Blacksmith Document in Therinyn | World Anvil
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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.  

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 feature
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.

Blacksmith Magic

3rd-level Blacksmith Merchant Guild feature
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.

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 feature
When 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 feature
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.

Forgemaster

15th-level Blacksmith Merchant feature
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:
  • +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.
The item can gain enchantments through your Retool Enchantments feature without adding to the total enchantments on the item. Once the item has been removed from your Portable Storefront, it cannot be placed back into it.

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