Artificer
Base Class: Artificer

A Forgehand is an arcane blacksmith, the masterminds behind numerous magical artifacts and weaponry. They strike while the iron is hot both inside the forge and out in battle, delivering devastating blows to their enemies defenses with the same tools used for their creations.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Forgehand Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Forgehand Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artificer level Spells
3rd earth tremor, searing smite
5th flaming sphere, shatter
9th erupting earthfireball
13th fire shieldwall of fire
17th immolationpasswall

Smithing Initiate

At 3rd level, your smithing experience has perfected your use of hammers, both to mend and to harm.

  • You know the Mending cantrip.
  • You gain proficiency with warhammers and mauls.
  • When you attack with a magic light hammer, warhammer or maul, you can use your Intelligence modifier, instead of Strength modifier, for the attack and damage rolls.

Anvil Strike

Also at 3rd level, you combine your knowledge of forging and magic weapons to channel bursts of magic through them as you attack.

Once per turn, whenever you make a weapon attack with a magic light hammer, warhammer or maul, you can incorporate one of your smithing techniques into the attack. Choose two techniques from the following list to learn. You can learn another at 9th level and another at 15th level, and can replace one that you know with another after finishing a long rest. Any saving throw a creature makes is against your spell save dc.

Conduct

Shock the target. The creature must make a successful constitution saving throw or be unable to take reactions until the start of its next turn, and take 2d6 lightning damage or half on a successful save.

Draw

Heat up and lengthen your weapon, granting your weapon the reach property until the end of your turn. The creature must make a successful dexterity saving throw or take 2d6 fire damage or half on a successful save.

Flare

Create embers around the target. All creatures (excluding yourself) within 10 feet of the target must make a successful dexterity saving throw or take 2d6 fire damage or half on a successful save.

Press

Crush the target. The creature must make a successful constitution saving throw or be be knocked prone, and take 2d6 thunder damage or half on a successful save.

Quench

Rapidly cool the target. The creature must make a successful constitution saving throw or have its AC reduced by 2 until the start of its next turn, and take 2d6 cold damage or half on a successful save.

Incandescent Weapon

At 5th level, you further combine your knowledge of forging and magic weapons to use hammers as a conduit for your magic. When you finish a long rest, you can use smith's tools to reforge one light hammer, warhammer or maul that you have equipped. If the weapon wasn't already magical it becomes magical, and it can be used as a spellcasting focus for your artificer spells without requiring an infusion. You can only have one reforged weapon at a time, as the enchantment disappears from the old weapon if you reforge a new one.

Your reforged weapon glows red-hot as you channel magic through it. After casting a spell that requires concentration while using your reforged weapon as the spellcasting focus, the lingering heat causes your weapon attacks to deal additional fire damage equal to your intelligence modifier + the spells level. The heat dissipates when the spell effect ends or you lose concentration. 

Heat Treatment

At 9th level, your experience in the forge has improved your handling of hot metals. 

  • You gain resistance to fire damage.
  • You can cast Heat Metal without expending a spell slot and without preparing the spell, and without providing the material component, provided you use smith's tools or your reforged weapon as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest. You can choose to upcast the spell, but this will expend a spell slot of the spell level it is upcasted to.
  • Your weapon attacks with light hammers, warhammers and mauls gain advantage against creatures with Heat Metal applied to it, and you can choose to prevent a creature from dropping their weapon as the heated metal sticks to their hand. 

The damage of your Anvil Strike techniques also increases to 4d6.

Smithing Savant

At 15th level, you have become an expert of the forge.

  • Your weapon attacks with light hammers, warhammers and mauls ignore bludgeoning resistance.
  • Whenever you deal fire damage to a creature wearing metal armor or made of metal, it must make a constitution saving throw against your spell save dc or become vulnerable to bludgeoning damage until the end of your next turn. Creatures resistant to fire damage have advantage on its saving throw and creatures vulnerable to fire damage have disadvantage. 

The damage of your Anvil Strike techniques also increases to 6d6.

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