The Eternal Forgemaster.
While attuned to The Hammer of the Builder you gain access to the Prestige Class of the Eternal Forgemaster. This class will level up separately from your main class and only when you accomplish certain pre-set goals. With each level-up you gain new abilities and become closer to actualizing your status as the AVATAR of the BUILDER. Each level increases your character level and maximum character level by one.
Prerequisites:
- Wisdom and Strength scores of 15 or higher
- Character level of 10 or higher
- Lawful Good alignment
- Must be attuned to The Hammer of the Builder
Level 1: The Smelter
At this level you gain the following benefits:
- MAX HP increases by 6 + your Constitution modifier.
- You gain 1d6 hit die added to your hit die pool.
- You gain proficiency in martial and simple weapons and all armor types.
- You gain advantage on any History (Intelligence) ability check regarding the history of any armor or weapon.
- When crafting any mundane equipment that you can craft, you expend only half the needed cost. You also complete the item in half the needed time.
You also gain access to the following features:
Channel Divinity: Turn Construct
As an action, you present your holy symbol and command machines. Each construct that can see or hear you within 30 feet of you must make a Wisdom Saving Throw vs your Spell Save DC. If it fails, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Construct Divine
Action (3/day): You may strike a piece of raw material with your hammer and turn it into a desired mundane item made of the same material. The item cannot cost more than 100 gp and cannot be greater in size than 5 ft by 5 ft. Additionally, you may expand all three uses at once to cast Fabricate.
Bonus Action: You may cast Mending at will.
Master of the Forge
You may now craft magical items. To do so you must follow the following steps:
- Acquire the recipe for the magic item.
- Expand resources and time to craft the item.
For the purposes of your crafting, resources are measured in gold pieces unless the recipe requires a UNIQUE ingredient. Even then, you will utilize HALF the normal resources and time to craft items. However, the type of items you craft are limited to certain categories:
- Melee Weapons
- Armor & Shields
- Metal Tools (crowbar, horseshoe, pan, etc)
You may then imbue the item with the magical effect detailed in the recipe.
Note: You can increase the time and cost of the crafting by 10% to change what item the spell will be placed on. For example: if the recipe is for a weapon enchantment, but you want that enchantment on a shield, you will need to spend slightly more resources and time.
You start off with 2 recipes already known to you. You may learn more as you go. To learn recipes you either find them hidden in old ruins, dungeons, or libraries of powerful wizards, or spend time and resources to deconstruct a magic item and discover its recipe. The time and money used to deconstruct a magic item, usually are equal to 25% of the cost/time needed to build it.
The recipes you start off with are:
- Blasted Tomahawk: Hand axes that can be thrown and explode upon impact., temporarily slowing down or even petrifying the target. Consumable rare item.
- Citadel Towers: Shields which can be planted into the ground to create permanent stone cover. Consumable uncommon item.
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