Base Class: Artificer
Usually isolated individuals, hailing from mountains and clifftops, Forge Lords have become accustomed to the magic that flows through the ground. They excel at metalwork, creating armor and weapons with ease using components they gather as they travel. Their magic flows through the dirt and rock around them, allowing them to tap into it's vast reserves and summon huge quakes, ruptures and avalanches. With a swing of their hammer and a stomp of their foot, Forge Lords are always prepared to arm an ally and crush a foe.
Portable Forge
Starting at 3rd level, you can begin to use your Portable Forge. During a long rest, you may forgo the usual benefits of the long rest to instead craft a new piece of equipment for yourself or your allies. Alternatively, you may apply runes to existing pieces of equipment. With the correct focus and rhythm, magic can ebb and flow through your hammer, invigorating you whilst you craft.
At 3rd level, you may choose 2 forging activities. Each activity will either unlock new recipes, new runes or enable you to gain temporary buffs when you forge. You may choose 2 additional forging activities at 5th and 9th level. Whilst in your Portable Forge, you may do as many activities as you want, but only if you have enough materials to complete them.
You must collect materials for to use in forging. After being in combat, if there are creatures or points of interest that can be looted, you may roll an amount of d6 dice equal to your Investigation modifier. Consult the following table to see what resources you find. These materials have no weight but you cannot hold more than 10 of each material. They cannot be sold and have no monetary value. You may add an extra bag to your inventory to hold these materials.
|
d6 Result |
Material |
|
1 |
Sheet of scrap metal |
|
2 |
Cured leather |
|
3 |
Wooden haft |
|
4 |
Block of marble |
|
5 |
Gemstone |
|
6 |
Rough diamond |
Blacksmith - Armor
During a Long Rest, you may forgo the usual benefits of the Long Rest and spend materials to craft a set of armor. The quality of your craft is governed by the materials used. Consult the table below for crafting recipes:
*starred resources vary. Use cured leather to forge light armor and use sheets of scrap metal to forge medium and heavy armor.
|
Item rarity (using DnD Beyond values) |
Materials required |
|
Common armor (non-magical) |
3 variable*, 2 wooden hafts, 1 block of marble |
|
Common armor (magical) |
3 variable*, 2 wooden hafts, 1 block of marble, 1 gemstone |
|
Uncommon armor |
4 variable*, 2 gemstones, 2 wooden hafts, 1 block of marble |
|
Rare armor |
5 variable*, 4 gemstones, 3 wooden hafts, 2 blocks of marble, 2 rough diamonds |
|
Very Rare armor |
7 variable*, 5 gemstones, 4 rough diamonds, 4 wooden hafts, 2 blocks of marble |
Blacksmith - Items
During a Long Rest, you may forgo the usual benefits of the Long Rest and spend materials to craft a ring, rod, staff or wand. The quality of your craft is governed by the materials used. Consult the table below for crafting recipes:
|
Item rarity (using DnD Beyond values) |
Materials required |
|
Common ring/rod/staff/wand |
3 blocks of marble, 2 gemstones, 1 sheet of scrap metal, 1 wooden haft |
|
Uncommon ring/rod/staff/wand |
3 blocks of marble, 3 gemstones, 2 cured leather, 1 sheet of scrap metal, 1 wooden haft |
|
Rare ring/rod/staff/wand |
5 blocks of marble, 3 gemstones, 3 cured leather, 2 rough diamonds, 2 wooden hafts |
|
Very Rare ring/rod/staff/wand |
5 rough diamonds, 5 gemstones, 5 blocks of marble, 3 cured leather, 3 wooden hafts |
|
Legendary ring/rod/staff/wand |
8 rough diamonds, 7 gemstones, 5 blocks of marble, 5 cured leather, 5 wooden hafts |
Blacksmith - Weapons
During a Long Rest, you may forgo the usual benefits of the Long Rest and spend materials to craft new weaponry. The quality of your craft is governed by the materials used. Consult the table below for crafting recipes:
|
Weapon rarity (using DnD Beyond values) |
Materials required |
|
Common weapon (non-magical) |
3 sheets of scrap metal, 2 wooden hafts, 1 block of marble, 1 cured leather |
|
Common weapon (magical) |
3 sheets of scrap metal, 2 wooden hafts, 1 block of marble, 1 cured leather, 1 gemstone |
|
Uncommon weapon |
4 sheets of scrap metal, 2 wooden hafts, 2 blocks of marble, 2 cured leather, 2 gemstones |
|
Rare weapon |
4 sheets of scrap metal, 4 wooden hafts, 3 cured leather, 2 blocks of marble, 3 gemstones |
|
Very Rare weapon |
5 sheets of scrap metal, 4 wooden hafts, 4 cured leather, 2 blocks of marble, 2 rough diamonds |
Lucid Forging - Heal
Through years of practice, you have woven the art of forging into your muscle memory. You act lucidly, allowing you to rest your mind and body whilst you work. When you forgo the usual effects of a long rest, you may add some of the materials you've gathered into a melting pot. The aroma of the melted materials soothes your mind. This concoction of materials heals your wounds.
Cost; 2 sheets of scrap metal, 2 wooden hafts, 2 rough diamonds, 2 cured leather
When you use the Portable Forge, you may spend the above components to gain the following effect:
- You gain 25% of your maximum hit points (rounded up) as temporary hit points.
Whilst these temporary hit points persist, you cannot be effected by other effects which grant temporary hit points. Additionally, you cannot be effected by any healing effects whilst the temporary hit points persist. The temporary hit points persist until damage reduces them to 0, you complete a normal Long Rest, or you work in your Portable Forge again.
Lucid Forging - Meditate
Through years of practice, you have woven the art of forging into your muscle memory. You act lucidly, allowing you to rest your mind and body whilst you work. When you forgo the usual effects of a long rest, you may add some of the materials you've gathered into a melting pot. The aroma of the melted materials soothes your mind. This concoction of materials renews certain features and actions that rely on a Long Rest.
Cost; 2 sheets of scrap metal, 2 wooden hafts, 2 blocks of marble, 2 gemstones
When you use the Portable Forge, you may spend the above components to gain the following effect:
- You may refresh any features, actions and special effects that would normally rely on a Short or Long Rest to refresh.
You may only refresh one charge per feature/action/special effect even if the description tells you that you can replenish all uses.
Lucid Forging - Replenish
Through years of practice, you have woven the art of forging into your muscle memory. You act lucidly, allowing you to rest your mind and body whilst you work. When you forgo the usual effects of a long rest, you may add some of the materials you've gathered into a melting pot. The aroma of the melted materials soothes your mind. This concoction of materials replenishes your spell slots.
Cost; 2 blocks of marble, 2 cured leather, 2 rough diamonds, 2 gemstones
When you use the Portable Forge, you may spend the above components to gain the following effect:
- You regain an amount of spell slots* equal to your Intelligence modifier.
*Each level a spell slot is requires one point from your Intelligence modifier. For example, with +5 Intelligence, you could regain two 2nd level spell slots (4 points) and one 1st level spell slot (1 point).
Runewright - Damage
During a Long Rest, you may forgo the usual benefits of the Long Rest and spend materials to imbue an item with a rune. Runes can be applied to the same equipment an infinite number of times and the effects stack. This Runewright activity allows you to imbue the Rune of Damage. The Rune of Damage may only be applied to weapons and arcane focuses.
Cost; 6 rough diamonds, 4 gemstones, 3 blocks of marble, 1 wooden haft.
The Rune of Damage grants the following benefit each time it is imbued:
- When the wielder successfully attacks with this weapon, deal an additional 1d6 damage* to the target.
*the wielder may choose to deal either psychic, cold, fire, radiant or necrotic damage.
Runewright - Defense
During a Long Rest, you may forgo the usual benefits of the Long Rest and spend materials to imbue an item with a rune. Runes can be applied to the same equipment an infinite number of times and the effects stack. This Runewright activity allows you to imbue the Rune of Defense. The Rune of Defense may only be applied to armor and shields.
Cost; 4 rough diamonds, 6 gemstones, 3 blocks of marble, 1 variable*
The Rune of Defense grants the following benefits each time it is imbued:
- When wearing this armor (or using this shield) you gain +1AC
- When wearing this armor (or using this shield) you gain resistance to certain damage**
- When wearing this armor (or using this shield) you have advantage on saving throws where a failure would cause you to move involuntarily.
*materials vary. Use cured leather to imbue light armor and use sheets of scrap metal to imbue medium and heavy armor.
**each time this rune is imbued select a new resistance from the following; necrotic, radiant, cold, fire, force, psychic or thunder.
Runewright - Luck
During a Long Rest, you may forgo the usual benefits of the Long Rest and spend materials to imbue an item with a rune. Runes can be applied to the same equipment an infinite number of times and the effects stack. This Runewright activity allows you to imbue the Rune of Luck. The Rune of Luck may only be applied to weapons and arcane focuses.
Cost; 5 rough diamonds, 5 gemstones, 3 blocks of marble, 1 sheet of scrap metal.
The Rune of Luck grants the following benefits each time it is imbued:
- +1 to attack rolls made with this weapon. If the rune has been applied to an arcane focus, all spells cast with the arcane focus benefit from this modifier.
- Advantage on Dexterity, Strength and Constitution saving throws whilst wielding the weapon or arcane focus.
Quake Maker
Starting at 5th Level, on your turn, when you voluntarily move, you deal 1d4 thunder damage to every creature you pass within 5ft of during your movement, both friendly and hostile. A creature can take this damage multiple times. As normal, you trigger opportunity attacks from each hostile creature, but may temporarily increase your AC by 1 each time an opportunity attack successfully hits you. Increase your AC after each attack rather than at the end of the movement. The bonus AC is lost at the start of your next turn. You can use this feature a number of times equal to your Strength modifier and these uses refresh on a long rest.
Forge Specialist
Starting at 9th level, you can specialize in one aspect of forging and become a master at it. When you complete associated activities in your forge, you gain increased benefits. You may spend 2 more of each required material when doing a forging activity you have specialized in. Doing so will grant additional effects.
Blacksmith
When you complete a Blacksmith forging activity in your Portable Forge, you may spend 2 more of each required material and gain the following effect:
- The Blacksmith - Weapons activity grants one valid rune of your choice to the new weapon. Consult the "Blacksmith - Weapons (Specialist)" action to view the effects of each rune and what items they are valid on.
- The Blacksmith - Items activity creates an additional uncommon item of the same type. For example if you are crafting a Very Rare ring, you may choose an additional Uncommon ring to craft in addition to the Very Rare ring.
- The Blacksmith - Armor activity grants +1AC to the armor you are forging.
Lucid Forging
When you complete a Lucid Forging forging activity in your Portable Forge, you may spend 2 more of each required material and gain the following effect:
- The Lucid Forging - Heal forging activity grants 50% maximum hit points as temporary hit points rather than the previously granted 25%
- The Lucid Forging - Replenish forging activity grants spell slots equal to twice* your Intelligence modifier rather than the previously granted base Intelligence modifier
- The Lucid Forging - Meditate forging activity grants its normal effect plus the non-specialized effects of Lucid Forging - Heal and Lucid Forging - Replenish
*For example, if your Intelligence modifier is +5, you may now refresh 10 levels worth of spell slots (because 5 x 2 = 10).
Runewright
When you complete a Runewright forging activity in your Portable Forge, you may spend 2 more of each required material and gain the following effect:
- The Runewright - Luck forging activity grants +2 to attack rolls rather than the previously granted +1 modifier.
- The Runewright - Damage forging activity grants bonus 2d6 damage* to successful attacks rather than the previously granted 1d6 damage
- The Runewright - Defense forging activity grants +2AC to the armor or shield rather than the previously granted +1AC
Master Forge
Starting at 15th level, you learn to tap so deep into the ground's magic that you discover ley lines. These magical pathways can be used to transport yourself from various monuments, historical buildings and religious sites back to your Master Forge. From here, you have access to more tools and furnaces than you do in your Portable Forge. You must exhaust the point in this feature to reach the Master Forge. You may only do this from a monument, historical building or religious site (valid sites are determined by the DM). The teleport is immediate and may be used as an action in combat. This feature replenishes after a normal Long Rest (one in which you have not forged).
Once inside the Master Forge, you may forgo the usual effects of a Long Rest to craft one Artifact. These Artifacts are unique weapons, suits of armor and items, imbued with runes and magic. They hold immense power and each member of your party may only have one Artifact in their inventory at a time. Artifacts do not benefit from your Forge Specialist choice and you cannot gain the benefits from Lucid Forging whilst in the Master Forge. Once you have forged an Artifact, you are immediately teleported back to your original location. 8 hours have passed.
(Please search "Forge Lord" on DnD Beyond homebrew items to add items to your collection)
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Posted Oct 3, 2023would love to see more Runes for the Runewright abilty