Blacksmith Melee Specialist (3.5e Class)

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Blacksmith Melee Specialist[edit]

Some individuals practice the trade of being a blacksmith. Others create a bond with their weapon that go beyond just crafting. A blacksmith melee specialist is a front line combatant who focuses on the use of only a single type of weapon for his entire career. As a result he gains more insight than even a fighter who chooses to specialize with a weapon.

Making a Blacksmith Melee Specialist[edit]

A blacksmith is able to help his and his companions' attacks by encouraging them and improving their weapons. As a melee specialist, he is more focused on dealing damage and bypassing defenses.

Abilities: Strength is the primary ability for a blacksmith melee specialist; it helps with damage output and also affects certain offensive abilities. Constitution is an important to increase durability and forging.

Races: All races require a blacksmith for their tools, weapons, and armour, and as such a blacksmith can be of any race.

Alignment: Any.

Starting Gold: Random Starting Gold: 5d6 ×10 gp; Average Gold: 175gp

Starting Age: Moderate.

Table: The Blacksmith Melee Specialist

Hit Die: d10


Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Chosen Weapon, Forge Feat
2nd +2 +3 +0 +0 Maintenance, Flesh Tempering
3rd +3 +3 +1 +1 Armor Skin, Anti-Armor Strikes +1
4th +4 +4 +1 +1 Hilt Binding, Momentum
5th +5 +4 +1 +1 Forge Feat
6th +6/+1 +5 +2 +2
7th +7/+2 +5 +2 +2 Maximize Power
8th +8/+3 +6 +2 +2 Weapon Repair
9th +9/+4 +6 +3 +3 Forge Feat, Anti-Armor Strikes +2
10th +10/+5 +7 +3 +3 Improved Weapon Handling
11th +11/+6/+1 +7 +3 +3 Adrenaline Rush
12th +12/+7/+2 +8 +4 +4 Forgemaster, Iron Grip
13th +13/+8/+3 +8 +4 +4 Forge Feat
14th +14/+9/+4 +9 +4 +4 Armor Skin 2
15th +15/+10/+5 +9 +5 +5 Anti-Armor Strikes +3
16th +16/+11/+6/+1 +10 +5 +5 Greater Weapon Handling
17th +17/+12/+7/+2 +10 +5 +5 Forge Feat
18th +18/+13/+8/+3 +11 +6 +6
19th +19/+14/+9/+4 +11 +6 +6 Full Adrenaline Rush
20th +20/+15/+10/+5 +12 +6 +6 Perfect Weapon Handling

Class Skills (6 + Int modifier per level, ×4 at 1st level)

Class Features[edit]

Weapon and Armor Proficiency: You are proficient with: Simple Weapons, Martial Weapons, Shields (non-tower) and Light/Medium Armor.

Forged Feats: You've trained with weapons and armor that you've created or otherwise obtained to the extent that you now have greater control and skill when you use it. You gain this at level 1, and every 4 levels afterwards. You may choose one of the following feats to add to your class:

Armor Proficiency: Heavy, Cleave, Combat Expertise, Combat Reflexes, Exotic Weapon Proficiency, Greater Cleave, Greater Two-Weapon Fighting, Greater Weapon Focus, Greater Weapon Specialization, Greater Shield Focus, Improved Critical, Improved Disarm, Improved Feint, Improved Trip, Improved Two-Weapon Fighting, Power Attack, Shield Proficiency, Shield Focus, Tower Shield Proficiency, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus, Weapon Specialization, Whirlwind Attack.

Chosen Weapon: At 1st level, the blacksmith melee specialist forges a weapon which he has proficiency. He gains a +1 bonus on attack and damage rolls for that weapon and may treat it as a light weapon when beneficial (this does not allow him to use a two handed weapon for two weapon fighting however or to use it with only 1 hand). This weapon must be appropriately sized for him to be used as a chosen weapon. The blacksmith melee specialist must take 24 hours to forge a new weapon to identify as his new chosen weapon.

Flesh Tempering: At 2nd level, years of working the forge have hardened your skin and you've acclimated to the heat. You gain a +1 natural bonus to AC, and resistance to fire.

Maintenance: At 2nd level, the blacksmith learns how to preform maintenance of his and his party members gear; by sharpening weapons, oiling, refitting armor, and reinforcing gear. During at least 8 hours of rest, the blacksmith can spend a small amount of time to perform these tasks without interfering with his rest to give him and a number of allies equal to 1 + his Constitution modifier (minimum of 1) one of the following benefits for 24 hours, or until another 8 hour or longer rest. The blacksmith may select a different maintenance for each ally to be affected. A standard DC Concentration check must be made.

Armor Maintenance - The armor check penalty of all armor worn is reduced by by 1 (minimum 0), and increases the armor bonus by +1 (does not apply to shields). The armor bonus increases by +1 and the armor check penalty is reduced by an additional 1 for every 5 class levels the blacksmith possesses.
Sharpen Weapons - Gain a +2 bonus to all damage rolls made with one chosen manufactured weapon. This bonus increases by +2 for every 5 class levels the blacksmith possesses.
Willful Reinforcements - Small filtering linings are sown into helmets and head gear, small packets of smelling salts are stuffed into glove linings, and other alterations are done to give an advantage in resisting harmful mental effects; all creatures affected by this maintenance gain a +1 competence bonus to Will saves, plus an additional +1 for every 5 class levels the blacksmith possesses.
Rushing Reinforcements - Oiling the joints and treating the leather of gear, the blacksmith grants a +1 competence bonus to Reflex saves, plus an additional +1 for every 5 class levels the blacksmith possesses.
Stability Reinforcements - Special herbal packets and temporary reinforcements are added to armor making it heartier and more resistant; all creatures affected by this maintenance gain a +1 competence bonus to Fortitude saves, plus an additional +1 for every 5 class levels the blacksmith possesses.

Armor Skin: At 3rd level, your experience with armorcraft has helped you developed a natural affinity to protective gear. Wearing it more as a second skin then armor. Armor and shield armor check penalties are reduced by 1, reducing by an additional 1 at the 14th level.

Anti-Armor Strikes: At 3rd level, a blacksmith melee specialist gains a +1 bonus on attack rolls against opponents with natural armor, an armor bonus, a shield bonus, or any combination thereof to armor class while making an attack with his chosen weapon. This amount increases at 9th level and 15th level.

Hilt Binding: At 4th level, a weapon that is created by you for a specific individual cannot be disarmed. This can be preformed in addition to Weapon Perfection.

Momentum: At 4th level, while employing only his chosen weapon in combat and while not wearing heavier than medium armor a blacksmith melee specialist may add twice his strength modifier to damage rolls with his chosen weapon (this overlaps the normal addition of strength modifier). At 15th level the amount of damage from the melee specialist's strength modifier added is increased by 1 multiple (x3 at 15th, x4 at 24th, etc.). A melee specialist cannot use this ability and rage (or any similar ability) and/or power attack at the same time and attacks gained from sources other than base attack bonus (such as haste, cleave, or two-weapon fighting) do not benefit from this ability. This ability does not function while charging.

Maximize Power: At 7th level, once per round, if you roll a 1 on a damage roll for a melee attack, then the dice can be re-rolled.

Weapon Repair: At 8th level, you can repair any broken weapons or armor that you'd crafted with no DC and at most a small amount of resources depending on the extent of the break and the type of weapon/armor. You may require a heat source also, depending on the weapon/armor.

Improved Weapon Handling: At 10th level, a blacksmith melee specialist can make 1 nonlethal attack with his highest base attack bonus while prone or grappling with his chosen weapon.

Adrenaline Rush: At 11th level, you can activate the 'Adrenaline Rush' mode once per encounter as a free action. When in this mode, you add +5 movement speed, and gain an extra attack per round. In the meantime, however, you cannot regain any hit points until you end the stance as a free action. This can be used for [Constitution Modifier + 1/2 Class Level] rounds per day at most, and all rounds need not be used up at one time.

Forgemaster: At 12th level, your ability to maintain armor and weapons are exemplary. You can perform 1 Maintenance action without the need of 8 hours rest, provided you have any remaining points to do so. The benefits will still last for 24 hours, or until another 8 hour or longer rest.

Iron Grip: At 12th level, a blacksmith melee specialist becomes difficult to disarm of his chosen weapon. The melee specialist may make 2 rolls and take the higher result when resisting a disarming attempt with his chosen weapon. Furthermore, the opponent gains no benefit from differences in size and the melee specialist gains a bonus on resisting disarming attempts equal to his blacksmith melee specialist class level.

Greater Weapon Handling: At 16th level, a blacksmith melee specialist using his chosen weapon can make a opposed concentration check against an enemy attempting to tumble through an area that would provoke an attack of opportunity by him. If the blacksmith melee specialist is successful he may take that attack of opportunity as normal.

Full Adrenaline Rush: At 19th level, your Adrenaline Rush inspires those around you to perform in optimal form; all allies within 10' gain an extra attack per round equal to their highest attack bonus.

Perfect Weapon Handling: At 20th level, a blacksmith melee specialist gains a mastery of his chosen weapon that most others cannot even understand. He rerolls all natural 1's for attack rolls while using his chosen weapon (if the result of a reroll is a 1 he rerolls until he does not receive a 1), he does not suffer penalties from the effects of fatigue or exhaustion with respect to his weapon attack and damage rolls.



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