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blacksmith for Dungeons and Dragons DND

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A1 mini
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0.2mm nozzle, 0.08mm layer, 4 walls, 15% infill
0.2mm nozzle, 0.08mm layer, 4 walls, 15% infill
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3.8 h
1 plate
4.4(5)

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Description

They're miniatures, so although the supports come off easily, they need to be removed carefully. With a little patience, the result is excellent.

 

 

Story: The Echosmith

The heat of the forge was his breath, the hammer his voice, and the steel his tongue. Thorn, the Echosmith, was no ordinary blacksmith. His hands, calloused and weathered by decades of work, felt the soul of every metal. He didn't call himself a "master smith," but rather a "listener to the earth," for he believed that iron whispered secrets, copper told stories, and gold thrummaged with echoes of power.

His forge, just outside the bustling village of Oakhaven, was in a secluded clearing, next to an ancient oak tree the locals called "The Keeper." Many people said the oak was Thorn's true secret, absorbing the energies of the earth and imbuing them into the metal. Thorn, for his part, just smiled and offered a cup of herbal tea to curious onlookers.

As a young man, Thorn had been a war smith, forging swords for armies. But one day, during a particularly bloody battle, he saw one of his own swords, a blade he had imbued with all his skill, break in the hands of a young soldier. The echo of that break resonated in his soul. From then on, Thorn swore he would only forge weapons that sought peace, or tools that built a better world. His hammers no longer sang songs of war, but melodies of utility and endurance.

Now, he specialized in farming tools that never failed, horseshoes that carried horses safely across any terrain, and occasionally, if the need was pressing and the cause just, a shield that never dented or an arrowhead that flew true to its target. Adventurers who came to his forge seeking magical weapons were often dismissed with a "Here we forge strength, not tricks. If you seek power, look to your heart, not my anvil."

However, there was one exception. If a genuinely selfless hero, one who spoke the truth and whose eyes reflected a noble purpose, came forward, Thorn could be persuaded. Not with gold, but with a story, with an oath. For Thorn, the true value of a weapon lay not in its edge, but in the hands that wielded it and the echo it would leave in the world. His final creation, the "Hammer of Silent Dawn," was a simple-looking mace, but it was said that, in the hands of a pure soul, its blows could shake evil itself.
Weaponsmithing Values and Rules (D&D 5e)

Here are some simplified values and rules for using Thorn or any blacksmith in your game, based on the D&D 5e crafting system with a few additions to make it interesting.

Thorn, the Echosmith

Race: Human (or Hill Dwarf, if you prefer a more traditional connection to forging).
Class: Expert (Expert is not a player class, but an NPC archetype that combines skills). Or a character with levels in Artificer (Armorsmith), even if they are not an active adventurer.
Key Attributes (for an NPC):
Strength (STR): High (for physical labor).
Constitution (CON): High (for stamina and working in heat).
Intelligence (INT): Medium/High (for knowledge of materials and techniques).
Wisdom (WIS): Medium/High (for perception and "feeling" metal).
Skills:
Proficiency: Blacksmith's Tools (key).
Other skills: Perception, Investigation, Persuasion (for assessing customers), Survival (if you live in the woods).
Tools: Blacksmith's Tools (A must!).
Languages: Common.

Simplified Rules for Weaponcrafting (D&D 5e):

In D&D 5e, crafting is governed by a base cost in gold pieces and the time required.

1. Base Cost and Time:

To craft a non-magical item, the material cost is half the item's market cost.
The time required is 1 day for every 5 gp of the item's market cost.
An Intelligence (Blacksmith's Tools) check is required to complete the work (DC 10-15, depending on complexity).

Examples:

Longsword (25 gp):
Material Cost: 12 gp and 5 sp.
Time: 5 days (25 / 5 = 5).
Screw: Intelligence (Blacksmith's Tools) DC 10.
Plate Armor (1500 gp):
Material Cost: 750 gp.
Time: 300 days (1500 / 5 = 300).
Screw: Intelligence (Blacksmith's Tools) DC 15 (due to complexity).

2. Crafting Quality (Optional, for a Blacksmith like Thorn):

Thorn not only crafts, but also prints quality. You may use these additional rules:

Crafting Check: When Thorn crafts something, make an Intelligence check (Blacksmith's Tools).
Normal Success (DC 10-15): The item is crafted according to standard rules.
Success with a 5 or more on the DC: The item is of superior quality.
Benefit (choose one or have them roll on a table):
A +1 bonus to the item's save DC (if applicable, e.g., a chain to prevent it from breaking).
+5 damage resistance (if applicable, e.g., a shield or armor).
The item's weight is reduced by 10-20%.
The item has an exceptional aesthetic finish (increasing its resale value by 10-20%).
With weapons, advantage on attack rolls in a specific circumstance (e.g., "Advantage on the first attack of the day" or "Advantage against undead"). This is not a +1 to the attack roll; it is a special condition.
If it's a tool, advantage on specific skill rolls.
Failure (below the DC): The item is defective, it takes twice as long to craft, or twice as many materials are expended (or a combination).

3. Purposeful Weapons/Tools (Thorn's Specialty):

If Thorn agrees to forge an item for an adventurer with a "just cause," she can imbue it with a specific purpose, making it more than a mundane item, but not magical in the traditional sense. This does not require a caster.

Requirement: The adventurer must convince Thorn of the nobility of their cause (Charisma (Persuasion) check DC 15-18).
Time and Cost: The item is forged at a base cost of materials and time, but Thorn will not charge for its labor, only for the materials.
Benefit (choose one, does not stack with higher quality):
Weapon: This weapon counts as magical for the purposes of overcoming resistance and immunity to nonmagical damage, BUT only for a specific creature type (e.g., "This sword is magical for hitting werewolves"). OR it deals an additional 1d4 damage to that creature type.
Armor/Shield: Provides a +1 to AC against attacks from a specific creature type (e.g., "This shield gives +1 AC against goblins").
Tool: Once per day, the tool can grant advantage on a specific skill check (e.g., "Mason's Hammer: Once per day, advantage on a Strength check to break rocks").

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