Base Class: Fighter
The Lineage of the Ironwood Blacksmiths goes far and wide in terms of reputation, but they're known to be one of the very few beings who can make magic items and ARTIFACTS thus they are quite well known due to that. As thing is, they're not even related to Dwarves or Gnomes, their actually goblins! Meanwhile the Lineage prides themselves with their first creation, the Ironwood Forest.
The Ironwood lineage originated from one goblin clan artificer/blacksmith growing tired of their creations breaking easily, so they went away from their clan to become a better blacksmith slowly becoming more power and more renowned in their arts of forging, until they came across a dungeon, one that had them consume the knowledge upon reading it. A scroll of Artifact-crafting, after they finished consuming the knowledge from the scroll, it was destroyed and they soon weaved an oak wood seed... into an artifact that would grow into the mighty Ironwood tree. They placed said tree in a spot they would call home, the "Sacred Ground of Leayn".
Now the Ironwood tree was known to be the strongest type of wood, immune to all source of damage, magical or non-magical, except to an ax crafted by one of the Ironwood family with their sigil on it, and chopped by said family member. When melded to become armor the armor gives resistance to all source of damage, with the wearer gaining extra strength and vitality when attuned. Though if it's used as a weapon it becomes a dangerous weapon, being able to slice through even through their own material with ease (Ironwood trees are vulnerable to an ironwood weapon/structure, as is any other tree or structure).
After years upon years of this though the family lineage has become bigger and better with each one going on an adventure to craft an signature artifact and improve on it during their adventure before perfecting it as they come back with said artifact, as they know only through the maker of the Ironwood forest (any offspring from the OG knows how to do it as well but can't teach others as it's unable to be explained by them, so they know innately).
Accomplished Ironwood Blacksmith
You gain proficiency with smith's tools and can augment non-magical or magical weapons and armor to improve their attack, defense, or otherwise augment its properties. You can only maintain two augmented weapon or armor at the same time and may switch it during a long rest. At level 7, you may make up to three different augmentations to the same weapon or armor. At level 10, you may make up to four different augmentations to the same weapon or armor. and, at level 18, it stays at four augmentations.
Though you can give these to other people as well without a limit for the amount, but a 2-augment limit for the armor and weapons, but with "lighten' you get an additional one for the property, although they MUST buy it.
The following modifications may be made to a weapon or armor:
Strengthen: +1 AC (Armor) Modify: 50gp Sell: 100gp
Lighten: Decrease the weight of your armor by one level, but decreasing the AC by 2 and also giving the wearer the armor property [Light Modifiable or Medium Modifiable] (e.g., heavy to medium) (Armor) Modify: 45gp Sell: 90gp (w/o mod, w/ mod = 90+mod's sell)
Fortify: Increase the weight of your armor by one level, giving them +1 ac, and the metal property (e.g., light to medium) (Armor) Modify: 75gp, Sell: 150gp
Bolster Shield: +1 AC (Shield) Modify: 25gp, Sell: 50gp
Weaponized Shield: 1d6+strength piercing or bludgeoning damage + shove (Shield) Modifiy: 35gp, Sell: 70gp
Improved Lethality: +1 to attack and damage (Weapon) Modifiy: 30gp, Sell: 60gp
Aerodynamic: Add the thrown property (Weapon) Modifiy: 10gp, Sell: 20gp
Trim: Remove the two-handed property (Weapon) Modify: 50gp, Sell: 100gp
Reshape: Add the finesse property. This cannot be used on a two-handed weapon (Weapon) Modify: 30gp, Sell: 60gp
Extended Grip/Size: Add the two-handed property (adds an extra die of damage, and +2 ac if a shield) (Weapon/Shield) Modify: 40gp, Sell: 80gp
Bigger Weapon: Add +5ft of weapon reach (Weapon) Modify: 30gp, Sell 60gp
Sharpen: Change the damage type to slashing (Weapon) Modify: 20gp, Sell 40gp
Blunt: Change the damage type to bludgeoning (Weapon) Modify: 20gp, Sell 40gp
Contour: Change the damage type to piercing (Weapon) Modify: 20gp, Sell 40gp
Note: the SELL part is the minimum needed.
Crafting
As the Ironwood Lineage Blacksmith, even you are able to end up messing up on a project, as you must make 4 rolls for a basic augmentation, 4 more for a modification, and 2 more on top of those for an advanced augmentation or modification, as the DC gets higher and higher per modification that's on said item.
1 to 4 (augment): 1st roll makes you lose 25% the gold to augment, 2nd roll makes you lose 50%, 3rd roll makes you lose 75%, and the last roll, 4th, makes you lose all the gold pieces
1 to 6 (augment): 1st roll make you lose 17% the gold to augment, 2nd roll make you lose 33%, 3rd roll makes you lose 50%, 4th roll makes you lose 70%, 5th roll makes you lose 83%, and the last roll, 6th, makes you waste all.
1 to 4 (modify): 1st roll makes you lose all the gold to modify, 2nd roll makes you lose 75%%, 3rd roll makes you lose 50%, and the last roll, 4th, makes you lose 25% the gold pieces
1 to 6 (modify): 1st roll make you lose all the gold to modify, 2nd roll make you lose 83%, 3rd roll makes you lose 50%, 4th roll makes you lose 33%, 5th roll makes you lose 16%, and the last roll, 6th, makes you waste all.
Note 1: For the augmentation process you botch it entirely, though for the modification process you don't ruin the armor, instead you can roll to fix it using the amount of gp you wasted
Note 2: If you augment something further than normal and you botch it, you mess up only the 2nd augmentation, as it reverts back to the normal state.
For Artifacts, you can use one of three rankings, rare components, very rare components, and legendary components, as you don't start with an artifact, the rarer it is the stronger it becomes (look in Signature Artifact for further details).
Note 3: Artifacts aren't applied in terms of rolling, as rolling for them and ******* up would be a nightmare due to how hard you worked to get the components
Note 4: DC is up to the admin or head dungeon masters
Now for crafting normal items, the price is a a quarter to make it instead as you only need to make 2 rolls for it, 1st roll makes you lose a fourth of the actual price, and 2nd roll makes you lose a quarter of the actual price, as for selling the minimum you can sell it for is the actual price (example: Plate is 1500gp for the actual price, crafting it is 375gp)
Note 5: You waste that amount of money if you decide to augment it for the first time and fail.
Modifications
At 3rd level, you have came up with the idea to augment a piece of armor you have created even further, giving you the ability to further modify more than you normally could.
When it comes to armor, if it has the lightened trait, you gain the ability to apply one of these modifications to said armor.
-Light Armor-
Glider: Whenever you begin to fall, you instead are able to move around however you please and are unable to take fall damage. Modify: (140gp, Sell 280gp)
Kinetic: You are considered to have the "Speedy" feat when wearing this armor [only the effects, not the ASI], but basically gives you +10 movement speed, immunity to difficult terrain when dashing, and AOO have disadvantage on you. (Modify: 200gp, Sell 400gp)
-Medium Armor-
Brawler Gauntlets: You can deal 1d8+str bludgeoning damage with the ability to go overdrive for the blows for half a minute (5 rounds) once per short rest which doubles the damage. (Modify: 120gp, Sell: 240gp)
Targeting System: You gain +4 towards attacking with thrown or ranged weapons, with the ability to hold action for that, advantage, and double the damage, but if you're hit during that you must make a con save of the damage dealt to you or become stunned for 1 round. (Modify: 150gp, Sell 300gp)
-All Armor-
Reinforced Padding: All source of damage physical damage (melee/piercing/bludgeoning) is reduced by 3. (Modify: 60gp, Sell: 120gp)
Potion Injector: Whenever you reach 25% health or 0% health, once per 5 rounds, your body will inject a health potion you have on you into your bloodstream, healing you. (Modify: 200gp, Sell 400gp)
Signature Artifact
Every Ironwood member must craft an artifact using some rare/very rare/legendary materials and upgrade it over time with more materials of the same caliber as the oringal. The user gains an artifact made out of 3 normal/magical materials (4 at level 7, 5 at level 10, 6 at level 15, and 7 at level 18, and it cannot use ironwood [if it becomes a thing in the server]) and is allowed to us either family resources to do so. Meanwhile if they decline the offer, they may explore to world for even rarer resources to make their artifact even stronger. This artifact can be a weapon, wand, staff, armor, wondrous item, or ring.
Meanwhile you can choose 1 major ability to base your artifact off of and 2 minor abilities for it to have. As this is upgraded and changed at later levels if you have the items needed | (7th) gives you the ability to add 1 average ability | (10th) gives you the ability to either add two more minor abilities or use two existing ones to make a average | (15th) you can either use 4 minor abilities to make a major ability, or use the two average ones to make a major, or do the previous ones | (18th) you may use up 2 majors to make an ultra ability or make 2 average, or 4 minors abilities.
Note 1: Due to the fact that there is a lot of things I'd have to list for rare, very rare, and legendary component artifacts, I'm going to leave it up for the server owners, admins, and head dungeon-masters to see what's fair and what's not fair depending on your hard work, thus it'll count as another homebrew submission for once you craft said item.
Note 2: When it comes to modifying/augmenting your artifact, you can still fail, only difference is that it won't be destroyed, only reverted to its original state for the 1st augmentation/modification.
Workhorse
Starting at 7th level, your skin has been tempered due to years in front of the forge, granting you resistance to fire. You also gain the ability to repair damage to weapons and armor with your smith's tools, provided you have sufficient raw materials, once per long rest. Alternatively, you may convert damaged or undamaged weapons or armor into raw materials.
In addition, you gain the following additional options for augmentations:
Chain Vest: Your armor grants you resistance to non-magical piercing damage (Metal Armor) Modify: 160gp, Sell: 320gp
Rounded: Your armor grants you resistance to non-magical slashing damage (Metal Armor) Modify: 160gp, Sell: 320gp
Tempered: Your armor grants you resistance to non-magical bludgeoning damage (Metal Armor) Modify: 160gp, Sell: 320gp
Spiked Armor: Your armor deals 5 piercing (magical or non-magical [depends on the armor]) damage towards any for that hits you in melee (Armor) Modify: 80gp, Sell: 160gp
Streamline: Your range increases by 30 feet (Ranged Weapon) Modify: 30gp, Sell: 60gp
Honed: +2 towards attacking (Weapon) Modify: 40gp, Sell: 80gp
Deadly: +4 towards damage (Weapon) Modify: 50gp, Sell: 100gp
Note: You can use botched projects and turn them into materials (KEEP TRACK OF THE ROLL AND THE ITEM YOU BOTCHED THOUGH)
Advanced Modificaitons
At 10th Level you gain the ability to modify heavy armor, as with this, you have additional ways to modify your previous armors, although you're still stuck at one modification per armor type, until 18th level that is.
-Light Armor-
Adrenaline Injector: Twice per short rest you gain haste for 1 minute. (Modify: 600gp, Sell: 1200gp)
-Medium Armor-
Tunnelers Gauntlets: You gaining a burrowing speed equal to your walking speed with 10ft of tremor-sense when digging. (Modify: 90gp, Sell: 180gp)
-Heavy Armor-
Exo-Skeleton: The wearer's Strength increases by 5 to a max of 30, the wearer's hp is increased by 1.5x the amount when in this suit of armor, with the bonus of being able to wield two handed weapons with one arm using your mechanical arms that is as you're also considered size large for grappling, as your carry capacity is quadrupled. (Modify: 2000gp, Sell: 4000gp)
-All Armor-
Energy/Elemental Adapter: You gain resistance against the energy/elemental type you took last for 1 minute or until hit by another typing, if it requires a save and you succeed you're immune via the save instead. [only when they succeed] (Modify: 600gp, Sell: 1200gp)
Note: You can modify heavy armor, medium armor, and light armor without lightened now, meaning you have access to previous modifications.
Battlesmith
Your mastery of blacksmithing has granted scale mail insight into the structural weaknesses of all weapons and armor. You gain the following abilities:
Weapon Shatter: Whenever you land a critical hit, you can force the target to make a dexterity saving throw (DC = 8 + proficiency bonus + Strength modifier). On a failed save, their weapon breaks temporarily, becoming unusable for 1d4 rounds unless it is considered magical by nature.
Armor Sundering Strike: A number of time equal to your prof per long rest, when you land a successful melee attack, you may reduce the target’s AC by 3 for 1 minute by striking a precise weak point in their armor. If their armor is magical it doesn't work, if it isn't then they make a Dexterity saving throw to try grazing the effect (same DC).
Smith’s Endurance: You have advantage on all Constitution saving throws, and your carry capacity is doubled due to your tempered strength.
Note: Weapon Shatter and Armor Sundering cannot work on those without armor or weapons, but if it has scales, then armor sundering can work due to scale mail, but that's the only exception
Master Smith
At level 18th, your tempered skin has absorbed intense magical energy to give you complete immunity to fire damage, with the additional off all Modifications and augmentations being halved in terms of price to make them! With the addition of anything involving smith tools, is done at advantage and if it's 7 or lower it becomes an 8.
Previous Versions
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