Smelting Bars
Smithing Level | Ore | Product Bar | Armor Effect | Weapon Effect | Set Effect | DC | Value |
---|---|---|---|---|---|---|---|
1 | Copper (1) | Copper | +1 damage from Lightning/Cannot be enchanted | Cannot be enchanted | None | 3 | 4cp |
1 | Copper (1)+ Tin (1) | Bronze | Cannot be enchanted | Cannot be enchanted | None | 5 | 5cp |
1 | Iron (2) | Iron | Cannot be enchanted | Cannot be enchanted | None | 6 | 2sp |
2 | Iron (2)+ Coal (2) | Steel | None | None | None | 8 | 3sp |
2 | Silver (2) | Silver | +1 bonus to Persuasion | Counts as silvered | None | 9 | 4sp |
2 | Orichalcum (2) + Coal (2) | Orichalcum | Gains advantage on saves against Charm. | Cannot be forced to drop by magical means. | None | 10 | 1gp |
2 | Thundinite (2)+ Coal (2) | 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 | 2gp |
2 | Gold (2) | Gold | +2 bonus to Persuasion | +1 bonus to Intimidation | None | 13 | 4gp |
3 | Pestilite (2) + Coal (2) | Pestilum | -1 damage from Poison | +1 Poison damage | Poisonous | 11 | 2gp |
3 | Glacite (2) + Coal (2) | Glacium | 1 damage from Cold/ Cools wearer | +1 Cold damage | Frozen Step | 11 | 2gp |
3 | Abyssal (2) + Coal (2) | Abyssal | 1 damage from Fire/ Warms wearer | +1 Fire damage | Combust | 11 | 4gp |
3 | Ravenstone (2) + Iron (2) | Refined Ravenstone | -1 damage from Necrotic | +1 Necrotic damage | Darkness Affinity | 12 | 2gp |
3 | Whisperrock (2) + Iron (1) | Refined Whisperrock | -1 damage from Psychic | +1 Psychic damage | Clairsentience | 12 | 2gp |
3 | Kinetocite (2) + Silver (2) | 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 | 2gp |
3 | Iron (2) + Coal (4) + Dwarven Forge | Dwarven Steel | -1 damage from Bludgeoning | +1 Bludgeon damage/Gains Siege property | None | 13 | 3gp |
3 | Iron (2) + Coal (4) + Elven 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 | 3gp |
3 | Iron (2) + Coal (4) + 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 | 13 | 1gp |
3 | Lansith (2) + Iron (1) | 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 | 6gp |
3 | Obsidian (1) | Refined Obsidian | -1 damage from Slashing | +1 Slashing damage | Blast Resistance | 15 | 4gp |
4 | Magnetite (3) | -Magnetine- | -1 damage from Force | +1 Force damage | Magnetic | 12 | 4gp |
4 | Mithril (2) + Coal (6) | -Mithril- | Counts as "Mithril Armor" | If the weapon is not 2-Handed, it has the Finesse property. Weapons made of mithril cannot have the Heavy property | None | 13 | 7gp |
4 | Meteorite (1) + Silver (1) | -Meteorite- | -1 damage from Thunder | +1 Thunder damage | Low Gravity | 14 | 6gp |
4 | Urdrakhite (2) + Coal (4) + Iron (1) | -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 | 8gp |
4 | Malachite (2) + Coal (6) | -Malachine- | Gains resistance to 1 random elemental damage type | Ignores resistance to 1 random elemental damage type | None | 17 | 1pp |
4 | Infernal (1) | -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 | 18 | 1pp |
5 | Hexinite (1) + Gold (2) | -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 | 20 | 6pp |
5 | Adamantite (1) + Coal (8) | -Adamantine- | Critical hits against you become normal hits. | You automatically critically hit objects not made of adamantine. | None | 21 | 3pp |
5 | Plasmite (1) | -Stellar- | -1d4 damage from Radiant/Cannot be equipped by a person with the “evil” alignment. | +1d4 Radiant damage/ Cannot be wielded by a person with the “evil” alignment | Angelic | 23 | 6pp |
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