Mastery Path: Smithing
Metallurgy is the hallmark of the current era of Myrias. Waves of heat blanket over your face as you enter the familiar room; the clanging of hammers echoing like bell chimes around you. You take a step on the cobbled floor, and as you look around, a plethora of tools are scattered all around. Hammers, chisels, tongs, and drifts, all distributed across the tables around the raging fire of the furnace. Sweat drips from your forehead in the face of this impeccable heat, and you put on your gloves and apron, ready to work on your newest project.
This is playtest material for the Myrias campaign setting.
This material is categorized under the homebrew mechanics for Masteries. Note that almost all of this information is subject to change. Effects, prices, difficulty classes can change in future revisions. Updates are generally not retroactive unless specifically stated otherwise.
Becoming a Smith
Upon taking this Mastery at level 1, you gain proficiency in Smith's tools, if you don't already have it, and you are able to produce new gear such as weapons and armor that you can distribute and wear as you desire. At the end of every mission, you may explain to the DM that you mean to start crafting something. You may choose from the list of craftable gear/upgrades and spend the gold required to make it. You will then make a Dexterity or Strength-based Smith's Tools check to see if the job was a success. All gear crafted by this discipline are assumed to be made of metal.
Furthering Your Mastery
When increasing your mastery level in smithing, you will choose one material type. Whenever you make checks to create a gear of choice, you may double your proficiency bonus in the chosen material type. For every mastery level gained, you may choose another material type.
When reaching Mastery Tier 2, you will also be choosing what branch of smithing you will pursue: Weaponsmithing or Armorsmithing. Picking one branch will unlock the gear and upgrades available to it. To unlock another branch, you can opt to spend a mastery point to do so, in place of furthering specialization.
Crafting at Spec
Upon making a check to see whether a piece of gear is crafted successfully, they can be either at-spec or below-spec
When at-spec, gear function normally and suffer no penalties. When below-spec, gear come out incomplete and may require fixing.
Weapons below-spec are will break when an attack roll is less than 10. Armors below-spec suffer an AC-1 penalty.
Fixing gear below-spec
Gear that is crafted below-spec can be fixed. In a session where starting a project is available, the below-spec gear may be chosen as the project and will be crafted at-spec without having to make another skill check. The upgrade cost will be equivalent to half the cost of the project that failed. (Ex: Failing an upgrade that costs 3000gp will cost 1500gp to fix)
Upgrade Limits
All gear can have a maximum of 3 upgrades. Each succeeding upgrade will increase the gp investment required to upgrade a piece of gear. As a project start to take in more upgrades, the difficulty in forging also increases.
At the end of the third upgrade, a mercenary can ask for a hook from the Dungeon Masters to confer a fourth, capstone upgrade for the concerned piece of gear. This final upgrade may require a considerable gp investment, a level requirement, or something else entirely.
| Upgrade | Cost Multiplier |
|---|---|
| First | 1x |
| Second | 2.5x |
| Third | 5x |
| Project | Crafting DC |
|---|---|
| Creation | DC 12 |
| 1st Upgrade | DC 15 |
| 2nd Upgrade | DC 17 |
| 3rd Upgrade | DC 19 |
Level Prerequisites
It takes some skill to wield specialized gear. This being the case, upgraded gear will require characters to reach a certain level threshold in order to be able to properly utilize these weapons to the fullest.
| Number of Upgrades | Level Requirement |
|---|---|
| 1 | 3 |
| 2 | 7 |
| 3 | 12 |
Variant Metal Crafting
Any of the above gears can be crafted (not upgraded) with different materials, unlocking upgrade paths that are not available to regular steel ones, while also locking out upgrade paths that steel gear have.
Crafting with Variant Metals
Crafting using variant metals tout a cost that is different from crafting with iron. In order to craft an item using variant metal, you will need an equivalent amount of that specific metal in the weight of the desired item. For example, plate metal weighs 65lbs. This means that you will need to have 65lbs. worth of variant metal to be able to craft it.
The Affinity Metals
The following metals can be used to craft Wepaons and Armor in place of steel: Legendium, Arcanite, Aetherium, Orichalcum. Using these metals require an investment of a specific weight of the needed metal on top of its crafting cost.
- Gear that is crafted with these metals are considered Magical, and therefore require attunement (1 hour) to benefit from any bonuses they can confer. Otherwise, they maintain their base Armor Class or Damage as their steel counterparts.
- When attuned to, damage from weapons of these kinds are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage
Legendium
Characterized by its extremely lustrous and myriad-color appearance, Legendium can be most easily found in other planes of existence, though it can still be found in the Prime Material Plane scarcely. These places include the Feywild, Shadowfell, and the Elemental Planes.
Arcanite
Arcanite is a normally unassuming metal, and is therefore quite hard to find simply by looking. It can be most easily identified by splitting its mineral in half, where the inside is characterized by watery, wavy, dark and light patterns, which also tend to reflect in weapons and armor that it is created with. These can be found in the Underdark, most easily in the lowerdark.
Aetherium
Of a heavy pearlescent white and almost fluid-like appearance, Aetherium is an old metal where its use dates back to the age of Titans. Legend and Myth has it that Aetherium is borne out of the gods. Believers of the Hemel describe it to be tears from the Gods, and believers of the Demiurges believe it to be byproducts of the creation of Mera. These can most easily be found in ancient cities in their refined form.
Orichalcum
Orichalcum is a dangerous metal that has been thought to originate from the Hells. That being said, it is also one of the youngest metals to make their appearance in Myrias for that very same reason. Orichalcum can be found in the deepest shafts of Blackvein, the infamously dangerous mines of Ravenhome, as well as the Shattered Crown, where the largest concentration of fiends can be found.
The Immutable Metals
The following metals can only be used to craft Armor: Adamantium, Mithral.
- Armors crafted with Adamantium or Mithral are still categorized as Steel, and so share the same upgrade paths as steel armors.
- An armor cannot be both Adamantine and Mithral.
Mithral
Mithral is an uncharacteristically lightweight metal that is most plentiful in veins across Myrias, though most known mines have been cleaned out.
Adamantium
Adamantium is extremely polished and hard, ranking among the likes of diamond in sturdiness, and normally used in high-class siege weaponry and armors of royalty. It's gained a reputation of being a rich-man's alloy.
Hunting for Metals
Throughout the course of your journey, you'll sometimes be presented with the opportunity to gain these rare metals. After you bring them home, you'll need to process these metals and ores in order to properly make use of them. Metals can be found as either refined or unrefined.
When looking through rocks, mountains, dungeons and the like, you might come across the metals in their natural state, unrefined. It is at this moment that you might be able to mine quite a bit of it. After making an appropriate check with the appropriate tools, you'll be able to take whatever you can get (provided you can carry all of it) all the way home in order to refine it!
Other times, you'll come across the metals already in a refined state, and ready for forging. These can come in the form of ingots, or even full-blown armors and weapons!
Remember: When refined, an unrefined piece of metal will yield half its weight. For example, picking up 50lbs of unrefined Adamantium will yield you 25lbs of refined Adamantium. This can be further transformed into an ingot, which can be sold at stores.
| Exchange Rates | |
|---|---|
| 2lbs Unrefined Metal | 1lb Refined Metal |
| 5lbs Refined Metal | 1 Metal Ingot |
| 1 Metal Ingot | 125gp |
Crafting with variant metals.
Unfortunately, the cost of forging with the variant metals also requires you to have the metals in the first place. Once fully refined, the metal you possess is now ready for forging.
| Crafting Project | Refined Metal Cost |
|---|---|
| Weapon | 10lbs. |
| Medium Armor | 40lbs. |
| Heavy Armor | 50lbs. |
Tier 1: Forge Crafting
You are now able to construct the following gear as well as their variant metal versions.
Weapons
The following weapons can be crafted and upgraded by this discipline
| Weapon | Price |
|---|---|
| Dagger | 1gp |
| Handaxe | 2.5gp |
| Javelin | 2.5sp |
| Mace | 2.5gp |
| Sickle | 5sp |
| Spear | 5sp |
| Battleaxe | 5gp |
| Flail | 10gp |
| Glaive | 10gp |
| Greataxe | 15gp |
| Greatsword | 25gp |
| Halberd | 10gp |
| Lance | 5gp |
| Longsword | 7.5gp |
| Maul | 5gp |
| Morningstar | 7.5gp |
| Pike | 2.5gp |
| Rapier | 12.5gp |
| Scimitar | 12.5gp |
| Shortsword | 5gp |
| Trident | 2.5gp |
| War Pick | 2.5gp |
| Warhammer | 7.5gp |
Armors
The following armors can be crafted and upgraded by this discipline
| Armor | Price |
|---|---|
| Chain Shirt | 25gp |
| Scale Mail | 25gp |
| Breastplate | 200gp |
| Half plate | 375gp |
| Ring mail | 15gp |
| Chain mail | 37.5gp |
| Splint mail | 100gp |
| Plate mail | 750gp |
| Shield* | 5gp |
*shields cannot be conferred any upgrades that increase its AC
The following armors have a different crafting cost on top of the required metal amount.
| Adamantine Armor | Crafting Cost |
|---|---|
| Chain Shirt | 75gp |
| Scale Mail | 75gp |
| Breastplate | 400gp |
| Half plate | 700gp |
| Ring mail | 60gp |
| Chain mail | 150gp |
| Splint mail | 300gp |
| Plate mail | 1000gp |
| Mithral Armor | Crafting Cost |
|---|---|
| Half plate | 120gp |
| Ring mail | 300gp |
| Chain mail | 600gp |
| Splint mail | 800gp |
| Plate mail | 6000gp |
*You can't craft an Adamantine or Mithral shield
Tier 1 Weapon Upgrades
Hardened Edge
Prerequisite: None
Material Type: Iron
Upgrade Cost: 250gp
Description: You have a +1 bonus to attack and damage rolls made with this weapon.
This upgrade can be applied up to two more times.
Hollow Inlay
Prerequisite: Melee, Does not possess the Heavy property.
Material Type: Iron
Upgrade Cost: 150gp
Description: This weapon has the Finesse property.
Telescopic Handle
Prerequisite: Battleaxe, Spear, or Warhammer
Material Type: Iron
Upgrade Cost: 65gp
Description: The handle of this weapon can retract or extend using your interaction. The length of the handle determines the form the weapon takes. Its damage type also changes accordingly.
| Weapon | Alternative states |
|---|---|
| Battleaxe | Handaxe, Greataxe |
| Spear | Javelin, Pike |
| Warhammer | Light Hammer, Maul |
Aerodynamic
Prerequisite: Has the Thrown property
Material Type: Iron
Upgrade Cost: 10gp
Description: This weapon's thrown ranges are doubled.
Compounded Alloy
Prerequisite: None
Material Type: Legendium, Orichalcum, Aetherium, or Arcanite
Upgrade Cost: 350gp
Description: You have a +1 bonus to attack and damage rolls made with this weapon.
This upgrade can be applied up to two more times.
Brightward
Prerequisite: None
Material Type: Aetherium
Upgrade Cost: 30gp
Description: As an action, you may activate this weapon to have it shed a bright light in a 20-foot radius, and dim light in a 40-foot radius for one minute.
Putrefying Touch
Prerequisite: None
Material Type: Orichalcum
Upgrade Cost: 100gp
Description: This weapon deals additional necrotic damage equal to your proficiency.
Arcane Core
Prerequisite: None
Material Type: Legendium, or Arcanite
Upgrade Cost: 50gp
Description: This weapon can be used as a spellcasting focus.
Sanctified Edge
Prerequisite: None
Material Type: Aetherium
Upgrade Cost: 50gp
Description: This weapon can be used as a Holy Symbol.
Tier 1 Armor Upgrades
Quick-release Clasps
Prerequisite: None
Material Type: Steel
Upgrade Cost: 150gp
Description: This armor can be donned or doffed with an action.
Reinforced Plating
Prerequisite: Not a Shield
Material Type: Any
Upgrade Cost: 1000gp
Description: This armor's AC increases by 1. This benefit can be conferred even without attunement.
Shield Toss
Prerequisite: Shield
Material Type: Any
Upgrade Cost: 100gp
Description: This shield gains the Thrown (20/60) property. As an attack, you may make a ranged weapon attack with this shield. On a hit, it deals 1d6 Bludgeoning damage plus your Strength modifier.
Quick-access Sling
Prerequisite: Shield
Material Type: Any
Upgrade Cost: 50gp
Description: This shield can be donned or doffed with an interaction.
Tier 2 Weapon Upgrades
Iron Upgrades
Razor-tip Edge
Prerequisite: None
Material Type: Iron
Upgrade Cost: 1000gp
Description: Your weapon attacks with this weapon score a critical hit on a roll of 19 or 20.
Dicey
Prerequisite: None
Material Type: Iron
Upgrade Cost: 750gp
Description: When you reduce a creature to 0 hit points using a melee attack this weapon, you can use your reaction to make another melee attack with the same weapon against another creature within reach.
Ergonomic Grip
Prerequisite: Does not have the Heavy Property
Material Type: Iron
Upgrade Cost: 300gp
Description: This weapon's damage die is increased by 2. (e.g. Dagger goes from 1d4 to 1d6 Piercing)
Legendium Upgrades
Frosthold
Prerequisite: None
Material Type: Legendium
Upgrade Cost: 800gp
Description: As a bonus action, you can activate this weapon to bathe it in cold energies and begin concentration. The first time you hit with a melee attack while this weapon is activated, frost crystals and icicles appear from the ground in a 15-foot cone starting from the creature being hit. For one minute, the frost turns the ground in the area into difficult terrain.
A creature in the area when you activate this effect must succeed on a Strength saving throw equal to 10 + your attack bonus, or be restrained by the growing frost until the effect ends. A creature restrained by the frost can use its action to make a Strength check against the save DC. On a success, it frees itself. When the spell ends, the frost disappears. Once you activate this ability, you can’t do so again until you finish a short or long rest.
This ability's save DC increases by 2 for every +1 upgrade this weapon has.
Flametongue
Prerequisite: None
Material Type: Legendium
Upgrade Cost: 800gp
Description: As a bonus action, you can activate this weapon to bathe it in heat energies and begin concentration. The frist time you hit with a melee attack while this weapon is activated, the target must succeed on a Strength saving throw equal to 10 + your attack bonus or be restrained for 1 minute. While restrained by the flames, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, and does so with advantage if it has resistance or immunity to fire, banishing the flames on a success. Once you activate this ability, you can’t do so again until you finish a short or long rest.
This ability deals an additional 1d6 fire damage for every +1 upgrade this weapon has.
Paralyzing Assault
Prerequisite: None
Material Type: Legendium
Upgrade Cost: 900gp
Description: As a bonus action, you can activate this weapon to cover it in electric energy and begin concentration. The first time you hit with a melee attack while this weapon is activated, the attack deals an additional 2d10 lightning damage and the target must succeed on a Constitution saving throw equal to 10+your attack bonus or be Incapacitated until the end of its next turn. Once you activate this ability, you can’t do so again until you finish a short or long rest.
This ability deals an additional 1d10 lightning damage and has an increased save DC of 2 for every +1 upgrade this weapon has.
Arcanite Upgrades
Faerie Eye
Prerequisite: None
Material Type: Arcanite
Upgrade Cost: 600gp
Description: As a bonus action, you can activate this weapon and recall a creature that you have seen in the last minute. This creature's location is revealed and outlined to you if it is within 150 feet of you. The revealed creature will become aware of its detection. This effect lasts for 1 minute. Once you activate this ability, you can’t do so again until you finish a short or long rest.
This effect can be used on one additional creature for every +1 upgrade this weapon has.
Felicitous Strike
Prerequisite: None
Material Type: Arcanite
Upgrade Cost: 800gp
Description: Whenever you roll a 1 on an attack roll and miss with this weapon, you gain 1 luck point, up to a maximum of 1.
Whenever you make an attack roll, ability check, or saving throw, you may spend 1 luck point to roll an additional d20. You can use this ability after the original roll, but before the outcome is revealed. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and choose whether the attacker's roll uses their d20 roll or yours.
If multiple creatures use a luck point on the same roll, they cancel out, resulting in no additional dice.
This weapon can hold additional luck points for every +1 upgrade this weapon has.
Aetherium Weapon Upgrades
Sun Lamp
Prerequisite: Brightward Upgrade
Material Type: Aetherium
Upgrade Cost: 500gp
Description: As an action, you may activate this weapon to have it shed a 60-foot radius sphere of bright light, and an additional 60 feet of dim light for one hour. This light is sunlight. Completely covering or sheathing the weapon blocks the light. If any of this light's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled. Once you activate this ability, you can’t do so again until you finish a long rest.
If this weapon has the Radiance upgrade, this ability may be used once per short rest.
Animated Mind
Prerequisite: None
Material Type: Aetherium
Upgrade Cost: 1000gp
Description: As an action, you can activate this weapon, and it bursts to life for 1 minute. The weapon animates and becomes a creature under your control until the spell ends or until reduced to 0 Hit Points.
As a Bonus Action, you can mentally Command the weapon if it is within 500 feet of you. You decide what action the weapon will take and where it will move during its next turn, or you can issue a general Command, such as to guard a particular chamber or corridor. If you issue no commands, the weapon only defends itself against Hostile creatures. Once given an order, the weapon continues to follow it until its task is complete.
| Property | Status |
|---|---|
| Light | HP: 20, AC: 18, Attack: +8 to hit, 1d4 + 4 damage, Str: 4, Dex: 18 |
| Neither | HP: 25, AC: 16, Attack: +6 to hit, 1d8 + 2 damage, Str: 6, Dex: 14 |
| Heavy | HP: 40, AC: 13, Attack: +5 to hit, 2d6 + 1 damage, Str: 10, Dex: 12 |
The weapon is a Construct with AC, Hit Points, attacks, Strength, and Dexterity determined by whether or not it has the Light or Heavy property, or neither of the two. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. It has a flying speed of 30 feet and can hover. It has Blindsight with a radius of 30 feet and is blind beyond that distance. When the weapon drops to 0 Hit Points, it reverts to its original object form, and any remaining damage carries over to its original object form. If the damage that carries over is 10 or greater, the weapon shatters and must be reforged at a cost of 200gp
If you Command the weapon to Attack, it can make a single melee Attack against a creature within 5 feet of it. Its damage type is dictated by what type of weapon it is. If it has any upgrades that it can benefit from, then it may use them. (such as Compounded Alloy). Once you activate this ability, you can’t do so again until you finish a long rest.
Divine Retribution
Prerequisite: None
Material Type: Aetherium
Upgrade Cost: 1000gp
Description: This weapon can hold one charge. When a friendly creature you can see within 60 feet of you is reduced to 0 hit points or dies, this weapon gains 1 charge. When you hit with a weapon attack, you can expend any number of charges to add radiant damage to your damage roll. You deal an additional 2d10 radiant damage, plus another 1d10 for each charge expended beyond the first.
All held charges are lost after a long rest.
This ability's maximum charges increase by 1 for every +1 upgrade this weapon has to its attack rolls.
Orichalcum Upgrades
Force-sap Strike
Prerequisite: None
Material Type: Orichalcum
Upgrade Cost: 800gp
Description: When you hit with an attack with this weapon, you may consume any Temporary Hit Points you have to deal the same amount to your target as necrotic damage.
Damage that you deal with this ability is halved if you are attuned to an object made of Aetherium.
This ability can be used one additional time for every +1 upgrade this weapon has to its attack rolls.
You regain the use of this ability once per short rest.
Enfeebling Strike
Prerequisite: None
Material Type: Orichalcum
Upgrade Cost: 800gp
Description: When you hit a creature with an attack with this weapon, you may use a bonus action to have the target make a Constitution Saving Throw equal to 10+your attack bonus. If it fails, the next attack against it will be at advantage, and it has disadvantage on its next saving throw. Once you activate this ability, you can’t do so again until you finish a short or long rest.
This ability's save DC increases by 2 for for every +1 upgrade this weapon has to its attack rolls.
Frightening Flurry
Prerequisite: None
Material Type: Orichalcum
Upgrade Cost: 800gp
Description: When you hit a creature with an attack with this weapon, you may use a bonus action to activate this weapon. The hit creature must succeed on a Wisdom Saving Throw equal to 10+your attack bonus or become frightened of you for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you activate this ability, you can’t do so again until you finish a short or long rest.
This ability's save DC increases by 2 for for every +1 upgrade this weapon has to its attack rolls.
Tier 2 Armor Upgrades
Iron Armor Upgrades
Shock-absorbent Steel
Prerequisite: Not a Shield
Material Type: Iron
Upgrade Cost: 400gp
Description: As a reaction when you take damage from an attack that isn't poison or psychic damage, you can redirect the damage to your armor. The armor's AC is reduced by 1 for every 10 damage it takes, rounding up. If the armor's AC is brought to 10 or lower, it is destroyed.
At any time before it is destroyed, this armor can be reforged for 400gp to restore its AC back to normal.
Legendium Armor Upgrades
Preternatual Protection
Prerequisite: Not a Shield
Material Type: Legendium
Upgrade Cost: 1000gp
Description: As a reaction to being hit by an attack, you can activate this armor, causing it to glow. This armor captures some of the incoming magical energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 2d6 damage of the triggering type, and the armor ceases to glow. This armor will, however, begin to buckle under pressure, causing its AC to lower by 1. If the armor's AC is brought to 10 or lower, it is destroyed.
At any time before it is destroyed, this armor can be reforged for 400gp to restore its AC back to normal.
This ability's damage increases by 1d6 for every +1 upgrade this armor has to its AC.
Sonorous Slam
Prerequisite: None
Material Type: Legendium
Upgrade Cost: 800gp
Description: As an action, you may activate this armor to expel a thunderous shockwave. Each creature in a 15-foot cube originating from you must make a Constitution saving throw equal to your AC. On a failed save, a creature takes 3d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet. If you are under a restrain condition that allows a strength check to end the effect, you may make the check. Once you activate this ability, you can’t do so again until you finish a long rest.
This ability's damage increases by 1d8 for every upgrade this armor has to its AC.
Meteoric Mail
Prerequisite: None
Material Type: Legendium
Upgrade Cost: 1000gp
Description: Four tiny meteors float in the air and orbit you in your space. As a bonus action on each of your turns — you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a DC 14 Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
This effect's DC increases by 2 and number of meteors by 2 for every +1 upgrade to AC this armor has. For each hour that passes, the armor regains one spent meteor.
Veil of Frost
Prerequisite: None
Material Type: Legendium
Upgrade Cost: 1000gp
Description: A protective magical force surrounds you, manifesting as a spectral frost that cover you and your gear. You have 15 temporary hit points. If a creature hits you with a melee attack while you have these hit points, the creature takes 10 cold damage. For each hour that passes, you regain up to 5 of these temporary hit points, up to the original amount provided by the armor.
This effect's temporary hit point cap and damage dealt increases by 5 for every +1 upgrade to AC this armor has.
Arcanite Armor Upgrades
Fazing Reflection
Prerequisite: None
Material Type: Arcanite
Upgrade Cost: 1000gp
Description: This armor can create an illusory duplicate of yourself to confuse your enemies. The armor has 1 charge, which can be used in the following ways:
- When you make an attack on your turn, you can expend a charge to give yourself advantage on the attack roll if the target uses sight to see you.
- When you are targeted by an attack, you can use your reaction to expend a charge and impose disadvantage on the attack roll if the attacker uses sight to see you.
You may use a bonus action to roll a d4. If the result is even, you gain one expended charge.
This ability's maximum charges increases by 1 for every +1 upgrade to AC this armor has.
Flightfoot Step
Prerequisite: None
Material Type: Arcanite
Upgrade Cost: 600gp
Description: As an action, you can activate this armor, and a veil of shadows and silence radiates from you, masking you from detection. For the next hour, you have a +10 bonus to Dexterity (Stealth) checks and you can’t be tracked except by magical means. You also leave behind no tracks or other traces of your Passage. Once you activate this ability, you can’t do so again until you finish a short or long rest.
This ability's bonus increases by 2 for every +1 upgrade to AC this armor has.
Momentous Push
Prerequisite: None
Material Type: Arcanite
Upgrade Cost: 750gp
Description: In addition to a shove action, you can activate this armor to increase the momentum of your pushing force, allowing you to shove with advantage. On a successful shove, the target is pushed up to 15ft. away from you. Once you activate this ability, you can’t do so again until you finish a short or long rest.
Ignore Gravity
Prerequisite: None
Material Type: Arcanite
Upgrade Cost: 500gp
Description: As an action, you can rise vertically, up to 20 feet, and remain suspended there for 1 minute. This effect can levitate you as long as you weigh below 500 pounds. You can end this effect with a bonus action. You can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows you to move as if you were climbing. You can change the your altitude by up to 20 feet in either direction on your turn. You can also move up or down as part of your move. When the effect ends, you float gently to the ground if you are still aloft. Once you activate this ability, you can’t do so again until you finish a long rest.
Aetherium Armor Upgrades
Radiant Inspiration
Prerequisite: None
Material Type: Aetherium
Upgrade Cost: 400gp
Description: As an action, you can activate this armor, and you are filled with radiant energy for 1 minute. Whenever you make an attack roll or a saving throw before the effect ends, you can roll a d4 and add the number rolled to the attack roll or saving throw.
This ability can be used one more time for every +1 upgrade to AC this armor has.
You gain one expended use of this ability after every long rest.
Augment Remedy
Prerequisite: None
Material Type: Aetherium
Upgrade Cost: 1200gp
Description: When being healed by an ability that rolls dice and targets you only, you are healed by the maximum amount.
When attuned to an item that is made of Orichalcum, you must make a DC 14 Constitution Saving Throw when this ability is triggered. If you fail, this ability does not activate.
Radiant Overshield
Prerequisite: None
Material Type: Aetherium
Upgrade Cost: 700gp
Description: Healing that goes past your maximum health is given as Temporary HP.
Blinding Rebuke
Prerequisite: None
Material Type: Aetherium
Upgrade Cost: 900gp
Description: Upon taking damage, you may use a reaction to cause a blinding light to emit from your armor. Creatures of your choice in a 20ft. radius around you must succeed on a Constitution saving throw equal to your AC or be blinded. Affected creatures can repeat this saving throw at the end of their turns in order to end this effect. Once you activate this ability, you can’t do so again until you finish a long rest.
This ability's save DC increases by 1 for every +1 upgrade to AC this armor has.
Orichalcum Armor Upgrades
Debilitating Feedback
Prerequisite: None
Material Type: Orichalcum
Upgrade Cost: 900gp
Description: As a reaction to being hit by a creature, you can activate this armor, and wisps of eldritch force overwhelm your attacker. For the next minute, whenever the target makes an attack roll or a saving throw, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. This effect can be ended with a bonus action. Once you activate this ability, you can’t do so again until you finish a short or long rest.
Abyssal Restraints
Prerequisite: None
Material Type: Orichalcum
Upgrade Cost: 900gp
Description: As an action, you can activate this armor, and tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw equal to your AC. On a failed save, a target takes 3d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect. Once you activate this ability, you can’t do so again until you finish a short rest.
You gain an additional use of this ability for every +1 upgrade to AC this armor has
Rebound Flare
Prerequisite: None
Material Type: Orichalcum
Upgrade Cost: 900gp
Description: You may activate this armor as a reaction in response to receiving an attack from an enemy within 60 feet of you. The creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw equal to your AC. It takes 3d10 fire damage on a failed save, or half as much damage on a successful one. Once you activate this ability, you can’t do so again until you finish a long rest.
You gain an additional use of this ability for every +1 upgrade to AC this armor has
Infernal Trance
Prerequisite: None
Material Type: Orichalcum
Upgrade Cost: 900gp
Description: You may take 10 minutes of your time infusing your life force with your armor. Afterwards, your manawell is replenished in return. When using this armor's ability, you may spend and roll available hit dice in order to regain a spell slot equal to the number of hit dice spent. The number rolled on your spent hit dice will reduce your maximum health by that much. This effect ends when finishing a long rest. You may not regain a spellslot of a level higher than your highest level spellslot granted by your class level.
Fiendish Flare
Prerequisite: None
Material Type: Orichalcum
Upgrade Cost: 1000gp
Description: As an action, you burst into infernal flame. Roll 8d6, and you lose hit points equal to the total. Each creature within 20 feet of you must also make a DC 15 Dexterity saving throw. A creature takes fire damage equal to the hit points you lost on a failed save, or half as much on a successful one.
Tier 3 Weapon Upgrades
Aetherium Weapon Uprgades
Radiance
Prerequisite: Sun Lamp Upgrade, Brightward Upgrade
Material Type: Aetherium
Upgrade Cost: 2200gp
Description: When this weapon's Sun Lamp ability is triggered. Creatures of your choice that can see the light within a 60-foot radius of this weapon must succeed on a Constitution saving throw equal to 10+your weapon attack bonus or take 2d10 radiant damage and be blinded for 1 minute. A creature must also make this saving throw against this damage whenever it ends its turn inside this radius.
At the end of each of its turns, provided that they are not within the area of the Sun Lamp, the target can make a Constitution saving throw to end the blind effect.
When this weapon's Brightward ability is active, attacks done by this weapon deal an additional 1d8 radiant damage on hit.
Legendium Weapon Upgrades
Blazerend
Prerequisite: Flametongue Upgrade
Material Type: Legendium
Upgrade Cost: 1200gp
Description: As an action, you may activate this weapon. While activated, this weapon gains range(30/120), and weapon damage inflicted from range is dealt as fire damage. This effect lasts for one minute. Once you activate this ability, you can’t do so again until you finish a short or long rest.
If this weapon has a +1 upgrade to its weapon attacks, this ability is always on.