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Weaponsmithing in Ashieldr

Making a weapon is a step by step process. The individual parts are first shaped or forged. When every component has been built, you select the weapon you want to build an put the pieces together to create the end result.

When crafting you must make an initial check against the DC. If the process takes longer than 2 hours you make an additional check for every 2 hours of work after the first.

The special conditions of the material only need to be met for the first 15 minutes of each 2-hour block. Once those 15 minutes are met, the weapon can be worked on as normal. This rule exists to make crafting possible during adventures, and to help with very hard or hell level materials, where the special condition isn't permanent or easy to maintain.
Once all the parts are ready, you can assemble the weapon easily over the course of 3 hours.

Crafting Time

The amount of time it takes to make a part depends on how much material is being used and the number given by the material. For example, making a iron large blade, would take 1 x 8 hours, equaling 8 hours. Always round up to the nearest .25, .5, .75 or whole number. These equal 15 minutes, 30 minutes, 45 minutes, or one hour respectively. The lowest amount of time that a part can take is 15 minutes.

Crafting Mishaps

if you fail to make the check, a complication happens, resulting in a flaw in the part. Roll on the table below to determine the flaw. If you fail 3 times on a part, it becomes scrap. Finished parts can be used to make weapons that require said parts.

Handle

d6FlawDescription
1Slippery GripHandle becomes slick when wet, imposing disadvantage on attack rolls in rain or when bloodied.
2SplinteredDeals 1 damage to the wielder every time they roll a natural 1 on an attack.
3Poor BalanceWeapon's weight distribution is off, reducing the damage by 1.
4Loose FitHandle creaks and shifts in the wielder's hands. giving disadvantage on precision- based attacks
5Warped ShapeCauses mild wrist strain, after prolonged use, the wielder takes 1 level of exhaustion for every 20 attacks with this weapon they make, this number resets on a short rest.
6Fragile GripHandle has a low break threshold; on a critical failure, the handle snaps and the weapon becomes unusable till replaced.

Binding

d6FlawDescription
1Loose lashingsThe weapon;s parts rattle, producing noise and giving disadvantage on stealth.
2Fraying materialEvery time the weapon is used, roll a d20; on a 1, the binding breaks and it is unusable till replaced
3Stiff BindReduces swing recovery speed, making the weapon slower to ready. Drawing or swapping to this weapon cost a bonus action instead of an item interaction action.
4Twist ShiftThe binding has uneven tension, causing the weapon;s parts to subtly rotate after repeated swings. Roll 2d20, if both number match, you must make a DC 10 Dexterity saving throw, or suffer disadvantage on the next attack as you adjust your grip.
5Uncomfortable BindThe seams digs into the wielder's hands, causing 1 damage at the end of each combat when used.
6Loose StrandsThe binding's fibres slowly unravel with use, causing small bits of debris or dust to fall off. This leaves a faint trail begins the wielder that can be tracked easily for 1 hour after combat.

Head

d6FlawDescription
1Poor TemperingOn a natural 1, the head cracks and becomes unusable till replaced.
2Bentthe head is bent, making it easier to mess up an attack. You can score a critical fail on a 1 or a 2.
3Unstable WeightThrows off swing accuracy; ranged or thrown weapons gain disadvantage
4Brittle materialDeals normal weapon damage, but any damage roll of max value causes the head to shatter
5Uneven HeadThe weapon Head's uneven surface causes it to pull slightly to one side during swings, making it harder to control. You have disadvantage on attacks made not on your turn.
6Vibrating EdgeThe weapon head produces a subtle vibration on impact. Roll 2d20, if both numbers match, you must succeed on a DC 12 Constitution saving throw or have disadvantage on your next attack roll.
MasterWork

If you exceed the DC of all the skill check(s) by 5 or more for a part, it is considered a "masterwork" part. In order to craft a magic item you must first create a nonmagical item of Masterwork quality. Additionally masterwork components provide the following benefits to the weapon
Head: Roll two sets of damage dice and take the higher of the two results
Binding: The damage this object takes is reduced to half whenever it would take damage.
Handle: You gain a +1 bonus to attack rolls with this weapon, this does not stack with any magical effects if they are put on the weapon.

All other masterwork non-weapon items provide an additional bonus to skill check made with them equal to half the users proficiency bonus rounded down.

Material Types
TypeDescription
MetalRefined from ores such as iron, steel, or mithril. Durable and forgeable
StoneMineral-based, often crystalline or volcanic like obsidian or voidglass.
OrganicOrganic materials such as wood, coral, or bone. Most beasts or plant creatures apply to this category.
MonstrousHarvested from magical or monstrous creatures like dragonhide, chitin or infernal horn.
PlanarSourced from other planes of existence. Includes rare and powerful materials like hell steel or celestium.
AlchemicalSynthesized, magically infused, or chemically altered substances. Often volatile or unstable.
Tools Required
Tool NameDescription
Alchemist SuppliesLets you turn substances into weapons.
Calligraphers suppliesLets you craft with paper, ink. magic and runes
Glassblowers toolsLets you shape glass-like materials.
Jewelers toolsLets you cut gems into parts.
Masons toolsLets you carve stone into weapon parts.
Smiths toolsLets you forge parts from metal.
Tinkers ToolsLets you make mechanical parts.
Weavers toolsLets you braid and weave fibers into parts.
Woodcarvers toolsLets you carve wood, bone, or similar materials.
Cooks Utensils Lets you bake your own parts.
SpecialSome materials need more than tools - like forging in extreme heat, freezing cold, or even inside another dimension.
Material Harvesting

To gain materials, you have to harvest them or purchase them. The methods of harvesting vary depending on the source, but unless otherwise stated, you receive 1d4 materials when harvesting from metal ores, stoens, or wood like materials.

Weapon Parts

Each weapon uses different parts, and each part needs different amounts of materials.

PartMaterial used
Tool Rod0.5
Wide Guard0.5
Hand Guard0.5
Crossbar0.5
Binding0.5
Knife Blade0.5
Axe Head1
Plate1
Sword Blade1
ArrowHead1 (per set of 10 arrows)
Tough Rod3
Tough Binding3
String3 (Flexible materials only)
Large Plate4
Large Axe Head4
Large Blade8
Part Properties

Each weapon is made up of multiple parts, typically including a Head, Handle, and Binding (some weapons may add or remove components depending on their type). Each part is crafted from a material, and the material grants properties to the finished weapon.
These properties represent mechanical traits such as attack bonuses, utility effects, or penalties that are applied to the finished weapon based on the materials used.

Property Stacking
If the same property appears on more than one part of the weapon, its effect increases. This means that choosing a material with a strong property for multiple parts will increase its power for the final item. For example, if both the Head and Handle grant the Magnetic property, then the weapon receives a double effect from Magnetic.
The exact mechanical stacking (e.g. additive, multiplicative, increasing intensity) depends don the property itself and is detailed in each property's definition.

Parts By Color
Color Part
Red Handle
Dark Red Handle 2
Blue Head
Dark Blue Head 2
Orange Binding
Dark Orange Binding 2

Weapon Recipes

Materials:

Common Materials

Uncommon Materials

Rare Materials

Very Rare Materials

Legendary Materials


 


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