BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Arcane Blacksmith

The Blacksmith 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   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, Wisdom should be your highest ability score, followed by Strength or Constitution. Second, choose the guild artisan background. Third, choose to be proficient in Perception and Arcana. Chose the scale mail, a one-handed 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 Armor, Shields Weapons: Simple Weapons Tools: Smith's Tools Saving Throws: Strength, Wisdom Skills: Choose two from, Athletics, Arcana, History, Insight, 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 Dungeoneer's Pack or (b) An Explorer’s Pack A Set of Smith's Tools If you are using starting wealth, you have (5d4+1d4 per lvl)x10 gp in funds.   Level 1   Divine Domain: Knowledge Your domain is knowledge, following that of the God of the Forge, Gond. The Knowledge Domain grants you domain spells and other features when you gain it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.   Blacksmiths’ Eyes Starting at level 1, your history of forging thousands of weapons and sets of armor, has allowed your to spot imperfections in armors and the limitations of certain weapons. As a bonus action, you can spot the weakness of an enemy's armor or weapon. By aiming for this weakness, a bonus +2 to hit. The opposite is also true for weapons, by focusing on the enemies strikes, you can spot the inaccuracy in how they wield their weapon, and it’s limitations, you gain +2, to your AC. Keep in mind that not all enemies may have defects in their armor or weapons. Note: You cannot find weaknesses against opponents with "natural armor."   Spellcasting As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.     Cantrips At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.     Preparing and Casting Spells The Cleric table shows how many spell slots you have to cast your cleric spells of 1st 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 full rest. Regaining half of your total on a long rest.     You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest.   Spellcasting Ability Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to Gond. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier   Spell Attack Modifier = your proficiency bonus + your Wisdom modifier   Ritual Casting You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.   Spellcasting Focus You can use a holy forge hammer or any other item that you have crafted as a spellcasting focus for your cleric spells.   Domain Spells (Knowledge) All of the following are Divination or Evocation Spells. 3rd level: Guiding Hand, Guiding Bolt 5th Level: Lesser Restoration, Augury 9th Level: Bestow Curse, Remove Curse 13th Level: Locate Creature, Divination 17th Level: Holy Weapon, Commune   Level 2   Fighting Style At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options.   Defense While you are wearing armor, you gain a +1 bonus to AC.   Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.   Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.   Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.   Channel Divinity At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.   Turn Undead Starting at 2nd level, as an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.   Knowledge of the Ages Starting at second level, as an action you can use channel divinity to give yourself proficiency in one skill or tool, for ten minutes.   Blacksmith Expertise At level 2, you begin to develop a greater understanding of the weapons and armor around you. During a long rest, you carefully analyze the design of an item you possess. You develop an understanding of it, allowing you to use it with proficiency. This counts as a temporary proficiency and ends upon your next long rest, unless you spend that long rest to restudy the item. By studying the design yourself, you also gain the understanding needed to forge the item and create blueprints that you can hand to others or guide them in the creation process. This grants advantage to the craft for someone proficient in smith's tools, and negates disadvantage for someone lacking proficiency in smith's tools. Forging the item grants you permanent proficiency with that forged item, even if you do not have proficiency normally. Due to your Blacksmithing abilities, you then gain proficiency in the forging process, memorizing the blueprint and can reforge the item from memory, provided you take a long rest prior, to mock up the blueprints. Note: That this does not remove disadvantage due to size or strength requirements of weapons or armor.   Arcane Forge At Level 2, Gond has blessed you for your servitude allowing you to conjure an arcane forge by using a single mana point (or level one spell slot). By imbuing their metalworks with magical power. The forge remains active for 12 hours. Note: that if you cannot summon your forge you will have to rest and regain mana before you are able to forge any new items, as a campfire is not hot enough, and other enchantments like imbuing can only be done at your Arcane Forge, you must have at least 10ft x 10ft area available in order to set up your forge, and it emits, dim light up to 30ft.   Blacksmith Reforging At level 3, your knowledge of materials for weapons, armors, and ammunition improve. Designs have begun to reach an impressive point, allowing you to improve items by reforging them. During a long rest, you can now reforge weapons and ammunition to grant +1 to attack and damage rolls, and armor a +1 to AC. The quality of the improvement increases with level. (See Advanced Improvements) DC crafting roll of 15 + the improvement level. During this roll you may add you Wisdom Modifier and your Proficiency Bonus to the roll. If you fail the DC the materials are rendered unusable. You may reforge an amount of ammunition equal to your Blacksmith Level, but all must be of the same type of Improvement. Reforging is a strenuous process that strains the materials involved, when reforging an item, upon rolling a 1 on your crafting roll, the item is destroyed.   Advanced Improvements Starting at 3rd level Your skills for improving equipment have gotten better. When you forge / reforge an item the weapon's attack bonus and damage increase by +1, or the armor's AC by +1. This bonus scales to +2 and +3 at 9th and 17th levels, respectively. This effect cannot stack with itself.   Basic Enchantments Starting at 3rd level, you learn to enchant your reforged creations with elemental powers. When you are reforging melee/ranged weapons or a spell casting focus, during your long rest you can spend time at your forge to add damage equal to your proficiency bonus from your choice of: acid, frost, fire, lightning, poison, or thunder. To do so requires a colored gem(s) equal to at least 100gp. Gem Colors: Light Green - Acid Blue - Frost Red - Fire Gold - Lightning Dark Green - Poison Yellow - Thunder   Additionally, when forging armor or shields, you may add damage negation. (This is the amount of damage it reduces) to any one of the previously listed damage types scaling with your proficiency bonus, to the Armor You must also have the respective gem(s) of at least 100gp in value to add this enchantment. These effects stack a number of times equal to your ½ your proficiency bonus rounded up. Upon rolling a natural 20 on either crafts the item either doubles or halfs respective damage based on if it's a weapon or Armor or Shield. Armor and Shields of the same resistance(s) do not stack.   Silvering Expertise Starting at 4th level, you hone your craft learning how to silver your weapons and armor. In order to do this you must spend a long rest (2Hrs) at your forge, silvering the weapon. The silver added costs ¼ the original price to do so. (25g worth of silver, per weapon or armor).   Ability Score Increase 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.   Optional: You may take a feat instead of an ability score increase, if your DM allows.   Extra Attack (Multiattack) Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   Apprentice Imbuer Starting at 5th level, with the help of a mage that has proficiency in Arcana, you can start to imbue your crafts with magical spells, taking up one enchantment slot for spell level 1-3, 2 enchantment slots for spell levels 4-6, and 3 slots for spell levels 7-9. This spell gains 3 charges for spell levels 1-3, 2 charges for spells 4-6, and 1 charge for spells 7-9. Upon expending all charges on the item, roll a durability check upon rolling a 1 the item breaks. The crafting roll allows you to add both your Wisdom modifier, and the magicians proficiency bonus. Imbuing costs 1 spell cast per charge of the spell and consumes all material components each time. You cannot enchant an item with a spell that is above your proficiency bonus in spell level. Imbued items cast the spell without utilizing a creatures mana, and does not require material components.   Material Expertise Starting at 6th level, you can now forge special items provided you have the necessary tools and proficiency. These grant a +2 to their respective skill. DC 17 to craft the item, or the materials are ruined and unusable. Add your Wisdom modifier and proficiency bonus to the roll if you are proficient with the tools needed to make the item. I'd not, just add your wisdom modifier.   Requires the material listed in the name. Titansteel Bracers - Athletics Sylph Thread Tunic - Acrobatics Whisperleaf Gloves - Sleight of Hand Shadow Silk Tunic - Stealth Quartz Ring - Arcana The Scroll of Myths - History Glass Monocle - Investigation Druidwood Staff - Nature Divine Ivory Holy Symbol - Religion Apex Fur Cloak - Animal Handling Mindstone Monocle - Insight Healing Blossom Kit - Medicine Eagle Eye Lens - Perception Nomad's Backpack- Survival Displacer Leather Mask - Deception Dreadsteel Pauldrons - Intimidation Melodious Heartwood Violin - Performance Silvertongue Quill - Persuasion *These items do not require attunement.   Improved Enchantments   Starting at 7th level, you learn to add a wider range of enchantments to your forged creations. You may now add force, necrotic, psychic, or radiant damage equal to your proficiency bonus to your items as well.   Gems Colors:   Clear - Force   Black - Necrotic   Purple - Psychic   White - Radiant   Long Hours Starting at 9th level, you begin to feel very motivated allowing yourself to pay no mind to your body. When you are at a Blacksmith forge, you can work for any number of hours in this day without feeling exhausted. However, you gain 1 point of exhaustion when you finish working. This feature requires you to preform a full rest (and you may not work during it) before you can use it again. The effects of this feature only work if all you do is blueprinting, smithing, or forging during the day besides eating food and drinking water. In addition, any items you craft have advantage on their crafting roll.   Improved Imbuing Starting at 10th level, You no longer require a mage to assist you in imbuing spells into items you've crafted. You've memorized the spells that you know or have seen imbued, and can imbue them from memory. You cannot imbue a spell above your highest level spell available to you.   Experienced Smith Starting at 11th level, you begin crafting your Magnum Opus, your forge hammer can now use use your Wisdom modifier for attack and damage rolls made with it.   Guild Master Starting at 15th level, your fame travels the world, causing many of the merchants and Blacksmiths to take an interest in thr items and forging techniques you possess. The cost of your forged items is now reduced to 25% of the appraised value.   Gonds Gift: God of the forge Starting at 18th level, Your dedication and focus on your profession have caused you to reach the pinnacle of your craft. Selected by Gond. Your wisdom and constitution scores increase by 4 points and now your max skill points for those skills is 24.   Gond's Gift: Magnum Opus Starting at the 20th 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. Your next crafting roll is automatically a 20, add your wisdom modifier and proficiency bonus. For every 5 points automatically improve thay craft to a +4, and enchant and imbue it with up to 7 enchantments or imbuements of your choice that you have access to. This item cannot break. Note: This can only be used once.   Multiclassing Prerequisites. To qualify for multiclassing into the Blacksmith class, you must meet these prerequisites: 13 Wisdom Proficiencies. When you multiclass into the Blacksmith class, you gain the following proficiencies: Medium Armor and Smith’s Tools.   Level Proficiency Bonus Features   1st +2 Divine Domain: Knowledge Blacksmith’ Eyes Spellcasting   2nd +2 Fighting Style Channel Divinity Blacksmithing Expertise Arcane Forge   3rd +2 Blacksmith Reforging Advanced Improvements Basic Enchantments Enchantment Slots (2)   4th +2 Ability Score Improvement   5th +3 Extra Attack Destroy Undead(CR ½ or lower) Apprentice Imbuer Enchantment Slots (3)   6th +3 Material Expertise   7th +3 Improved Enchantments   8th +3 Destroy Undead (CR 1 or lower) Ability Score Improvement   9th +4 Long Hours Advanced Improvements(+2) Enchantment Slots(4)   10th +4 Improved Imbuing   11th +4 Destroy Undead (CR 2 or Lower)   12th +4 Ability Score Improvement   13th +5 Advanced Improvements(+3) Enchantment Slots(5)   14th +5 Destroy Undead (CR 3 or lower)   15th +5 Forge Guild: Mastersmith   16th +5 Ability Score Improvement   17th +6 Destroy Undead(CR 4 or lower) Enchantment Slots(6)   18th +6 Gond's Gift: God of the Forge   19th +6 Ability Score Improvement   20th +6 Gond's Gift: Magnum Opus

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!