The Forge Warden is a master of their craft, dedicating themselves not only to the heat of battle but to the forge itself. As a blacksmith, they shape weapons and armor that are unmatched in quality, infusing them with mystical powers as they gain experience. More than just an artisan, the Forge Warden is a protector and guardian, using their heavily fortified armor and equipment to take the brunt of enemy attacks, ensuring their allies are kept safe.
They stand as stalwart defenders on the battlefield, their hammer glowing with the embers of their forge, imbuing both their weapons and those of their comrades with unique, magical properties. As their abilities grow, so too does their craftsmanship, allowing them to create equipment of incredible power. They are an indispensable support unit, crafting armaments to turn the tide of war while holding the line with their towering resilience.
Tank Proficiency
The Forge Warden starts with proficiency in all heavy armor, shields, and martial weapons. gaining an additional +1 to their AC while wearing heavy armor and a natural resistance to slashing damage.
Spellcasting
Gain 6 spell slots, starting with basic utility spells like Shield, Cure Wounds, and Heat Metal (spell list customized by DM). Cannot have more than 6 spell slots.
Smithing Expertise
As a blacksmith, the Forge Warden gains proficiency with smith’s tools and can repair damaged weapons and armor during short or long rests. You gain an additional +1 to crafting rolls.
Forging
The Forge Warden unlocks the ability to craft Equipment. When crafting an equipment, roll a crafting check. The quality of the equipment is determined by the result:
Common Quality (Low-Mid roll)
Uncommon Quality (Mid-High roll)
Crafting takes time and resources, and the quality of the equipment depends on the materials used. A Forge Warden at level 3 can also imbue these equipment with one buff from the buff list (pros and cons, see below).
Weapon Buff and Cons Table:
| Buff |
Con |
| +1 Attack |
-1 to Armor Class (AC) |
| +1 Damage |
-2 Movement Speed |
| +1 Defense (AC) |
-1 Attack |
| Fire Damage (1d4 fire damage) |
Vulnerable to Cold Damage |
| +2 Initiative |
-1 Attack Damage |
| Poison Damage (1d4) |
Slower attack speed (-1 Initiative) |
| 10% Life Steal (Melee attacks) |
Weaker Armor (-1 AC) |
Armor Buff and Cons table:
| +1 Armor Class (AC) |
-1 Dexterity |
| +2 Armor Class (AC) |
-5 Movement Speed |
| Resistance to Fire Damage |
Vulnerability to Cold Damage |
| Resistance to Cold Damage |
Vulnerability to Fire Damage |
| +1 Constitution |
-1 Intelligence |
| Advantage on Saving Throws vs. Fear |
Disadvantage on Saving Throws vs. Charm |
| 10 Temporary Hit Points per rest |
Lose 1 Spell Slot until next long rest |
| Immunity to Poison |
Weakness to Lightning Damage |
| Advantage on Constitution Saving Throws |
Disadvantage on Dexterity Saving Throws |
| Half Damage from Non-magical Weapons |
Weakness to Magical Weapons (Take double damage) |
| +1 to All Saving Throws |
-1 to Attack Rolls |
| Fire Aura (1d6 Fire Damage to attackers within 5 feet) |
Vulnerability to Water-based Attacks |
| Magic Resistance (Advantage on saves against spells) |
Vulnerability to Psychic Damage |
Accessory Buff and Cons table:
| +2 Initiative |
-1 Constitution |
| +1 Spell Attack Bonus |
-1 Strength |
| +10 Movement Speed |
-1 Armor Class (AC) |
| +1 to All Skill Checks |
-1 to Attack Rolls |
| +1 to Intelligence |
-1 to Charisma |
| +1 to Charisma |
-1 to Wisdom |
| Advantage on Wisdom Saving Throws |
Disadvantage on Intelligence Saving Throws |
| +1 to Perception |
-1 to Stealth |
| +1 to Stealth |
-1 to Perception |
| Regain 1 Spell Slot (once per day) |
10% Chance to Fail on Spellcasting (Roll d100) |
| +1 to Healing Spells |
-1 to Damage Spells |
| Immunity to Fear Effects |
Vulnerability to Confusion Effects |
| 1 Extra Attack per Rest (Melee only) |
Disadvantage on Initiative |
| Teleport 10 feet (once per day) |
Take 1d6 Psychic Damage when used |
| +1 to Wisdom |
-1 to Constitution |
Forged with Fire
Fire Resistance: At level 3, the Forge Warden gains resistance to fire damage. Their time spent in the forge grants them enhanced strength and constitution. They receive a permanent +1 to both Strength and Constitution stats.
Rare Quality Equipment: The Forge Warden can now forge Rare Quality equipment, rolling with a higher difficulty to craft these potent equipment. At this stage, they can also imbue equipment with two buffs, though each additional buff increases the difficulty and cost of the craft.
The Master's Hammer
Epic Quality Equipment: Upon reaching level 9, the Forge Warden can craft Epic Quality equipment, where each successful craft allows for three buffs to be added. These equipment become sought after by adventurers, as they hold powerful enchantments, aiding both offense and defense in battle.
Tanking Ability - Armor of the Forge: The Forge Warden's armor becomes an extension of their craft. While wearing armor they have forged, they gain resistance to bludgeoning and piercing damage. Additionally, their armor's AC increases by +2.
The Buff tables increase:
Weapon Buff Table
| Buff Name |
Effect |
Cons |
| Sharpened Edge |
+1 to attack rolls |
-1 to damage rolls |
| Lightweight |
+5 feet to movement speed |
-1 to AC |
| Flame-Touched |
Weapon deals +1 fire damage |
10% chance the weapon overheats and burns wielder for 1 damage on hit |
| Hardened Blade |
+2 to damage rolls |
-1 to attack rolls |
| Enchanted Focus |
Advantage on attack rolls for 1 round per encounter |
Disadvantage on saving throws until the next long rest |
Armor Buff Table
| Buff Name |
Effect |
Cons |
| Reinforced Plating |
+1 AC |
-1 to movement speed |
| Lightweight Armor |
+5 movement speed |
-1 to STR checks while wearing the armor |
| Fortified Resistance |
+1 to saving throws |
-1 to attack rolls |
| Heat Insulation |
Resistance to fire damage |
Vulnerability to cold damage |
| Deflecting Guard |
Avoid one attack per encounter |
10% chance the armor cracks, reducing AC by 1 for the rest of the encounter |
Accessory Buff Table
| Buff Name |
Effect |
Cons |
| Charm of Quickness |
+5 movement speed |
-1 to Dexterity saving throws |
| Amulet of Strength |
+1 STR |
-1 to Intelligence checks |
| Ring of Clarity |
+1 INT |
-1 to Strength checks |
| Pendant of Defense |
+1 AC |
Disadvantage on Dexterity checks |
| Cloak of Shadows |
Advantage on stealth checks |
-1 to Wisdom saving throws |
Proficient Blacksmith
Common equipment are now beneath the Forge Warden's skill. From level 12 onward, they can only craft Rare equipment and higher. Their mastery of the forge reaches new heights, and the equipment they craft can now be fitted with four buffs, increasing their complexity and power. Granting buffs to equipment no longer have cons.
Legendary Quality Equipment: They can now attempt to forge Legendary Quality equipment, which carry immense power and require rare materials. Crafting one of these items takes considerable time and skill, but the results are unmatched.
The buff table increases:
Weapon Buff Table
| Buff Name |
Effect |
| Razor Sharp |
+2 to attack rolls |
| Swift Craft |
+10 feet movement speed |
| Burning Strike |
Weapon deals +1d4 fire damage |
| Reinforced Steel |
+3 to damage rolls |
| Arcane Imbued |
Grants 1 use of a 1st-level spell per encounter |
Armor Buff Table
| Buff Name |
Effect |
| Iron Defense |
+2 AC |
| Swift Defense |
+10 feet movement speed |
| Arcane Barrier |
+2 to all saving throws |
| Fireproofing |
Resistance to fire and cold damage |
| Energy Absorption |
Gain 1d4 HP after a successful block |
Accessory Buff Table
| Buff Name |
Effect |
| Speed Talisman |
+10 feet movement speed |
| Ring of Might |
+2 STR |
| Amulet of Intellect |
+2 INT |
| Defensive Pendant |
+2 AC |
| Cloak of Invisibility |
Turn invisible once per encounter |
Mythical Forging
Mythical Quality Equipment: The Forge Warden can now attempt to forge Mythical Quality equipment. These items are relics of great power, infused with strange magic that allows for a signature ability on top of the usual buffs.
Signature Abilities: The Forge Warden can imbue these equipment with a Signature Ability, drawn from powerful spells or custom/existing attacks, such as a fireball explosion on a critical hit or a blinding light when the weapon strikes. When forging, the ability must be approved by the DM.
The Buff table increases:
Weapon Buff Table
| Buff Name |
Effect |
| Fury of the Forge |
+3 to attack rolls |
| Molten Blade |
+1d6 fire damage on hit |
| Thundering Strike |
+1d8 thunder damage on hit |
| Vampiric Edge |
Weapon heals 1d4 HP on hit |
| Storm Infusion |
Weapon deals an extra 2d6 lightning damage once per encounter |
Armor Buff Table
| Buff Name |
Effect |
| Stone-Skin |
+3 AC |
| Quickened Reflexes |
Advantage on Dexterity saving throws |
| Elemental Aegis |
Resistance to fire, cold, and lightning |
| Steel Heart |
Advantage on saves against charm and fear |
| Barrier of Resolve |
Reduce incoming damage by 1d6 |
Accessory Buff Table
| Buff Name |
Effect |
| Talisman of Agility |
+15 feet movement speed |
| Ring of Power |
+3 STR |
| Amulet of Wisdom |
+3 INT |
| Guardian Pendant |
+3 AC |
| Regenerative Cloak |
Heal 1d6 HP at the start of your turn |
Dedication to the Craft
At this stage, only Epic, Legendary, and Mythical Weapons can be crafted by the Forge Warden. Their skill with common materials is far beyond what any novice could hope to achieve, and they dedicate themselves entirely to creating world-shattering artifacts of immense power.
Forge Mastery
Ultimate Tanking Ability - Molten Fortitude: At the pinnacle of their craft, the Forge Warden gains the ability to absorb the power of the forge itself. Once per long rest, they can activate Molten Fortitude, encasing themselves in a molten armor shell that grants temporary invulnerability for 1 minute. During this time, all incoming physical damage is negated, and enemies that strike the Forge Warden take fire damage in return.
Mythical Blacksmithing: The Forge Warden can now forge items of Mythical Quality at will, creating not only weapons but armor and accessories that possess Signature Abilities. The crafted items may now have up to five buffs, and the Forge Warden gains a unique ability to customize the weapon's or armor's aesthetic to reflect their personal style.
The Buff table increases:
Weapon Buff Table
| Buff Name |
Effect |
| Infernal Fury |
+1d12 fire damage on hit |
| Lightning Edge |
+2d6 lightning damage on hit |
| Soul Drinker |
Weapon heals 1d6 HP on hit |
| Echoing Thunder |
+1d8 thunder damage on all strikes |
| Godslayer's Strike |
Deal +4d10 damage against high-level enemies (once per day) |
Armor Buff Table
| Buff Name |
Effect |
| Titan's Defense |
+4 AC |
| Guardian's Spirit |
Advantage on all saving throws |
| Elemental Immunity |
Immunity to fire, cold, or lightning damage |
| Unbreakable Will |
Immunity to fear and charm |
| Soul Armor |
Heal 2d4 HP after receiving critical damage |
Accessory Buff Table
| Buff Name |
Effect |
| Wind Talisman |
+20 feet movement speed |
| Ring of Titans |
+4 STR |
| Amulet of the Arcane |
+4 INT |
| Pendant of Invulnerability |
+4 AC |
| Cloak of Divinity |
Heal 2d6 HP at the start of your turn, thrice per 2 encounters |
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