The blacksmith’s talents are envied by most. They can create items using not only metal and stone, but also wood and leather. They are master warriors thanks to their knowledge of weapon and armor creation.

Blacksmiths are one of the clan’s most valued subjects due to religious taboos around looting corpses. Many blacksmiths worship Dvergar, since their crafting skills are the envy of all. Some master blacksmiths have created artifacts that clans and kingdoms have gone to war over. They are not bound by their forges: once they surpass apprentice levels, they gain the ability to summon a forge beast to their side, allowing them to craft while traveling.

Creating items, ranging from the mundane to the magical, follows a simple set of rules. The process uses the prestige skill system, and may not be attempted by those without proficiency in the required skills. The principal skill is Craft and it is bolstered by the many schools of crafting: Infusing, Rune Glyph, Realm Ore, Creature Reliquary and Dvergar Engineering.

Upon the battlefield, the blacksmith gains bonuses to attack and defense when equipping weapons and armor that they made, or had a hand in making.

Blacksmiths are also masters at battle-stances, allowing them to switch into many different fighting styles. This art has been honed when testing weapons and armors for many hours at a time. For example, if a blacksmith wished to test a shield design against arrows, they would spend many hours in a missile avoidance stance with many shield prototypes in hand. A collaborator would assist them by firing a barrage of arrows at them until several quivers had been spent.

Blacksmith work is taxing, making them a primarily Constitution based class. The Blacksmith gains proficiency in the Craft skill. Craft is a Constitution-based skill and is the backbone of their work.

Blacksmiths have 5 different specializations based on the 5 schools of crafting. Each specialization has a unique attribute assigned, so a player can make any of the 5 remaining ability scores a priority when making a Blacksmith character.

Class Features

As a Blacksmith, you gain the following class features.

Hit Points

Hit Dice: 1d10 per blacksmith level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per blacksmith level after 1st

Power Die

The blacksmith gains a power die.


Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: Crafting tools
Saving Throws: Constitution, plus 1 ability of your choice
Skills: Craft, choose 1 skill from: History, Nature, Insight, Survival, Intimidation, Persuasion


You start with the following equipment, in addition to the equipment granted by your background:

  • Crafting tools and 30 crafting materials
  • (a) chain mail or (b) leather armor, longbow and 20 arrows
  • (a) martial weapon and a shield or (b) two martial weapons
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
Level Proficiency Bonus Features
1 +2 Craft, Power Die, Attuned Equipment
2 +2 Stance
3 +2 School of crafting
4 +2 Ability Score Improvement
5 +3 Extra Attack
6 +3 Ability Score Improvement
7 +3 School of crafting
8 +3 Ability Score Improvement
9 +4 Stance
10 +4 School of crafting
11 +4 Extra Attack (2)
12 +4 Ability Score Improvement
13 +5 School of crafting
14 +5 Ability Score Improvement
15 +5 Stance
16 +5 Ability Score Improvement
17 +6 School of crafting
18 +6 Stance
19 +6 Ability Score Improvement
20 +6 Extra Attack (3)

Attuned Equipment

Blacksmiths can customize what they craft to be perfectly built for themselves, making armor a perfect fit, and a weapon’s length and weight ideal for their hands.

When a blacksmith uses a weapon that they forged (or helped forge), they may use their Constitution modifier instead of their Strength modifier when applying bonuses for attack and damage for both melee and ranged attacks.

When a Blacksmith wears armor that they forged (or helped forge), they may use their Constitution modifier instead of their Dexterity modifier as an AC bonus. When armor puts a restriction on maximum Dexterity bonus, it applies to your Constitution bonus as well.


You adopt a particular fighting stance as your specialty.

Choose one of the following stances. You can’t take a stance option more than once, even if you later get to choose again.

You are limited to a single stance at any given time.

When you enter a stance, if you were in a stance already, the old stance is replaced by the new one.

Stance of Stars

  • While in this stance, gain a +2 AC bonus against ranged attacks and spells.
  • Spend 1 Power Point (PP) to increase the bonus by an additional +1.
  • Spend 2 PP to extend this bonus to an adjacent ally for the rest of the combat round.

Stance of the Four Winds

  • Gain a +10’ Move bonus while in this stance. After you receive healing, gain +1 PP (maximum PP equal to your Power Die type).
  • Spend 1 Power Point (PP) to move an adjacent willing ally by 5’, this does not allow for an attack of opportunity
  • Spend 2 PP to augment an adjacent ally’s PP by +1 (their maximum PP equal to their Power Die type).

Stance of the Cascading Waves

  • While in this stance, when you perform an attack action your critical range is increased by 1 (critical on a roll of 20 becomes critical on 19-20, etc) and you deal +1 damage on every damage roll.
  • Spend 1 Power Point (PP) to increase your critical range by 1
  • Spend 2 PP to counter a critical attack on an ally within 10’ (the critical hit becomes a regular hit)

Stance of the Violent Avalanche

  • While in this stance, your attacks gain a +1 attack bonus and every 10 damage you deal knocks back an opponent by 5’. The opponent makes a Strength save to halve the knockback distance. The save DC is 10 + your Constitution modifier.
  • Spend 1 Power Point (PP) to gain a free move action after you make a damage roll.
  • Spend 3 PP to remove a condition from an adjacent ally (Blinded, deafened, frightened, Grappled, Prone, or Restrained)

Stance of Impunity

  • While in this stance, you gain advantage on one saving throw this combat round.
  • Spend 1 Power Point (PP) to gain another saving throw advantage this round. Spend an additional PP to extend this effect to an adjacent ally.
  • Spend 4 PP if you’re reduced to 0 HP. Instead you are reduced to 1 HP.

Stance of Domination

  • While in this stance, grant allies +1 attack and +1 to damage, that are attacking an enemy with whom you are in melee range
  • Spend 1 Power Point (PP) when you are rolling damage dice to afflict your opponent with a condition (blinded, deafened, or prone). To negate they make a Constitution saving throw vs. a DC of 10 + your Constitution modifier.
  • Spend 2 PP when invoking a infused magic item that uses charges, no charge is used when invoked if this cost is paid.

When you switch into a different stance, regain 1 PP (maximum limited by PD type)

Schools of Crafting

There are 5 schools of Crafting, and upon reaching certain levels, the blacksmith may specialize in one or more schools.

Whenever the Blacksmith can choose a new school of crafting, they may choose a new one, or choose to specialize further in a school they have already chosen.

If they choose a school an additional time, they will gain +2 bonus crafting dice when using that prestige skill.


The Enchanter Blacksmith enjoys the study of magic.

While they cannot cast spells, they can understand and use scrolls.

Enchanters require intelligence to infuse spells into items. They gain proficiency in the Infusing prestige skill.


The Artificer Blacksmith enjoys nothing more than spending time and effort in the forge. The focus of an artificer’s efforts are to create the most awe inspiring items, far surpassing anything shop owners may be peddling.


The Alchemist Blacksmith is one who explores the esoteric pleasures of imbuing items with magical properties.

These items are sought after as they expand and greatly increase the power of the wielder.

Rune Lord

A Rune-Lord is someone who has learned the magic of the world tree Yggdrasil. The sacred symbols known as runes are beacons and pathways to primeval power. The Rune-Lord engraves these symbols into items they create.

Rune Lords require strength to engrave these occult symbols of power. They gain proficiency in the Rune Glyph prestige skill.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

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