Inferno Pete
By @homebrewesbian
Inferno Pete is an NPC and Storekeeper meant to be used in campaigns that enjoy customizable magic items. He is also a potential quest companion for local quests if players forge a bond with him.
Characterization
Peter "Inferno Pete" Goffeld was once a mighty barbarian, whose infernal rage was sparked by the compassion in his soul. He has since retired and grown into the hobby of weaponsmithing.
He is a rotunt, broad-shouldered man, with skin like cracked coals. His eyes are pale and irisless, and while he is bald, he sports a large bushing beard of flames. His cheery mood can be determined by his booming laugh and the bright ember-like glow of his chest.
He is a kind, generous man, often eager to help. He is confident in his craftsmanship and typically doesn't offer discounts.
Portrayal
When portraying Inferno Pete, keep in mind that he was an adventurer himself and can be quite empathetic. Thievery, lying and stealing won't get your players far, considering his wares are not premade, unless you desire. Consider giving him advantage on checks against deceit and thievery.
He is enthusiastic about his trade and will gladly manufacture weapons and show off his talent to the Party. Should any of them have an interest in weaponsmithing, it would not be difficult to persuade him to become a teacher.
He is a good choice in companion should you wish to have an NPC aid in a local quest.
Inferno Pete
Medium humanoid, Neutral Good
- Armor Class 14
- Hit Points 50 (3d12 + 24)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 17 (+3) 11 (+0) 16 (+3) 14 (+2)
- Saving Throws Str +5, Dex +1, Con +5, Int +0, Wis +3, Cha +2
- Skills Athletics +5, Insight +5, Survival +5, Persuasion +4
- Damage Resistances fire
- Senses darkvision 60 ft., passive perception 11.
- Languages Common, Dwarvish, & Primordial
- Challenge 3ish
Actions
Attack. Inferno Pete makes one attack with the smoldering hammer.
Smoldering Hammer. Melee weapon attack: +7 to hit, Range 5 ft., one target. Hit 9 (1d8 + 5) bludgeoning damage, or 10 (1d10 + 5) bludgeoning damage if used with two hands, plus 6 (2d6) fire damage.
Guiding Hand. Inferno Pete may take the Help action as a bonus action.
Volcanic Rage. As a bonus action, Inferno Pete may Rage. His rage obeys the rules of a normal 4th level barbarian. In addition, when he rages a 10. ft aura of flames surrounds him, dealing 2 fire damage to any hostile creature that begins their turn within 10 ft. of him.
Reckless Attack. At the start of his turn, Inferno Pete can gain advantage on all melee weapon attack rolls he makes during that turn, but attack rolls against him have advantage until the start of his next turn.
The Ardent Arcane Forge
Inferno Pete runs a customizable weapon forge, to make or enhance a character's weapons.
Weapons
Inferno Pete is capable of making the following modifications to weapons: increasing it's efficiency, infusing it with the power of the elements, or reforging the blade out of unique materials to give it new properties.
Weapon Enhancements
Inferno Pete is capable of strengthening weapons, granting you a bonus to attack and damage rolls equal to the tier level purchased.
Tier | Price |
---|---|
+1 | 100 gp |
+2 | 500 gp |
+3 | 1,800 gp |
Elemental Infusion
Inferno Pete can infuse weapons with powerful gems that imbue your weapons with elemental damage. These enchantments are not stackable in any way, cannot exceed 3d6 total damage and can only be applied to nonmagical weapons.
Additional Damage | Damage Types | Price |
---|---|---|
1d6 | Cold, Fire, Poison | 150 gp |
1d6 | Acid, Lightning, Thunder | 200 gp |
1d6 | Necrotic, Radiant | 300 gp |
2d6 | Cold, Fire, Poison | 1,300 gp |
2d6 | Acid, Lightning, Thunder | 1,500 gp |
2d6 | Necrotic, Radiant | 1,800 gp |
3d6 | Cold, Fire, Poison | 3,500 gp |
3d6 | Acid, Lightning, Thunder | 4,000 gp |
3d6 | Necrotic, Radiant | 4,500 gp |
Unique Materials
Inferno Pete is a skilled weaponsmith who has access to odd and powerful ores to craft weapons with unusual properties. Reforging a magical weapon with a new blade or material removes the previous enchantment.
Weapon Type | Price |
---|---|
Adamantine | 500 gp |
Kystellos | 600 gp |
Mithral | 1100 gp |
Meteorite Ore | 900 gp |
Obsidian Blades* | 700 gp |
Adamantine
Melee weapons made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon hits an object, the hit is a critical hit.
Kystellos
Kystellos is a hard, yet malleable crystal that can be forged into melee weapons. You gain the ability to cast Absorb Elements as a 1st level spell using the weapon as a material component once per short or long rest.
Mithral
Mithral is a light, more malleable metal. When Melee weapons are forged with Mithral, a heavy weapon becomes considered a normal weapon, and normal weapons gain the Light property.
Meteorite Ore
On the rare chance it can be found, weapons can be forged of a dark meteorite ore with otherworldly properties. Attacks made with these weapons do your choice of radiant damage or the normal damage type. On a critical hit, you deal an additional 1d6 radiant damage.
Obsidian Blades
Prerequisite*: A weapon that does piercing or slashing damage. Inferno Pete can forge weapons with a dense, sharp form of obsidian, known for it's cutting power. Weapons made with obsidian blades deal an additional +2 damage.
Art Credits
- "Inferno Pete" by the-nothing-maker on Tumblr.