Base Class: Fighter
While some warriors choose to train their bodies to a knife’s edge, Forge Knights choose to channel their skills into enhancing the weapons they carry. Skilled in combat and engineering alike, Forge Knights use their ingenuity and their magic to transform mundane weapons into mechanical contraptions of incredible power.
Tool Proficiency
Starting when you choose this archetype at 3rd level, you gain proficiency with tinker tools and smithing tools if you aren’t already proficient.
Weapon Mods
Beginning when you choose this archetype at 3rd level, you can use tinker tools or smithing tools to add mods to a weapon at the end of a long rest. You can have a number of mods equal to 1+ your Intelligence modifier (minimum of one mod). If you have reached the maximum number of mods you can create, you can make a new weapon mod by choosing one mod you have previously created to immediately become non-functional.
The weapon you mod must be of the type listed in the mod description. If you put multiple of the same mod on a single weapon (like putting two Enhanced Weapon mods on a single longsword), their effect does not stack. Choose from one of the weapon mods listed below:
Enhanced Weapon
Item: A simple or martial weapon
This magic weapon grants a +1 bonus to attack and damage rolls made with it.
The bonus increases to +2 when you reach 10th level in this class.
Deadly Weapon
Item: A simple or martial weapon
Choose one damage type: slashing, bludgeoning, piercing, acid, cold, fire, lightning, poison, thunder, or force. This weapon deals 1d6 extra damage of the chosen type when you hit a target with the weapon. This weapon also becomes a magic weapon if it isn’t already.
The extra damage increases to 1d8 when you reach 10th level in this class.
Integrated Defense
Item: A simple or martial weapon or shield
While holding this weapon, you gain +1 to your armor class.
The bonus increases to +2 when you reach 10th level in this class.
Automated Re-loader
Item: A simple or martial weapon with the ammunition property
This magic weapon ignores the loading property if it has it.
If the weapon lacks ammunition, it produces its own, automatically creating one piece of magic ammunition when the wielder makes a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
Returning Weapon
Item: A simple or martial weapon with the thrown property
This magic weapon returns to the wielder’s hand immediately after it is used to make a ranged attack.
Projectile Launcher
Item: A simple or martial melee weapon
Choose one damage type: slashing, bludgeoning, piercing, acid, cold, fire, lightning, poison, thunder, or force. When you make an attack with this weapon, you can choose to instead do a magical ranged weapon attack dealing 1d6 damage of the chosen type, or 1d8 damage if the weapon has the two-handed property. This attack has a short range of 100 ft and a long range of 400 ft.
Arcane Bayonet
Item: A simple or martial ranged weapon
Choose one damage type: slashing, bludgeoning, piercing, acid, cold, fire, lightning, poison, thunder, or force. When you make an attack with this weapon, you can choose to instead do a magical melee weapon attack dealing 1d8 damage of the chosen type, or 1d10 damage if the weapon has the two-handed property.
Grappling Hook
Item: A simple or martial weapon
While holding this weapon, you gain a climbing speed equal to your walking speed.
Extendable Weapon
Item: A simple or martial weapon with a melee attack
When you make a melee attack with this weapon, your reach is 5 ft longer then usual.
Explosive Shot
Item: A simple or martial weapon with a ranged attack
Choose one damage type: slashing, piercing, acid, cold, fire, lightning, poison, thunder, or force. When you make a ranged attack with this weapon, you can instead choose a point within range. All creatures within a 5 foot radius must make a Dexterity saving throw equal to 8 + your proficiency bonus + your Intelligence modifier or take 2d6 damage of the chosen type. This damage counts as magical.
Thrusters
Item: A simple or martial weapon
While holding this weapon, you have a high jump of 20 ft and a long jump of 60 ft.
Extra Mod
Starting at 7th level, you can have a number of weapon mods equal to 2 + your Intelligence modifier.
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Extra Mod
Starting at 15th level, you can have a number of weapon mods equal to 3 + your Intelligence modifier.
Extra Mod
At 18th level, you can have a number of weapon mods equal to 4 + your intelligence modifier.
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