Base Class: Artificer
Forge Master Artificers are Masters of the Forge (go figure), and perfectionist in their turest form. In this subclass, you will be able to forge masterclass weapons and armor for you and your comrades to fight in battle with. Peared together with your portable Forge Hammer, you will be able to craft equipment faster, endure high temperatures, and smelt the richest of ores to perfect your craftsmanship.
Extra Attack
Whenever you take the Attack Action, you may make 2 Attacks.
Level 5: Magical Smithing
Over the corse of multiple Long Rest, you can attempt to craft a +1 weapon or armor using the crafting rules for their non-magical counterpart. When doing so, make 3 DC18 Arcana check, on a Success, the weapon or armor is now magical.
Additionally, during a Long Rest, you may transfer the magical energy of an uncommon or common magic weapon or armor to a non-magical one. Weapons cannot be used for armor and vice versa.
You can use these features only once every 7 day.
Level 9: Improved Forge Hammer
Your Forge Hammer Damage Increase
2d6 + 2 + Int Bludgeoning damage, Two-Handed, Melee 5ft
As a Bonus Action, you can Heat Up the Hammer's Anvil head in order to deal an additional 2d4 Fire damage. This feature can be used a number of times per Long Rest equal to your Intelligence Modifier. This Fire damage Ignores Resistance.
Additionally, this weapon can be used as Smithing Tools.
Level 15: Improved Magical Smithing
Over the corse of multiple Long Rest, you can attempt to craft a +2 weapon or armor using the crafting rules for their non-magical counterpart. When doing so, make a DC20 Arcana check, on a Success, the weapon or armor is now magical.
Additionally, during a Long Rest, you may transfer the magical energy of an uncommon or common magic weapon or armor to a non-magical one. Weapons cannot be used for armor and vice versa.
Fuse: Over the corse of a week, you may attempt to fuse magical affects from one magical item onto another. When you do, make a DC 23 Arcana check, on a Success the first item inherents one magical affect from the 2nd item. The 2nd item losses said magical ability. On a Failure, the items both remain the same. You can only use Fuse on a given item once.
You can use these features only once every 7 days.
Level 15: Perfected Forge Hammer
Your Forge Hammer gets even Better
2d6 + 3 + Int Bludgeoning damage, Two-Handy, Melee 5ft, Adamantine
As a Bonus Action, you can Heat Up the Hammer's Anvil head in order to deal an additional 3d4 + Int Fire damage. This feature can be used a number of times per Long Rest equal to your Intelligence Modifier. This Fire damage Ignores Resistance.
Additionally, this weapon can be used as Smithing Tools.
Forge Knight Spells
These spells you are always prepared and don't count agents your known spells.
Level 3: Tool Proficiency
You gain Proficiency in Smithing Tools.
Level 3: Forge Hammer
1d12 + Int Bludgeoning damage, Two-Handed, Melee 5ft
As a Bonus Action, you can Heat Up the Hammer's Anvil head in order to deal an additional 2d4 Fire damage. This feature can be used a number of times per Long Rest equal to your Intelligence Modifier.
Additionally, this weapon can be used as Smithing Tools.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
11/20/2025 11:32:08 AM
|
4
|
1
|
1
|
Coming Soon
|
Comments