Barbarian
Base Class: Barbarian

A barbarian whom is able to magickly imbue weapons with magic. with knowledge and wisdom passed down through generations. being able to magickly effect your weapons and able to cast some magic though your own weapons as a focus in order to change there world and weapon around them

Black smiths rage

As a blacksmith you can sometimes you can vent your rage into smiting but sometimes its not enough. you get so hot that any opponent within 5 ft. of you needs to make a con save of 10+ half your lv in barbarian rounded up. if failed the opponent  will have disadvantage on attacking you. you may be able to use this equal times to your WIS mod as a secondary option to your normal rage at twice the cost of a normal rage. you can not use this if you have no more rages left. even if your WIS mod is higher than the amount of rages you get

Weapon Customization

at level 6 you now have the ability to customize your weapon to a more suitable way for you to use. you shall be able to adjust your weapon in one of 4 ways but you can only put one on a weapon at once.

1. Extended blade. increase the range of your melee weapon by 5 ft.

2.  Serrated blade. put spikes on your weapon to deal an additional 1d4 slashing. the targeted creature needs to make a con save against your dc( 8+ STR and proficiency modifier.

3. Better handguard. increase ac by 1 on a 2handed weapon

4. Lighten weapon. 2 handed weapons are now to be used with one hand.

You can apply 1 more to your weapon at lv 12

 

Proficiency

At lv 3 gain proficiency in smithing tools. then at lv 10 gain expertise in smithing tools

Magic imbuement

At level 10 You are now able to Craft with magic and imbue weapons with a temporary +1 to it. the magic lasts for 1 hour . and requires a long rest to do this. you may do this to as many weapons as your WIS mod per long rest. This does temporally add on to any current magic weapons but only for 10 min.

Blacksmiths Forge

at level 14 the surrounding area 30ft by 30ft becomes a forge. As the Forge master you are able to forge anything into a weapon or change the property of any weapon to add a magical effect to an item. you can give an willing creature's weapon a magical bonus =  half -1 your proficiency bonus or add a magical effect of your choice and it adds 1d8 dmg of your choice of fire, cold, lightning or acid for 1d4 hours. you can also down grade a magical effect from an item by 1 for 1d4 min. if the creature who owns/is bound to it does not consent you will have to make an WIS check ( DC 8 + Wis mod + Prof Mod) to force your will onto the unwilling owners weapon. if the item/weapon is not magical you can either make it into a +1 item for 1d12 hours or melt it down into an ingot.

you may use this feature = your proficiency bonus + WIS bonus. halved rounded down every long rest.

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