Base Class: Fighter
The Bladesmith has a preternatural ability to sense and harness the spirits imbued in inanimate objects. Metals of the material plane whisper to the Soul Smith, guiding their hands to facilitate peerless craftsmanship as well as allowing them to unleash powerful effects in battle at the risk of potentially shattering the equipment.
The Smith is proficient in the use of Smith's Tools.
When a creature is targeted by a Smith of the Eastern Blades action that calls for a saving throw, the DC is equal to 8 + proficiency + the Smith's WIS modifier.
Bonding of Blades
Bonding of Blades
The Bladesmith has proficiency with Smith's Tools.
At 3rd level, the Bladesmith may use an action to commune with one mundane weapon and bond with its inner spirit. They may do this once per short rest, and may bond with as many weapons at a time as his or her WIS modifier, a minimum of 1.
Bonding with a weapon identifies its true nature. For items crafted by a smith of an unknown alignment, roll on the alignment table to determine its alignment. For those whose alignment are known, simply refer to the table to determine the effects.
Alignment Table (d100):
1-11 Lawful Good (Durendal)
12-22 Lawful Neutral (Damocles)
23-33 Lawful Evil (Carnwennan)
34-44 Neutral Good (Aegis)
45-55 True Neutral (Gae Bulg)
56-66 Neutral Evil (Muramasa)
67-77 Chaotic Good (Mjolnir)
78-88 Chaotic Neutral (Hrunting)
89-100 Chaotic Evil (Tyrfing)
Channel
Channel
At 3rd level, as a Bonus Action, the Bladesmith may channel a bonded weapon's latent energies to buff the weapon for 1 minute. While a weapon is channeled, it is susceptible to damage and will break on an attack roll critical failure. While channeling is active, the bonded weapon will deal additional damage equal to half their WIS modifier rounded up. This damage's type depends on the alignment of the weapon.
LG = Radiant
LN = Force
LE = Acid
NG = Cold
TN = Thunder
NE = Psychic
CG = Lightning
CN = Necrotic
CE = Fire
Release Energy
Release Energy
At 7th level, once per turn, the Bladesmith may release energy from a currently held bonded weapon. The effect manifested by the energy is dependent upon the alignment of the weapon. At the end of their turn after using this feature, they must roll a d100. If less than a 6 percentile is rolled, the bonded weapon breaks. They may use this feature a number of times equal to their WIS modifier per short rest.
LG = They imbue one of their attacks with a Divine Smite, adding 2d8 radiant damage to the attack, with an additional 1d8 damage added against fiends or undead.
LN = They replace one of their attacks with a shockwave that is 5 feet wide and 30 feet long. Any creature in its path must hake a DEX save. On a failure, the creature(s) will fall prone and take an additional 2d8 force damage. On a success, the creature(s) will not fall prone and will take half damage.
LE = Their attacks during this turn have a range of 30/60, as shadow versions of them materialize to strike each target.
NG = They use a reaction to cast the shield spell.
TN = They imbue an attack with thunder energy, adding 2d8 Thunder damage. The thunder damage from this attack cannot be healed until the target has had a long rest.
NE = They imbue an attack with a Vampiric effect. The creature takes an additional 2d8 psychic damage, and the Bladesmith is healed by this amount.
CG = They replace an attack with a stun effect. Lightning strikes the blade and arcs outward. All creatures within 5 feet of the Soul Smith must make a CON save or be stunned until the end of the Bladesmith's next turn.
CN = They imbue an attack with a Poison effect. The target takes an additional 2d8 poison damage and must pass a CON save or be poisoned for 1 minute.
CE = They replace an attack with a flame slash. Flames strike out in a 15 foot cone. All creatures in the cone must make a DEX save or take 2d8 fire damage, or half on a success.
Iaido
Iaido
At 10th level, the Bladesmith may sheathe and draw a bonded weapon as part of each attack action.
Tempered Soul
Tempered Soul
At 15th level, the Bladesmith has Expertise with Smith's Tools.
All attacks with bonded weapons are considered magical for the purposes of overcoming resistances. Additionally, they will gain an additional bonus to attack rolls and to damage rolls equal to half their WIS modifier rounded up.
Immortal Soul
Immortal Soul
At 20th level, bonded weapons can no longer be broken.
Previous Versions
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Posted Oct 5, 2019Thanks for the comment! :D Nope, I haven't heard of such a thing. This was heavily inspired by the Samurai class on Final Fantasy Tactics, but D&DB is VERY sensitive to anything even mildly close to copyrighted material.
So much so that it was saying my class was too similar to the Sun Soul monk. -_-
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Posted Jul 1, 2019Oh very spiffy, I like this. Do you however, know anyone that has made a "Way of the Forge/Smith/Blacksmith" for a Monk subclass 5e? I think it would be kinda awesome to find such!