Base Class: Fighter
Just like how the gods made the world, the Forge Master manipulates fire itself to create only the best weapons. Some Forge Masters have even learned to imbue their creations with elemental properties
Master of the Forge
Any weapon that you have created gains 1.5x Damage when you use it, and if anyone else uses it, the damage added is their Profiency Bonus
Any Shield/Armour you make gains +1 AC
You can sell any of your creations for 1.3x their normal value
Unless stated otherwise, all weapons cost 2lb of Metal, 1 lb of Wood
Exceptions
Dagger/Javelin/QStaff/Sickle/ShortSword 1 lb wood 1 lb metal
Spear/trident 1lb metal 2lb wood
Flail/Whip 1lb rope 1lb metal
Short AND Longbow 1lb rope 1lb wood
Armour costs its respective weight of materials (I.E Plate costs 65lb of metal)
Mastery of Uniqeness
Starting at level 7, you can forge the following:
WEAPONS
Double-Bladed Longsword. 1d8 Slashing. Versatile (1d10). Double (can do a second Damage roll of d4). 6lb. COST 4lb Metal, 2 lb Wood
Spiked Shield. 1d6 Piercing. Special (+2 AC). Special (Doesnt count as holding the Weapon)2lb Cost 2lb METAL
2-Shot Bow. 1d8 Piercing. Ammunition. Range (150/600), Heavy, Two-Handed. Special (Can fire 2 Arrows at once) Same as bow
ARMOUR
Leather Camo. Same as Leather Armour but adds +2 To Stealth Checks
Mastery of Imbuement
Starting at 10th level, When you forge something, you can give it a bonus effect
WEAPONS
Add 1d4 To any damage roll
Any Damage is now Fire Damage
Any Damage is now Lightning Damage
Any Damage is now Cold Damage
On a failed Con Save (DC10), Make the Target Poisoned
ARMOUR / SHIELDS
+1 AC
Resistance to Bludgeoning
Resistance to Piercing
Resistance to Slashing
Mastery of the Spectral Forge
Starting at 15th Level, Once Per 24 Hours you can Forge 1 Weapon/Armour/Shield without a Forge so long as you can supply the needed Materials
Master of The God-Like Craft
Starting at 18th level, Any Creation You make gets 3 Deity Uses. When all 3 have been used the weapon becomes a standard weapon (No Forge Master Bonuses)
WEAPONS
Double Any Damage dealt for 1 Turn
Hit the target no matter what IF its in range
Instantly kill any Humanoid
ARMOUR
Dodge any attack
Reflect Half of any damage taken to the person who inflicted it.
Become Ethereal for 1 turn (Can't Attack but Cant be Attacked)
SHIELDS
Reflect 1 Attack
Bash 1 person in range, Deal 1d6 Bludgeon damage then, on a failed CON save (DC15), Make them unconsious
Previous Versions
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