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TUGs Blueprints To Smithing in D&D

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0% found this document useful (0 votes)
126 views37 pages

TUGs Blueprints To Smithing in D&D

Uploaded by

zacka0107
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 37

Ugly Goblin

he ’s
T

Blueprints
TO

SMITHING
IN

dUNGEONS
& dRAGONS

BY GABRIEL GALWAY
DISCLAIMERS
This is Playtest Content! As such, it might change in time, this is not a final release.

This material is protected under the copyright laws of the United States of
America. Any reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written permission of its
author.
This product is a work of fiction.
INTRO
Weapon crafting is such a huge part of many video games, and it allows a player to
further develop and customise their character to their hearts desire. The weapons
you wield and the armour you wear tells your story. And unfortunately, in D&D 5e,
there is a very scarce selection of non-magical weapons and even fewer armour
options. And sadly, there is little to no crafting to be had in D&D, bar maybe the
“unofficial” artificer class, or maybe- what little potion craft there can be found
scattered amongst the 50 odd books in D&D 5th Editions collection.

It is such a shame, that in the worlds where MAGIC exists, we never get to
experience what kind of meals can be made from their rich array of weird and
wonderful ingredients.

But fear not! Now you can...

Let’s see if we can fix that and put the creativity in the hands of YOU the player.

CRAFTING ITEMS
So, during a long rest, a player can make a check using smithing tools to modify a
weapon, or if they are at a forge/workshop, they can attempt to forge a new
weapon. You can make or modify weapons using monster materials you have
harvested, or using other ores or other rare materials you’ve mined or gathered in
the wild. (Mining & Foraging will be covered in my Roleplay Skill Tree at a later
date, so for now I will be excluding the use of gemstones, ores etc, and sticking
exclusively to monster materials for this document. I promise there will still be
PLENTY to work with).
MATERIALS
All materials listed below hold the potential to give a wide range of beneficial
properties to any weapons you craft (See Monster Material Blueprints).
Different materials may be more difficult to work with than others, and so
might require better work environments to refine the material. Not just any
old forge will do for some of these materials, and working with them in the
wrong environments will lower their quality.

In the tables provided for each monster material blueprint, you will see that
they are categorised by CR level. The CR level of a material is usually equal
to that of the monster it was harvested from. However, as mentioned in
“Harvesting Materials”, below, this CR level may be lowered or raised
depending on how well it was salvaged. Other factors that might affect a
material’s CR level, is refining it at an inappropriate workshop (see Refining
Materials below). Materials of a certain CR will require a specific tier of
workshop to refine it correctly, and some may be impossible to refine if the
workshop is too low a tier.

For example, one would assume the bones of a demon, that naturally resist
heat, would be near impossible to smelt down in a regular furnace.

HARVESTING MATERIALS
At the end of an encounter, each party member can salvage 1 monster
material each. These monster materials can either be ingredients for cooking
or Alchemy, or material for smithing or runecraft. Make sure your players
specify which they are harvesting at this time, as ingredients can expire, while
materials will not, but require a different skill check.

When salvaging materials from a creature you must make a survival check
(DC 5 + the monster’s CR level). If you fail this check, you still harvest the
material but it is considered “Flawed”, and its CR level is reduced by 2. If you
succeed, however, the material is unaffected. Succeeding the check by 5 or
more will ensure that the material is of “Flawless” quality, increasing its CR
level by 1.
MATERIAL CR LEVEL
& ITEM QUALITY
When a weapon or armour is created, it will have an item quality, based on the
original creature it was taken from, the quality of the material when
harvested, and finally how well the material was refined, as well as how many
other refined materials were added to the item itself.
And so when you craft a weapon or piece of armour, the end result of its item
quality will typically be equal to the CR level of the material used. However, as
mentioned in “Harvesting Materials”, the CR level of the material may not
equal that of the creature it was harvested from, depending on how well the
harvesting process went.
After this, you have a chance to either raise or lower the quality of the
material a second time during the “Refining Process” (see Refining Materials
below). After the refining process is complete, the material’s quality is set and
it changes from CR level, to “Item Quality”. This material is now ready to be
combined with any other refined materials and made into a weapon.

Consider the first stage of a freshly salvaged material to be equivalent to


freshly mined iron ore. You then refine that ore and smelt it down into ingots at
a forge, and shape it into the correct shape for the weapon or armour. In some
cases this might be the raw blade itself of a sword, without its grip, pommel or
guard. In another case it may be the breastplate, before leather straps or other
details are affixed to it.

Once a weapon or piece of armour is complete, by combining all of the


refined materials together for it, it gains an item quality equal to the
combined item quality of each refined material used to make it.
REFINING MATERIALS
Before a material is forged into a weapon or piece of armour, it needs to be
refined. This can involve smelting it down, curing it, or simply shaping it into
something more practical. This step takes place just before the final item is
created, but is still considered part of the crafting process. During the refining
process, if a material is refined at an inappropriate workshop, the final “Item
Quality” of that material might be lowered.
Below is a list of which tier of workshop is needed to refine a material of a
certain CR level. Keep in mind that certain creature types might not ever be
able to be refined at just any forge, despite their CR level. This will be noted in
the monster material’s “Blueprints”. For example, as previously mentioned,
materials from Fiends could never be refined in a common workshop.

If a material that requires a higher tier of workshop to forge it, is made at a


lower tier workshop, the final “Item Quality” of the refined material will be
lowered by the amount mentioned in the table below. Alternatively, any
material refined at a workshop of a higher tier than that material needs, will
have its item quality raised by the amount mentioned in the table below,
based on the tier of workshop it was refined at.

When a material is refined, it gains the properties from the “Monster Material
Blueprint” table equal to the material’s CR Level, after any bonuses are added
or subtracted from the workshop it is refined at. When this material is used to
create a weapon or armour, that weapon or armour will gain the property of
this refined material.
Once a material is refined, it gains a set “item quality” equal to the final CR
level it had once refined. This “item quality” cannot be changed.
However, if this part of the weapon is reforged into a new shape for any
reason, it can only be done so at a workshop with a tier equal to or lower than
the workshop it was refined at. When this is done, the properties of the
material remain the same.
CR OF MATERIAL
CR of Material 1-5 6-10 11-15 16-19 20+

Forge Type Bonuses Added or Subtracted from Material’s CR level.

Common 0 -2 Unrefinable Unrefinable Unrefinable

Uncommon +1 0 -3 Unrefinable Unrefinable

Rare +2 +1 0 -5 Unrefinable

Very Rare +3 +2 +1 0 -10

Legendary +5 +4 +3 +1 0

*Anything listed as “unrefinable” cannot be refined at this tier of forge.

SAMPLES OF FORGES
It might be hard to imagine what each tier of forge mentioned above might
look like, and so I have given some examples below for each tier of forge.

COMMON
This is just your every day, run of the mill forge. There is nothing magical or
unique about it in any way. It has your standard furnace anvil and a few tools,
and that’s about it. It might not even have an anvil! Maybe there’s just a lump
of stone that you work on.
UNCOMMON
Uncommon workshops are not typically magical in any way, but they are a cut
above most. These establishments have typically had a lot of money put into
them to ensure they can produce good quality equipment. You might find a
king, queen or other lord’s blacksmith tending to one of these just within the
castle walls.
In bigger cities, some of the high end blacksmiths might have worked up
enough gold in their lifetime to upgrade their workspace to something of this
quality.

RARE
These are the first forges to have something magical going on with them.
These workshops typically have just one central magical effect taking place
within an otherwise, simple enough looking forge. Such magical effects could
be a series of small arcane glyphs carved into the stones of the forge.
Perhaps the fire of an elemental or spirit heats this forge. It may have been
blessed by a minor deity or perhaps the location itself in which the forge was
built was somewhat magical in nature.

These forges might have legends or folktales associated with them, and
many can be found on the outskirts of civilization, or are kept secret so as not
to have anyone tarnish their magic.

Consider making the discovery of or journey to this forge a minor quest of


sorts for your players. Have them travel to a unique location (ideally
connected to your overarching story and you really want your players to go
here, but haven't been able to hook them in yet).
VERY RARE
These are the true works of fantasy. An ancient workshop found in the
ancient cities of a long forgotten elven kingdom. A grim forge found at the
darkest depths of a vampire lord’s castle that has been made from the
fossilised blood of a hundred thousand victims. The fires of “Mount Doom”.

Most of these workshops will typically be found on the material plane, but
this does not diminish their awesome power. These forges would not only be
capable enough of forging high quality materials, but consider having them
grant boons or even sentience to the items forged at them. Perhaps a soul
bond has to be made with the item you forge here; sacrificing a part of
yourself, so as to give life to this ring of power.

LEGENDARY
This is a forge you can build an entire campaign around. Have this location be
a place lost in the stars that the party must journey to in order to fuse the
heart of a dying angel into the bones of titan in order to create a weapon
strong enough to fell a new born god.

These forges burn with the power of a dying star, or perhaps they do not burn
at all. Perhaps this forge somehow utilised the power of a blackhole and can
condense and warm materials in wild ways. Maybe this workshop has been
built within the ribcage of a long lost elder god and the heart at its centre is
what infuses materials with divine energies so as to change it into a more
malleable form.
DURATION OF THE SMITHING PROCESS
The time it takes to refine a material equals a number of hours equal to the
CR Level of that material, before any bonuses are added or subtracted from
the workshop it is to be refined at. This process can be shared by other
creatures proficient in smithing tools, but cannot be interrupted in any way. If
the process is interrupted by any means, it must be started again from the
beginning.

Combining refined materials, to form an item is a simple process that only


takes an hour to complete, per material being added minus 1 hour, to form
the item itself

For example, if you are forming a sword from 3 refined materials (bone blade,
a leather guard and a golden pommel), the process will take you 2 hours.

After each hour of work, you may rest and return to the process later, but the
item will be unusable until this process is complete.

CRAFTING A WEAPON
When crafting a weapon, it can only consist of a number of refined materials
equal to half of your proficiency modifier, rounded up. As you level up, you will
learn how to add additional materials to an item. Any other materials used to
make this weapon, such as grips and pommels will be made out of
unnoteworthy materials that do not grant any additional benefits.

Note: Other benefits granted by my future crafting skill tree will be able to
increase this number.

ALTERING ITEMS
During a long rest, you always have the option to alter items you already
have. This can be done using any Refined Materials you already have. It
works in a similar way to forming an item. The time it takes you to alter an
item is equal to 1 hour per new refined material being added to the item.
Up to 1 item can be altered per long rest.
MONSTER MATERIAL “BLUEPRINTS”
Below is a list of Blueprints for what benefit a refined material can provide
that has been taken from a specific creature. These benefits are based on
that material’s CR Level, which is typically the same as the CR level of the
creature it was taken from. But as previously mentioned, this CR Level can
vary based on how well it was harvested and the quality of the workshop it
was refined at.

Take note that you will find blueprints for making both weapons and armour,
and each use a separate table from the other.

Each set of blueprints are sorted by creature type in alphabetical order.

Have fun!!
ABERRATIONS
*Requires an Uncommon or Rarer Workshop/Forge in order to be refined*

WEAPON BLUEPRINTS

ABERRATIONS
Any rarer materials (of a higher CR Level), grant the abilities given by any materials of a
lesser rarity (CR Level) listed above them on this table, in addition to the abilities they
provide.

CR LEVEL OF MATERIAL WEAPON BONUSES

1-5 (COMMON) This weapon deals an additional 1d4 of psychic


damage.

6-10 (UNCOMMON) If attuned to this weapon, you can magically


summon it back to your hand at will.

11-15 (RARE) This weapon deals one additional d4 of psychic


damage.
As a bonus action, you can teleport to this
weapon, so long as it’s within 30ft of you.

This weapon does not deal the 2d4 psychic


damage (listed in the previous CR Level abilities
above), this weapon instead deals additional

16-19 (VERY RARE)


psychic damage equal to half of its “item
quality”.
As a bonus action, you can teleport to this
weapon, so long as it is on the same plane of
existence as you.

20+ (LEGENDARY) You can change the shape of this weapon at will
and turn it into any weapon you desire.
This weapon is now sentient and can act
independently. It has a climbing speed of 25ft,
and can make attacks as though it were wielding
this weapon. When it does, it takes your limb
with it and shares the same attributes as a
Gibbering Mouther.
ARMOUR BLUEPRINTS

ABERRATIONS
Any rarer materials (of a higher CR Level), grant the abilities given by any materials of a
lesser rarity (CR Level) listed above them on this table, in addition to the abilities they
provide.

CR LEVEL OF MATERIAL WEAPON BONUSES

1-5 (COMMON) An eye and mouth emerge from this armour. It has
a perception modifier of +2 and speaks common.

6-10 (UNCOMMON) So long as this armour covers your head, you


reduce any incoming psychic damage by 5

11-15 (RARE) When you make melee attack, you can choose to
have this armour can sprout a tentacle and make an
unarmed attack that uses your strength modifier.

When this armour sprouts a tentacle and attacks, it


can sprout an additional tentacle, that can also each
16-19 (VERY RARE) make an unarmed attack for each refined material
used to make this armour. Each tentacle now also
has a 15ft reach.

You gain a climbing speed of 60ft. Whenever you


make a unarmed attack with one of your tentacles
you can instead choose to have it make a grapple

20+ (LEGENDARY) check with advantage, using your strength modifier.


A creature grappled by one of these tentacles is
restrained, and can attempt to make a Strength
Saving throw as an action to escape.
DC: Your STR mod + your prof mod + 8
BEASTS
WEAPON BLUEPRINTS

BEASTS
Any rarer materials (of a higher CR Level), grant the abilities given by any materials of a
lesser rarity (CR Level) listed above them on this table, in addition to the abilities they
provide.

CR LEVEL OF MATERIAL WEAPON BONUSES

1-5 (COMMON) This weapon grants you a +1 to damage rolls and


increases your movement speed by 5ft while
attuned to it.

This weapon grants you a +1 to attack AND damage


rolls and increases your movement speed by 10ft
6-10 (UNCOMMON) while attuned to it. (Ignore any previously listed
benefits before this one)

The +1 bonus to attack and damage rolls granted by


this weapon now increases by an additional +1 for

11-15 (RARE)
each other refined material added to it that would
also grant additional benefits.Your movement speed
increases by an additional +5ft while attuned to this
weapon.

You gain 1 use of a Barbarian’s rage per day.


16-19 (VERY RARE) Barbarian’s wielding this weapon gain 2 additional
uses of their rage.

While attuned to this weapon: Your movement


speed increases by an additional +15ft while attuned
to this weapon. You can sense the location of all
20+ (LEGENDARY) living creatures that have a heart, within a 1 mile
radius of you. You cannot be surprised, and you
gain a +5 bonus to both your perception check and
passive perception.
BEASTS
ARMOUR BLUEPRINTS

BEASTS
Any rarer materials (of a higher CR Level), grant the abilities given by any materials of a
lesser rarity (CR Level) listed above them on this table, in addition to the abilities they
provide.

CR LEVEL OF MATERIAL WEAPON BONUSES

1-5 (COMMON) This armour grants you resistance to cold damage


but any time you take fire damage you take 5 more
points of fire damage.

This armour grants you the ability to smell blood.


6-10 (UNCOMMON) You have advantage on any checks to locate a
creature that is missing any hit points.

If in the wilderness while wearing this armour you


11-15 (RARE) have a +5 bonus to stealth checks and have a +15ft
bonus to movement speed.

You gain advantage on attack rolls against


16-19 (VERY RARE) creatures with less than half of their hit points
remaining.

While wearing this armour, once per day you can

20+ (LEGENDARY)
bathe in the blood of your enemies for 10 minutes to
change one of your ability scores to the ability score
of the creature’s. This effect lasts for 1 hour.
CELESTIALS
*Requires an Very Rare or Rarer Workshop/Forge in order to be refined*

WEAPON BLUEPRINTS

CELESTIALS
Any rarer materials (of a higher CR Level), grant the abilities given by any materials of a
lesser rarity (CR Level) listed above them on this table, in addition to the abilities they
provide.

CR LEVEL OF MATERIAL WEAPON BONUSES

1-5 (COMMON) You cannot be frightened while wielding this


weapon.
This weapon sheds bright light within a 10ft
radius and dim light for an additional 10ft.

When you deal damage to a creature with this


weapon you can choose to heal them by that much
instead.

6-10 (UNCOMMON) You can use this effect a number of times per day
equal to the amount of additional refined material
attached to this weapon that also grant it additional
properties.

This weapon deals an additional 1d8 of radiant


damage. Additionally, you can convert any damage
dealt with this weapon, into radiant damage.

This weapon deals twice as much damage to


11-15 (RARE) undead creatures, and grants advantage on
attack rolls against fiends.

This weapon deals 1 additional d8 of radiant


16-19 (VERY RARE) damage.

20+ (LEGENDARY)
A creature reduced to 20 or less hit points with this
weapon is immediately killed.
CELESTIALS
ARMOUR BLUEPRINTS

CELESTIALS
Any rarer materials (of a higher CR Level), grant the abilities given by any materials of a
lesser rarity (CR Level) listed above them on this table, in addition to the abilities they
provide.

CR LEVEL OF MATERIAL WEAPON BONUSES

1-5 (COMMON) While wearing this armour you gain resistance to


radiant damage.

6-10 (UNCOMMON) You are immune to disease and poison while


wearing or attuned this armour.

11-15 (RARE) Undead creatures have disadvantage on attacks


against you while wearing this armour

16-19 (VERY RARE) You gain a flying speed of 40ft, while you are
attuned to or wearing this armour.

20+ (LEGENDARY) While wearing or attuned to this armour you do not


age and cannot be aged by any means.
CONSTRUCTS
WEAPON BLUEPRINTS

CONSTRUCTS
Any rarer materials (of a higher CR Level), grant the abilities given by any materials of a
lesser rarity (CR Level) listed above them on this table, in addition to the abilities they
provide.

CR LEVEL OF MATERIAL WEAPON BONUSES

As a bonus action, you can cause this weapon to


change shape, to resemble that of a mundane item

1-5 (COMMON) of a similar size. If this weapon has the light


property, it can be concealed without the need of a
skill check.
While in this form it retains its original properties.

6-10 (UNCOMMON) This weapon gains the properties of the immovable


rod.

As a bonus action you can equip this weapon as if it


was a piece of armour. It still retains its weapon
11-15 (RARE) properties but now also counts as magical plate
armour, setting your AC to 18. You can unequip this
“weapon-armour” as a bonus action.

While equipping this weapon as a suit of armour, as


a bonus action, your AC increases by +2 and you
16-19 (VERY RARE) can choose one damage type. Until you take a long
rest, you become resistant to that damage type
while wearing this weapon as a suit of armour.

20+ (LEGENDARY) While wearing this weapon as a suit of armour, you


gain an additional +2 to your AC.
CONSTRUCTS
ARMOUR BLUEPRINTS

CONSTRUCTS
Any rarer materials (of a higher CR Level), grant the abilities given by any materials of a
lesser rarity (CR Level) listed above them on this table, in addition to the abilities they
provide.

CR LEVEL OF MATERIAL WEAPON BONUSES

1-5 (COMMON) While not wearing this armour it can stand on its
own and acts similarly to the unseen servant spell,
only it can be seen. When it drops to zero hit points
the armour collapses in a heap on the ground and
remains unanimated until you equip it and unequip
it again.

You cannot be knocked prone or moved against


6-10 (UNCOMMON) your will while wearing this armour.

You can don and doth this armour as a bonus


11-15 (RARE) action.
You are also immune to spells and effects that
would alter your form while wearing this armour

While wearing this armour you are immune to


16-19 (VERY RARE) damage from non-magical attacks, traps or hazards.
And have resistance to bludgeoning, piercing and
slashing damage.

While wearing this armour you are immune to


20+ (LEGENDARY) bludgeoning, piercing and slashing damage. And
gain an AC bonus of +5.
DRAGONS
*Requires an Uncommon or Rarer Workshop/Forge in order to be refined*

WEAPON BLUEPRINTS

DRAGONS
Any rarer materials (of a higher CR Level), grant the abilities given by any materials of a
lesser rarity (CR Level) listed above them on this table, in addition to the abilities they
provide.

Additionally, any time a benefit mentions “dragon damage” it refers to the damage type that
dragon was immune to, if any, before this material was harvested from it. If it had more than
one immunity, you can choose which one counts towards this weapon’s “dragon damage”
when you first refine this material.

CR LEVEL OF MATERIAL WEAPON BONUSES

1-5 (COMMON) This weapon deals an additional weapon dice of


damage against giants and dragons.

Whenever you deal damage with this weapon, you


6-10 (UNCOMMON) can convert any of that damage into “dragon
damage”.

11-15 (RARE) This weapon deals an additional weapon die of


“dragon damage”.

This weapon deals another additional weapon

16-19 (VERY RARE)


die of “dragon damage”.
The number you need to score a critical hit with
this weapon is reduced by 1

Once per day, you can spend an action to have this


weapon release the same effects of a dragon’s
20+ (LEGENDARY) “breath attack”. The effects are the same as the
dragon where the material of this weapon came
from.
DRAGONS
ARMOUR BLUEPRINTS

DRAGONS
Any rarer materials (of a higher CR Level), grant the abilities given by any materials of a
lesser rarity (CR Level) listed above them on this table, in addition to the abilities they
provide.

Additionally, any time a benefit mentions “dragon damage” it refers to the damage type that
dragon was immune to, if any, before this material was harvested from it. If it had more than
one immunity, you can choose which one counts towards this weapon’s “dragon damage”
when you first refine this material.

CR LEVEL OF MATERIAL WEAPON BONUSES

1-5 (COMMON) Reduce any “dragon damage” you take by 5, while


wearing this armour.

6-10 (UNCOMMON) This armour grants a +2 AC bonus.

You gain resistance to “dragon damage” and


11-15 (RARE) advantage on intimidation checks while wearing this
armour.

You gain immunity to “dragon damage” and gain a


16-19 (VERY RARE) flying speed of 30ft, while wearing this armour

While wearing this armour you gain the following:


An additional 30ft of movement speed

20+ (LEGENDARY) An additional + 2 AC bonus


A dragon’s Frightening Presence ability where
the DC is 8 + your CHA modifier + your prof
bonus.
ELEMENTALS
*Requires an Rare or Rarer Workshop/Forge in order to be refined*

WEAPON BLUEPRINTS

ELEMENTALS
Any rarer materials (of a higher CR Level), grant the abilities given by any materials of a
lesser rarity (CR Level) listed above them on this table, in addition to the abilities they
provide.
Any time a benefit mentions “elemental damage” it refers to the damage type that elemental
was immune to, if any, before this material was harvested from it. If it had more than one
immunity, you can choose which one counts towards this weapon’s “elemental damage”
when you first refine this material.

CR LEVEL OF MATERIAL WEAPON BONUSES

1-5 (COMMON) This weapon deals an additional 1d6 of “elemental


damage”.

6-10 (UNCOMMON) Any “elemental damage” dealt by this weapon,


ignores resistances.

11-15 (RARE) This weapon deals one more additional d6 of


“elemental damage”.
Any “elemental damage” dealt by this weapon,
ignores immunities.

This weapon deals one more additional d6 of


“elemental damage”.
This weapon has a reach of +10 ft.

16-19 (VERY RARE)


Any creatures in a straight line between you and
the target of your attacks with this weapon, also
become targets of that attack.

This weapon deals one more additional d6 of


“elemental damage” + “elemental damage”

20+ (LEGENDARY) equal to your level.


This weapon’s reach increases by an additional
+20ft.
Any creature dealt “elemental damage” with this
weapon gains a vulnerability to that damage type
until the end of your next turn.
ARMOUR BLUEPRINTS
ELEMENTALS
Any rarer materials (of a higher CR Level), grant the abilities given by any materials of a
lesser rarity (CR Level) listed above them on this table, in addition to the abilities they
provide.
Any time a benefit mentions “elemental damage” it refers to the damage type that elemental
was immune to, if any, before this material was harvested from it. If it had more than one
immunity, you can choose which one counts towards this weapon’s “elemental damage”
when you first refine this material.

CR LEVEL OF MATERIAL WEAPON BONUSES

1-5 (COMMON) While wearing this armour, any “elemental damage”


you receive” is reduced by 5.

While attuned to this armour, once per day you can


spend your bonus action to “activate” this armour.
When you do so you gain the following abilities for 1

6-10 (UNCOMMON)
minute, or until you “deactivate” your armour as a
bonus action. When your armour “deactivates” it
loses any of the following benefits:
You become incorporeal and gain resistance to
bludgeoning, piercing and slashing damage
from non-magical attacks.
You gain a flying speed of 30ft.

You can “activate” this armour 1 additional time per


day, and when you do so, you gain the following
abilities in addition to any previously listed abilities:
You can move through other creatures. When
you do, that creature takes 1d6 “elemental
damage”, but can only take one instance of this
damage per turn.
11-15 (RARE) If you end your turn in the same space as
another creature, you become corporeal again,
your armour “deactivates”. You appear in any
free adjacent space to that creature and the both
of you take 3d10 force damage. If there are no
free adjacent spaces available, you appear in the
next closest available space.

You can “activate” this armour 1 additional time per


day, and when you do so, you gain the following
abilities in addition to any previously listed abilities:
16-19 (VERY RARE) You are immune to “elemental damage”
You become immune to bludgeoning, piercing
and slashing damage.
Your flying speed increases by 60ft.

20+ (LEGENDARY) You can “activate” your armour as many times as


you like per day.
FEY
*Requires an Uncommon or Rarer Workshop/Forge in order to be refined*

WEAPON BLUEPRINTS

FEY
Any rarer materials (of a higher CR Level), grant the abilities given by any materials of a
lesser rarity (CR Level) listed above them on this table, in addition to the abilities they
provide.

CR LEVEL OF MATERIAL WEAPON BONUSES

1-5 (COMMON) This weapon moves with a gleeful unpredictability,


or has some strange charm to it. Once per turn
when attacking with this weapon, you can make a
deception check against your target’s insight. On a
success, you gain advantage on the attack, on a
disadvantage you teleport to a random unoccupied
space within 5ft of you.

Once per turn, after making a successful attack with


6-10 (UNCOMMON) this weapon, you can cast misty step as a bonus
action.

While attuned to this weapon, you can turn invisible


11-15 (RARE) as a bonus action. You remain invisible until you
make an attack or cast a spell.

When you deal damage to a creature with this


weapon, they must make a constitution saving
16-19 (VERY RARE) throw (DC: 16) or be blinded until the end of your
next turn.

While attuned to this weapon, all attacks against


20+ (LEGENDARY) you are made at disadvantage and your
movement speed increases by 20ft.
ARMOUR BLUEPRINTS
FEY
Any rarer materials (of a higher CR Level), grant the abilities given by any materials of a
lesser rarity (CR Level) listed above them on this table, in addition to the abilities they
provide.

CR LEVEL OF MATERIAL WEAPON BONUSES

1-5 (COMMON) You must be attuned to this item to use any of its
properties.
This item has 3 charges. This item regains 1d4+1 charges
after you finish a long rest.
When you are hit with an attack, but before damage is
dealt to you, can spend 1 charge as a reaction to have the
attacker reroll the attack. The attacker uses the new
6-10 (UNCOMMON) result.

This item gains 1 additional charge.


You can spend 1 charge to teleport to a place you see
within 20ft as a bonus action.

11-15 (RARE) This item gains 1 additional charge.


As an action, you can spend 1 charge to cast 1 of the
following spells (at their lowest level, using your
Charisma, Intelligence or Wisdom as your spellcasting
modifier):
Faerie Fire
Invisibility
Sleep

This item gains 1 additional charge.


As an action, you can spend 2 charges to 1 of the
following spells (at their lowest level, using your
Charisma, Intelligence or Wisdom as your spellcasting
16-19 (VERY RARE) modifier):
Plant Growth
Polymorph
Slow

This item gains 4 additional charges.


As an action, you can spend 3 charges to 1 of the
following spells (at their lowest level, using your
Charisma, Intelligence or Wisdom as your spellcasting
modifier):
20+ (LEGENDARY) Scrying
True Seeing
Transport via Plants
Additionally you can spend 10 charges and an action to
open a portal into the feywild, or from the feywild to the
material plane. The portal remains open for 10 seconds
allowing anyone to enter. The location you appear in,
when entering the new realm is random.
FIENDS
*Requires an Rare or Rarer Workshop/Forge in order to be refined*

WEAPON BLUEPRINTS

FIENDS
Any rarer materials (of a higher CR Level), grant the abilities given by any materials of a
lesser rarity (CR Level) listed above them on this table, in addition to the abilities they
provide.

CR LEVEL OF MATERIAL WEAPON BONUSES

1-5 (COMMON) While wielding this weapon in the open, you gain a
+2 bonus to all charisma checks.

Whenever you make an attack with this weapon, you


can choose to spend a number of hit dice equal to
6-10 (UNCOMMON) or less than your proficiency bonus. If this attack
hits, you can roll those hit dice and add them to the
damage of this attack.

When you make a successful attack with this


weapon, you can reduce your maximum hit points

11-15 (RARE) by a number equal to or lower than your level, to


deal that much additional damage.
Any hit points lost in this way are returned after a
long rest.

Any time you reduce your maximum hit dice to deal


additional damage with this weapon, you can deal
16-19 (VERY RARE) twice that amount of damage instead, but gain 1
level of exhaustion when you do so.

Whenever you spend hit dice or reduce your


maximum hit dice using abilities from this weapon,
this weapon gains a +1 bonus to its attacks and
20+ (LEGENDARY) damage rolls for 1 minute, as well as gaining an
additional +5ft of reach. (This ability can stack, but
lasts no longer than 1 minute since its first use that
day).
FIENDS
ARMOUR BLUEPRINTS

FIENDS
Any rarer materials (of a higher CR Level), grant the abilities given by any materials of a
lesser rarity (CR Level) listed above them on this table, in addition to the abilities they
provide.

You can reduce your maximum hit points (Max HP) by X amount to use any of the abilities
provided by this armour. The amount you must reduce Max HP by is referred to the “Blood
Price”. Spending a blood price is done so as part of the action listen in the abilities
description. (eg. a “Blood Price: 10” would mean you you need to reduce your Max HP by 10
in order to gain the abilities listed after the Blood Price.)
Any hit points reduced in this way return after a long rest.

CR LEVEL OF MATERIAL WEAPON BONUSES

1-5 (COMMON) Blood Price: 5


You can spend this blood price as a reaction whenever
you are about to take fire damage. You become
immune to fire damage until the start of your next turn.

Blood Price: 10

6-10 (UNCOMMON)
You can spend this blood price as a reaction whenever
you take damage to have the creature who dealt that
damage take the same amount but as fire damage.

Blood Price: X
Whenever you make an attack but before dealing
11-15 (RARE) damage you can spend this blood price to have your
attack deal an additional X amount of fire damage. X
can be no higher than twice your level.

Blood Price: 20
When you deal damage to a creature you can spend
this blood price as a reaction to curse that creature for 1
16-19 (VERY RARE) minute. A creature cursed in this way gains a
vulnerability to a damage type of your choosing. A
creature cannot be cursed again in this way until their
current curse is removed or has ended.

Whenever you pay a Blood Price, every creature

20+ (LEGENDARY) within 15ft of you is dealt fire damage equal to the
blood price you paid.
GIANTS
WEAPON BLUEPRINTS

GIANTS
Any rarer materials (of a higher CR Level), grant the abilities given by any materials of a
lesser rarity (CR Level) listed above them on this table, in addition to the abilities they
provide.

CR LEVEL OF MATERIAL WEAPON BONUSES

1-5 (COMMON) This weapon deals an additional weapon dice of


damage against giants and dragons.

6-10 (UNCOMMON) This weapon deals an additional weapon dice of


damage and has a +5ft of reach.

This weapon gains the heavy and two-handed


11-15 (RARE) weapon properties you gain advantage on strength
checks while attuned to this weapon.

A creature wielding this weapon with less than 20


strength, makes all attack rolls at disadvantage and

16-19 (VERY RARE) has their movement speed reduced by 15ft.


However, this weapon deals one more additional
weapon dice of damage and has an additional +5ft
of reach.

While attuned to this weapon, the wielder’s strength


20+ (LEGENDARY) becomes 30 and they become a huge creature.
GIANTS
ARMOUR BLUEPRINTS

GIANTS
Any rarer materials (of a higher CR Level), grant the abilities given by any materials of a
lesser rarity (CR Level) listed above them on this table, in addition to the abilities they
provide.

CR LEVEL OF MATERIAL WEAPON BONUSES

1-5 (COMMON) While wearing this armour you can throw objects
twice as far and you can add your proficiency bonus
to the damage rolls made with thrown objects.

While attuned to and wearing this armour:


You count as one size larger when determining
your carrying capacity and the weight you can

6-10 (UNCOMMON) push, drag, or lift.


You become proficient in athletics. If you are
already proficient, you add your proficiency
modifier an additional time to athletics checks
that you make.

While attuned to and wearing this armour, once per


day you can spend your bonus action to grow 1 size
11-15 (RARE) larger for 1 minute.
When you do so unarmed attacks and weapons
wielded by you deal 1 additional weapon dice of
damage, and your strength score increases by 2.

While attuned to and wearing this armour, once per


day you can spend your bonus action to grow 2 size
16-19 (VERY RARE) larger for 1 minute.
When you do so unarmed attacks and weapons
wielded by you deal 2 additional weapon dice of
damage, and your strength score increases by 5.

While attuned to and wearing this armour, once per


day you can spend your bonus action to grow 3 size

20+ (LEGENDARY) larger for 1 minute.


When you do so unarmed attacks and weapons
wielded by you deal 3 additional weapon dice of
damage, and your strength score increases by 10.
MONSTROSITIES
WEAPON BLUEPRINTS

MONSTROSITIES
Any rarer materials (of a higher CR Level), grant the abilities given by any materials of a
lesser rarity (CR Level) listed above them on this table, in addition to the abilities they
provide.

CR LEVEL OF MATERIAL WEAPON BONUSES

1-5 (COMMON) This weapon has your choice of: a speaking mouth,
a seeing eye or a listening ear. The weapon is
sentient and can understand language. It can also
make tiny movements but does not have a
movement speed.

This weapon ignores half or ¾ cover and AC


6-10 (UNCOMMON) bonuses granted by shields or weapons.

This weapon grants you a glide* speed of 20ft so


long as you are wielding it.
11-15 (RARE) This weapon gains one additional sense of your
choice, growing either an additional: speaking
mouth, a seeing eye or a listening ear.

16-19 (VERY RARE) Once per turn, after making an attack with this
weapon, you can make one additional attack.

Once per turn, after making an attack with this


20+ (LEGENDARY) weapon, you can make one additional attack.
This weapon has a movement speed of 20ft.

*A glide speed allows you to fly horizontally and not upwards. Once you run out of glide
speed you will glide straight down a number of feet equal to your glide speed (not taking
fall damage), after which you will fall the remaining amount. A glide speed cannot be
used as a reaction.
MONSTROSITIES
ARMOUR BLUEPRINTS

MONSTROSITIES
Any rarer materials (of a higher CR Level), grant the abilities given by any materials of a
lesser rarity (CR Level) listed above them on this table, in addition to the abilities they
provide.

CR LEVEL OF MATERIAL WEAPON BONUSES

1-5 (COMMON) This armour grants the wearer a climbing speed


equal to their movement speed.

When attuned to, this armour creates a face


identical to yours somewhere on the back of it.
A creature attuned to this armour can see

6-10 (UNCOMMON) through the eyes of this face, as well as speak,


hear and smell through its senses, as if they
were there own.
A creature attuned to this armour cannot be
surprised and gains a +5 to their perception.

When a creature attuned to this item, they can


choose to gain one of the following benefits so long
as they remained attuned to the item:
A flying speed equal to their movement speed.
11-15 (RARE) A burrow speed equal to their movement speed.
Tremor sense of 60ft.

When a creature attuned to this item, they can


choose to gain one of the following benefits, or one
of the previously abilities, in addition to any other
selected abilities, so long as they remained attuned
16-19 (VERY RARE) to the item:
The ability to make an additional attack after
they make an attack as an action on their turn.
The ability to cast an additional cantrip after
casting a cantrip as an action.

While attuned to this armour:


If you make an attack as an action, you can make
1 additional attack.
20+ (LEGENDARY) Your movement speed increases by 20ft
You gain a +10 bonus to intimidation checks.
OOZES
*Requires an Uncommon or Rarer Workshop/Forge in order to be refined*

WEAPON BLUEPRINTS

OOZES
Any rarer materials (of a higher CR Level), grant the abilities given by any materials of a
lesser rarity (CR Level) listed above them on this table, in addition to the abilities they
provide.

CR LEVEL OF MATERIAL WEAPON BONUSES

1-5 (COMMON) This weapon moves unpredictably. The first attack


you make against a creature that has never been
attacked by this weapon before, is made at
advantage.

When you successfully hit a creature with an attack


using this weapon, you can choose to grapple them,
so long as they are the same size as you. You can
6-10 (UNCOMMON) remain grappling them so long as you are still
wielding this weapon.
If you let go of this weapon, it will still remain
adhered to the creature grappled by it. (DC 15
Strength check to remove).

While grappled by you wielding this weapon, or


11-15 (RARE) grappled by this weapon, the grappled target takes
1d4 acid damage at the start of each of their turns.

Whenever a creature wearing armour takes acid


damage from this weapon, the armour bonuses
16-19 (VERY RARE) granted to them by their armour is reduced by 1. If
the armour no longer grants them any bonuses to
their AC, it is destroyed.

A creature grappled by you, using the properties


of this weapon, is restrained and takes 6d6 acid

20+ (LEGENDARY) damage at the start of each of their turns.


Grapples made by you, using the properties of
this weapon, can be made against any creature
who is two sizes larger than you or smaller.
OOZES
ARMOUR BLUEPRINTS

OOZES
Any rarer materials (of a higher CR Level), grant the abilities given by any materials of a
lesser rarity (CR Level) listed above them on this table, in addition to the abilities they
provide.

CR LEVEL OF MATERIAL WEAPON BONUSES

1-5 (COMMON) You gain advantage on checks to escape grapples


and on grapple checks made against you.

6-10 (UNCOMMON) While grappled or grappling a creature, the creature


grappled by you or grappling you takes 1d4 acid
damage at the start of each of your turns.

11-15 (RARE) Creatures grappled by you are restrained and you


can spend an action to deal 3d6 acid damage to that
creature, so long as they are grappled by you.

If a creature makes a melee attack against you,


while wearing this armour, they take 5 points of
acid damage.

16-19 (VERY RARE)


Weapons that deal damage against you become
corroded and deal 1d6 less damage until they
are repaired.

If a creature makes a melee attack against you,


while wearing this armour, they take 10

20+ (LEGENDARY) additional points of acid damage.


Weapons corroded by your armour deal 2d6 less
damage until repaired.
PLANTS
WEAPON BLUEPRINTS

PLANTS
Any rarer materials (of a higher CR Level), grant the abilities given by any materials of a
lesser rarity (CR Level) listed above them on this table, in addition to the abilities they
provide.

CR LEVEL OF MATERIAL WEAPON BONUSES

1-5 (COMMON) This weapon cannot be disarmed from you and has
a reach of +5ft.

While wielding this weapon you gain a +1 bonus to

6-10 (UNCOMMON)
AC but your entire arm is covered by this weapon.
Because of this if you wish to drop or sheath this
weapon, you must spend an action to do so.

When you equip this weapon it covers a large


portion of your body. You gain an additional +2

11-15 (RARE) to AC but have disadvantage on dexterity


checks.
Your reach also increases by an additional +5ft
when making attacks with this weapon.

While attuned to this weapon, it covers your


16-19 (VERY RARE) entire body. Your AC increases by +2 and you
gain additional reach of +5ft. However whenever
you take fire damage, you take twice that amount
instead.

You gain a climbing speed of 40ft.


While attuned to this weapon, you grow one size
20+ (LEGENDARY) larger and gain an additional +10ft to your reach.
Additionally, so long as you are exposed to
sunlight you regain 5 hit points at the start of
each of your turns, unless you took fire damage
since your last turn.
PLANTS
ARMOUR BLUEPRINTS

PLANTS
Any rarer materials (of a higher CR Level), grant the abilities given by any materials of a
lesser rarity (CR Level) listed above them on this table, in addition to the abilities they
provide.

CR LEVEL OF MATERIAL WEAPON BONUSES

1-5 (COMMON) This armour grants an additional +1 bonus to AC.

While wearing this armour you gain a climbing


6-10 (UNCOMMON) speed equal to your movement speed.
Additionally your reach increases by 5ft.

While attuned to this armour, you regain 5 hit points


at the start of your turn, so long as you are exposed
11-15 (RARE) to sunlight.
However, while wearing this armour, whenever you
are dealt fire damage, you take twice that amount

This armour grants an additional +2 bonus to AC


While attuned to this armour, you become one
16-19 (VERY RARE) size larger, and all of your melee weapon attacks
deal 1 additional weapon dice of damage.

While attuned to and wearing this armour, you


cannot age and regain 15 additional hit points at the
20+ (LEGENDARY) start of each of your turns so long as you are
exposed to sunlight and haven’t taken any fire
damage since your last turn.
LICENSE
OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast,
Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative
Material" means copyrighted material including derivative works and translations (including into other computer languages), potation,
modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be
recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise
distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent
such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as
Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under
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identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using"
means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" Not
for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 2 or "Your" means
the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used
under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or
subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content
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Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT
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7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly
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written permission from the Contributor to do so.

12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game
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13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30
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14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to
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5. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016,
Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb,
Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.

END OF LICENSE
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