Magic Smith (3.5e Class)

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Magic Smith[edit]

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A magic smith Has the traits of a normal smith, but also dabbles in magic.

Making a Magic smith[edit]

A magic smith Can craft weapon's and armor, but he also can be on the front lines and attack as well as some melee classes.

Abilities: A Magic smith can craft pretty much anything late game, but he also has spell like and melee attacks and abilites that help him in combat.

Races: Anyone can be a Magic Smith, but dwarfs are the most likely.

Alignment: Any.

Starting Gold: 25gp.

Starting Age: <-Select "Simple" or "As rogue", "Moderate" or "As fighter", or "Complex" or "As wizard", to let players know which starting age category to use for 1st-level characters->.

Table: The Magic Smith

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Smithing,crafting
2nd +2 +3 +3 +0 Repair,Magic-Hammer
3rd +3 +3 +3 +1 Rune-Making,Engraving
4th +4 +4 +4 +1 Modifiying,Golem-Making
5th +5 +4 +4 +1 Better-Smithing,better-Crafting
6th +6 +5 +5 +2 Fast-Making,Forge-Helper
7th +7 +5 +5 +2 Summon-Forge,Fuse,Maagic-Author
8th +8 +6 +6 +2 Better-Golem-Making,Tap-Of-The-Hammer
9th +9 +6 +6 +3 Master-Rune-Making,Master-Engraving
10th +10/+1 +7 +7 +3 Advanced Smithing,Huge-Scale-Making
11th +11/+2 +7 +7 +3 Fast-Paced,Break-items,Fine-Scale-Making
12th +12/+3 +8 +8 +4 Advanced-Golem-Making,Dazing-Tap
13th +13/+3 +8 +8 +4 Cooking,Upgraded-Forge
14th +14/+4 +9 +9 +4 Huge-Scale-Making,Enhance
15th +15/+5 +9 +9 +5 Master-Smithing,Too-fast-Paced
16th +16/+6 +10 +10 +5 Master-Golem-Making,Insta-Making
17th +17/+7 +10 +10 +5 Legendary-Run-Making,Legendary-Engraving
18th +18/+8 +11 +11 +6 Potion-Brewing,Guargantuian-Scale-Making,Godly-Forge-Helper
19th +19/+9 +11 +11 +6 God-Like-Hammer,God-Like-Repair,Colasall-Scale-Making
20th +20/+10 +12 +12 +6 Legendary-Smithing,Legndary-Golem-Making,Legendary-Crafting

Class Skills (<-number of skill points-> + Int modifier per level, ×4 at 1st level)
<-class skills (and key abilities)->.

Class Features[edit]

All of the following are class features of the Magic Smith.

Forge-Points: You have 10 + your class level x2, forge points can be used for abilites of the Magic Smith.

Weapon and Armor Proficiency: All weapon's and armor and all shields.

Smithing: You can spend Major actions(can be across turns.) to make one item (you do not need the meterials, for it is magic.) that is made from metal(metal can be secondary in the item, but it must have metal in some quanity.) the items in normal and nonmagical. uses:1 per every 2 levels (exp: at lvl 20 you would have 11 uses.) you regain all uses after a rest. The item can only be larger or smaller but not fine.

Craft: You can spend 3 major actions to make a nonmetal item(anything nonmetal) the item can only be large or smaller but not fine, the item is normal and nonmagical. uses: same as The Smithing skill, you regain all uses after a rest.

Repair: You can repair any one thing for 10 + your class level + your score, this thing can be a person or a item or even a building. uses: equals your level in this class, you regain all uses after a rest.

Magic-Hammer: As a free action you can summon a magic hammer that does "half your class lvlD12 blugeoning damage and then additionally it does half the previous damage in magical damage also if you roll a 18-20 you will times the damage by 3, if you land a hit on someone with the ability to cast spells or has spellslots they must roll a 1d10 and subtract 1,all spells under that level will be extracted along with all the spell slots for it if the person does not have that level spell/slot it will take the closest in number if they only have one level/slot it will take that, once the spells and slots are taken in this way the one that they where taken from cannot use anything that was taken, they also cannot get this back without taking the hammer and breaking it or getting a Magic Smith to help. Once you extract a whole level of course you can't take that level again and it will be inside the hammer, the hammer can store 25 levels ( for example the hammer can store 25 9th level magic levels. ) you can give these to other people and the casting stat can be chosen by the Magic Smith.

Rune-Making: You can spend 3 Major turns to make one rune, the rune can have the ability of a spell ( the spell must be in line with level, refrence wizard, exp: when you are lvl 20 you can use a rune of a 9th level spell, the class of the spell does not matter.) or one you make on your own and approve with your dm, runes that use spells will have the same range and duration and ect as the spell, you can also spend Forge Points to make them last longer or increase the range or the damage for each Forge Point you can ethier increase the range by 10ft the duration by 1 minute or the damage another 1d<whateverthedisforthespell>. You can use 1 Forge Point to use this.

Engraving: You can use 3 major actions to engrave 1 engraving into any item, weapon, armor or anything like that. you can engrave spells ( following the usual progression of 0 - 9 th level spells, refrence wizard, exp when you are level 15 you can only engrave 8th level spells and lower, the class of the spell does not matter.) you can also make your own engravings but must run them by the dm. You can use one Forge Point to use this.

Modifying: You can use three major actions to modify any item, from armor to runes and engravings, you can modify it by using Forge Points to add points to ac granted with a max of +5 per item ( one forge point per +1 ac ) or if a item grants a bonus to a stat you can increase that to a max of +5 like the ac ( for exp: the armor grants +2 to dex and you use 5 forge points to add +5 to it making the item give you +7 to dex. ) you cannot use this on spells. you can only use this ability if you use your points on a item, otherwise you don't start using this ability.

Golem-Making: You can use 3 major actions to create a golem or construct, The construct or golem's cr can only be 4 up from yours but can be as far down as you want, or you can use this spell to breathe life into a object you created giving it the Animated Object stat block but the size of it can only be 1 size class more or less tan yours, also it is loyal to you and you can fully control it, of course the Animated Object's size is related to the object's size.

Better-Smithing: The Smithing Skill Can now make Common and uncommon magical items ( or anything equal to it, if you have a hard time knowing for sure just ask the dm. ). Better-Crafting: The Crafting skill can now make common and uncommon magical items.

Fast-Acting: Anything that uses 2 or more major actions now uses one less to a minimum of 1 major action

Forge-Helper: As a free action you can summon a Forge Helper that you have chosen, the forge helper can be any monster with a cr of 12 or lower, you have full control of the monster and while it is summoned you get forge points equal to half your max forge points, you also get a +4 to whatever stat the monster has the most in you. While the monster is summoned you can spend 5 Forge Points to use anything as a free action. when using it for the first time (aka. picking the creature out and summoning it once ) it costs no forge points, after that it costs 10 forge points to summon the monster again. to dismiss it is a free action costing no points.

Summon-Forge: You can use a free action to summon a portal through the portal is your forge, while in the forge, all class abilites are free actions and you can make 2 items for any creation ability, the forge is around 120ft in all directions, but there is a addiontal space for storage which can hold up to any amount or size, but no one except the magic smith the forge belongs to can put things in and take things out ( it is not somewhere you can enter, and the forge master knows all things inside of it. ) also only people who the forge master mentally allows to enter can, any creature inside of the forge does not age or need to sleep, eat or anything similar but if you stay inside the forge for the duration of a rest you gain everything a rest gives. This costs 1 Forge Point.

Fuse: You can use 3 major actions to fuse two items you will add everything they have together, a item can only be fused with once ( hence you cannot fuse a item to a fused item. ) you can also do this to creatures , you would add all there stats together and if class levels exceed 20 you need to chose which class levels to keep and get rid of until you get down to 20, and a creature who has been fused cannot be fused with again. You can use a free action to unfuse the two items or creatures if not they permanently stay like that, only a wish spell can undo it. this costs 1 Forge Point.

Magic author: You can use 3 major actions to make a new or existing spell with a spell level that you have the level for like the wizard class hence if you are lvl 15 you can make a lvl 8 spell, you can make up to 15 spells for each level, you use forge points to cast spells, you are not limited to a certain class's spells, you do not need to have heard of the spell to make it as you use magic to gain the knowledge of it, your spell casting stat is str, you can also now use fuse and modifying on spells and once you unlock enhance you can use that on spells. This cost's 1 forge point. Spells cost there level in forge points to cast. Now you can give yourself spell levels with the magic hammer.

Better-Golem-Making: You can now make golems and construct with a cr that is 8 higher than your level, all your golems and constructs get 10 extra hit points per hit dice, you can now make a living object 2 size classes lower or higher than yours.

Tap-Of-The-Hammer: You can slam your hammer hammer into the air in one major action causing everyone that's not your ally to make a will save of 20 + your level + str mod, if they fail the take 10d6 blugeiong and 10d12 sonic damage and they are rendered useless for 1d4 +1 turns. this costs 2 forge points.

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<-subclass feature -> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

Ex-<-pluralized class name->[edit]

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic <-class name->[edit]

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a <-class name->[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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