Wizard
Base Class: Wizard

It takes more than a strong arm, heat, and a smiths expertise to forge a weapon of legend It takes knowledge of the materials you work with that only come from years of study. Wizards that partake in the school of the forge receive an education in metallurgy, enchantment, and smithing alongside their normal magical studies. What walks out of the fearsome forges are individuals who known how to infuse the very grain of a piece of metal with their spellcraft that allows the wielder to temporarily stand among the magical greats.

Of Metal and Paper

When you adopt this tradition at 2nd level, you gain proficiency with blacksmithing tools and shields. You also gain a special blacksmith's hammer, called an Arcanite Hammer, which you can use as a spellcasting focus, smiths tools, and a replacement for your spellbook. It also provides the following benefits:

  • When using the Arcanite Hammer to perform smithing skill checks you may add your Intelligence modifier to the roll.
  • The Arcanite hammer counts as a Warhammer, in which you are proficient. When you attack with the Arcanite Hammer, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. 
  • The Arcanite Hammer counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • If you lose this hammer, you can teleport it to your hand as an action from anywhere so long as it and you are on the same pane of existence.

Avatar of The Forge

Additionally at 2nd level your skin and hair gain a metallic shine and texture as your study of Forge Arcana has imprinted its self upon your body providing the following benefits:

  • While you are not wearing any armor, your Armor Class equals 13 + your Intelligence Modifier . You can use a shield and still gain this benefit. 
  • You have advantage on saving throws against being knocked prone, and if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
  • You gain resistance to fire damage.

Arcanist Enhancement

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Moreover, You can transform one magic weapon into your Arcanite Hammer by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your Arcanite Hammer if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it.

Blessing of The Forge

Beginning at 10th level,  you gain the ability to infuse your Arcanite hammer with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8. Additionally, whenever you cast a fire Spells it ignores fire resistances.

Of Spells and Fire

Starting at 14th level,  you can direct your magic to absorb damage. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell's slot level. Additionally, You gain immunity to fire damage

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