Artificer
Base Class: Artificer

Establish a connection with the plane of fire and become an artificer that is engulfed in the very essence of fire. Your gear becomes weaponized with the power of pure flames while gaining bonuses to any weapon you make, granting them abilities relating to your infernal connection. Keep your party equipped with powerful weaponry while distancing all foes away from you in fear of your fiery wrath.

Molten Forging

3rd-level Hellforger Feature

You gain proficiency with smith’s tools. If you already have this proficiency, double your proficiency bonus. Additionally when creating a weapon, it takes half the time to construct the weapon. You are able to 'modify' an existing weapon (can't already have one) to gain one trait from below. Any weapon constructed by you gains the following bonuses:

  • +2 on Attack Roll
  • Once per long rest, you can cast 1st Level 'Hellish Rebuke' without expending a spell slot. Hellish Rebuke casted this way does 2d6 fire damage and half as much on a DEX save. Save DC is 13.
  • Does 1d4 Fire Damage (Increases as you level up passively on all weapons you create and ALREADY created- 2d4 at Lv.5, 3d4 at Lv.9, 4d4 at Lv.15. Any modified weapons with this trait don't gain the increase of fire damage between levels)

Hellforger Spells

3rd-level Hellforger feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Hellforger Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Hellforger Spells

Artificer Level Spell

3rd

burning hands, hellish rebuke

5th

scorching ray, heat metal

9th

fireball, flame arrows

13th

fire shield, wall of fire

17th

hold monster, flame strike

Blasphemous Act

3rd-level Hellforger Feature

As a bonus action during your turn, you may embrace your fellow ally with a fiery veil as the hellish weapon they embrace creates an explosion around the user of the weapon. You are able to use this feature a number of times equal to your proficiency bonus. Upon use, choose a creature currently holding a weapon you created or modified using the 'Molten Forging' trait of this subclass within seeing range. This feature can only be used on the chosen weapon once per day. The following effects occur in the order, top to bottom:

  • You may grant the creature holding the weapon fire resistance until their next turn.
  • You may invoke disadvantage on the creature's next saving throw if they are the one holding the weapon.
  • The weapon ignites into flames before releasing out an explosive blast within a 15-foot cube originating from the one holding the weapon. All creatures within range must make a CON save against your spell save DC. All creatures within range take 3d6 Fire damage and half as much on a successful save.

Adept Hell Smith

5th-level Hellforger feature

Your connection with the Plane of Fire and the smith tools you work with are starting to becoming one with you, even in a literal sense. Gain the following traits:

  • Gain Fire Resistance.
  • The user may enter what is known as 'The Blaze', a personal pocket dimension where all stations (anvils, furnaces, etc...) and tools needed for forging weaponry is present. The DM may describe what the pocket dimension looks like along with the player if allowed but generally, it's a hellish landscape with the forge being on the edge of a volcano or mountain with red clouds plaquing the sky. Lava rivers and puddles are present everywhere along with it being incredibly hot. When the character is to enter this pocket dimension, your body stays present within the place you are entering the dimension and falls to the ground lifeless while all items within your inventory and any items you are holding are sent to the forgery along with what is your soul enters the dimension taking a physical form. When your body gets damaged, soul gets damaged, or your soul decides to do so, your soul and all items you took in OR made at the forge are projected out onto the floor around you in unoccupied space closest to you. However, you are able to store up to two melee weapons that you are capable of wielding in 'The Blaze.'
  • You may attune to your Smith's tools. If you do, it gives you access to molten elementals that are able to aid in combat and constructing weapons. When attuning to your Smith's tools, you become cursed to where you are unable to unattune from them. When you are to use your Smith's tools to construct a weapon, several small fire elementals help in controlling the heat and guide the tools with aid. This grants a +1 to constructing weapons with smith tools roll wise. When you attack a creature with your Smith's Tools (typically the hammer but can be something else like the tongs), you must roll to hit adding your strength and proficiency mod. Identify the offensive part of this ability as 'Forge Clashing' when looking in actions. This does 1d4 + (Strength Mod) bludgeoning damage. After landing a successful hit, two physical formed fire elementals will appear making a melee attack towards the hit target each holding one of the two weapons stored within 'The Blaze.' These elementals share your exact modifiers and proficiency bonuses when determining how they attack. They are proficient in all melee martial weapons. After they make the attack, they disappear into harmless smoke. You have to be attuned to these weapons in order for the elementals to use if they are magical.

One with the Blaze

9th-level Hellforger feature

 Your constant working in the hot environment and connection with the plane of fire has allowed your body to develop a deep connection to fire, granting your body immunity to it. After plenty of experience with 'The Blaze' and the use of the forge within, you realized that there is ways to exert the raw power of the dimension for use in combat and for other utility based needs. Channeling it's raw power through your body using the keywords listed to narrow your focus on a certain power from 'The Blaze', you now have access to several abilities you can use that use an energy source called 'Hellfire'. You have a max of 3 Hellfire. You gain all Hellfire back when you take a long rest. All abilities below require a full action. (Ignore underlined/starred values for now.)

  • 'Synchronize.' Describe or name an object/material that is familiar to you. All objects/material within 30 foot cube of the user that match the description of this specifically and judged by the DM will begin to melt and start to turn into a hot pasty liquid of that material. Does not work on anything magical or imbued with magic. Any creature that touches the hot liquid of any material made by this ability either for the first time or ending their turn touching it must make a CON save against your spell save DC. This does 3d10 Fire Damage and half as much on a successful save. This requires 1 Hellfire.
  • 'Establish.' Trigger the effect of Blasphemous Act on up to the nearest 4 weapons containing a trait from Molten Forging within 200 feet. Ignore if the part of Blasphemous Act where a weapon can only have this Blasphemous Act triggered a limited times per day if such is triggered by specifically this ability. This requires 2 Hellfires.
  • 'Rise.' Choose up to 3 weapons you are not holding within your inventory and choose up to a number of different targets equal to the amount of weapons you chose within 90 feet. For each target, fire elementals rise from the ground, each within 5 feet of a target chosen. The chosen weapons teleport into their hand, one for each elemental as each makes two melee weapon attacks against each creature with the weapon of choice. This requires 1 Hellfire.
  • 'Construct.' Choose a 10 foot cube within any point within 150 feet. From the ground, several sharp molten black stone weapons blast out the ground and stick up like a large bed of spikes (6 weapons per 5 foot square) piercing those who are below it or step along it. These weapons can be pulled out the ground and wielded. They all count as weapons you made carrying the traits from 'Molten Forging.' Upon the weapons arising on a creature or when a creature moves 5 feet in a square coated with arisen weapons within the cube, this does 3d6 piercing damage and 1d4 fire damage. This requires 1 Hellfire. Establish can't be used on this.

Master of the Blazing Forge

15th-level Hellforger feature

You are more than just a smith- one who controls 'The Blaze' and the forge with supreme power. Your expertise in what you have learned through your experiences have allowed you to embrace a three way connection of the Plane of Fire, The Blaze, and of course, yourself. Various aspects of you are improved whether is be simple traits of your own body or upgrades of the powers you possessed from this subclass.

  • You now have a max of 7 Hellfire. Additionally, the listed options under 'One with the Blaze' all can be used as bonus actions. You are able to recover all Hellfire by just a simple short rest as of now. Finally, you can cast an ability under 'One with the Blaze' as a full action while in exchange, the number in the ability underlined/has two asterisks next to it is doubled.
  • Your body emits a heat aura around it, making it hard for creatures to attack you close up without getting blasted by some hit. Any melee attack made against you that is to hit makes the creature attacking take 3d6 fire damage, only activating to that creature once within the turn they are attacking.
  • Your ability to call upon fire elementals to do your bidding has become second nature, allowing for 'Forge Clashing' to summon an extra two fire elementals that must be given a different target within 30 foot radius. All the fire elementals summoned from this now make two melee weapon attacks instead of one.
  • Your ability to create weapons is unheard of, being that of a legend- a legend engulfed in a blaze constructing the strongest weaponry known to all of man. All weapons you create or modify gain these extra bonuses: +2 to hit and damage roll, add an extra dice to the weapon's standard damage not including any other magical effects like fire damage (Ex: 2d6>3d6 or 1d12>2d12), and "While wielding this weapon, you may use your action to cast 3rd Level 'Fireball' once per long rest without expending a spell slot. Damage is changed to 6d6 fire damage."

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