Martial Archetype: Blacksmith

I got a good thing going with the caravan. My own forge, my three best friends, and a good fight whenever bandits are foolish enough to try it.”

– Hannah Kerrigan, Blacksmith on The Ceaseless Caravan

In a world so often at war, a blacksmith’s work is never done. Whether it’s putting their hammers to the anvil to craft weapons or through the helmets of those attacking their towns and villages, these homegrown heroes never turn their backs when duty calls. 

Although most Blacksmiths would rather spend their time with their friends and families, their skill with a hammer and steadfast personalities often mean that they’re called away from their forge to larger and very often, bloodier, responsibilities. But a Blacksmith will always do what’s necessary to protect their hearth and home, even if that takes them far away from the quiet craftsman’s life they prefer.

Fighting Style

The following is a new Fighting Style available in addition to the standard Fighting Styles you may choose at 1st level.

Hammer and Anvil

When you are wielding a hammer and you roll a 19 or 20 on your melee attack roll, you may use your bonus action to attempt to shove the target.

Honest Work

Starting at 3rd level, you’ve learned to take the basics of your trade on the road with you. You gain proficiency with Smith Tools if you do not already have it. Additionally, when you take a short rest, you may repair damage made to any weapon or armor. You can repair an area 1 foot in dimension, and although you can physically repair a magic weapon or armor, you cannot restore the object’s magic.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Signature Item

When you choose this archetype at 3rd level, you have crafted a Signature Item that showcases your specific skills and abilities as a Blacksmith. You may select either a Signature Weapon or Signature Armor and you may only have one at any given time. For the purposes of hit points and durability, your Signature Item is considered magical. If your Signature Item is destroyed, you must spend a total of 8 hours of uninterrupted time crafting a new one.

Signature Weapon

Your Signature Weapon must be a martial melee weapon that you are proficient with. When you hit with your Signature Weapon and deal damage, you do an additional 1d6 damage. This additional damage increases to 1d8 at 10th level and 1d10 at 17th level.

Signature Armor

Your Signature Armor must be medium or heavy armor that you are proficient with. Once per turn, when you are wearing your Signature Armor and you are dealt physical damage, you may reduce that damage by 1d6. The amount reduced increases to 1d8 at 10th level and 1d10 at 17th level.

Create Vulnerability

At 7th level, your time spent at the forge has given you insight into the armor of your enemies and you know just where to strike to weaken it. When you hit a target with a melee attack, they must succeed on a Dexterity saving throw equal to 8 + your proficiency bonus + your Strength modifier. On a failure, their AC is reduced by an amount equal to your Strength modifier. This feature has no effect on natural armor.

Once you use this feature, you can’t use it again until you finish a long rest.

Smith’s Gift

Starting at 10th level, you’ve learned to make temporary modifications to the weapons and armor of your allies. When you take a short rest, you may provide a temporary bonus to the damage die or AC bonus provided by the ally’s weapon or armor equal to your Wisdom modifier. This bonus lasts for a number of hours equal to your Wisdom modifier. 

Using this feature expends one use of your Honest Work feature.

Master’s Signature

At 15th level, your mastery as a Blacksmith can clearly be seen on your Signature Item. 

Master’s Weapon

Your Signature Weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, once on each of your turns when you make a weapon attack with your Signature Weapon, the damage that you deal cannot be reduced in any way. 

Master’s Armor

While wearing your Signature Armor, you gain resistance to one of the following physical damage types; bludgeoning, piercing, or slashing. Additionally, you also gain resistance to one of the following damage types; acid, cold, fire, force, lightning, or thunder.

Forge’s Glory

Starting at 18th level, you are what other Blacksmiths aspire to be. You may gain the Signature Item that you didn’t pick originally and it gains all of the benefits from your Master’s Signature feature as usual.

Additionally, you may affect 2 items during a short rest with your Honest Work or Smith’s Gift features.


You can download this free PDF on DriveThruRpg.


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