Blacksmith in Faerun | World Anvil
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Blacksmith

Items   Adventuring Gear
  • Ball Bearings (1000) (1 GP) - As an action, you can spill the ball bearings from their pouch to a cover a level, 10-foot square area. A creature moving through the area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed does not need to make the save.
  • Bell (1 GP)
  • Bucket (5 SP) - Capacity: .5 Cubic Feet/3 Gallons
  • Caltrops (20) (1 GP) - As an action, you can spread the caltrops from their pouch to a cover a 5-foot square area. A creature that enters the area must succeed on a DC 15 Dexterity saving throw or take 1 piercing damage and stop moving. A creature moving through the area at half speed does not need to make the save.
  • Chisel (1 GP)
  • Crowbar (2 GP) - The crowbar grants advantage to applicable Strength checks.
  • Flask or Tankard (2 SP) - Capacity: 1 Pint
  • Grappling Hook (2 GP)
  • Hammer (1 GP)
  • Hammer, Sledge (2 GP)
  • Jug or Pitcher (2 SP) - Capacity: 1 Gallon
  • Kettle (2 GP)
  • Manacles (2 GP) - The manacles can bind a small or medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves’ tools can pick the manacles’ lock with a successful DC 15 Dexterity check. Manacles have 15 Hit Points and AC 20.
  • Musical Instrument, Horn (3 GP)
  • Pickaxe (2 GP)
  • Piton (5 CP)
  • Pot, Iron (2 GP) - Capacity: 1 Gallon
  • Saw (2 GP)
  • Shovel (2 GP) - The shovel grants advantage to applicable Strength checks.
  • Spikes, Iron (10) (1 GP)
  • Wire (15 Feet) (2 SP)
Armor, Medium
  • Chain Shirt (50 GP) - 13 + DEX (Max 2)
  • Scale Mail (50 GP) - 14 + DEX (Max 2) (Stealth Disadvantage)
  • Breastplate (400 GP) - 14 + DEX (Max 2)
  • Half Plate (750 GP) - 15 + DEX (Max 2) (Stealth Disadvantage)
Armor, Heavy
  • Ring Mail (30 GP) - 14 (Stealth Disadvantage)
  • Chain Mail (75 GP) - 16 (STR 13) (Stealth Disadvantage)
  • Splint (200 GP) - 17 (STR 15) (Stealth Disadvantage)
  • Plate (1500 GP) - 18 (STR 15) (Stealth Disadvantage)
Shields
  • Shield, Medium (10 GP) - +2
  • Shield, Heavy (50 GP) - +3 (STR 15 ) (Stealth Disadvantage)
Tools
  • Smith’s Tools (20 GP)
  • Tinker's Tools (50 GP)
Weapons, Melee, Simple
  • Dagger (2 GP) - 1d4 Piercing - Finesse, Light, Thrown (20/60)
  • Handaxe (5 GP) - 1d6 Slashing - Light, Thrown (20/60)
  • Light Hammer (2 GP) - 1d4 Bludgeoning - Light, Thrown (20/60)
  • Mace (5 GP) - 1d6 Bludgeoning
  • Sickle (1 GP) 1d4 Slashing - Light
  • Spear (1 GP) - 1d6 Piercing - Thrown (20/60), Versatile (1d8)
Weapons, Melee, Martial
  • Battleaxe (10 GP) - 1d8 Slashing - Versatile (1d10)
  • Flail (10 GP) - 1d8 Bludgeoning
  • Greataxe (30 GP) - 1d12 Slashing - Two-handed
  • Greatsword (50 GP) - 2d6 Slashing - Two-handed
  • Halberd (20 GP) - 1d10 Slashing - Reach, Two-handed
  • Longsword (15 GP) - 1d8 Slashing - Versatile (1d10)
  • Maul (10 GP) - 2d6 Bludgeoning - Two-handed
  • Morningstar (15 GP) - 1d8 Piercing
  • Pike (5 GP) - 1d10 Piercing - Reach, Two-handed
  • Scimitar (25 GP) - 1d6 Slashing - Finesse, Light
  • Shortsword (10 GP) - 1d6 Piercing - Finesse, Light
  • Trident (5 GP) - 1d6 Piercing - Thrown (20/60), Versatile (1d8)
  • Warhammer (15 GP) - 1d8 Bludgeoning - Versatile (1d10)
Weapons, Ranged, Simple
  • Dart (5 CP) - 1d4 Piercing - Finesse, Thrown (20/60)

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