Base Class: Fighter
"Nestled within the heart of a dimly lit workshop, the Blacksmith's Forge stands as the sacred altar where raw metal is transformed into works of art and deadly instruments of war. Each forge is a testament to the blacksmith's skill and dedication, a place where fire, hammer, and anvil come together in a symphony of creation."
This is my first Subclass and is probably badly balanced if you do use it, please give me notes on what could be nerfed and buffed thank u and hope u enjoy!!!
In the heart of bustling cities and far-flung villages, amidst the clanging of hammers and the fiery glow of the forge, there exists a unique breed of warriors known as the "Battlesmiths." These masters of metalwork and combat have honed their skills at the anvil and on the battlefield, forging a fearsome reputation for themselves. With every swing of their hammer, they meld artistry and warfare, creating not only weapons and armor but also a legacy of unmatched strength and resilience.
A Battlesmith is more than just a fighter; they are the embodiment of craftsmanship and raw power combined. Their expertise with both forge and blade allows them to craft their weapons with unparalleled precision, infusing them with enchantments born of their own sweat and labor. In battle, they wield these personalized armaments with a mastery that transcends mere martial skill, turning the tide of war with every resounding strike.
Whether they hail from a humble blacksmith's shop or a renowned weaponsmith's guild, Battlesmiths are united by their unwavering dedication to their craft and their relentless pursuit of perfection. As they step onto the battlefield, their opponents soon discover that facing a Blacksmith means confronting not only an indomitable warrior but also a master artisan who wields the power of the forge with deadly intent.
Masterful Forging
At 3rd level, you gain proficiency with Smith's Tools if you didn't already have it. Additionally, your extensive knowledge of weaponry and armor craftsmanship grants you the ability to enhance and modify your equipment, as well as create new items during downtime.
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Weapon Enhancement: During a long rest, you can spend time carefully honing and enhancing your weapons. Choose one of your weapons to enhance, improving its performance. You can choose from the following enhancements:
- Balanced Edge: Your weapon gains a +1 bonus to attack rolls.
- Reinforced Grip: Your weapon gains a +1 bonus to damage rolls.
- Keen Edge: Your weapon's critical hit range increases by 1 (e.g., from 20 to 19-20).
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Armor Enhancement: Similarly, you can spend time improving your armor during a long rest. Choose one of your pieces of armor to enhance with the following benefits:
- Reinforced Plating: Your armor's AC is increased by +1.
- Weight Distribution: You can move stealthily in medium or heavy armor without disadvantage on Dexterity (Stealth) checks.
- Energy Resistance: You gain resistance to a specific element damage type (fire, cold, lightning, or acid) while wearing this armor.
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Crafting New Items: With access to a forge and the necessary materials, you can craft weapons, armor, or other mundane items during downtime. The time required and the complexity of the item depend on the item's type and your proficiency with Smith's Tools.
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Repair and Maintenance: You can repair damaged weapons and armor, restoring them to their full functionality during downtime, which can be particularly useful after a battle or adventure.
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Custom Creations: As your blacksmithing skills improve, you can create custom weapons or armor tailored to your character's needs and preferences. These creations might have unique properties or designs, allowing for more personalization.
Your Dm Decides the costs and materials needed to Enhance and Craft Items
Personal Weapon
At 3rd level equip yourself with your own crafted weapon, these weapons all have the special property.
Personal Weapon - Dagger
"Ah the dagger, a small, versatile melee weapon with a sharp blade, ideal for quick and precise strikes."
Deep Wounds: when you roll a hit die and the total is 20 or higher and it hits the one hit must make a constitution save higher than 8 + Dex + Proficiency on fail save they take 1d4 for 3 turns. Crits guarantee bleed. (This Cannot Stack)
Blood Burst: On a Crit you can choose, to trigger all bleed instantly (Damage Does not double) or increase the bleed damage to 1d6 per round.
Personal Weapon - Glaive
"The glaive is a polearm with a long blade, ideal for slashing and thrusting attacks, combined with its reach makes it excellent."
Fleet footed: Gain 2 to athletics.
Reach Mastery: When a successful opportunity attack is made, the opponents movement drops to 0ft. If the opponent is still within your range on your turn, your next attack is dealt at advantage.
Personal Weapon - Greataxe
"The Greataxe, a long weapon with axe head on both sides, getting hit with this can be devastating."
Big Scary Axe: + 2 Intimidation
Intimidating Presence: Apon reducing an enemy's hp to 0, Every hostile creature within 10 ft of must make a wisdom saving throw higher than (10 + Intimidation Score) or be Frightened. If they were killed with a crit range is increased to 25ft.
Frightened:
- A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
- The creature can’t willingly move closer to the source of its fear.
Personal Weapon - Greatsword
"The Greatsword is a monster on the battlefield, every strike deals devastating damage."
Crowd Fighter: Deal Extra damage equal to (Proficiency bonus) when there are 2 or more enemies with 10ft of you.
Laceration: On a crit the enemy is lacerated for 4 turns.
Lacerated: Every 10 ft of movement does 1d4 bleed.
Personal Weapon - Halberd
"A Weapon of all types in one weapon, The Blade of an Axe, The Head of a Warhammer, The Tip of a Spear. It is the most Beautiful."
Versatile: Your halberd becomes versatile where it can deal 1d10 Bludgeon, Slashing, Or Piercing Damage.
Soldiers Charge: deal +1 damage for each 10ft of movement
Personal Weapon - Hammer
"The blacksmith's hammer is a specialized tool used on the forge, but it is also a great weapon and most beautiful."
Concussion: when you roll a hit die and get a 20 or higher and it hits. you hit your opponent in the head and give them the Nearsighted Condition. on a crit it gives the blinded condition.
Nearsighted: You have disadvantage on ranged Dex saving throws and enemies have advantage on ranged attacks
Blinded: A blinded creature can’t see and automatically fails any ability check that requires sight. Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage.
Personal Weapon - Longsword
"The Longsword, The Pinnacle of perfection, an Amazing weapon capable of both offense and defense."
Parry and Riposte: When you don't attack on your turn, you can make a melee attack against a creature that misses you with a melee attack. You won't be able to use your reaction next turn.
Vigilant: Bonus +1 to Perception and Initiative.
Personal Weapon - Mace
"The Mace, a great weapon for those armored fellows, it can deliver powerful blunt blows knocking them off-balance."
Shieldbreaker: Your Mace attacks ignore the target's shield bonus to AC, treating it as if the target was not wielding a shield.
Ankle-Breaker: on a successful hit, the target loses 10 ft of movement (Procs only once per turn). on a crit the target is unable to move.
Personal Weapon - Sickle
"The sickle, originally a harvesting tool revitalized into a lethal weapon, a light fast attacking weapon."
Meat Hook: when you roll a hit die and get a 20 or higher and it hits. you grapple your opponent, and they must make a strength saving throw higher than yours to escape (on crit you have advantage) At the start of their turn they take 1d4 piercing damage, they then are able to try to escape, if they succeed, they take an additional 1d4 removing the sickle.
Personal Weapon- Shortsword
"The shortsword is a one-handed melee weapon with a sharp, straight blade, it focuses on the quick and defensive style."
Shield Bash: If you're wielding a Shield, as a bonus action, you can attack for (1d4) bludgeoning, if it hits gain bonus +1 AC until your next turn. Crits grant +2 AC.
Running Tactics: while not wielding a shield, when you successfully attack an enemy, you can disengage as a bonus action. if your attack crits it doesn't cost a bonus action to disengage.
Flames of The Forge
at 7th level you learn how to control the flames of the forge to your advantage burning your enemies.
- Blacksmiths Rage: Upon using Action surge your next weapon attack deals an additional 1d8 fire damage.
- Blacksmiths Aura: Upon using Second Wind, you summon a flame aura 5ft around you, enemies' that start their turn in your aura take 1d6 fire damage;
- Blessing of the Forge: You are blessed by the Forge God Hephaestus, your personal weapon and weapons you modified or created count as magical.
Enhanced Personal Weapon
At 10th level your personal weapon get enhanced damage and abilities.
Blacksmith's Poison Dagger
Double Edged Dagger: When using the special, you can choose to do bleed or poison damage.
Poisoned Wounds: when you roll a hit die and the total is 20 or higher and it hits the one hit must make a constitution save higher than 8 + Dex + Proficiency on fail save they take 1d6 bleed/poison for 3 turns. Crits guarantee bleed/poison. (This Cannot Stack)
Bile Burst: On a Crit you can choose, to trigger all bleed/Poison instantly (Damage Does not double) or increase the bleed/poison damage to 1d8 per round.
Blacksmith's Tempered Hammer
Tempering: you deal an extra 1 fire and apply a stack of tempered, when the tempered enemy is attacked with another fire source all the stacks burst doing 2 fire damage each
Concussion: when you roll a hit die and get a 20 or higher and it hits. you hit your opponent in the head and give them the Nearsighted Condition. on a crit it gives the blinded condition.
Nearsighted: You have disadvantage on ranged Dex saving throws and enemies have advantage on ranged attacks
Blinded: A blinded creature can’t see and automatically fails any ability check that requires sight. Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage.
Blacksmith's Necrotic Sickle
Meat Hook: when you roll a hit die and get a 20 or higher and it hits. you can grapple your opponent, and they must make a strength saving throw higher than yours to escape (on crit you have advantage) At the start of their turn they take 1d4 piercing and 1d4 necrotic damage, they then are able to try to escape, if they succeed, they take an additional 1d6 piercing removing the sickle.
Blacksmith's Frozen Mace
Shieldbreaker: Your Mace attacks ignore the target's shield bonus to AC, treating it as if the target was not wielding a shield.
Ankle-Breaker: on a successful hit, the target loses 10 ft of movement(Procs only once per turn). on a crit the target is Frozen (Petrified but is only resistant to frost).
Hoarfrost: on a successful hit, deal +2 frost damage and apply a stack of Freeze, at 5 stacks the target is Frozen.
Blacksmith's Wind Glaive
Fleet footed: Gain 2 to athletics.
Reach Mastery: When a successful opportunity attack is made, the opponents movement drops to 0ft. If the opponent is still within your range on your turn, your next attack is dealt at advantage. if the opportunity attack crits, the enemy becomes trapped in a magical wind wall and cannot be moved until attacked (Can be counter spelled (Lvl2+))
Wind Strike: as a bonus action, you can make a ranged Wind Slice dealing 5 slashing damage to an enemy outside your attack range.
Blacksmith's Force Greataxe
Big Scary Axe: + 2 Intimidation
Forceful Intimidating Presence: Apon reducing an enemy's hp to 0, Every hostile creature within 10 ft of must make a wisdom saving throw higher than (10 + Intimidation Score) or be Frightened and take 1d8 force damage. If they were killed with a crit range is increased to 25ft.
Frightened:
- A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
- The creature can’t willingly move closer to the source of its fear.
Retaliation: when you are hit you can use your reaction to make a pulse of energy around you and deal 1d6 Force damage and push them pack 10ft
Blacksmith's Glorious Halberd
Versatile: Your halberd becomes versatile where it can deal 1d10 Bludgeon, Slashing, Or Piercing Damage.
Soldiers Charge: deal +1 damage for each 10ft of movement
Holy Light: attacks deal an additional 1d4 radiant damage. crits blind enemies.
- Your weapon can glow a dim light up to 20 ft.
Blacksmith's Lightning Longsword
Parry and Burst: When you don't attack on your turn, you charge up a lightning attack and gain +1AC, if an enemy misses an attack, you attack, if it hits, you also deal 1d10 lightning damage to them and a 20ft line behind them. You won't be able to use your reaction this and next turn.
Vigilant: Bonus +1 to Perception and Initiative.
Lightning Speed: Gain 10ft of movement
Blacksmith's Corrosive Greatsword
Crowd Fighter: Deal Extra damage equal to (Proficiency bonus + 2 Acid Damage) when there are 2 or more enemies with 10ft of you.
Laceration: On a crit the enemy is lacerated for 4 turns.
Lacerated: Every 10 ft of movement does 1d4 bleed + 2 Acid Damage.
Acid Splash: if an enemy misses an attack on you, they are splashed with 1d4 acid damage and deal -1 damage util the end of their turn.
Blacksmith's Roaring Shortsword
Shield Bash: If you're wielding a Shield, as a bonus action, you can attack for (1d4) bludgeoning, if it hits gain bonus +1 AC until your next turn. Crits grant +2 AC.
Roaring Shield: you hit your sword against your shield, causing a 30 ft cone of booming sound, enemies caught must make a CON(8+prof+dex) save or get sent 20ft away and 1d8 thunder damage. (can be used = to Dex Mod)
Running Tactics: while not wielding a shield, when you successfully attack an enemy, you can disengage as a bonus action. if your attack crits it doesn't cost a bonus action to disengage.
Booming Blade: when not using a shield, your sword strikes with thundering speed dealing 1d4 thunder damage.
Sound Sensitive: Gain 30ft Tremor sense.
The Heat of the Battle
Heat of the Battle: Starting at 15th level, your combat experience and the heat of battle fuel your prowess on the battlefield. You gain a bonus to damage rolls that increases for each turn you've taken in the current combat encounter.
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For each turn you've taken in the current combat encounter, you gain a cumulative +1 bonus to damage rolls with weapons that you've personally crafted or enhanced using your "Masterful Forging" ability, to a maximum of +5.
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Additionally, once per long rest, when you reach the maximum bonus of +5, you can unleash a devastating finishing blow. On a successful hit with a weapon you've crafted or enhanced, you can choose to expend this bonus to deal an additional 5d10 fire damage.
Hephaestus
At 18th level, you have forged a deep connection with Hephaestus, the god of blacksmiths and artisans. Your mastery over craftsmanship and divine favor allows you to call upon Hephaestus to lend you one of his legendary creations. Once per long rest, you can use this feature.
When you invoke this ability, you beseech Hephaestus for aid, and he responds by bestowing upon you one of his most exceptional inventions. The specific creation granted to you varies depending on your current needs and the circumstances of your situation. Some possible legendary creations might include:
- Sheild of Aegis: you call Apon Hephaestus to grant you the Sheild of Aegis, A giant shield appears it has 150 hp and casts warding bond on all allies, it can only be damaged from warding bond, Apon its destruction it shatters, the pieces of the shield go towards each ally and for 3 turns they have +2 to AC and Saving Throws.
- Pandora's Box: you call Apon Hephaestus to grant you Pandora's Box, A tiny box appears in your hand when you open it chaos ensues, Roll 5 times on this Wild Magic Chart, Negative Rolls are cast Apon the enemy, Good Rolls are cast Apon your allies, Neutral Rolls are cast Randomly.
- Prometheus's Chains: you call Apon Hephaestus to grant you Prometheus's Chains, A pillar of stone rises up to behind an enemy of your choosing, they are then wrapped in indestructible chains, silenced, cant move, and their turn is lost, the chains disappear your next turn.
- Hermes Boots: you call Apon Hephaestus to grant you Hermes Boots, Soft, Magical boots with wings appear on your feet, granting you 100 ft of movement, ignore difficult terrain, and +5 to Dex Saving throws. When an attack connects with you roll 1d4 if it lands on 4, dodge the attack. (3 Turns)
- The Eternal Forge: you call Apon Hephaestus to summon his forge to your area, The Heat of the forge burns at your enemies and empowers your allies. At the Start of their turn allies are granted 5 temp hp (+3 if temp hp over 5) and an extra 1d6 fire to their attacks, Enemies start their turn by taking 5d6 fire damage, and deal 1d6 less damage. Everyone is immune to frost spells.
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Posted Sep 22, 2023This version doesnt work right currently working on a new version
Edit: Made the Enhanced Weapon a replacement type, thought it automatically replaced then L.
Enable optional class features, then go to classes, click on OPTIONAL FEATURE MANAGER, and click on (enhanced personal weapon)
thank u and have fun.