Smithing (Mastery)

Metallurgy is the hallmark of the current era of Myrias. Waves of heat blanket over your face as you enter the familiar room; the clanging of hammers echoing like bell chimes around you. You take a step on the cobbled floor, and as you look around, a plethora of tools are scattered all around. Hammers, chisels, tongs, and drifts, all distributed across the tables around the raging fire of the furnace. Sweat drips from your forehead in the face of this impeccable heat, and you put on your gloves and apron, ready to work on your newest project.

## Playtest Material

### Name

This material is categorized under the homebrew mechanics for Masteries. Note that almost all of this information is subject to change. Effects, prices, difficulty classes can change in future revisions. Updates are generally not retroactive unless specifically stated otherwise.

Official GMBinder: https://www.gmbinder.com/share/-MZ3E8QqdMPhV22Wgtsk

## Becoming a Smith

Upon taking this **Mastery** at level 1, you **gain proficiency in Smith's tools,** if you don't already have it, and you are able to produce new gear such as weapons and armor that you can distribute and wear as you desire.

### Smithing Gear

At the end of every mission, you may explain to the DM that you mean to start crafting something. You may choose from the list of craftable gear/upgrades and spend the gold required to make it. You will then make **a Dexterity or Strength-based Smith's Tools check** to see if the job was a success. All gear crafted by this discipline are assumed to be made of metal.

### Tier Limitations

**Tier 2** and higher upgrades are initially closed off to **Tier 1** smiths. You can only forge armor and weapons, and confer **Tier 1** upgrades to them.

### Furthering Your Mastery

For each mastery point you invest in Smithing beyond the first, you will choose one material type (one of the four affinity metals or iron), and one gear type (weapons or armor). Doing so will unlock the next tier of upgrades that you can bestow upon gear that meets the requirements. You can choose the same material and gear type again, unlocking the next tier after that.

For example, when Detri reaches 5th level, he decides to specialize in Arcanite Weapons. Tier 2 Arcanite Weapon upgrades are thus made available to him. When he reaches 9th level, he decides to specialize in Orichalcum Armors, which would unlock Tier 2 Orichalcum Armor upgrades for him. When he reaches 13th level, he decides to further specialize in Arcanite Weapons, and doing so unlocks Tier 3 Arcanite Weapon Upgrades for him. If Detri chooses to invest the fourth mastery point into Arcanite Armors instead, however, he would not gain the Tier 3 Arcanite Weapon Upgrades, but instead yield him the ability to have Tier 2 Arcanite Armor Upgrades.

\*\*There is no benefit to specializing in iron-weapon or arcanite-weapon twice as there are no Tier 3 weapon upgrades for those metals currently

## Before Smithing

There needs to be an appropriate quantity of the metals needed to craft. You may refer to the Metals Guide to know more. Below is also a summary of the metals

### Melting down variant metals

Due to being beaten and bent into shape both in forging and in battle, the materials used in creating gear is worn thin, to the point of losing mass when attempting to melt the gear down.

 Medium Armor
 Heavy Armor
 Shields

## Crafting Mechanics

### Crafting Roll

The crafter needs to make a Dexterity or Strength-based Smith's Tools check. The DC can be determined from the table below

 1st Upgrade
 2nd Upgrade
 3rd Upgrade

\*Warning: Do not forget the level requirement to use upgraded tools. The level requirement only applies to the user not the crafter.

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{\displaystyle Crafting Roll = 1d20+[AbilityScoreModifier]+[Tools Proficiency]}

Example: Character with only a single point invested in Smithing has a +3 Strength modifier (Strength ability score of 16/17). Below level 5, their proficiency bonus would be +2. Therefore, they roll:

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{\displaystyle Crafting Roll = 1d20 + 3 + 2}

Upon making a check to see whether a piece of gear is crafted successfully, they can be either **at-spec** or **below-spec** with a DC of 12.

When at-spec, gear function normally and suffer no penalties. When below-spec, gear come out incomplete and may require fixing.

Weapons below-spec will break when an attack roll is less than 10. Armors below-spec suffer an AC-1 penalty.

#### Fixing gear below-spec

Gear that is crafted below-spec can be fixed. In a session where starting a project is available, the below-spec gear may be chosen as the project and will be crafted at-spec without having to make another skill check. The upgrade cost will be equivalent to half the cost of the project that failed. (Ex: Failing an upgrade that costs 3000gp will cost 1500gp to fix)

## Removing Upgrades

In place of a mastery check, you can opt to remove upgrades from a smithed weapon or armor at no additional cost. You can remove any number of upgrades from the chosen piece of gear in place of this mastery check.

## Forge Crafting

At Tier one, you are now able to construct the following gear as well as their variant metal versions.

Crafting iron weapons or armors only require the total cost in the table below.

### Weapons

**The following weapons can be crafted and upgraded by this discipline**

### Armor

**The following armors can be crafted and upgraded by this discipline**

\***shields cannot be conferred any upgrades that increase its AC**

### Variant Metal Crafting

Any of the gear found in the **Forge Crafting** section can be crafted (not upgraded) with different materials, unlocking upgrade paths that are not available to regular iron ones, while also locking out upgrade paths that iron gear have.

Unfortunately, the cost of forging with the variant metals also requires you to have the metals in the first place. Once fully refined, the metal you possess is now ready for forging.

 Medium Armor
 Heavy Armor
 Shields

The following metals can only be used to craft Armor: **Adamantium, Mithral.**

* Armors crafted with Adamantium or Mithral are still categorized as Iron, and so share the same upgrade paths as iron armors.
* An armor cannot be *both* Adamantine and Mithral.

**The following armors have a different crafting cost on top of the required metal amount.**

 Scale Mail
 Breastplate
 Half plate
 Ring mail
 Chain mail
 Splint mail
 Plate mail

 Ring mail
 Chain mail
 Splint mail
 Plate mail

\*You can't craft an Adamantine or Mithral shield

### Special Weapons

 Main Gauche
 Longspear

### Adventuring Gear

This section describes items that have special rules or require further explanation.

## Detri's Services

The following can be done at the start or end of a session that your character participates in (does not cost a Mastery Check because money):

* Detri can refine ore at a cost of 10gp per 1lbs unrefined
* Detri can magicify your weapon for the duration of the session for 50gp. The weapon now requires attunement.
* Detri can apply smithing upgrades for double the cost but it's a guaranteed success
* Detri can fix below spec stuff for an additional cost of 100gp.
* Detri will sell random shit sometimes.

Everything here can be changed at a moments notice.

## Upgrade Limits

All gear can have a maximum of 3 upgrades. Each succeeding upgrade will increase both the gp investment, and the DC required to upgrade a piece of gear.

At the end of the third upgrade, a mercenary can ask for a hook from the Dungeon Masters to confer a fourth, capstone upgrade for the concerned piece of gear. This final upgrade may require a considerable gp investment, a level requirement, or something else entirely.

 Second
 Third

### Level Prerequisites

It takes some skill to wield specialized gear. This being the case, upgraded gear will require characters to reach a certain level threshold in order to be able to properly utilize these weapons to the fullest.

 2
 3

### Weapon Upgrades

All tier 1 upgrades for weapons can be done without requiring specialization into weapons. For upgrades that require specialization, check out Weaponsmith specialization

### Armor Upgrades

All tier 1 upgrades for aramors can be done without requiring specialization into armors. For upgrades that require specialization, check out Armorsmith specialization

#### Save DC's

When a weapon or armor calls for a saving throw, the DC is calculated as:

**8** + **Proficiency Bonus** + **Strength or Dexterity Modifier**