Weaponsmithing in Greyhawk | 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 on the table below. (Jump to the Dwarven Weapon Construction Table.)

Table 41: Weapon Construction

Weapon
Poor Construction
Average Construction
Fine Construction
Exceptional Construction
Material Cost
Arrowhead
20/day
10/day
5/day
1/day
1 cp
Battle Axe
5 days
10 days
20 days
45 days
10 sp
Hand Axe
2 days
5 days
10 days
20 days
5 sp
Dagger
3 days
5 days
10 days
20 days
2 sp
Heavy Crossbow
10 days
20 days
45 days
90 days
10 sp
Light Crossbow
8 days
15 days
30 days
60 days
5 sp
Fork, Trident
10 days
20 days
45 days
90 days
10 sp
Spear, Lance
2 days
4 days
10 days
20 days
4 sp
Short Sword
10 days
20 days
45 days
90 days
5 sp
Long Sword
15 days
30 days
60 days
120 days
10 sp
Two-handed Sword
20 days
45 days
90 days
180 days
2 gp

†Listed cost is for average quality. Poor quality reduces costs by 25%, Fine quality increases costs by 50%, and exceptional quality increases costs by 100%.

As mentioned, a weaponsmith needs to have a smithy. The costs for having a smithy are given in the Workshop section under Armorer. In fact, the same smithy can be used for armoring and weaponsmithing.

The Weapon Construction table above 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 weaponsmilh makes his Weaponsmithing proficiency ability check. He'lI use the Proficiency Modifier based on the weapon and the weapon quality he's trying to achieve; see the charts above, under "Weapon Quality," for that modifier.

Weapon Quality
Attack Bonus
Damage Bonus
Breaks
Proficiency Check Modifier
Poor
-1
-1
1 - 5 on d20
+2
Average
0
0
1 on d20*
0
Fine
0/+1
0/+1
**
-2
Exceptional
+1
+1
**
-4

*This is not an automatic break. If a '1' is rolled, make a saving throw vs. Crushing Blow. Failure means breakage.
**Fine weapons get either a +1 to hit 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).

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 to hit, 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 thls 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 falls 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 AD&D game are of average quality.

Fine quality weapons are very well-made. Each will have one specific bonus: Either a +1 to hit 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.

Excepltonal quality weapons are like fine weapons, but have both bonuses; they're +1 to hit and +1 to damage. They're also very expensive.

Weapons Not Shown

If you're trying to construct a weapon not shown on the above chart, compare it to the most similar weapon 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, lf you're trying to create a bastard sword, that's closest to a long sword.

Dwarven Weaponsmithing

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.

There are not any "poor", "average", or "fine" columns for construction, because dwarves never do any work other than exceptional.

Dwarven Weapon Construction Table


WeaponConstruction TimeMaterial Cost
Arrowhead7/day1 cp
Battle Axe7 days10 sp
Hand Axe3 days5 sp
Dagger3 days2 sp
Heavy Crossbow15 days10 sp
Light Crossbow12 days5 sp
Fork, Trident15 days10 sp
Spear, Lance3 days4 sp
Short Sword15 days5 sp
Long Sword23 days10 sp
Two-handed Sword34 days2 gp
[Player's Handbook]
[Complete Fighter's Handbook]
[Complete Book of Dwarves]

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