Blacksmithing

Smith’s Tools

  • RAW Cost: 20gp
  • RAW Weight: 8lbs
  • Example Items: Hammer, tongs, bellows, punches, and chisel
  • Crafting Restrictions: Requires a forge.
  • Mundane Item Crafting: Most medium armors, all heavy armors, most weapons, many pieces of adventuring gear
  • Magic Item Crafting: An enormous list of metal items
  • Artwork Creation: Can create a variety of metal artwork objects.
  • QA Artwork Bonus: None
  • Structure Building: Can participate in but not lead the creation of a structure.
  • Adventuring Utility: Able to modify metal forged items and use their knowledge of forged items in the field.

A hammer striking anvil, the roar of a heated forge, and the hiss of cooling metal. These are the sounds of a blacksmith’s shop, the masters, and crafters of metal. While the job of a blacksmith is usually simplified to a “metalworker,” the role encompasses so much more. Blacksmith’s craft and fix all manners of equipment ranging from farming equipment to weapons, to suits of armor. Not only that, but while blacksmiths normally deal strictly with metal, many creature shells, bones, and scales require metal reinforcement and/or attachments before they can be used as weapons and armor. As such, even though they are organic materials, it is still primarily a blacksmith’s responsibility to craft with them.

Blacksmith skills can vary wildly. The local blacksmith may only have a small forge from where they repair the hammers and scythes of their neighbors, while the master smiths of dwarven kingdoms smelt Adamantite in rivers of magma at the heart of volcanoes. Any character that is proficient in the smith’s tools may be considered a blacksmith for crafting purposes.

Blacksmithing is a popular professional interest of two sorts of adventurers: those that want to hit things with heavy metal objects, and those that want a heavy metal object between them and the thing hitting them. While often relying on the town blacksmith to do their work for them is a fine option, rolling up your sleeves and doing the work yourself can allow you to express your creativity… and may save you a few coins in the process.

Blacksmithing is slow hard work, but has a higher tolerance for failure than most, and is more dependent on knowing your material, as the templates you work from tend to be common across many of them.

Default Designs

All blacksmiths are assumed to be able to make all the following tools as a basic part of their skill set:

  • Light armors
  • Shields
  • Medium Armors (minus Breastplate and Half-Plate)
  • Heavy armors (minus Plate Mail)
  • Simple weapons
  • Most Martial weapons
  • Simple tools

Smiths also start with a single common effect design of their choice:

  • Aerodynamic
  • Balanced
  • Bashing
  • Burnished
  • Camouflage, Basic
  • Climbing Spikes
  • Pommel Strike
  • Skewering

Skill Usage

  • Arcana and History: Your expertise lends you additional insight when examining metal objects, such as weapons.
  • Investigation: You can spot clues and make deductions that others might overlook when an investigation involves armor, weapons, or another metalwork.
  • Repair: With access to your tools and an open flame hot enough to make metal pliable, you can restore 10 hit points to a damaged metal object for each hour of work.

Smith’s Tools Basic Use Difficulty Table

ActivityDC
Sharpen a dull blade10
Repair a suit of armor15
Sunder a nonmagical metal object15

Applicable Tools

Blacksmithing works using blacksmith’s tools. Attempting to craft an item without a blacksmith’s tools will often be impossible, though a DM may let you use makeshift tools to make a check with disadvantage. Proficiency in blacksmith’s tools allows you to add your proficiency bonus to any blacksmithing check. While Blacksmiths can benefit from their skills in small ways such as sharpening their weapons and retrofitting their gear on the go, many of their crafting options require a fully equipped Forge, a fully equipped Forge entails forge, anvil, and blacksmith’s tools.

Salvaging Materials

You can obtain materials by salvaging them from their natural occurring nodes, from creatures, or by breaking down existing items. The DM can decide how many units of material are on the target by standard. A low roll yields half of the possible unit less as it wastes a portion (or a poorer quality than expected), a much higher roll yields one unit more (or increases the quality due to its purity).

Breaking down existing items removes all Smithing effects from them (unless you are trying to re-use portions of it), and risks losing one or more Magical effects.

Salvaging Material Difficulty Table

RarityDC
Common8
Uncommon14
Rare20
Very Rare26
Legendary32

Crafting Armor and Weapons

The standard Mundane Crafting Table is used for most objects.  The difference between Blacksmithing and most of the other crafters, is that Blacksmiths can add in additional bonuses because of their crafting process.  There is a specific amount of material and time needed for each type of object created.  The ingot is just a unit of measure of material that is required for that creation.  There are many different materials that armor, and weapons can be crafted out of.  Many of these offer special abilities, and a greater difficulty in that crafting. Refer to the Material Difficulty Crafting Table for more information.

Armor Base Template Table

Armor TypeIngot AmountTimeDC Difficulty Increase
Light Armors, Shields2Three Work Periods+0
Studded Leather4Five Work Periods+2
Medium Armors4Seven Work Periods+0
Breastplate, Half-Plate6Ten Work Periods+2
Heavy Armors615 Work Periods+0
Plate Armor830 Work Periods+2

Weapon Base Template Cost Table

Weapon Damage DiceIngot AmountTime
D4, ammo x 101Two Work Periods
d62Four Work Periods
D8, d103Five Work Periods
d124Seven Work Periods

Material Difficulty Modifier Table

MetalDifficulty ModifierWeapon EffectArmor EffectCost per Ingot
Adamantine+5All Adamantium items are magical in nature, weapons gain a +1 magical bonus to attack and damage rolls.All Adamantium items weigh twice their normal weight, have twice the number of hit points, and are considered Indestructible – except when hit with another indestructible item, it is then counted as having an additional +5 to any Strength check made to break them.When hitting a non-indestructible object, deal damage equal to max critical damage.All Adamantium items weigh twice their normal weight, have twice the number of hit points, and are considered Indestructible – except when hit with another indestructible item, it is then counted as having an additional +5 to any Strength check made to break them.Armor and Shields: Cancels any critical hit, making it anormal hit. (If an adamantine weapon was used against adamantium armor, it becomes possible to land critical hits.)2,000gp
Bronze-3Is fragile and breaks on a roll of a natural one or two as well as any natural 20.Is fragile and breaks when any natural 20 hit is done against the wearer and it is rendered useless, but the weight remains until removed.8sp
Cold Iron (Meteoric Iron)-2When you hit a fey creature with a Cold iron weapon, you can reroll the damage and use either result.All items made of Iron have the DC of strength checks made to break them reduced by 1. (As compared to steel items of the same make.)Weapons, traps, and other metallic creations: Gain -1 to their damage rolls (to a minimum of 1 damage)Grants a +1 bonus to any saving throws made against attacks or spells made by fey creatures. Additionally, while a creature is donned with an item of Cold Iron, they have advantage against being charmed or magically put to sleep.Armor and Shields: Gain -1 to their AC value.250gp
Dark Steel+4You have advantage on attack rolls while in darkness wielding Darksteel weapons.Perception checks relying on sight have disadvantage against you when you are in dim light or darkness while wearing the armor1,500gp
Fire Steel+4A weapon forged from firesteel deals an extra 1d6 fire damage on hit.Wearing armor forged from firesteel grants resistance to Cold damage.1,500gp
Ice Steel+4A weapon forged from icesteel deals an extra 1d6 cold damage on hit.Wearing armor forged from icesteel grants resistance to Fire damage.1,500gp
Mithril+3All Mithril items weigh half their normal weight.Weapons: A weapon with the Light property weighs nothing if crafted with Mithril and gains Finesse. All weapons with neither the Light nor the Heavy property gains the Light Property if crafted with Mithril A weapon with the Heavy Property loses the Heavy property if crafted with Mithril.Other: Mithril ammunition can be fired out to the long range of the weapon it is fired from without suffering disadvantage.Armor: Requires no Strength requirement. Heavy Armor Made from Mithril counts as Medium Armor for armor proficiencies, and Medium Armor counts as Light Armor for armor proficiencies. Additionally, medium armor made of Mithril allows the user to add a max of +3 from their Dexterity Modifier to their AC, instead of +2. While wearing Mithril armor, you don’t suffer disadvantage on Dexterity(stealth) checks, even if the armor would normally impose disadvantage.Shields: made from Mithril gain the light property (and therefore may be used in two-weapon fighting.) In addition, so long as the wearer is conscious and can see/hear/sense a threat, the wearer adds the AC bonus of their shield to their Dexterity saving throws.500gp
Steel+0NormalNormal2gp

Breastplate, Half-Plate, and Plate Mail

Unlike all the other armors, learning to make any one of the fully metal more coverage armors requires additional training or research.  Once completed then they can add any one of these armors to their design list, but each one must be researched separately.

Breastplate, Half-Plate, and Plate Mail Research Requirements Table

ArmorResearch Point Cost
Breastplate10
Half-Plate25
Plate Mail50

Attunement

Anything made has a magical effect or capability and is of rarity Uncommon or higher, that item will requiring the owner to attune to use it.

Armor and Weapon Creation Failure

When failing to craft something normal, the material just goes to waste and the blacksmith needs to start over, but when there is a failure when making something that is magical in nature?  The situation is not as pleasant.  The following table outlines the impact of failure only if the smith rolled a natural one when attempting to craft an object with magical capabilities.

Smithing Creation Failure Table

Roll (d100)EffectCommonUncommonRareVery RareLegendary
01-05Oh, my loving god: Roll on the wild magic tableOne rollTwo rollsThree rollsFour rollsFive rolls
06-25Oh, this is going to hurt: Your attempt at crafting blows up in your face. Damage is random (1d12): Acid (1), Bludgeoning (2), Cold (3), Fire (4), Force (5), Lightning (6), Necrotic (7), Piercing (8), Poison (9), Psychic (10), Radiant (11), Slashing (12)2d63d84d105d126d20
26-50This is very bad: You find that you have temporarily lost the ability to understand materials. You will mistake one material for another when attempting to craft during this period of confusion.One DayThree DaysFive DaysTen DaysOne Month
51-90This is not good: You find that you have temporarily lost the ability to blacksmith in any way.One DayOne WeekOne MonthThree MonthsOne Year
91-99This is confusing: The object you created does the opposite you were expecting, but it looks correct to you, and you think you succeeded. The item you created is cursed and will have other DM chosen effects when someone attunes to that object.
100How did I do that: Success!  You somehow pulled a diamond from the mess you made, and it still was created.  But it is of a lesser condition than what you planned on.

Armor and Weapon Slots

All armor and weapons have a certain number of slots available for different effects.  All the common and uncommon effects are simple and just modification of the objects, but as the rarity gets to rare and higher, those effects start looking like magical options and powers.

The number of slots that any armor or weapon has is dependent on the type, quality, and material of what it is made from. There is only one type of slot, but the different rarity of the effects will determine how many slots are consumed by that effect.  It is better illustrated in the following tables:

Crafted Rarity Slots Table

RaritySlots
Common+0
Uncommon+1
Rare+2
Very Rare+3
Legendary+4

Armor and Weapon Slots Table

ObjectSlots
Heavy Armor+3
Light Armor+1
Martial Weapons+2
Medium Armor+2
Plate Armor+4
Shields+1
Simple Weapons+1

Material Slots Table

MaterialSlots
Adamantine+3
Bronze-1
Cold Iron (Meteoric Iron)-1
Dark Steel+2
Fire Steel+2
Ice Steel+2
Mithril+1
Steel+0

Example:

If a Blacksmith made a rare long sword out of Mithril it would have five slots which was determined by a rare (+2) martial weapon (+2) made from Mithril (+1) which adds up to five slots.

The difficulty in forging such a long sword would be a rare (DC20) long sword made from Mithril (+3 DC) for a total DC of 23 to successfully forge that sword and it would take five days and take up three units of Mithril.

Research Requirements

Since making most of the objects are just a normal part of blacksmithing, where the research comes in is in those effects.  It does not matter what the effect is, nor what it is to be slotted into, it can be researched, and must be before it can be used in a forging project.  The following table shows the research costs of each rarity of effect.

Research Requirements Table

Effect RarityResearch Point CostMinimum Required Level
Common101
Uncommon305
Rare759
Very Rare15013
Legendary25017

Once the appropriate amount of research points is collected, a validation process must be attempted by the smith to see if their design works.  They must make a straight Smithing Tools skill check without any other additional modifiers.  If the effect is magical in nature, then a Magical Essence of some type of the same rarity is also required to be expended during the research process.

Smith Design Difficulty Table

Design RarityDC
Common8
Uncommon14
Rare20
Very Rare26
Legendary32

Armor and Weapon Effects

Each listed effect will have specifically it adds to the armor or weapon, what requirements it might have if any, the increase of cost and time that the forging would take when adding in that effect.  If there are sufficient slots in the armor or weapon, then as many effects can be added in as long as they do not contradict each other in effects. If the effect has a magical effect, then a Magical Essence of some type of the same rarity must be expended for that effect. The table lists which type of Essence is required for the forging.

Effect Slot Cost Table

Effect RaritySlot CostMinimum Level Required
Common11
Uncommon25
Rare39
Very Rare413
Legendary517

Effects Summary Table

EffectRarityCrafting TimePriceMagicalEquipment
AerodynamicCommon3 Days100gp Any Non-Thrown Weapon
Arrow CatcherRare4 Days500gpArcaneShield
AttractingVery Rare3 Days500gpArcaneAny Armor or Shield
BalancedCommon1 Day50gp Any Throwing Weapon
BashingCommon1 Day100gp Shield
Beast SingingRare7 Days1,500gpPrimalAny Weapon
BlazingRare4 Days1,000gpArcaneAny Bow or Crossbow
BlessedVery Rare30 Days2,500gpDivineAny Weapon
BloodiedVery Rare30 Days2,500gpPrimalAny Weapon
Bracing, AdvancedLegendary25 Days2,000gpPrimalShield
Bracing, IntermediateVery Rare4 Days900gpPrimalShield
Brutal, AdvancedRare15 Days1,200gp Any Weapon
Brutal, IntermediateUncommon5 Days400gp Any Weapon
BurnishedCommon1 Day30gp Metal armor or shield
Camouflage, BasicCommon2 Days150gp Any Armor
Camouflage, IntermediateRare5 Days400gpPrimalAny Armor
Climbing SpikesCommon1 Day10gp Any Armor
ComfortableUncommon3 Days250gp Any Armor
CompositeUncommon3 Days250gp Any Bow
CostumedRare1 Day1,000gp Any Armor
DancingVery Rare40 Days3,000gpArcaneAny Melee Weapon
DefiantRare3 Days500gpPrimalShield
Detecting, AdvancedVery rare15 Days3,000gpDivineAny Weapon
Detecting, IntermediateRare10 Days1,500gpDivineAny Weapon
DisguisedRare3 Days500gpArcaneAny Armor
DuplicityLegendary75 Days10,000gpArcaneAny Armor
Elemental Affinity, AdvancedVery Rare25 Days2,000gpArcaneAny Armor or Shield
Elemental Affinity, LegendaryLegendary100 Days15,000gpArcaneAny Armor or Shield
Elemental Edge, AdvancedVery Rare40 Days3,000gpArcaneAny Weapon
Elemental Edge, IntermediateRare15 Days1,000gpArcaneAny Weapon
Elemental Edge, LegendaryLegendary60 Days15,000gpArcaneAny Weapon
EtherealnessLegendary100 Days35,000gpArcaneAny Armor
Finger BladesUncommon1 Day50gp Any Armor
FinnedRare1 Day250gp Any Armor
FrighteningUncommon1 Day100gp Any Armor
GlamouredVery Rare35 Days3,000gpArcaneAny Armor
HaltingUncommon3 Days50gp Any Sword
HardenedUncommon3 Days250gp Any Armor
HealthyRare3 Days500gpDivineAny Armor
HeavyUncommon3 Days200gp Any Armor
HolyLegendary55 Days5,000gpDivineAny Weapon
IlluminatingUncommon1 Day100gpDivineAny Weapon
InsulatedUncommon3 Days50gp Any Armor
InvulnerableLegendary150 Days50,000gpPrimalAny Armor
JarringVery Rare3 Days1,000gpPrimalAny Armor
Nimble, AdvancedVery Rare13 Days2,000gpPrimalAny Armor
Nimble, BasicUncommon1 Day50gp Any Armor
Nimble, IntermediateRare4 Days1,000gpPrimalAny Armor
ParryingUncommon2 Days100gp Any one-handed Weapon
Pocket of HoldingVery Rare7 Days2,000gpArcaneAny Armor or Shield
Pommel StrikeCommon5 Days100gp Any versatile or two-handed weapon
Precise, AdvancedVery Rare50 Days10,000gpArcaneAny Weapon
Precise, IntermediateRare14 Days1,000gpArcaneAny Weapon
Precise, LegendaryLegendary70 Days25,000gpArcaneAny Weapon
ProtectedLegendary100 Days15,000gpDivineAny Armor
Quick ReleaseUncommon5 Days250gp Any Armor
ResistantRare13 Days1,500gpDivineAny Armor
ScaldingRare8 Days1,000gpArcaneAny Armor
Shadow WreathedVery Rare15 Days2,000gpArcaneAny Armor
Shielded, AdvancedVery Rare30 Days5,000gpArcaneAny Armor or Shield
Shielded, IntermediateRare16 Days1,500gpArcaneAny Armor or Shield
Shielded, LegendaryLegendary100 Days30,000gpArcaneAny Armor or Shield
SkeweringCommon1 Day50gp Any Armor
SlickRare7 Days600gpArcaneAny Armor
SlimCommon5 Days50gp Dagger, Dart, Sickle
SmoothUncommon10 Days250gp Any Metal Armor
Spark BracersRare7 Days750gpArcaneAny Armor
SpeedyRare20 Days1,500gpPrimalAny Armor
SplinteringUncommon3 Days100gp Any Axe
StrappedCommon3 Days25gp Any one-handed weapon
ThunderingRare10 Days1,000gpArcaneAny Melee Weapon
TripperUncommon1 Day100gp Any melee weapon with a reach of 10 feet
UnbreakableVery Rare1 Day1,000gpArcaneAny Armor, Shield, or Weapon
VaultingUncommon1 Day50gp Quarterstaff, spear, glaive, or halberd
Vengeful, AdvancedVery Rare15 Days3,000gpPrimalAny Weapon
Vengeful, BasicUncommon3 Days500gpPrimalAny Weapon
Vengeful, IntermediateRare10 Days1,500gpPrimalAny Weapon
Vengeful, LegendaryLegendary40 Days25,000gpPrimalAny Weapon
VenomousUncommon 3 Days500gp Any melee weapon that deals piercing or slashing damage
Wound ClosingRare7 Days750gpDivineAny Armor


Common Effects

Aerodynamic: Hidden weights and hollow chambers within this weapon makes the weapon easier to throw. As a result, both range increments of the weapon are increased by 15 feet.

  • Crafting Time: 1 day
  • Magical: No
  • Price: 50gp
  • Prerequisites: Any throwing weapon

Balanced: Hidden weights and hollow chambers within this weapon makes the weapon easier to throw. As a result, both range increments of the weapon are increased by 15 feet.

  • Crafting Time: 1 day
  • Magical: No
  • Price: 50gp
  • Prerequisites: Any throwing weapon

Bashing: This shield was made to be a weapon and can be used as one. It counts as a martial melee weapon and has the light property. The shield deals 1d6 bludgeoning damage.

  • Crafting Time: 1 day 
  • Magical: No
  • Price: 100gp
  • Prerequisites: Shield

Burnished: The metal on this shield or suit of armor has been polished until it becomes as shiny as a mirror.  The first time a creature attacks you and you are in bright light, the creature must make a Wisdom saving throw (DC = 10 + your proficiency bonus) or be blinded until the beginning of its next turn. You also have disadvantage on Stealth checks that rely on sight while you are in bright light.

  • Crafting Time: 1 day 
  • Magical: No
  • Price: 30gp
  • Prerequisites: Set of metal armor or metal shield

Camouflage, Basic: Colors corresponding to a natural environment are drawn onto this piece of armor. Pick from arctic, coast, desert, forest, grassland, hill, mountain, swamp, Underdark, and underwater. You have advantage on Dexterity (Stealth) checks while in the appropriate terrain. You choose one terrain when you craft the item. This choice cannot be undone.

  • Crafting Time: 2 days 
  • Magical: Yes 
  • Price: 150gp 
  • Prerequisites: Any set of armor

Climbing Spikes: Iron spikes are fastened onto the boots and greaves of this armor, making climbing much easier. You have advantage on climbing checks. While wearing these, your movement is halved.

  • Crafting Time: 1 day
  • Magical: No
  • Price: 10gp
  • Prerequisites: Any set of armor

Pommel Strike: With a two-handed weapon, or a versatile weapon being wielded two-handed, as a bonus action you can strike your opponent with the pommel for 1d4 bludgeoning damage.

  • Crafting Time: 5 days
  • Magical: No
  • Price: 100gp
  • Prerequisites: Any two-handed or versatile weapon

Skewering: Hard spikes and points are attached to this piece of armor. When you are grappled, you deal 1d4 piercing damage to the creature grappling you. This damage is repeated once every round on the grappling creature’s turn if it is grappling you.

  • Crafting Time: 1 day
  • Magical: No
  • Price: 50gp
  • Prerequisites: Any set of armor

Slim: Gain advantage on skill checks to conceal this weapon.

  • Crafting Time: 5 days
  • Magical: No
  • Price: 50gp
  • Prerequisites: Dagger, Dart, or Sickle

Strapped: Weapon can be strapped or removed as a quick action allowing another weapon to be drawn in the same action.

  • Crafting Time: 3 days
  • Magical: No
  • Price: 25gp
  • Prerequisites: Any one-handed weapon

Uncommon Effects

Brutal, Intermediate: This weapon hits harder than others of its kind. When you roll a 1 on any damage dice for this weapon, you may reroll the dice and must keep the second result.

  • Crafting Time: 5 days
  • Magical: No
  • Price: 400gp
  • Prerequisites: Any weapon

Comfortable: Soft padding makes this armor comfortable to wear, even when sleeping. According to the optional rules in Xanathar’s Guide to Everything, taking a long rest in medium or heavy armor means you only regain a quarter of your Hit Dice. If the armor has this modification, you don’t suffer this penalty and recover half of your Hit Dice as normal.

  • Crafting Time: 3 days
  • Magical: No
  • Price: 250gp
  • Prerequisites: Any set of armor

Composite: The draw on this bow is much heavier than on a normal bow, meaning only the strongest archers can properly control the weapon. You have disadvantage on attacks made with this weapon if your Strength score is 12 or lower. Because of its powerful draw, you can do additional damage with this bow. Once per turn, you can deal additional damage with this weapon equal to your Strength modifier.

  • Crafting Time: 3 days
  • Magical: No
  • Price: 250gp

Prerequisites: Any bow

Finger Blades: small blades are sown into the fingertips of the gloves on this armor. You have advantage on Dexterity (Sleight of Hand) checks to pick people’s pockets. You also deal 1 additional slashing damage when hitting someone with an unarmed strike.

  • Crafting Time: 1 day
  • Magical: No
  • Price: 50gp
  • Prerequisites: Any set of armor

Frightening: Decorations of teeth, claws, and bones are attached to this piece of armor or set of robes. You have advantage on Intimidation checks.

  • Crafting Time: 1 day
  • Magical: No
  • Price: 100gp
  • Prerequisites: Any set of armor

Halting: The edge of this blade has been hardened. Whenever you must make a Strength saving throw against being moved against your will, you can use your reaction to dig your blade into the ground, giving yourself advantage on the roll.

  • Crafting Time: 3 days
  • Magical: No
  • Price: 50gp
  • Prerequisites: Any sword

Hardened: Plating of hard material, such as iron or steel, makes this armor or shield hard to break. Any critical hit you suffer becomes a regular hit. You can’t use this property again until you finish a long rest. Weight of the armor increases by 50%.

  • Crafting Time: 3 days
  • Magical: No
  • Price: 250gp
  • Prerequisites: Any set of armor

Heavy: This armor is heavy, weighing you down while you move. Your movement speed is reduced by half, and you have advantage on checks and saving throws against being knocked prone or moved against your will.

  • Crafting Time: 3 days
  • Magical: No
  • Price: 200gp
  • Prerequisites: Any set of armor

Illuminating: A minor enchantment on this weapon makes it glow with arcane light. Upon speaking the command word, the weapon sheds light, as if casting the light spell.

  • Crafting Time: 1 day
  • Magical: Yes
  • Price: 100gp
  • Prerequisites: Any weapon

Insulated: Reduces fatigue from Cold environments, increases fatigue in hot environments

  • Crafting Time: 3 days
  • Magical: No
  • Price: 50gp
  • Prerequisites: Any set of armor

Level: A rebalancing of the weight of the weapon now allows it to be a thrown weapon with a range of 10/30.  Note that it does half its normal damage when thrown.

  • Crafting Time: 3 days
  • Magical: No
  • Price: 100gp
  • Prerequisites: Any non-throwing weapon

Nimble, Basic: This is easy to move in, making it easier for you to step into the fray. You gain a +1 bonus to initiative. You are at a disadvantage on any attempt to use Persuasion or Intimidation.

  • Crafting Time: 1 day
  • Magical: No
  • Price: 50gp
  • Prerequisites: Any set of armor

Parrying: When the enemy rolls a natural one on attacking you in melee range, as a Reaction you may perform an Attack of Opportunity.

  • Crafting Time: 2 days
  • Magical: No
  • Price: 100gp
  • Prerequisites: Any one-handed weapon

Quick Release: Half normal time to remove armor.

  • Crafting Time: 5 days
  • Magical: No
  • Price: 250gp
  • Prerequisites: Any heavy armor

Smooth: Any slashing attack damage is reduced by two points.

  • Crafting Time: 10 days
  • Magical: No
  • Price: 100gp
  • Prerequisites: Any metal armor

Splintering: On a critical hit destroy the target’s shield if it is not magic, if they do not have a shield, reduce their AC by one.

  • Crafting Time: 3 days
  • Magical: No
  • Price: 100gp
  • Prerequisites: Any axe

Tripper: The lower end of this polearm’s handle has been strengthened with metal plating. As an attack action, you may target a large or smaller creature within reach of you and attempt to trip them. The creature must succeed on a Strength saving throw (DC = 10 + your proficiency bonus) or fall prone.

  • Crafting Time: 1 day
  • Magical: No
  • Price: 100gp
  • Prerequisites: Any melee weapon with a reach of 10 feet

Vaulting: The core of this weapon has been strengthened to ensure it doesn’t break under your weight. When you make a long jump assisted by this weapon, the distance you can jump is doubled.

  • Crafting Time: 1 day
  • Magical: No
  • Price: 50gp
  • Prerequisites: Quarterstaff, spear, glaive, or halberd

Vengeful, Basic: Choose one of the following creature types: beast, dragon, fey, giant, monstrosity, plant, undead. This choice is permanent and can only be changed if the modification is upgraded. When you hit a creature of the chosen type with an attack using this weapon, you deal an additional 1d6 damage.

  • Crafting Time: 3 days
  • Magical: Yes
  • Price: 500gp
  • Prerequisites: Any weapon

Venomous: A tube runs along the interior of this weapon, funneling poison into a cut wound. When you successfully hit a creature with a melee attack, you can use your reaction to press a button on the side of the weapon’s hilt to let poison flow into the wound. The creature must make a constitution saving throw (DC = 10 + your proficiency bonus). The creature takes 2d6 poison damage on a failed save and half as much damage on a successful one.

Once you’ve dealt poison damage with this weapon, you can’t do so again until

  • Crafting Time: 3 days
  • Magical: No
  • Price: 500gp
  • Prerequisites: Any melee weapon that deals piercing or slashing damage

Rare Effects

Arrow Catcher: This shield has an arcane enchantment on it, guiding ammunition towards it. Your AC against non-magical ranged weapon attacks increases by two.

  • Crafting Time: 4 days
  • Magical: Yes
  • Price: 500gp
  • Prerequisites: Shield

Beast Singer: While you have this weapon drawn, any hostile beast within 15 feet of you must succeed on a Wisdom saving throw (DC = 10 + your proficiency bonus). On a failed save, the beast is unable to attack you. The effect lasts for one hour or until you attack the creature. On a successful save, or when the effect ends, the beast is immune to the effects of this modification for 24 hours.

  • Crafting Time: 7 days
  • Magical: Yes
  • Price: 1500gp
  • Prerequisites: Any weapon

Blazing: When speaking a command word, the string on this weapon flares with bright flame. This fire does not damage the wielder of the weapon, and it does not damage the weapon. This modification has 3 charges. By speaking the command word, you can expend 1 charge to have one of your attacks deal 1d6 additional fire damage. You regain all expended charges each day at dawn.

  • Crafting Time: 4 days
  • Magical: Yes
  • Price: 1000gp
  • Prerequisites: Any bow or crossbow

Brutal, Advanced: This weapon hits harder than its counterparts. When you roll a 1 or 2 on the damage dice for this weapon, you may reroll the dice and must keep the second result.

  • Crafting Time: 17 days
  • Magical: No
  • Price: 1200gp
  • Prerequisites: Any weapon

Camouflage, intermediate: Colors corresponding to a natural environment are drawn onto this piece of armor. Pick from arctic, coast, desert, forest, grassland, hill, mountain, swamp, Underdark, and underwater. You have advantage on Dexterity (Stealth) checks while in the appropriate terrain. The terrain type can be changed to fit a new terrain after finishing a long rest.

  • Crafting Time: 5 days
  • Magical: Yes
  • Price: 400gp
  • Prerequisites: Any set of armor

Costumed: The style of this armor has been modified to look like that of monstrous humanoids. It includes a helmet made to cover your facial features. Choose one of the following humanoid creature types: gnoll, goblinoid, kobold, orc. Once made, this choice is permanent. You have advantage on any check you make to pass as a member of the chosen race that requires visual deception. In addition, these creatures won’t attack you if they spot you at a distance, believing you to be one of their own.

  • Crafting Time: 1 day
  • Magical: No
  • Price: 1,000gp
  • Prerequisites: Any set of armor

Defiant: A magical enchantment has imbued this shield with additional power. When you are hit with a critical hit, you can use your reaction to turn the hit into a normal attack. You can’t use this property again until you finish a short or long rest.

  • Crafting Time: 3 days
  • Magical: Yes
  • Price: 500gp
  • Prerequisites: Shield
  • Prerequisites: Any set of armor or shield

Detecting, Intermediate: Arcane runes have been drawn onto this weapon. Choose one of the following humanoid types: gnoll, goblinoid, kobold, lizardfolk, lycanthrope, orc. When the weapon is drawn and within 100 feet of a creature of the chosen type, the weapon flares with arcane light. The weapon sheds dim light in a 5-foot radius while this effect is active.

  • Crafting Time: 10 days
  • Magical: Yes
  • Price: 1500gp
  • Prerequisites: Any weapon

Disguised: This set of armor has 3 charges. You can expend 1 charge as an action to cast the spell disguise self. All expended charges recharge each day at dawn.

  • Crafting Time: 3 days
  • Magical: Yes
  • Price: 500gp
  • Prerequisites: Any set of armor

Elemental Edge, Intermediate: Arcane runes in colors of blue, red, orange, or green shimmer across this weapon. Choose one damage type from cold, fire, lightning, and acid. This weapon deals an additional 1d6 extra damage of the chosen type.

  • Crafting Time: 15 days
  • Magical: Yes
  • Price: 1000gp
  • Prerequisites: Any weapon

Finned: Fins and flippers have been sewn into the design of this armor, making it easier to move in water. You have a swimming speed of 30 feet.

  • Crafting Time: 1 day
  • Magical: No
  • Price: 250gp
  • Prerequisites: Any set of medium or light armor

Healthy: While you’re wearing this set of armor, you are immune to contracting any disease. If you are already infected with a disease, the effects of the disease are suppressed while you’re wearing the armor.

  • Crafting Time: 3 days
  • Magical: Yes
  • Price: 500gp
  • Prerequisites: Any set of armor

Nimble, intermediate: This armor or robe is easy to move in, making it easier to step into the fray. You have a +2 bonus to initiative. The armor loses one point of AC because of the change of form.

  • Crafting Time: 4 days
  • Magical: No
  • Price: 1000gp
  • Prerequisites: Any set of armor

Precise, Intermediate: Magical energy is fused into this weapon. You gain a +1 bonus to attack and damage rolls made with this weapon.

  • Crafting Time: 14 days
  • Magical: Yes
  • Price: 1000gp
  • Prerequisites: Any weapon

Resistant: This armor piece or set of robes has been treated to be effective against certain damage types. Choose one damage type from among acid, cold, fire, force, lightning, necrotic, poison, and radiant. You become resistant to the chosen damage type.

  • Crafting Time: 13 days
  • Magical: Yes
  • Price: 1500gp
  • Prerequisites: Any set of armor

Scalding: Elemental fires have been intertwined with the material of this set of armor, activating when you use an action to speak the command word. Any creatures that touch, such as those attacking with an unarmed strike, take 1d4 fire damage while this effect is active. In addition, you no longer suffer the effects of extreme cold. By repeating the command word, you deactivate this effect.

  • Crafting Time: 8 days
  • Magical: Yes
  • Price: 1000gp
  • Prerequisites: Any set of armor

Shielded, Intermediate: Arcane protective energy is intertwined with this piece of armor. You gain a +1 bonus to Armor Class.

  • Crafting Time: 16 days
  • Magical: Yes
  • Price: 1500gp
  • Prerequisites: Any set of armor or shield

Slick: This set of armor exudes a slightly greasy oil when squeezed. You have advantage on Dexterity (Acrobatics) and Strength (Athletics) checks made to escape a grapple.

  • Crafting Time: 7 days
  • Magical: Yes
  • Price: 600gp
  • Prerequisites: Any set of armor

Spark Bracers: Crackling lightning shoots up your arms, wrapping around your hands and fingers. When you hit a creature with a thrown weapon, you deal an additional 1d4 lightning damage. You also deal an additional 1d4 lightning damage on an unarmed strike.

  • Crafting Time: 7 days
  • Magical: Yes
  • Price: 750gp
  • Prerequisites: Any set of armor

Speedy: Arcane magic accelerates your movement while wearing this set of armor or robes. Your movement speed is increased by 10 feet.

  • Crafting Time: 20 days
  • Magical: Yes
  • Price: 1500gp
  • Prerequisites: Any set of armor

Thundering: When you make a critical hit against a creature, a boom rings out from the point of impact. This boom can be heard up to 300 feet away, and the hit deals an additional 1d8 thunder damage.

  • Crafting Time: 2 days
  • Magical: Yes
  • Price: 1000gp
  • Prerequisites: Any melee weapon

Vengeful, Intermediate: Choose one of the following creature types: beast, dragon, fey, giant, monstrosity, plant, undead. This choice is permanent and can only be changed if the modification is upgraded. When you hit a creature of the chosen type with an attack using this weapon, you deal an additional 2d6 damage.

  • Crafting Time: 10 days
  • Magical: Yes
  • Price: 1,500gp
  • Prerequisites: Any weapon

Wound Closing: While wearing this armor, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.

  • Crafting Time: 5 days
  • Magical: Yes
  • Price: 750gp
  • Prerequisites: Any set of armor

Very Rare Effects

Attracting: Your armor has been tempered with arcane energy to attract certain enemies. Choose one of the following creature types: beast, dragon, fey, monstrosity, plant, undead. Once made, this choice is permanent.

When in combat with a creature of the chosen type, the creature must make a Wisdom saving throw (DC = 10 + your proficiency bonus) at the start of each of its turns. On a failed save, the creature focuses its ire on you until the end of its turn. Its attacks and any detrimental effects or spell it might want to use must be directed at you if its focus is on you.

  • Crafting Time: 3 days
  • Magical: Yes
  • Price: 500gp
  • Prerequisites: Any set of armor or shield

Blessed: When you hit a fiend or undead with this weapon, you deal an extra 2d10 radiant damage.

  • Crafting Time: 30 days
  • Magical: Yes
  • Price: 2500gp
  • Prerequisites: Any weapon

Bloodied: Whenever you bring a creature to 0 hit points, you regain 2d6 hit points.

  • Crafting Time: 30 days
  • Magical: Yes
  • Price: 2500gp
  • Prerequisites: Any weapon

Bracing: Arcane trails of magical energy dance over the surface of this shield. As a reaction, you can raise your shield against an incoming damaging effect. If the incoming damage is acid, cold, fire, or lightning, you gain resistance to the incoming damage until the end of that turn.

  • Crafting Time: 4 days
  • Magical: Yes
  • Price: 900gp
  • Prerequisites: Shield

Dancing: As a bonus action, you can toss this weapon into the air and speak its command word. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.

While the weapon hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the weapon to attack one creature within 5 feet of it.

After the hovering weapon attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

  • Crafting Time: 40 days
  • Magical: Yes
  • Price: 3,000gp
  • Prerequisites: Any melee weapon

Detecting, Advanced: Arcane runes have been drawn onto this weapon. Choose one of the following creature types: aberration, celestial, dragon, elemental, fey, fiend, giant, undead. When the weapon is drawn and within 100 feet of a creature of the chosen type, the weapon flares with arcane light. The weapon sheds dim light in a 5-foot radius while this effect is active.

  • Crafting Time: 15 days
  • Magical: Yes
  • Price: 3000gp
  • Prerequisites: Any weapon

Elemental Affinity, Advanced: Arcane runes flare in colors of blue, red, orange, or green shimmering across this piece of armor. Choose one damage type from cold, fire, lightning, and acid. While wearing this piece of armor, you have resistance to the chosen damage type.

  • Crafting Time: 25 days
  • Magical: Yes
  • Price: 2000gp
  • Prerequisites: Any set of armor, shield

Elemental Edge, Advanced: Arcane runes in colors of blue, red, orange, or green shimmer across this weapon. Choose one damage type from cold, fire, lightning, and acid. This weapon deals an additional 2d6 extra damage of the chosen type.

  • Crafting Time: 40 days
  • Magical: Yes
  • Price: 3000gp
  • Prerequisites: Any weapon

Glamoured: This set of armor acts like a regular set of armor until you speak its command word. Upon speaking the command word as an action, the armor changes in look to assume the appearance of a set of clothing, the appearance of which is determined by you. The armor retains all its properties when glamoured, including AC and weight. Only a true seeing spell or similar magic can see through the illusion.

  • Crafting Time: 35 days
  • Magical: Yes
  • Price: 3000gp
  • Prerequisites: Any set of armor

Jarring: Powerful steel or other hard material has been added to this armor, making it so opponents who hit it often regret it as the strike sends a shock through their body.

When a creature targets you with a melee attack and misses with 5 or more, the creature must succeed on a constitution saving throw (DC = 10 + your proficiency bonus) or drop the weapon they struck you with if they are able. If the creature misses by 10 or more and fails the saving throw, the creature is stunned until the beginning of your next turn.

  • Crafting Time: 3 days
  • Magical: No
  • Price: 1000gp
  • Prerequisites: Any set of armor

Nimble, Advanced: This armor or robe is easy to move in. You gain a +3 bonus to your initiative. The AC of the armor decreases by one.

  • Crafting Time: 13 days
  • Magical: No
  • Price: 2000gp
  • Prerequisites: Any set of armor or robes

Pocket of Holding: There is a pocket in this armor that acts as a small interplanar space, capable of holding up to 250 pounds of material, but never weighing more than 15 pounds.

  • Crafting Time: 7 days
  • Magical: Yes
  • Price: 2000gp
  • Prerequisites: Any set of armor or shield

Precise, Advanced: Magical energy is fused into this weapon. You gain a +2 bonus to attack and damage rolls made with this weapon.

  • Crafting Time: 50 days
  • Magical: Yes
  • Price: 10,000gp
  • Prerequisites: Any weapon

Shadow Wreathed: Darkness clings to this set of armor, blending with surrounding shadows. You have advantage on Dexterity (Stealth) checks while in dim light or darkness.

  • Crafting Time: 15 days
  • Magical: Yes
  • Price: 2000gp
  • Prerequisites: Any set of armor

Shielded, Advanced: Arcane protective energy is intertwined within this piece of equipment. You gain a +2 bonus to Armor Class.

  • Crafting Time: 30 days
  • Magical: Yes
  • Price: 5000gp
  • Prerequisites: Any set of armor or shield

Unbreakable: Runes and arcane symbols protect this weapon. This set of armor or shield cannot be damaged or broken by any natural means. Some powerful magical effects, such as the disintegrate spell, can successfully damage the item.

  • Crafting Time: 1 day
  • Magical: Yes
  • Price: 1000gp
  • Prerequisites: Any set of armor, shield, or weapon

Vengeful, Advanced: Choose one of the following creature types: beast, dragon, fey, giant, monstrosity, plant, undead. This choice is permanent and can only be changed if the modification is upgraded. When you hit a creature of the chosen type with an attack using this weapon, you deal an additional 3d6 damage.

  • Crafting Time: 15 days
  • Magical: Yes
  • Price: 3,000gp
  • Prerequisites: Any weapon

Legendary Effects

Bracing, Advanced: Arcane trails of magical energy dance over the surface of this shield. As a reaction, you can raise your shield against an incoming damaging effect. If the incoming damage is acid, cold, fire, or lightning, you gain immunity to the incoming damage until the end of that turn.

  • Crafting Time: 25 days
  • Magical: Yes
  • Price: 2000gp
  • Prerequisites: Shield

Duplicity: As an action, you create an illusion of yourself that lasts for one minute or until you lose concentration (as if concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against the creature, since the illusion is distracting the target.

  • Crafting Time: 75 days
  • Magical: Yes
  • Price: 10,000gp
  • Prerequisites: Any set of armor or robes

Elemental Affinity, Legendary: Arcane runes flare in colors of blue, red, orange, or green shimmering across this piece of armor. Choose one damage type from cold, fire, lightning, and acid. While wearing this piece of armor, you have immunity to the chosen damage type.

  • Crafting Time: 100 days
  • Magical: Yes
  • Price: 15,000gp
  • Prerequisites: Any set of armor, shield

Elemental Edge, Legendary: Arcane runes in colors of blue, red, orange, or green shimmer across this weapon. Choose one damage type from cold, fire, lightning, and acid. This weapon deals an additional 3d6 extra damage of the chosen type.

  • Crafting Time: 60 days
  • Magical: Yes
  • Price: 25,000gp
  • Prerequisites: Any weapon

Etherealness: The edges of this armor shimmer faintly. While you’re wearing this armor, you can speak its command word as an action to gain the effect of the etherealness spell. The spell lasts 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can’t be used again until the next dawn.

  • Crafting Time: 100 days
  • Magical: Yes
  • Price: 35,000gp
  • Prerequisites: Any set of armor

Holy: While you hold the drawn weapon, it creates a 15-foot aura around you. You and all other creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects.

  • Crafting Time: 55 days
  • Magical: Yes
  • Price: 5000gp
  • Prerequisites: Any weapon

Invulnerable: You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can’t be used again until the next dawn.

  • Crafting Time: 150 days
  • Magical: Yes
  • Price: 50,000gp
  • Prerequisites: Any set of armor

Precise, Legendary: Magical energy is fused into this weapon. You gain a +3 bonus to attack and damage rolls made with this weapon.

  • Crafting Time: 70 days
  • Magical: Yes
  • Price: 25,000gp
  • Prerequisites: Any weapon

Protected: While wearing this armor, you are always under the effects of the protection from good and evil spell.

  • Crafting Time: 100 days
  • Magical: Yes
  • Price: 15,000gp
  • Prerequisites: Any set of armor

Shielded, Legendary: Arcane protective energy is intertwined within this piece of equipment. You gain a +3 bonus to Armor Class.

  • Crafting Time: 100 days
  • Magical: Yes
  • Price: 30,000gp
  • Prerequisites: Any set of armor or shield

Vengeful, Legendary: Choose one of the following creature types: beast, dragon, fey, giant, monstrosity, plant, undead. This choice is permanent and can only be changed if the modification is upgraded. When you hit a creature of the chosen type with an attack using this weapon, you deal an additional 4d6 damage.

  • Crafting Time: 40 days
  • Magical: Yes
  • Price: 25,000gp
  • Prerequisites: Any weapon

Common Effects Summary Table

EffectRarityCrafting TimePriceMagicalEquipment
AerodynamicCommon3 Days100gp Any Non-Thrown Weapon
BalancedCommon1 Day50gp Any Throwing Weapon
BashingCommon1 Day100gp Shield
BurnishedCommon1 Day30gp Metal armor or shield
Camouflage, BasicCommon2 Days150gp Any Armor
Climbing SpikesCommon1 Day10gp Any Armor
Pommel StrikeCommon5 Days100gp Any versatile or two-handed weapon
SkeweringCommon1 Day50gp Any Armor

Uncommon Effects Summary Table

EffectRarityCrafting TimePriceMagicalEquipment
Brutal, IntermediateUncommon5 Days400gp Any Weapon
ComfortableUncommon3 Days250gp Any Armor
CompositeUncommon3 Days250gp Any Bow
Finger BladesUncommon1 Day50gp Any Armor
FrighteningUncommon1 Day100gp Any Armor
HaltingUncommon3 Days50gp Any Sword
HardenedUncommon3 Days250gp Any Armor
HeavyUncommon3 Days200gp Any Armor
IlluminatingUncommon1 Day100gpDivineAny Weapon
InsulatedUncommon3 Days50gp Any Armor
Nimble, BasicUncommon1 Day50gp Any Armor
ParryingUncommon2 Days100gp Any one-handed Weapon
Quick ReleaseUncommon5 Days250gp Any Armor
SmoothUncommon10 Days250gp Any Metal Armor
SplinteringUncommon3 Days100gp Any Axe
TripperUncommon1 Day100gp Any melee weapon with a reach of 10 feet
VaultingUncommon1 Day50gp Quarterstaff, spear, glaive, or halberd
Vengeful, BasicUncommon3 Days500gpPrimalAny Weapon
VenomousUncommon 3 Days500gp Any melee weapon that deals piercing or slashing damage

Rare Effects Summary Table

EffectRarityCrafting TimePriceMagicalEquipment
Arrow CatcherRare4 Days500gpArcaneShield
Beast SingingRare7 Days1,500gpPrimalAny Weapon
BlazingRare4 Days1,000gpArcaneAny Bow or Crossbow
Brutal, AdvancedRare15 Days1,200gp Any Weapon
Camouflage, IntermediateRare5 Days400gpPrimalAny Armor
CostumedRare1 Day1,000gp Any Armor
DefiantRare3 Days500gpPrimalShield
Detecting, IntermediateRare10 Days1,500gpDivineAny Weapon
DisguisedRare3 Days500gpArcaneAny Armor
Elemental Edge, IntermediateRare15 Days1,000gpArcaneAny Weapon
FinnedRare1 Day250gp Any Armor
HealthyRare3 Days500gpDivineAny Armor
Nimble, IntermediateRare4 Days1,000gpPrimalAny Armor
Precise, IntermediateRare14 Days1,000gpArcaneAny Weapon
ResistantRare13 Days1,500gpDivineAny Armor
ScaldingRare8 Days1,000gpArcaneAny Armor
Shielded, IntermediateRare16 Days1,500gpArcaneAny Armor or Shield
SlickRare7 Days600gpArcaneAny Armor
Spark BracersRare7 Days750gpArcaneAny Armor
SpeedyRare20 Days1,500gpPrimalAny Armor
ThunderingRare10 Days1,000gpArcaneAny Melee Weapon
Vengeful, IntermediateRare10 Days1,500gpPrimalAny Weapon
Wound ClosingRare7 Days750gpDivineAny Armor

Very Rare Effects Summary Table

EffectRarityCrafting TimePriceMagicalEquipment
AttractingVery Rare3 Days500gpArcaneAny Armor or Shield
BlessedVery Rare30 Days2,500gpDivineAny Weapon
BloodiedVery Rare30 Days2,500gpPrimalAny Weapon
DancingVery Rare40 Days3,000gpArcaneAny Melee Weapon
Detecting, AdvancedVery rare15 Days3,000gpDivineAny Weapon
Elemental Affinity, AdvancedVery Rare25 Days2,000gpArcaneAny Armor or Shield
GlamouredVery Rare35 Days3,000gpArcaneAny Armor
JarringVery Rare3 Days1,000gpPrimalAny Armor
Pocket of HoldingVery Rare7 Days2,000gpArcaneAny Armor or Shield
Precise, AdvancedVery Rare50 Days10,000gpArcaneAny Weapon
Shadow WreathedVery Rare15 Days2,000gpArcaneAny Armor
Shielded, AdvancedVery Rare30 Days5,000gpArcaneAny Armor or Shield
UnbreakableVery Rare1 Day1,000gpArcaneAny Armor, Shield, or Weapon
Vengeful, AdvancedVery Rare15 Days3,000gpPrimalAny Weapon

Legendary Effects Summary Table

EffectRarityCrafting TimePriceMagicalEquipment
Bracing, AdvancedLegendary25 Days2,000gpPrimalShield
DuplicityLegendary75 Days10,000gpArcaneAny Armor
Elemental Affinity, LegendaryLegendary100 Days15,000gpArcaneAny Armor or Shield
Elemental Edge, LegendaryLegendary60 Days15,000gpArcaneAny Weapon
EtherealnessLegendary100 Days35,000gpArcaneAny Armor
InvulnerableLegendary150 Days50,000gpPrimalAny Armor
Precise, LegendaryLegendary70 Days25,000gpArcaneAny Weapon
ProtectedLegendary100 Days15,000gpDivineAny Armor
Shielded, LegendaryLegendary100 Days30,000gpArcaneAny Armor or Shield
Vengeful, LegendaryLegendary40 Days25,000gpPrimalAny Weapon