Fighter
Base Class: Fighter

The Forge Warden is a master of their craft, dedicating themselves not only to the heat of battle but to the forge itself. As a blacksmith, they shape weapons and armor that are unmatched in quality, infusing them with mystical powers as they gain experience. More than just an artisan, the Forge Warden is a protector and guardian, using their heavily fortified armor and equipment to take the brunt of enemy attacks, ensuring their allies are kept safe.

They stand as stalwart defenders on the battlefield, their hammer glowing with the embers of their forge, imbuing both their weapons and those of their comrades with unique, magical properties. As their abilities grow, so too does their craftsmanship, allowing them to create equipment of incredible power. They are an indispensable support unit, crafting armaments to turn the tide of war while holding the line with their towering resilience.

Tank Proficiency

The Forge Warden starts with proficiency in all heavy armor, shields, and martial weapons. gaining an additional +1 to their AC while wearing heavy armor and a natural resistance to slashing damage.

Spellcasting

Gain 6 spell slots, starting with basic utility spells like Shield, Cure Wounds, and Heat Metal (spell list customized by DM). Cannot have more than 6 spell slots.

Smithing Expertise

As a blacksmith, the Forge Warden gains proficiency with smith’s tools and can repair damaged weapons and armor during short or long rests. You gain an additional +1 to crafting rolls.

Forging

The Forge Warden unlocks the ability to craft Equipment. When crafting an equipment, roll a crafting check. The quality of the equipment is determined by the result:

Common Quality (Low-Mid roll)
Uncommon Quality (Mid-High roll)

Crafting takes time and resources, and the quality of the equipment depends on the materials used. A Forge Warden at level 3 can also imbue these equipment with one buff from the buff list (pros and cons, see below).

Weapon Buff and Cons Table:

Buff Con
+1 Attack -1 to Armor Class (AC)
+1 Damage -2 Movement Speed
+1 Defense (AC) -1 Attack
Fire Damage (1d4 fire damage) Vulnerable to Cold Damage
+2 Initiative -1 Attack Damage
Poison Damage (1d4) Slower attack speed (-1 Initiative)
10% Life Steal (Melee attacks) Weaker Armor (-1 AC)

Armor Buff and Cons table:

Buff Con
+1 Armor Class (AC) -1 Dexterity
+2 Armor Class (AC) -5 Movement Speed
Resistance to Fire Damage Vulnerability to Cold Damage
Resistance to Cold Damage Vulnerability to Fire Damage
+1 Strength -1 Wisdom
+1 Constitution -1 Intelligence
Advantage on Saving Throws vs. Fear Disadvantage on Saving Throws vs. Charm
10 Temporary Hit Points per rest Lose 1 Spell Slot until next long rest
Immunity to Poison Weakness to Lightning Damage
Advantage on Constitution Saving Throws Disadvantage on Dexterity Saving Throws
Half Damage from Non-magical Weapons Weakness to Magical Weapons (Take double damage)
+1 to All Saving Throws -1 to Attack Rolls
Fire Aura (1d6 Fire Damage to attackers within 5 feet) Vulnerability to Water-based Attacks
Magic Resistance (Advantage on saves against spells) Vulnerability to Psychic Damage

Accessory Buff and Cons table:

Buff Con
+2 Initiative -1 Constitution
+1 Spell Attack Bonus -1 Strength
+10 Movement Speed -1 Armor Class (AC)
+1 to All Skill Checks -1 to Attack Rolls
+1 to Intelligence -1 to Charisma
+1 to Charisma -1 to Wisdom
Advantage on Wisdom Saving Throws Disadvantage on Intelligence Saving Throws
+1 to Perception -1 to Stealth
+1 to Stealth -1 to Perception
Regain 1 Spell Slot (once per day) 10% Chance to Fail on Spellcasting (Roll d100)
+1 to Healing Spells -1 to Damage Spells
Immunity to Fear Effects Vulnerability to Confusion Effects
1 Extra Attack per Rest (Melee only) Disadvantage on Initiative
Teleport 10 feet (once per day) Take 1d6 Psychic Damage when used
+1 to Wisdom -1 to Constitution

Forged with Fire

Fire Resistance: At level 3, the Forge Warden gains resistance to fire damage. Their time spent in the forge grants them enhanced strength and constitution. They receive a permanent +1 to both Strength and Constitution stats.

Rare Quality Equipment: The Forge Warden can now forge Rare Quality equipment, rolling with a higher difficulty to craft these potent equipment. At this stage, they can also imbue equipment with two buffs, though each additional buff increases the difficulty and cost of the craft.

The Master's Hammer

Epic Quality Equipment: Upon reaching level 9, the Forge Warden can craft Epic Quality equipment, where each successful craft allows for three buffs to be added. These equipment become sought after by adventurers, as they hold powerful enchantments, aiding both offense and defense in battle.

Tanking Ability - Armor of the Forge: The Forge Warden's armor becomes an extension of their craft. While wearing armor they have forged, they gain resistance to bludgeoning and piercing damage. Additionally, their armor's AC increases by +2.

The Buff tables increase:

Weapon Buff Table

Buff Name Effect Cons
Sharpened Edge +1 to attack rolls -1 to damage rolls
Lightweight +5 feet to movement speed -1 to AC
Flame-Touched Weapon deals +1 fire damage 10% chance the weapon overheats and burns wielder for 1 damage on hit
Hardened Blade +2 to damage rolls -1 to attack rolls
Enchanted Focus Advantage on attack rolls for 1 round per encounter Disadvantage on saving throws until the next long rest

Armor Buff Table

Buff Name Effect Cons
Reinforced Plating +1 AC -1 to movement speed
Lightweight Armor +5 movement speed -1 to STR checks while wearing the armor
Fortified Resistance +1 to saving throws -1 to attack rolls
Heat Insulation Resistance to fire damage Vulnerability to cold damage
Deflecting Guard Avoid one attack per encounter 10% chance the armor cracks, reducing AC by 1 for the rest of the encounter

Accessory Buff Table

Buff Name Effect Cons
Charm of Quickness +5 movement speed -1 to Dexterity saving throws
Amulet of Strength +1 STR -1 to Intelligence checks
Ring of Clarity +1 INT -1 to Strength checks
Pendant of Defense +1 AC Disadvantage on Dexterity checks
Cloak of Shadows Advantage on stealth checks -1 to Wisdom saving throws

Proficient Blacksmith

Common equipment are now beneath the Forge Warden's skill. From level 12 onward, they can only craft Rare equipment and higher. Their mastery of the forge reaches new heights, and the equipment they craft can now be fitted with four buffs, increasing their complexity and power. Granting buffs to equipment no longer have cons.

Legendary Quality Equipment: They can now attempt to forge Legendary Quality equipment, which carry immense power and require rare materials. Crafting one of these items takes considerable time and skill, but the results are unmatched.

The buff table increases:

Weapon Buff Table

Buff Name Effect
Razor Sharp +2 to attack rolls
Swift Craft +10 feet movement speed
Burning Strike Weapon deals +1d4 fire damage
Reinforced Steel +3 to damage rolls
Arcane Imbued Grants 1 use of a 1st-level spell per encounter

Armor Buff Table

Buff Name Effect
Iron Defense +2 AC
Swift Defense +10 feet movement speed
Arcane Barrier +2 to all saving throws
Fireproofing Resistance to fire and cold damage
Energy Absorption Gain 1d4 HP after a successful block

Accessory Buff Table

Buff Name Effect
Speed Talisman +10 feet movement speed
Ring of Might +2 STR
Amulet of Intellect +2 INT
Defensive Pendant +2 AC
Cloak of Invisibility Turn invisible once per encounter

Mythical Forging

Mythical Quality Equipment: The Forge Warden can now attempt to forge Mythical Quality equipment. These items are relics of great power, infused with strange magic that allows for a signature ability on top of the usual buffs.

Signature Abilities: The Forge Warden can imbue these equipment with a Signature Ability, drawn from powerful spells or custom/existing attacks, such as a fireball explosion on a critical hit or a blinding light when the weapon strikes. When forging, the ability must be approved by the DM.

The Buff table increases:

Weapon Buff Table

Buff Name Effect
Fury of the Forge +3 to attack rolls
Molten Blade +1d6 fire damage on hit
Thundering Strike +1d8 thunder damage on hit
Vampiric Edge Weapon heals 1d4 HP on hit
Storm Infusion Weapon deals an extra 2d6 lightning damage once per encounter

Armor Buff Table

Buff Name Effect
Stone-Skin +3 AC
Quickened Reflexes Advantage on Dexterity saving throws
Elemental Aegis Resistance to fire, cold, and lightning
Steel Heart Advantage on saves against charm and fear
Barrier of Resolve Reduce incoming damage by 1d6

Accessory Buff Table

Buff Name Effect
Talisman of Agility +15 feet movement speed
Ring of Power +3 STR
Amulet of Wisdom +3 INT
Guardian Pendant +3 AC
Regenerative Cloak Heal 1d6 HP at the start of your turn

Dedication to the Craft

At this stage, only Epic, Legendary, and Mythical Weapons can be crafted by the Forge Warden. Their skill with common materials is far beyond what any novice could hope to achieve, and they dedicate themselves entirely to creating world-shattering artifacts of immense power.

Forge Mastery

Ultimate Tanking Ability - Molten Fortitude: At the pinnacle of their craft, the Forge Warden gains the ability to absorb the power of the forge itself. Once per long rest, they can activate Molten Fortitude, encasing themselves in a molten armor shell that grants temporary invulnerability for 1 minute. During this time, all incoming physical damage is negated, and enemies that strike the Forge Warden take fire damage in return.

Mythical Blacksmithing: The Forge Warden can now forge items of Mythical Quality at will, creating not only weapons but armor and accessories that possess Signature Abilities. The crafted items may now have up to five buffs, and the Forge Warden gains a unique ability to customize the weapon's or armor's aesthetic to reflect their personal style.

The Buff table increases:

Weapon Buff Table

Buff Name Effect
Infernal Fury +1d12 fire damage on hit
Lightning Edge +2d6 lightning damage on hit
Soul Drinker Weapon heals 1d6 HP on hit
Echoing Thunder +1d8 thunder damage on all strikes
Godslayer's Strike Deal +4d10 damage against high-level enemies (once per day)

Armor Buff Table

Buff Name Effect
Titan's Defense +4 AC
Guardian's Spirit Advantage on all saving throws
Elemental Immunity Immunity to fire, cold, or lightning damage
Unbreakable Will Immunity to fear and charm
Soul Armor Heal 2d4 HP after receiving critical damage

Accessory Buff Table

Buff Name Effect
Wind Talisman +20 feet movement speed
Ring of Titans +4 STR
Amulet of the Arcane +4 INT
Pendant of Invulnerability +4 AC
Cloak of Divinity Heal 2d6 HP at the start of your turn, thrice per 2 encounters

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