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# Path of the Forge While many Barbarians are hardened by battle or the harsh conditions of the wilderness, some are instead hardened by years of metalworking, channeling their rage and passion into the metal they mold. Whether driven into battle by forces threatening their home or seeking glory, those that walk the Path of the Forge entwine the flames of metalwork with the rage of a Barbarian. ### Artisan's Passion Years of working the forge have granted you a hardiness few can match. Starting when you choose this path at 3rd level, you gain proficiency with Smith's Tools if you don't already have it. Additionally, while wearing medium armor, you may use your Constitution modifier in place of your Dexterity modifier when calculating your armor class. ### While the Iron is Hot Starting at 3rd level, you can channel the heat of the forge into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra fire damage equal to 1d6 + half your Barbarian level rounded down. ### Heat of the Forge At 6th level, your passion for battle and for your craft have lit a fire in your belly, granting you the following benefits: - You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master's Guide. - You gain the ability to forge magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon. Once you use this feature, you can’t use it again until you finish a long rest. ### Touched by Flames At 10th level, you have mastered your manipulation of metal. As an action, you may touch a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, causing the object to glow red-hot until the start of your next turn. Any other creature in physical contact with the object takes fire damage equal to 2d8 + half of your Barbarian level. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. The DC for this saving throw is equal to 8 + your proficiency modifier + your Strength modifier. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. You may use this ability up to three times and regain all expended uses upon completing a long rest. ### Molten Core At 14th level, you become the embodiment of the forge, molten metal coursing through your veins as you rage. While raging, you gain complete immunity to fire damage. Additionally, whenever you suffer damage while raging, each creature within 5 feet of you immediately takes 1d4 fire damage.