Forge Master (5e Class)

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Forge Master[edit]

A man walks up a mountain, atop which lies a blacksmith palace, people working day and night to complete and master their craft, but at the furthest edge lays a man... A master, aptly named the "Forge Master".

The Power in Metal[edit]

Class Features

As a Forge Master you gain the following class features.

Hit Points

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

Proficiencies

Armor: All armor
Weapons: Simple & Martial weapons
Tools: Smith's Tools
Saving Throws: Strength and Intelligence
Skills: Choose Two from History, Investigate, Persuasion, Insight, and Arcana

Equipment

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

  • (a) Throwing Hammer or (b) Dagger
  • (a) Hard Leather Armor or (b) Chainmail
  • (a) Weapon Cleaning Kit or (b) Engineering Kit
  • If you are using starting wealth, you have 5d4 × 10 gp in funds.

Table: The Forge Master

Level Proficiency
Bonus
Features
1st +2 A Way With Creation, Novice Crafting
2nd +2 trade experience
3rd +2 Good with your Hands, The Ways Of The Forge, specalization feature
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 specalization feature
7th +3 Amateur Crafting
8th +3 Ability Score Improvement
9th +4 experienced Artisan
10th +4 Feeling the Burn of Hard Work
11th +4 expierinced crafter
12th +4 Ability Score Improvement
13th +5 Arcane smith
14th +5 Proficent Crafting, specialization feature
15th +5 Master Crafting
16th +5 Ability Score Improvement
17th +6 Master Artisan
18th +6 specalization feature
19th +6 Ability Score Improvement
20th +6 Godlike Forger

Blacksmithing[edit]

Starting at 1st level, you are a master in the art of blacksmithing, being able to create the most magnificent pieces of metal. You have Advantage on checks made with the smith's tools to craft objects made out of metal.

In addition, during a short rest, you can craft the equivalent of one workday. This is considered light activity to you, but crafting require the raw materials (metal), the smith's tools and a source of fire.

Relentless Worker[edit]

Also at 1st level, you work with extreme dedication for 1 hour, to craft a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object. The creation is completed at the end of the hour. You must have a flame and your smith's tools with you in order to craft this item.

The thing you create can be something that is worth no more than 100 gp. As part of this process, you must lay out the raw materials with a value equal to the creation. You can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the crafting.

Weapon Honing[edit]

Starting at 2nd level, you learn how to hone weapons, temporarily improving their properties. When you finish a short or long rest, choose a number of weapons equal to your Intelligence modifier (minimum of 1). The next attack made with the honed weapons cause additional 2d10 damage on a hit. This damage increases to 3d10 at 10th level.

Smith's Guild[edit]

At 3rd level, you can choose one smith's guild to affiliate yourself to. Your guild of choice grants you features at 3rd level, and again at 5th, 11th, and 17th levels.

Mastercrafts[edit]

At 6th level, you are able to create truly marvelous designs called mastercrafts. A mastercraft object is a weapon, tool, object or armor made out of metal. You can create one mastercraft object whenever you use your Relentless Worker to craft an item. The object add your Forge Master level to its maximum number of hit points, and your proficiency bonus to its AC and damage threshold (if the object is an armor or shield, it doesn't affect the AC granted to the wearer, just the AC when the armor or shield is the target of an attack).

In addition, the mastercraft object has the following benefits, depending on the object type:

Mastercraft Weapon

The mastercraft weapon is considered magical, for the purposes of overcoming resistances and immunities to non-magical damage.

Mastercraft Armor and Shield

Critical hits against a creature wearing a mastercraft armor or shield becomes normal hits. Also, it doesn't impose disadvantage

Mastercraft Tool

Mastercraft tools gain a bonus to checks made with it equal to your Intelligence modifier.

Flame Hardened[edit]

When you reach the 7th level, you can endure the heat from the furnace. You gain resistance to fire damage and become immune to the negative effects of extreme heat.

Superior Creations[edit]

At 9th level, your mundane

Armor Mastery[edit]

When you reach the 18th level, whenever you are wearing an armor made out of metal you created, you gain resistance to bludgeoning, piercing and slashing damage from non-magical sources.

Wearing a magical armor also grants you resistance to damage from those types from magical sources too.

Masterpiece[edit]

When you reach the 20th level, you are able to create an unique piece of crafting.

Forge Master Guilds[edit]

Guild of the Bloodied Iron[edit]

The bloodied iron guild is for forge masters that are at the same time blacksmiths and warriors. They not only forge weapons, but learn to use them to their fullest, becoming one with each of their creations, with the blade becoming an extension of their arms.

Weapon Master

When you choose this guild at 3rd level, you become one with the weapons you create. You can use your Intelligence modifier, rather than your Strength or Dexterity, for attacks and damage rolls made using weapons forged by you.

Masterful Strike

Also at 3rd level, you know how to extract the full potential from weapons you create. When using a weapon forged by you, you gain the following additional benefits depending on the weapon used:

Bludgeoning Weapons. Your attacks made with weapons that cause bludgeoning damage

Slashing Weapons.

Piercing Weapons.

Extra Attack

At 5th level, you can attack twice, rather than once, whenever you take the Attack action.

Guild of the Infusers[edit]

Magical Infusions

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Forge Master class, you must meet these prerequisites: 13 Strength and 10 Constitution

Proficiencies. When you multiclass into the Forge Master class, you gain the following proficiencies: Sleight of Hand, Performance.

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