TEXT: EN World EN5IDER | A Blade for All Seasons
  EN World EN5IDER | A Blade for All Seasons
   
  writing Kiel Chenier
   color art Egil Thompson
   
   Jeshields
   
  editing James J. Haeck
   
  layout Eric Life-Putnam
  A Blade for 
  All Seasons
  A 
  squire bends her knee And 
   holds a scabbard up to 
  her knight, who unsheathes a 
  brand new longsword.
  A 
  persistent rogue, tied up, 
   wriggles to reach what’s 
  secreted away in her boot: a 
  freshly sharpened dagger with 
  which to cut her bonds.
  A 
  bent wizArd cuts up 
   mandrake root using 
  a freshly oiled and sharpened 
  knife; the same knife she’ll end 
  up stabbing an attacking goblin 
  in the face with.
  Gifts of the Forge
  
  A Blade for All Seasons | EN World EN5IDER
  A Blade for All Seasons | EN World EN5IDER
  Adventurers of all shapes and sizes wield blades. 
  They are some of the most common tools in 
  an adventurer’s’ arsenal, and are cherished by 
  hulking warriors and tiny thieves alike. 
   As such, blades make inspired gifts. Whether 
  it’s a hunting knife given as a simple gift of 
  appreciation, or a heavy sword gifted as a rite of 
  passage, blades are perfect gifts for your fellow 
  adventurers this holiday season. 
   This article provides a set of rules for creating 
  custom blades by providing blacksmiths with all 
  the required supplies and ingredients. 
  Custom Made Blades
  Blacksmiths can be found in most settlements, 
  from small villages to bustling metropolises. 
  While every blacksmith charges different rates 
  based on their level of experience, most make 
  a point of charging half the cost of the blade 
  in question to forge a custom version of it. For 
  example, a novice blacksmith forging a dagger 
  (2 gp) charges 3 gp for a custom dagger, plus the 
  cost of any special materials.
  Smithing Experience Levels
  Blacksmiths come in three levels of experience: 
  Novice, Adept, and Expert. Large cities generally 
  have 1d6 Expert level blacksmiths within their 
  walls. Smaller settlements tend to only have one 
  or two blacksmiths, and their level of experience 
  is random. When the player characters encounter 
  a new blacksmith, roll 1d4:
   
  ▶ A roll of 1 means the blacksmith is a Novice.
   
  ▶ A roll of 2–3 means the blacksmith is an 
  Adept.
   
  ▶ A roll of 4 means the blacksmith is an Expert.
  Novice Blacksmith
  “Make a sword? I mean, I think I can. I mostly do 
  horseshoes, but...how hard could it be?”
   
  ▶ Fee: Cost of the weapon + 50% its cost for 
  labor + cost of special ingredients.
   
  ▶ Proficiency: +1 to rolls on the Smithing Table.
   
  ▶ Novice blacksmiths often work in rural areas 
  of civilization (use commoner statistics) or 
  with nomadic tribes (tribal warrior) that 
  wander the wilds. Their skills are passable 
  at best, as they are most used to forging 
  items most needed in their environment: 
  horseshoes, farming tools, arrowheads, and 
  barrel hoops. Many novice blacksmiths relish 
  the chance at forging blades for combat, 
  though few possess the know-how to craft 
  a professional looking blade. Still, what 
  they lack in skill they often make up for in 
  enthusiasm. 
  Adept Blacksmith
  “Swords, daggers, spears, even the odd mace. Weapon 
  orders are second nature to me!”
   
  ▶ Fee: Cost of the blade + 100% its cost for 
  labor + cost of special ingredients. 
   
  ▶ Proficiency: +3 to rolls on the Smithing Table.
   
  ▶ Adept blacksmiths are most often found 
  working in border towns and larger cities 
  (use guard statistics)—places where 
  soldiers, guards, and sellswords are most 
  common. They are well-versed in forging 
  blades, as many spend a number of years 
  as a monarch’s retainer, forging blades 
  for their soldiers. An adept blacksmith 
  forges weapons that are serviceable and 
  nondescript, often having to forge these 
  weapons in great quantities. Many enjoy the 
  challenge that a custom order represents.
  Open Game Content
  The game rule information in this article is designated Open Game Content. All of the other material in this article, 
  including maps and illustrations (including illustrations in the public domain), narrative and descriptive 
  text, character and place names, trade dress, “EN Publishing,” “EN World,” “EN5ider,” EN Publishing 
  product and article titles, and EN World and EN Publishing logos, are designated Product Identity.
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  EN World EN5IDER | A Blade for All Seasons
  EN World EN5IDER | A Blade for All Seasons
  Special Forging Components
  Blades can be improved and customized using 
  a variety of rare and strange ingredients during 
  the forging process. Some of these ingredients are 
  sprinkled amid the flames in the forge, some are 
  added to the metal ingots as they are hammered 
  into the shape of a blade, others are used to 
  quench the blade once it is shaped and readied. 
   All of these components create small changes 
  to the appearance and handling of the blade. 
  It’s important to note that these blades are not 
  considered magical weapons; their additions 
  make them unique and sometimes more powerful, 
  but not in the same way that a +1 longsword is 
  considered powerful.
   For Game Masters who want to encourage their 
  players to have custom blades forged for each 
  other, consider having the following components 
  appear in your campaign as found treasure or 
  loot dropped by monsters. These components can 
  possibly be used on their own to provide a one-
  time use of their properties, but are more valuable 
  when forged into blades. Effects that require a 
  saving throw or ability check have a DC 
  equal to the Blacksmithing check used 
  to create the weapon. 
  Expert Blacksmith
  “War is my resume, and blades are my craft. Every 
  piece of sharpened steel I forge is a masterpiece!”
   
  ▶ Fee: Cost of the blade + 200% its cost for 
  labor + cost of special ingredients.
   
  ▶ Proficiency: Has a +5 to rolls on the Smithing 
  Table.
   
  ▶ Expert blacksmiths are skilled artisans 
  who have been working the forge for most 
  of their lives (use veteran statistics). They 
  are masters of their craft whose work is 
  beyond that of mere blades. Most often 
  expert blacksmiths make their living forging 
  ceremonial weapons for royalty, clergy, and 
  people of tremendous importance. They are 
  the most likely to refuse uninteresting work, 
  and will often need to be sold on the idea of 
  a sword before they’ll accept forging it. 
  Forging a custom blade requires a blacksmith to 
  roll on the Smithing Table (below). Their result 
  determines how long it takes them to forge 
  the blade, and what condition it is in when it’s 
  finished. For reference:
   
  ▶ A dagger takes a day to forge.
   
  ▶ A shortsword or longsword takes two days 
  to forge.
   
  ▶ A scimitar or rapier takes 1d4 + 1 days to 
  forge.
   
  ▶ A greatsword takes six days to forge.
   
  ▶ Adding a special component to the blade 
  takes an additional day.
  Smithing Table
  1d20
  Smithing Result
  1–4
  Complication. The blade is finished on time, but 
  hasn’t turned out right. It looks right, but it is 
  exceedingly fragile. It breaks on a natural 1 roll.
  5–9
  Behind Schedule. The blade is finished one day 
  later than scheduled, requiring more work.
  10–17
  Ordinary. The blade is finished on schedule. No 
  problems.
   18–20+ Excellent. The blade is flawless and completed 
  one day ahead of schedule. It will not rust, and 
  cannot be corroded by nonmagical means. 
   
  
  A Blade for All Seasons | EN World EN5IDER
  A Blade for All Seasons | EN World EN5IDER
  Special Forging Components
  City Cost
  Rural Cost
  Ancient Golem 
  Fragments
   
  ▶ The fragments of ancient war machines, untarnished by time.
   
  ▶ The blade has a cobalt blue shine. Constructs recognize this metal as 
  being the same as them, and must make a Charisma saving throw. On 
  a failure, they cannot attack the original wielder except in self-defense, 
  even if it goes against their master’s orders.  
  300 gp
  600 gp
  Barbarian Spit
   
  ▶ The hearty, viscous phlegm of a northern-born berserker.
   
  ▶ The blade is imbued with a kind of strange luck. Once, and only once, 
  when you roll a natural 1 using this weapon you can choose for it to be a 
  natural 20 instead.
  —
  200 gp
  Evil Tear Oil
   
  ▶ Despite having so many eyes, certain aberrations rarely cry. 
   
  ▶ The blade shimmers an eerie green under moonlight, and beasts that 
  see it at night must make a Wisdom saving throw. On a failure, they are 
  frightened of you as long as you hold it. 
  500 gp
  —
  Carbon Blend
   
  ▶ Iron with a very specific amount of carbon left in.
   
  ▶ The blade is smooth and shiny. The added carbon gives it a flexibility not 
  found in most blades. If you miss a creature with an attack using this 
  blade, and your roll is one less than the creature’s AC, you deal 1 point of 
  damage anyway.
  250 gp
  500 gp
  Cold Blood Crystals
   
  ▶ The congealed, crystallized blood of ancient and regal beasts.
   
  ▶ The blade is blood red in color and doesn’t reflect light. It deals an extra 
  1d6 damage to creatures that aren’t aware of your presence. 
  250 gp
  500 gp
  Dwarven Kindling
   
  ▶ A blade is only as good as the fire it was forged in. 
   
  ▶ The blade takes on a darker finish, like tinted glass. Many dwarves, 
  particularly dwarven smiths, respect your fine taste in blades. You have 
  advantage on Charisma checks with these dwarves.
  100 gp
  200 gp
  Ectoplasmic 
  Residue
   
  ▶ Phantasms leave behind a gooey substance; evidence of their undead 
  presence. 
   
  ▶ The blade makes a sound when it clangs with metal that’s almost like 
  screaming, and can harm ghosts as if it was a magic weapon.
  300 gp
  600 gp
  Elvish Pearl Gel
   
  ▶ Elves of the land have a deep respect for the elven blacksmiths of the 
  sea.
   
  ▶ The blade looks white and pearly, catching the light. The blade now 
  looks far more valuable and regal than its metal and make would sug-
  gest. When selling this blade, the buyer must make a Wisdom (Insight) 
  check. On a failure, they are willing to pay three times the amount of 
  gold it cost to make this blade.
  130 gp
  260 gp
  Fairy Fat
   
  ▶ Most fey creatures are tiny, so collecting their fat takes time.
   
  ▶ The blade smells of honeysuckle and forest dew. While wielding this 
  blade fey creatures have disadvantage on attack rolls against you, and 
  you have disadvantage on Charisma checks with Good and Neutral fey.
  —
  500 gp
  Glow Dust
   
  ▶ Phosphorous material collected in the bowels of the earth.
   
  ▶ In darkness the blade shines brightly, as the light spell. This cannot be 
  turned off, but can be concealed.
  200 gp
  400 gp
  
  EN World EN5IDER | A Blade for All Seasons
  EN World EN5IDER | A Blade for All Seasons
  Special Forging Components
  City Cost
  Rural Cost
  Lodestone 
  Shavings
   
  ▶ Bits of strange metal from ancient boulders and mountains.
   
  ▶ The blade appears ordinary, but has a slight magnetism about it. When 
  holding this blade, it pulls you slightly in the direction of true north, and 
  grants advantage on Wisdom (Survival) checks to avoid getting lost. 
  100 gp
  200 gp
  Troglodyte 
  Pheromones
   
  ▶ The potent musk of a repulsive lizard creature.
   
  ▶ The blade projects a pungent aroma. While unsheathed, beasts and 
  humanoids within 5 feet of you must make a Constitution saving throw. 
  On a failure, they are poisoned while within 5 feet of you.
  100 gp
  200 gp
  Merfolk Scale 
  Powder
   
  ▶ The powdered scales of a merfolk’s tail, prized by sailors and pirates.
   
  ▶ The blade smells of algae and salt water. Aquatic beasts, humanoids, and 
  monstrosities are drawn to this blade when it is submerged in bodies of 
  water, and must make a Wisdom saving throw or exclusively attack the 
  wielder of this blade.
  250 gp
  500 gp
  Umbral Shards
   
  ▶ The broken pieces of a blade forged in the Shadowfell.
   
  ▶ The blade is the color of the sky at midnight. Those who wield it can see 
  through magical darkness, but not natural darkness.
  300 gp
  600 gp
  Pristine Snowball
   
  ▶ A snowball brought from the highest mountaintop at great expense, used 
  to quench the blade. 
   
  ▶ The blade appears ordinary, but glistens as if wet. The blade feels un-
  naturally cold to the touch.
  200 gp
  400 gp
  Residuum
   
  ▶ The sparkly powder left over when magic items are disenchanted or 
  destroyed.
   
  ▶ The blade appears ordinary. When you score a critical hit with this 
  weapon, roll once on the sorcerer’s Wild Magic table. 
  300 gp
  600 gp
  Snake Tincture
   
  ▶ Literal snake oil used to help quench the blade. A perfect addition to a 
  gift for your enemies.
   
  ▶ The blade appears ordinary. The Snake Tincture creates numerous 
  invisible flaws and imperfections in the blade. When the wielder rolls a 
  natural 1 on an attack roll with it, the blade snaps in two.
  50 gp
  100 gp
  Starmetal Ore
   
  ▶ Smelted ore made from a meteorite that fell from space.
   
  ▶ The blade has a gunmetal finish. The blade is stronger than steel, but leg-
  ends say blades forged from stars are destined for greatness. When it is 
  forged, its wielder chooses a creature type. If this blade is used to defeat 
  a creature of this type that is CR 10 or higher, this weapon instantly be-
  comes a rare, very rare, or legendary magic weapon of the GM’s choice.
  500 gp
  1,000 gp
  Wispy Thoughts of 
  Madness
   
  ▶ Silvery strands of memory extracted from the criminally insane. 
   
  ▶ The blade rests slightly crooked in its hilt, looking off. If an enemy fights 
  you for 5 rounds or more while you wield this blade they must make a 
  Wisdom saving throw. On a failure, they gain a type of Long-Term Mad-
  ness. 
  250 gp
  500 gp
  Wyvern Tailbone 
  Powder
   
  ▶ The hardest bones in one of the hardest and most resilient draconic 
  creatures, ground into a fine powder.
   
  ▶ The blade has a dark green shine to it. Half of the damage dealt by this 
  weapon is poison damage.
  200 gp
  400 gp
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 113 - A Blade for All Seasons.pdf