Blacksmith
A blade is as necessary as rope, and the merchant guild of
blacksmiths has grown rich off thrill-seeking travelers. They
may find themselves a good friend of clerics worshipping
the Forge domain and are a close ally to the martial
warriors of the party. A fighter that has had their blade and
armor succumb to the oxidation of a rust monster would
normally be up a creek without a paddle, so it pays to make
friendly with the arms dealers of the realms.
Of all the merchant trades, blacksmiths are the most common in stories to truly answer the call to adventure, as in times of war, they may be asked to pound skulls instead of metal. Merchants of the guild of blacksmiths have adapted their magic to become portable forges and study the potent nature of armor and weapon enchanting.
Additionally, you can stock armor and weapons in your Portable Storefront at half the cost (rounded up) and the time you must spend to craft metal armor and weapons is halved.
You can spend a short rest breaking down and disenchanting magic armor or weapons that do not bear a curse. After doing so, you learn your choice of one of the properties that was on the item and may enchant nonmagical weapons and armor with a property you have learned in this way. For example, if you disenchant a +1 shortsword that also deals 1d4 fire damage on a hit, you can choose to learn either the +1 bonus to attack and damage rolls or the additional 1d4 fire damage on a hit.
Enchanting a piece of equipment requires 10 minutes of time spent with the equipment, after which it remains enchanted for 24 hours. The number of items that can be enchanted at any time with this feature is equal to your Charisma modifier.
An item you create can only have one property on it. You can give items additional properties at 9th (two properties) and 15th (three properties) level.
You gain the following spells when you reach the level noted in the Merchant Level column. You always have them prepared and they don’t count against the number of spells you can prepare each day. If a spell doesn’t appear on the merchant spell list, the spell is nonetheless a merchant spell for you.
When you take the Use an Object action, you can make an attack with a weapon as a bonus action.
You have resistance to fire damage and when you take bludgeoning, piercing, slashing, or fire damage, you may use your reaction to reduce the damage by an amount equal to your Constitution modifier.
Any armor or weapon you craft or stock in your Portable Storefront has one of the following properties of your choice without increasing the cost to craft or stock it:
Of all the merchant trades, blacksmiths are the most common in stories to truly answer the call to adventure, as in times of war, they may be asked to pound skulls instead of metal. Merchants of the guild of blacksmiths have adapted their magic to become portable forges and study the potent nature of armor and weapon enchanting.
Blacksmith Features
Merchant Level | Feature |
3rd | Arms Dealer, Retool Enchantments, Blacksmith Magic |
5th | Extra Attack |
9th | Heart of the Forge |
15th | Forgemaster |
Arms Dealer
3rd-level Blacksmith Merchant Guild feature You gain proficiency with smith’s tools, medium armor, shields, and martial weapons.Additionally, you can stock armor and weapons in your Portable Storefront at half the cost (rounded up) and the time you must spend to craft metal armor and weapons is halved.
Retool Enchantments
3rd-level Blacksmith Merchant Guild featureYou can spend a short rest breaking down and disenchanting magic armor or weapons that do not bear a curse. After doing so, you learn your choice of one of the properties that was on the item and may enchant nonmagical weapons and armor with a property you have learned in this way. For example, if you disenchant a +1 shortsword that also deals 1d4 fire damage on a hit, you can choose to learn either the +1 bonus to attack and damage rolls or the additional 1d4 fire damage on a hit.
Enchanting a piece of equipment requires 10 minutes of time spent with the equipment, after which it remains enchanted for 24 hours. The number of items that can be enchanted at any time with this feature is equal to your Charisma modifier.
An item you create can only have one property on it. You can give items additional properties at 9th (two properties) and 15th (three properties) level.
Blacksmith Magic
3rd-level Blacksmith Merchant Guild featureYou gain the following spells when you reach the level noted in the Merchant Level column. You always have them prepared and they don’t count against the number of spells you can prepare each day. If a spell doesn’t appear on the merchant spell list, the spell is nonetheless a merchant spell for you.
Blacksmith Spells
Merchant Level | Feature |
3rd | searing smite |
5th | heat metal |
9th | elemental weapon |
13th | fabricate |
17th | immolation |
Smash and Grab
5th-level Blacksmith Merchant Guild featureWhen you take the Use an Object action, you can make an attack with a weapon as a bonus action.
Heart of the Forge
9th-level Blacksmith Merchant featureYou have resistance to fire damage and when you take bludgeoning, piercing, slashing, or fire damage, you may use your reaction to reduce the damage by an amount equal to your Constitution modifier.
Forgemaster
15th-level Blacksmith Merchant featureAny armor or weapon you craft or stock in your Portable Storefront has one of the following properties of your choice without increasing the cost to craft or stock it:
- +1 to attack and damage rolls,
- +1 to Armor Class
- it deals an additional 1d4 damage of a damage type of your choice,
- choose a damage type, the wearer can roll 1d4 whenever it takes that damage and subtract the number rolled from the damage.
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