Fighter
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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