Barbarian
Base Class: Barbarian

The Lord of the Forge has chosen you to represent him as his champion. You become a master forger, able to create a myriad of weapons on the battlefield.

Pump The Bellows

Starting at 3rd lvl you've connected with the Lord of Forges and have been granted access to his great Forge. Your Rage is replaced by the Forge Master State. This state grants you all normal Rage bonuses and restrictions except the damage bonus. 

Upon entering your Forge Master State, all weapons you are carrying or wielding are shunted off to a personal pocket dimension. You may roll on the Forge Master table for a replacement weapon or you may forego this roll to recall one of your shunted weapons back to you, additionally if you roll on the table and get a weapon you currently carry, you may choose to keep that weapon and transfer the boons to your equipped weapon. Forge Master Weapons offer different boons based on the weapon summon. They also have the following effects: 

  • You are proficient with any weapon currently created by your Forge Master feature. Additionally, any ranged weapon created by your Forge Master feature uses Str in place of Dex for attack and damage rolls, it also ignores the loading properties as the ammunition is magically created.

  • You can make Reckless Attacks with ranged and thrown weapons that you Forged.
  •  Any thrown weapon created by the Forge Master feature returns to your hand after being thrown.  

  • Forged Weapons do an extra 1d8 radiant or fire damage (you choose whenever you roll a new weapon on the Forge Weapon table). This damage increases to 2d8 at 9th lvl, 3d8 at 14 lvl, and 4d8 at 19th lvl. You gain resistance to your current chosen type.

  • Some Forged Weapons have boons that force creatures to make a saving throw. The DC for these saving throws is 8+your strength mod+your proficiency bonus

Forge Master Table

# Forged Weapon Damage Boon
1 Shortsword 1d8

As a bonus action you may Forge a temporary copy of the shortsword to attack in tandem with you. You may make another melee attack as part of that bonus action. Roll a d6 at the end of your turn(s). This boon recharges on a roll of 5 or 6.

2 Longsword 1d10

As a reaction when you succeed on a melee attack with this Forged Weapon, you taunt the target of that attack. They make a Wisdom saving throw against your Forge Master DC. On a failure that creature makes all attacks at disadvantage if you are not the target until the start of your next turn. On a success that creature can not be targeted by this boon again until it is used against another creature.

3 Warhammer 1d12

As an action you may forgo all attacks with this weapon to release a blinding blast of radiance or a searing ring of heat, depending on which bonus damage type you chose before, around you in a 10 foot radius. This Aura lasts for 1 minute. Any hostile creature  that enters the aura for the first time, or starts its turn there makes a Con save. On failure each creature takes 1d10 radiance or fire damage. Each creature is also blinded (radiance) until the start of your next turn or knocked prone (fire). Roll a d6 at the end of your turn(s). This ability recharges on a 6.

4 Greatsword 2d8

Once per turn you may attempt to cut through multiple enemies with one attack. You attack up to two creatures within 5ft of each other with one attack action. You still make separate attack rolls for both creatures. Your turn then continues as normal.

5 Greataxe 1d12

This weapon gains the thrown property. As a reaction when you hit a creature with a melee attack you can force the creature to make a Str saving throw. On a failure the attack is treated as a critical hit. On a success the attack fails and the creature takes no damage.

6 Shield 1d8

This weapon gains the thrown property. You may use a bonus action to bolster your defenses. You gain a +1 to AC for up to 1 minute.

 

7 Revolver 2d10

As a bonus action you can switch out all ammunition for one specialty bullet, based on your previous damage type chosen. You may only attack once this turn. 

 

Radiant: Seek and invigorate. When. You make an attack with the radiant aspect of the revolver  you can choose to target allied creatures up to your Rage damage bonus. This attack can only be made once per turn and you make a separate attack roll for each creature. Instead of dealing damage you grant then temp hp up to your barbarian lvl.

 

Fire: Ignite and Emolate. When you make an attack with the fire aspect of the revolver, you choose a number of creatures you can see equal to your rage damage bonus. This attack can only be used once a turn and you make a separate attack roll for each creature. You can choose to attempt to disarm a creature instead of dealing damage (Str sav equal to your DC.) Roll a d6 at the end of your turn(s). This ability recharges on a 5 or 6.

 

8 Hunting Rifle 2d12

You may choose to use your action to charge with this weapon. You may only attack once this turn. Forge a bayonet on the end of your rifle as you charge through hostile creatures. You may move up to your movement but only in straight lines (you may turn but only if you can do so in a straight path). Each creature passed by during this movement makes a Str Save. On a fail they take 1d10 damage based on the previous damage type chosen and are knocked back 5 ft. On a success they take half damage and are not knocked back. Roll a d6 at the end of your turn(s). This ability recharges on a 6.

 

 

Gather the Iron

At 6th lvl you gain a better understanding of not only your Forged Weapons but weapons in general. You gain the following benefits:

  • If you spend at least 1 minute studying a piece of weaponry you treat it as if you had cast identify on it. You also learn who might have created it, where it was created, how old it is, and its value.
  • Crafting a weapon costs you half the time, gold spent, and material components. You treat any roll of 9 or lower as a 10 when crafting weapons. Weapons made by you in this manner have a +1 to attack and  damage rolls and are considered magical. Shields created in this way have the thrown property and deal 1d8 damage. This bonus is also applied to weapons created with your Forge Master State.

  • As a bonus action during your turn you may roll again on the Forged Weapon Table. Replace your current Forged Weapon with the new one.

  • You now have access to your pocket dimension outside of combat. You may store any number of weapons only within this dimension. You must spend at least 1 minute performing a Forging ritual to permanently store a weapon within the pocket dimension. You may only have one weapon from this pocket dimension equipped at a time. When you withdraw another weapon from the pocket dimension your currently equipped weapon is shunted back. You may also recall any weapon back to the pocket dimension even when it is not in you possession as a free action

Strike the Anvil

At 10th lvl you gain an intricate understanding of your Forged Weapons and their abilities granting you the following benefit: Whenever you Forge a Weapon you exude an aura that grants your allies within 15 feet a bonus based on the type of Weapon.

Forged Weapon Aura

# Forged Weapon Aura
1 Shortsword

While within your aura your allies gain a +2 bonus to damage rolls.

2 Longsword

While within your aura allies gain a +1 bonus to attack rolls.

3 Warhammer

While within your aura allies may use their reaction to redirect an attack against them towards you. The attacker rerolls the attack roll and must use the new roll

4 Greatsword

While within your aura allies may use their reaction to make a melee weapon attack against creatures you strike with a Reckless Attack.

5 Greataxe

While within your aura allies may use their bonus action to make an additional attack during their turn.

6 Shield

While within your aura allies gain a +2 bonus to AC

7 Revolver

While within your aura allies may use their action to launch a blast of brilliant light or scorching flame. They make a ranged attack against a creature within 30 ft. 

 

Radiant: Upon striking a creature, they take 2d8 radiant damage. 

 

Fire: Upon striking a creature that creature takes 2d8 fire.

8 Hunting Rifle

While within your aura allies gain  +10 to their movement speed.

Forge your Arnaments

You have truly reached the level of a master Forger. At 14th level, you gain the following benefits: 

  • Forged Weapon abilities now recharge at the start of your turn if they have to recharge.

  • Your Aura now has a 30ft radius.

  • You can choose to have your weapons deal both radiant and fire damage as the bonus damage. You gain resistances to both and your bonus damage dice are split between them in whichever manner you'd like. If you choose to take only one type of bonus damage you gain immunity to that damage type.

  • You may now choose the first Forged Weapon you are granted in battle when you first enter your Forge Master State. You must still roll on the Forged Weapon Table for any following weapons.

  • As a reaction you may disassemble a weapon currently stored in your pocket dimension. If you do so, gain advantage on attack rolls until the start of your next turn. The weapon disassembled in this way is lost forever.

Previous Versions

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