Devil Forgemaster (5e Class)

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Devil Forgemaster[edit]

"We're not necromancers, we don't raise the dead. We create life from death."

Devil Forgemasters are practitioners in the ancient arcane arts of creating life from death. Taking corpses and transforming them into powerful creatures to fight on the Devil Forgemasters behalf.

Creating a Devil Forgemaster[edit]

Quick Build

You can make a Devil Forgemaster quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Outlander background. Third, choose 2 Daggers, A shortsword, Explorers Pack and Leather Armor.

Class Features

As a you gain the following class features.

Hit Points

Hit Dice: 1d8 per level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per level after 1st

Proficiencies

Armor: Light, Medium
Weapons: Simple, Martial
Tools: Tinkerers tools
Saving Throws: Dexterity and Intelligence
Skills: Choose two from Arcana, Acrobatics, Survival, Insight and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) 2 Daggers or (b) Any simple weapon
  • Any martial weapon
  • (a) Explorers Pack or (b) Dungeoneers Pack
  • (a) Leather Armor or (b) Chainshirt
  • Tinkerers Tools
  • If you are using starting wealth, you have D6 times 5 in funds.

Table: The

Level Proficiency
Bonus
Features Forge Points Forge Creature CR Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Devil Forge, Forge Tool 2 CR 1 2 2
2nd +2 Forge Specialization, Spellcasting 4 CR 1 2 2 2
3rd +2 6 CR 1 2 3 3
4th +2 Ability Score Improvement 8 CR 1 2 3 3
5th +3 Specialization Feature 15 CR 2 2 4 4 2
6th +3 Extra Attack 18 CR 2 2 4 4 2
7th +3 21 CR 2 2 5 4 3
8th +3 Ability Score Improvement, Evasion 24 CR 2 2 5 4 3
9th +4 Specialization Feature 36 CR 3 2 6 4 3 2
10th +4 Ability Score Improvement 40 CR 3 3 6 4 3 2
11th +4 Alliance Boost 44 CR 3 3 7 4 3 3
12th +4 Ability Score Improvement 48 CR 3 3 7 4 3 3
13th +5 Specialization Feature 65 CR 4 3 8 4 3 3 1
14th +5 70 CR 4 4 8 4 3 3 1
15th +5 75 CR 5 4 9 4 3 3 2
16th +5 Ability Score Improvement 80 CR 5 4 9 4 3 3 2
17th +6 Specialization Feature 102 CR 6 4 10 4 3 3 3 1
18th +6 ReForge 108 CR 6 4 10 4 3 3 3 1
19th +6 Ability Score Improvement 114 CR 7 4 11 4 3 3 3 2
20th +6 Devil Forge Mastery 120 CR 7 4 11 4 3 3 3 2

Devil Forgemaster Features[edit]

Forge Specialization[edit]

At 2nd level, you chose a Forge Specialization. Choose between Heart and Soul Forge or Flash and Battle Forge detailed at the end of the class description. Your choice grants you features at 2nd Level and again at 5th, 9th, 13th and 17th Level.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 10th, 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 normal, you can't increase an ability score above 20 using this feature.

Devil Forge[edit]

At 1st Level, your studies of the ancient arts are put into practice as you bring life from death. fresh, old, it doesn't matter. As long as there are corpses, you always have fresh material to forge creatures to life. At first level, you can only forge CR1 creatures, the rating increases as shown on the Devil Forgemaster table. You can summon a number of creatures based on a select number of creature slots as shown on the table below and regain all expended Creature Slots on a short rest. All Forge Creatures take their turn immediately after your own.

Creature Slot Table
Level CR1 CR2 CR3 CR4 CR5 CR6 CR7
1 2 - - - - - -
2 2 - - - - - -
3 2 - - - - - -
4 2 - - - - - -
5 3 1 - - - - -
6 3 1 - - - - -
7 3 2 - - - - -
8 3 2 - - - - -
9 4 2 1 - - - -
10 4 3 1 - - - -
11 4 3 1 - - - -
12 4 3 1 - - - -
13 5 4 1 1 - - -
14 5 4 2 1 - - -
15 5 4 2 1 1 - -
16 5 5 2 1 1 - -
17 6 5 2 2 1 1 -
18 6 5 2 2 2 1 -
19 6 6 3 3 2 2 1
20 6 6 3 3 2 2 1

You can summon as many creatures equal to half your level rounded up.

Forge Tool[edit]

Your forge tool is a favored weapon of yours and must be one handed that also acts as your Spellcasting focus. This tool is how you forge creatures and is considered magical granting a +1 at 5th Level, +2 at 9th Level and +3 at 13th Level.

Forge Points[edit]

Starting at first level you are granted 2 Forge Points that you can use to amplify your Forge Creatures. The amount of Forge Points you gain increase in accordance to your Devil Forgemaster class table for each level. When amplifying your creature, you can grant a number of benefits to your creature as long as the creature itself doesn't already have the benefit. The cost for each benefit are as shown below. Some are blocked by level progression.

Creature Amplifications
Enhancement Prerequisite Cost
Natural Weapon (1D6) - 4
Reach (Increase touch range by 5 feet) - 6
Pack Tactics - 6
Spider Climb - 6
Swimming - 10
Water Breathing - 15
Double Movement Speed - 15
Flying - 20
Fire Breath (15ft cone, 30ft line, 1D10) 7th Level 25
Ice Breath (15ft cone, 30ft line, 1D10) 7th Level 25
Lightning Breath (15ft cone, 30ft line, 1D10) 7th Level 30
Acid Breath (15ft cone, 30ft line, 1D10) 7th Level 30
Poison Breath (15ft cone, 30ft line, 1D10) 7th Level 40
Extra Attack 7th Level 45
Fire Resistance 11th Level 50
Cold Resistance 11th Level 50
Lightning Resistance 11th Level 50
Psychic Resistance 11th Level 55
Acid Resistance 11th Level 55
Poison Resistance 11th Level 55
Necrotic Resistance 11th Level 60
Fire Immunity 15th Level 60
Cold Immunity 15th Level 60
Lightning Immunity 15th Level 70
Psychic Immunity 15th Level 70
Acid Immunity 15th Level 80
Poison Immunity 15th Level 80
Necrotic Immunity 15th Level 80
Absorption (Choose one type) 16th Level 95
Gigantification (Turn to size Gargantuan and +10 to all Ability Scores) 18th Level 110

Forge Creature Size[edit]

Forge Creature Size Chart
Size Prerequisite
Tiny 1st Level
Small 1st Level
Medium 1st Level
Large 5th Level
Huge 15th Level

Creature Commands[edit]

As a bonus action, you can give a direct command to your creatures, wether it be attacking, blocking, capture, or even to find fresh material for you to use. Your Forge Creatures will follow without question. Though their default action is to protect you.

Alternative Creature: Pet[edit]

As an alternative creature, you can bring back a dead animal as a pet. This does not take up a creature slot as it is considered an animal companion. The pet cannot attack, and will most likely hide somewhere nearby during combat, however, the pet is good at sniffing out anything that could be of use granting you advantage on Wisdom (Perception) and Intelligence (Investigation) checks.

Spell Casting[edit]

As a practitioner of the ancient arts, you can cast Devil Forgemaster spells at 2nd level and higher.

Cantrips At 2nd level, you know two cantrips of your choice from the Devil Forgemaster spell list. You learn additional Devil Forgemaster cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Devil Forgemaster table.

Spell Slots The Devil Forgemaster table shows how many spell slots you have to cast your Devil Forgemaster spells of 2nd level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher You know two 1st Level spells of your choice from the Devil Forgemaster spell list. The Spells Known column of the Devil Forgemaster table shows when you learn more Devil Forgemaster spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th Level in this class, you can learn one new spell of 1st or 2nd Level. Additionally, when you gain a level in this class, you can choose one of the Devil Forgemaster spells you know and replace it with another spell from the Devil Forgemaster spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability Intelligence is your spellcasting ability for your Devil Forgemaster spells. The power of your spells comes from your practice in the ancient arts. You use your Intelligence whenever a Devil Forgemaster spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Devil Forgemaster spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Extra Attack[edit]

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Also, when you take the Attack action on your turn, you can forgo one of your attacks to direct one of your companions to strike

Evasion[edit]

At 8th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Alliance Boost[edit]

At 11th level, you can choose to use your Forge Points to temporarily boost your allies (or even yourself) instead of your Forge Creatures. Able to boost as many willing creatures equal to your Proficiency granting a temporary use of one ability from the Creature Amplification list shown above. The boost lasts for an hour and once all uses are expended, you can't use this feature again until you finish a long rest.

ReForge[edit]

At 18th level, you can reallocate Forge Point abilities on your Forge Creature. You can ReForge for free with the first fix, but the price for each ability is increased by 10 Forge Points. You can also use this feature to take the same ability multiple times enhancing the power of the ability (movement speed is increased by 10 feet, breath weapon are increased by an additional 5 feet, etc.)

Devil Forge Mastery[edit]

At 20th level, your mastery over the use of your Devil Forge is completed. The amount of creatures you can forge is now doubled per CR rating.

Flesh and Battle Forge[edit]

Your connection with your Forge Creatures leads to further enhancements and binding methods allowing for more unique creatures.

Forge Enhance

At 2nd level, Your forging is specialized toward enhancement granting an additional number of Forge Points equal to twice your level once you gain this feature, and an additional 2 Forge Points every level after.

Power Enhance

At 5th level, you can spend Forge Points to increase the Ability Scores of your creatures. You can pour in Forge Points equal to your proficiency to increase your creatures Ability Scores.

Vitality Enhance

At 9th Level, you can spend Forge Points to increase the creatures overall Hit Points by 4 every 10 Points.

Attack Enhance

At 13th Level, you can spend Forge Points to increase the Attack rolls and damage of your creatures by +1 every 10 Forge Points.

Maximize Enhancment

At 17th level, your enhancement capabilities are maximized allowing all enhanced stats to be doubled.

Heart and Soul Forge[edit]

Your Arcane connection is tethered to your Forge Creatures, granting them Spellcasting. The Creatures Spellcasting modifier is the same as your own, though your creatures have their own spell slots to use.

Creature Spellcasting

At 2nd level, you grant your creature spellcasting. Your forge creatures can cast any of your cantrips known and spells known, starting with 2 1st level spell slots and gaining an additional slot at 5th, 9th, 13th, and 17th level. All expended spell slots are regained during a long rest.

Arcane Enhance

At 5th level, your arcane connection is enhanced, granting your creatures 2 2nd level spell slots and gaining an additional slot at 9th, 13th, and 17th level. All expended spell slots are regained during a long rest.

Sensory Field

At 9th level, you can share your creatures senses, seeing what they see and hearing what they hear, though you cannot move while doing this.

Arcane Enhance (2)

At 13th level, your arcane tether to your creatures are further enhanced as your forge creatures now have 2 3rd level spell slot. All expended slots are regained during a long rest.

Conduit Caster

At 17th level, you can use your creatures to cast spells in your stead. This still consumes your own spell slots but the casting is fired from your forge creature instead of yourself. you can use this ability as many time equal to your proficiency before a long rest.

Devil Forgemaster Spell List[edit]

You know all of the spells on the basic Devil Forgemaster spell list and additional spells based on your subclass.

Cantrips

Blade Ward, Chill Touch, Firebolt, Mage Hand, Minor Illusion, Prestidigitation, Ray of Frost, Spare the Dying

1st Level

Charm Person, Comprehend Languages, Detect Magic, Disguise Self, False Life, Feather Fall, Healing Word, Inflict Wounds, Ray of Sickness

2nd Level

Blindness/Deafness, Crown of Madness, Detect Thoughts, Enlarge/Reduce, Gentle Repose, Invisibility, Misty Step, Ray of Enfeeblement, Wither and Bloom

3rd Level

Animate Dead, Bestow Curse, Feign Death, Fly, Life Transference, Remove Curse, Revivify, Speak with Dead, Spirit Shroud, Vampiric Touch

4th Level

Banishment, Blight, Confusion, Control Water, Fabricate, Fire Shield, Polymorph, Shadow of Moil, Stoneskin

5th Level

Animate Objects, Bigby's Hand, Contagion, Danse Macabre, Enervation, Negative Energy Flood, Teleportation Circle

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Devil Forgemaster class, you must meet these prerequisites: 13 INT and 12 DEX

Proficiencies. When you multiclass into the Devil Forgemaster class, you gain the following proficiencies: Arcana and Acrobatics.

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