# Title Page
### A Complete Material & Tempering System for Fifth Edition
Part of **The Arsenal Series**
Written & Designed by [Your Name / Studio Name]
Compatible with the fifth edition of the world’s most popular roleplaying game.
# Series Branding Page
# The Arsenal Series
The Arsenal Series presents structured, system-driven expansions for fifth edition. Each book introduces a distinct mechanical framework designed to integrate cleanly with the core rules while preserving bounded accuracy and official power expectations.
Each title functions independently, but together they form a cohesive design philosophy built on deliberate choice, preparation, and mechanical clarity.
Current Titles:
• Arcane Arsenal
• Forged Foundations
Future volumes will continue expanding structured subsystems without escalating beyond fifth edition design limits.
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---
# Legal Page (DMsGuild Compatible Draft)
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---
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---
# How to Use This Book
---
# Using Forged Foundations
Forged Foundations introduces a layered material and tempering framework for weapons.
This system is modular. Dungeon Masters may adopt:
• The full framework
• Core materials only
• Tempering only
• Forge progression only
• Legendary forging only
Optional modules are clearly marked and may be excluded without disrupting the core system.
For campaigns focused on:
Low Fantasy:
Use core materials and restrict Legendary Forges.
High Fantasy:
Allow Masterwork and Legendary forging through quest access.
Gritty Campaigns:
Enable Structural Integrity and Advanced Failure modules.
Epic Campaigns:
Use the full Relic Construction Framework.
No crafted weapon should exceed the effective power of a +3 magic weapon unless intentionally elevated by the Dungeon Master as an artifact.
---
# Optional Dedication Page
If desired:
---
Dedicated to those who believe that steel, shaped with purpose, can be as meaningful as any spell.
---
Now Forged Foundations is:
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You are building a product line.
---
Next step decision:
Do you want to:
A) Conduct a full balance audit against official 5e benchmarks?
B) Plan layout formatting for professional presentation?
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D) Begin outlining the third book in The Arsenal Series?
_A Complete Material & Tempering System for Fifth Edition_
Forged Foundations presents a structured, professional-grade crafting system for weapons in fifth edition. Designed to preserve bounded accuracy and official power expectations, this supplement expands nonmagical equipment without escalating beyond established limits.
Weapons are defined through four layers: core materials, permanent tempering, temporary coatings, and state. Each enhancement follows physical logic and folklore tradition, offering targeted advantages rather than universal scaling.
This book includes:
• Expanded rules for official 5e materials
• Six new setting-compatible materials
• Structured forge progression
• Commissioning and downtime rules
• Optional Structural Integrity mechanics
• Legendary forge framework
• Fully written example weapons ready for play
No crafted weapon exceeds the effective power of a +3 magic weapon unless created through a legendary forge and narrative quest.
Forged Foundations is part of The Arsenal Series — a line of mechanically focused supplements designed for deliberate, system-driven play.
---
# Part I
# Design & Framework
---
## Introduction
Forged Foundations presents a structured material and tempering system for weapons in fifth edition. These rules expand nonmagical equipment without disrupting bounded accuracy, existing magic item balance, or the core assumptions of the game.
This system is built on three principles:
1. **Materials provide targeted advantages, not universal scaling.**
2. **No crafted weapon exceeds the effective power of a +3 magic weapon.**
3. **Preparation and material choice matter more than numerical escalation.**
These rules apply to weapons and ammunition unless otherwise stated.
This chapter establishes the mechanical framework that governs all forging rules presented in this book.
---
## Design Philosophy
Fifth edition assumes that magical weapons gradually replace mundane equipment. However, folklore and fantasy tradition frequently describe materials that counter specific threats: silver against lycanthropes, cold iron against Fey, adamantine against structures.
Forged Foundations formalises this tradition into a structured, bounded system.
The goal of this system is not to compete with magical enchantment. Instead, it provides deliberate preparation tools that reward informed choices without inflating power.
Under this framework:
- Materials counter categories of creatures.
- Tempering refines minor physical properties.
- Coatings offer temporary adaptability.
- Magical enhancement remains distinct and separate.
This system does not introduce stacking escalation or multiplicative bonuses. Each layer has defined limits and compatibility rules.
---
## The Four-Layer Weapon Model
Every weapon enhanced under this system is defined by four independent layers:
1. **Core Material**
2. **Permanent Tempering**
3. **Temporary Coating**
4. **Weapon State**
Each layer functions independently unless explicitly restricted.
If an enhancement cannot be clearly assigned to one of these layers, it does not stack.
---
### 1. Core Material
The primary substance from which the weapon is constructed.
A weapon may have only one core material.
Core materials are permanent and nonmagical unless stated otherwise.
Core materials typically provide:
- Resistance interaction
- Structural properties
- Conditional effects
Core materials cannot be removed without reforging.
---
### 2. Permanent Tempering
Post-forging treatment applied to refine the weapon’s physical performance.
A weapon may have one permanent tempering, or none.
Tempering effects are minor, flat, and non-scaling.
Tempering never increases attack bonuses or provides advantage.
---
### 3. Temporary Coatings
Consumable applications that provide short-term effects.
Only one coating may be active at a time.
Coatings:
- Do not permanently alter the weapon.
- Do not stack with other coatings.
- Expire after their duration ends.
Unless otherwise stated, applying or removing a coating requires 1 minute.
---
### 4. Weapon State
A weapon is always in one of two states:
|State|Effect|
|---|---|
|Mundane|Uses all material, tempering, and coating rules.|
|Magical|Counts as magical for overcoming resistance and immunity to nonmagical attacks.|
---
## Material Supersession Rule
If a weapon becomes magical, it no longer benefits from resistance bypass that applies specifically to nonmagical damage (such as cold iron ignoring Fey resistance).
However, it still counts as its material for creatures that require it (such as silvered weapons against lycanthropes).
The following properties continue to function on magical weapons:
- Flat damage bonuses from tempering.
- Critical hit enhancements.
- Structural properties (such as adamantine against objects).
- Explicit conditional effects that do not rely on nonmagical status.
This prevents stacking material bypass with magical bypass while preserving folklore relevance.
---
## Stacking Hierarchy
To preserve clarity and prevent unintended scaling, the following hierarchy governs stacking:
1. Only one core material may be applied.
2. Only one permanent tempering may be applied.
3. Only one temporary coating may be active.
4. Effects from different layers stack unless explicitly restricted.
5. Two effects of the same type do not stack.
If two rules conflict, the more specific rule overrides the more general rule.
---
## Power Ceiling Doctrine
Forged Foundations is bounded by a strict power ceiling.
No crafted weapon may exceed the effective power of a +3 magic weapon unless created through a Legendary Forge and narrative quest.
Under this doctrine:
- No enhancement grants a scaling attack bonus.
- No enhancement grants advantage.
- No enhancement adds extra attacks.
- No enhancement multiplies damage dice.
- No enhancement bypasses immunity unless explicitly limited.
Materials provide targeted solutions, not general superiority.
If a combination would exceed this ceiling, it is prohibited.
---
## Compatibility & Logical Integrity
Forging follows physical and folkloric logic.
If a material combination violates:
- Physical plausibility,
- Established folklore tradition,
- Or narrative coherence,
It cannot be crafted, regardless of gold cost or forge level.
This rule exists to maintain internal consistency and prevent system exploitation.
Dungeon Masters retain final authority over edge cases.
---
## Optional Rules Overview
This book includes optional depth modules that may be added to increase tension and simulation detail.
Optional modules include:
- Structural Integrity
- Advanced Failure Consequences
- Forge Hazards
- Legendary Resonance Traits
These modules are clearly marked and are not assumed as part of the core system.
The baseline system functions without them.
---
## Using This System in Your Campaign
This framework may be introduced at any tier of play.
Dungeon Masters are encouraged to:
- Gate rare materials behind narrative access.
- Control forge availability by region.
- Limit market saturation.
- Preserve material scarcity.
Material enhancement should feel intentional and deliberate, not routine.
---
## Summary of Core Framework
Every enhanced weapon follows this structure:
- One Core Material (optional)
- One Permanent Tempering (optional)
- One Temporary Coating (optional)
- One Weapon State (always defined)
Enhancements follow compatibility rules and respect the Power Ceiling Doctrine.
Optional depth modules may increase tension but are not required.
This framework governs all subsequent chapters.
---
# Part II
# Core Materials
This chapter formalises official materials under the Four-Layer Model and introduces additional materials compatible with fifth edition design principles.
Unless otherwise stated:
- A weapon may have only one core material.
- Core materials are permanent and nonmagical.
- Core materials do not grant scaling attack bonuses.
- Core materials do not stack with other core materials.
---
## Silvered
**Source Reference:** Player’s Handbook, Equipment chapter.
### Mechanical Properties
A silvered weapon counts as silvered for the purpose of overcoming resistances and immunities of creatures that specifically require silvered weapons (such as certain lycanthropes and fiends).
Silvered weapons do not count as magical.
### Layer Classification
Core Material.
### Crafting Requirements
- Minimum Forge: Enhanced Forge
- Base Cost: 100 gp (as per PHB)
- Downtime: Minor Tier (5 days)
Silvering may be applied to an existing weapon without replacing its base material, but once silvered, that weapon cannot also be cold iron or dragonbone.
### Compatibility
Allowed with:
- Fire-Forged
- Frost-Tempered
Forbidden with:
- Cold Iron
- Dragonbone
### Interaction With Magical State
If a silvered weapon becomes magical, it still counts as silvered for creatures that require silvered weapons.
It does not stack additional resistance bypass beyond magical status.
### Sourcing & Rarity
Silver is widely available in most civilised regions, though quality smithing remains required for effective application.
### Example Weapon
**Silvered Longsword**
Weapon (longsword), uncommon craftsmanship
This weapon counts as silvered for creatures vulnerable to silvered weapons.
---
## Adamantine
**Source Reference:** Xanathar’s Guide to Everything.
### Mechanical Properties
When used to attack an object, an adamantine weapon scores a critical hit on a successful hit.
Adamantine weapons do not inherently ignore resistance to weapon damage from constructs unless a specific creature stat block states otherwise.
Adamantine weapons are nonmagical.
### Layer Classification
Core Material.
### Crafting Requirements
- Minimum Forge: Masterwork Forge
- Base Cost: 750 gp
- Downtime: Superior Tier (20 days)
### Compatibility
Allowed with:
- Fire-Forged
- Frost-Tempered
Forbidden with:
- None by default (DM discretion applies for structural logic)
### Interaction With Magical State
If an adamantine weapon becomes magical, it retains its automatic critical hit property against objects.
### Sourcing & Rarity
Adamantine is rare and typically found in deep-earth deposits, dwarven strongholds, or extraplanar veins.
### Example Weapon
**Adamantine Warhammer**
Weapon (warhammer), rare craftsmanship
Any hit against an object is a critical hit.
---
## Mithral
**Source Reference:** Dungeon Master’s Guide (armour), adapted conservatively for weapons.
Mithral is canonically used for armour. When used for weapons, the following adaptation preserves its lightweight properties without adding scaling.
### Mechanical Properties
A mithral weapon:
- Has its weight halved.
- Ignores the Heavy property if it possesses it.
- Does not impose disadvantage on Small creatures due to size if the only reason for disadvantage is the Heavy property.
Mithral weapons are nonmagical.
### Layer Classification
Core Material.
### Crafting Requirements
- Minimum Forge: Advanced Forge
- Base Cost: 400 gp
- Downtime: Major Tier (10 days)
### Compatibility
Allowed with:
- Fire-Forged
- Frost-Tempered
Forbidden with:
- None by default
### Interaction With Magical State
If a mithral weapon becomes magical, it retains its weight and Heavy property modifications.
### Sourcing & Rarity
Mithral is rare and typically associated with elven or deep-dwarven craftsmanship.
### Example Weapon
**Mithral Greatsword**
Weapon (greatsword), rare craftsmanship
This weapon’s weight is halved and it does not have the Heavy property.
---
## Cold Iron
Cold iron is not formally defined in core 5e rules but is widely referenced in folklore and prior editions. This system formalises its interaction in a bounded manner.
### Mechanical Properties
A cold iron weapon ignores resistance to nonmagical bludgeoning, piercing, and slashing damage granted by creatures with the Fey creature type.
Cold iron does not bypass immunity.
Cold iron provides no benefit against creatures that do not have the Fey type.
Cold iron weapons are nonmagical.
### Layer Classification
Core Material.
### Crafting Requirements
- Minimum Forge: Advanced Forge
- Base Cost: 300 gp
- Downtime: Major Tier (10 days)
### Compatibility
Forbidden with:
- Any tempering
- Silvered
- Dragonbone
Cold iron must remain untreated to retain its folkloric properties.
### Interaction With Magical State
If a cold iron weapon becomes magical, it no longer ignores resistance from Fey unless that resistance specifically applies only to nonmagical damage.
It still counts as cold iron for narrative or creature-specific interactions.
### Sourcing & Rarity
Cold iron must be forged without excessive refinement or tempering. It is often associated with ancient traditions or regions where Fey influence is strong.
### Example Weapon
**Cold Iron Shortsword**
Weapon (shortsword), uncommon craftsmanship
This weapon ignores resistance to nonmagical bludgeoning, piercing, and slashing damage granted by Fey creatures.
---
# Dawnsteel
A radiant-refined alloy associated with celestial rites and consecrated forges.
### Mechanical Properties
When you hit an undead creature with a dawnsteel weapon, that creature cannot regain hit points until the start of your next turn.
Dawnsteel provides no additional damage.
Dawnsteel weapons are nonmagical.
### Layer Classification
Core Material.
### Crafting Requirements
- Minimum Forge: Masterwork Forge
- Base Cost: 600 gp
- Downtime: Superior Tier (20 days)
### Compatibility
Allowed with:
- Fire-Forged
- Frost-Tempered
Forbidden with:
- Grave-Steel
- Dragonbone
### Interaction With Magical State
If a dawnsteel weapon becomes magical, it retains its anti-healing effect against undead.
### Sourcing & Rarity
Dawnsteel requires consecrated smelting conditions and access to refined radiant-infused alloys, typically under religious or celestial supervision.
### Example Weapon
**Dawnsteel Mace**
Weapon (mace), rare craftsmanship
When you hit an undead creature, it cannot regain hit points until the start of your next turn.
---
# Grave-Steel
Forged from funeral pyres and ash-treated iron, grave-steel is traditionally used in regions plagued by necromancy.
### Mechanical Properties
Damage dealt by a grave-steel weapon ignores resistance to necrotic damage granted by undead creatures.
This weapon does not bypass immunity.
Grave-steel provides no bonus damage.
Grave-steel weapons are nonmagical.
### Layer Classification
Core Material.
### Crafting Requirements
- Minimum Forge: Masterwork Forge
- Base Cost: 650 gp
- Downtime: Superior Tier (20 days)
### Compatibility
Allowed with:
- Frost-Tempered
Forbidden with:
- Dawnsteel
- Fire-Forged
- Dragonbone
### Interaction With Magical State
If the weapon becomes magical, it retains its resistance-bypass clause against undead.
### Sourcing & Rarity
Grave-steel requires ash-treated iron harvested from sanctified cremation grounds or battlefields with high necromantic saturation.
### Example Weapon
**Grave-Steel Longsword**
Weapon (longsword), rare craftsmanship
Damage from this weapon ignores necrotic resistance granted by undead creatures.
---
# Feyglass
A translucent crystalline material grown rather than forged, often associated with elven courts.
### Mechanical Properties
When you score a critical hit with a feyglass weapon, the target’s speed is reduced by 10 feet until the end of its next turn.
Feyglass weapons are fragile:
When you roll a natural 1 on an attack roll with this weapon, it gains one fracture. At two fractures, it shatters and becomes unusable until repaired during downtime.
Feyglass weapons are nonmagical.
### Layer Classification
Core Material.
### Crafting Requirements
- Minimum Forge: Masterwork Forge
- Base Cost: 700 gp
- Downtime: Superior Tier (20 days)
### Compatibility
Allowed with:
- Frost-Tempered
Forbidden with:
- Fire-Forged
- Adamantine
### Interaction With Magical State
If the weapon becomes magical, it retains its speed-reduction effect and fracture mechanic.
### Sourcing & Rarity
Feyglass is cultivated through arcane growth in Fey-touched groves and requires precise shaping rather than traditional forging.
### Example Weapon
**Feyglass Rapier**
Weapon (rapier), rare craftsmanship
On a critical hit, the target’s speed is reduced by 10 feet until the end of its next turn.
---
# Storm-Wrought Iron
Iron tempered under sustained lightning exposure and atmospheric pressure shifts.
### Mechanical Properties
When you roll maximum damage on a weapon damage die with this weapon, it deals 1 additional lightning damage.
This additional damage does not scale.
Storm-wrought iron weapons are nonmagical.
### Layer Classification
Core Material.
### Crafting Requirements
- Minimum Forge: Advanced Forge
- Base Cost: 500 gp
- Downtime: Major Tier (10 days)
### Compatibility
Allowed with:
- Fire-Forged
- Frost-Tempered
Forbidden with:
- Dragonbone
### Interaction With Magical State
If the weapon becomes magical, it retains its lightning trigger effect.
### Sourcing & Rarity
Storm-wrought iron must be smelted during sustained thunderstorms or under controlled elemental discharge.
### Example Weapon
**Storm-Wrought Battleaxe**
Weapon (battleaxe), uncommon craftsmanship
When you roll maximum damage on a weapon damage die, the weapon deals 1 additional lightning damage.
---
# Leviathan Bone
Forged from the remains of deep-sea leviathans.
### Mechanical Properties
This weapon does not suffer disadvantage on attack rolls underwater.
If you hit a creature while both you and the target are underwater, the weapon deals 1 additional damage.
Leviathan bone weapons are nonmagical.
### Layer Classification
Core Material.
### Crafting Requirements
- Minimum Forge: Advanced Forge
- Base Cost: 550 gp
- Downtime: Major Tier (10 days)
### Compatibility
Allowed with:
- Frost-Tempered
Forbidden with:
- Fire-Forged
- Dragonbone
### Interaction With Magical State
If the weapon becomes magical, it retains its underwater properties.
### Sourcing & Rarity
Leviathan bone requires harvesting from immense sea creatures and specialised curing techniques.
### Example Weapon
**Leviathan Bone Spear**
Weapon (spear), uncommon craftsmanship
This weapon does not suffer disadvantage underwater and deals 1 additional damage when both attacker and target are submerged.
---
# Star-Metal
Metal fallen from extraplanar bodies, often found in meteor craters.
### Mechanical Properties
A star-metal weapon ignores resistance to nonmagical bludgeoning, piercing, and slashing damage granted by creatures native to the Material Plane.
It does not bypass immunity.
This effect does not apply to extraplanar creatures.
Star-metal weapons are nonmagical.
### Layer Classification
Core Material.
### Crafting Requirements
- Minimum Forge: Legendary Forge
- Base Cost: 1,200 gp
- Downtime: Relic Tier (Quest-Based)
### Compatibility
Allowed with:
- Fire-Forged
- Frost-Tempered
Forbidden with:
- Cold Iron
- Dragonbone
### Interaction With Magical State
If the weapon becomes magical, it retains its resistance bypass clause.
### Sourcing & Rarity
Star-metal is acquired from meteor impact sites and is exceptionally rare.
### Example Weapon
**Star-Metal Greatsword**
Weapon (greatsword), very rare craftsmanship
This weapon ignores resistance to nonmagical weapon damage granted by creatures native to the Material Plane.
---
# Part III
# Tempering & Treatment
Tempering represents post-forge refinement. Unlike core materials, tempering alters the performance characteristics of the weapon rather than its substance.
A weapon may have one permanent tempering, or none.
Tempering effects:
- Are nonmagical unless stated otherwise.
- Do not grant attack bonuses.
- Do not grant advantage.
- Do not multiply damage dice.
- Do not stack with other tempering.
If a tempering conflicts with the physical or folkloric properties of a core material, it cannot be applied.
---
## Fire-Forged
### Mechanical Properties
The weapon deals 1 additional fire damage on a hit.
This damage is nonmagical unless the weapon is magical.
### Compatibility
Not compatible with:
- Frost-Tempered
- Feyglass
- Leviathan Bone (DM discretion in dry campaigns)
Fire-forged represents heat-treated edge hardening.
---
## Frost-Tempered
### Mechanical Properties
The weapon deals 1 additional cold damage on a hit.
This damage is nonmagical unless the weapon is magical.
### Compatibility
Not compatible with:
- Fire-Forged
- Dragonbone (elemental destabilisation)
Frost-tempering reflects cryogenic stress refinement.
---
## Storm-Hardened
The weapon has been tempered under electrical discharge.
### Mechanical Properties
When you hit a creature wearing metal armour, the weapon deals 1 additional lightning damage.
This damage does not apply against creatures without metal equipment.
### Compatibility
Not compatible with:
- Storm-Wrought Iron (overlapping process)
- Dragonbone
Storm-hardening refines conductive properties.
---
## Blood-Quenched
The weapon has been quenched in ritualised sacrifice or battlefield blood.
### Mechanical Properties
When you reduce a creature to 0 hit points with this weapon, you gain temporary hit points equal to 1.
This temporary hit points does not stack and expires at the end of your next turn.
### Compatibility
Not compatible with:
- Dawnsteel
- Sanctified Edge (below)
Blood-quenching reflects violent ritual treatment.
---
## Sanctified Edge
The weapon has undergone formal consecration.
### Mechanical Properties
When you hit a fiend or undead creature, the weapon deals 1 additional radiant damage.
This damage is nonmagical unless the weapon is magical.
### Compatibility
Not compatible with:
- Blood-Quenched
- Grave-Steel
- Dragonbone
Sanctified edge requires religious ritual.
---
## Void-Coated
The weapon has been treated with light-absorbing alchemical compounds.
### Mechanical Properties
The weapon does not reflect light. You gain a +1 bonus to Dexterity (Stealth) checks made to conceal the weapon on your person.
This does not apply to attacks.
### Compatibility
Not compatible with:
- Fire-Forged
- Storm-Hardened
Void-coating is subtle and practical rather than offensive.
---
## Echo-Tempered
The weapon has been tuned for resonance.
### Mechanical Properties
When you roll a 1 on a weapon damage die, you may reroll that die. You must use the new result.
This applies only once per turn.
### Compatibility
Not compatible with:
- Feyglass
- Obsidian (conflicting stress patterns)
Echo-tempering refines balance and harmonic alignment.
---
## Tempering Compatibility Matrix (Summary)
Each weapon may have:
- 1 Core Material
- 1 Tempering
- 1 Coating
Tempering is incompatible when:
- The physical process contradicts the material.
- The combination would exceed the Power Ceiling.
- Narrative logic forbids the process.
Dungeon Masters have final authority.
---
## Tempering and Magical Weapons
If a tempered weapon becomes magical:
- Tempering damage remains flat.
- Tempering effects remain active.
- Tempering does not convert to magical damage unless specified.
Tempering represents physical refinement, not enchantment.
---
## Crafting Tempering
Tempering requires:
- Access to the appropriate forge tier.
- Downtime (Minor Tier unless otherwise stated).
- Smith’s Tools proficiency.
Failure during tempering follows the standard Crafting Procedure.
---
# Part IV
# Forges & Guilds
Forging is not defined solely by materials, but by the infrastructure that shapes them. Not all forges are equal. Some are sufficient for common weapons. Others reshape rare alloys. A few alter materials at a level that borders on the mythic.
This chapter defines forge tiers as technological and cultural thresholds rather than simple economic gates.
---
## Forge Philosophy
A forge tier represents:
- Heat control precision
- Structural shaping capability
- Alloy stabilisation capacity
- Ritual containment integrity
- Access to rare materials
- Political and cultural authority
Access to a higher-tier forge reflects not only wealth, but also influence, training, and regional infrastructure.
Dungeon Masters determine forge rarity within their setting.
---
# Forge Tiers
---
## Standard Forge
**Technology Level:** Common
**Typical Location:** Villages, small towns
**Political Control:** Independent smiths
### Capabilities
- Mundane weapons and repairs
- Structural reinforcement
- Minor reshaping
### Limitations
- Cannot stabilise rare alloys
- Cannot perform tempering
- Cannot work cold iron or mithral
### Narrative Position
Standard forges are common but lack precision tools and advanced containment structures.
---
## Enhanced Forge
**Technology Level:** Refined
**Typical Location:** Large towns, guild districts
**Political Control:** Guild-affiliated smiths
### Capabilities
- Silvered weapons
- Fire-Forged tempering
- Frost-Tempered treatment
- Minor coating preparation
### Limitations
- Cannot stabilise volatile materials
- Cannot shape adamantine or advanced alloys
### Environmental Requirements
- Controlled airflow
- Precision bellows
- Refined fuel sources
---
## Advanced Forge
**Technology Level:** Specialist
**Typical Location:** Dwarven holds, elven enclaves, military capitals
**Political Control:** Guild or state oversight
### Capabilities
- Cold Iron
- Mithral
- Storm-Wrought Iron
- Leviathan Bone
- Advanced tempering variants
### Limitations
- Cannot safely stabilise adamantine or star-metal
- Cannot perform Legendary forging
### Environmental Requirements
- Alloy separation crucibles
- Temperature modulation chambers
- Reinforced quenching systems
---
## Masterwork Forge
**Technology Level:** Elite
**Typical Location:** Royal cities, ancient holds
**Political Control:** Crown, high guild authority, archmages
### Capabilities
- Adamantine shaping
- Obsidian refinement
- Dawnsteel
- Grave-Steel
- Feyglass
- All tempering options
### Limitations
- Cannot safely stabilise extraplanar metals without ritual containment
### Environmental Requirements
- Structural reinforcement vaulting
- High-pressure cooling channels
- Arcane or divine stabilisation anchors
---
## Legendary Forge
**Technology Level:** Mythic
**Typical Location:** Singular sites
**Political Control:** Unique guardianship
Legendary forges are not built casually. They are:
- Ancient volcanic cores
- Celestial consecration chambers
- Dwarven ancestral vaults
- Meteor impact crucibles
- Planar convergence sites
### Capabilities
- Star-Metal stabilisation
- Dragonbone shaping at scale
- Legendary resonance crafting
- Relic-tier weapons
- Artifact-tier construction (DM discretion)
### Limitations
- Require narrative quest access
- Require ritual preparation
- Often guarded or politically restricted
---
# Forge Traits (Advanced Option)
Each Masterwork or Legendary Forge may possess one trait that subtly influences crafted items.
These traits do not exceed the Power Ceiling.
Examples:
**Volcanic Forge**
Weapons forged here ignore environmental penalties in extreme heat.
**Sanctified Forge**
Weapons crafted here count as sanctified for narrative purposes.
**Storm Crucible**
Storm-Wrought Iron crafted here gains 1 additional lightning damage on maximum roll (still flat and non-scaling).
Dungeon Masters assign one trait per forge.
---
# Forge Control & Politics
High-tier forges are rarely public.
Access may require:
- Guild membership
- Political favour
- Religious approval
- Completion of service
- Material tribute
This system encourages forging to become part of campaign narrative rather than a market transaction.
---
# Commissioning Work
When commissioning work at a forge:
- The smith must have proficiency in Smith’s Tools.
- The forge tier must meet the material requirement.
- Political or economic barriers may apply.
Suggested NPC Skill Bonuses:
Village Smith: +4
Guild Smith: +6
Master Smith: +8
Legendary Smith: +10
Dungeon Masters may adjust based on setting.
---
# Reforging & Deconstruction
Replacing a core material requires:
- Access to a forge equal to or higher than original tier.
- Half the original material cost.
- Half the original downtime.
A weapon may only be reforged once without increased risk.
Each additional reforging attempt increases the crafting DC by 2.
Deconstruction returns 25% of base material value unless the material is damaged.
---
# Forge Hazards (Optional Rule)
Advanced and Legendary forging carries risk.
On a crafting failure by 5 or more at a Masterwork or Legendary Forge, the DM may roll on a Forge Hazard Table:
Examples:
1. Minor structural instability
2. Material contamination
3. Quenching fracture
4. Ritual backlash (Legendary only)
Hazards do not exceed bounded accuracy.
---
# Part V
# Crafting System
Crafting in Forged Foundations is structured around a clear baseline procedure. Optional modules may be layered on to increase tension or simulation detail.
Unless otherwise stated, the Core Crafting Procedure is assumed.
---
# Section I — Core Crafting Procedure
Crafting a material or tempering enhancement requires:
- Proficiency with Smith’s Tools.
- Access to the appropriate forge tier.
- Payment of material cost.
- Required downtime.
If any condition is not met, the work must be commissioned.
---
## Step 1: Select Enhancement
Choose:
- One Core Material (optional)
- One Tempering (optional)
- One Coating (optional)
Verify compatibility before proceeding.
---
## Step 2: Pay Cost
All listed material costs are paid at the beginning of crafting.
If the process fails catastrophically, material cost may be partially lost (see Failure Results).
---
## Step 3: Downtime
Crafting requires downtime based on tier:
|Tier|Downtime|
|---|---|
|Minor|5 days|
|Major|10 days|
|Superior|20 days|
|Relic|Quest-based|
Multiple qualified workers reduce time by 25%, to a minimum of 50%.
---
## Step 4: Crafting Check
Make a Smith’s Tools check.
|Tier|DC|
|---|---|
|Minor|12|
|Major|15|
|Superior|17|
|Relic|20+|
Apply proficiency and ability modifier normally.
---
## Crafting Results
- Success: Enhancement completed.
- Failure by 1–4: Downtime increases by 25%.
- Failure by 5+: Item gains one Flaw.
- Natural 1: Item gains one Flaw and must be repaired after first combat use.
Flaws are defined in the Flaw Table (below).
---
# Flaw Table (Core)
Roll 1d6:
1. Requires maintenance after each long rest.
2. Noisy draw; disadvantage on first Stealth check after drawing.
3. Hairline crack; breaks on second natural 1.
4. Poor balance; –1 damage (repairable).
5. Cosmetic flaw only.
6. Coatings cannot adhere.
Flaws may be repaired during downtime with a DC 12 Smith’s Tools check.
---
# Section II — Optional Module: Structural Integrity
This module introduces durability tension.
Each nonmagical enhanced weapon gains Integrity points:
Base Integrity: 10
Material Modifier:
Minor Material: +0
Major Material: +2
Superior Material: +4
Integrity is reduced by:
- Rolling a natural 1 (–1)
- Suffering a Forge Hazard (–1 to –3)
- Being used to strike a harder material than its own (DM discretion)
At 0 Integrity:
- The weapon gains a Major Flaw.
- It must be repaired before further use.
Integrity may be restored during downtime with a DC 15 Smith’s Tools check.
This module is optional and should be used in campaigns that favour equipment tension.
---
# Section III — Optional Module: Time Pressure Crafting
Under time pressure, a smith may reduce downtime by half.
If doing so:
- Increase DC by 2.
- On failure by 5+, roll twice on the Flaw Table.
This module is suitable for wartime or siege campaigns.
---
# Section IV — Optional Module: Cooperative Crafting
Multiple proficient crafters may collaborate.
For each additional proficient smith:
- Reduce downtime by 10%.
- Gain +1 to the crafting check (maximum +3).
If any participating smith fails a DC 10 Intelligence check during the process, apply disadvantage to the crafting roll.
This module reflects workshop environments.
---
# Section V — Commissioning Work
If hiring an NPC:
- Pay full cost upfront.
- Use forge tier DC.
- NPC applies their skill bonus.
Suggested NPC Bonuses:
Village Smith: +4
Guild Smith: +6
Master Smith: +8
Legendary Smith: +10
On catastrophic failure, the DM may reduce refund to 25%.
---
# Section VI — Reforging
Replacing a core material:
- Requires forge tier equal to or greater than original.
- Costs 50% of original material value.
- Requires half original downtime.
Each reforging attempt beyond the first increases DC by 2.
---
# Section VII — Deconstruction
Weapons may be deconstructed to reclaim material.
Return:
- 25% of material value if intact.
- 10% if fractured or flawed.
Magical state must be removed before deconstruction.
---
# Section VIII — Advanced Failure (Optional)
On failure by 5+ at a Masterwork or Legendary Forge, roll 1d6:
1. Material contamination (–1 Integrity permanently).
2. Tempering instability (damage bonus suppressed until repaired).
3. Structural warp (–5 ft thrown range, if applicable).
4. Quenching fracture (gain 2 fractures immediately).
5. Ritual backlash (Relic only; minor narrative complication).
6. Controlled failure (no additional effect).
These do not exceed bounded accuracy.
---
# Part VI
# Legendary Forging & Relic Construction
Legendary forging does not produce superior versions of existing materials. It produces singular weapons shaped by narrative convergence.
Relics are not upgrades.
They are constructed through alignment of:
- Material
- Forge
- Ritual
- Purpose
- Quest
This chapter defines the structured framework for Relic construction.
---
# Section I — Legendary Forge Qualification
A weapon may only become a Relic if forged at a **Legendary Forge**.
Legendary Forges must meet all three conditions:
1. Mythic Location (volcanic heart, celestial consecration chamber, meteor impact vault, etc.)
2. Ritual Containment Capacity
3. Narrative Catalyst (quest completion)
Without all three, Relic construction is impossible.
---
# Section II — Relic Construction Framework
Relic construction requires five components.
All five must be satisfied.
---
## 1. Core Material
Relics must use one of the following:
- Adamantine
- Star-Metal
- Dragonbone
- Dawnsteel
- A material approved by the DM
The material must be pristine and narratively significant.
---
## 2. Forge Trait Alignment
The Legendary Forge must possess a defining trait that influences the Relic.
Examples:
Volcanic Core
Sanctified Anvil
Storm Crucible
Meteoric Vault
Gravefire Chamber
The Relic inherits one controlled trait from the forge.
This trait must not exceed the Power Ceiling Doctrine.
---
## 3. Ritual Investment
Relic construction requires:
- 1,000 gp of ritual components minimum.
- 30 days of uninterrupted downtime.
- At least one proficient smith and one ritual specialist (Arcana or Religion proficiency).
Failure to meet ritual conditions results in automatic failure.
---
## 4. Narrative Catalyst
A Relic must be tied to a completed quest.
Examples:
- Slaying a dragon whose bone forms the weapon.
- Closing a planar breach before forging.
- Consecrating the forge under celestial alignment.
- Quenching the weapon in a battlefield where a great evil fell.
Without narrative catalyst, the weapon remains a masterwork item, not a Relic.
---
## 5. Relic Check
At completion, make:
Smith’s Tools check (DC 20)
Ritual Specialist check (Arcana or Religion, DC 18)
If both succeed, the Relic stabilises.
If one fails, the weapon gains a Major Flaw but remains functional.
If both fail by 5 or more, the material destabilises and the ritual must be repeated after additional questing.
---
# Section III — Relic Traits
Relics gain one Relic Trait.
A Relic Trait:
- Does not grant scaling attack bonuses.
- Does not exceed +3 equivalent power.
- Does not grant advantage.
- Does not multiply damage dice.
- Is usable once per short or long rest unless otherwise stated.
---
## Sample Relic Traits
### Celestial Severance
When you hit an undead creature, you may force it to make a Constitution saving throw (DC = 8 + proficiency + ability modifier). On a failure, it cannot regain hit points for 1 minute.
Once per long rest.
---
### Storm Unleashed
When you score a critical hit, lightning arcs to a second creature within 10 feet, dealing 1d6 lightning damage.
Once per short rest.
---
### Meteoric Impact
When you reduce a creature to 0 hit points, creatures within 5 feet take 2 force damage.
Once per turn.
---
### Gravebind
When you hit a creature concentrating on a spell, it has disadvantage on its next concentration check before the end of its next turn.
Once per short rest.
---
These are noticeable, but bounded.
---
# Section IV — Relic Resonance (Advanced Option)
If a Relic combines:
- A compatible core material
- A forge trait
- A narrative catalyst directly tied to a creature type
It may gain a Resonance Effect.
Resonance Effects are minor but flavourful.
Example:
A Dragonbone weapon forged after slaying a blue dragon may deal lightning damage instead of chosen element once per long rest.
Resonance is DM adjudicated and optional.
---
# Section V — Artifact Threshold
If a Relic:
- Exceeds the Power Ceiling Doctrine,
- Alters action economy,
- Grants scaling bonuses,
- Or functions beyond limited-use triggers,
It is no longer a Relic.
It becomes an Artifact.
Artifact construction is beyond the scope of this book and remains DM-controlled.
---
# Section VI — Example Relic Weapons
To elevate production quality, the book includes fully written relic examples.
Here are three to establish tone.
---
### Star-Metal Executioner
Weapon (greatsword), Relic
Core: Star-Metal
Forge: Meteoric Vault
This weapon ignores resistance to nonmagical weapon damage granted by creatures native to the Material Plane.
Relic Trait — Meteoric Rupture (1/Long Rest):
When you score a critical hit, the target must succeed on a Strength saving throw (DC 16) or be knocked prone.
---
### Dawnsteel Redeemer
Weapon (mace), Relic
Core: Dawnsteel
Forge: Sanctified Forge
Undead struck by this weapon cannot regain hit points until the start of your next turn.
Relic Trait — Radiant Invocation (1/Long Rest):
As a bonus action, the weapon sheds bright light in a 20-foot radius for 1 minute. While active, undead within the light have disadvantage on their first attack each turn.
---
### Dragonbone Storm Pike
Weapon (pike), Relic
Core: Dragonbone (Lightning)
Forge: Storm Crucible
Deals an additional 1d6 lightning damage.
Relic Trait — Chain Conductor (1/Short Rest):
When you roll maximum lightning damage, a second creature within 10 feet takes 1 lightning damage.
---
---
## Appendix
Perfect.
Appendices are where professional supplements either look complete — or look rushed.
We’ll build this like a real flagship book.
Clean. Structured. Printable. Usable at the table.
---
# Appendix A
# Quick Reference Tables
---
## A1. Four-Layer Weapon Model (Quick Reference)
Each enhanced weapon may have:
• **1 Core Material** (optional)
• **1 Permanent Tempering** (optional)
• **1 Temporary Coating** (optional)
• **1 Weapon State** (always defined)
If an enhancement cannot be clearly assigned to one layer, it does not stack.
---
## A2. Core Materials Summary
|Material|Primary Effect|Forge Tier|
|---|---|---|
|Silvered|Counts as silver for relevant creatures|Enhanced|
|Adamantine|Crit against objects|Masterwork|
|Mithral|Removes Heavy property; half weight|Advanced|
|Cold Iron|Ignores Fey resistance (nonmagical only)|Advanced|
|Dawnsteel|Undead cannot regain HP until next turn|Masterwork|
|Grave-Steel|Ignores undead necrotic resistance|Masterwork|
|Feyglass|Crit reduces speed; fragile|Masterwork|
|Storm-Wrought Iron|+1 lightning on max roll|Advanced|
|Leviathan Bone|No underwater disadvantage|Advanced|
|Star-Metal|Ignores resistance of Material-native creatures|Legendary|
---
## A3. Tempering Summary
|Tempering|Effect|Incompatible With|
|---|---|---|
|Fire-Forged|+1 fire damage|Frost-Tempered|
|Frost-Tempered|+1 cold damage|Fire-Forged|
|Storm-Hardened|+1 lightning vs metal armour|Storm-Wrought Iron|
|Blood-Quenched|1 temp HP on kill|Dawnsteel|
|Sanctified Edge|+1 radiant vs undead/fiends|Blood-Quenched|
|Void-Coated|+1 to conceal weapon|Fire-Forged|
|Echo-Tempered|Reroll one damage die of 1 per turn|Feyglass, Obsidian|
---
## A4. Forge Tiers Summary
|Forge Tier|Capabilities|
|---|---|
|Standard|Mundane crafting only|
|Enhanced|Silvering, Fire/Frost tempering|
|Advanced|Cold Iron, Mithral, Storm-Wrought|
|Masterwork|Adamantine, Dawnsteel, Grave-Steel, Feyglass|
|Legendary|Star-Metal, Dragonbone, Relic construction|
---
## A5. Crafting DCs
|Tier|DC|
|---|---|
|Minor|12|
|Major|15|
|Superior|17|
|Relic|20+|
---
## A6. Crafting Outcomes
|Result|Outcome|
|---|---|
|Success|Item completed|
|Fail by 1–4|+25% downtime|
|Fail by 5+|Gain 1 Flaw|
|Natural 1|Flaw + repair after first combat|
---
# Appendix B
# Compatibility Matrix
Core Material vs Tempering
|Material ↓ / Tempering →|Fire|Frost|Storm|Blood|Sanctified|Void|Echo|
|---|---|---|---|---|---|---|---|
|Silvered|✔|✔|✔|✔|✔|✔|✔|
|Adamantine|✔|✔|✔|✔|✔|✔|✔|
|Mithral|✔|✔|✔|✔|✔|✔|✔|
|Cold Iron|✖|✖|✖|✖|✖|✖|✖|
|Dawnsteel|✔|✔|✔|✖|✔|✔|✔|
|Grave-Steel|✖|✔|✔|✔|✖|✔|✔|
|Feyglass|✖|✔|✔|✔|✔|✔|✖|
|Storm-Wrought|✔|✔|✖|✔|✔|✔|✔|
|Leviathan Bone|✖|✔|✔|✔|✔|✔|✔|
|Star-Metal|✔|✔|✔|✔|✔|✔|✔|
✔ = Allowed
✖ = Forbidden
Dungeon Master adjudication overrides edge cases.
---
# Appendix C
# Optional Rule Summary
### Structural Integrity
Base: 10
Minor Material: +0
Major: +2
Superior: +4
Reduced by:
• Natural 1
• Forge hazard
• Material stress
At 0: Major Flaw.
---
### Time Pressure Crafting
• Halve downtime
• +2 DC
• On fail by 5+, roll twice on Flaw table
---
### Cooperative Crafting
• +1 bonus per additional proficient smith (max +3)
• –10% time per additional smith
---
# Appendix D
# Flaw Table (d6)
1. Requires maintenance after long rest
2. Noisy draw
3. Structural crack
4. –1 damage (repairable)
5. Cosmetic flaw
6. Coatings fail to adhere
---
# Appendix E
# Crafting Log Sheet (Printable)
---
Weapon Name: __________________________
Base Weapon: __________________________
Core Material: _________________________
Tempering: ____________________________
Coating: ______________________________
Weapon State: Mundane / Magical
Forge Tier Used: ______________________
Smith: ________________________________
Downtime Spent: _______________________
Crafting DC: __________________________
Result: _______________________________
Integrity (if using optional rule): _____ / _____
Flaws (if any):
---
---
Notes:
---
---
---
---
.
## The Arsenal Series
The Arsenal Series presents structured, system-driven expansions for fifth edition. Each book introduces a distinct mechanical framework designed to integrate cleanly with the core rules while preserving bounded accuracy and official power expectations.
Each title functions independently. Together, they form a cohesive design philosophy built on deliberate choice, preparation, and mechanical clarity.
**Current Titles**
- Arcane Arsenal
- Forged Foundations
Future volumes expand structured subsystems without escalating beyond fifth edition design limits.
---