Blacksmith
Hit Points
Hit Dice: d10 per Blacksmith level
Hit Points at first Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier
Proficiences
Armor: Light armour, medium armour
Weapons: Simple weapons, martial weapons
Tools: Mason's tools, Smith's tools
Saving Throws: Strength, Intelligence
Skills: Choose two from Athletics, History, Insight, Investigation, Intimidation or Perception.
Overview & Creation
Blacksmiths are slow and methodical. Workers by trade, a Blacksmith is able to do marvelous things with their forged metals. People of all walks of life come to them to request their services. Whether it be for a weapon, armor, or something as simple as a new screwdriver, a capable blacksmith can create just about anything. But a truly accomplished smith can make something better than it already is.
With their tools in hand, blacksmiths are able to not only make and create, but they can improve what has already been made.
Class Features
Crude Smithing
You are able to make any one-handed simple or martial weapon or light armour at a blacksmith's forge for 10cp. You can only create an item if you have proficiency in it.
It takes 1 hour to smith weapons & armour, or 30 min for ammo.
Blacksmith's Sight
You can point out the weakness of an enemies worn armour (i.e. not Natural Amour). By aiming for this weakness, a penalty to-hit is induced with accordance to the size of the weakness (as decided by the DM). By successfully hitting this weak spot, you will deal 1.5x damage. If you fail to hit this adjusted AC but still pass the original AC of the opponent, you will deal half damage. (both rounded down)[
Blacksmithing Expertise
Starting at 2nd level, you develop a greater understanding or the weapons and armours around you. By spending 6 hours carefully analysing an item, you can wield that particular weapon with proficiency.
By destroying an item that you already have proficiency with to create a Blueprint, you will be able to smith that weapon, as long as you have the relevant materials.
When you reach level 20, you will gain proficiency permanently with an item type that you craft a Blueprint for.
Extra Attack
At the 5th level, you can attack twice instead of once, whenever you take the Attack action on your turn.
Smithing Creations
At 6th level, you can use unique materials to create items, adding various effects based on the type of material used. When creating special forged items, the materials used to create them will affect the type of enchantment or effect the item gets.
For example, cloaks made from Chameleon leather would increase deception and stealth rolls by +1. Or spears made from a tiger's tooh would add +1 to piercing damage.
Think of an effect and confirm it with your DM.
You can also employ the assistance of a mage (including yourself) to add Spell Effects to your items. Each Spell Effect will have a certain number of uses before it needs to be recharged by the blacksmith.
Imbuing an item with a spell will give an active ability to the item, with a number of charges based on what type of spell it is.
For example, a pair of boots with the Jump spell might have 5 charges. Or an amulet with the Sudden Awakening spell might have 5 charges, or use 2 charges automatically to wake the wearer when they are put to sleep.
You can have a number of creations equal to half your Blacksmithing level (rounded down). If a created magical item is powerful enough to require Attunement, the DM will let you know.
Advanced Smithing
From 9th level, you may improve any existing armour or weapon to increase the attack bonus or AC by 1. This effect lasts for one day.
The bonus you can apply increases by 1 at levels 13, 15, and 17.
At level 20, this effect becomes permanent.
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A chain shirt or (b) Scale Mail
- (a) A Martial Weapon and a shield or (b) Two Martial Weapons
- (a) A Dungeoneers Pack or (b) An Explorer’s Pack
- A Set of Smith's Tools
If you are using starting wealth, you have 5d4x10 gp in funds.
Subclass Options
At 3rd level, you choose a path that shapes the nature of the weapons and armours you can craft. Choose between becoming an Arcane Forgemaster, or a Battlesmith. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
Arcane Forgemaster
An Arcane Forgemaster is a blacksmith who has taken an interest in magic. By imbuing their metalworks with magical power, the one using them is sure to become a force to be reckoned with.
Spellcasting
By the time you have reached 3rd level as an Arcane Forcemaster, your arcane studies give you the ability to cast a limited number of spells.
Spell Slots
You have as many spell slots as your Blacksmithing level. To cast one of these Spells, you must expend a number of spell slots of the spell's level.
You can cast a spell at a higher level by using one spell slot per level of the spell (to a maximum spell level of your Blacksmithing level / 2 rounded up). You regain all used spell slots when you finish a long or short rest.
Spells Known of 1st Level and Higher
You always know all spells that you have the spellcasting level to cast. You do not gain any additional spells other than what is on the Arcane Forgemaster's spell list.
Spellcasting Ability
Intelligence is your Spellcasting Ability for your Arcane Forgemaster Spells, since you learn your Spells through rote learning and memorisation. 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 Wizard 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
Spellcasting Focus
You can use any weapon as a Spellcasting focus for your Arcane Forgemaster Spells.
Basic Enchanting
When you are improving weapons, you may spend 20 minutes at the forge to add either damage equal to your proficiency bonus (for weapons), or a -1 Damage Reduction (for armour), from your choice of acid, cold, lightning, or poison damage.
This lasts for 1 day, and does not stack when used on the same item.
Moderate Enchanting
When enchanting weapons as a 10th level Arcane Forgemaster, you may also choose from force, necrotic, psychic, radiant, or thunder damage. Additionally, your smithed armours may be upgraded to a -2 Damage Reduction.
This effect lasts for 2 days now.
Greater Enchanting
From 14th level, you may enchant a weapon to have two effects at any given time, taking double the time to enchant the second effect.
The effects last for a week now.
At level 20, the effects becomes permanent.
Battlesmith
To-do: battlesmith stuff