Base Class: Rogue
Years of vigorous work and training led this adventurer to becoming a blacksmith. Either stout and sharp, sly and smart or anything in between. This rogue uses their self made weapons and skills to increase their effectiveness in combat.
Quick Sharpen
When you choose this archetype at 3rd level, you gain the ability to sharpen your weapon on the move, while in the field. Take an action to sharpen 1 weapon. To do this, you need to have different grit level whetstones. A 1000g whetstone costing 1gp - a 3000g whetstone costing 3gp - and a 5000g whetstone costing 5gp. The whetstones are not consumed. This sharpen will give your next number of attacks, = to your Dexterity Modifier (Minimum of 1), with that weapon +2 damage.
Experienced Artisan
Through making weapons and armor for most of your life, you naturally know how to use them. Some better than others, you have a certain preference. Starting at 3rd level, you are granted a fighting style of your choice.
Supreme Sharpen
Starting at 9th level, you can upgrade the strength of your weapons. You spend 30 minuets and a successful Blacksmithing check (DC 16) to sharpen a weapon. This requires a work area, a grind stone, heat, an anvil, a blacksmithing tool kit, and 6 whetstones. The grit of these whetstones must be near: 1000g (1gp) - 3000g (3gp) - 4000g (4gp) - 5000 (5gp) - 7000g (7gp) - 8000g (8gp). This weapon now has the +1 property next time it is engaged in combat. The property expires when combat ends. (This has no effect on +3 weapons)
Detailed Armorer
By 13th level, you have learned enough about the exact weak-points or details in armor and shields. Use a bonus action during combat to grant yourself advantage on an attack. Outside of combat you can use a bonus action to grant yourself advantage on a blacksmithing check.
Smith’s Slam
At level 17, You can give up your entire turn to force a powerful seismic slam to the ground (Must be with a melee weapon). The ground around you crumbles, rocks or other optional effects spew out of the ground. 5 targets of your choice within 20 feet of you must make a Dexterity Saving throw (DC= 8 + Proficiency Modifier + Dexterity Modifier). Failing the DC causes the target to fall prone and take 2d6 bludgeoning damage (if your weapon does any other type of damage from a magical effect, you can use that damage type instead). Anyone who succeeds will take half the damage and remain standing. This area now becomes difficult terrain for everyone except yourself.
Previous Versions
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2/15/2022 3:20:40 PM
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2/27/2022 3:10:20 PM
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3/11/2022 5:53:58 PM
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3/14/2022 7:03:50 PM
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4/2/2022 9:40:00 PM
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9/7/2023 12:57:52 AM
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