumstances, as dictated by the DM (for example, a powerful enemy rolling a natural 20 when hitting the weapon, or the character rolling a natural 1 when striking at an artifact).

Weapons Not Shown

If you're trying to construct a weapon not shown on this chart, compare it to the most similar weapon that is on the chart and use those values. (The DM has the final say on what is most similar.) For instance, if you're trying to create a halberd, that's closest to a fork or trident. If you're trying to create a bastard sword, that's closest to a long sword.

Weaponsmith Weapon Construction Time
Stats Table
Weapon TypePoorAverageFineExceptional
Arrowhead20/day10/day5/day1/day
Battle Axe5 days10 days20 days45 days
Hand Axe2 days5 days10 days20 days
Dagger3 days5 days10 days20 days
Hand Crossbow10 days20 days45 days90 days
Light Crossbow8 days15 days30 days60 days
Fork, Trident10 days20 days45 days90 days
Spear, Lance2 days4 days10 days20 days
Short Sword10 days20 days45 days90 days
Long Sword15 days30 days60 days120 days
Sword20 days45 days90 days180 days
Footnote Info
Class Grouping
Warrior
 
Slot Cost
3
 
Attribute
Intelligence
 
Modifier
-3

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