If you have the skill, tools and material you can spend time to create your won gear. Either to use it yourself or to sell, its up to you.
The DC starts at 0. Whenever you end one step you roll a the aproproiet roll. If you roll the DC or above you can continue working. If you roll bellow the DC the weapon gain one flaw. Se section bellow under flaws.
Step One: Damage type and Damage die
You chosse the primary damage type of the weapon and what damage die it will deal. While its easier to create bludgeoning weapons, piercing and slashing weapons can be cratned extra effect depending on their design.
| Damage type |
Smithing DC |
Type of weapons |
| Blugeoning |
+2 |
|
| Piercing |
+4 |
Optional Properties:
- x3: +3 Roll the weapons damage dice thrice and add them together on a critical hit.
|
| Slashing |
+5 |
Optional Properties:
- 19-20: +3 The weapon scores a criticla hit on a natural roll of 19 or 20.
|
Weapon Size
A weapon’s size category isn’t the same as its size as an object. Instead, a weapon’s size category is keyed to the size of the intended wielder. In general, a creature of larger stature is able to swing a weapons around with far greater ease compared to a creature of smaller size.
Comparing the size category of the wielder with the damage die of the weapon is done the folwing way:
- Three size categories smaller: A weapon can be wielded one-handed, considerd light for the wielder and is throwable with a Range of 20/60.
- Two size categories smaller: A weapon can be wielded one-handed and is considerd light for the wielder.
- One size category smaller: A weapon can be wielded one-handed.
- Same size category: A weapon has to be wielded two-handed or attacks will have disadvantage.
- One size category larger: A weapon has to be wielded two-handed, but attacks will have disadvantage if it has reach or range.
- Two size categories larger: A weapon has to be wielded two-handed, but all atacks will de done with disadvantage.
- Three size categories larger: A weapon cant be wielded due to the weapon being to large.
For each size category smaller than Medium, use one smaller die on the table. For each size category larger than Medium, add one addional damge die.
| Damage Dice |
Material amount |
Same size category |
(Range Normal/Long) in Feet |
| 1d2 (2) |
0,1 |
- |
(Range 10/30) |
| 1d4 (4) |
0,25 |
Diminutive |
(Range 20/60) |
| 1d6 (6) |
0,5 |
Tiny |
(Range 30/120) |
| 1d8 (8) |
1 |
Small |
(Range 40/160) |
| 1d10 (10) |
1,5 |
Medium |
(Range 50/200) |
| 1d12 (12) |
2 |
Medium (Powerfull Build) |
(Range 60/240) |
| 2d8 (16) |
2,5 |
Large |
- |
Step Two: Weapon type
You decide on what type of weapon it will be. Each type have a distinkt structure that alows it to be able to denefit from ceratin weapon mastery feat. Each type has a list of properties that can be added to the weapon, along with several sub properties. You have to pick one, and no other from the list. But you are able to add any number of sub porperties to the weapon, each added will increse the crafting DC.
One or Two handed
Weapons with a one-Handed Grip is designed to only be wielded with one hand, allowing for beter weapon handeling. Apply the wielder’s Strength bonus to damage rolls for melee attacks. Weapons with a two-Handed Grip is designed to be wielded with one hand or two hands. However, depending on the size of the weapon it can only be wielded with two hands. Apply 1½ times the character’s Strength bonus to damage rolls for melee attacks if the weapon is wielded with two hands.
Simple/Martial
The weapon will be considerd a Martial weapon if the Crafting DC is greater than 15.
| Weapon type |
Description |
| Handel |
The weapon consist primarely of the part that inflicts damage onto a target, with a grip at the end for the wielder to grasp. The weapon will benefit from any Feat that affects Swords, on acount of the weapon deigned to be versitile and agile to wield.
Properties:
- One-handed: +0 Apply the wielder’s Strength bonus to damage rolls for melee attacks.
- Throwing weapon: +3 Adjust the weapon to be effective at longer ranges. Weapon gain a range of 30/120, but take a -4 penalty on attack rolls if you use a Throwing weapon as a melee weapon.
- Versitile: +5 The weapon scores a criticla hit on a natural roll of 19 or 20.
- If it allready crit on a 19 or 20, it crit on a natural roll of 18, 19 or 20.
- Finesse: +4 While the weapon is considerd light for the wielder, they are able to choice to use either their Strength or Dexterity modifier for attacks and damage rolls.
- Elegant: +4 The weapon gain the Finesse propertie and it can be in effect even if the weapon isnt light for the wielder.
- Hooked: +4 When ever the wielder of the weapon perform a Grapple or disarm Maneuver, they can roll the weapons damage die and add the result to their contesting athletics roll.
- Two-handed: +2 Apply 1½ times the character’s Strength bonus to damage rolls for melee attacks if the weapon is wielded with two hands.
- Versitile: +5 The weapon scores a criticla hit on a natural roll of 19 or 20.
- If it allready crit on a 19 or 20, it crit on a natural roll of 18, 19 or 20.
- Great weapon: +6 Double the amount of damage dice the weapon deals.
- Reach: +6 This Propertie adds 5 feet to your reach when you Attack with this weapon, as well as when determining your reach for Opportunity Attacks with it.
- Hooked: +4 When ever the wielder of the weapon perform a Grapple or disarm Maneuver, they can roll the weapons damage die and add the result to their contesting athletics roll.
|
| Fist |
The weapon is designed to be worn on your hands. At the cost of your ability to manipulet your didigets. This type of weapon allows the wielder to use either the damage die of thier unarmed attack or the weapon.
Core properties:
- Simple: +2
- Gauntlets: +6 You have disadvantage on any weapon attack that you are wileding.
- Aegis: +4 The weapon provieds a +1 AC bonus.
- Clawed: +4 When ever the wielder of the weapon perform a Grapple or disarm Maneuver, they can roll the weapons damage die and add the result to their contesting athletics roll.
- Reinforced: +9 Apply 1½ times the character’s Strength bonus to damage rolls for melee attacks. You cant wield other weapons in the hands.
- Grand Aegis: +9: The weapon prvides a +2 AC and counts as a Shield.
- Clawed: +4 When ever the wielder of the weapon perform a Grapple or disarm Maneuver, they can roll the weapons damage die and add the result to their contesting athletics roll.
|
| Corded |
The weapon is composed of a chain or rope, witch allows it a flexability at the expence of control.
Properties:
- Finesse: +4: While the weapon is considerd light for the wielder, they are able to choice to use either their Strength or Dexterity modifier for attacks and damage rolls.
- Range: +3 The weapon gain the Reach propertie.
- Elegant: +6 The weapon gain the Finesse propertie and it can be in effect even if the weapon isnt light for the wielder.
- Weighted End: +3: As a bonus action on your turn, our attack rolls with the weapon ignores the AC bonus of the targets shield or the parrying bonus.
- 19-20: +6 The weapon scores a criticla hit on a natural roll of 19 or 20.
|
| Hafted |
The weapon consist primarely of a long gripable shaft with the damagin head, such as a spear, ace or halberd. All weapons of this type can be wielded with Two Hands.
Only half of the intial material will be used for the head, since a second material can be chosen to use for the shaft.
Core properties:
- Simple: +0 A long stick with a poity end, simple as simple can be.
- Long Shaft: +6 The weapon gain the Reach propertie.
- Throwing weapon: +3 Adjust the weapon to be effective at longer ranges. Weapon gain a range of 30/120, but take a -4 penalty on attack rolls if you use a Throwing weapon as a melee weapon.
- Top Heavy +4 The weapon gain the x3 to crit. If it allready has x3, then it becomes a x4. Where you roll four times the amount of of the weapons damage dice on a critical hit.
- Pole Shaft: +6 The weapon gain the Reach propertie.
- Finesse: +4 While the weapon is considerd light for the wielder, they are able to choice to use either their Strength or Dexterity modifier for attacks and damage rolls.
- Elegant: +6 The weapon gain the Finesse propertie and it can be in effect even if the weapon isnt light for the wielder.
- Lance Handle: +8 The weapon gain the Reach propertie. The wielder of this weapon type have disadvantage when using a Lance Handle weapon to attack a target within 5 feet of of them. Also, the weapon can be wielded one handed while mounted.
- Long Shaft: +6 The weapon gain the Reach propertie.
- Double-Ended: +12 Double the amount of damage dice the weapon deals. If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action to make a offhand attack with the weapon.
|
| Ranged |
A ranged weapon are primaroly used for ranged Attacks, the range of a weapon is in parentheses after the Ammunition property. The range lists two numbers. The first number is the weapon’s normal range in feet, and the sencond number indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the Attack roll. You can’t Attack a target beyond the weapon’s long range.
Range weapons has to be wielded with two hands, unles a propertie say ontherwise.
Properties:
- Sling: +3: Can be wielded with one hand.
- Bow: +3: The .
- Strong limbs: +6 Double the range of your weapon
- Loading: +4: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it. However, due to the weapons construction, the weapon gain a damage modifier equal to the weapons damage-die average minus one. You may use this damage modifier instead of your Dexterity modifier, if your Dexterity modifier is les. Additionally, if your strength modifier is equal or greater than the damage modifier, you are able to fire two pieces of ammunition from it when you use an attack action, or an action and bonus action
- One Handed: +3 The weapon can be wielded with one hand.
- Baonet: +3 The weapon gain a shapr knife at the end of the weapon.
|
Short Ranged
(range 30/120) |
|
Medium Ranged
(range 60/240) |
|
Long Ranged
(range 80/320) |
|
Far Ranged
(range 100/400) |
If the wepon gains the heavy propertie the range increses by +50% (150/600). |
Step Three: Add Property
Time: Add time for each propertie.
You can chose a number Property and add it to the weapon.
| Propertie |
Smithing DC |
Effect |
Time |
| Light |
+6 |
- The weapon gains the Light Propertie.
- If you are wieldeing a weapon with the Light Propertie, you can use a bonus action to do a ofhand attack with that weapon. A ofhand atack is here you dont add you ability modifier to the damage roll, unless that modifier is negative.
- Subtract 1 lb from the totall weight of the weapon. Weapons weight cant go below 0.5 lb.
|
1d6 Days |
| Reach |
+3 |
- The weapon gains the Reach Propertie. This Propertie adds 5 feet to your reach when you Attack with this weapon, as well as when determining your reach for Opportunity Attacks with it.
- Add 1 lb to the totall weight of the weapon.
|
1 Day |
| Finesse |
+4 |
- The weapon gains the Finesse Propertie. When making an Attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls.
|
1 Work week |
| Elegant |
+4 |
- The weapon gains the Elegant Propertie. The weapons damage dice size is incresed by 2. A damage value in parentheses appears with the property of the damage when the wielder of the weapon has the nesesary dexterity score. Use the weapons ordinary damage if you lack the nesesary dexterity. If the weapon also has the Versatile propertie, then there will be another damage with its own parentheses.
- DEX: 13+2 for each d4
- DEX: 14+2 for each d6
- DEX: 15+2 for each d8
- DEX: 15+2 for each d10
- DEX: 16+2 for each d12
- The weapon needs to have the Finesse or the Light Propertie first in order to add this Propertie.
|
1 Work week |
| Versatile Grip |
+4 |
- The weapon gains the Versatile Grip Propertie. While almost all weapons can be wiled with two hands, atagcks with this weapon gets a bonus when wielded with two hands. You apply 1½ times your Strength bonus to damage rols.
|
1d6 Days |
| Short Throw (20/60) |
+2 |
- The weapon gains the Throw Propertie, for a effective range of 20 and up to 60 with disatvantage.
- You can throw the weapon to make a ranged Attack. If the weapon is a melee weapon, you use the same ability modifier for that Attack roll and damage roll that you would use for a melee Attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the finesse property.
|
1d4 Days |
| Medium Throw (30/120) |
+3 |
- The weapon gains the Throw Propertie, for a effective range of 30 and up to 120 with disatvantage.
- You can throw the weapon to make a ranged Attack. If the weapon is a melee weapon, you use the same ability modifier for that Attack roll and damage roll that you would use for a melee Attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the finesse property.
|
1d6 Days |
| Hooked |
+3 |
- The weapon is designed in such a way that it aids the user ability to hook and grapple their oponet. When ever the wielder of the weapon perform a Grapple or disarm Maneuver, they can roll the weapons damage die and add the result to their contesting athletics roll.
- Add 1 lb to the totall weight of the weapon.
|
2d4 Days |
| Simple design |
+2 |
- The weapon is considerd a Simple weapon and can be used by classes who are not proficient with Martial weapons.
|
1 Day |
| Aditonal Damage Type |
+2 |
- The damage dice can apply as one other dmage type, such as slashing, piercing and bludeoning.
|
1d4 Days |
| Decorate |
+1 |
- You add a unice designe to the weapon, makeing it pretier. Certain material grants it a special effect for decorating.
|
1d4 Days |
| Master Craft |
+3 |
- Make your weapon a non magical +1 weapon.
- If the weapon suffer a faw, remove 1.
|
3d4 Days |
Step Four: Finish, Enchant it or Add Property
You can Finnish forging the weapon or continue adding Properties to the weapon, doing so will make it harder to succed. If you or another creatuer you know can apply magical Enchantments you can do so.
Consult the
Enchanting page for more info.