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.

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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.

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

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

$$Crafting Roll = 1d20+[AbilityScoreModifier]+[Tools Proficiency]$$

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:

$$Crafting Roll = 1d20 + 3 + 2$$

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.

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

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

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.

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.

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