Fighter
Base Class: Fighter

A Forgemaster is a being with the innate and limited control over life and death, able to bend souls and flesh to form faithful companions to aid them in almost every aspect of life.

Forge Focus

Beginning when you choose this archetype at 3rd level, you gain the ability to create a forge focus. You can choose a weapon or object. If you choose a weapon, that weapon becomes magical for the purpose of overcoming resistances and immunities and deals an additional 1d6 necrotic damage. If you choose an object, you can learn one cantrip that you can cast, using the object as a focus. The cantrip can be from any spell list, but it must be consistent across objects and uses intelligence as its spellcasting modifier. You creating or changing the focus between objects or weapons takes a short rest. The focus can be used as a spellcasting focus, taking the place of material components with no stated value. You can also use it in place of somatic components. Creating a forge focus takes a short rest, and it can be summoned to your hand as a bonus action.

Forgemaster

Beginning when you choose this archetype at 3rd level, you can take 10 minutes to interact with the corpse or corpses of a creature or creatures. You can use this corpse or corpses to create a single undead or fiend of a level equal to or less than one-third of your fighter level. The total amount of corpses must equal the size of the creature you are attempting to create. The creature you create is loyal to you and will follow your commands. The total amount of creatures you can have under your control at once is equal to half your Intelligence modifier (rounded up, and a minimum of one). You can use this feature once per long rest. You must have a forge focus in order to use this feature.

Shield of Death

Starting at 7th level, when an allied creature dies within 30 feet of you, you can use your reaction to regain hit points equal to the damage that killed the creature. If this feature would restore more than your maximum hit points, you gain temporary hit points equal to the excess. You can use this feature once per short rest.

Improved Forge Focus

At 10th level, your forge focus gains an additional benefit. If it is a weapon, its damage bonus becomes 3d6 necrotic damage, and when you kill a creature with the weapon, you can choose to gain 5 temporary hit points. If your forge focus is an object, you gain an additional cantrip and a single spell of up to 3rd level that you can cast once per short rest. This spell can change when you reassign with the object, but the cantrip cannot.

Dark Pact

Starting at 15th level, you gain an adept skill based on your power.

Fiendish Pact

You shun undeath and embrace the power of the fiends. You can no longer create undead with your Forgemaster trait. You gain resistance to cold and fire damage. You can speak, read, and write abyssal and infernal. Any time you deal necrotic damage, you can choose to deal fire or cold damage instead. When you use your second wind, you can choose any number of creatures within 30 feet of you that you can see. These creatures take fire or cold damage equal to the health you regain. In addition, when any of your created fiends are killed by a creature, the creature that kills them takes 2d8 psychic damage.

Pact of the Unseen Sumonner

You use your minions as a main source of attack, preferring to stay in the background and guide them. When you use your action surge, you can use your additional action to cast Greater Invisibility on yourself. Your created minions gain a bonus to their attack rolls equal to your proficiency bonus. They gain a bonus to damage rolls equal to your Intelligence modifier. They gain increased hit point maximum equal to your fighter level. Creatures you create are immune to being frightened and charmed. If a creature you have created dies, you can immediately use your reaction to make a weapon attack. This attack has advantage.

Pact of Undeath

You shun fiends and embrace the power of the undead. You can no longer create fiends with your Forgemaster trait. You gain resistance to necrotic damage. You can speak telepathically with all undead up to a range of 30 feet. Any time you are reduced to zero hit points, you must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead. When you use your second wind trait, you can forgo healing yourself in order to heal any companions within 30 feet of you. This healing works on undead creatures.

Soul Binder

At 18th level, you attain the pinnacle of control over the flesh and the soul. When you create a creature with your Forgemaster trait you can give a soul, if it is free and willing, a body as long as the body fits the ability of your Forgemaster trait. This requires a full long rest to do, and you cannot create any more creatures for 2 days afterward. Your creation has the same mental attributes as the soul.

Previous Versions

Name Date Modified Views Adds Version Actions
7/15/2019 11:46:00 PM
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