Fighter
Base Class: Fighter

Fighters of the blacksmith archetype focus on improving their armor and weapons in addition to their fighting skills. 

Accomplished Smith

You gain proficiency with smith's tools and can modify non-magical weapons and armor to improve their attack, defense, or otherwise modify its properties. You can only maintain one modified weapon or armor at a time and may switch it during a long rest. At level 7, you may make these changes to magical weapons. At level 10, you may make up to two different modifications to the same weapon or armor. and, at level 18, you may make up to three modifications divided among up to two weapons or armor.

The following modifications may be made to a weapon or armor:

  • Strengthen: +1 AC (Armor)
  • Lighten: Decrease the weight of your armor by one level (e.g., heavy to medium) (Armor)
  • Fortify: Increase the weight of your armor by one level (e.g., light to medium) (Armor)
  • Improved Lethality: +1 to attack and damage (Weapon)
  • Aerodynamic: Add the thrown property (Weapon)
  • Trim: Remove the two-handed property (Weapon)
  • Reshape: Add the finesse property. This cannot be used on a two-handed weapon (Weapon)
  • Extended Grip: Add the two-handed property (Weapon)
  • Sharpen: Change the damage type to slashing (Weapon)
  • Blunt: Change the damage type to bludgeoning (Weapon)
  • Contour: Change the damage type to piercing (Weapon)

Rune Smith

At 7th level, you can engrave runes into a weapon. The rune will allow the weapon to deal extra damage of a type of your choosing: acid, cold, fire, force, lightning, necrotic, psychic, radiant, or thunder. A weapon can hold only one rune and you may only maintain one rune at any time. You may switch, activate, or deactivate a rune during a long rest. At level 10, you may maintain two runes (on separate weapons) at the same time. The rune deals 1d8 of the chosen damage type at level 7, 1d10 at level 14, and 1d12 at level 18. Additionally, you can now use your re-forge ability to modify magical armor and weapons.

Workhorse

Starting at 10th level, your skin has been tempered due to years in front of the forge, granting you resistance to fire. You also gain the ability to repair damage to weapons and armor with your smith's tools, provided you have sufficient raw materials, once per long rest. Alternatively, you may convert damaged or undamaged weapons or armor into raw materials.

In addition, you gain the following additional options for modifications:

  • Bolster Shield: +1 AC (Shield)
  • Chain Vest: Your armor grants you resistance to non-magical piercing damage (Metal Armor)
  • Rounded: Your armor grants you resistance to non-magical slashing damage (Metal Armor)
  • Tempered: Your armor grants you resistance to non-magical bludgeoning damage (Metal Armor)
  • Streamline: Your range increases by 30 feet (Ranged Weapon) 
  • Honed: +2 attack; this cannot be used in conjunction with Improved Lethality (Weapon)

 

Battlesmith

Starting at 15th level, you may destroy an enemy's armor when you make a critical hit with a melee attack against that enemy. Further, once per long rest, you may destroy an enemy's armor when you make a successful melee attack against that enemy. This must be declared prior to making your attack roll. When armor is destroyed, it is immediately removed from the target; it is not used to calculate their AC and they are not considered to be wearing it for the purpose of spells that target it (e.g., heat metal). At level 18, you may perform this twice per long rest.

Master Smith

At level 18th, your tempered skin has absorbed intense magical energy  to give you complete immunity to fire damage.

In addition, your accomplished smith skill can now apply up to 3 modifications divided between up to two weapons or armor and your hammer strike ability can be used twice per long rest. You may not apply the same modification multiple times to the same weapon or armor.

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