Forgemaster

Hit Points
**Hit Dice:** 1d10 per Forgemaster level
**Hit Points at 1st Level:** 10 + Constitution modifier
**Hit Points at Higher Levels:** 1d10 (or 6) + Constitution modifier per Forgemaster level after 1st

Proficiencies
**Armor:** Light armor, Medium armor, Heavy Armor, Shields

**Weapons:** Simple weapons, Martial weapons

**Tools:** Smith's Tools

**Saving Throws:** Intelligence, Strength

**Skills:** Choose two from Athletics, Sleight of Hand, Religion, Arcana, History, Investigation and Perception.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

* (*a*) chain mail
* (*a*) any martial melee weapon or (*b*) light hammer
* (*a*) a martial weapon or (*b*) a longbow and 20 arrows
* (*a*) a dungeoneer's pack or (*b*) an explorer's pack
* (*a*) 5 wood scrap or (*b*) 5 metal scrap or c) 3 bronze scrap

#### Talents

Your research into the fires of the forge has allowed you to tap into the hidden talents bestowed to you by the gods. Talents are minor effects that are the Forgemaster equivalent of cantrips. Therefore as long as you have the components, you can cast them at will

**Talents**

At 1st level, you have four minor Talents:

Control Flames, Mending, Identify, Heat Metal

**Powers**

Your crafting abilities grants you favor with the gods. You are gifted special powers, (The Forgemaster equivalent of Spells) At each level you gain the knowledge of more powers in correspondence with your Forgemaster Archetype, and the ability to spend more powers per long rest (See the Table above). Your Powers are regained at the end of a long rest.

**Power Ability**

Charisma is your spellcasting ability for your Forgemaster spells, since the power of your magic relies on your ability to call upon the Gods' favor. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Power save DC = 8 + your proficiency bonus + your Charisma modifier

Power attack modifier = your proficiency bonus + your Charisma modifier

**Power Focus**

You can use a Holy Symbol or a specially hand crafted object as a casting focus for your Powers.

#### Engineering

You are skilled in the design and engineering of weapons and other items of use. When you choose your Forgemaster Archetype at 1st level, you will be proficient in crafting objects made of a certain scrap. The scrap material you are proficient in can receive an additional modification. Your Forgemaster level determines the quality of weapon or item that you can improve, as shown in the proficient weapons on your character sheet. The material of the chosen item type will dictate which improvements from the Item Modifications list can be applied. All your created items can be given up to two modifications from the

## **Archetypes**

At 1st level, you choose which branch of Smithing you would desire to follow. Whether you knowingly follow the corresponding God or simply have gifts unknowingly bestowed to you, your way of smithing is unique.

## **Blacksmith of Hephaestus**

You prefer to be hidden away in your forge, pounding away at your creations. Smithing is an art, and you wish to leave your mark on the world as an artist, much like the god Hephaestus.

### Proficiency

You are proficient with Tinkerer's tools, and proficient with Iron & Steel -

Iron scrap is hard to find, gained from ores, iron weapons or armor. Being recoverable from any used object for half the materials used, rounded down. Sharpening any Iron crafted object will increase damage dealt by half your Forgemaster level, rounded down. Polishing Iron armor offers an additional +1 to AC

Steel is very hard to make in these times. It is an alloy forged from melted down iron, and it is much stronger than iron and bronze. You need 3x as much iron scrap to craft a steel object. Sharpening any steel object will increase damage dealt by your Forgemaster Level, but it takes 3x as long to craft than Iron objects. Polishing and treating any steel armor will increase your AC by an additional 2, but it takes 3x as longer to craft than Iron objects.

Iron and Steel will begin to rust after 1d10 days, until cleaned or treated. If left to the elements, it will be completely unusable after 1d100 days.

 3rd
 4th
 5th

### Efficient Worksmanship

At 3rd level, when you attempt an improvement using a tool you are proficient with and successfully pass the ability check, the time and cost needed to complete the improvement is reduced by 1/2. On a critical success, the time and cost is reduced to 1/4.

### Dual Activation

At 6th level, you can activate two improvements simultaneously during the same action or attack provided they are not antirequisite and have the same action cost to activate. Alternatively, you can activate a second improvement on a weapon that already has one improvement effect active.

## **Warmaster of Ares**

Your inspiration is found in the heat of battle. You prefer to be on the front lines, bearing your self-branded weapons and armor for the Gods to see. Your pride and hunger for war pleases Ares.

### Proficiency

You are doubly proficient with Smith's tools, and proficient with Bronze -

Bronze scrap is the most abundant of metals because it is an alloy of multiple elements. It takes the least amount of material to make, but offers no additional damage or increased AC. However, Bronze is the metal of Heroes, and the preferred material of armies. Advantage to applying Arcane and Holy Modifications to these objects. Bronze objects can never rust or decay.

### Favored Weapon

At 3rd level, you can select one weapon of a type that you're adept at improving. This weapon is favored and can receive one additional improvement. At 10th level and again at 14th level, you can select an additional favored weapon. If a favored weapon is lost or destroyed, you may select another favored weapon.

### Share the Talent

At 6th level, as an action or a bonus action, you can gift one improved weapon to a friendly creature within 5 feet of you. If they are proficient with the weapon type, they can activate the weapon improvement on their turn.

## **Crafter of Artemis**

Your craft is not art nor army weaponry, but tools. You prefer to craft and smith things from the game you hunt and the things you find. These tools are not for glory or for pride, but they end up beautiful, and beautifully used, either way. Artemis smiles upon those who quietly make use of the wood.

### Proficiency

You are proficient with Natural Material.

Natural - While a bit macabre, bone, leather, wood and other materials you can salvage from once living beings can be used to make interesting weapons and objects as well.

Bone: Any critical hit done with a bone object deals an extra 1d4 damage per Inventor level. Bone objects must be preserved or upkept daily else they will naturally deteriorate after 1d4 + Forgemaster level days.

Wood: More flexible and abundant, can be found in forests and from chests. But all damage from wooden gadgets deals 1 less damage overall. They are also easily flammable and deal 1 extra damage instead when used, at the cost of it breaking after use. It the range of contraptions made of wood is increased by 10 feet if applicable.

Leather: For any critical hit that lands on the wearer, leather armor you have created absorbs 1d4 damage per Forgemaster Level.

### Quickdraw

At 6th level, you can draw/stow/switch up to two weapons or load a ranged weapon with the loading property as a free action on your turn.

## Arcane Crafting

Starting at 2nd level, You may imbue your creations with magical properties, adding additional effects or damage to them. Your proficiency modifier is your Intelligence, plus your proficiency modifier.

If you come across a magical object and take time to study it, you can then learn that affect and imbue those properties to your creations. The complexity of the property will determine how much time it will take to study it.

## Portable Forge

At third level you have discovered a way to take your crafting to the road. You must have a solid 5ftx5ft radius of flat ground and a well ventilated, dry campfire. Your portable forge consists of smith's tools, coals for the campfire, two bricks (5lbs), and a 1 lbs solid sheet of iron. Any extra materials need to be provided.

## Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

## Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

#### Improved Engineering[edit]

At 7th level, you become more efficient at improving weapons. You can apply up to two improvements to a single weapon, provided they are not antirequisite or the same improvement. The improvements cannot be activated or active simultaneously unless a class feature specifies otherwise. At 11th level, the number of improvements each weapon can hold increases to three. At 15th level, the number increases to four.

#### Sentry[edit]

At 7th level the Inventor can make a sentry out of 3 scrap as an action. The sentry is immobile and has health equal to your intelligence mod plus proficiency plus 1 2 or 3 depending on the type of scrap used, and the AC of the sentry is 12. The ammo used by the sentry is metal scrap. Needing to be added in by the inventor after five shots. The damage it deals is 1d4+damage modifier from scrap it is constructed from piercing damage. The sentry attacks at the end of your turn.

**Greater Sentry**

Unlocked at 10th level, The sentry's health is increased by an additional 3 points, and AC increased by three. The ammo capacity is increased to 5, and the damage is 2d6 plus damage modifier from scrap it is constructed from.

#### Magical Smithing

At 9th level, you can improve magical weapons without losing any magical property. Additionally you can select one artisan's tool to gain advantage in checks involving this tool.

#### Dismantle

At 10th Level, Using a full round, a Forgemaster may put their knowledge of invention to take an action to interact with a trap, lock, or construct within 5ft of you. A construct takes a wisdom saving throw against your intelligence. On a failure, the construct is destroyed, falling to pieces under your hand. On a success, deal 1d(6) x your Forgemaster level damage to the construct, ignoring vulnerabilities and resistances. If you are attempting to dismantle a lock or a trap, you must make an intelligence check based on GM discretion.

**Greater Dismantle**

When taking the dismantling action, the target has disadvantage or you have advantage depending on the situation.

#### Quick Activation

At 13th level, you can make a single regular attack as a bonus action during your action that turn.

### Item Modifications

With your Engineering feature, you can apply the improvements listed in this section to any number of items of a material you are proficient in, provided the prerequisites are satisfied and your Forgemaster level is not less than the improvement level. Each item can only have two improvements implemented at a time unless a class feature or material type specifies otherwise or the improvement requires the existing one. If the improvement requires a tool to complete, an ability check using that tool must be made against a DC equal to twice the improvement level. This ability check is made half-way through the time spent working on the improvement. If the improvement requires multiple tools, an ability check must be made for each tool. If any ability checks are failed, the improvement is not completed but half the cost is recovered. The DC for an improvement is halved for every past successful or unsuccessful attempt at making the improvement. Any weapon improvements that do not expire can be removed during a long rest, unless otherwise stated. All ammunition improvements are permanent.

When activated, some improvements require your target to make a saving throw to resist the effect. The saving throw DC is calculated as follows:

**Effect save DC** = 8 + your proficiency bonus + your Intelligence modifier

#### Arcane Modifications

The Forgemaster is all about creativity and customization. Your DM might allow other weapon improvements that are not listed here, provided they are fair.

**Masterful Honing: 1st Level**

You diligently sharpen your blade in a way that is perfectly tailored to your fighting technique. You can spend 30 minutes during a short or long rest to dutifully care for a blade. For the next 24 hours, if a creature is hit with this weapon, you must spend one activation point. You then add your Intelligence modifier to the damage roll in addition to other damage modifiers. If you have no remaining activation points, the attack becomes a regular attack.

Prerequisites: A whetstone, oil, and a melee weapon that deals slashing or piercing damage, provided it can be sharpened.

**Counterweight: 1st Level**

You understand the mechanics behind accelerating large masses quickly and accurately. You can spend 1d4 + 1 hours and 10 gp during a long or a short rest perfectly balancing a heavy weapon or a weapon that deals bludgeoning damage. When making an attack with a balanced weapon, you can choose to spend one activation point to attempt to knock the target prone. If the attack hits, the target must make a successful Strength saving throw against your effect DC or be knocked prone, taking an extra 1d4 bludgeoning damage.

Prerequisites: Counterweight material such as lead, a weapon that deals bludgeoning damage or that has the heavy property.

**Barrel Tapered Arrow: 1st Level**

You can spend 10 minutes during a short or a long rest carving an arrow or wooden bolt shaft into a barrelled shape with a taper towards the arrowhead, improving the spine strength and aerodynamics. When making a ranged attack with a barrel tapered arrow, you must spend one activation point. The effective range of the weapon increases by 25% for that attack. If the attack hits, you add your Intelligence modifier to the damage roll in addition to other damage modifiers.

Prerequisites: A knife and one arrow/bolt ammunition.

**Balanced Flight: 2nd Level**

You understand how subtleties in the balance of a thrown weapon can affect its flight. You can spend 2d4 + 2 hours near a blacksmith's furnace and 18 gp carefully reshaping a weapon specifically for throwing. The throwing range of the improved weapon is doubled. When making a ranged attack with this weapon, you must spend one activation point and then add your Intelligence modifier to the attack roll. If the improved weapon is used for a melee attack, it does not require an activation point but inflicts half the damage the normal weapon would cause.

Prerequisites: Blacksmith's tools and a weapon with the thrown property.

**Hilt Blade: 3rd Level**

You can spend 3d4 + 3 hours and 31 gp constructing a hidden blade in the hilt or handle of your weapon. When a creature in range of your weapon misses a melee attack against you or when a creature within 5 feet of you attacks an ally, you can spend one activation point and use your reaction to attack the creature. This reaction attack uses the same ability modifier as the primary weapon for the attack roll but deals 1d4 + your Intelligence modifier in damage. At 7th level and again at 15th level, damage dice increases by 1d4.

Prerequisites: Tinker's tools, a dagger, and a melee weapon with a hilt or handle that does not have the light property.

**Bow Stabilizer: 4th Level**

You can spend 4d4 + 4 hours and 50 gp attaching a stabilizer to your bow and calibrating it. When making an attack with the stabilized bow, you can choose to spend one activation point to double the proficiency bonus added to that attack roll.

Prerequisites: Woodcarver's tools and one of longbow, shortbow, crossbow, or hand crossbow.

**Flaming Weapon: 5th Level**

You develop a highly flammable oil that can coat a weapon made of metal. You can spend 5 minutes coating a weapon in flammable oil that lasts for 24 hours. Alternatively, you can spend 5d4 + 5 hours and 77 gp constructing a scabbard designed to keep a blade oiled. As an action, you can choose to spend two activation points to ignite the oiled weapon. If a target is hit by an attack made with the weapon while it is ignited, it takes an additional 1d6 fire damage. The weapon is extinguished after 1 minute or by using a bonus action. While the weapon is ignited you cannot sheath it and the improvement is considered active. Once the oil has burned out, the weapon cannot be ignited again until it is polished and more oil is applied. At 11th level and again at 17th level, you make your concoction burn hotter, increasing the additional fire damage by 1d6.

Prerequisites: Alchemist's supplies, oil, a cloth, flint, and a melee weapon, provided it is constructed of metal.

Antirequisites: Cold Weapon, Anticoagulant Solution