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Blacksmith

The Blacksmith is a formidable warrior whose skills in blacksmithing are as legendary as their prowess in combat. Masters of both the forge and the battlefield, they blend craftsmanship with martial prowess to create and wield weapons and armor of unparalleled quality. Through their intimate knowledge of metalworking and magical prowess, Black Smiths imbue their creations with arcane energies, turning even the simplest weapon into a powerful tool of destruction.
hit dice: 1d10
hit points at 1st level: 1d10 + Constitution Modifier
hit points at higher levels: 1d10 + Constitution Modifier Per Level After 1st
armor proficiencies: Medium Armor, Heavy Armor
weapon proficiencies: Simple Weapons, Martial Weapons
tools: Smith's Tools
saving throws: Constitution, Wisdom
skills: Choose two from Athletics, History, Insight, Perception, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a warhammer or (b) a longsword

  • (a) scale mail or (b) chain mail

  • (a) a dungeoneer's pack or (b) an explorer's pack

  • Smith's tools

  • A shield and a holy symbol

spellcasting:

Use the Artificer Spell List

Spellcasting Ability

Constitution is your spellcasting ability for your Blacksmith spells, since your magic comes from the strength and endurance developed through forging. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a Blacksmith spell you cast and when making an attack roll with one.
class features:

Forge Points

At 1st level, you gain a pool of Forge Points equal to your level in this class plus your Constitution modifier (minimum 1). You can use these points to fuel various class features. You regain all expended Forge Points when you finish a long rest.  

Heat of the Forge

Starting at 1st level, you can channel the heat of the forge to empower your strikes. When you hit a creature with a melee weapon attack, you can expend 1 Forge Point to deal additional fire damage equal to 1d6 + your Constitution modifier.   This damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6).  

Battle Smite

At 2nd level, when you hit a creature with a melee weapon attack, you can use a bonus action and expend 1 Forge Point to smite your foe. The creature must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be stunned until the end of your next turn.  

Artisan's Expertise

At 3rd level, choose one of your skill proficiencies or your proficiency with smith's tools. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.  

Forge Path

At 3rd level, you choose a path that shapes your skills as a Blacksmith: Path of the Battle Smith, Path of the Weapon Smith, or Path of the Armor Smith. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 17th levels.  

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.  

Extra Attack

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

Improved Heat of the Forge

Starting at 7th level, when you use your Heat of the Forge feature, you can choose to deal half of the additional fire damage to another creature within 5 feet of the original target.  

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.  

Weapon Mastery

At 9th level, you can add your proficiency bonus to the damage rolls of your melee weapon attacks.  

Forge Mastery

Starting at 11th level, when you hit a creature with a melee weapon attack, you can expend 1 Forge Point to force the creature to make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature is knocked prone.  

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.  

Superior Battle Smite

At 13th level, when you use your Battle Smite, the creature is stunned and takes additional fire damage equal to your Constitution modifier.  

Forge’s Resilience

At 15th level, you gain resistance to fire and non-magical bludgeoning, piercing, and slashing damage.  

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.  

Master Artisan

At 18th level, your proficiency bonus is doubled for any ability check you make using smith's tools. Additionally, items you create with smith's tools are considered magical and gain a +1 bonus to attack and damage rolls or AC.  

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.  

Living Forge

At 20th level, you can enter a state of living forge for 1 minute. While in this state, you gain the following benefits:
  • You regain 1 Forge Point at the start of each of your turns.
  • Your Heat of the Forge deals maximum damage.
  • You have immunity to fire damage.
  • Once you use this feature, you can't use it again until you finish a long rest.
subclass options:

Path of the Battle Smith

Battle Fortification

When you choose this path at 3rd level, you gain proficiency with heavy armor if you don't already have it. Additionally, while wearing heavy armor, you can use your Heat of the Forge without expending Forge Points a number of times equal to your Constitution modifier (minimum 1). You regain all expended uses when you finish a long rest.  

Reinforced Armor

At 6th level, you can reinforce your allies' armor. As an action, you can touch a suit of armor, giving it a +1 bonus to AC for 1 hour. You can use this feature a number of times equal to your Constitution modifier (minimum 1). You regain all expended uses when you finish a long rest.  

Battlefield Presence

At 10th level, when you use your Battle Smite, you can choose an additional target within 5 feet of the original target. Both creatures must make the saving throw.  

Impenetrable Defense

Starting at 14th level, while wearing heavy armor, you have advantage on saving throws against spells and other magical effects.  

Unyielding Forge

At 17th level, when you are reduced to 0 hit points but not killed outright, you can expend 1 Forge Point to drop to 1 hit point instead.  

Path of the Weapon Smith

Weapon Infusion

When you choose this path at 3rd level, you can infuse your weapons with elemental energy. As a bonus action, you can expend 1 Forge Point to imbue a weapon you touch with fire, cold, or lightning damage for 1 minute. The weapon deals an extra 1d6 damage of the chosen type.  

Quick Forging

At 6th level, you can create weapons with remarkable speed. You can use smith's tools to craft a simple or martial weapon during a short rest.  

Enhanced Infusion

At 10th level, when you use your Weapon Infusion, the weapon deals an extra 2d6 damage of the chosen type instead of 1d6.  

Masterwork Weapon

Starting at 14th level, weapons you create or infuse have a +1 bonus to attack and damage rolls.  

Supreme Infusion

At 17th level, when you use your Weapon Infusion, the weapon deals an extra 3d6 damage of the chosen type instead of 2d6.  

Path of the Armor Smith

Arcane Armor

When you choose this path at 3rd level, you can use smith's tools to enchant armor. As an action, you can touch a suit of nonmagical armor, making it magical for 1 hour. The armor grants resistance to one damage type of your choice: fire, cold, lightning, acid, or poison.  

Protective Wards

At 6th level, you can create wards to protect your allies. As an action, you can touch a creature, giving it temporary hit points equal to your level in this class. You can use this feature a number of times equal to your Constitution modifier (minimum 1). You regain all expended uses when you finish a long rest.  

Greater Arcane Armor

At 10th level, your Arcane Armor feature lasts for 8 hours and grants resistance to two damage types of your choice.  

Arcane Barrier

Starting at 14th level, when you or an ally within 30 feet of you is hit by an attack, you can use your reaction to grant a +5 bonus to the target's AC until the start of your next turn, potentially causing the attack to miss.  

Eternal Guardian

At 17th level, your Arcane Armor feature lasts for 24 hours and grants resistance to three damage types of your choice. Additionally, you can use your Arcane Barrier feature twice per short or long rest.
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Created by

Morgatron247.

Statblock Type

Class Features

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