Blacksmith Image

You are a blacksmith, your life is having a hammer in your hand and sweat on your face,your hands show the marks of your labor. And now you can give metal the shape you desire.. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere.

 
Ability Scores:

As a blacksmith, you gain the following class features:

Hit dice: 1d10 per blacksmith level

HP at level 1: 10 + your Constitution modifier

HP at higher levels: 1d10 (or 6) + your constitution modifier per blacksmith level after 1.

Proficiencies

Armour: All armour

Weapons: Simple weapons, martial weapons

Tools: Smith’s tools

*Armour and weapon proficiencies only apply to types you have the method for

Saving throws: Strength,Intelligence

Specialisation

During your time as a blacksmith, you specialised in one type of metalcraft. Roll a d6 or choose from the options in the table below to determine the category:

d6 Specialisation
1 Weaponsmith. A smith who specialises in the craft of weapons.
2 Armorer. A smith who specialises in the crafting of metal armour.
3 Metalsmith. A smith who works with iron, steel, tin, pewter, brass, copper, gold or silver to produce practical goods from tools, to furniture, to ornaments, to ornate jewellery.
4 Metallurgist. A smith who specialises in mixing base-metals and other chemicals to produce alloys, and in treating metals to produce different grades of the same material.
5 Founder. A smith who works in a foundry, pouring metal from moulds to create blanks for a smith to refine such as metal bars or items directly from casting such as such as cast-iron cookware, anchors, ballast, or anvils.
6 Mechanic. A smith supremely skilled in crafting more technical items. Bearings, gears, joints and other moving parts are a mechanic's expertise.
Feat: Feature: Knowledge of the Trade

You can light and maintain roaring fires with ease, arranging materials to concentrate the heat as if it were a forge. You may spend an hour to create a makeshift forge while only using twice the materials needed to fuel a regular campfire.

You can also assess the quality and value of a non magical metal object and know how to care for and maintain such items (protecting them from corroding, breakage, repairing damage, etc).

Feature:Item crafting

At level 1, you know how to make basic items, armour, and weapons. If you have the method for that type of item and the materials required, you can make that type of item at a smithy. Medium quality materials are the standard damage, but for each quality level above or below medium, add or subtract 1 from the damage roll. This bonus can only be applied once, and it must be on the main material (DM’s discretion). This takes 6 hours for common items, and +2 hours per rarity level above common. All items have a prerequisite for you to be able to make them. For common rarity items, it is at least 10 DEX and STR. All materials on an item must be within 1 quality level of each other, otherwise they clash too much.

Methods

At level 1, you can learn how to make items through methods. These can be written or spoken, and once you have acquired a method you can never forget it. Choose 5 items from the list of weapons and armours: you will acquire the methods for these. You can acquire the method for an item by  succeeding in appraising it, reading it, or being taught it. The method includes the materials required

Item improvement

At level 2,  you know how to replace materials in items. You can replace 1 material in an item with a higher quality version of that item. This process takes 3 hours +1 hour per rarity level above common.

Smithing speciality

At level 3, you choose the type of blacksmith you wish to be. Choose either Pagma’s Successor or Eldritch Smith, both detailed at the end of the class description. Your choice grants you features at level 3 and again at level 6, 9, 13, and 18.

Appraisal

At level 3, you have a more discerning eye when it comes to items. If you succeed on an Investigation check of DC 10 +2 for every rarity above common, you gain the method for that item. At level 18, you automatically succeed the Investigation check required. Does not work on magic wands.

Ability score improvement

When you reach level 4 and again at level 8, 12, 16, and 19, you can increase one ability score of your choice by 2, or 2 ability scores of your choice by 1.

Extra attack

Starting at level 5, you can attack twice, instead of once, whenever you take the attack action on your turn. The number of attacks increases to 3 when you reach level 14 in this class

Patience

As a bonus action, you can become the peak of concentration on your task for 1 hour. You gain temporary hit points equal to your blacksmith level4. When used outside of combat, it lasts 10 hours and 2 hours is subtracted from the time it takes to make an item. This becomes your blacksmith level6 at level 12, in addition to gaining resistance to any one type of damage for the duration.

Blacksmith’s breath

Skill Proficiencies: Choose two from among Athletics, History, Insight, and Persuasion
Tool Proficiencies: A set of smith's tools, a hammer or sledge hammer, a set of common clothes, a work apron, a pair of elbow-length leather gloves and a pouch containing 15 gp.
Languages: Choose from:Common,Elvish,Dwarvish.
Equipment: A set of artisan’s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a pouch containing 10 gp
 
Defining Event

You previously pursued a simple profession among the peasantry, perhaps as a blacksmith But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people.

d10 Defining Event
1 I stood up to a tyrant’s agents.
2 I saved people during a natural disaster.
3 I stood alone against a terrible monster.
4 I stole from a corrupt merchant to help the poor.
5 I led a militia to fight off an invading army.
6 I broke into a tyrant’s castle and stole weapons to arm the people.
7 I trained the peasantry to use farm implements as weapons against a tyrant’s soldiers.
8 A lord rescinded an unpopular decree after I led a symbolic act of protest against it.
9 A celestial, fey, or similar creature gave me a blessing or revealed my secret origin.
10 Recruited into a lord’s army, I rose to leadership and was commended for my heroism.
 
Feature: Rustic Hospitality

Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

 
Suggested Characteristics

A folk hero is one of the common people, for better or for worse. Most folk heroes look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them.

d8 Personality Trait
1 I judge people by their actions, not their words.
2 If someone is in trouble, I’m always ready to lend help.
3 When I set my mind to something, I follow through no matter what gets in my way.
4 I have a strong sense of fair play and always try to find the most equitable solution to arguments.
5 I’m confident in my own abilities and do what I can to instill confidence in others.
6 Thinking is for other people. I prefer action.
7 I misuse long words in an attempt to sound smarter.
8 I get bored easily. When am I going to get on with my destiny?
d6 Ideal
1 Respect. People deserve to be treated with dignity and respect. (Good)
2 Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful)
3 Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)
4 Might. If I become strong, I can take what I want—what I deserve. (Evil)
5 Sincerity. There’s no good in pretending to be something I’m not. (Neutral)
6 Destiny. Nothing and no one can steer me away from my higher calling. (Any)
d6 Bond
1 I have a family, but I have no idea where they are. One day, I hope to see them again.
2 I worked the land, I love the land, and I will protect the land.
3 A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
4 My tools are symbols of my past life, and I carry them so that I will never forget my roots.
5 I protect those who cannot protect themselves.
6 I wish my childhood sweetheart had come with me to pursue my destiny.
d6 Flaw
1 The tyrant who rules my land will stop at nothing to see me killed.
2 I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
3 The people who knew me when I was young know my shameful secret, so I can never go home again.
4 I have a weakness for the vices of the city, especially hard drink.
5 Secretly, I believe that things would be better if I were a tyrant lording over the land.
6 I have trouble trusting in my allies.
 
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