Melee Weapons

A Melee Weapon can be crafted using either Smith's Tools, or another more appropriate toolset (such as Leatherworker's Tools for a Whip, or Carpenter's Tools for a Quarterstaff). When crafting a Melee Weapon, you may craft an existing weapon in the DMG (or another allowed supplemental book), or you make create a customized weapon. The Crafting Points listed on the Melee Weapon Crafting Table are only used when crafting a customized weapon. Crafting can only occur when you have access to the resources and tools requires for the task, and the DM may require specific conditions to be met when attempting to craft (especially at higher rarities).

When crafting the weapon, the base component cost is half the weapon types market price. The Additional Component Cost listed for the weapon's rarity on the Melee Weapon Crafting Table is then added to this. For example, crafting an Uncommon rarity Greatsword costs 275 gp. A Greatswords market price is 50 gp, which is 25 gp once halved. The Additional Component Cost for an Uncommon rarity weapon is 250 gp, making the final combined component cost 275 gp. After meeting the component cost of the weapon, you must then spend the appropriate amount of Crafting Time listed for the chosen rarity working on the weapon. If you are making a customized weapon, your chosen rarity grants you a number of Crafting Points which may be spent on a Weapon Material, and one or more Enhancements. A customized weapon may have multiple enhancements, but can only choose one material.   You may further customize a weapon by upgrading it's rarity in order to gain the additional CP granted by that rarity, and spend them. When doing so, the Additional Component Cost and Crafting Time to do so are determined by finding the difference between the rarity of the weapon, and the rarity you are upgrading to. For example, upgrading an Uncommon weapon to a Rare weapon would cost 500 gp in Component Costs, and have a crafting time of 1 Week / 5 Long Rests / 40 hours, granting 2 CP to spend on upgrades.   Melee Weapon Crafting Table
Rarity Additional Component Cost Crafting Time Crafting Points
Common None 2 Long Rests / 16 Hours 0
Uncommon 250 gp 1 Week / 5 Long Rests / 40 Hours 1
Rare 750 gp 2 Weeks / 10 Long Rests / 80 Hours 3
Very Rare 5,000 gp 1 Month / 25 Long Rests / 200 Hours 6
Legendary 20,000 gp 3 Months / 75 Long Rests / 600 Hours 10
 

Melee Weapon Materials

When making a customized weapon, you may choose a material for the weapon to be made of. If you have an idea for a material not currently available on the list, you may consult with the DM, who will determine the materials CP cost.  
  • Wood (0 CP): The standard weapon composite for certain weapons (such as the Club or Quarterstaff). Wooden weapons can deal non-lethal damage without holding back on their attack, making them ideal for training, or non-lethal fighters. Unlike Steel, wood is more fragile and susceptible to damage. When making a critical hit using a Wooden weapon, roll 1d10. On a roll of 1, the weapon breaks from the force of the attack.
  • Steel (0 CP): The standard weapon composite for most weapons. This has no Crafting Point cost, but no additional benefits.
  • Faedoria Wood (1 CP): Wood from the legendary Faedoria Oaks has unique properties. Faedoria Weapons are considered magical weapons for the purpose of ignoring a creatures resistance to non-magical attacks. The weapon can store 1 charge. As a bonus action the weapon can expend this charge to either shed dim light in a 20 ft. radius for 1 hour, grow 1d6 goodberries (as described in the Goodberry spell), or deal an additional 1d6 radiant damage on the first attack it makes that results as a hit within the next 1 minute. The wood absorbs sunlight, and can regain its charge after being exposed to direct sunlight for 8 hours.
  • Silver (1 CP): Silvered weapons are considered magical weapons for the purpose of ignoring a creatures resistance to non-magical attacks. Certain types of creatures may be especially vulnerable to silver, or suffer certain debilitating affects when hit by a silvered weapon.
  • Adamantine (2 CP): This metal, once forged, faintly glitters, its colors reflecting tones of bronze and copper. This substance is the strongest metal in the world, and very effective when used to strike brittle, non-flexible objects. When this weapon is used to attack any non-organic object (such as a wooden door, a stone wall, or a metal construct), the attack results as a critical hit if it successfully hits the object, and the natural die roll resulted as a 16-20.
  • Mithral (2 CP): Radiating ever so faintly, this metal presents as a blue-tinted silver. It is made using a secret Dichotist ritual done when the Crystal Moon is full, in which the radiance of the moon is captured within the purest silver. Mithral Weapons are considered magical weapons for the purpose of ignoring a creatures resistance to non-magical attacks. Mithral is extremely lightweight. If a weapon made using this material would normally have the Heavy property, it no longer has this property. If a weapon made using this material does not have the Heavy property, it gains the Light property. If a weapon made using this material has the Light property, it gains the Finesse property. If a weapon made using this material has the Thrown property, its short and long ranges are doubled. Creatures that are vulnerable to Radiant damage are vulnerable to attacks made with this weapon.
 

Weapon Enhancements

When making a customized weapon, you may choose any number of enhancements to apply to the weapon. Doing so costs Crafting Points, and may require additional skill or tool proficiencies specific to the enhancement. If you have an idea for an enhancement not currently available on the list, or wish to borrow a feature of an existing magic item, you may consult with the DM, who will determine the enhancements CP cost, and any skill or tool proficiencies it may require.  
  • +1 Magic Bonus (2 CP): Requires proficiency with the Arcana skill. Creatures making attacks with this weapon gain a +1 bonus to their attack and damage roll.
  • +2 Magic Bonus (5 CP): Requires proficiency with the Arcana skill. Creatures making attacks with this weapon gain a +2 bonus to their attack and damage roll.
  • +3 Magic Bonus (10 CP): Requires proficiency with the Arcana skill. Creatures making attacks with this weapon gain a +3 bonus to their attack and damage roll.
  • Camouflaged Weapon (1 CP): Requires proficiency with Tinker's Tools. You may disguise and conceal a weapon without the Two-Handed property. This is achieved by concealing it in clothing/armor, or by using materials and mechanisms to disguise the weapon in plain sight. This causes any creature attempting to search for the weapon to suffer a disadvantage on their Perception ability check.
  • Elemental Weapon (1 CP): Requires proficiency with the Arcana skill. Change the damage type of the weapon, choosing between acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, and thunder.
  • Summoning (2 CP): Requires proficiency with the Arcana skill. This enhancement causes the item to require attunement. An attuned creature may spend a bonus action to summon the weapon to their hand, or dismiss it to a pocket dimensions in which it is stored.
  • Mechanized Holster (1 CP): Requires proficiency with Tinker's Tools. You create a holster for the weapon that can rapidly deploy or retract the weapon into your hands. Allowing you to wield or holster the weapon at will, costing no action. This allows you to wield the weapon even if you are surprised (so long as you are not incapacitated when you are surprised).
  • Vicious Weapon (3 CP): Critical hits with this weapon deal additional damage of the weapons type equal to your proficiency bonus.
  • Spellbrand (Variable CP): Requires proficiency with the Arcana skill. This enhancement causes the item to require attunement. You brand a spell upon the weapon. This must be a spell you know, or a spell from a spellscroll available to you (the spellscroll is expended in the process of branding the weapon). The spell attack and spell save DC of the branded spell are equal to your own (or that of the spellscroll used). When charged, an attuned creature wielding the weapon may expend the weapon's charge to cast the branded spell. The weapon may be recharged by expending a spell slot equal to (or greater than) the branded spell while touching the weapon, or by using an equivalent source of magical power (such as a charged Aethershard). The CP cost of this enhancement is equal to the branded spell's level. You may take this enhancement multiple times, either granting additional charges for a branded spell, or to add new spellbrands.