Base Class: Fighter
A fighter who's very heart is a forge of destiny and destruction. The forge heart is a skilled fighter and smith who can create and repair equipment; using arcane brands to enhance their abilities, take control of the battlefield and protect allies.
Favored Forge
The Forge Heart Chooses a weapon type. That weapon type is the focus of their forging, they are able to forge a weapon of that type using various gathered arcane components and creature components. You can only use your arcane brand feature with this weapon type. You also gain proficiency with smith's tool
Axes
You choose to master hand Axes and battle axes
Daggers
You have Chosen the Nimble Daggers
Great Weapons
You Master the large Great Weapons and reduce it's material cost by 25 gold
Hammers
You choose to master the club, mace, and war hammer
Polearms
You master bo staffs, halberts and spears
Swords
You choose to master short swords and long swords.
Arcane Brands
At the 3rd level, you learn to harness the very soul of the forge into your favored weapons. When you gain this feature you choose two options for Arcane Brands
Once per turn when you attack with your favored weapons as part of the Attack action, you can apply one of your Branding strike options to that attack. You decide to use the option when the attack hits a creature unless the option doesn’t involve an attack roll. You have 1+ your wisdom modifier uses of this ability, and you regain all expended uses of it when you finish a long rest. Some Brands are used as reactions and are listed as such. You may only have one arcane brand active at a time. The saving throws for Forge Heart abilities are Wisdom.
You gain additional arcane brand options at levels 5, 7 and 15
Brand of Iron Skin
After making an attack or as a reaction, you use abjuration magic to make your flesh as solid as forged metal. You gain +4 to your AC Until your next turn
Brand of Pride
When succeeding an attack you use this brand and choose 3 enemies within your view. Those enemies must succeed a Wisdom saving throw or be forced to see you as the greatest threat and must attack you. The creatures repeat this saving throw at the end of their turns. This effect lasts 1 minute until the saving throw is succeeded, the creature dies, or you become incapacitated.
Brand Of the Anvil
When striking a creature with a hammer you may activate this brand. The creature must succeed a Wisdom saving throw, on a failure this creature makes acrobatics checks at disadvantage, their movement speed is reduced and they are unable to fly.
Brand of the Doppelganger
As you slash the target a separate image is created of you. For one round Any creature that can see you and your doppleganger must Succeed a Wisdom saving throw against your Forge Heart DC or make their attack at disadvantage. A creature who succeeds in this saving throw is no longer affected by this effect. This effect lasts for 1 minute
Brand of The Giants Reach
You activate this brand as a bonus action. Attacking with a Great weapon gives you 10ft of additional range to your attacks for 1 minute.
Brand of the Mage Slayer
When you strike a creature with a spellcaster level you gain advantage against that spellcaster's spells saving throws until the beginning of your next turn. They must also make a saving throw against your Forge Heart DC. on a failure you may learn one of the following from them: Their spellcasting modifier, their spell save DC, or how many spell slots they have of a specific level.
Brand of The protector
You may use this Brand as a reaction. You activate this brand and link yourself to a creature within 15 feet of you.Any damage that the creature takes is split between the two of you. At the 10th level, the range of the brand expands to 30 feet
Brand of The Spirit
You strike your opponent and they are branded with a burning cursed spirit. The target must succeed a wisdom saving throw or be haunted by a flaming forge spirit. The spirit does an initial 1d6 fire damage and 1d6 fire damage each turn the save is failed. The saving throw is done each turn after damage has been dealt. The spirit vanishes after the creature dies, the effect ends, or the saving throw is succeeded.
Damage is increased to 2d8 at level 17
Brand of The Trickster
You activate this brand as a bonus action. Turn invisible for 1 minute. If you attack, cast a spell or speak, your invisibility ends
Brand of the Vorpal
Use your knowledge of battle to place critical marks on the target body. As an action, you cast the vorpal brand on a target up to 15 ft from you. The target must succeed a Wisdom saving throw DC, on a failure the next strike against that creature deals an additional 2d6 damage and is at advantage; on a success the next strike against that creature has advantage. This effect lasts for one minute or until a successful hit on the creature is made.
Damage is increased to 3d8 at level 18
Flame Tongued
At the 7th level, you learn to channel the heat of the forge into your weapons. As a bonus action, you can cause your held weapon to ignite into flames for 1 minute. Any creature hit by this weapon suffers an additional 1d8 damage. This damage is increased to 2d8 at the 10th level and 4d8 at the 18th level. If the blade is submerged in water, if you are incapacitated, the weapon is removed from your hands or you dismiss it early as a free action this effect ends.
You may use this feature once per short rest.
You also gain resistance to fire and bludgeoning damage.
Immolation
You harness your burning fire and unleash it outwards. Any creature within 5ft of you must make a dexterity saving throw DC 15. On a failure, the creatures take 8d6 fire damage and are knocked prone. On a successful save the creature takes half as much damage and is not pushed back. You may use this feature once per short rest.
Prepared Craftsman
Starting at 15th level, you always have a brand prepared, If you roll initiative and have no uses of Arcane Brand remaining, you regain one use.
Soul of Fire
You gain immunity to fire damage and your arcane brands become furthered and enhanced.
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