Forgemaster (5e Class)

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Forgemaster[edit]

A Forgemaster is a person gifted with the talent to practice a long forgotten art: the Devil Forging. Forgemaster oftenly discover its power while still a child. For that reason, many tend to fear and exclude the users of this profaned art.

All Forgemaster takes their power from the Nine Hells, and can be crafters of demonic creatures or summoners of demons. Either way, its a power that can cause trouble in villages and holds due to its nature. Many then became reclusive sages, criminals or even soldiers on the Vampire Army ranks.

Due to the threat Devil Forging brought to the mortal races of Midlost, Forgemasters were sistematically eliminated after the fall of the Vampire Kingdoms. Since them, only few have survived, and fewer of them that born after their almost extinction have survived enough to develop their power.

Reference[edit]

The Forgemaster class references the Devil Forgemaster, a concept introduced in Castlevania: Cursed of Darkness, and then on the Castlevania series. The class shows generalization of both concepts, separated by sub-classes, and recovering elements from both the game and the series.

Creating a Forgemaster[edit]

Your natural talents with the dark arts defines you. What is your origin? From which family do you descend. How you obtained such power? How do you wield your power and for who? You are a leader following your own convictions or you are a criminal seeking redemption for your past acts?

Quick Build

You can make a forgemaster quickly by following these suggestions. First, put your highest ability score in Charisma, followed by Strength or Dexterity. Second, put some ability score in Constitution and choose the Soldier or Sage background.

Class Features

As a Forgemaster you gain the following class features.

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: All Armor
Weapons: All Weapons
Tools: Smith's tools and another artisan's tool of your choice.
Saving Throws: Dexterity, Charisma
Skills: Choose two from Acrobatics, Arcana, Athletics, Deception, History, Intimidation, Persuasion, Sleight of Hand.

Equipment

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

  • (a) Studded Leather Armor or (b) Chain Mail
  • (a) Smith's Tools or (b) Jeweler's Tools
  • (a) Explorer's Pack or (b) Scholar's Pack
  • Any martial melee weapon and two simple weapons.
  • If you are using starting wealth, you have 5d4 x 10 in funds.

Table: The Forgemaster

Level Proficiency
Bonus
Features
1st +2 Flattery With The Secret Arts, Devilforging, Devilforging feature
2nd +2 Hellforger
3rd +2 Blaze of the Forge
4th +2 Ability Score Improvement
5th +3 Extra Attack, Devilforging Feature
6th +3 Hellforge Specialist, Darkness Overflow
7th +3 Sarabande of Healing
8th +3 Ability Score Improvement
9th +4 Devilforging Feature
10th +4 Hellforge Attuner
11th +4
12th +4 Ability Score Improvement
13th +5 Devilforging Feature
14th +5
15th +5 Follower of Darkness
16th +5 Ability Score Improvement
17th +6 Devilforging Feature
18th +6 Hellforge Master
19th +6 Ability Score Improvement
20th +6 Those Who Desire Resurrection

Flattery With The Secret Arts[edit]

Your contact with creatures from the infernal planes led you to understand more abount them, their habitat and their objectives. You know how to read, write and speak Infernal and Abyssal, and you have advantage on intelligence checks made to recall information about fiends in general.

Additionally, the DC of saving throws you impose with your Forgemaster abilities equals 8 + your proficiency bonus + your charisma modifier, and your spell attack bonus equals your proficiency bonus + your charisma modifier.

Devilforging[edit]

After some time studying a long forgotten art, assimilated to your born talent and unique connection to the infernal planes, you have developed an extremely rare power that can rival the one of Death itself. With the marriage of steel and witchcraft, you are able to forge devils from the nine hells, which obey you until their last breath.

You can choose between follow the Forge of the Night Call or the Forge of the Innocent Devil. The nature of this art is described by the forge you will choose this level, which will grant you features on this level and the 5th, 9th, 13th and 17th levels.

Hellforger[edit]

Beginning at 2th level, you can spend time and gold to produce unique magic items with peculiar utilities. You gain proficiency with Jeweler's Tools and Weaver's Tools if you doesn't have them already. You need an appropriate set of tools to produce the items, in addition to the necessary materials to its creation. All items created requires attunement by a Forgemaster. Since you have previous knowledge of what the items can do and how they work, you can use your action to attune or to end an attunement on one of those items.

To produce an item, you must work a number of hours equal the minimum level required to craft it, which can be consumed on short or long rests. At the end of the work, you must succeed on an intelligence check using the tools needed to create the item. The DC for this check equals 5 + the minimum level required to create it. On a fail, you create an item without magic. If you fail by 5 or more, the item is also destroyed.

The items you can forge are listed below. You can only forge certain items on certain levels. These items can be found at the Hellforged Items table.

Hellforged Items
2th level
Elemental Ring
Purity Ring
Light Ring
Void Ring
Wind Ring
Storm Ring
Sixth Sense Brooch
Barbarian Armor
Cezar's Token (Night Call)
6th level
Death Doll
Brooch of Bonds
Rare Ring
Megingelos
Main Gauche
Metal Gloves
Prince's Armor
Lenore's Ring (Night Call)
Innocent Supporter (Innocent Devil)
10th level
Ring of Body and Mind
Medusa Ring
Curse Sealing Ring
Sacrifice Brooch
Angel Halo
Chauve-Souris
Hien
Maximilian Armor
14th level
7 Bladed Sword
Muramasa
Vampire's Cloth
Forgemaster's Crest
Hector's Hammer (Night Call)
Mobius Brooch (Innocent Devil)
Pumpkin Mace (Innocent Devil)

Blaze of the Forge[edit]

Starting at 3th level, you can invoke the blaze and heat of the nine hells on your weapon, to mold and restore the soul of your creations. During a short rest, you can choose one child of the night or one innocent devil that has died to repair with the blaze. The devil then return to life with half its hit point restored. Once you've used this trait, you can't use it again until you finish a long rest.

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.

Extra Attack[edit]

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

Hellforge Specialist[edit]

Beginning at 6th level, your proficiency bonus is doubled for any ability check you make using a tool to create a Hellforge Item.

Darkness Overflow[edit]

Beginning at 6th level, your magic starts to flood your weapons with negative energy, making them sharper and deadlier. The damage caused by you from attacks you make with melee weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, any melee weapon you are holding receives a +1 bonus to attack and damage rolls. That bonus increases to +2 at 11th level.

Sarabande of Healing[edit]

Beginning at 7th level, you start to drain the life force of your enemies, transferring them to your devils while using your weapons as channel. If you reduce a creature's hit points to 0 with a melee weapon attack, you can choose a child of the night or an innocent devil within 30 feet of you. It regains hit points equal 2d8 + your charisma modifier.

Hellforge Attuner[edit]

The synergy you have with the artifacts you create grows stronger, and you can draw even more power to use them. Beginning at 10th level, you can attune up to two more magic items, but only if they are hellforged items.

Follower of Darkness[edit]

Beginning at 15th level, you start to emanate a powerful and intimidating aura for the creatures who can sense your real nature. When you are targeted by an attack from a fiend, that creature must make a wisdom saving throw. On a fail, it loses its action and can't use reactions until the end of your next turn, also becoming frightened until the end of its next turn. On a success, the creature become immune to this effect for 1 hour. Additionally, you have advantage on any charisma check you make to interact with fiends that have an intelligence of 6 or higher.

Hellforge Master[edit]

Beginning at 18th level, you spend only half the time necessary to create a Hellforged Item. Additionally, if you roll on the die a 5 or lower for an ability check using a tool to create such an item, you can roll the die again, and you must use the new result.

Those Who Desire Resurrection[edit]

At 20th level, you are powerful enough to challenge Death itself. When your hit points would be reduced to 0, you can use your reaction and choose a devil you control within 60 feet of you. The chosen devil's hit points will drop to 0 instead. Then, your hit points becomes the hit points that the devil had.

Devilforging[edit]

Forge of the Night Call[edit]

Your steel holds the power to canalize souls from the nine hells and store them into dead bodies, creating hellish soldiers that will fight four you until they die or you command them otherwise. This type of Devilforging is a secret, forbidden art, most completely forgotten. The few who knows it, claim that this blessing would be more despised than even necromancy.

Children of the Night[edit]

You draw your powers through your weapon to summon a devil from the nine hells into a corpse, giving birth to your own children of the night.

To forge a creature in this way, you must use your action to crave or touch the corpse of a small or medium humanoid within 5 feet of you, using a melee weapon. The corpse then assumes the form of a fiend of the same size of your choice from the list below. On certain levels, you learn how to summon more powerful fiends, as the table indicates.

Children of the Night
Level Fiends
1st level Lemure, Manes
5th level Nupperibo, Dretch
9th level Maw Demon, Crackler
13th level Ruttekin, Spined Devil

Those devils will obey all your commands, but otherwise will act accordingly to their nature, yet never in a manner that will harm you in any way. You and your forged devils under your control are also immune to any harmful or debilitating effect imposed on an area by a children of the night.

You can use your bonus action on your turn to command one or more forged devils to do an action, such as hide or attack an enemy, as long as they can hear you. They all act on your initiative immediately after your turn, and if given no command, they will protect themselves from harm or pursue and attack a creature that has attacked you or caused you damage in any way.

Forged devils under you control use your spell attack on attack rolls and your save DC on any saving throw they impose. Additionally, you can forge as many devils as you can, but you can only control a number of them equal your charisma modifier. If you forge a devil while you have the maximum number of forge devils under your control, it is born free from your control and doesn't need to obey your orders.

You can also free any number of devils from your control if you want (no action required). Finally, you can use the forge a number of times equal your proficiency bonus. You recover all uses on a long rest.

Enchanced Devilforging[edit]

Starting at 5th level, your synergy with the dark arts flood your creations with power. Starting this level when you forge a new devil, it gains a bonus to its hit point maximum that equals your Forgemaster's level. Additionally, while under your control, those creatures have advantage on saving throws to avoid or end the charmed condition on themselves. They also deal extra damage with its attacks that equals to your proficiency bonus, and they count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Ruler of the Night[edit]

Beginning at 9th level, you start to expand your domain over the devils you forge. By the course of 1 hour, which you can take during a short or long rest, you can forge a token that, while inactive, is embedded with dark magic. When you create this token, you crave on it a single command that can only have one instruction. that instruction must be as simple as pursue a target, kill someone or protect a passage.

You can them give it to one child of the night under your control, causing the token to become active. The devil in question will no longer count for the maximum devils you can have under your control, but it will only be able to do what the command describes, and nothing more. As long as it has the token, it will follow the command to the best of its abilities, and will not obey any other command given by you or by any creature, also becoming immune to the charmed condition and spells like Command and Suggestion.

If the command is completed somehow, the token will disapear, and the devil will return to your command, but only if you don't have the maximum number of devils under your command already. Finally, you can create as many tokens as you want, but creating a token consumes a use of your Children of the Night feature, and you can only have a maximum of two inactive tokens under your possession.

Cunning Devilforging[edit]

Starting at 9th level, if you reduce the hit points of a humanoid within 5 feet of you to 0 with a melee weapon attack, you can use a bonus action subsequently to use your Children of the Night feature. If you forge a new devil in this way, you can command it to use its own reaction to make one attack against a creature in range (no action required by you). The attack must be one present on its stat block.

Powerful Devilforging[edit]

Beginning at 13th level, you can consume a greater portion of your power to forge a mighty creature, summoning a very powerful being from the depths of hell. Performing a ritual for 1 minute, you can summon a fiend of challenge rating that equals half your Forgemaster's level (rounded down). The corpse used must be of a size between medium and huge, and can be of a humanoid, beast, monstrosity, aberration or giant, unless it doesn't have a physical body and is not originally amorphous.

The devil forged in this way doesn't count for the maximum number you have under your control, and can't be used as holder of a Night Token. While you have such a devil under your control, you can't use this ritual on another creature. Finally, once you use that feature, you can't use it again until you finish a long rest.

Deadly Devilforging[edit]

Beginning at 17th level, if you score a critical hit on a humanoid withing 5 feet of you with an melee weapon attack, you can use your reaction to use your Children of the Night feature on that creature. If you use it that way, the creature must then make a constitution saving throw, on which it does with advantage if it has at least half of its hit point maximum. On a fail, the target will drop to 0 hit points and instantly become a forged devil under your control.

Forge of the Innocent Devil[edit]

You have reach the means to built your own demonic creatures with the aid of magic and steel. Such is a long gone art, that only few versed mages know about the existence of it. The same ones claim that only the rarest of crystals found at the depths of the nine hells can hold the power needed to bring life to such innocent and fiendish creatures.

Devilcraft[edit]

You can use your action to summon one of your Innocent Devils to fight by your side. It appears up to 30 feet of you, and you can only summon one at a time. It can't also use reactions on the turn it is summoned. If you use an action to summon an innocent devil while another one is already summon, the first one will return to its home plane.

An innocent devil obey only your commands. You can command it to use one of the actions present in its stat block or some other action (no action required by you). Alternatively, you can use a bonus action to command it to use one of its special abilities, which are reactions on its stat block. The only reactions that doesn't need a command to be used are the ones that specifies a trigger. Otherwise, it can only be used when commanded by you.

Innocent Devils uses your spell attack for its attack rolls and your save DC on abilities that imposes saving throws. Additionally, they act immediately after you, sharing your initiative count. Other than that, they can't do more than use their moviment and defend themself, unless you command them otherwise.

When an innocent devil dies, it returns to its home plane, and can't be summon again until you make a long rest. If you fall unconcious, the devil will also vanish to its home plane until it is summon again. Additionally, if an effect like Dispell Magic targets one active ability used by an Innocent Devil, it counts as a spell of level equal to its own CR (min 1, max 9).

Devilcraft: Fairy-type[edit]

You obtain the knowledge to forge the Fairy-type, a devil that resembles a tiny fairy. Its statistics can be found at the Innocent Devil's list. When you gain this type and every time you finish a long rest, you must choose one of the following types: Tiara, Comet Star or Tiramisu. The Fairy-type will assume its form, which will grant it unique abilities. Additionally, while summon by you, the Fairy-type will grant you the following benefit:

Core of the Fey. The bond you create with the core of the Fairy-type strenghtens your resistance against feywild magic. While the Fairy-type is within 60 feet of you, magic can't put you to sleep, and you have advantage on saving throws you make to end or avoid the charmed condition on yourself.

Devilcraft: Battle-type[edit]

Starting at 5th level, you obtain the knowledge to forge the Battle-type, a devil that embodies the nature of confront. Its statistics can be found at the Innocent Devil's list. When you gain this type and every time you finish a long rest, you must choose one of the following types: Golem, Rasetz or Corpsey. The Battle-type will assume its form, which will grant it unique abilities. Additionally, while summon by you, the Battle-type will grant you the following benefit:

Core of the Battle. Your bond with the Battle-type core give you strength to overcome your foes. While within 60 feet of it, you have advantage on strength checks and strength saving throws.

Devil Shard[edit]

Beginning at 9th level, the innocent devils can detach parts of its own selves, which can be grown by the Forgemaster to create brand new devils. Every time an innocent devil uses an ability that has a hit point cost, roll 1d6. On a roll of 6, the devil drops from its body a devil shard.

If you are in possession of a devil shard during a short rest, you can craft a new innocent devil from the same type of the devil shard you have. You then choose the form your type will assume, and if the innocent devil of the same type that you already have is still alive, it returns to its home plane and can't be summon again, as it is replaced by the new devil created.

Every devil-type you possess can only drop one shard, and you can only craft up to two shards per long rest. Also, devils built from a shard cannot drop shards as well. Once you've finished a long rest, all shards you had with you vanish. Your devils will then be able to drop new shards.

Devilcraft: Bird-type[edit]

Beginning at 9th leve, you obtain the knowledge to forge the Bird-type, a devil that embodies the freedom of the skies. Its statistics can be found at the Innocent Devil's list. When you gain this type and every time you finish a long rest, you must choose one of the following types: Gargoyle, Phoenix or Wyvern. The Bird-type will assume its form, which will grant it unique abilities. Additionally, while summon by you, the Bird-type will grant you the following benefit:

Core of the Sky. The bond between you and the Bird-type core strengthens your resilience to the adversities of nature. While within 60 feet of each other, both of you have advantage on saving throws against diseases, poison and adverse conditions caused by extreme climates or high altitude.

Devilcraft: Mage-type[edit]

You obtain the knowledge to forge the Mage-type, a devil that resembles a sorcerer, thus possessing the power of one. Its statistics can be found at the Innocent Devil's list. When you gain this type and every time you finish a long rest, you must choose one of the following types: Crystal Rod, Eyeball Rod or Embryo Rod. The Mage-type will assume its form, which will grant it unique abilities. Additionally, while summon by you, the Mage-type will grant you the following benefit:

Core of Arcana. The bond your create with the Mage-type core sharpens your mind against hostile magic. While within 60 feet of each other, both you and the Mage-type have advantage on intelligence, wisdom and charisma saving throws against spells.

Devilcraft: Devil-type[edit]

You obtain the knowledge to forge the Devil-type, a devil that personify the nine hells itself. Its statistics can be found at the Innocent Devil's list. Additionally, while summon by you, the Devil-type will grant you the following benefit:

Core of the End. Your bond with the Devil-type core enforce your stability with the planes you walk across, thus giving you more expertise on resisting their threats. While within 60 feet of each other, both you and the Devil-type have advantage on saving throws against effects that tries to move any of you from the plane you currently are against your will. Additionally, you are immune to the frightened condition if the source of the fear is a fiend.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Forgemaster class, you must meet these prerequisites: Charisma 13, Strength or Dexterity 13

Proficiencies. When you multiclass into the Forgemaster class, you gain the following proficiencies: light armor, medium armor, simple weapons, martial weapons, smith's tools.

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