hit dice:
1d10
hit points at 1st level:
10 + con mod
hit points at higher levels:
1d10 + con mod (or 6)
armor proficiencies:
Light and medium
weapon proficiencies:
Simple and martial
tools:
Smith's tools
saving throws:
Constitution and dexterity
skills:
Choose 2 from Intimidation, Perception, Athletics, Insight and Investigation.
Also gain proficiency in Smithing.
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
spellcasting:
class features:
Crude Smithing
You are able to make any one-handed simple or martial weapon or light armour at a blacksmith's forge. You can only create an item if you have proficiency in it. It takes a long rest to smith weapons & armour, or a short rest for ammo. You are also able to temprorarily increase the the AC on any armour except natural armour. This lasts for 1 day. However it requires a long rest, and can only be done 5 times to a particular armour.
Molten Heart's Blessing
You put your all into creating this new creation. Your molten heart responds to you wish to improve the creation and helps out, blessing the item slightly.
(2nd level) By expending 1 hit die whilst crafting a weapon or armour, you can either give it a chance to resist the heat or a chance to ignite foes. Meaning when hitting with a weapon with this, you roll 1d20, (above a 16 succeeds). If you succeed your weapon will do bonus fire damage (1d8). For armour, when taking fire damage you roll a d20 (above a 16) and this will half the damage taken from fire. (only works on fire.)
Smith specialisation
At the 3rd level you can choose your smithing subclass.
Ability Score Improvement
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.
Portable forge
At the 5th level, you gain a small flame spirit which follows you. This flame spirit will turn into the flames to fuel your forge wherever you need to forge.This allows you to forge on the go and without a blacksmith shop. THis flame spirit cannot be harmed, but also cannot attack. It will burn untill the user dispels it or fall unconsious or dead. It also doesn't burn anything user wishes it not to. (You can instruct it to do things but cannot understand what it says.)
Extra Attack
At the 5th level, you can attack twice instead of once, whenever you take the Attack action on your turn.
Advanced Smithing
At the 7th level, you are able to create all armour and weapons you are profiecent in, including two handed weapons now. You can also create weapons and armour you are not profiecent in, but with disadvantage. Also by using different materials that you can now work with, it provides a different buff or debuff to the wearer.
Study smithing
At the 9th level, your creations are now study enough to support magic. This process or imbuing spells requires a magic caster that is not yourself to be with you during the forging process, allowing them to imbue the item. This imbuement is not permenant, however the magic caster just needs to recast the magic once a week.
Smith's Molten Blessing
Your molten heart has improved along with your own abilities. This allows a blessing to happen which would require a second smith usually, just by putting your heart and soul into the item.
At the 12th level the previous potential blessings chance of happening now are even better. The weapons blessing now needs you to get over 13 and does 3d8 damage. Whereas the armour now requires a 13 to succeed resisting the flames. However on a nat 20, you will take no fire damage.
Inferno Forging
At level 15 you can enter a state of pure concentration to forge better equipment. This can only be done on a long rest and cannot be reused on the following long rest. In this state, you cannot be distracted from smithing, even if you are under attack. Also the only way to fail the smithing is roll below a 10. Also it gives a chance to provide different bonus stats. This happens from rolling 1d20 ( above a 15 succeeds) and then rolling 1d6 to determine the stat increase. You would then roll 1d3 to determine the stat increase. This only is applied to the user whilst it is in use.
Smith God's Molten blessing
Finally as your abilites reach the peak, so does your blessing. It provides a blessing which some smiths could only call a blessing from above. This all came from your dedication to the piece and wish for it to be a master piece.
At the 17th level, the previous blessings require the roll to surpass a 10. The damage is increased to 4d8 damage and the chance to gain fire immunity is now needing a rol of 18 or above.
Master Blacksmith
At the 20th level you have finally mastered to art of blacksmithing. This allows you to create any weapon or armour regardless of proficiecy with regular odds. If you are proficient with that armour or weapon, you gain advantage to the roll for success. You also gain advantage to produce better weapons and armour when using the inferno forging. However this is still 1d20 without any modifiers to role. you just gain advantage on the d20 role.
subclass options:
Battle Smithing
At the 3rd level you have chosen to focus your blacksmithing skills into becoming a warrior who fights alongside their comrades, instead of just providing their weapons. Standing shoulder to shoulder with them, rather than waiting in your blacksmith forge. Ready to provide quick temporary improvements and fight.
Quick Reinforcement
At the 3rd level, you become able to do the AC buffs on the fly. These can now be completed within a short rest. You can also add an extra 1d8 damage to a meele weapon.
Blacksmith's Rage
If you witness a a weapon of your creation or an ally go down or break. You will fly into a rage. A blacksmith is usually loud but does not usually show affection. Whenever they do show their affection, they usually show it in strong bursts of their affection at crucial points. When you do this you feel strong emotions against those who are your enemies. Gives you advantage on attack roles and deals an extra 1d8 damage. It lasts untill the battle ends. This can only happen when the right situation occurs and cannot be activated whenever.
Quickest reinforcement
At the 10th level, you can use your reaction to temporeraliy increase someone in your ranges armour or damage by 2 (ac) or 2d8 damage for weapons. This only lasts until their next turn.
Coordinated Assault
Starting at the 14th level, your ability to work seamlessly with allies in battle improves. Whenever you use Quick Reinforcement or Quickest Reinforcement, you can choose an additional ally within 10 feet of the affected target to receive the same benefits.
Forge Defender
Upon reaching the 18th level, your connection with your creations deepens. You gain the ability to summon a spectral guardian forged from your molten heart to aid you in battle. As a bonus action, you can summon the Forge Defender. It lasts for 1 minute, providing you with additional protection. The Forge Defender has an AC equal to your armor class, and its attacks deal fire damage equal to your Constitution modifier. Once you use this feature, you can't use it again until you finish a long rest.