Smithing Profession in Khorvaire | World Anvil
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Smithing

Smithing allows you to make metal equipment.
Metal equipment requires raw ore to be smelted at a furnace, which can then be turned into weapons, armor, and gear at an anvil.
Having a higher Smithing level will allow you to create more valuable equipment.  
  Smithing Process
You can smith once per long rest. This activity takes 4 hours.
To smith any piece of equipment, you must already have the required amount of bars for it. To smelt bars, you must have the correct amount of its corresponding ores. You must have access to a furnace to smelt bars and to an anvil to create equipment with those bars. A blacksmith's forge will have both of these in its premises.
For every bar required to smith an item, it requires an extra session to complete. For example, if an item requires 3 bars, that item takes 3 sessions. You only need to make the roll to smith the item once; at the end of the time required. For example, if you are smithing Plate armor, you would make your roll after the 10th session.
Sometimes, a smith crafts a piece so skillfully, they make a masterworked item. When you successfully smith an item, roll percentile dice. If you roll a 95% or higher, then the item you smithed is a masterworked item.
Masterworked items do not count as magical, but are +1 equipment. Weapons gain a +1 to Attack and Damage rolls, and armors and rings gain a +1 to AC. If the item does not fall into one of these categories, but uses a DC, that DC is increased by +1 (for example, manacles typically require a DC 20 Dexterity skill check to escape, however masterworked manacles require a DC 21 skill check).
  • Roll a Constitution skill check (with proficiency if you are proficient in Constitution saves). If your roll equals or exceeds the bar's DC, you smelt the bar of whichever ore you put into the furnace.
  • Roll an Athletics skill check. If your roll equals or exceeds the DC of the equipment, you smith the item.
  • You gain Smithing XP equal to the level of the item you smith + your Smithing level (If you fail to make the item, you gain 1d4-1 XP instead, and you create scraps made of the corresponding material).

Metal gear can be found in PHB page 144-153.

Career

Qualifications

To start Smithing you will need at least:
  • 10 CON and 10 STR
  • Smith's Tools (20 gp – PHB page 154)

Career Progression

XP to Level a Profession
Level Title XP Required
1 Novice 0
2 Apprentice 10
3 Expert 30
4 Master 60
5 Legendary 100

Other Benefits

Achieving Level 5
  • Character gains resistance to Fire damage.
  • Character can smith items twice as fast.
  • Dwarves and other NPCs who love to smith become friendlier.

Perception

Purpose

To forge weapons and armor made of metal

History

Metal Effects Clarifications
Weapon Effects
Weapon effects affect each weapon individually and are mutually exclusive.
For example, say you are dual wielding a lansith dagger and a magnetine dagger. Only when you hit with the magnetine dagger, do you gain +1 force damage. Hits with the lansith dagger do not benefit from the extra force damage. Similarly, the lansith dagger's bonus against someone who recently cast a sell only affects hits with the lansith dagger.
Armor Effects
You may only have one armor effect active at one time. If you have an armor effect from your armor and from a shield, the armor's effect overrides the shield effect. If you are wearing an armor without an armor effect, but have a shield equipped which has an armor effect, then the shield's armor effect takes effect.
Set Effects
You may only benefit from one set effect at a time. If you are able to benefit from more than one set effect at a time, you may choose which one to benefit from at the end of a long rest, or by changing what you have equipped.  
  Repairing items
Repairing an item takes half the time required to craft it, and half the resources. You must still be at a forge and anvil to repair.

Operations

Tools

Sith's tools, anvil and furnace
Items That Assist in Smithing
Below are items that can assist in Smithing.
  Smith's Tools +1
  Tool, Uncommon
  This set of tools allows you to add a +1 to any Smithing skill check you make to smith bars and items.
  Smith's Tools +2
  Tool, Rare
  This set of tools allows you to add a +2 to any Smithing skill check you make to smith bars and items.
  Smith's Tools +3
  Tool, Very Rare
  This set of tools allows you to add a +3 to any Smithing skill check you make to smith bars and items.
  Manny's Mini Forge
  Wondrous Item, Rare
  This item allows you to carry a small, portable forge with you, capable of smelting one ore at a time. When you speak your command word to the handheld iron box, one side flaps open to reveal a molten interior. Placing an ore of level 3 or lower within and shutting the flap allows the ore to be smelted into a bar without fail. This process takes 4 hours. When the box is in use, it emits a small stream of black smoke.
  Ring, or Necklace Mould
  Item, Common
  This item reduces the DC of gold and silver rings, necklaces, or tiaras by 10.
  Portable Anvil
  Tool, Rare
  This anvil is specifically built to be portable, allowing smiths with the money to purchase this item the luxury of smithing on the go. This anvil allows you to smith items up to level 3.
Alternative Names
Blacksmith, Armorer
Type
Artisan
Sullied Bars
Sullied Bars are made when you fail the smelting DC for the bar. Sullied bars can still be used to smith desired items, but using one or more will decrease the item's value by half.
Scraps
Scraps are made when you fail the Smithing DC for an item. Scraps are worth a fourth of the value of the item you were attempting to create. Metal modifiers that affect the item's worth still apply. Using Sullied Bars still applies.
Smithing Miscellaneous Items
Any metal item or gear such as Chains or Steel Balls requires 1 bar, and has a Smithing DC of 8. Special metals have no inherent effects on these items aside from price.
Smithing with Higher Level Bars
If you obtain buys that are of higher level than what you can smelt, you can still smith equipment with those bars provided you have the Smithing level to make that equipment. For example, if you buy an infernal bar, but are only Smithing level 1, you can still smith a 1d4 damage weapon with that infernal bar.
Silvered Damage
Any item made of Mithril or any more precious metal counts as silvered for the purposes of overcoming resistances.
Any item made of a bar which requires silver to smelt counts as silvered for the purposes of overcoming resistances.
Rusting / Corroding
Any item made of Silver or any more precious metal cannot rust.
Any item made of Orichalcum or any more precious metal cannot corrode.
Bullets
Bullets fall under "weapon effects" when determining what effects they have when being smithed with special metals.
Information on Bars
All bars weigh 2 lbs. They weigh less than their ore counterparts because any useless rock is melted away during the smelting process.
Multiple Quantities per Bar
Items which come in multiples, such as Steel Balls, smith 15 per bar.
Equipment Value Adjustment for Metal Type
Metal % Value Adjustment
Copper - 75%
Bronze - 50%
Iron - 25%
Steel No Change
Silver + 25%
Orichalcum + 50%
Thundinium + 50%
Gold + 75%
Pestilum + 50%
Glacium + 50%
Abyssal + 75%
Refined Ravenstone + 50%
Refined Whisperrock + 50%
Kinetocine + 50%
Dwarven Steel + 50%
Elven Steel + 50%
Orcish Steel + 25%
Refined Lansith + 75%
Refined Obsidian + 75%
Magnetine + 75% (150%)
Mithril + 100%
Meteorite + 75%
Urdrakhine + 100%
Malachine + 150%
Infernal + 150%
Hexinine + 300%
Adamantite + 200%
Stellar + 300%
Divinium ---

Smithing Equipment
Armors
Smithing Level Equipment # of Bars DC
1 Shield 2 8
2 Chain Shirt/Ring Mail 4 11
3 Scale Mail/Chain Mail 6 15
4 Breastplate/Splint 8 18
5 Half Plate/Plate 10 24

  Weapons
Smithing Level Equipment # of Bars DC
1 1d4 Damage Metal Weapon 1 5
2 1d6 Damage Metal Weapon 1 10
3 1d8 Damage Metal Weapon 2 15
4 1d10 Damage Metal Weapon 2 18
5
1d12/2d6 Damage Metal
Weapon
3 22

  Jewelry
Smithing Level Equipment DC Value
2 Silver Jewelry 20 1 gp
3 Gold Jewelry 25 5 gp

Smelting Bars


Smithing Level Ore Product Bar Armor Effect Weapon Effect Set Effect DC Value
1 1 Copper Copper +1 damage from Lightning / Cannot be enchanted Cannot be enchanted None 3 4 cp
1 1 Copper + 1 Tin Bronze Cannot be enchanted Cannot be enchanted None 5 5 cp
1 2 Iron Iron Cannot be enchanted Cannot be enchanted None 6 2 sp
2 2 Iron +  2 Coal Steel None None None 8 3 sp
2 2 Silver Silver +1 bonus to Persuasion Counts as silvered None 9 4 sp
2 2 Orichalcum + 2 Coal Orichalcum Gains advantage on saves against Charm. Cannot be forced to drop by magical means. None 10 1 gp
2 2 Thundinite + 2 Coal Thundinium When you take nonmagical Bludgeoning damage, you can instead take it as Thunder damage. Targets must make a Constitution save (DC 12) when critically hit or be Deafened. None 12 2 gp
2 2 Gold Gold +2 bonus to Persuasion +1 bonus to Intimidation None 13 4 gp
3 2 Pestilite + 2 Coal Pestilum -1 damage from Poison +1 Poison damage Poisonous: You gain advantage on saves against being Poisoned. In addition, you can use an action to poison one food or drink item once per long rest (DC 14 dex (sleight of hand) skill check). If you succeed, food and drink tastes horrible to your until you finish a long rest. 2 gp
3 2 Glacite + 2 Coal Glacium -1 damage from Cold / Cools wearer. +1 Cold damage Frozen Step: You can choose to freeze still water directly under you when you step on it. Water frozen in this way thaws after 10 minutes. 11 2 gp
3 2 Abyssal + 2 Coal Abyssal -1 damage from Fire / Warms wearer. +1 Fire damage Combust: Once per long rest, you can ignite a flammable item you can see within 30 feet of you that is not being worn or held. 11 4 gp
3 2 Ravenstone + 1 Iron Refined Ravenstone -1 damage from Necrotic +1 Necrotic damage Darkness Affinity: You gain Darkvision if you do not already have it. Additionally, when you are not in bright or dim light, your movement speed is increased by 5 feet. Furthermore, before you roll for damage on your turn, you may choose to change the damage type of one of the dice you roll to necrotic damage. 11 2 gp
3 2 Whisperrock + 1 Iron Refined Whisperrock -1 damage from Psychic +1 Psychic damage Clairsentience: As an action, you gain the ability to read the emotions of someone you can see within 30 feet of you. You can feel their surface emotions and attitudes, along with ones they have buried deep within themselves. You can use this feature once per long rest. 12 2 gp
3 2 Kinetocine + 2 Silver Kinetocine Once per long rest, when someone rolls max damage on their damage dice against you, they reroll those dice and must use the new roll. If you moved with your full movement this turn, gain +1 damage on melee attacks until the end of your turn. None 12 2 gp
3 2 Iron + 4 Coal + Dwarven forge Dwarven Steel -1 damage from Bludgeoning +1 Bludgeon damage / Gains Siege property None 13 3 gp
3 2 Iron + 4 Coal + Elvish forge Elven Steel Once per long rest, when you succeed on a save against Charm, you reflect the charm back at the source. Once per long rest, when you successfully hit a creature, you can attempt to Charm it (DC 12 Wisdom Saving throw). None 13 3 gp
3 2 Iron + 4 Coal + Orcish forge Orcish Steel -1 damage from Piercing Once per long rest, when you successfully hit a creature, it must make a Constitution save (DC 12) or be Bleeding. A Bleeding creature takes 1d4 slashing damage at the start of its turns, and can then repeat the save. Bleeding can also be stopped by using an action to dress the wound. Bloodied: Once per long rest, on the first turn when you are at or below half HP, you can choose to go into a Bloodied state for 1 minute or until you go unconscious. During this time, you gain an extra +1d4 damage of your weapon’s damage type on each hit. When this effect ends, you gain 1 point of Exhaustion. 13 1 gp
3 2 Lansith + 1 Iron Refined Lansith Light and Medium armors can use your spellcasting ability modifier for their AC increase instead of Dexterity. Gains a +1 to Attack rolls against creatures that cast a spell on their last turn. None 14 6 gp
3 1 Obsidian Refined Obsidian -1 damage from Slashing +1 Slashing damage Blast Resistance: Once per long rest, you gain advantage on one area of effect Dexterity saving throw. 15 4 gp
4 3 Magnetite Magnetine -1 damage from Force +1 Force damage Magnetic: You can use a bonus action to attempt to attract or repel metal objects within 15 feet of you. These objects are pulled or pushed 5 feet directly to or from you. If the metal is not magnetic, this has no effect. A metal is magnetic if the bars it is made from requires iron to smelt it. 12 4 gp (1 pp)
4 2 Mithril + 6 Coal Mithril* Counts as "Mithril Armor" (DMG page 182). If the weapon is not 2-Handed, it has the Finesse property. Weapons made of mithril cannot have the Heavy property. None 13 7 gp
4 1 Meteorite + 1 Silver Meteorite* -1 damage from Thunder +1 Thunder damage Low Gravity: For every 10 feet you fall and would take fall damage, remove 1d10 from the dice you would roll for that damage (to a minimum of 0 dice rolled). In addition, your jump height and jump distance increase by 5 feet and 15 feet, respectively. 14 6 gp
4 2 Urdrakhite + 4 Coal + 1 Iron Urdrakhine* After you take a critical hit from a melee attack, the creature that hit you must make a Strength saving throw (DC 12) if it is not more than two sizes larger than you. On a fail, it is pushed 15 ft. away and is knocked prone. When you score a critical hit, you may choose to reroll all your damage dice and choose the higher of the two sums as the damage for that hit. None 16 8 gp
4 2 Malachite + 6 Coal Malachine* Gains resistance to 1 random elemental damage type Ignores resistance to 1 random elemental damage type None 17 1 pp
4 1 Infernal Infernal* -1d4 damage from Fire / Warms wearer. / Cannot be equipped by a person with the “good” alignment. +1d4 Fire damage / Cannot be wielded by a person with the “good” alignment. Fiendish: At the end of a long rest, roll a Wisdom saving throw (DC 15). On a fail, you gain the “fiend” creature type until your next long rest. During this time, your irises turn red, you sprout small horns on the top of your head, and your skin turns to a pale red. In this state, it is immediately apparent you are fiendish to anyone who can directly see your skin or face. 18 1 pp
5 1 Hexinine + 2 Gold Hexinine* Once per long rest, when you successfully save against a single target spell, you can reflect that spell back at its source. Once per long rest, when you successfully hit a creature, you can attempt to drain a spell slot from it. That creature must make an Intelligence Saving throw (DC 12) or have it's lowest spell slot removed (to a minimum of 0). Magic Resistance: You gain advantage on saves against sells, spell attacks have disadvantage against you, and you have resistance to damage from spells. 20 6 pp
5 1 Adamantite + 8 Coal Adamantine* Critical hits against you become normal hits. You automatically critically hit objects not made of adamantine. None 21 3 pp
5 1 Plasmite Stellar* +1d4 Radiant damage / Cannot be wielded by a person with the “evil” alignment. +1d4 Radiant damage / Cannot be wielded by a person with the “evil” alignment. Angelic: At the end of a long rest, roll a Wisdom saving throw (DC 15). On a fail, you gain the “celestial” creature type until your next long rest. During this time, your irises turn white, you gain a translucent, golden halo above your head, and your skin dimly glows. In this state, it is immediately apparent you are angelic to anyone who can directly see your skin or face. 23 6 pp
5 1 Divinite Divinium* --- --- --- 28 ---

*High value; hard to sell (treated as magic items).

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