Artificer
Base Class: Artificer

The Ashen Forge Adepts are artisans and warriors who thrive amidst volcanic heat and molten flows. Originating from places like the Ashen Crags of Drakthar, these artificers blend the raw, destructive power of fire with their craftsmanship. They channel volcanic energy to forge weapons, enhance armor, and create constructs infused with the essence of molten stone. The Ashen Forge Adept is both a master blacksmith and a destructive force on the battlefield, bringing their creations to life with fire and fury.

Ashen Forge Adept Features

Level 3: Emberheart Crafting
Your bond with volcanic energy allows you to imbue your creations with molten power.

  • Molten Infusion: When you finish a long rest, you can infuse a weapon or suit of armor with one of the following effects:
    • Blazing Weapon: The weapon deals an additional 1d6 fire damage on a hit.
    • Infernal Armor: The armor grants resistance to fire damage and deals 1d6 fire damage to any creature that hits the wearer with a melee attack.

These effects last until your next long rest or until you use this feature again.

  • Ashen Smithing: You gain proficiency with Smith's Tools and can use them to create nonmagical weapons and armor twice as fast as normal.

Level 5: Forgeflame Blast
You learn to harness volcanic energy into a devastating ranged attack.

  • As an action, you can unleash a burst of molten energy in a 15-foot cone. Each creature in the area must make a Dexterity saving throw (DC = 8 + your Intelligence modifier + your proficiency bonus) or take 3d10 fire damage. Creatures that succeed on the saving throw take half damage.

You can use this feature a number of times equal to your Intelligence modifier (minimum of 1), regaining all uses after a long rest.

Level 9: Lavaweaver’s Touch
You gain the ability to shape molten materials with ease and use them to bolster your creations.

  • Magma Constructs: When you create a magical item, construct, or gadget, you can infuse it with molten stone, granting it the following additional benefits:
    • Weapons gain the Siege property, dealing double damage to objects and structures.
    • Constructs gain temporary hit points equal to twice your artificer level.
  • Volcanic Fortitude: You gain resistance to fire and bludgeoning damage.

Level 15: Infernal Awakening
Your mastery of volcanic energy reaches its peak, allowing you to imbue the battlefield with the destructive power of a volcano.

  • As an action, you can summon a Volcanic Rift centered on a point you can see within 60 feet. The rift is a 20-foot-radius area of molten lava that lasts for 1 minute and has the following effects:
    • Lava Field: The area becomes difficult terrain. Creatures that start their turn in the area take 3d10 fire damage.
    • Eruption: At the start of your turn, choose one creature within the rift. That creature must make a Dexterity saving throw (DC = 8 + your Intelligence modifier + your proficiency bonus) or take 6d10 fire damage as magma erupts beneath them.

Once you use this feature, you cannot use it again until you finish a long rest.

Roleplay and Lore Notes

Ashen Forge Adepts are closely tied to volcanic regions and the primal forces of fire. They often serve as protectors of volcanic territories, tamers of elemental forces, or wandering smiths crafting legendary weapons and armor. Their mastery of magma and fire gives them a fearsome reputation, and many cultures view them as embodiments of creation and destruction.

Common Ashen Forge Adept Themes:

  • A wandering smith seeking to craft a weapon worthy of legend.
  • A protector of volcanic regions, ensuring the balance of fire and stone.
  • A battle-hardened artisan who forges both their tools and their destiny in the fires of conflict.

Level 3: Emberheart Crafting

Your bond with volcanic energy allows you to imbue your creations with molten power.

  • Molten Infusion: When you finish a long rest, you can infuse a weapon or suit of armor with one of the following effects:
    • Blazing Weapon: The weapon deals an additional 1d6 fire damage on a hit.
    • Infernal Armor: The armor grants resistance to fire damage and deals 1d6 fire damage to any creature that hits the wearer with a melee attack.

These effects last until your next long rest or until you use this feature again.

  • Ashen Smithing: You gain proficiency with Smith's Tools and can use them to create nonmagical weapons and armor twice as fast as normal.

Level 5: Forgeflame Blast

You learn to harness volcanic energy into a devastating ranged attack.

  • As an action, you can unleash a burst of molten energy in a 15-foot cone. Each creature in the area must make a Dexterity saving throw (DC = 8 + your Intelligence modifier + your proficiency bonus) or take 3d10 fire damage. Creatures that succeed on the saving throw take half damage.

You can use this feature a number of times equal to your Intelligence modifier (minimum of 1), regaining all uses after a long rest.

Level 9: Lavaweaver’s Touch

You gain the ability to shape molten materials with ease and use them to bolster your creations.

  • Magma Constructs: When you create a magical item, construct, or gadget, you can infuse it with molten stone, granting it the following additional benefits:
    • Weapons gain the Siege property, dealing double damage to objects and structures.
    • Constructs gain temporary hit points equal to twice your artificer level.
  • Volcanic Fortitude: You gain resistance to fire and bludgeoning damage.

Level 15: Infernal Awakening

Your mastery of volcanic energy reaches its peak, allowing you to imbue the battlefield with the destructive power of a volcano.

  • As an action, you can summon a Volcanic Rift centered on a point you can see within 60 feet. The rift is a 20-foot-radius area of molten lava that lasts for 1 minute and has the following effects:
    • Lava Field: The area becomes difficult terrain. Creatures that start their turn in the area take 3d10 fire damage.
    • Eruption: At the start of your turn, choose one creature within the rift. That creature must make a Dexterity saving throw (DC = 8 + your Intelligence modifier + your proficiency bonus) or take 6d10 fire damage as magma erupts beneath them.

Once you use this feature, you cannot use it again until you finish a long rest.

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