Fighter
Base Class: Fighter

Forge Wardens are master smiths and battlefield artisans, warriors who treat combat like the forge—each strike shaping the outcome. Trained in places like Firecrest, they carry the teachings of Vulkarion, turning heat, steel, and precision into deadly efficiency.

Level 3: Smith of War

You gain proficiency with Smith’s Tools.

Once per long rest, you can modify one weapon or piece of armor, granting one of the following benefits (choose one per rest):

  • Tempered Weapon: +1 bonus to attack rolls
  • Weighted Edge: +2 damage on hit
  • Reinforced Armor: +1 AC

Only one item can benefit from this at a time.

Level 3: Heated Strikes

Your attacks carry the heat of the forge.

Once per turn when you hit a creature with a weapon attack:

  • Deal an extra 1d6 fire damage

(Scales with Fighter Level)At level 7, this becomes, 2d6, level 10, 3d6, and at level 18, 4d6.

Level 7: Battlefield Repair

You can reinforce gear in the middle of combat.

As a bonus action, choose yourself or an ally within 5 feet, expending a use of your Second wind:

  • Healing for Hp = 1d10 + your Fighter level
  • End one of the following conditions: frightened or poison
  • Granting the Target creature resistance to Bludgeoning, Piercing, and Slashing until the beginning of their next turn.

Level 10: Masterwork Craftsmanship

Your forged gear reaches peak efficiency.

  • Your Smith of War bonuses improve:
    • Weapon bonus becomes +2 to attack OR +3 damage
    • Armor bonus becomes +2 AC
  • Additionally, your attacks ignore resistance to fire damage

Level 15: Living Anvil

You become immovable like a forge’s foundation.

  • When a creature hits you with an attack, you can use your reaction to:
    • Reduce damage by 1d12 + your Constitution modifier
    • If reduced by at least half, you may immediately make one weapon attack against that creature

Uses: Proficiency Bonus per long rest

Level 18: Avatar of the Forge

You embody the divine forge itself.

As a bonus action, you enter a Forge State for 1 minute (once per long rest):

  • You gain resistance to all damage except psychic
  • Your weapon attacks deal an extra 1d6 fire damage
  • When you hit a creature, you can force a Strength save
    (DC = 8 + PB + STR or CON mod)

On failure:

  • The target is either knocked prone or disarmed (your choice)

Additionally:

  • Allies within 10 feet gain +1 AC
Forge State

you enter a Forge Avatar State

Previous Versions

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