Base Class: Fighter
Warriors of the Forgehammer are battle-smiths forged in fire and fury. Combining raw martial prowess with explosive elemental magic, these fighters wield weapons wreathed in flame and unleash spells that burn, stun, and devastate their foes. Their signature Flaming Hammer can stun enemies with fiery force, while their uncanny ability to cast spells multiple times in rapid succession turns the battlefield into a blazing inferno. Whether standing at the front lines or raining destruction from afar, Forgehammers embody the relentless power of forge and flame.
Level 3: Flameforged Discipline
At 3rd level, you gain the ability to cast spells similar to the Eldritch Knight, but with a fiery edge. You always know the following spells, which do not count against your known spells:
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3rd level: Burning Hands, Shield
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7th level: Scorching Ray, Shatter
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13th level: Fireball, Haste
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19th level: Wall of Fire, Fire Shield
Additionally, you gain the ability to unleash your signature Flaming Hammer. As an action, you can hurl a flaming hammer at a creature within 30 feet. The target takes 2d6 fire damage and must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Intelligence modifier, your choice) or be stunned until the end of your next turn. You can use this feature once per short or long rest.
Weapon of Fire and Fury
Starting at 7th level, your martial strikes can be empowered by elemental fire. When you hit a creature with a weapon attack on your turn, you can expend a spell slot to deal an additional 2d8 fire damage per level of the spell, up to a maximum of 5d8.
While wielding a weapon, you can cast a cantrip with a casting time of 1 action as a bonus action.
Level 10: Forge Multicast
Beginning at 10th level, your fire spells may erupt with explosive chaos. When you cast a 1st through 3rd level spell that targets only one creature, roll a d12 and consult the following results:
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1–5: No additional effect.
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6–8: The spell is cast a second time at the same target.
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9–10: The spell is cast a second and third time; you may choose the same or new targets for each cast.
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11–12: The spell is cast up to four times total. Each additional cast beyond the first deals only half damage.
You can use this feature once per long rest. You may also expend your Action Surge to use it again.
Level 15: Overheat Surge
At 15th level, when you use your Action Surge, you can cast one fire spell you know without expending a spell slot. This spell automatically deals maximum damage.
Level 18: Flame Emperor
By 18th level, your weapons blaze with eternal fire. Your weapon attacks deal an additional 1d6 fire damage.
Furthermore, when you reduce a creature to 0 hit points with a spell or weapon attack, you can hurl a Flaming Hammer as a bonus action, even if you have already used this feature since your last rest.







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