Fighter
Base Class: Fighter

Evocation forge masters are students of creation through magic. Learning to create weapons of war out of thin air and using its power and even alter it. A good evocation forge master is an expert in the weapons it creates. 

Level 3: Weapon Creation

Choose an amount of simple weapons from the players handbook (2024) equal to your fighter's level. You can now create these weapons. You perform a ritual over the course of 1 hour, which can be done during a short rest. These weapons have the same properties as listed in the players handbook but is also magical. The material of the weapons can be of any ore if you choose to use that ore as the material component for the ritual. If no component is used, the weapons exist out of shadow, light, cosmic energy or another non physical material. You can create a number of weapons equal to your fighter's level. If you try to create more you must choose one of the other created weapons and replace it. If the replaced weapon was a material weapon, it becomes a normal non-magical weapon of that material. You are automatically proficient in any weapons you create in this way. 

Every time you level up, you can choose one additional weapon. Additionally, you can choose martial weapons starting from level 6 and firearms starting from level 10.

You choose an amount of willing creatures up to your fighter's level -2, they are now wielders of your weapons. Only you and the chosen creatures can wield your created weapons. If any other creature tries to wield one of your weapons, the weapon is dismissed to a pocket dimension. Wielders can only wield the weapons they are given by you. You can choose to give a wielder another weapon or disown a weapon from a wielder, a wielder can only have 1 weapon at a time. You are automatically a wielder but you can wield as much created weapons as you can create.

If the weapon has the ammunition property and is not made of any material components, it loses that property. Any ammunition it uses is created from the weapon the moment the wielder wants to use ammunition. Any ammunition used (like arrows or bullets) from the weapon disappear at the end of the wielders next turn.

If the weapon has the light property and is not made of any material components, the wielder no longer needs another light weapon to be able to make an extra attack as a result of the light property. 

As an action or a bonus action, the wielder can do the following with the weapons:
- Dismiss. The wielder dismisses the weapon to a pocket dimension. 
- Summon. While dismissed, the wielder can summon the weapon, causing the weapon to appear in an unoccupied space within 30 feet of the wielder.
- Recall. If the weapon has the thrown property and the wielder is within the range of the weapon, the wielder can recall the weapon, causing the weapon to disappear and then reappear in an unoccupied space within 30 feet of the wielder. 

Alternatively, you can dismiss a weapon forever. Once dismissed forever, you can never summon it again.

Elemental forging. As part of the ritual you can assign a damage type to your weapons choosing between fire, cold, thunder, lightning, acid, poison, force, necrotic, radiant or psychic. 
Starting from level 7, your weapons deal extra damage of the chosen type and have a bonus to hit. These numbers go up as you level up, but only for when you are wielding the weapons (not other wielders). 

 

Level 7: Armor Creation

You can now also create a shield and any armor listed in the players handbook (2024) using the Weapon Creation feature of this class. Another wielder can only have 1 weapon, armor or shield in this way. 

The wearer of the armor or the shield gains resistance to the damage type the armor or shield gets from Elemental Forgin

At level 17, your created armor gives you 1 extra AC on top of its normal AC.

Level 7: Mending

You know the mending cantrip. 

Level 10: Recovery

As an action or bonus action, you can choose to teleport to the nearest unoccupied space of a creation. You can only do this 1 time per creation but regain the ability to do so after a long rest. 

Creations are no longer dismissed when other creatures try to wield it. You always know the physical appearance of the creatures wielding your creations. 

Level 15: Magic Draining

Whenever a magical attack is directed at you that lets you roll a dexterity saving throw, you may choose to use strength, constitution or wisdom instead for the roll. If you succeed, you may use a reaction to negate the spells effect and damage completely, storing the magic in your weapon or armor. If it is stored in a weapon: the next attack you make with that weapon has advantage until the end of your next turn. If it is stored in your armor or shield: the next attack against you has dissadvantage until the end of your next turn. You can do this 3 times per long rest. 

Level 18: Weapon Draining

Whenever your weapons hit a creature and deal damage to it, you regain 1 hitpoint. If you are downed and you would regain hitpoints in this way, you do not regain hitpoints but instead succeed in 1 death save. Alternatively, you can heal yourself for 1 exhaustion level or remove the poisoned condition. 

Previous Versions

Name Date Modified Views Adds Version Actions
10/6/2025 4:41:35 PM
5
3
2
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes