---
# System prepended metadata

title: Rohar Forging
tags: [DnD Homebrew]

---

# Rohar Forging
Weapon crafting with Scindeterior materials has improved martial capabilities of adventurers by leaps and bounds. Spearheaded by the genius blacksmith Johar and his disciples, a new discipline of weapon forging was created, dubbed Rohar Forging.

## Materials
Materials used have a main characteristic, known as its Grade. The Grade of a material determines the damage dice of a weapon crafted from it. Some materials may have additional effects.

#### Basic Weapon
Martial melee weapon with damage equal to Grade, choice of Slashing, Piercing or Bludgeoning (chosen when forged) and no other keywords.

## Grade and Level
When a weapon refers to a Damage Dice Grade, Range Level, or increasing or decreasing a grade or level, refer to the tables below.
##### Damage Dice Progression
| Grade | Dice |
|---|---|
| Grade 9 | 3d8 |
| Grade 8 | 2d10 |
| Grade 7 | 3d6 |
| Grade 6 | 2d8 |
| Grade 5 | 3d4 |
| Grade 4 | 2d6 |
| Grade 3 | 1d12 |
| Grade 2 | 1d10 |
| Grade 1 | 1d8 |
| Inferior | 1d6 |
| Abysmal | 1d4 |
| Junk | 1 |

##### Range Progression
| Level | Range |
|---|---|
| Level 5 | 150/600 |
| Level 4 | 100/400 |
| Level 3 | 80/320 |
| Level 2 | 50/200 |
| Level 1 | 30/120 |
| Mediocre | 20/60 |
| Wretched | 5/15 |
### Enhancements
The key feature of Rohar Forging is enhancement. A weapon may be enhanced any number of times, but it may not have the same enhancement twice. Boltcaster Enhancements may only be taken by Boltcasters.
#### Enhancements
* Aerodynamics
  *  Increase the range of the weapon by one level and decrease the damage dice by one grade.
  *  Requires the Thrown Keyword.
* Chain
  * Gain the Chained keyword and decrease the range by one level.
  *  Requires the Thrown Keyword.
* Elegance
  * Gain the Finesse and Light keywords and decrease the damage dice by one grade.
* Ensnaring
  * You may ignore the requirement of having a free hand to initiate a Grapple, and you have advantage on ability checks made to initiate or maintain a Grapple. Decrease the damage dice by one grade.
* Foolproof
  * This is treated as a Simple weapon. Decrease the damage dice by one grade.
* Gauntlet Form
  * Gain the Caestus keyword and decrease the damage dice by three grades.
  * This enhancement cannot be taken on a weapon with the Thrown, Two-handed or Versatile keywords.
* Guard
  * Decrease the damage dice by one grade. While wielding this weapon, increase your AC by +1. This bonus counts as having been provided by a shield.
* Heft
  * Gain the Heavy and Two-handed keywords and increase the damage dice by three grades.
* Length
  * Gain the Reach keyword and decrease the damage dice by two grades.
* Phial Charger
  * Gain the Phial Discharge keyword and decrease the damage dice by one grade. 
* Ramming
  * You have advantage on ability checks made to Shove a creature. Decrease the damage dice by one grade.
* Thrown Primary Weapon
  * Gain the Thrown(range 30/120) keyword and decrease the damage dice by one grade.
  * This enhancement cannot be taken on a weapon with the Light or Two-handed keywords.
* Thrown Sidearm
  * Gain the Thrown(range 20/60) and Light keywords and decrease the damage dice by one grade.
  * This enhancement cannot be taken on a weapon with the Two-handed keyword.
#### Boltcaster Enhancements
* Bayonet
  * Decrease the damage dice by one grade. When making melee attacks with this weapon, you may treat it as a melee weapon with the Two-handed keyword and damage dice equal to one grade below its usual damage dice instead of an Improvised weapon. If you have proficiency in this Boltcaster, you have proficiency in using the bayonet as well.
  * This enhancement may not be taken together with the Deflector enhancement.
* Deflector
  * Decrease the damage dice by one grade. While wielding this weapon, increase your AC by +1. This bonus counts as having been provided by a shield.
  * This enhancement may not be taken together with the Bayonet enhancement.
* Gyro Rounds
  * Increase range by two levels and decrease the damage dice by two grades.
* Hopper Clip
  * Remove the Loading keyword and decrease the damage dice by one grade.
  * This enhancement may not be taken together with the Special Issue Ammunition enhancement.
* Long Barrel
  * Increase range by one level and decrease the damage dice by one grade.
* Special Issue Ammunition
  * Gain the Two-handed keyword and the ability to chamber Special Ammunition.
  * This enhancement may not be taken together with the Hopper Clip enhancement.
* Streamlined
  * Gain the Light keyword and decrease the damage dice by one grade.
* Superior Firepower
  * Gain the Heavy and Two-handed keywords, increase the damage dice by one grade and increase range by three levels.

### Overhauling
Overhauling a weapon changes a core quality of said weapon. Overhauling a weapon can only be done once, and most require special materials that will be consumed in the forging.
#### Overhauls
* Hand-and-a-Half Weapon
  * Gain the Versatile(X) keyword. X is the damage dice of the weapon increased by one grade.
* Duelist's Edge
  * Gain the Finesse keyword.
  * Requires Duelist Soul Shard.
* Brute's Implement
  * Gain the Brutish keyword.
  * Requires Brute Soul Shard.
* Tactician's Edge
  * Gain the Tactical keyword.
  * Requires Tactician Soul Shard.
* Sage's Implement
  * Gain the Sagacious keyword.
  * Requires Sage Soul Shard.
* Will-Tempered Weapon
  * Gain the Tempered keyword.
  * Requires Tempered Soul Shard.
* Boltcaster
  * Gain the Ammunition(range 30/120) and Loading keywords, change the damage type to Piercing and the weapon becomes a Ranged Weapon. When this overhaul is selected, remove all Enhancements on this weapon. Instead of regular Enhancements, use Boltcaster Enhancements for this weapon.

### Eldritch Infusions
Within certain materials, a spark of wild magic endures still. By forging these into a weapon, the magical properties of the material suffuse the weapon. Unless otherwise stated, a weapon can only have one infusion at a time. Materials spent to infuse a weapon are lost, even if the infusion is later removed. Infused weapons are counted as magical.
#### Infusions
* Arcane Artifice
  * The weapon becomes a +3 weapon.
  * Requires Crystallised Divinity.
  * Does not stack with Esoteric Elevation or Magical Mastercraft.
* Armament Apotheosis
  * The infused weapon may be Infused an additional time. This infusion does not count towards the number of infusions on this weapon.
  * Requires Demiurge Core.
  * This infusion may not be taken more than once.
* Echo Exaltation
  * When you hit with an attack roll using the infused weapon, the target takes an extra 1d6 damage of the same type as the Martial Shard used for this infusion.
  * Requires Martial Shard.
* Elemental Eminence
  * When you hit with an attack roll using the infused weapon, the target takes an extra 1d8 damage of the same type as the Elemental Core used for this infusion.
  * Requires Elemental Core.
* Esoteric Elevation
  * The weapon becomes a +1 weapon.
  * Requires Spark of Divinity.
  * Does not stack with Magical Mastercraft or Arcane Artifice.
* Magical Mastercraft
  * The weapon becomes a +2 weapon.
  * Requires Shard of Divinity.
  * Does not stack with Esoteric Elevation or Arcane Artifice.
* Martial Mastery
  * The Critical Range of the weapon increase by 1.
  * Requires Master's Spark.
* Primal Power
  * When you hit with an attack roll using the infused weapon, the target takes an extra 1d4 damage of the same type as the Primal Shard used for this infusion.
  * Requires Primal Shard.


## Keywords
#### Ammunition
You can use a weapon that has the Ammunition property to make a ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a Quiver, case, or other container is part of the Attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the battlefield. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way.

#### Brutish
When making an Attack with a brutish weapon, you use your choice of your Strength or Constitution modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls.

#### Caestus
This weapon can be used to make unarmed strikes and can be wielded without a free hand. If the weapon has the Two-handed or Versatile keywords, the Caestus keyword has no effect.

#### Chained
As an Object Interaction, you may use a free hand to recover a thrown chained weapon. However, a chained weapon cannot be thrown beyond the normal range.

#### Finesse
When making an Attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls.

#### Heavy
Small Creatures have disadvantage on Attack rolls with heavy Weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.

#### Light
A light weapon is small and easy to handle, making it ideal for use when Fighting with two Weapons.

#### Loading
Because of the time required to load this weapon, you can fire only one piece of Ammunition from it when you use an Action, bonus Action, or Reaction to fire it, regardless of the number of attacks you can normally make.

#### Phial Discharge
A this weapon can load Boltcaster special ammunition with a bonus action. When you make an attack with this weapon while a piece of ammunition is loaded, you may attempt a phial discharge. If that attack hits, you may expend the ammunition to activate its effects as though it was fired at the target of your attack. If you need to make a saving throw against the effects of your own phial discharge, make the saving throw with advantage. When you use an action, bonus action, or reaction to make a phial discharge attack, you can make only one attack regardless of the number of attacks you can normally make.

#### Range
A weapon that can be used to make a ranged Attack has a range in parentheses after the Ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s Long Range. When Attacking a target beyond normal range, you have disadvantage on the Attack roll. You can’t Attack a target beyond the weapon’s Long Range.

#### Reach
This weapon adds 5 feet to your reach when you Attack with it, as well as when determining your reach for Opportunity Attacks with it.

#### Sagacious
When making an Attack with a sagacious weapon, you use your choice of your Strength or Wisdom modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls.

#### Tactical
When making an Attack with a tactical weapon, you use your choice of your Strength or Intelligence modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls.

#### Tempered
When making an Attack with a tempered weapon, you use your choice of your Strength or Charisma modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls.

#### Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged Attack. If the weapon is a melee weapon, you use the same ability modifier for that Attack roll and damage roll that you would use for a melee Attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the finesse property.

#### Two-Handed
This weapon requires two hands when you Attack with it.

#### Versatile
This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee Attack.

## Boltcaster Ammunition
Each piece of basic Boltcaster ammunition costs 5cp. Boltcasters with the Special Issue Ammunition enhancement may also load special ammunition, which is listed below. Unless otherwise stated, the Boltcaster's damage dice is not used for these types of ammunition. Special ammunition cannot be recovered once fired.
### Special Ammunition
-**Airburst Rounds.** 5sp. Airburst rounds do the Boltcaster's base damage as Thunder damage. The creature hit by these rounds and each creature within 15ft of it must then succeed a DC 13 Constitution saving throw or be deafened for 1 hour. The explosion can be heard from 150ft away.
-**Arachnus Shells.** 10gp. A Large or smaller creature hit by arachnus shells is restrained until it is freed. Arachnus shells have no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect.
-**Bladed Rounds.** 1sp. Bladed rounds do the Boltcaster's base damage as Slashing damage.
-**Blessed/Cursed Rounds.** 5gp. Blessed and Cursed rounds do the Boltcaster's base damage as Radiant(Blessed) or Necrotic(Cursed) damage.
-**Chromatic Rounds.** 1gp. Chromatic rounds do the Boltcaster's base damage as Acid, Cold, Fire, Lightning or Poison damage (selected when ammunition is forged).
-**Dragon Vial.** 150gp. Instead of firing this ammunition at a creature, fire it at a point on a surface. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much damage on a successful one.
-**Enenra Vial.** 5gp. Instead of firing this ammunition at a creature, fire it at a point on a surface. Smoke blooms from the point , creating a 20ft cube cloud of smoke orginating from the point that lasts 3 rounds or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Creatures and objects in the cloud and seen from through the cloud are heavily obscured. The thick smoke also obstructs breathing, and creatures within this smoke are subject to the Suffocation rules.
-**Hellfire Shells.** 50gp. When hit by a hellfire shell, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
-**Impact Rounds.** 1sp. Impact rounds do the Boltcaster's base damage as Bludgeoning damage.
-**Kraken Vial.** 5gp. Instead of firing this ammunition at a creature, fire it at a point on a surface. Sticky oil coats an area of radius 10ft around that point, making it difficult terrain.
-**Mindflayer Rounds.** 200gp. Mindflayer rounds do the Boltcaster's base damage as Psychic damage. The creature hit by these rounds must then make a DC 13 Wisdom saving throw or be Stunned until the start of your next turn.
-**Phoenix Shell.** 50gp. A creature hit by a phoenix shell regains 2d4+2 hit points.
-**Somnus Rounds.** 200gp. Somnus rounds do the Boltcaster's base damage as Piercing damage. The creature hit by these rounds must then succeed a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
-**Spectral Rounds.** 10gp. Spectral rounds do the Boltcaster's base damage as Force damage. The creature hit by these rounds must then succeed a DC 13 Strength saving throw or be knocked prone.
-**Venom Rounds.** 200gp. Venom rounds do the Boltcaster's base damage as Piercing damage. The creature hit by these rounds must then make a DC 11 Constitution saving throw, taking 3d6 poison damage on a failed save, or half as much damage on a successful one.

# TODO
Focus forging
Armour enhancement