Forge Master (5e Class)

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Forge Master[edit]

Creating a Forge Master[edit]

A man walks up a mountain, atop which lies a blacksmith palace, people working day and night to complete and master their craft, but at the furthest edge lays a man... A master, aptly named the "Forge Master".

Quick Build

You can make a Forge Master quickly by following these suggestions. First, Strength should be your highest ability score, followed by Intelligence or Constitution. Second, choose the Artisan background.

Class Features

As a Forge Master you gain the following class features.

Hit Points

Hit Dice: 1d8 per Forge Master level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Forge Master level after 1st


Armor: All armor
Weapons: Simple and martial weapons
Tools: Smith's Tools
Saving Throws: Strength and Constitution
Skills: Choose Two from History, Performance, Persuasion, Insight, and Sleight of Hand


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

  • (a) Throwing Hammer or (b) Dagger
  • (a) Hard Leather Armor or (b) Chainmail
  • (a) Weapon Cleaning Kit or (b) Engineering Kit
  • If you are using starting wealth, you have 5d4 × 10 gp in funds.

Table: The Forge Master

Level Proficiency
1st +2 A Way With Creation, Novice Crafting
2nd +2 trade experience
3rd +2 Good with your Hands, The Ways Of The Forge, specalization feature
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 specalization feature
7th +3 Amateur Crafting
8th +3 Ability Score Improvement
9th +4 experienced Artisan
10th +4 Feeling the Burn of Hard Work
11th +4 expierinced crafter
12th +4 Ability Score Improvement
13th +5 Arcane smith
14th +5 Proficent Crafting, specialization feature
15th +5 Master Crafting
16th +5 Ability Score Improvement
17th +6 Master Artisan
18th +6 specalization feature
19th +6 Ability Score Improvement
20th +6 Godlike Forger


A Way With Creation[edit]

While others have a slightly hard time with integrating or wearing armor, you are able to adapt quickly. At 1st level, you are now proficient with all armor and simple weapons (increases to martial weapons at level 5)

Novice Crafting[edit]

At 1st Level, you are able to craft armor for your party-mates! Discuss with your DM how exactly this will work (A great idea would be for every long rest to send a PC or NPC to get your supplies for the next build!), and you are able to do build one set of armor or a weapon within 2 long rests.

Good with your Hands[edit]

After a while, you are able to use your hands in a lot more ways after working day and night in the forge, at 3rd level you gain expertise with Sleight of Hand

Trade Experience[edit]

at level 2 your experience working in trades lets you gain proficiency in 2 additional artisans tool

The Ways Of The Forge[edit]

At 3rd level, you are able to take a subclass of either Armor-smith, or Weapon-smith, these give you abilities at 3rd, 7th, 14th, and 18th level.

Ability Score Increase[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.

Extra Attack[edit]

When you reach 5th level, you are able to attack twice in one turn instead of once.

Amateur Crafting[edit]

At 7th level, you can almost feel yourself becoming one of the greats, you start to get faster, making armor and weapons now only take one long rest instead of 2.

Experienced Artisan[edit]

at 9th level your experience working a trade gives you greater insight with tools gain proficency with 2 additional artisans tools and expertise with a tool you are already proficent with

Feeling the Burn of Hard Work[edit]

At 10th level, you start have gotten far used to the sense and feeling of fire on your body, you are now greatly resistant to the heat and damage of fire.

Experienced Crafter[edit]

at 11th level the time needed to make an item with any tools you are proficient in is half

Forge Whisperer[edit]

While you forge, you are able to hear the voices of the ones that came before you, at 13th level, once every 3 long rests you can ask for tips on where things are, or how to create something you haven't before.

Arcane smith[edit]

at 13th level weapons you create are considered magical for the purpose of overcoming resistance to nonmagical weapons

Proficient crafting[edit]

at 14th level weapons and armor you make get a bonus(ac for armor, attack and damage rolls for weapons) equal to half your proficiency bonus rounded down

Master Crafting[edit]

At 15th Level, you have truly become a master at crafting, you now have a moderate chance at finding extremely valuable materials to build with, and with a nature/investigation role in the wild, you even have a chance to find spare weapons lying around to smelt.

Advanced Forge Whisperer[edit]

Your ability to speak to the masters that precede you have strengthened, at 17th level you are now able to ask for tips every long rest.

Master artisan[edit]

at level 17 your experience in trades makes you an expert in any tool you see you now gain expertise in all artisans tools you don't have proficiency or expertise in already, for tools you already had either proficiency or expertise in you now add three times your proficiency bonus when using these tools

Godlike Forger[edit]

At 20th Level you have truly become something of legend in the ways of crafting and forging. You are now immune to the fire because of your mastery of the forge and it's power. You are able to now build custom legendary items for the next generations to find and remember your name by. (Talk to your DM to scale the items.)



As an Armor-Smith, you are more keen in building armor for your teammates, rather than building weapons. Getting this class you gain +2 to your Constitution score, to a maximum of 20.

Heavier Plating

At 3rd level, you are able to masterfully craft light armor, being able to do it in one long rest.

Steel Plating

At 6th level, you are able to masterfully craft medium armor, able to make light armor and medium armor simultaneously in a long rest, and you are able to enchant one armor at a time with magical essence.

Masterful Plating

At 14th level, you are able to masterfully craft even the heaviest of armor, you are now able to make all 3 armor types simultaneously, and enchant two at a time with a resistance to an element type.

Mythic Plating

At 18th level, you have tapped into the forgers of the pasts studies, being now able to create magical and mythical legendary items for your party to use.


As a Weapon-Smith, you are more keen in building weapons for your teammates, rather than building armor. Getting this class you gain +2 to your Strength score, to a maximum of 20.

Better Weaponry

At 3rd level, you are able to make stronger and heavier weapons for your party to use while fighting, any weapon you make for them now adds another attack modifier onto it (A longsword goes from a 1d8 to a 2d8)

Weaponry Advancement

At 6th Level, you are able to officially make two weapons at once during your long rest forges, and able to tap into magical essence and have the weapons you make do extra elemental damage of your choice, though enchanting these items takes two long rests.

Enchanting Prowess

At 14th level, you are now adept enough in the forging arts to make 3 weapons during a long rest, and able to get your enchantments on a weapon within one long rest.

Legendary Weapons

With your experienced hands, you are now able to forge legendary items. At 18th level you are able to forge these beasts that take 2 long rests to create, and with an extra long rest you can enchant these weapons to make them even better.


Prerequisites. To qualify for multiclassing into the Forge Master class, you must meet these prerequisites: 13 Strength and 10 Constitution

Proficiencies. When you multiclass into the Forge Master class, you gain the following proficiencies: Sleight of Hand, Performance.

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