Base Class: Wizard
Forge Callers are dwarves who draw arcane energy from their ancient dwarven practices of Forging enchanted weapons and Armor. They form a powerful connection with their ancestors and use their bodies as conduits for the enduring energy of the Forge. They master martial combat as part of this craft, harnessing the defensive and destructive nature of the Smith.
Restriction: Dwarves Only
Only dwarves can choose the forge caller arcane tradition.
Your DM can lift this restriction to better suit the campaign.
Training in War and Forge
When you adopt this tradition at 2nd level, you gain proficiency with light and medium armor. You also gain proficiency with Smith’s Tools. If you are already proficient with them, you add double your proficiency bonus to checks you make using them.
You can use a war hammer as a spell casting focus for your Wizard spells.
Hammer Time
Starting at 2nd level, you can invoke a secret dwarven magic called the Hammer Time provided that you aren’t wearing heavy armor or using a shield. It emboldens you with supernatural strength, grit and focus.
You can use a bonus action to start the Hammer Time, which lasts for 1 minute. It ends early if you are incapacitated, if you don heavy armor or a shield, if you use two hands to make an attack with a weapon or if you attack using two Weapon Fighting. You can also dismiss the Hammer Time at any time you choose (no action required).
While your Hammer Time is active, you gain the following benefits:
- Upon entering a Hammer Time, you gain Temporary Hit Points equal to your Intelligence modifier + your Wizard Level (minimum of +1) for 1 min or until Hammer Time ends.
- You gain Resistance to fire damage
- You have advantage on Strength (Athletics) checks.
- You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Skin of Iron
Beginning at 10th level, you can direct your magic to absorb damage while your Hammer Time is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot’s level.
Power of the Smiths
Starting at 14th level, your Hammer Time infuses your weapon strikes with the fiery power of the forge. When you hit a creature with your Warhammer, you can cause the attack to deal an extra 1d8 fire damage to the target.
Previous Versions
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11/26/2018 3:46:11 PM
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12/1/2018 2:39:56 PM
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