Base Class: Fighter
When a smithsknight is sighted on the battlefield, dread encompasses his enemies. Alone, a smithsknight is a formidable force, a one-man shield wall, armoury, and mobile forge. When a smithsknight is added to an army, it becomes a one-sided battle. Smithsknights combine huge defense with a mastery of on-the-job blacksmithing, being able to craft weapons and armour in the thick of battle.
Many smithsknights began as master blacksmiths, or great adventurers, but combined rigorous training in combat and weapon crafting to become specialists in any battle situation. They usually served, or have served a master, be it a ruler, General, or leader of an adventuring party. Their training has allowed them to unlock spells that aid them in the forge, and they are masters of defensive maneuvers.
Heavy Weapons Specialist
Starting at third level, the Smithsknight can wield two-handed weapons with one hand providing they are also equipped with a shield. As soon as the shield is unequipped, this effect wears off. When they are wielding a two-handed weapon like this, its reach doubles.
Forge On the go
Starting at 7th level, you can forge a weapon after a short rest. As you level up, you will be able to forge more weapons, and the cost of the weapons available decreases. To forge a weapon, you must make a Constitution check. If it is successful, you gain the weapon you chose to create, and detect the correspondent resources.
Weapon/resource table:
Level 3:
Simple melee Weapons: 5GP
Martial Melee Weapons: 10GP
Simple Ranged Weapons: 7GP
Martial Ranged Weapons: 17GP
Level 5:
Simple melee Weapons: 2GP
Martial Melee Weapons: 5GP
Simple Ranged Weapons: 4GP
Martial Ranged Weapons: 9GP
Level 7 and above:
Simple melee Weapons: 1GP
Martial Melee Weapons: 2GP
Simple Ranged Weapons: 2GP
Martial Ranged Weapons: 4GP
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Arcane Craftsmanship
Weapons you create (through both magical and non-magical means) can be imbued with a wizard cantrip. After forging the weapon, you can roll a d20 to imbue it with the cantrip. If you roll above 17, it becomes imbued with the cantrip. The weapon counts as an arcane focus, and can be cast instead of an attack with the weapon. To cast the cantrip, roll as if you were wielding the weapon.
Improved arcane craftsmanship
Weapons you create (through both magical and non-magical means) can be imbued with a level 1 wizard spell. After forging the weapon, you can roll a d20 to imbue it with the spell. If you roll above 17, you can imbue it with a level wizard spell. The weapon counts as an arcane focus, and can be cast instead of an attack with the weapon. To cast the spell, roll as if you were wielding the weapon.
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