User:Vladulenta/otherthing

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This content deviates from the 5th edition standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the the 5th edition rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
It is a class meant to give players options in roleplay and management-based campaigns. Many of its features also require it to be stationary for periods of time. And on the flip-side, many of its abilities may give the character and player greater narrative power than other classes.


The Blacksmith[edit]

ideas: Forge items= part of forge level Forge upkeep= percent of forge value. Forge level?= bonus to making items and forge rolls = how much money the forge can make General item quality level. Specific bonuses to stats in certain contexts Item crafting complications and tools Item crafting half price, gold per hour progress (based on level) and roll for -1 or +1. Eventually crafting enchanted items and legendaries even. Different servants for forge trained/untrained distinction and jobs Abilities to find and craft magic items.


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. Chose 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: 1d6 per Blacksmith level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Blacksmith level after 1st

Proficiencies

Armor: All armors, shields
Weapons: Simple 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.

Table: The Blacksmith

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
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 too 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]

Guild Master[edit]

Masterful Forging[edit]

Master Work Item[edit]

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 4th 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