Fighter
Base Class: Fighter

Widely recognized through the land as one of the most essential professions, Blacksmiths are known for spending their time under the heat and choking smoke of metal shops; thus leading many out there to think, naively, that they couldn’t be warriors themselves.

Thanks to their knowledge of weapon and armor creation, these hard-working laborers can use nearly any implement of war to the best of its ability, leveling powerful blows through the hardened muscles in their arms.

They are not bound by their forges, either: as long as there’s a hammer in hand and fire at their disposal, they can support the party by maintaining and reinforcing their weapons, as well as crafting unique new ones.

While very few Blacksmiths decide to go adventuring, those who do find their allies are more than grateful to have someone on board who can help them make the most of their equipment; both in and out of battle.

Smoke and Steel

When you choose this archetype at 3rd level, you gain proficiency with Smith’s Tools. If you are already proficient with them, your proficiency bonus is doubled for any ability checks you make with them instead.

Additionally, you can use Smith’s Tools to cast the Identify spell as a ritual without the need for material components; but only when targeting weapons or armor.

Lastly, you can use Smith’s Tools to cast the Mending spell without the need for material components. If you have access to a forge or campfire, you may use the spell to repair breaks or tears up to 5 foot in size

Secrets of the Trade

At 3rd level, you are able to display your craft by honing the implements of those around you.

If you have access to a forge or campfire, you can use Smith’s Tools to add, remove, or swap one of the properties listed below to any non-magical weapon:

  • Thrown

  • Heavy (cannot be added to Light or Finesse weapons)

  • Finesse (cannot be added to Heavy or Two-Handed weapons)

  • Versatile (increase the die by one size for damage with two hands; cannot be added to Two-Handed weapons)

This process must be performed in an unoccupied space on a horizontal surface within 5 feet of you. It takes a total of 1 hour per weapon, and can be done during a short or long rest. You can modify a number of weapons equal to double your proficiency bonus, and each of them can only bear one of your modifications at a time. If you attempt to modify a new weapon beyond that number, one of the modifications done to a previous item is undone.

Quick Honing

Also at 3rd level, you’ve learned how to put your knowledge
to use even in the midst of battle.

As an action on your turn, you can use Smith’s Tools to quickly temper with one weapon or piece of armor being worn or carried by you or a willing ally within 5 feet of you.

This could be hastily sharpening a dagger, adjusting the grip of an axe, re-weighting a halberd, tightening the straps
of a pauldron, or maybe cleansing thick blood off a buckler.

Once you perform this action, for the next minute the honed item grants its wielder or wearer a set of special benefits dependent on what type of equipment it is:

  • Melee Weapon: The one wielding this weapon gains a
    +1 bonus to their attack rolls with it, and the benefits of one Fighting Style of your choice between Dueling,
    Great Weapon Fighting, Two-Weapon Fighting and Thrown Weapon Fighting.

  • Ranged Weapon: The one wielding this weapon gains a 10 feet bonus to the range of their attacks with it, and the benefits of one Fighting Style of your choice between Archery and Interception.

  • Shield: The wielder gains a +1 bonus to their AC, and the benefits of one Fighting Style of your choice between Interception and Protection.

  • Armor: The wearer gains a +1 bonus to their AC, and a number of temporary hit points equal to 1d10 + your Fighter level. Alternatively, instead of the temporary hit points, they can gain the benefits of one Fighting Style of your choice between Unarmed Fighting and Thrown Weapon Fighting.

Each item can only hold one instance of this feature at
a time. You can use this feature a number of times equal to your proficiency bonus, regaining expended uses when you finish a long rest.

 

Artisan's Spark

At 7th level, your passion for the works of metal allows your creations to leap beyond the realm of the mundane.

You can now modify magical weapons of Uncommon rarity or lower. Each weapon you tinker with can now bear up to two modifications (add, remove, or swap) at the same time; with each one counting towards the maximum number of weapons you can alter. Furthermore, the following properties become available for you to add into a weapon:

Enhanced

This weapon has a +1 bonus to attack and damage rolls made with it. Alternatively, once per round, it can have a +2 bonus to one attack or damage roll made with it.

Sharpened

Once per round, you can reroll this weapon's damage dice and use either total. This can be done a number of times equal to double the wielder’s proficiency bonus, after which this property is removed, and the modification is undone.

Hooked

Once per turn, whenever you hit a creature with a melee attack using this weapon, you can either move them 5 feet in any direction within your reach, or immediately make an attempt to grapple them (no action required).

Tethered

This weapon is considered to have the Thrown property (20/60), and returns to your hand immediately after it is used to make a ranged attack.



 

These above are Unique Properties created through your smithing expertise. Each modified weapon can only have
one Unique Property at a time.

Expanded Arms

At 10th level, your metallurgy skills improve even further, letting you incorporate inventive new designs into your work. You are now able to craft and modify magical weapons with a rarity of Rare or lower. In addition, the following properties become available for you to add, remove, or swap when modifying a weapon:

  • Light (cannot be added to Heavy weapons)

  • Reach (can only be added to Two-Handed or Versatile weapons)

Furthermore, the following options are added to the list of Unique Properties you can instill into a weapon:

Jagged

This weapon scores a critical hit on a roll of 19-20.

Oversized

Can only be added to Heavy weapons.
If your attack with this weapon scores a critical hit or exceeds the target’s AC by 5 or more, they are immediately knocked Prone. Gargantuan creatures are immune to this property.

Reinforced

Can be added multiple times to the same weapon.
The weapon’s damage die increases by one size. If the die is
a d12, this property changes it to 2d6. If the weapon's damage is 2d6, this property changes it to 3d6.

Cleaving

Whenever you hit a Prone creature with a melee attack using this weapon, it deals an additional 2d6 damage. If your attack scores a critical hit, the target also gains one level of Exhaustion.

Flawless Smelting

At 15th level, your skills at the forge reach a new measure of perfection. You can now craft and modify magical weapons with a rarity of Very Rare or lower.

Additionally, each weapon you tinker with can now bear up to three modifications at the same time, and hold up to two Unique Properties at once.

Lastly, weapons crafted or altered by you do not rust, pit, fray at the edges, or otherwise show signs of aging. If magical in nature, and bearing at least two modifications, they also have resistance to all damage.

Master Forger

At 18th level, your handiwork gives birth to objects of unparalleled majesty. You can now craft and modify magical weapons with a rarity of Legendary or lower.

The weapons crafted or altered by you cannot be destroyed by conventional means, instead becoming unusable when reduced to 0 hit points. Once a weapon is brought to this state, you must spend a total of 8 hours restoring it, which can be done during a long rest.

In addition, the following options are added to the list of Unique Properties you can instill into a weapon:

Nimble

Twice per round, whenever a target provokes an opportunity attack from you, this weapon allows you to make an attack against them without expending your reaction.

Specialized

When you add this property, choose one creature type other than Humanoid. Attack rolls with this weapon are made at advantage against creatures of the chosen type.
If the DM deems it appropriate, this benefit can be applied to (or rescinded against) any narrative-relevant being.

Shattering

Can only be added to weapons with the Two-Handed or Versatile properties.
Whenever you hit a creature with this weapon, the target
and all creatures within 5 feet of them must make a
Strength saving throw (DC 8 + your Strength modifier + your proficiency bonus). On a failed save, a target is either knocked Prone or pushed 10 feet away from you (your choice).

Linked

Cannot be added to non-magical weapons.
If you are attuned to this weapon, you can't be disarmed of it unless you are Incapacitated. As long as it resides on the same plane of existence, you can summon this weapon as a bonus action on your turn, causing it to teleport instantly to your hand. Alternatively, if you are within 100 feet of it, you may use your action to teleport yourself over to where it is instead. This can be done a number of times per day equal
to your proficiency bonus.

Material Properties

In order to instill any of these properties into a weapon, you must be in possession of the named material or an amount in gold of equal value. The details of that exchange are left to the DM’s discretion.

Cold Iron

Requires 10th level
This weapon does double damage to fey creatures, and may be used as an arcane focus for any spells its wielder casts.

Ignium

Requires 10th level
This weapon deals an additional 1d4 fire damage on a hit.
In addition, it can still be held when heated, without dealing any damage to its wielder.

Adamantine

Requires 10th level
This weapon does double damage to constructs, objects and structures.

Stormphrax

Requires 15th level
This weapon deals an additional 1d4 lightning damage on a hit, and any creature struck with it can’t take reactions until the start of their next turn.

True Ice

Requires 15th level
This weapon deals an additional 1d4 cold damage on a hit, and any creature struck with it has their speed reduced by 10 feet until the end of their next turn.

Deep Crystal

Requires 15th level
After a creature is hit with this weapon, they must subtract 1d4 from the next attack roll, ability check or saving throw they make before the end of their next turn.

Silvered Weapons

If you have access to a forge or campfire, you can use Smith’s Tools to silver weapons or pieces of ammunition at half the usual cost and time.
In addition, with your DM’s approval, weapons or ammunition silvered by you may completely ignore resistance and immunity to nonmagical attacks and damage. That benefit can be dependent on an additional cost, or a higher level requirement.


 

In order to instill any of these properties into armor, you must be in possession of the named material or an amount in gold of equal value. The details of that exchange are left to the DM’s discretion.

 

Silvered

Requires 100 gp or respective material
Whenever the wearer of this armor is targeted with a melee attack by a creature susceptible to silver weapons, the attacker must subtract the wearer’s proficiency bonus from their roll. Additionally, whenever a creature susceptible to silver weapons deals damage to the wearer with a melee attack, they take psychic damage equal to the wearer’s proficiency bonus.
When adding this property, you may choose to replace the silver coating with cold iron, changing it to affect fey creatures instead.

 
Mithral

Requires 200 gp or respective material
This armor can be worn under normal clothes. If it normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this property removes it.

 
Adamantine

Requires 10th level; 500 gp or respective material
Any critical hit against the wearer of this armor becomes a normal hit.

 
Skybough Amber

Requires 10th level; 1000 gp or respective material
The wearer of this armor falls at a rate of 60 feet per round, and has immunity to fall damage.

 
Deep Crystal

Requires 15th level; 2000 gp or respective material
The wearer of this armor has advantage on saving throws to resist the effects of spells from the Enchantment school of magic.

 
Dragon Hide

Requires 15th level; 2500 gp or respective material
The wearer of this armor has advantage on saving throws against the Frightful Presence trait and breath weapons of dragons. In addition, the wearer can focus their senses as an action to magically discern the distance and direction to the closest dragon within 15 miles of them. Once used, this special action only becomes available again in the next dawn.
With your DM’s approval, this armor’s effects may also work on creatures of draconic ancestry, such as the Dragonborn or Kobold races.

 
Flail Snail Shell

Requires 18th level; 5000 gp or respective material
Whenever the wearer of this armor is targeted by a spell,
they must roll a d6. On a 1, they are hit by the spell as normal.
On a roll of 2-3, the released magic is pulled into this armor, dealing 1d6 force damage to the wearer per level of the spell. On a roll of 4-5, the spell fails and has no effect on the wearer.
If the number rolled is a 6, the spell is reflected back at the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.

Armor Modifications

Starting from 7th level, if you have access to a forge or campfire, you can use Smith’s Tools to instill one of the properties listed below into any non-magical suit of armor.

Each modification applied counts towards the maximum number of items you can alter (as per the Secrets of the Trade and Expanded Arms features). A piece of armor can hold up to two modifications at the same time at 10th level, and three modifications at the same time at 15th level.

Starting from 10th level, you become able to craft and modify magical armors with a rarity of Rare or lower (as per the Artisan’s Spark feature). At 15th level, you can craft and modify magical armors with a rarity of Very Rare or lower, and items crafted or altered by you do not rust, pit, fray at the edges, or otherwise show signs of aging (as per the Flawless Smelting feature). Lastly at 18th level, you can craft and modify magical armors with a rarity of Legendary or lower (as per the Master Forger feature).

Fortified

This armor has a +1 bonus to the AC it offers, and a -2 penalty to any damage its wearer takes. Alternatively, it can have either a +2 bonus to the AC it offers, or a -4 penalty to any damage its wearer takes.

Spiked

Whenever the wearer of this armor is hit with a melee attack by a creature within 5 feet of them, the attacker takes 1d4 piercing damage. In addition, any creature grappling or being grappled by the wearer takes piercing damage equal to the wearer’s proficiency bonus at the start of their turn.

Modular

This armor weighs half as much as it normally would, and can be donned or doffed by the wearer with an action. If the wearer has help, the time required is reduced to 1 bonus action. If this property is added to a shield, the wearer can don or doff it with an object interaction.

Augmented

When you add this property, choose one damage type between bludgeoning, slashing, piercing, fire, cold, thunder, lightning, acid, or poison. This armor's wearer has resistance to the chosen type. You can infuse a specific material along with this property to enhance its effects, giving the wearer immunity to nonmagical damage of the chosen type (Ignium for fire, True Ice for cold, Stormphrax for lightning, etc).
This property can be added multiple times to the same armor; choose a different damage type for each instance.



Shield Properties
 

With your DM’s approval, you may instill any of the armor modifications listed on this section onto a shield instead.
If you do so, it is treated as a piece of armor for the purpose
of determining specific mechanics or requirements.

 

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