Forgemaster (5e Subclass)

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Forgemaster[edit]

Forgemasters, like any other fighter, know their way around a blade. Unlike their more traditional counterparts, however, Forgemasters specialize in creating arms and armor. While they are more than capable of using their creations, Forgemasters are far more at home striking red hot steel than striking a foe.

Forge Hand

When you choose this subclass at 3rd level, you gain proficiency with the smith's tools if you don't already. You are now able to spend the value of the item you are working on and spend 8 hours to add any one of the following features to a single item:

Lightweight-

Reduce the item's weight by 1/4 its current total without compromising its construction.

Sturdy-

Increase a piece of armor's armor class total by 1(Increases to 2 at 9th level and 3 at 18th level)

Rending-

Add additional damage to a weapon's total damage output by 1(Increases to 2 at 9th level and 3 at 18th level)

High-Tension-

(Bow only) Increase the range of a bow or crossbow by 1/2 its total range.


(Note) This feature only works on non-magical weapons and armor

Along with all of these potential features, the time it takes you to craft a weapon or piece of armor is reduced to 1/2 the calculated time.

From Forge to Field

At 7th level, you are able to add +2 to melee attack rolls but not damage, or you may choose to forego dealing damage with a melee attack and instead reduce the target's AC by 1 per landed hit.(Max 3 negation to an enemy's AC)(This feature only applies to enemies wearing actual armor, and not to natural armor or unarmored foes.)

Arcana Infused

At 10th level, you are now able to modify magical items. Additionally, you have access to a few new features when modifying a nonmagical weapon or piece of armor. You are still limited to a single feature per item. These features cost 5 times the value of an item to add them.

Infuse-

Add 1d6 fire/cold/lightning(Choose 1) damage to a weapon's damage (This increases to 1d10 at 18th level)

Resistence-

Add resistance to fire/cold/lightning(Choose 1) damage to a piece of armor

Forged in Fire

At 15th level, you have spent so much time at the forge that you gain advantage on constitution saving throws against effects pertaining to intense heat as well as resistance to fire damage if you don't already. Additionally, your patience is unmatched, and you now have proficiency in wisdom saving throws and have advantage on wisdom saving throws equal to your wisdom modifier (Min 1, Max 5), you gain back uses on a long rest.

Master Smith

Beginning at 18th level, you are now able to place 2 additional effects on any item that you modify. Additionally, when you attack with a hammer type weapon (Hand Hammer, Warhammer, Maul, etc) you can chose to make it at advantage, tihs can be done equal to your wisdom modifier (Min 1, Max 5) you gain back uses on a long rest and when you crit your attacks carry the strength of the forge, adding extra damage equal to your wisdom modifier to each attack. (Min 1, Max 5)

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