# Forged Foundations
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A Complete Material & Tempering System for Fifth Edition
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Dungeons & Dragons
Community Content
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Forged Foundations is published under the Dungeon Masters Guild Community Content Agreement.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, and all related logos and trademarks are property of Wizards of the Coast LLC.
© 2026 Sordia Vignti. All original content in this work is published under the Dungeon Masters Guild Community Content Agreement.
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# The Arsenal Series
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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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# Credits
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Design & Development: Sordia Vignti
Editing: [Name or “Self-Edited”]
System Consultation: [Optional]
Layout: [Software Used]
Playtesting: [Names or “Community Playtesters”]
Special Thanks: [Optional]
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# Legal (DMsGuild Compatible Draft)
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Forged Foundations © 2026 Sordia Vignti
Dungeons & Dragons, D&D, Wizards of the Coast, Dungeon Masters Guild, the Dungeon Masters Guild logo, and all related trademarks are property of Wizards of the Coast LLC and are used with permission.
This work contains material that is © Wizards of the Coast and/or other authors. Such material is used with permission under the Dungeon Masters Guild Community Content Agreement.
All other original material in this work is © 2026 Sordia Vignti.
This product is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.
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# Using Forged Foundations
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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
• Coatings only
• Forge progression only
• Structural Integrity only
• Legendary forging only
Optional modules are clearly marked and may be excluded without disrupting the core system.
Campaign guidance:
Low Fantasy: Use core materials; restrict Masterwork and Legendary forge access.
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 artefact.
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# Optional Dedication
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Dedicated to those who believe that steel, shaped with purpose, can be as meaningful as any spell.
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# Introduction
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## The Philosophy of Deliberate Steel
Magical weapons in many campaigns follow a predictable path: a character acquires a +1 weapon, later replaces it with a +2 weapon, and eventually discards it for something stronger. Progression becomes linear and transactional.
Forged Foundations replaces that model for nonmagical equipment.
This system treats weapons not as disposable upgrades, but as instruments of preparation. A forged weapon is refined, tempered, coated, and maintained over time. Its identity is defined by deliberate mechanical trade-offs and targeted advantages rather than universal scaling.
Rather than stacking passive bonuses, Forged Foundations emphasises meaningful choices. Materials counter specific threats. Tempering refines minor physical properties. Coatings provide temporary adaptability. Each layer changes how the weapon behaves — not merely how much damage it deals.
This system is built around horizontal progression rather than vertical escalation.
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## Design Intent
Forged Foundations is guided by five core principles:
1. **Targeted Advantage Over Universal Scaling.** Materials solve problems; they do not become “better weapons” in all circumstances.
2. **Bounded Accuracy Protection.** No step in this system grants scaling attack bonuses, advantage, or extra attacks.
3. **Controlled Power Ceiling.** No crafted weapon exceeds the effective power of a +3 weapon unless it is deliberately elevated by the DM via Relic/Artefact play.
4. **Identity Through Construction.** Two characters with the same base weapon can build entirely different tools through material, tempering, and coating decisions.
5. **Dungeon Master Stability.** Mandatory stacking rules prevent unintended interactions and preserve encounter integrity.
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## What This System Is
Forged Foundations is a structured equipment expansion for fifth edition that formalises folklore materials (silver, cold iron) and setting-compatible materials (dawnsteel, grave-steel, feyglass, and more) into a clean, table-ready system.
These are physical and folkloric enhancements — not enchantments. This system does not replace magic items. It provides an alternate progression path when your campaign’s tone supports meaningful equipment preparation.
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## What It Is Not
This system is not intended to:
• Replace magical item progression in standard campaigns
• Model real-world metallurgy
• Create weapons that trivialise resistances, immunities, or encounter design
• Inflate damage and accuracy beyond fifth edition expectations
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# The Core Concept
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A forged weapon is defined by **four independent layers**:
1. **Core Material**
2. **Permanent Tempering**
3. **Temporary Coating**
4. **Weapon State**
Each layer has strict limits. Those limits are the backbone of the system. They ensure clarity, prevent stacking abuse, and preserve bounded accuracy.
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# Mandatory Balance Rules
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These rules are mandatory. They exist to protect action economy, prevent stacking exploitation, and preserve the Power Ceiling.
1. **One Core Material.** A weapon may have only one core material.
2. **One Tempering.** A weapon may have only one permanent tempering (or none).
3. **One Coating Active.** A weapon may have only one coating active at a time.
4. **No Same-Type Stacking.** Two effects of the same type do not stack (for example, multiple speed reductions).
5. **Power Ceiling Doctrine.** No enhancement may:
• Grant scaling attack bonuses
• Grant advantage to attacks as a general rule
• Add extra attacks
• Multiply damage dice
• Bypass immunity (unless explicitly and narrowly defined by the DM)
6. **Material Supersession Rule.** If a weapon becomes magical, material-based “nonmagical resistance bypass” does not stack with magical bypass (details in Chapter 1).
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# Structure of This Book
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Forged Foundations is divided into the following sections:
Part I — Design & Framework
Part II — Core Materials
Part III — Tempering & Treatment
Part IV — Coatings & Consumables
Part V — Forges & Guilds
Part VI — Crafting System
Part VII — Legendary Forging & Relic Construction
Part VIII — Dungeon Master Integration Guide
Appendices & Quick Reference Tables
Printable Log Sheets
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# Part I: Design & Framework
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## Chapter 1: The Four-Layer Weapon Model
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### The Four Layers
Every enhanced weapon is defined by four independent layers:
1. **Core Material**
The primary substance from which the weapon is constructed. A weapon may have only one core material.
2. **Permanent Tempering**
Post-forging treatment applied to refine the weapon’s performance. A weapon may have one permanent tempering, or none.
3. **Temporary Coating**
Consumable applications that provide short-term effects. Only one coating may be active at a time.
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.|
If an enhancement cannot be clearly assigned to one layer, it does not stack.
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### 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 to nonmagical attacks). However, it still counts as its material for creatures that specifically require it (such as silvered weapons against certain 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.
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### Stacking Hierarchy
1. One Core Material
2. One Permanent Tempering
3. One Active Coating
4. Different layers stack unless explicitly restricted
5. Same-type effects do not stack
If two rules conflict, the more specific rule overrides the more general rule.
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### Compatibility & Logical Integrity
Forging follows physical and folkloric logic. If a combination violates physical plausibility, folklore tradition, or narrative coherence, it cannot be crafted regardless of gold cost or forge access. The DM has final authority over edge cases.
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# Part II: Core Materials
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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.
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## Silvered
**Source Reference:** Player’s Handbook, Equipment.
### 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.
### Example Weapon
**Silvered Longsword**
Weapon (longsword), uncommon craftsmanship
This weapon counts as silvered for creatures vulnerable to silvered weapons.
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## 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 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 for structural logic)
### Interaction With Magical State
If the weapon becomes magical, it retains its automatic critical hit property against objects.
### Example Weapon
**Adamantine Warhammer**
Weapon (warhammer), rare craftsmanship
Any hit against an object is a critical hit.
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## Mithral
**Source Reference:** Dungeon Master’s Guide (armour), adapted conservatively for weapons.
### 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 the weapon becomes magical, it retains its weight and Heavy property modifications.
### Example Weapon
**Mithral Greatsword**
Weapon (greatsword), rare craftsmanship
This weapon’s weight is halved and it does not have the Heavy property.
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## Cold Iron
Cold iron 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. It does not bypass immunity. It provides no benefit against non-Fey creatures. 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 the weapon becomes magical, it no longer ignores Fey resistance unless that resistance specifically applies only to nonmagical damage. It still counts as cold iron for narrative or creature-specific interactions.
### Example Weapon
**Cold Iron Shortsword**
Weapon (shortsword), uncommon craftsmanship
This weapon ignores Fey resistance to nonmagical weapon damage.
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## 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. No bonus damage. 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 the weapon becomes magical, it retains its anti-healing effect against undead.
### Example Weapon
**Dawnsteel Mace**
Weapon (mace), rare craftsmanship
Undead struck by this weapon cannot regain hit points until the start of your next turn.
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## Grave-Steel
Forged from funeral pyres and ash-treated iron, used in regions plagued by necromancy.
### Mechanical Properties
Damage dealt by a grave-steel weapon ignores resistance to necrotic damage granted by undead creatures. It does not bypass immunity. No bonus damage. 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.
### Example Weapon
**Grave-Steel Longsword**
Weapon (longsword), rare craftsmanship
Damage from this weapon ignores necrotic resistance granted by undead creatures.
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## Feyglass
A translucent crystalline material grown rather than forged.
### Mechanical Properties
On a critical hit, the target’s speed is reduced by 10 feet until the end of its next turn.
Fragility: 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. 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
Retains both the critical-speed reduction and fracture mechanic.
### Example Weapon
**Feyglass Rapier**
Weapon (rapier), rare craftsmanship
On a critical hit, reduce the target’s speed by 10 feet until end of its next turn.
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## Storm-Wrought Iron
Iron tempered under sustained lightning exposure.
### Mechanical Properties
When you roll maximum damage on a weapon damage die with this weapon, it deals 1 additional lightning damage. This does not scale. 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
Retains its lightning trigger effect.
### Example Weapon
**Storm-Wrought Battleaxe**
Weapon (battleaxe), uncommon craftsmanship
On a maximum weapon die, deal +1 lightning damage.
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## 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. 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
Retains its underwater properties.
### Example Weapon
**Leviathan Bone Spear**
Weapon (spear), uncommon craftsmanship
No underwater disadvantage; +1 damage when both combatants are submerged.
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## Star-Metal
Metal fallen from extraplanar bodies.
### 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 does not apply to extraplanar creatures. 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
Retains its resistance bypass clause.
### Example Weapon
**Star-Metal Greatsword**
Weapon (greatsword), very rare craftsmanship
Ignores resistance to nonmagical weapon damage granted by Material-native creatures.
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# Part III: Tempering & Treatment
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Tempering represents post-forge refinement. Unlike core materials, tempering alters performance rather than substance.
Rules:
• One permanent tempering per weapon (or none).
• Tempering never increases attack bonuses or grants advantage.
• Tempering never multiplies damage dice.
• Tempering effects do not stack with other tempering.
• If tempering conflicts with a core material’s physical or folkloric properties, it cannot be applied.
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## 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)
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## 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)
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## Storm-Hardened
### Mechanical Properties
When you hit a creature wearing metal armour, the weapon deals 1 additional lightning damage. Does not apply if the target is not wearing metal armour.
### Compatibility
Not compatible with: Storm-Wrought Iron (overlapping process), Dragonbone
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## Blood-Quenched
### Mechanical Properties
When you reduce a creature to 0 hit points with this weapon, you gain 1 temporary hit point. This does not stack and expires at the end of your next turn.
### Compatibility
Not compatible with: Dawnsteel, Sanctified Edge
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## Sanctified Edge
### 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
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## Void-Coated
### 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 affect attacks.
### Compatibility
Not compatible with: Fire-Forged, Storm-Hardened
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## Echo-Tempered
### 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 (if used in your setting)
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# Part IV: Coatings & Consumables
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Coatings are temporary applications that provide short-term effects.
Rules:
• Only one coating may be active at a time.
• Coatings do not permanently alter the weapon.
• Coatings expire when their duration ends.
• Unless otherwise stated, applying or removing a coating requires 1 minute.
• A coating cannot be applied to a weapon that has the “Coatings cannot adhere” flaw.
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## Standard Coatings (Core List)
### Alkaline Etch Paste
Duration: 1 hour
Effect: The first time each turn you hit a creature with this weapon, deal +1 acid damage. This does not stack with other per-turn acid riders.
### Ember Oil
Duration: 10 minutes
Effect: The first time each turn you hit a creature, the target takes +1 fire damage.
### Rime Salve
Duration: 10 minutes
Effect: The first time each turn you hit a creature, its speed is reduced by 5 feet until the start of your next turn. This does not stack with other speed reductions from this weapon.
### Conductive Grease
Duration: 10 minutes
Effect: The first time each turn you hit a creature wearing metal armour, deal +1 lightning damage.
### Ghost-Soot Blackening
Duration: 8 hours
Effect: You gain a +2 bonus to Dexterity (Stealth) checks made to hide the weapon on your person. This bonus does not stack with Void-Coated tempering; use the higher bonus.
### Warding Chalk Slurry
Duration: 1 hour
Effect: When a creature hits you with an opportunity attack provoked by drawing or stowing this weapon, reduce that attack’s damage by 1 (minimum 0). Once per turn.
DM note: Coatings are intentionally small. Their value comes from preparation and specificity, not raw scaling.
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# Part V: Forges & Guilds
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Forging is defined by infrastructure, tradition, and political control. Not all forges can stabilise rare alloys or perform mythic processes.
## 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
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## Forge Tiers
### Standard Forge
Technology: Common
Locations: Villages, small towns
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
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### Enhanced Forge
Technology: Refined
Locations: Large towns, guild districts
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
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### Advanced Forge
Technology: Specialist
Locations: Dwarven holds, elven enclaves, military capitals
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 Relic construction
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### Masterwork Forge
Technology: Elite
Locations: Royal cities, ancient holds
Control: Crown, high guild authority, archmages
Capabilities:
• Adamantine shaping
• Dawnsteel
• Grave-Steel
• Feyglass
• All tempering options
Limitations:
• Cannot safely stabilise extraplanar metals without ritual containment
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### Legendary Forge
Technology: Mythic
Locations: Singular sites
Control: Unique guardianship
Legendary forges are not built casually. They are ancient volcanic cores, celestial consecration chambers, meteoric vaults, planar convergence sites, and dwarven ancestral engines.
Capabilities:
• Star-Metal stabilisation
• Dragonbone shaping at scale (DM discretion)
• Legendary resonance crafting
• Relic-tier weapons
• Artefact-tier construction (DM discretion)
Limitations:
• Require quest access
• Require ritual preparation
• Often guarded or politically restricted
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## Forge Traits (Optional)
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 lightning damage on maximum roll (still flat, non-scaling).
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## Commissioning Work
Commissioning requires:
• The smith has Smith’s Tools proficiency
• The forge tier meets requirements
• Political/economic barriers may apply
Suggested NPC bonuses:
Village Smith: +4
Guild Smith: +6
Master Smith: +8
Legendary Smith: +10
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## Reforging & Deconstruction
Reforging (replace core material):
• Forge tier equal to or higher than original
• 50% original material cost
• Half original downtime
• A weapon may be reforged once without increased risk
• Each additional reforge increases crafting DC by 2
Deconstruction returns:
• 25% of base material value if intact
• 10% if fractured or flawed
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# Part VI: Crafting System
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Crafting in Forged Foundations uses a clear baseline procedure. Optional modules add tension and simulation detail.
## Section I — Core Crafting Procedure
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Crafting an 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 costs are paid at the beginning of crafting. On catastrophic failure, material cost may be partially lost (DM discretion).
### Step 3: Downtime
|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+|
### 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.
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## Flaw Table (Core, 1d6)
1. Requires maintenance after each long rest.
2. Noisy draw; disadvantage on the first Stealth check after drawing.
3. Hairline crack; breaks on the 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.
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## Section II — Optional: Structural Integrity
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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)
• Striking 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.
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## Section III — Optional: Time Pressure Crafting
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A smith may reduce downtime by half. If doing so:
• Increase DC by 2.
• On failure by 5+, roll twice on the Flaw Table.
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## Section IV — Optional: Cooperative Crafting
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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.
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## Section V — Commissioning Work
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If hiring an NPC:
• Pay full cost upfront
• Use forge tier DC
• NPC applies their skill bonus
On catastrophic failure, the DM may reduce refund to 25%.
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## Section VI — Reforging
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Replacing a core material:
• Forge tier equal to or greater than original
• 50% of original material value
• Half original downtime
• Each reforging attempt beyond the first increases DC by 2
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## Section VII — Deconstruction
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Return values:
• 25% of material value if intact
• 10% if fractured or flawed
Magical state must be removed before deconstruction.
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## Section VIII — Optional: Advanced Failure
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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).
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# Part VII: Legendary Forging & Relic Construction
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Legendary forging does not produce “better 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
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## Section I — Legendary Forge Qualification
A weapon may only become a Relic if forged at a Legendary Forge. A Legendary Forge must meet all three conditions:
1. Mythic Location
2. Ritual Containment Capacity
3. Narrative Catalyst (quest completion)
Without all three, Relic construction is impossible.
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## Section II — Relic Construction Framework
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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 (Volcanic Core, Sanctified Anvil, Storm Crucible, Meteoric Vault, Gravefire Chamber). The Relic inherits one controlled trait from the forge.
### 3. Ritual Investment
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)
### 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 on a battlefield where a great evil fell
### 5. Relic Check
At completion, make:
• Smith’s Tools check (DC 20)
• Ritual Specialist check (Arcana or Religion, DC 18)
Outcomes:
• Both succeed: the Relic stabilises.
• One fails: the weapon gains a Major Flaw but remains functional.
• Both fail by 5+: the material destabilises; 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 (1/Long Rest)**
When you hit an undead creature, you may force it to make a Constitution saving throw (DC = 8 + proficiency bonus + ability modifier). On a failure, it cannot regain hit points for 1 minute.
**Storm Unleashed (1/Short Rest)**
When you score a critical hit, lightning arcs to a second creature within 10 feet, dealing 1d6 lightning damage.
**Meteoric Impact (Once per turn)**
When you reduce a creature to 0 hit points, creatures within 5 feet take 2 force damage.
**Gravebind (1/Short Rest)**
When you hit a creature concentrating on a spell, it has disadvantage on its next concentration check before the end of its next turn.
.
## Section IV — Relic Resonance (Optional)
.
If a Relic combines a compatible core material, a forge trait, and a narrative catalyst directly tied to a creature type, it may gain a minor Resonance Effect. Resonance is DM-adjudicated and must remain bounded.
Example: A dragonbone weapon forged after slaying a blue dragon may deal lightning damage instead of its chosen element once per long rest.
.
## Section V — Artefact 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 Artefact. Artefacts are DM-controlled and beyond the scope of this book.
.
## Section VI — Example Relic Weapons
.
### 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.
.
---
# Part VIII: Dungeon Master Integration Guide
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Forged Foundations adds preparation and specificity to equipment without replacing magic items. The system is stable when you control availability, rarity, and forge access.
## Establishing Tone
Decide whether enhanced weapons are:
• Common craft in civilised regions
• Guild-controlled specialist work
• Rare traditions tied to cultures (dwarves, elves, coastal holds)
• Mythic artefacts known only in legend
Availability shapes perception.
.
## Controlling Scaling
Balance primarily through:
• Material scarcity
• Forge tier access
• Downtime gating
• Political control and commissioning barriers
• Quest access for Masterwork and Legendary forging
Avoid granting early access to Masterwork and Legendary materials in low-level campaigns unless you want that tone.
.
## Encounter Adjustments
If materials feel strong:
• Increase enemy mobility and repositioning
• Use mixed enemy types rather than uniform resistances
• Add environmental constraints and shifting terrain
• Reward intelligent preparation rather than punishing it with inflated hit points
.
## Reward Design
Good rewards for this system include:
• A forge introduction (access to a higher tier)
• A rare ingot, bone segment, or cultivated shard
• A master smith favour
• A blueprint-like “forging method” (permission to craft a specific material)
• A forge trait reveal (Masterwork/Legendary)
.
---
# 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; 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|
|Sanctified Edge|+1 radiant vs undead/fiends|Blood-Quenched|
|Void-Coated|+1 to conceal weapon|Fire-Forged, Storm-Hardened|
|Echo-Tempered|Reroll one weapon die of 1 per turn|Feyglass|
|.|||
## A4. Forge Tiers Summary
|Forge Tier|Capabilities|
|---|---|
|Standard|Mundane crafting only|
|Enhanced|Silvering, Fire/Frost tempering|
|Advanced|Cold Iron, Mithral, Storm-Wrought, Leviathan Bone|
|Masterwork|Adamantine, Dawnsteel, Grave-Steel, Feyglass|
|Legendary|Star-Metal, 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
DM 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:
---
---
.
---
# Closing Statement
.
Forged Foundations presents material forging as deliberate design rather than linear advancement. Power within this system does not come from accumulation, but from considered choices made at the anvil and tested in the field.
Each material shapes match-ups. Each tempering refines performance. Each coating enables short-term adaptation. Balance is not imposed from outside the system — it emerges from the limits and trade-offs built into it.
Forge with intent. Prepare with purpose. Let your steel tell the story.