All-Craft: The Foundry

Hammer and anvil, spade and smelter, scraper and rack. Beneath a mountain, a Dwarven smith admires the glint of a warhammer, illuminated by the burning furnaces lining the forge. In a busy market, an apprentince shapes a fine cuirass of leather to wear on his next hunt. Shoveling coal into roaring fire, a line of Gnomes fuel the blast furnaces producing the steel their latest crafts will be molded from.



All-Craft: The Foundry is a supplent designed to both simplify and enhance the crafting system of Dungeons & Dragons 5th Edition. This system is inspired by crafting systems commonly seen in Role-Playing Games and is created with all due respect and homage to these games and their developers. Please enjoy this gameplay supplement and may it enhance your players' experiences. Table of Contents I. Crafting Rules

a.) Item Creation Requirements

b.) Crafting DC

c.) Item Schematics

d.) Crafting Stations

e.) Craftsmen

f.) Time

II: Components

a.) Component Types

b.) Harvesting

c.) Smelting and Tanning

d.) Mixed Material Items

III: Silvered and Magic Items

a.) Silvered Weapons

More to be Added in Future Editions Appendix A: Common Weapons and Armor Schematic Tables

Appendix B: Components Index

Appendix C: Planned Features

Special Thanks /u/stolksdorf for creating the Homebrewery and allowing computer illiterate peasants like me to make high-quality looking content.

Angelos the Cleric, Jameson the Monk, Gary the Artificer, Mel the Fighter, and Hok the Rogue for getting me into Dungeons & Dragons against my will. Proud to be your DM.

Reddit's /r/unearthedarcana, /r/dndnext, /r/dmacademy, and /r/dndbehindthescreen communities for great content and helpful advice.

The Witcher 3's CDProjekt Red, Skyrim's Bethesda Game Studies and Enderal's SureAI Team for creating intricate crafting systems (and awesome games) that inspired this homebrew.







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I. Crafting Rules Some mythical weapons are found, others are made through concentrated effort and time. To create weapons and armor, whether standard or magical, you will need schematics, components, and the proper crafting station. Depending on the category of the item, its rarity level, and its magical properties, the time and material cost of the item can vary. The skill check formula and difficulty check for crafting is as follows:

Item Creation Requirements All-Craft: The Foundry item creation is based around three key requirements for crafting. 1) Schematics, which are blueprints detailing how to create a weapon or set of armor. 2) Components, the necessary metals, woods, and/or leathers to physically create the item which are listed in the second chapter. 3) Crafting Stations, the Forges, Smelters, Tanning Racks, and Work Benches to mold metal, create ingots, shape leather, and carve wood.



Crafting Requirements = Item Schematic + Components + Artisan Tool + Crafting Station Crafting DC Crafting an item requires the player to not only possess the necessary items but beat a required check. Players must role a difficulty check via the item-appropriate artisan tool. A successful check yields the completed item while a failed check halts your progress. Difficulty checks can be lowered by recruiting Craftsmen who can assist with the process or by using higher-quality crafting stations. Critically succeeding on a crafting check counts as an automatic success success while critically failing results in the destruction of either your toolkit or one unit of the components at the Dungeon Master's discretion.



Crafting Difficult Check = 10 + Rarity DC + Type DC

- Craftsman Level - Station Level



Item Rarity Level DC Common +1 Uncommon +4 Rare +7 Very Rare +10 Legendary +15

Item Type DC Simple Weapon +1 Martial Weapon +2 Light Armor +2 Medium Armor +3 Heavy Armor +4 Item Schematics For many aspiring adventurers-turned-craftsmen, forging a longsword, fastening a set of leather armor, or smelting iron ore into steel is knowledge that takes several years of careful practice. Perhaps your Scholar-turned-Paladin was never exposed to the art of smithing before or perhaps the local Guild is attempting to standardize equipment designs for the city's garrison. Whatever the reason for their existence in your campaign, Schematics detail the design and component requirements of weapons and armor to provide your adventurer with the know how to create their own equipment.



Schematics could be acquired a number of ways. Perhaps your Dungeon Master will allow your character to start out with a handful of different ones. Perhaps the local Guildhall and Dwarven Smithies will sell schematics to adventurers at a fair price, or the town's lord will provide them as a reward upon completion of a quest. Generally, schematics should be valued at approximately one-third of the item's price in the Player's Handbook. Below is a table detailing prices for basic equipment in the PHB.





Schematic Cost Samples Item Cost Simple Weapons ─ Dagger Schematic 7 sp Mace Schematic 2 gp Light Crossbow Schematic 8 gp Martial Weapons ─ Longsword Schematic 5 gp Great Axe Schematic 10 gp Battle Axe Schematic 3 gp Hand Crossbow Schematic 25 gp Armors ─ Ring Mail Schematic 10 gp Studded Leather Armor Schematic 15 gp Chain Shirt Schematic 17 gp Breastplate Schematic 134 gp Plate Armor Schematic 500 gp

Crafting Stations A smith is nothing without their forge. Crafting items requires the correct set of equipment beyond a set of Smith's Tools. This equipment is represented through Crafting Stations that exist throughout the world. Blacksmiths, Fletchers, Bowmen, and Tanners all utilize certain stations to create their masterpieces and you too can access them. Depending on the quality of the station, the Difficulty Check associated with crafting can decrease. At the discretion of the Dungeon Master, the artisans who own the stations may charge a service fee for use per session. Additionally, adventurers may purchase their own stations with sufficient funds.



Station Type Material Type Items Craftable Required Tool Forge Metal Simple Weapons, Martial Weapons, Medium Armor, Heavy Armor Smith's (Con) or Tinker's Tool (Int) Smelter Ore Components (Ingots) Smith's Tool (Con) Workbench Wood & Leather Simple Weapons, Martial Weapons, Light Armor Leather Worker's (Con) or Carpenter's Tool (Con) Tanning Rack Hides Components (Leather) Leather Worker's (Dex) Tool

Station Level Cost to Rent (Per Day) Cost to Buy DC Basic 10 gp 5,000 gp ─ Advanced 100 gp 50,000 gp -1 Master 1,000 gp 200,000 gp -2 Legendary ─ ─ -4

Optional Rule #1: Firearms. Depending on the setting of your campaign, your Dungeon Master may choose to include Firearms (Pistols, Muskets) as purchasable weapons. Firearms would require the use of Tinker's Tools to craft. Firearm schematics, depending on the rarity of them within the setting, could be valued at one-third of their cost if common or one-half if rarer.



Optional Rule #2: Station Costs The example costs above are not hardcoded values. Depending on your campaign's setting, the abundance of gold, and the economy of the location your players are in, the costs of renting and/or purchasing a station can vary.

Craftsmen Behind every legendary sword is a legendary smith. Item creation does not have to be a singular process, and players can enlist the help of local craftsmen in the creation of their gear. Craftsmen would typically be skilled in one of the areas below but could up to two proficiencies. The local bower could also be a fletcher, and the local weaponsmith may also be a skilled metallurgist. Depending on the craftsman's skill level, they could be cheap or very expensive. Similarly, the craftsman's could charge more or less depending on the relationship they have with the adventurers. The table below lists the different types and levels of artisans players can encounter using this system.



Craftsman Type Station Weaponsmith Forge Armorer Forge Metallurgist Smelter Bower Workbench Fletcher Workbench Leather Worker Workbench Tanner Tanning Rack

Craftsman Level Cost Per Day DC Apprentice 25 gp -1 Journeymen 100 gp -2 Master 500 gp -3











A Legendary Forge In order to create weapons worthy of the Gods themselves, adventurer's will need the greatest of forges to do so. These kinds of forges cannot be found in cities or settlements but are instead hidden away from the world whether in a fortress, dungeon or different plane. Dungeon Masters can create a quest for finding these forges and reaping their benefits. Beyond the -4 to the DC, a Legendary Forge could negate a critical fail or triple the results of a critical success at the DM's discretion.

Time Crafting an item takes effort and vigor. As you begin to forge new sets of armor, carve longbows, and smelt rare metals, you'll be putting in hours during your adventuring down-time. Below are suggested rates of time for item creation to be used at the Dungeon Master's discretion. Generally, the more complex the item, whether in terms of rarity, magical-nature or some other feature, the more time should be required to craft it.



Item Type Crafting Timeframe Simple Weapon 1-3 Days Martial Weapon 4-7 Days Light Armor 1-3 Days Medium Armor 3-7 Days Heavy Armor 7-30 Days Shield 1-3 Days Ammunition 1-2 Days

Why So Great a Range on Heavy armor? Certain heavy armor types can vary dramatically in the amount of time required to craft it. A full-set of platemail a cavalier or knight would wear can take an incredible amount of time to craft while fastening individual chains, rings and splints for other heavy armors can be a time-consuming process. Thus, heavy armor has a large range to account for these processes.



Optional Rule: Instantaneous Crafting For some Dungeon Masters and Players, their campaign may be a one-shot adventure, a short-term campaign or long-term campaign. Consider the time-frame of your campaign and adjust the the crafting times accordingly to fit the timeframe for your players' adventures.



II. Components Swords, bows, breastplates, and shields are more than a numerical value when it comes to crafting. Throughout your campaign's world, you will find various ores, ingots, hides, leathers, and woods that you can use to craft items. Some materials can be commonly found in market-stalls and local mines while others will require adventuring to dangerous ruins or forgotten kingdoms.



Component Types Below you will find the various types of crafting components used in the creation of items. Components are split into Raw Materials, which you would find in nature, and Refined Materials, which you would create via a smelter or tanning rack. Raw Materials are covered in the Harvesting section while Finished Materials are covered in the Smelting and Tanning section.

Ores The lifeblood of miners and smiths everywhere, ores can be found in nodes throughout caverns, mines and ruins. By using a smelter, players can convert ore into metal ingots for crafting.

Type: Raw Material

Required Tool: Miner's Pick

Hides Hides are used in the creation of leather armor. Most hides yield leather while rarer ones, like a Dragon's hide, yield rare dragon scales. A single hide or pelt can be harvested from certain types of enemies with a successful harvesting check. Hides can be brought to a Tanner's Rack to convert it into leather.

Type: Raw Material

Required Tool: Leather Worker's Tools

Woods Woods are used in the creation of bows, crossbows and some simple weapons like clubs and quarterstaffs. Although trees are plentiful, hardwoods like Ash, Oak, and Yew are typically used for the creation of wooden weaponry. Woods can be brought to a workbench to craft into bows and other wooden weaponry.

Type: Raw Material

Required Tool: Carpenter's Tools

Ingots Created via a smelter, ingots are used in the creation of metal weaponry and armor. Generally, multiple ores are required to create an ingot with rarer metals like Adamantine and Mithral requiring higher difficulty checks to successfully craft.

Type: Refined Material

Required Tool: Smith's Tools

Required Station: Smelter



Leathers Created via a Tanning Rack, leathers are used in the creation of light armor. Generally, multiple ores are required to create an ingot with rarer metals like Adamantine and Mithral requiring higher difficulty checks to successfully craft.

Type: Refined Material

Required Tool: Leather Worker's Tools

Required Station: Tanning Rack



Harvesting Harvesting raw materials, whether ores, woods, or hides requires a simple DC 15 check. A successful check will yield a roll, as indicated in the table below, to determine the amount of resources you harvest. Ores require you to use a Miners Pick with Constitution as the corresponding attribute. Woods require the use of Carpenter's Tools with Constitution as the corresponding attribute. Hides require the use of Leather Worker's tools with Dexterity as the corresponding attribute. A critical success yields double the resource roll while a critical fail results in the destruction of the resource. See Appendix B for the complete list of raw and refined materials.

Resource Yield (Per Unit) Ore 1d6 Units Hide 1 Unit Wood 1d6 Units

Resources can vary Depending upon your setting, different ores, hides, and woods may be present, rare, or non-existant. Below are some ore samples drawn from D&D and its Eberron variants. Sample Ores Coal Ore Iron Ore Silver Ore Gold Ore Cyrite Ore Firebrass Ore Adamantine Ore Mithral Ore





Smelting & Tanning

In order to create the Refined Materials need for item crafting, Raw Materials must be converted via Smelters or Tanning Racks. Depending on the rarity of the material, the difficulty check could increase as indicated in the table below. Certain craftsmen like Metallurgists or Tanners can assist you on converting Raw Materials for the right fee. Critically failing the check to smelt an ore or tan a hide will result in the destruction of the material while a critical success is considered an automatic success. A successful smelting chekc yields one unit of the appropriate ingot while the amount of leather can vary based on the hide used. Smelting Ores Ingot Required Ores DC Iron x2 Iron Ore 8 Copper x2 Copper Ore 8 Brass x2 Copper Ore, x1 Zinc Ore 10 Steel x2 Iron Ore, x1 Coal 10 Silver x2 Silver Ore 10 Electrum x2 Silver Ore, x1 Gold Ore 10 Gold x2 Gold Ore 10 Platinum x2 Platinum Ore 15 Cyrite x2 Cyrite Ore 15 Cold Iron x2 Cold Iron Ore 15 Firebrass x3 Firebrass Ore 20 Adamantine x3 Adamantine Ore 20 Mithral x3 Mithral Ore 20

Tanning Hides Leather Required Hides DC x1 Leather x1 Wolf Pelt or x1 Fox Pelt

or x1 Goat Hide 8 x2 Leather x1 Deer Hide or

x1 Giant Goat Hide 10 x3 Leather x1 Bear Pelt or

x1 Sabre-Toothed Tiger Pelt 12 x4 Leather x1 Giant Elk Hide 15 x5 Leather x1 Dire Wolf Pelt 18 x1 Dragon Scales x1 Dragon Hide 20

Other Hides and Pelts At your Dungeon Master's discretion, other creatures from the DMG, PHB, MM, Unearthed Arcana series or Homebrew documents may drop pelts/hides that can be converted into leather.



Mixed Material Items Some items may be created from a mixture of metals and leathers. Studded Leather Armor for instance requires some iron ingots for the spikes on it while Crossbows require steel for creating the firing mechanism. Typically, these crossover materials are on the lower end of the difficulty check spectrum to craft but some rarer, magical items will no doubt require a team effort by members to create. Your Dungeon Master may have merchants and guilds carry some raw and refined materials you require in order to speed up the crafting time at the cost of additional gold. Future editions of All-Craft will recommend values for different ingots and leather after playtesting and feedback is accounted for.

III. Silvered and Magic Items: coming soon Some of the world's more dangerous monsters are not of this earth. Some come from different Planes and have magical abilities and resistances that necessitate better equipment for adventurers. Magical items and weapons, while incredibly rare, are crucial for taking on some of the more dangerous monsters . Silvering Weapons Many monsters feature resistance to non-magical bludgeoning, piercing, and slashing damage that can be overcome with a Silvered Weapon. Silvered Weapons involve a metallurgic process of infusing Alchemical Silver into weaponry to give them the magical properties needed to overcome these damage resistances.



To infuse Silver into a Weapon, use the following table to determine how many Alchemical Silver ingots are necessary for the item. Once you have the necessary amount of ingots, roll a crafting check with the appropriate Difficulty Check for the item with the Alchemical Silver Ingots as additional components.



Weapon

Type # of Units

Needed Simple Weapon 1 Martial Weapon,

One-Handed 2 Martial Weapon,

Versatile or

Two-Handed 3

Creating Alchemical Silver In order to create Alchemical Silver, you must possess four units of Silver Ore and a set of Alchemist's Tools. Roll a check via Alchemist's Tools with a DC of 15. If you are successful, you create one unit of Alchemical Silver while a failed check halts your progress. A critical success yields two units while a critical fail results in the destruction of your silver ore. Crafting Magical Items To be added in future editions.

Appendix A: Common Weapon and Armor Schematic Tables Schematics: Simple Weapons Schematic Schematic Value Components Club 3 cp x1 Wood Dagger 7 sp x1 Steel Ingot Dart (10) 1 cp x1 Iron Ingot Greatclub 7 cp x3 Wood Handaxe 2 gp x2 Steel Ingot Javelin 7 sp x1 Iron Ingot,

x1 Wood Light

Crossbow 8 gp x2 Steel Ingot,

x1 Wood Light

Hammer 7 sp x2 Steel Ingot Mace 2 gp x3 Steel Ingot Quarterstaff 7 sp x2 Wood Shortbow 8 gp x2 Wood Sickle 3 sp x1 Steel Ingot,

x1 Wood Sling 3 cp x2 Leather Spear 3 sp x1 Steel Ingot,

x1 Wood Schematics: Armors Schematic Schematic Value Components Leather

Armor 3 gp x4 Leather Padded

Armor 2 gp x2 Leather,

x2 Cloth Studded

Leather

Armor 15 gp x4 Leather,

x2 Iron Ingot Breastplate 134 gp x12 Steel Ingot,

x4 Leather Chain Shirt 17 gp x5 Steel Ingot Halfplate 250 gp x20 Steel Ingot,

x8 Leather Hide Armor 3 gp x4 Hide (Any),

x2 Leather Scale Armor 17 gp x4 Steel Ingot,

x6 Leather Chain Mail 25 gp x8 Steel Ingot Plate Armor 500 gp x40 Steel Ingot,

x12 Leather Ring Mail 10 gp x6 Steel Ingot,

x8 Leather Splintmail 67 gp x10 Steel Ingot,

x4 Leather Shield 3 gp x3 Steel Ingot





Schematics: Martial Weapons Schematic Schematic Value Components Battle

Axe 3 gp x3 Steel Ingot,

x1 Iron Ingot,

x1 Leather Flail 3 gp x3 Steel Ingot,

x1 Iron Ingot Glaive 7 gp x3 Steel Ingot,

x1 Wood Great

Axe 10 gp x4 Steel Ingot,

x2 Iron Ingot,

x1 Leather Great

Sword 17 gp x4 Steel Ingot,

x1 Iron Ingot,

x1 Leather Halberd 7 gp x3 Steel Ingot,

x1 Wood Hand

Crossbow 25 gp x2 Steel Ingot,

x1 Iron Ingot,

x1 Wood Heavy

Crossbow 17 gp x3 Steel Ingot,

x1 Iron Ingot,

x1 Wood Lance 3 gp x3 Steel Ingot,

x2 Wood Longbow 17 gp x3 Wood Longsword 5 gp x3 Steel Ingot,

x1 Iron Ingot,

x1 Leather Maul 3 gp x4 Steel Ingot,

x3 Iron Ingot,

x1 Leather Morningstar 5 gp x2 Steel Ingot,

x1 Iron Ingot Net 3 sp x3 Rope Pike 2 gp x2 Steel Ingot,

x2 Wood Rapier 8 gp x3 Steel Ingot,

x1 Leather Scimitar 8 gp x3 Steel Ingot,

x1 Iron Ingot,

x2 Leather Shortsword 3 gp x2 Steel Ingot,

x1 Iron Ingot,

x1 Leather Trident 2 gp x3 Steel Ingot,

x2 Wood Warhammer 5 gp x3 Steel Ingot,

x2 Iron Ingot,

x1 Leather Whip 1 gp x1 Iron Ingot,

x2 Leather Pistol 83 gp x3 Steel Ingot,

x1 Wood Musket 165 gp x5 Steel Ingot,

x2 Wood

Appendix B: Components Index Ores and Metals Adamantine Widely considered the hardest material in existence, this ultra-hard metal is used in creating incredibly tough armors that grant its wearers immunity to Critical Hits.

Alchemical Silver Created using Alchemist's Tools and four units of Silver Ore, Alchemical Silver can be applied to different weapons via Smithing to grant them magical properties to overcome the damage resistance of certain creatures.

Brass Created from a combination of Copper and Zinc, Brass is used for a variety of uses. Future editions of All-Craft: The Foundry will expand the Unearthed Arcana Artificer class's crafting ability to make use of this metal in the creation of neat gadgets and items.

Coal Coal is used as a heat source throughout the world and is frequently employed in the crafting of Steel.

Cold-Iron This iron, mined deep underground, known for its effectiveness against magical creatures, is forged at a lower temperature to preserve its delicate properties. Weapons made from Cold-Iron count as magical for overcoming resistance to non-magical weapons, and bypass the damage resistance of Fae creatures.

Cyrite A special material slightly darker than normal steel. Weapons fashioned from this material are considered magic for the purposes of overcoming damage reduction. Armor made from Cyrite grants the wearer a +1 bonus on saves against spells and spell like abilities.

Firebrass Nicknamed "Dwarven Mithral," Firebrass is a red-gold colored metal with similar properties to its Elven-favored counterpart. Weapons and Armor made from Firebrass weigh 50% less.

Iron A common metal used in the creation of various tools, armors, and weapons. Iron can be commonly found in caves and mines, and is used in creating the stronger, more durable Steel.

Mithral A rare, silver-white metal hard as iron but half the weight. Weapons and Armor made from Mithral weigh 50% less and are considered magical.









Precious Metals The precious metals of the world from Copper, Silver, Gold, Electrum, and Platinum. Currency is primarily made from these metals, although Copper is frequently used in making Brass and Silver in Alchemical Silver. All of these metals bar Electrum occur naturally. Electrum can be made by combining Silver and Gold ore in a Smelter.

Steel More durable than Iron, Steel is the lifeblood metal of armies everywhere. Weapons, Armor, and a variety of Tools are crafted from Steel. Different cultures and races have their own methods for forging items with Steel.

Zinc Zinc ore is primarily used with Copper ore to create Brass.

Woods Bronzewood An unusually tough wood. Items made with Bronzewood weigh 10% less. Can be used to create Plate Armor.

Darkwood Items made with Darkwood weigh 50% less.

Hardwood Hardwoods are mainly used in the creation weapons like bows and clubs. Traditionally, Ash, Elm, Oak, and Yew trees were sources of Hardwoods. Harvesting any of these trees, or other hardwoods your Dungeon Master allows, will yield wood for crafting.

Serren Bows and ammuniation made from Serren count as magical for the purpose of overcoming resistance to non-magical weapons.







Planned Feature Future editions of All-Craft will detail how these materials can be used in creating items. For now, your Dungeon Master can decide the necessary components and corresponding amount of them to craft certain items.

Hides & Leathers Animal Pelts Most animals yield regular pelts that can be converted into Leather. Depending on the animal, and especially its size, your Dungeon Master may decide how many units of Leather its pelt will yield. Dragon Hide Harvesting Dragon Hide grants the players the chance to obtain Dragon Scales for the creation of powerful armors.

Leather Created from treating animal pelts with special agents, Leather is used in the creation of a variety of Light and Medium Armors, and is a common component for creating the hilts of weaponry and joints of Heavy Armor.

Dragon Scales Obtained via Dragon Hide, Dragon Scales are used in creating incredibly powerful armors that grant its wearers resistances to certain elemental effects.