Base Class: Wizard
Your time in the Blacksmithing Guild has allowed you to work on your smithing skills to the point that you are able to channel all your magic through this art.
Trained Smith
Beginning when you select this school at 2nd level, you gain proficiency in smith's tools.
Your skills at the forge allow you to spend a full day at one to create a simple magic item. In order to make one, you need the resources required to make the actual item you want (for example, metal for a sword). You also need either 50 gp or some arcane gem to imbue magic into the item.
The items you can make consist of the common magic items that are available.
When you reach 8th level, you can make uncommon magic items, and the gp required to make these items is 200gp. When you reach 12th level, you can make rare magic items, and the gp required to make these items is 500gp. When you reach 16th level, you can make very rare magic items, and the gp required to make these items is 2000gp. When you reach 20th level, you can make any magic items, and the gp required to make these items is 5000gp.
Spells of the Forge
Beginning at 2nd level, you can choose to learn additional spells that other wizards don't have access to.
The spells are as follows:
Searing Smite, Magic Weapon, Heat Metal, Elemental Weapon, Fabricate, and Animate Objects
Forge Resistance
Starting at 6th level, you gain resistance to fire damage.
You also use a reaction to gain resistance to bludgeoning, piercing and slashing from non-magical weapons for one round. Once you use this feature, you can't use it again until you finish a long rest.
Once you reach 16th level, you gain immunity to fire damage.
Burst of Fire
Beginning at 10th level, when you damage an enemy with a spell you can deal an extra 2d6 fire damage to one target.
Heart of the Forge
Starting at 14th level, your time at the forge has helped you to become one with it. Your skin feels hot to the touch, and you sometimes glow with excess heat. You gain resistance to cold damage and, whenever you are hit by cold damage, you can roll a d20, on a roll of 11 or higher, you ignore all damage, on a roll of a 20, you can send a blast of fire at the source of the cold damage, dealing 4d10 fire damage to everything it passes through, on a roll of a 1, you ignore the cold resistance.
Comments