Fighter
Base Class: Fighter

THE GREATFORGER

Greatforgers, who come from a lineage of expert blacksmiths , Are famous for the extraordinary attribute to the heavenly gifts of their god of craft. As forge disciples, Greatforgers reject the arcane in favor of purity of their art. They believe that true strength comes from mastering the forge rather than the whims of magic. Their products are more than just weapons of battle; they are emblems of workmanship and perseverance , imbued with the essence of their family heritage. Guided by wisdom passed down through generations and inspired by divine spark. Greatforgers create weapons of exceptional quality and power, each bearing a particular mark of their creator's talent.

Forge & Mend

At 3rd level, your hands are skilled in the craft of the forge, honed by divine guidance. You gain proficiency with Smith's Tools. If you already have this proficiency, you gain proficiency with one set of Artisan's Tools of your choice instead.

Furthermore, you can use Smith's tools to repair an object as if you targeted it with the Mending spell, as long as you have access to a forge or a campfire. If the object is a weapon or armor, the break or tear can be up to 10 feet in size instead of the original limitation of the spell.

Artisan's Tools Proficiency

If you already have this proficiency, you gain proficiency with one set of Artisan's Tools of your choice instead.

Smith's Tools Proficiency

You gain proficiency with Smith's Tools.

Greater Gear

At 3rd level, your connection to the divine essence of craftsmanship allows you to enhance, or forge, non-magical weapons and armor with divine blessing, elevating them to a greater potency. During a long rest, you can enhance a non-magical weapon or armor (clothing counts as armor) with the Greater property, Provided you have access to a forge, or a campfire, and the necessary materials which the process consumes.(Enhancing: takes materials worth at least half the total cost of the weapon or armor} This process takes around 90 minutes.

A Greater weapon or armor is not considered magical, but Greater weapons gain the ability to overcome resistances and immunity to non-magical damage of their type. After a piece of gear is imbued with the Greater property, roll a d6 once on the respective Greater Gift table to determine the specific enhancement the imbued gear receives, Greater gear cannot be further enchanted or upgraded by any means.

You can have a maximum number of Greater gear equal to 1+ your proficiency bonus. to remove the Greater property from a piece of Greater gear you must perform a 30-minute ritual, which can be done during a short or long rest. This restores the gear back to its original material, losing any bonuses gained from the Greater Gifts table.

Greater Gifts Tables

Each Gift has three different values as its bonus. The first one is available to you at 3rd level.
The second one replaces the first one at 8th level, and the third one replaces the second at 16th level. Gifts already imbued to weapons or armor are not replaced automatically- for example, a weapon or armor imbued with the Gift at 3rd level doesn't automatically gain the upgraded effect when 8th level is reached.

Weapons
Result                              Gift of

1                                                   Precision

2                                                    Ferocity

3                                                         Ruin

4                                                   Arcanum

5                                                           Fell

6                                                          Aim

 

Armors

Result                         Gift of

1                              Fortitude

2                            Resistance

3                                Alacrity

4                             Barriered

5                                  Purity

6                      Perserverance

The Weapon

Precision: Has a +1/2/3 bonus to attack rolls made with it.

Ferocity: Deals an additional 2/4/6 damage of its type on hit.

Ruin: Scores a critical hit on an attack roll of 20/19-20/18-20.

Arcanum: Serves as a spell casting focus and grants a +1/2/3 bonus to spell attack rolls while held by a spellcaster.

Fell: Allows the wielder to roll 1/1/2 extra damage dice of the weapon on a critical hit. Enemies critically hit this way with 10/12/15 hp or under are instantly killed.(This weapon cannot be used to deal non-lethal damage)

Aim: Allows the wielder to ignore half/three quarters/three quarters cover on attack rolls.

 

The Armor

Fortitude: Has a +1/2/3 bonus to AC

Resistance: Grants the wearer (wielder) resistance to 1/2/3 elemental damage type(s) of your choice.

Alacrity: Grants the wearer (wielder) a 5/10/15 feet speed increase

Barriered: Grants the wearer (wielder) 5/10/15 Temporary HP at dawn. This effect does not stack with other sources.

Purity: Doesn't rust and never gets dirty, while worn (wielded) by a spell caster, it grants them a +1/2/3 bonus to their spell save DC.

Perseverance: Grants the wearer (wielder) the ability to add a d4/2d4/3d4 to a saving throw forced by a hostile creature.

Divine Guidance

At 7th level, your deep connection to the holy essence of craftsmanship allows you to momentarily bring out a Greater Gears full potential, giving you and your allies superior offensive and defensive capabilities. Whenever you or an ally that you can see hits a creature with a weapon attack using a Greater weapon, you can use your reaction to cause the attack to deal additional damage of the weapon's damage type by a number of d4's equal to your proficiency bonus.(These d4's are not doubled if that attack is a critical hit.)

Whenever you or an ally that you can see is hit by an attack while wearing Greater armor or wielding a Greater shield, you can use your reaction to reduce the damage of the attack by a number of d4's equal to your proficiency bonus.

This ability can be used a number of times equal to your proficiency bonus, with all uses replenishing after a long rest.

Smithing Expert

At 7th level, your expertise with Smith's Tools reaches new heights under Divine Guidance. Your proficiency bonus is doubled for any ability check you make with Smith's Tools.

Greater Ascension

At 10th Level you merit an enhancement to your lineages abilities. You gain the ability to roll twice on the Greater Gifts table whenever you create a Greater Gear, and imbue it with both Gifts. However, if a Greater Gear already possesses a specific Gift, it cannot receive the same Gift again. Should the same Gift be rolled on both dice, reroll until a different gift is obtained. Additionally, you cannot be disarmed while wielding or wearing a Greater Gear.

Moreover, you can cast the Legend Lore spell without expending a spell slot (material components still need to be present). If cast this way, you can only name a weapon or armor. Once cast this way, you cannot do so again until you finish a long rest.

Greatforger's Glance

At 15th level, your connection to your crafted Greater Gear deepens, allowing you to attune to their innate potential with a mere glance. You can use a bonus action to alter one Greater Gift imbued within a Greater Gear  that you can see to a new one of your choice. The new Gift must be from the respective table for the item, and it is of the same level as the previous one.

You can use this ability a number of times equal to your proficiency bonus, with all uses recharging after a long rest.

Additionally, when rolling on the Greater Gifts table to imbue Greater Gear you can choose the first two Gifts instead of rolling for it. The item cannot have two gifts of the same type.

Cleansing Touch

At 18th level, your mastery of the forge and divine connection to craftsmanship allows you to cleanse cursed magical weapons and armor. During a long rest, you can perform a special ritual to imbue a cursed magical weapon or armor with the Greater property, provided you have access to a forge or a campfire, and the necessary material worth at least half of the amount of the cursed weapon or armor, which this process consumes. This process takes 4 hours.

When you perform this ritual, the curse is removed from the item, and it becomes a Greater Gear instead of a magical one. The item retains its magical properties (except the curse), but it does not gain any Gifts from the Greater Gifts table. This ritual can only be performed once. If the item becomes cursed again, it cannot be cleansed again using this ability.

Additionally, as a bonus action, you can touch a creature (including yourself) wielding or wearing a Greater Gear, and immediately end one of the following conditions affecting that creature.(Charmed, Frightened, Paralyzed, Poisoned, or Stunned.) You can use this ability a number of equal to half of your proficiency bonus(rounded up). With all uses replenishing after a long rest.

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