
You have experience creating things from metal. Perhaps you were an army blacksmith, or grew up at a forge. Regardless, the pound of metal and roar of fire run through your veins, music to a dance that you know all the steps to.
- Skill Proficiencies: Dexterity (Sleight of Hand)
Wisdom (Perception)
- Tool Proficiencies: Hammers (all)
Smith's tools
- Equipment: Sledgehammer, set of common clothes, spikes (iron), tinderbox, pouch containing 10 gp
Choose a specialty. As a smith, did you mostly make weapons? Armor? Household tools? You can roll on the following table to determine your specialty or choose one that best fits your character.
d8 | Specialty |
---|---|
1 | Ranged Weapons |
2 | Simple Melee Weapons |
3 | Martial Melee Weapons |
4 | Light Armor |
5 | Medium Armor |
6 | Heavy Armor |
7 | Jewelry |
8 | Adventuring Equipment (Caltrops, Ball Bearings, etc) |
You have experience crafting items in your specialty. You can craft anything within your chosen specialty at half time and gp cost by making a Dexterity (Sleight of Hand) check. Other characters can help you with this crafting, at the reduced cost. For example, if you start to craft a set of plate armor, it will take 150 days and cost 375 gp. If two non-smith friends with the appropriate tool proficiency assist you, it will take 50 days and cost 375 gp.
Suggested Characteristics
Smiths are often gruff, more used to working at their forges than social situations. However, they still have a certain gruff charisma, since they interact with practically everyone in their immediate area. After all, everybody has something metal they need fixed at some point.
d8 | Personality Trait |
---|---|
1 | My work is the most important thing in my life-without it I'd be lost. |
2 | The best thing about what I do is the people-I love talking to others and learning about their lives. |
3 | I worship the forge-it is my only god. |
4 | I'm always thinking about how I can improve things, sketching diagrams, coming up with new designs, and testing new ideas |
5 | I'm constantly offering to remake my friends' things, pointing out just how much better they could be if only I worked on them. |
6 | I'm socially awkward and quiet when outside of my work, but put me in front of a forge and I'm a font of creativity |
7 | I'm a bit of a fumblefoot until I have my tools in my hands-then I display a speed and coordination beyond compare. |
8 | I just love to hit things, be it metal or monsters. |
d6 | Ideal |
---|---|
1 | Creation. Creation is sacred, and those who promote destruction must be destroyed themselves. (Good) |
2 | Eternity. Everything has come before, and will come again. The world is eternal, and nothing we do can change that. (Any) |
3 | Trial by Fire. This world is like raw ore. It must be thrust into fire to separate the impurities from the pure metal. (Evil) |
4 | Craft. I don't care who I work for, as long as I can practice my craft. (Neutral) |
5 | Order. The world has rules. My creations must uphold them. (Lawful) |
6 | Change. Just as my forge turns lumps of metal into useful tools, so should the world change from day to day into a new things. |
d6 | Bond |
---|---|
1 | I would face hellfire to protect the members of my community. |
2 | My forge is my life-I will do anything to protect it. |
3 | I protect my creations with my life-as long as I have them, I will be fine. |
4 | Training new smiths is my calling |
5 | I will devote my life to creating ways to protect the love of my life. |
6 | I have a fierce rivalry towards other smiths, worried they may try to steal my accomplishments. |
d6 | Flaw |
---|---|
1 | I'm terrible at social situation, and always manage to put my foot in my mouth. |
2 | I'm suspicious of everyone around me, in case they try to steal my ideas. |
3 | I often get buried in my work and ignore my friends and family. |
4 | If I see metalwork, I have to stop and dissect it's design, be it hinges on a gate or an active spear trap. |
5 | When faced with an awkward social problem, I decide to hit rather than talk. |
6 | If I see something I can envision a use for, I have to have it. |
An alchemist magically transforms one metal into another. Rather than the Crafter feature above, you gain the Transmuter feature. Alchemy is NOT magic, but rather a complicated science. Therefore, you do not have to be able to cast spells in order to have an alchemical background, and having one does not inherently mean you can cast spells.
You can transmute certain metals into others. At a cost of gp equal to 3/4 the cost of the metal that you are transmuting something into, you can transform silver to god, or adamantine to mithral. You must also spend one day per 10 gp spent, rounding up. For example, transmuting one pound of copper into one pound of gold would cost 37 gp and 5 sp, and take four days.

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