Arcane Forge

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Arcane Forge

Pressed into a corner, a small human woman caught off guard in the night appears to be overwhelmed and unarmed. Suddenly she reaches into empty space and draws out a set of wicked daggers, striking out at her foes whom previously thought they had the upper hand.

An Elven man cloaked in darkness moves through a crowd and into the entrance of a grand party. He is searched and allowed to enter freely. As he mingles he spots a man in opulent attire and a shining crown. He approaches the man slowly and reaches into a previously bare spot in his robes, pulling out a loaded crossbow. He sights and fires at the Duke before anyone can stop him.

A Tiefling stands atop a steep hill as she peers down into the fields. Below her a massive bloody battle is raging and as far as she can tell, her allies are losing. The figure spreads her arms, using all of her magical willpower to open the line to salvation. around her hundreds of portals alight and various weapons begin to pierce into existence, all aimed at the combatants below.

Arcane arts and Martial Prowess

An Arcane Forge is a person from non-magical means, often some sort of combat expert, driven to magic by dire circumstances. Whether to avenge the destruction of a lost village at the hands of savage bandit, or in order to take control from those who have built a rotten government for their people, the Forge calls out to these seekers of ancient knowledge. Many wizards and other mages know of the existence of pocket dimensions, but assume that they are all naturally empty and unintelligent. The Forge goes beyond these simple storage spaces, containing every conceivable instrument of war and aching for a worthy cause - or powerful person - to use them to their full potential.

Arcane Forges tend to come from martial backgrounds with not only massive combat prowess, but cunning tactics of the battlefields as well. Often taking the roles of leaders where they are most needed, these powerful figures are few and far between. The Forge itself also lends some of its power to these people in order to improve their capabilities, though they are not natural spellcasters.

Creating an Arcane Forge

When creating an Arcane Forge, consider the decisions and actions your character took that led them to draw the attention of The Forge. Were they a great warrior, forgotten as their people were slain, one-by-one? Did they assassinate a dark, powerful force? Were they simply a knight, studying the libraries of the court sorcerer by chance? What are your ideals? Do you strive to better your kingdom and protect the weak? Did your faith abandon you in a time of need, leading you to seek out other aid? Are you searching for that one foe who can finally prove to be a worthy fight?

 
The Arcane Forge
Level Proficiency Bonus Features
1 +2 Forge Portals, Forged Strikes
2 +2 Fighting Style, Forge Spells, Maneuvers
3 +2 Forge's Blessing
4 +2 Ability Score Improvement
5 +3 Extra Attack
6 +3 Forge Trickery
7 +3 Blessing Feature
8 +3 Ability Score Improvement
9 +4 Additional Spells
10 +4 Molten Thought
11 +4 Blessing Feature
12 +4 Ability Score Improvement
13 +5 Additional Spells
14 +5 Fuel For The Feeding End
15 +5 Blessing Feature
16 +5 Ability Score Improvement
17 +6 Additional Spells
18 +6 Bonded Masterpeice
19 +6 Ability Score Improvement
20 +6 Boiling Blood

Class Features

As an Arcane Forge, you gain the following class features

Hit Points

Hit Dice: 1d8 per Arcane Forge Level
Hit Points: 8 + Constitution Modifier
Hit Points at Higher Levels: 1d8 + Constitution modifier per level

Proficiencies

Armor: Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Intimidation, Perception, and Survival

Equipment

  • (a) Scale mail or (b) Half Plate
  • (a) Dungeoneer's Pack or (b) Explorer's Pack
  • (a) One Simple Weapon or (b) A Shield
  • (a) 40 bolts or (b) 40 arrows

Chosen of The Forge

The mystical sentient Pocket Dimension known simply as The Forge has chosen you as a warrior worthy of wielding its powers. At level 1 the power of The Forge allows you to, as a bonus action, summon a small portal within 5ft of you that when reached in to produces a weapon that you have on your mind. If reached into with no specific weapon in mind a random one is pulled through. This portal may also be used to store any weapon which immediately becomes attached to The Forge's magic. This feature may be used as many times as 2x your maximum Forge Dice per long rest. You have a number of Forge Dice equal to 1/2 your level+2 (min 3). Your Forge Dice are d6s. Forge weapons disappear back into The Forge if they leave your hand for more than 5 minutes

Forged Strikes

As you retrieve a weapon from a Forge Portal you may expend one Forge Dice to imbue your next attack with the heat of The Forge, dealing fire damage equal to the roll of the Forge Die. This damage increases for each Die spent, up to a maximum of 6d6

Fighting Style

At 2nd level you learn a Fighting Style of your choice. Choose one from:

  • Archery: You gain a +2 bonus to attack rolls you make with Ranged Weapons.
  • Dueling: When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.
  • Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a Shield.
  • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spellcasting

At 2nd level The Forge has granted you some of its magic to cast specific spells to enhance your combat.

Forge Casting

As a non-magical being by nature you are only able to cast spells through The Forge's blessing. Instead of spell slots you cast spells with Forge Dice, adding the roll when relevant. You spend a number of dice equal to the spell's level

Spells Known

You have a set list of spells The Forge has granted you, see the end of this document for a list of these spells and their levels

Spellcasting Ability

Because these spells are granted to you, you use your combat abilities to cast these spells. Your spellcasting ability is either Strength or Dexterity, once you choose the modifier at 2nd level it may not be changed to the other.
spell save DC: 8 + your proficiency bonus + spellcasting modifier
spellcasting modifier: your proficiency bonus + your STR/DEX modifier

Spellcasting Focus

Because of the nature of your spells you may use a Forge Weapon as a spellcasting focus, if you are not armed with a Forge Weapon you can not cast spells.

Combat Prowess

In addition to your magic you have also learned to improve your combat abilities, at 2nd level you gain the ability to use two combat maneuvers by expending Forge Dice, you can only use one per attack. You learn one additional maneuver at 7th, 10th, and 15th levels. When learning a new maneuver you may also choose to replace one of your current maneuvers with another. Refer to the Fight Martial Archetype Battle Master in the PHB for a list of Maneuvers

Forge's Blessing

At 3rd level The Forge has begun to recognize your skills and grants a boon in the form a Blessing that improves and refines your abilities in combat even further, choose from the following Blessings: Blessing of The Forge Master, Blessing of The Martial Adept, or Blessing of The Arcane Blacksmith. Your choice grants you features at 3rd, 7th, 11th, and 15th levels. These features include additional spells.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th levels you may increase one Ability Score by 2 or two Ability Scores by 1

Extra Attack

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

Forge Trickery

At 6th level The Forge will aid you in weakening your opponents. Whenever you open a portal you may spend a Forge Die to instead open the portal next to another creature up to 30ft away. That creature makes a Dexterity save to prevent the portal from sucking their weapon out of their hands. The DC is equal to 10 + the result of the Die roll.

Molten Thought

At 10th level you start to feel the heat and energy of The Forge course through your mind and body, accelerating your reactions. When making a perception or investigation check inside of or relating to combat you gain advantage. Additionally, because you are a master tactician you gain a +1 to Hit and Damage rolls when an ally is within 10ft of you

Fuel For The Feeding End

At 14th level you can channel The Forge in order to break down an un-wielded, Non-Forge weapon as an action and send its parts to The Forge. This grants 1 Forge Die, additionally this feature allows any weapon consumed during Forge Trickery to also grant 1 Forge Die. This can not increase your total past your maximum forge dice

Bonded Masterpiece

Upon reaching 18th level your connection with The Forge has grown to the point that you are able to designate or create a Masterpiece weapon. This weapon is a +3 weapon and may be enchanted with an extra 1d6 elemental damage (fire, ice, lightning). You may summon your Masterpiece once per day for 10 minutes

Boiling Blood

When you hit 20th level The Forge can sense the anticipation of battle and yearns to be used. If you have 3 or fewer Forge Dice when rolling initiative, immediately gain 3.

Forge Blessings

As an Arcane Forge grows in strength The Forge may grant a blessing from deep within its magic furnaces in order to further strengthen its champion.

Blessing of The Forge Master

The power of The Forge is intoxicating to wield in the heat of battle. So much so that those blessed in this way are able to tap into the deepest molten, fiery parts of The Forge and unleash them on the battlefield

Forge Master Spells
Level Spells
3 Hellish Rebuke, Searing Smite
5 Flame Blade
9 Fireball
13 Fire Shield
17 Fire Storm

Blazing Portals

When you choose this Blessing at 3rd level you gain the ability to use your portals to fling a weapon forth. When opening a portal you may spend a forge die to instead have the weapon make a ranged attack against a target (Range 40/120) dealing it's damage + the result of your Forge Die

Flamewreathed

Also at 3rd level the heat of the deepest parts of The Forge has tempered your body, you gain resistance to fire damage and you gain advantage when making a Dexterity save against fire

Stoke The Fires

Upon reaching 7th level you can channel The Forge's fires to bathe your enemies. Once per day as an action you may gather the flames in your mouth and breathe a 15 foot cone outwards (DC 15) dealing 3d8 fire damage on a failed save and half as much on a successful one

Improved Blazing Portals

At 11th level your control over the energy of The Forge has improved. Any dice rolled to make a Portal attack are d8s instead of d6s. Additionally, when creating an attack portal you may instead create two.

Salt The Earth

When you hit 15th level your rage on the battlefield can be channeled into a massive attack. Once per day as an action you may spend all of your remaining Forge Dice to create that many attack portals, making seperate attack rolls for each portal.

Blessing of The Martial Adept

Many of those chosen by The Forge are great warriors and experts in combat. Some may choose to use the library of weaponry at their disposal in order to perfect their skills with weapons

Improved Prowess

When choosing this Blessing at 3rd level The Forge grants you power in your skills used to control the flow of battle. When using a maneuver the dice rolled become d8s instead of d6s. Additionally you gain +1 to your Forge Dice maximum and an extra +1 at 5th, 7th, 11th, 13th, and 15th

Forge Senses

Also at 3rd level you learn how to channel The Forge's energy into an aura around your body. You can no longer be surprised in combat as long as you are conscious and have remaining Forge Dice

Battle Flow

As you reach 7th level you have learned to use your portals so gain an edge in battle by surprising your opponent with a myriad of weapons. When you use a portal to pull out a new weapon, swap weapons, or pull out a second weapon, your opponent(s) are momentarily confused, giving you advantage on your next attack. You must be visible while using your portal in order to affect a target.

Combat Mastery

When hitting 11th level you are so refined in the killing arts that you can expand your mind to more techniques. You gain a second Fighting style of your choice as well as being able to attack up to three times when taking the attack action on your turn

Varied Strikes

Once you become 15th level you have learned how to use portals in combat just as well as the weapons you wield. You may now use a single portal to exchange weapons, or pull two weapons out at the same time. Also when making an attack with a Forge weapon that hasn't been used in the current combat, you gain +2 to Hit and Damage rolls

Blessing of The Arcane Blacksmith

Though most of The Forge's chosen are simply interested in their strengths on the battlefield, some of them become curious of the inner workings of The Forge, how the weapons are made. These people strive to learn how to craft weapons of war as beautifully as their patron does.

Forge Secrets

Upon choosing this Blessing at 3rd level you are granted special knowledge of The Forge's factories and how its magic works. Using this knowledge you are able to create one Contraption, with The Forge's help, of your choice. Further contraptions require 2000G and adequate materials to produce.

Contraptions

  • One automaton that resembles a creature of CR 2 or less, their HP is equal to either their base number or 4x your player level, whichever is higher
  • A +1 weapon that is able to switch between 2 states, simple or martial (I.E. A sword that changes into an axe). switching states takes a bonus action and the damage is dictated by the damage of the weapon the state resembles
  • A small, metal, 6x6x6 inch box with a button on one face. When pressed the top of the box opens and you can see what appears to be a small forge portal inside. This is a personal Forge Portal that an ally can use to store and retrieve a single weapon as a bonus action
  • A 12x6x6 inch tool box with a simple handle. When opened a Forge Portal big enough to move through appears. Moving inside it gives you access to a personal workshop within The Forge. Only you may enter this portal, and being inside the workshop grants proficiency with a tool of your choice

Metallurgy Teachings

Also at level 3 you learn to shape metals and create alloys. You gain proficiency in ability checks related to machinery, as well as the ability to better operate crossbows, gaining +1 to hit with them.

 

Bomb Meister

Upon reaching 7th level The Forge entrusts you with access to more dangerous materials, allowing you to create explosives. You are able to spend a Forge Die to gain the materials to make a number of handheld bombs equal to the result of your roll. The bombs take 4 hours each to assemble and deal 2d10 fire damage in a 10ft sphere on detonation

Forged Munitions

At 11th level you are allowed to use The Forge's special ammunition creating abilities. You may spend a Forge Die to gain a number of enhanced arrows equal to the result of the roll x2. The ammunition may be either +2 improved ammunition or elemental ammunition that does 1d6 extra damage of fire, ice, or lightning

Cannoneer

When you hit 15th level The Forge grants you the use of it's most experimental creations. You may spend 5 Forge Dice as an action to summon a number of portals equal to 1/4 the result of the dice. Out of the portals stick the thick barrels of iron cannons. Choose any number of targets (up to the number of portals) to fire a volley at their location(s). They explode in a 15ft sphere, requiring a DC 15 Dexterity save. On a failed save they deal 4d10 fire damage





Forge Spells

Level Forge Spells
2 Booming Blade, Green Flame Blade
9 Forged Blade*, Spiritual Weapon
13 Molten Aura*
17 Wall of Steel*


Forged Blade
2nd level Conjuration spell (Arcane Forge)
Casting time: Bonus Action
Range: Self
Components: VS
Duration: Concentration, up to 1 minute
You imbue your blade with The Forge's fire and energies. When you hit your next attack you deal an additional 2d8 fire damage, in addition the target makes a Constitution saving throw, on a fail they are driven to their knees by the weight of The Forge's metals coursing through them. This lasts until your next turn


Part 1 | Class info
Molten Aura
3rd level Evocation spell (Arcane Forge)
Casting time: One Action
Range: Self
Components: VS, Forge Iron
Duration: Concentration, up to 10 minutes
You create an aura of molten steel around your body. Each time a creature enters within 5ft of your for the first time, or ends its turn there, it takes 3d6 fire damage. Additionally you gain a +2 AC against non-magical bludgeoning, piercing, and slashing damage


 
Part 1 | Class info
Wall of Iron
6th level Conjuration spell (Arcane Forge)
Casting time: One Action
Range: Self
Components: VS, Forge Iron
Duration: Concentration, up to 10 minutes
You create a wall of molten hot iron, dark and intimidating. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20 foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 fire damage, or half as much damage on a successful save.

A Creature passing over this wall experiences difficult terrain, in addition the first time they touch it and every time they end their turn on the wall they must make Dexterity Saving throw. taking 7d8 fire damage on a failed save, or half as much on a successful one

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, damage increase by 1d8 for each slot level above 6th.

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