Arcane Blacksmith (5e Class)

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Arcane Blacksmith[edit]

You are from a family of famous Blacksmiths, unfortunately you were born with a smaller body maybe weaker limbs than the rest of your family. But, you use your greater intellect and determination to research magic in order to continue your families grand profession. You use your magic to help create different armor and weapons as well as fight.


Creating a Arcane Blacksmith[edit]


Quick Build

You can make a Arcane Blacksmith quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Strength. Second, choose the Clan Crafter background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Arcane Blacksmith you gain the following class features.

Hit Points

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

Proficiencies

Armor: Medium, Light
Weapons: Simple Weapons, Martial Weapons
Tools: Smith's Tools
Saving Throws: Intelligence, Strength
Skills: Choose two: Arcana, Athletics, History, Investigation, Perception, Sleight of Hand.

Equipment

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

  • (a) Scale Mail or (b) Leather armor or (c) Chain shirt
  • (a) One Martial Weapon or (b) Two Simple weapons
  • (a) Dungeoneer’s pack or (b) Explorer's Pack
  • Smith's Tools
  • If you are using starting wealth, you have 5d4x10 gp in funds.

Table: The Arcane Blacksmith

Level Proficiency
Bonus
Features Blacksmith creation points Blacksmith creation die Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Apprentice Blacksmith, Blacksmiths Heart(1d4), Spellcasting 3 1d4 2 + heat metal
2nd +2 Bound Forge 4 1d4 2 + heat metal 2
3rd +2 Arcane Forging path 5 1d4 2 + heat metal 3
4th +2 Ability Score Improvement, Blacksmiths heart(1d6), 6 1d6 2 + heat metal 3
5th +3 Extra Attack 8 1d6 2 + heat metal 4 2
6th +3 Magic Weapon Creation 9 1d6 2 + heat metal 4 2
7th +3 Journeyman Blacksmith, Arcane Forging path 10 1d6 2 + heat metal 4 3
8th +3 Ability Score Improvement, Blacksmiths heart(1d8), 11 1d8 2 + heat metal 4 3
9th +4 Magical Item creation 13 1d8 2 + heat metal 4 3 2
10th +4 Blacksmiths Skin 14 1d8 3 + heat metal 4 3 2
11th +4 Refined Detail 15 1d8 3 + heat metal 4 3 3
12th +4 Ability Score Improvement, Blacksmiths heart(1d10), 16 1d10 3 + heat metal 4 3 3
13th +5 Multi-talented 18 1d10 3 + heat metal 4 3 3 1
14th +5 Arcane Forging path 19 1d10 3 + heat metal 4 3 3 1
15th +5 Expedited creation 20 1d10 3 + heat metal 4 3 3 2
16th +5 Ability Score Improvement, True Blacksmith's Hammer 21 1d10 3 + heat metal 4 3 3 2
17th +6 Sentient creations 23 1d10 4 + heat metal 4 3 3 3 1
18th +6 Arcane Forging path 24 1d10 4 + heat metal 4 3 3 3 1
19th +6 Ability Score Improvement, Blacksmiths heart(1d20), Master Blacksmith 25 1d20 4 + heat metal 4 3 3 3 2
20th +6 God Blacksmith 26 1d20 4 + heat metal 4 3 3 3 2

Apprentice blacksmith[edit]

When you start at 1st level, you already have a knack for smithing and a touch of magic. Your base rate of pay is 15 gold a working day with a tool you are proficient with (a working day is defined as eight hours) 5gp a day for a tool you are not proficient with.

To create an item

You first must find the materials; either you find them, buy them, or recycle them from something else, the material must be worth at least half of what the final product can be sold for.

After you have the materials, you roll a tool's check (with your proficiency bonus if you are proficient with the tools) against the Item Creation DC as decided by your DM or 7 + Max CR range of your ingredients (as shown in Magic Item Ingredient, page 128 of Xanathars guide to everything). On a successful roll you can do a full days work on your project, on the same roll you only get half a day done, on a failed roll you get no work done. When you have succeeded on enough days the item is completed. Each long or short rest will require one roll, and every new item requires a roll. The result of success or failure will be determined by the DM.

To quickly making armor, weapons and simple non-magical items (player's handbook page 150) look below:

Quick non-magical Weapon and Armor Creation Chart
Item type Item creation DC Cost Time
Ammunition(5) 10 1+ GP 2 hours
Simple Weapons 12 5+ GP 4 hours
Light armor 13-15 10+ GP 4 hours
Simple non-magical item 10 1-30 GP 5 hours
Martial Weapons 16-20 25+ GP 1 day
Medium Armor 15-17 50+ GP 2 days
Heavy Armor 17-19 100+ GP 3 days

Blacksmiths Heart[edit]

You are driven by a blacksmith heart, you live for the forge and put all your heart and soul into your creations to continuously improve your technique.

At 1st Level, you can use Blacksmith Creation Points to help create things.

You start with an amount of Blacksmith Creation points equal to your:

Proficiency bonus + your Arcane Blacksmith level

-You regain all Blacksmith Creation points after a long rest.

-When you roll a tool check roll against an item creation DC you can use a Blacksmith Creation point and roll a 1d4 die and add it to the tool check roll. The die increases at level 4 (1d6), 8 (1d8), 12 (1d10), and finally 19 (1d20).

Spellcasting[edit]

You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items, outlandish inventions, and your own creations.

Tools Required;

You produce your artificer spell effects through your tools. You must have a spellcasting focus - specifically Smith's tools or some kind of artisan's tool - in hand when you cast any spell with this Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player's Handbook for descriptions of these tools.

After you gain the Bound Forge feature at 2nd level, you can also use your bound smiths hammer and any item you have created wwith your bound forge as a spellcasting focus.

Cantrips (0-Level Spells);

At 1st level, you know two cantrips of your choice from the artificer spell list and can cast ;heat metal; as a cantrip this doesn don't count toward the to other cantrips you can pick. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column.

When you gain a level in this class, you can replace one of the cantrips you know with another cantrip from the artificer spell list.

Preparing and Casting Spells;

The table shows how many spell slots you have to cast your spells. To cast one of your spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your arcane blacksmith level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level arcane blacksmith, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a lst-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability;

Intelligence is your spellcasting ability for your arcane blacksmith spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting;

You can cast an spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Bound Forge[edit]

At 2nd level, you have gained a magical connection and attunement to your smithing tools. You can now store your Smithing tools (Smith's tools include hammers, tongs, charcoal, rags, and a whetstone) as well as a magic anvil in another plane, and as an action call them out into a 5 foot area and use them.

When you call your magic anvil, it can only appear on the ground and can only be moved with a strength DC of 15 or higher.

You now gain proficiency with using you smithing hammer as a weapon and can call it out on initiative. Your smithing hammer is also magical now and does 1d6 bludgeoning damage and can be thrown regardless of the size.

If you lose your tools or they break you can attune to a new one after a long rest.

You can use anything from your bound forge or created using your bound forge as a spellcasting focus.

Arcane Forging path[edit]

At 3rd level, you can pursue one of the types of sorcery to increase your power and finesse when making magical weapons. Choose between Wild magic Bladesmith, Wizard Blacksmith, Warlock Battlesmith, Monster hunter Blacksmith, all detailed at the end of the class description. Each technique grant you abilities at the 3rd, 7th, 14th, and 18th levels.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your 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. You can also choose a Feat instead.

Extra attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn you can use a bonus action to hit again with your bound hammer.

Enchanting blacksmith[edit]

At 6th level, you now understood how to incorporate your magic into the things you create.

Magical enchantment

-When you craft a non magical weapon, armor, or trinket in your bound forge you may spend blacksmith creation points and 2 hours to enchant it with a magical effect from the chart below. You may spend twice that many points to awaken that magical weapon and increasing its power.

Spell slot transfer

-You may spend 5 blacksmith creation points and 2 hours to enchant the non magical weapon with a spell you know, you must spends the spell slot when you craft the enchantment. The weapon gets only one use and then it becomes a non magical object again. you may spend twice as much blacksmith creation points to make the effect permanent with 2 charges that recharge after a long rest.

An item may only have one spell or enchantment at a time
Magical Effects
Enchantment name Blacksmith Creation points Effect Awakened Effect
Broken Enchantment 1 The enchanted item explodes after 3 seconds of saying a word you decide when crafting. Each creature within 5 feet of the item must succeed on a DC 12 Dexterity saving throw or take 2d6 fire damage. The item is breaks after and can not be use again. the range increases to 10 feet and the damage is increased to 3d6 fire damage The item breaks after.
Bright Enchantment 1 The enchanted item now shines and is a bright light in a 20-foot radius, shadowy light in a 40-foot radius User can cast the Light spell.
Dark Enchantment 1 The enchanted item now seems to dim the light around you in a 20-foot radius User can cast the Darkness spell the darkness follows the item.
Boxing glove Enchantment 1 When enchanted item attacks it does 1d4 non lethal damage in addition to its regular attack enchanted weapon does 1d6 non-lethal damage.
Water Enchantment 2 User gain 30ft of swimming speed and can breath underwater User can cast Control Water once per long rest without expending any spellslot.
Earth Enchantment 2 User can make a 15 square area around you difficult terrain User can cast Mold Earth once per long rest without expending any spell slot.
Cold Enchantment 2 Whenever the user is targeted by a melee attack the attacker has to success on a Constitution saving throw or have disadvantage on all dexterity saving throw until your next turn User can make their weapons deal cold damage instead of their original damage type.
Mending Enchantment 3 Item repairs itself at the end of every day User can cast the Mending spell once per long rest.
Shock Enchantment 3 Whenever the user lands an attack on a creature holding metal or wearing metal armor they deal an additional 1d4 lightning damage. The damage is increased to 1d8 and the creature can’t take reactions until the start of its next turn.
Thunder Enchantment 3 User can cast the thunderclap cantrip The item can cast thunderwave once per long rest.
Fire Enchantment 4 Item deals an additional 2 fire damage and user gains resistance to fire damage for 1 minute per short rest (one bonus action to activate).. Additional fire damage increases to 1d10 and resistance to fire increases to 1 hour per short rest.
Fast Enchantment 4 Moving through difficult terrains does not affect user speed. User can dash as a bonus action and/or reaction.
Slow Enchantment 4 Hostile creatures in a 15-foot radius around the item loses half their speed. User can cast the spell slow once per long rest.
Spell Enchantment 5+Spell slot User can cast the spell consumed while enchanting, one time User can cast the spell consumed while enchanting, two times per long rest. this effect becomes permanent.
Life Steal Enchantment 5 Item can heal user 1d4 as a bonus action 3 times when the user makes a successful attack against an enemy they may gain 1d6 health as a bonus action.
Push Enchantment 6 The user can use a bonus action to force one target within melee range to success on a Strength saving throw or be knocked prone. Users can have all enemies within their 10ft to make the save.
Bound Enchantment 6 Enchanted items can return to user in a strait line, at will (one long rest to register new user) User can teleport to or swap place with the engraved item as a bonus action regardless of distance on the same plane.
Holy Enchantment 7 Once per short rest whenever the user makes a melee attack and hits the target, they can choose to deal an additional 1d8 radiant damage. The user can cast the Light cantrip, and it will be considered as sunlight. Additional Radiant damage increase to 3d8.
Hail Enchantment 7 Once per short rest, user can summon a hailstorm with radius 10ft surround themselves for 1 minute. This area is difficulty terrain and every unfriendly creature end their turn in there take 1d4 cold damage. Effect area increases into 30ft, cold damage increase to 2d8.
Wind Enchantment 8 Enchanted item has the ranged atribut even if it is not ranged, and can attack one creature without leaving the users hands at 60ft when the engraved item attacks, it sends out a 3d6 wind blade that does slashing damage in a strait line up to 30 feet.
Death Enchantment 8 Anyone that is not the owner/user (one long rest to register new user) is cursed with 2d6 necrotic damage and is cursed every turn they continue to hold it User can cast Blight per long rest.

Journeyman Blacksmith[edit]

At 7th Level you no longer are just a apprentice now you are an accomplished blacksmith. Prolonged time working with smithy's tool gain you the expertise of using this equipment. You double your proficiency when making tool check with smithy's tools.

Your base rate of pay is increased to 20 gold a working day with a tool you are proficient with (a working day is defined as eight hours) 10gp a day for a tool you are not proficient with.

After working on a set of armor or weapon for two full days separate from its creation cost, you can give it a +1 to attack or AC.

Magical Item creation[edit]

At 9th Level you now have a rudimentary idea of how to control your magic, you can try to create a magic weapon or armor you have seen before. But you must roll again for the enchantment and add the time/materials to create it to the original created object.

You can try to craft a magical item that isn't a weapon or armor with disadvantage.

Magic weapons and armor Creation Chart
Item Rarity Item creation DC Cost Long rests
Common 8-10 50 GP 5
Uncommon 11-15 200 GP 10
Rare 16-19 2000 GP 25
Very rare 20-25 20,000 GP 50
Legendary 26+ 100,000 GP 100

Blacksmiths Skin[edit]

At 10th Level you gain resistance to fire damage and can touch burning metal with your bare hands.

Refined Detail[edit]

At 11th Level you can increase the improvement of armor and weapons to +2 or +3 but it takes longer each time. 5 full days for +2 and 7 full days for +3.

You can now improve items that are already enchanted.

Weapon and armor improvement chart
improvement days
+1 2
+2 5
+3 7

Fine Tuning[edit]

The more you make the better you become at find flaws and fixing them. You are now able to finely tune your enchanted and magical object.

At 13th Level you are able to change some details of enchantments and magical items as you make them. You can change the range, duration, the damage dice, and damage type when making an item with some limitations (ask your dm for final word).

- If you raise the range or duration of an effect you must lower the damage dice, if any, by one for each 10 feet or 1 hour.

- If you raise the damage dice by one then you must lower the distance if any by 10 feet or duration by 1 hour.

- You can change the damage type to anything one type with no cost.

Expedited creation[edit]

At 14th Level you can spend an additional blacksmith creation point to roll a day's work again. If you succeed you can do 2 days work in one day.

You can only use this trait once per day.

True Blacksmith's Hammer[edit]

At 15th Level your bound smithing hammer grows to a martial weapon. It can still be used as a spell focus and used to create items in your bound forge.

The damage dice is increased too 1d8 with versatile (1d10).

Sentient creations[edit]

At 17th Level you can create sentient items giving them a consciousness and allowing them to move somewhat on their own.

- You can now add the attunement property to items you create in the bound forge.

- You can attune to 4 different objects.

- A sentient object can fly at 30ft for 1 hour per day, it can attack on your turn and uses whoever its attuned with as its attack modifier.

- A sentient object can only attack by itself 4 times per day before it must return to the user.

Master Blacksmith[edit]

At 18th Level your base rate of pay is increased to 50 gold a working day with a tool you are proficient with (a working day is defined as eight hours) 20gp a day for a tool you are not proficient with.

You may use a blacksmith creation point to reroll a failed day of work. You may do this one time per short rest.

You may use a blacksmiths creation point to roll an additional days work, in addition to the expedited creation skill.

God Blacksmith[edit]

After gaining all the knowledge you can about magic and blacksmithing, you now can put multiple magic enchantments on your creations without breaking them.

At 20th Level you may put an additional enchantment from the enchantment table on an object you create. It doesn't cost any more materials but you must spend the same amount of Blacksmith creation points and time again.

Wild magic Blacksmith[edit]

You gain your magic through happenstance, maybe where you were born or who your parents are, who knows. But now you have a lot of magical energy and not enough control over it. So you compensate by pouring the magic into your work, giving your weapons magical effects.

Wild magic Sorcerer

At level 3, you gain 3 spell from the sorcerer spell list of a spell level you can cast. When you gain a new spell from leveling up you can take it from the sorcerer's spell list. After a long rest you can change one of these spells to another spell you can cast.

You can change your spellcasting ability to charisma.

Wild Blacksmithing

At level 7, when you create something in your bound forge you may spend an additional 2 blacksmith creation points, and a spell slot; to roll a 1d100 on a wild magic table (either determined by your dm or part of the wild magic sorcerers table from the player's handbook). You do not know what the result is, but you can try to identify the effect with perception or investigation DC according to the item made. You automatically know if you cast the spell identify on it.

The item gets a charge that can be spent as an action, when used the wild magic effect takes place as if the user cast it. You may spend 10 blacksmith creation points to make the effect permanent.

You can find out the results from a successful identify spell or 18+ roll on insight or arcana.

Wild Enchantment

At level 14, when you try to enchant an item from the enchantment table you may spend twice as many Blacksmith creation points to give the item a wild magic effect as well.

Chaotic Blacksmithing

At level 18, You may now have two wild magic effects on an object at once, as long as they dont conflict or cancel out each other.

Wizard Blacksmith[edit]

You researched spellcrafting almost as much as blacksmithing, your trials have made it easier to combine the two. You discover a new ability and hobby to make staffs and wands, maybe even dabling in scrolls and potions.

Wizard background

At level 3, you gain 3 spell from the Wizard spell listof a spell level you can cast. When you gain a new spell from leveling up you can take it from the wizards spell list. You may freely research and change your spells after a long rest or level up.

You can change your spellcasting ability to intelligence.

You gain proficiency with Calligrapher's supplies, and Carpenter's tools.

Scroll creation

At level 7, you can make scrolls now, for 5 hours of work, 3 blacksmith creation points, and 50 gold; you can copy a spell you know on a piece of parchment for one time use. The scroll can be used by anyone and it casts the spell slot you used when creating it. You can only create 2 scrolls per full day. Scrolls turn into dust after 5 days.

Staff and Wand creation

At level 14, You now can create magical staffs and wands you have seen before with advantage. You can create a staff or wand that has a spell you know on it, it costs 2 days, 8 blacksmith creation points and the spell slot of the spell your enchanting, to make a wand that has 3 charges of the spell per long rest.

Inscripted anvil and hammer

At level 18, you may spend 4 hours and a 10 blacksmith creation point to inscribe a spell on your hammer or anvil, and twice as much to make it permanent. You may only choose one and they get a different effect for what you choose.

Hammer: When you choose to inscribe your hammer with a spell, you may choose a spell you know and inscribe it onto the hammer. When your hammer is used for attacks it can cast the spell inscribed as a bonus action. The hammer uses a spell slot of the owner when the spell is used. If the user does not have any more spell slots the spell fizzles.

Anvil: When you choose to inscribe your anvil with a spell, you may choose a spell you know and inscribe it onto the anvil. When your anvil is used to create an object in your bound forge you may impart the spell for free to 3 times, either to three different objects or give one object 3 charges of that spell. This can be put on an already enchanted object.

Warlock Blacksmith[edit]

You have made a deal with a demon so you can create better magical items,

Warlock pact

At level 3, you gain 3 spell from the Warlock spell list. When you gain a new spell from leveling up you can take it from the warlock spell list. You may change one spell to another after a long rest or level up.

You can change your spell ability to charisma

You now work for your Otherworldly Patron, who will ask you to do things for them from time to time You gain a pact from the warlock pact boon table.

Cursed Items

your patron likes to punish or reward creatures and finds it fun to trap small imps and demons in your creations.

At level 7, your Patron helps you and can place a small melicious imp or demon in your creations. You can choose to reduce the time of your creations by half but with a cost. The imp or demon implanted in your creations have a random debuff to your items.

Curse chart
Roll Curse effect if non magical Curse effect if magical
1-3 When you roll for initiative you lose 1d6 to your roll Each time the item is activated, there is a 5% chance (01-05 on d%) that it does not function.
3-7 When you equip or pick up the item roll a dexterity saving throw or drop the item The item continues to activate its enchantment until it can't anymore, this doesn't break the item.
8-13 When user rolls for stealth the item makes a loud noise. The item only functions in certain situations. (The Dm should give the certain situations). Example: The item only functions if the user has had two meals today. The item only functions after given 10 gp which disappear into the void.
14-17 The item speaks to the user in a angry voice make a constitution saving throw when you equip or pick up the item. On a failed save you take 1d4 psychic damage The item activates whenever you or someone around you says a word or phrase (determined by the dm) example: everytime someone says "cheers" the item activates.
18-20 The item speaks to the user in a beguiling voice make a constitution saving throw when you equip or pick up the item. On a failed save you are charmed for 1 minute An uncontrolled item occasionally activates at random times. Roll d% every day. On a result of 01-05 the item activates at some random point during that day.


Arcanum infusion

At level 14, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

You can add your arcanum to a weapon or object. You can not cast the arcanum yourself after adding it to a weapon. It take 2 days to add the arcanum to a weapon.

Demon mastery

At level 18, you now have lots of experience dealing with demons and your patron. When you add a imp or demon to a weapon you can make it work for you instead of cursing you. You can even choose what demon gets put into your weapon or item.

Trapped Demon effect
Demon type Curse effect
Imp When activated you can polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into your true form. Its statistics are the same in each form. Any equipment you are wearing or carrying isn’t transformed. You revert to your true form if you dies.
Greater imp When activated one creature of your choice within 20 feet of you must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if you are within line of sight, ending the effect on itself on a success.
Lesser demon When activated A 10-foot radius of disgusting green gas extends out from the object. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can’t take reactions.
Greater demon The user become immune to fire and also gains Magic Resistance, and has advantage on saving throws against spells and other magical effects.
Fiend Once activated at the start of each of your turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the you or hits you with a melee attack while within 5 feet of you takes 10 (3d6) fire damage.

Monster Hunter Blacksmith[edit]

You respect what the wilds can give you, you become adept at using monsters and beasts as your materials for making your weapons and armor.

Hunters intuition

At level 3, you gain 3 spell from the Druid spell list of a spell level you can cast. When you gain a new spell from leveling up you can take it from the druid spell list. You may change one spell to another after a long rest or level up.

You can change your spell ability to Wisdom.

You may cast the Find Familiar spell once per long rest, without material components. The familiar disappears after a number of hours equal to half your level.

Scavengers Creation

You now make weapons, armor, and trinkets from the things you kill. At level 7, when you create an item and use a part (a tooth, claw, scales, leather, fangs, bones) from something of a creature you killed you may put properties from that thing into your creations.

-If the creature had an unarmed attack from claws or fangs, a weapon created with it may add the same damage dice as additional damage.

-If the creature had resistances or immunity to a element, an armor made from it gains that resistance or immunity.

-If the creature had a damage type, you can give that damage type to the item.

-If the creature had a special trait or attack you may try to add it (with your dms permission).

Material gathering

You can almost scavenge an entire item from a monster.

At level 14, the cost to create any item is halved. You can gather twice as many materials from a corpse.

Hybrid Blacksmithing

At level 18, You can add two features from the scavengers creation skill, from one animal or two different animes into one item. It takes you twice as long to create the item.

Holy Blacksmith[edit]

You devote yourself to a higher cause and use your smithing to better the world for your deity.

Holy Devotion

At level 3, you gain 3 spell from the Cleric spell list of a spell level you can cast. When you gain a new spell from leveling up you can take it from the druid spell list. You may change one spell to another after a long rest or level up.

You can change your spell ability to Wisdom.

You choose a deity to worship and devote the rest of your life to you may call upon your deity for guidance from time to time. When crafting an item in your bound forge you can choose to pray to your god, making the weapons do holy or radiant damage in addition to its other types.

Divine Creations

You can now pour more of your deities power into your creations At level 7, when you make something you can pray while making it giving it an effect of your deity.

-When you craft a weapon, you may infuse it with divine might adding an addition 1d6 radiant damage or an element corresponds to your deity.

-When you craft armor, you may infuse it with divine protection adding a resistance that relates to your deity.

-When you craft a object or trinket, the object radiates divine power and sheds dim light around it.


Holy hammer

Your deity blesses your with a godly hammer making it easier to make things.

At level 14, Your bound hammer now does radiant damage and does twice its damage vs undead. Whenever you use the hammer to create something it uses half the time.

Divine Blacksmithing

You are a devout believer creating holy artifacts every day. At level 18, When you create something your diety gives the item an additional affect according to its attributes.

Divine effect
Deity attributes Divine effect
Light Item can cast the Sunbeam spell once every day.
Life The item continuously heals 2 hp every turn (20 hp every 10 minutes) and can cast the spell Mass Cure Wounds once every 2 long rests.
Nature The Person holding the item can use the spell Tree Stride twice per long rest.
Tempest All hostile creatures in a 5ft radius around the wielder take 1d6 lightning damage.
Arcana The item gets an additional 1d4 of any type of damage.
Knowledge The holder of the item gets advantage on all constitution saves.
Order The item can cast the Dispel Evil and Good spell once per long rest.
War The item can cast fear twice per long rest.
Trickery The item can cast Mislead once per long rest.
Death The item can cast the Raise dead without components but you lose the item.
Protection Whoever holds the item has resistance to one type of damage of your choice when you make it.
Forge The items you make get +1.
Grave Item can turn one medium to small corpse into a ghoul for 24 hours, you can use a bonus action to control it. You can only do this once per every 24 hours.

Spirit Blacksmith[edit]

You have learned to use the spirits as a source of power. You use it to strengthen your creations and equip the undead.

Necromancer inclinations

At level 3, you gain 3 spell that are part of the School of Necromancy of a spell level you can cast. When you gain a new spell from leveling up you can take it from the School of necromancy spell list. You may change one spell to another after a long rest or level up.

You can change your spell ability to Wisdom.

Now when you get one Soul whenever you kill something or around something when it dies. Later you can use these to strengthen your creations

Spirit Creations

At level 7, when you create weapons and armor you may spend souls and blacksmith creation points to make them better.

-Armor: For every 1 soul and 1 Blacksmith creation point(Bcp) you can increase +1 to dex or +1 to con rolls while wearing this armor.

-Weapons: For every 1 soul and 1 Blacksmith creation point(Bcp) you can increase +1 to attack rolls while using this weapon.

This ability can be used a number of times equal to your level, on one item.

Summon Hentchmen

You can gain a trusty servant who you can easily equipe.

At level 14, You gain the spell "Summon Undead" once a day and the ability to make the summon permanent and without holding concentration. You require a gemstone that is at least (5,000gp) and 4 hours of work to implant it as a core in your summons with a creation DC of 12.

If the summoned undead becomes permanent from the core it gains 1 to ac and 10 extra hit points. The undead can also be resummoned with the jemstone even if its killed, unless if the jemstone is destroyed before resummoned.

Undead Blacksmithing

At level 18, you can infuse weapons and armor with strong spirits. A strong spirit can be found from a enemy above level 10 and can be created, 5 regular spirits can make a strong spirit.

When you implant a strong spirit into a weapon the weapon gains the same stats and movement as the animate object spell. The weapon also gains the basic attack that corresponds with the weapon.

When you implant a strong spirit into an armor, the armor gains +2 AC and advantage when using the dodging action or acrobatics.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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