Elemental Forgemaster - Artificer Specialty
The Elemental Forgemaster is an artificer who draws power from the elemental domains of Varoc, the God of Matter & Element. Their bond with the elements is more profound than mere manipulation; they can forge and meld elemental essence into objects, granting them potent magical properties. As a believer in one of Varoc's faiths, either Angshire Spirits or Varocism, the Forgemaster's power is not just a result of their artificing skills, but also a divine blessing, making their creations truly unique and mighty.
Embracing Varoc's domains of Earth, Fire, Water, and Air, the Elemental Forgemaster can harness these primal forces, infusing them into their inventions and armor, allowing them to adapt and overcome any challenge. Their belief in balance, as taught by Varoc, ensures they remain grounded, utilizing each element's strength while respecting its potential dangers.
Earth: The object becomes as hard as stone, granting it resistance to bludgeoning, piercing, and slashing damage.
Fire: The object becomes hot to the touch. It can ignite flammable objects and deals an additional 1d4 fire damage when used as a weapon.
Water: Objects turn into ice and extinguish flames upon contact. They deal an additional 2d4 cold damage when used as a weapon. If the target fails a DC 16 Constitution saving throw, they become frozen (restrained) until the end of their next turn or if something hits the ice.
Air: The object becomes incredibly light. Its weight is reduced by 90%, and it can be thrown up to 100 feet.
Earth: Your armor becomes rock-solid, increasing your AC by 1.
Fire: Flames envelop your armor. Any creature that hits you with a melee attack takes 1d6 fire damage.
Water: Your armor becomes fluid, granting you resistance to fire damage.
Air: Wind currents surround you, increasing your movement speed by 10 feet.
Earth: Armor gains +2 AC, or weapons ignore resistances to bludgeoning, piercing, and slashing damage.
Fire: Weapons inflict an added 2d4 fire damage.
Water: Objects give advantage on checks against being disarmed. If strategically placed, they can make foes slip (DC 15 Dexterity saving throw or fall).
Air: Objects become near-weightless, and it can be thrown up to 200 feet. Additionally, gain advantage on attack rolls throwing the object at a target up to 60 feat away.
You gain resistance to all damage types.
You can move through solid objects and creatures as if they were difficult terrain.
Your melee attacks deal an additional 4d6 damage of an elemental type of your choice (Acid, Cold, Fire, Lightning, Poison, Thunder).
Comments