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Blacksmith


WEAPONS

* Weapon +1 - Weapon (Any), Uncommon = 500 gp
* Weapon +2 - Weapon (Any), Rare = 5,000 gp
* Weapon +3 - Weapon (Any), Very Rare = 15,000 gp


Simple Melee Weapons

Ball Bearings (bag of 1,000) = 1gp
Club = 1sp [1d4 bludgeoning] - 2 lb. Light
Dagger = 2gp [1d4 piercing] - 1 lb. Finesse, light, thrown (range 20/60)
Great Club = 2sp [1d8 bludgeoning] - 10 lb. Two-handed
Handaxe = 5gp [1d6 slashing] - 2 lb. Light, thrown (range 20/60)
Javelin = 5sp [1d6 piercing] - 2 lb. Thrown (range 30/120)
Light Hammer = 2gp [1d4 bludgeoning] - 2 lb. Light, thrown (range 20/60)
Mace = 5gp [1d6 bludgeoning] - 4 lb.
Quarterstaff = 2sp [1d6 bludgeoning] - 4 lb. Versatile (1d8)
Sickle = 1gp [1d4 slashing] - 2 lb. Light
Spear = 1gp [1d6 piercing] - 3 lb. Thrown (range 20/60), versatile (1d8)


Simple Ranged Weapons

Crossbow, light = 25gp [1d8 piercing] - 5 lb. Ammunition (range 80/320), loading, two-handed
Dart = 5cp [1d4 piercing] - 1/4 lb. Finesse, thrown (range 20/60)
Short Bow = 25gp [1d6 piercing] 2 lb. Ammunition (range 80/320), two-handed
Sling = 1sp [1d4 bludgeoning] - Ammunition (range 30/120)


Martial Melee Weapons

Battleaxe = 10gp [1d8 slashing] - 4 lb. Versatile (1d10)
Flail = 10gp [1d8 bludgeoning] - 2 lb.
Glaive = 20gp [1d10 slashing] - 6 lb. Heavy, reach, two-handed
Great Axe = 30gp [1d12 slashing] - 7 lb. Heavy, two-handed
Great Sword = 50gp [2d6 slashing] - 6 lb. Heavy, two-handed
Halberd = 20gp [1d10 slashing] - 6 lb. Heavy, reach, two-handed
Lance = 10gp [1d12 piercing] - 6 lb. Reach, special
Longsword = 15gp [1d8 slashing] - 3 lb. Versatile (1d10)
Maul = 10gp [2d6 bludgeoning] - 10 lb. Heavy, two-handed
Morningstar = 15gp [1d8 piercing] - 4 lb.
Pike = 5gp [1d10 piercing] - 18 lb. Heavy, reach, two-handed
Rapier = 25gp [1d8 piercing] - 2 lb. Finesse
Scimitar = 25gp [1d6 slashing] - 3 lb. Finesse, light
Short Sword = 10gp [1d6 piercing] - 2 lb. Finesse, light
Trident = 5gp [1d6 piercing] - 4 lb. Thrown (range 20/60), versatile (1d8)
War Pick= 5gp [1d8 piercing] 2 lb.
Warhammer = 15gp [1d8 bludgeoning] - 2 lb. Versatile (1d10)
Whip = 2gp [1d4 slashing] - 3 lb. Finesse, reach


Martial Ranged Weapons

Blowgun = 10gp [1 piercing] - 1 lb. Ammunition (range 25/100), loading
Crossbow, hand = 75gp [1d6 piercing] - 3 lb. Ammunition (range 30/120), light, loading
Crossbow, heavy = 50gp [1d10 piercing] - 18 lb. Ammunition (range 100/400), heavy, loading, two-handed
Longbow = 50gp [1d8 piercing] - 2 lb. Ammunition (range 150/600), heavy, two-handed
Net = 1gp — 3 lb. Special, thrown (range 5/15) - Restrained on DC 10 Strength check


AMMUNITION

Quiver = 1gp
Walloping Ammunition = 25 gp
Normal Arrows = 1gp for 20
Silvered Arrows = 100gp 5sp for 10
Crossbrow Bolts = 1gp for 20
Ammunition +1 - Ammunition, Uncommon = 30 gp
Ammunition +2 - Ammunition, Rare = 300 gp
Ammunition +3 - Ammunition, Very Rare = 1,000 gp


ARMOUR

LIGHT ARMOUR

Padded 5gp (AC 11+Dex) - disadvantage on Stealth
Leather 10gp (AC 11+Dex)
Studded Leather 45gp (AC 12+Dex)

MEDIUM ARMOUR

Hide 10gp (AC 12+Dex) max 2
Chain Shirt 50gp (AC 13+Dex)
Scale Mail 50gp (AC 14+Dex) max 2
Breastplate 400gp (AC 14+Dex) max 2
Half Plate 750gp (AC 15+Dex) max 2 - disadvantage on Stealth

HEAVY ARMOUR

Ring Mail 30gp (AC 14) - disadvantage on Stealth
Chain Mail 30gp (AC 16) heavy Strength 13 required - disadvantage on Stealth
Splint 30gp (AC 14) heavy Strength 15 required - disadvantage on Stealth
Plate 1500gp (AC 18) heavy Strength 15 required - disadvantage on Stealth


SHEILD

* 10gp (AC +2)
Shield +1- Uncommon = 1,000 gp
Shield +2 - Rare = 10,000 gp
Shield +3 - Very Rare = 30,000 gp


HELMS

A helm is included as part of most sets of armour.
Comprehending Languages = 500gp
Telepathy = 13000gp
Teleportation = 64000gp

Helm of Brilliance
Very Rare, requires Attunement
This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.
You gain the following benefits while wearing it:
+ You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component:
* daylight (opal)
* fireball (fire opal)
* prismatic spray (diamond)
* wall of fire (ruby).
The gem is destroyed when the spell is cast and disappears from the helm.
+ As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage.
+ As long as the helm has at least one ruby, you have resistance to fire damage.
+ As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.
+ Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.





ITEMS: Axes - Warhammers - Bows - Flails - Blades - Armour - Shields - Tritons - Arrows - Quiver - Spears - Mauls - Whips - Halberds - Lances - Javelins - Eqipment
ALTERNATIVE NAMES: Smithy - Weaponsmith - Craftsman - Armourer - Armoury - Armoursmith - Arsenal - Fletcher - Bowyer
TYPES: Mundane - Arcane/Magical


This is for quick reference using my notes, as well as other websites


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