Blacksmiths turn craft into battlefield support, preparing allies’ equipment, repairing damaged gear, and shaping openings with precise strikes. Their work is practical rather than magical: a Blacksmith wins trust by making a companion’s best tool better and keeping it ready when the fight turns desperate.
Make every ally’s gear—and every hard-won opening—count.
Support
BBlacksmith
At a glance
Level
1
Proficiency
+2
bonus at this level
Forge Dice
Hit die d10
PrimaryStrengthIntelligence
Features
23, levels 1 to 20
1Level 1, reached
Forge Training
You gain proficiency with smith’s tools and two martial weapons of your choice. You can use smith’s tools to craft or repair nonmagical weapons and armor during downtime; at the DM’s discretion, you can finish common repairs during a Short Rest.
Field Temper
You gain a pool of Forge Dice, which are d6s. You have a number of dice equal to your Proficiency Bonus and regain all expended dice when you finish a Short or Long Rest. Your Forge Die becomes a d8 at level 5, a d10 at level 11, and a d12 at level 17. As a Bonus Action, touch a willing creature or a nonmagical weapon or suit of armor and expend one die to grant one benefit: a creature gains temporary Hit Points equal to the roll + your Intelligence modifier; a weapon’s next damage roll before the start of your next turn gains the roll as a bonus; or a creature wearing the touched armor gains a +1 bonus to AC until the start of your next turn.
Mender’s Eye
During a Short Rest, you can repair one damaged nonmagical weapon, shield, or suit of armor you can touch, restoring it to working order. You can also use smith’s tools as a spellcasting focus for no spells, but you have Advantage on ability checks made to identify the materials or workmanship of crafted objects.
2Level 2
Masterwork Temper
When you finish a Short or Long Rest, choose one weapon or suit of armor you can touch and temper it. Until you temper another item, its bearer gains one benefit: the weapon counts as magical for overcoming resistance and immunity to nonmagical attacks, or the armor grants its wearer a +1 bonus to AC. The AC benefit doesn’t stack with a shield or another class feature that grants a bonus to AC.
3Level 3
Blacksmith Subclass
Choose a Blacksmith subclass. Your choice grants features at levels 3, 6, 10, and 14.
Reach of the Hammer
When you use Field Temper, you can target a creature or item within 10 feet of you instead of touching it.
4Level 4
Ability Score Improvement
5Level 5
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
6Level 6
Subclass Feature
You gain a subclass feature.
7Level 7
Steady Nerves
When you expend a Forge Die to grant temporary Hit Points with Field Temper, the target can also end the Charmed or Frightened condition on itself.
8Level 8
Ability Score Improvement
9Level 9
Brace and Turn
When you or a creature you can see within 30 feet takes damage, you can take a Reaction and expend a Forge Die to reduce that damage by the number rolled + your Intelligence modifier. You must be holding smith’s tools or a weapon to use this feature.
10Level 10
Subclass Feature
You gain a subclass feature.
11Level 11
Precision Work
Once on each of your turns when you hit with a weapon attack, you can deal extra damage equal to your Intelligence modifier (minimum 1).
12Level 12
Ability Score Improvement
13Level 13
Ready the Bellows
When you roll Initiative and have no Forge Dice remaining, you regain one Forge Die.
14Level 14
Subclass Feature
You gain a subclass feature.
15Level 15
Twin Temper
When you use Field Temper, you can expend two Forge Dice to grant two different benefits to the same target, or to grant one benefit to each of two targets within range.
16Level 16
Ability Score Improvement
17Level 17
Living Forge
When you roll Initiative, you regain all expended Forge Dice. In addition, once per turn when you use Field Temper, roll a d6 and use that result without expending a Forge Die.
18Level 18
Unyielding Craft
When you use Brace and Turn, the protected creature also gains temporary Hit Points equal to your Intelligence modifier (minimum 1).
19Level 19
Epic Boon
You gain the Ability Score Improvement feat or another feat for which you qualify. You also gain an Epic Boon feat or another feat for which you qualify.
20Level 20
Masterwork Resolve
When you or a creature you can see within 30 feet fails a saving throw, you can use your Reaction and expend a Forge Die. Add the die roll to the save, potentially turning it into a success. Once you use this feature, you can’t use it again until you finish a Long Rest.
Core traits
Hit die
d10
Primary
StrengthIntelligence
Hit points per Blacksmith level
Saving throwsStrength and Constitution saving throw proficiencies
ArmorLight armor, Medium armor, Shields.
WeaponsSimple weapons and two martial weapons of your choice.
ToolsSmith’s tools.
Starting equipmentChoose A or B: (A) scale mail, shield, warhammer, light hammer, smith’s tools, explorer’s pack, and 15 GP; or (B) 150 GP.
ResourceForge Dice: a pool equal to your Proficiency Bonus, regained on a Short or Long Rest. They fuel Field Temper, Brace and Turn, and other Blacksmith features.
MulticlassingPrerequisite: Strength 13 or Intelligence 13. When you multiclass into Blacksmith, you gain proficiency with smith’s tools and one martial weapon. You gain no additional saving throw proficiencies.
Subclasses
3
Bulwark Smith
The surest weapon is the one that never gets through.
Improved defensive tempering
Protective field repairs
A resilient masterwork for an ally
Edgewright
A perfect edge makes every opening count.
Enhanced weapon tempering
Coordinated attack support
Precision strikes against openings
Wayforge
A good smith can make a battlefield useful.
Quick field fabrication
Improvised gear and battlefield fixes
Flexible support for changing situations
Playing one
What it is
Blacksmiths turn craft into battlefield support, preparing allies’ equipment, repairing damaged gear, and shaping openings with precise strikes.
Their work is practical rather than magical: a Blacksmith wins trust by making a companion’s best tool better and keeping it ready when the fight turns desperate.
How to play one
Stay near allies and spend Forge Dice where their impact is greatest: prevent a dangerous hit, bolster a vulnerable companion, or set up an ally’s key attack.
Your own weapon attacks keep you relevant, but your defining moments come from preparation and timely intervention.
Make one
Personality
I notice loose straps, cracked hafts, and dull edges before I notice the weather.
Ideal
Reliability. A tool should work when someone’s life depends on it.
Bond
I carry the broken tool of the mentor who taught me, and will learn what caused it to fail.
Flaw
I treat poorly maintained equipment as a personal insult.
Quirk
Tests the balance of any weapon someone hands over.
Personality
I notice loose straps, cracked hafts, and dull edges before I notice the weather.
I speak plainly and praise work only when I can name what was done well.
I’m happiest when everyone has a job and the tools to do it.
I keep my temper under control by keeping my hands busy.
Ideals
Reliability. A tool should work when someone’s life depends on it.
Service. The best craft is the craft that helps someone else endure.
Honesty. Every flaw should be named before a piece leaves my hands.
Bonds
I carry the broken tool of the mentor who taught me, and will learn what caused it to fail.
A community depends on arms and armor I promised to make.
One of my finest creations is in the hands of someone who uses it for cruelty.
Flaws
I treat poorly maintained equipment as a personal insult.
I can’t resist improving an object, even when its owner is satisfied with it.
I judge people too quickly by the quality of their tools.
Quirks
Tests the balance of any weapon someone hands over.
Keeps small pieces of scrap sorted by metal and thickness.
Taps a new piece of work three times before calling it finished.
Warms their hands near any available flame, even a candle.
In the world
Training
Most Blacksmiths begin as apprentices in a forge, learning metallurgy, tool care, and safe work before they are trusted with a master’s projects.
Those who become adventurers learn to bring that craft into the field, where judgment and improvisation matter as much as a steady hand.
How others see them
People value Blacksmiths for dependable work and often seek their judgment before buying arms or armor.
In troubled places they may be treated as essential protectors; in peaceful towns they can be mistaken for ordinary tradespeople until their craft proves otherwise.
Famous practitioners
BlacksmithMara VellA patient artisan who can mend a shattered shield in the time it takes others to catch their breath.
BlacksmithTorren AshhandA wandering smith whose field repairs have kept three generations of caravan guards alive.
BlacksmithIlyra BrasswakeAn exacting master known for refusing commissions unless she can meet the bearer face-to-face.
Factions
The Roadside Anvil
A cooperative of traveling artisans who maintain roads, bridges, and the gear of local defenders in exchange for food and lodging.
The Tempered Ledger
A discreet guild that investigates failed arms, counterfeit masterworks, and dangerous manufacturing practices.
The Open Hearth
A fellowship devoted to teaching repair and practical craft to anyone willing to learn, regardless of rank or origin.
Regions
The High Foundries
Mountain passes and mining towns where repairable gear is more valuable than easily replaced equipment.
The Iron Mile
Market roads where traveling smiths maintain caravans and exchange repairs for news.
The Hearth Marches
Border settlements that rely on local craftworkers to outfit volunteer defenders.
Character hooks
You left a prestigious forge after refusing to make weapons for a tyrant.
A mysterious flaw keeps appearing in your work, though every test says your methods are sound.
You inherited a traveling forge and a ledger full of unpaid debts.
You are searching for the lost alloy used to make your family’s masterwork anvil.
A weapon you made ended a war—and its former owner now wants another.
You joined an adventuring company to field-test a new generation of protective gear.
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