Blacksmith (5e Class)
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The Blacksmith[edit]
Workers by trade, a blacksmith is able to do marvelous things with their forged metals. People of all walks of life come to them to request their services. Whether it be for a weapon, armor, or something as simple as a new screwdriver, a capable blacksmith can create just about anything. But a truly accomplished smith can make something better than it already is.
With their tools in hand, blacksmiths are able to not only make and create, but they can improve what has already been made.
Creating a Blacksmith[edit]
When creating a blacksmith, you must first answer how they chose their profession. How did they learn smithing? What is their speciality when it comes to their line of work? Next, you must answer why they took up adventuring? Are they making a personal delivery, which seems will never make it to its destination? Are they searching for a legendary metal? Are they trying to see the world, to get a grander scope of what can be accomplished in their craft?
- Quick Build
You can make a blacksmith quickly by following these suggestions. First, Strength should be your highest ability score, followed by Intelligence. Second, choose the guild artisan background. Third, choose to be proficient in perception and investigation. Choose the scale mail, a martial weapon and a shield and a dungeoneers pack.
Class Features
As a Blacksmith you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Blacksmith level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Blacksmith level after 1st
- Proficiencies
Armor: Medium, Light
Weapons: Simple Weapons, Martial Weapons
Tools: Smith's Tools
Saving Throws: Strength, Intelligence
Skills: Choose two from, Athletics, History, Investigation, Intimidation or Perception
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A chain shirt or (b) Scale Mail
- (a) A Martial Weapon and a shield or (b) Two Martial Weapons
- (a) A Dungeoneers Pack or (b) An Explorer’s Pack
- A Set of Smith's Tools
- If you are using starting wealth, you have 5d4x10 gp in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Crude Forging, A Blacksmiths Eyes |
2nd | +2 | Blacksmithing Expertise |
3rd | +2 | Smith Mastery |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Blacksmithing Creations |
7th | +3 | Smith Mastery Feature |
8th | +3 | Ability Score Improvement |
9th | +4 | Long Hours |
10th | +4 | Advanced Forging |
11th | +4 | Smith Mastery Feature, Advanced Improvement |
12th | +4 | Ability Score Improvement |
13th | +5 | Advanced Improvement |
14th | +5 | Experienced Smith |
15th | +5 | Smith Mastery Feature |
16th | +5 | Ability Score Improvement |
17th | +6 | Advanced Improvement |
18th | +6 | Masterful Forging , My Magnum Opus Feature |
19th | +6 | Ability Score Improvement |
20th | +6 | Master work item, Advanced Improvement |
Crude Forging[edit]
When you start, you already have a knack for smithing. Your base rate of pay is 10 gold a working day with a tool you are proficient with (a working day is defined as eight hours) 5gp a day for a tool you are not proficient with.
A Blacksmiths Eyes[edit]
Due to your ability to create, and your history of forging thousands of weapons, your eyes have adapted to spot imperfections in armours, as an action, you can point out the weakness of an enemies armour. By aiming for this weakness, a penalty is induced with accordance to the size of the defect (i.e. a +2 to ac for an easy to hit gap and a +6 for an extremely hard to hit weakness). The DM has the choice of sharing the penalty with the players. By successfully hitting this weak spot, a damage multiplier of 1.5 will occur. If you fail to hit this adjusted AC but still pass the original AC of the opponent a multiplier of 0.5 will occur.
Cannot find weaknesses against opponents with "natural armour."
Blacksmithing Expertise[edit]
At the 2nd level, you begin to develop a greater understanding of the weapons and armour around you. By spending 6 hours carefully analysing the blueprints and the item itself, you develop an understanding of the particular weapon allowing you to wield the weapon with proficiency. By keeping the diagrams for yourself, Due to your innate blacksmithing abilities, you can replicate the design of the weapon as long as you have the relevant materials.
By extension, you have proficiency in all items made by you.
Smith Mastery[edit]
At the 3rd level, your experience has given you a broader perspective of what can be done with smithing. You can choose a style of smithing you wish to master, from Arcane Forge, Metal Master, or Huntsmith. Your choice grants you features at the 3rd level, and again at the 7th, 11th and 15th levels. The features granted by your choice are detailed at the end of this page.
Ability Score Increase[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As usual, you can't increase an ability score above 20 using this feature.
Extra Attack[edit]
At the 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Blacksmithing Creations[edit]
At the 6th level, your knowledge of materials and weapon and armour designs have begun to reach an impressive point allowing you to design weapons and armour that would give you various effect. For example, cloaks made of chameleon leather, increase deceptions rolls by +1 or spears made by a tigers tooth add +1 damage to piercing type actions. The effects and possibilities are left to the imaginative power of the blacksmith, and the DM decides whether items are plausible or not.
Long Hours[edit]
At the 9th level, you begin to feel your best when working at the forge. When you are at a blacksmith forge, you can work for any number of hours in a day without feeling exhausted. The effects of this feature only work if all you do is smithing during a the day besides eating. In addition, any items you make are worth twice as much.
Advanced Forging[edit]
At the 10th level, you have become more adept at your smithing. With the help of magicians present, you have developed the ability to infuse items forged by you with magical powers. Through this, spells of effects can be infused into the item.
The cost of said creations is based on the power, rarity and overall usefulness of the item and is left to the DM's discretion.
The spells infused into the item will have a certain amount of uses before needing to be re-infused with magical power determined by the Magician Level x 1/4 rounded down. your base rate of pay is 20 gold a working day with a tool you are proficient with or half that with tools you are not proficient with
Advanced Improvement[edit]
At the 11th level, your skills for improving equipment have grown profoundly. When you own any weapon, armour, or piece of ammunition, you can increase the weapon's attack bonus by +1, or the armour's AC by +1. The effects of this feature do not stack.
You must be at a blacksmith's forge, or have smithing tools and any type of forge, to make use of this feature.
At the 13th level, your skills for improving equipment have grown even more profound. When you own any weapon, any armour, or any piece of ammunition, you can increase the weapon's attack bonus by +2, or the armour's AC by +2. The effects of this feature do not stack.
You must be at a blacksmith's forge, or have smithing tools and any type of forge, to make use of this feature.
At the 17th level, your skills for improving equipment have grown even more. When you have any weapon, any armour, or any piece of ammunition, you can increase the weapon's attack bonus by +3, or the armour's AC by +3. The effects of this feature do not stack.
You must be at a blacksmith's forge, or have smithing tools and any type of forge, to make use of this feature.
At the 20th level, your skills for improving equipment have grown even more. When you own any weapon, any armour, or any piece of ammunition, you can increase the weapon's attack bonus by +4, or the armour's AC by +4. The effects of this feature now last for two days. The effects of this feature do not stack when used on the same equipment twice.
You must be at a blacksmith's forge to make use of this feature. The time for improving equipment is 15 minutes.
Experienced Smith[edit]
At the 14th level, you have become very proficient at your smithing. You no longer need magicians present in order to imbue any effects you have previously learned.
The cost of said creations is based on the item's power, rarity, and overall usefulness and is left to the DM's discretion.
The spells infused into the item will have a certain amount of uses before needing to be re-infused with magical power determined by your level x 1/2 rounded down. your base rate of pay is 40 gold a working day with a tool you are proficient with or half that with tools you are not proficient with.
Guild Master[edit]
At level 16°, your fame travels the world, causing many of the merchants and blacksmiths to take an interest in his items and forging techniques, almost an admiration/respect/envy.
Every time you buy new resources for you, some events are unlocked for your interpretation and the shopkeeper's opinion about you, as well as some discounts, paying the products with some kind of service (related to the forge ) or having to price absurdities for the simplest products.
Masterful Forging[edit]
At the 18th level, you have become a master of your craft. You no longer need magicians present in order to imbue any effects you have previously learned.
The cost of said creations is based on the item's power, rarity, and overall usefulness and is left to the DM's discretion.
The spells infused into the item no longer have a certain amount of uses before needing to be re-infused with magical power. your base rate of pay is 80 gold a working day with a tool you are proficient with or half that with tools you are not proficient with.
My Magnum Opus[edit]
At the 18th level, your years of honing your craft have led you to create a masterpiece so great it will eclipse all your other work for the rest of time.
You can work with your DM to determine the type of item and its effects.
This can only be used once.
God of the forge[edit]
Your dedication and focus on your profession is finally starting to pay off after so many years. At level 20° your strength and intelligence scores increase by 4 points and now your max skill points for those skills is 24
Smith Masteries[edit]
A blacksmith is ever learning their own craft. Just when one thinks themselves a master, something happens that opens them up to new paths in their field.
Arcane Forge[edit]
An Arcane Forge is a blacksmith who has taken an interest in magic. By imbuing their metalworks with magical power, the one using them is sure to become a force to be reckoned with.
- Enchanting Enhancement
Starting at 3rd level, you learn to imbue your forged creations with elemental powers. When you are forging weapons, you may spend an extra 10 minutes at the forge to add damage equal to your proficiency bonus from your choice of acid, cold, fire, lightning or poison. Additionally, when forging armor, you may add +2 resistance to any one of the previously listed damage types to your current AC.
The effects of this feature last for 1 day. The effects of this feature do not stack when used on the same equipment twice, before the effect wears off.
- Moderate Enhancement
Starting at 7th level, your enhancement abilities have improved significantly. When you are forging weapons, you may spend an extra 10 minutes at the forge to add additional damage equal to your proficiency bonus from your choice of acid, cold, fire, lightning or poison. Additionally, when forging armor, you may add +3 resistance to any one of the previously listed damage types to your current AC.
The effects of this feature last for 2 days. The effects of this feature do not stack when used on the same equipment twice, before the effect wears off.
- Greater Enchantment
Starting at 11th level, you learn to add more enchantments to your forged creations. In addition to acid, cold, fire, lightning or poison, you may now add force, necrotic, psychic, radiant or thunder damage equal to your proficiency bonus to your forged weapons. Additionally, when forging armor, you may add +4 resistance to any one of the previously listed damage types to your AC.
The effects of this feature last for 2 day. The effects of this feature do not stack when used on the same equipment twice, before the effect wears off.
- Supreme Enhancement
Starting at 15th level, by this time your enhancing skills have improved Exponentially.In addition to acid, cold, fire, lightning or poison, you may now add force, necrotic, psychic, radiant or thunder damage equal to your proficiency bonus to your forged weapons. Additionally, when forging armor, you may add +4 resistance to any one of the previously listed damage types to your AC.
The effects of this feature permanent. The effects of this feature do not stack when used on the same equipment twice.
Metal Master[edit]
A Metal Master is just as it sounds. They live and breathe the flames of the forge, and strive to create the most powerful equipment they can.
Starting at 3rd level, (any weapons you create or modify are now +1)
Starting at 7th level, (any weapons you create or modify are now +2)
Starting at 11th level, (any weapons you create or modify are now +3)
Starting at 15th level, (any weapons you create or modify are now +4)
Able to use ½ the materials to create or modify a piece of equipment.
Huntsmith[edit]
A Huntsmith is a Blacksmith who crafts very specialized equipment. For those who choose to hunt particular prey, a Huntsmith is the one to hire.
Starting at 3rd level you learn the craft on how to use silver for your weapons and armor. The silver adds plus three to your damage and AC for the weapons and armor you make. It cost two times more the original price.
- Brutal Enhancement
At 3rd level, you learn to make your weapons more effective against the most basic threats. When you are at a forge, you may craft weapons that deal additional damage equal to your proficiency bonus against either beasts, or one humanoid race of your choice. Additionally, when you craft armor, you may choose one of the previously listed enemy types to add +2 to your current AC against.
The effects of this feature last for 1 day. The effects of this feature do not stack when used on the same equipment twice, before the effect wears off.
- Monstrous Enhancement
At 7th level, you learn how to better exploit the weaknesses of more powerful creatures. When you are at a forge, you may craft weapons that deal additional damage equal to your proficiency bonus against either aberrations or monstrosities. Additionally, when you craft armor, you may choose one of the previously listed enemy types to add +2 to your current AC against.
The effects of this feature last for 1 day. The effects of the feature do not stack when used on the same equipment twice, before the effect wears off.
At 11th level,
- Draconian Enchancement
At 15th level, you learn how to find ways to better defeat dragons. When you are at a forge, you may craft weapons that deal additional damage equal to your proficiency bonus against dragons. Additionally, when you craft armor, you may choose to add +2 to your current AC against any attack made by dragons.
The effects of this feature last for 1 day. The effects of this feature do not stack when used on the same equipment twice, before the effect wears off.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the blacksmith class, you must meet these prerequisites: 15 intelligence and 13 strength
Proficiencies. When you multiclass into the blacksmith class, you gain the following proficiencies: medium armor and smith’s tools
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