Crafting Weapons & Armor
Source: The Arcane Forge, p. 3
“Humans hold such pride in the might of their armies. But the mightiest host of men could not hope to defeat even a single one of our warriors wielding a sword of the purest mithral, worked to perfection by hands of our enchanters.”
- Virsandroal, Master of the Order of Insight
The right weapon or armor can elevate a character’s abilities far beyond anything they could achieve without them. And when you’re the one crafting the item, making sure it’s the right one is entirely up to you.
Enchanting Magic Items
As part of the creation of a magic item, you may choose to imbue it with an enchantment. Any weapon or armor can be enchanted, but doing so bears a considerable time and gold investment. Enchanting a magic item follows the same time and cost rules as laid out in the Crafting Magic Items chapter at the beginning of this document. Refer to the tables below for the rarity of each enchantment.
Enchantment Limitations
Magic items with multiple enchantments have the following limitations:
Three Enchantments
No magic item can hold more than three enchantments. When you put a fourth enchantment on an item, you must chose which other enchantment you’re removing from the item.
No Stacking
You cannot put the multiple instances of the same enchantment on an item.
Attunement
If any property of a magic item requires attunement, then the item as a whole requires attunement. Without becoming attuned to an item that requires attunement, you gain only its nonmagical benefits unless its description states otherwise.
When you enchant ammunition, it doesn’t require attunement even if the enchantment normally requires attunement.
Universal Enchantments
You can add the following enchantments on anything, be it an existing wondrous item, magic weapon, magic armor, or a mundane item.
| dice: d10 | Enchantment | Rarity | Attunement? |
|---|---|---|---|
| 1 | Damage Resistance | Rare | Yes |
| 2 | Darkvision | Uncommon | No |
| 3 | Ego | Rare | Yes |
| 4 | Expert | Rare | Yes |
| 5 | Glowing | Uncommon | No |
| 6 | Invisibility | Legendary | Yes |
| 7 | Lucky | Very Rare | Yes |
| 8 | Returning | Uncommon | Yes |
| 9 | Spell Resistance | Rare | Yes |
| 10 | True Seeing | Legendary | Yes |
| ^enchantment-rarity-attunement |
Weapon Enchantments
You can enchant weapons with a property from the list below. Or a GM can roll on the table to create random loot.
| dice: d100 | Enchantment | Rarity | Attunement? |
|---|---|---|---|
| 01–05 | Binding Chains | Uncommon | No |
| 06–10 | Cruel | Uncommon | No |
| 11–15 | Marking | Uncommon | Yes |
| 16–20 | Maneuvering | Uncommon | Yes |
| 21–25 | Primordial | Uncommon | No |
| 26–30 | Stalking | Uncommon | No |
| 31–35 | Throwing | Uncommon | Yes |
| 36–40 | Transforming | Uncommon | Yes |
| 41–44 | Warning | Uncommon | Yes |
| 45–47 | Cursing | Rare | Yes |
| 48–50 | Dueling | Rare | Yes |
| 51–52 | Explosive | Rare | No |
| 53–54 | Flame Tongue | Rare | Yes |
| 55–57 | Life Stealing | Rare | Yes |
| 58–60 | Mind Breaker | Rare | Yes |
| 61–62 | Repulsive | Rare | No |
| 63–64 | Planebound | Rare | No |
| 65–66 | Skin Melter | Rare | Yes |
| 67–69 | Spellbreaker | Rare | No |
| 70–72 | Venom | Rare | No |
| 73–75 | Vicious | Rare | No |
| 76–78 | Withering | Rare | Yes |
| 79–80 | Swatting | Rare | No |
| 81–82 | Wounding | Rare | Yes |
| 83–84 | Dancing | Very Rare | Yes |
| 85–86 | Frost Brand | Very Rare | Yes |
| 87–88 | Maddening | Very Rare | No |
| 89 | Magi | Very Rare | Yes |
| 90 | Mighty Cleaving | Very Rare | No |
| 91 | Oathsworn | Very Rare | Yes |
| 92 | Parrying | Very Rare | Yes |
| 93 | Quickness | Very Rare | Yes |
| 94 | Ruin | Very Rare | Yes |
| 95 | Sharpness | Very Rare | Yes |
| 96 | Slaying | Very Rare | Yes |
| 97 | Striking | Very Rare | Yes |
| 98 | Holy Avenger | Legendary | Yes |
| 99 | Thunderbolt | Legendary | Yes |
| 100 | Vorpal | Legendary | Yes |
| ^enchantment-rarity-attunement |
Armor Enchantments
You can enchant weapons with a property from the list below. Or a GM can roll on the table to create random loot.
| dice: d100 | Enchantment | Rarity | Attunement? |
|---|---|---|---|
| 01–05 | Acrobat’s Agility | Uncommon | Yes |
| 06–10 | Beastly Senses | Uncommon | Yes |
| 11–15 | Draconic Mind | Uncommon | Yes |
| 16–20 | Fish Flippers | Uncommon | Yes |
| 21–25 | Giant Endurance | Uncommon | Yes |
| 26–30 | Implacable | Uncommon | Yes |
| 31–35 | Instant Armor | Uncommon | No |
| 36–40 | Monkey’s Grip | Uncommon | Yes |
| 41–45 | Noble Speech | Uncommon | Yes |
| 46–50 | Ogre Power | Uncommon | Yes |
| 51–55 | Quiet | Uncommon | Yes |
| 56–60 | Rejuvenate | Uncommon | Yes |
| 61–65 | Water Breathing | Uncommon | No |
| 66–68 | Ambusher | Rare | Yes |
| 69–71 | Antimage | Rare | Yes |
| 72–74 | Beastform | Rare | No |
| 75–77 | Elven Make | Rare | Yes |
| 78–80 | Feathered Wings | Rare | No |
| 81–85 | Fey Step | Rare | Yes |
| 86–90 | Regenerative | Rare | Yes |
| 91–93 | Speed | Very Rare | Yes |
| 94–95 | Vengeful | Very Rare | No |
| 96–98 | Ramming | Very Rare | No |
| 99 | Thunderbolt | Legendary | Yes |
| 100 | Invulnerability | Legendary | Yes |
| ^enchantment-rarity-attunement |
Rare Metal Forging
The first step in creating a magic weapon or armor is determining the material it’s made of. There are many types of rare metals, each of which confers powerful benefits to the item it’s used to create.
Crafting an item out of a rare metal, the cost and time required is determined by adding together the cost and time of the mundane item you’re making and the rarity of the magic metal by consulting the Time and Cost table above. Consult the Rare Metal table below to determine the rarity. Alternatively, the GM can roll on the table to randomly determine an item’s material.
| dice: 2d8 | Rare Metal | Cost per Ingot | Rarity |
|---|---|---|---|
| 2 | Vertsteel | 10.000 gp | Legendary |
| 3 | Imixium | 5.000 gp | Very Rare |
| 4 | Adamantine | 2.500 gp | Very Rare |
| 5 | Cold Iron | 1.000 gp | Rare |
| 6 | Whiteforged | 500 gp | Rare |
| 7 | Silver | 100 gp | Uncommon |
| 8-10 | Masterwork | N/A | Common |
| 11 | Orichalcum | 100 gp | Uncommon |
| 12 | Blacksteel | 500 gp | Rare |
| 13 | Zarinthic | 1.000 gp | Rare |
| 14 | Mithral | 2.500 gp | Very Rare |
| 15 | Bloodmetal | 5.000 gp | Very Rare |
| 16 | Sunmetal | 10.000 gp | Legendary |
| ^2-rare-metal-cost-per-ingot-rarity |
Rare Metal Ingots
To create weapons or armor from rare metal, you need ingots of that metal. The cost and rarity of each type of ingot are listed on the table above, and the number of ingots required is listed below.
| Item Being Crafted | Ingots Required |
|---|---|
| Light Weapon | 1 |
| Weapon or Light Armor | 2 |
| Heavy Weapon or Shield | 3 |
| Medium Armor | 4 |
| Heavy Armor (except Plate) | 5 |
| Plate Armor | 6 |
| ^item-being-crafted-ingots-required |
As a rule of thumb, rare metal ingots are at their best when they’re treated as rewards to be discovered rather than as materials to be purchased. The party could find stacks of adamantine in a dwarven ruin, or a single bar of mithral preserved in an old elvish vault. In this case, the cost of the ingot listed above is irrelevant.
Finding an Arcane Forge
To create weapons or armor out of rare metals, you must be working the metal at an arcane forge. Where you can find such a forge is up to the GM. Perhaps it’s found in a vast metropolis where magic items are more common, and access to the forge carefully controlled. Or maybe it’s deep within a dungeon where it lies dormant, waiting to be rediscovered and for its flames to be kindled once more.
Wherever it may be found, getting access to an arcane forge can be an excellent reward for players around level 5, especially in a game where crafting and downtime are a major factor.
Rare Metal Alloy
When creating a new magic weapon or armor with a rare metal, you can attempt to combine the two metals into a powerful alloy. When you do the you use the more powerful Magic Weapon or Magic Armor property and add all the properties of both metals on the weapon.