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aliases:

  • Forgeknights’ Guild
    created: 2026-03-09T12:15:33.798-04:00
    modified: 2026-03-09T12:15:33.798-04:00
    published: 2026-03-09T12:15:33.798-04:00
    tags:
  • ttrpg-cli/compendium/src/5e/valdaspire24
  • ttrpg-cli/subclass/craftsman/forgeknights
    cssclasses:
  • json5e-class
    obsidianUIMode: preview

Forgeknights’ Guild

Craftsman: Subclass Feature
Source: Valda’s Spire of Secrets (2024)

Class and Feature Progression

LevelPBFeatures
1st+2
2nd+2
3rd+2Forgeknights' Guild
4th+2
5th+3
6th+3Explosive Armory
7th+3
8th+3
9th+4
10th+4Scorching Steel
11th+4
12th+4
13th+5
14th+5Fire Burst
15th+5
16th+5
17th+6
18th+6
19th+6
20th+6

Superheat Your Weapons and Strike with Explosions

To Craftsmen of the Forgeknights’ Guild, heat is not merely integral to forging, curing, and welding gear, it is a weapon in its own right. The swing of a white-hot blade bites not only with steel, but with flame. A Forgeknight carries the intensity of a forge with them, storing it in their armor and building it up in their weapons, before unleashing it in a scorching blast.

Subclass Features

Portable Forge (Level 3)

You have a portable forge that allows you heat metal items without a shop or foundry. If your forge is ever lost or damaged, you can repair or replace it over the course of a Long Rest using materials worth 100+ GP. While you are carrying your forge, you gain the following benefits.

Burning Weapons. When you deal damage with a weapon, it can deal your choice of Fire damage or its normal damage type.

Cantrips. You learn the Mending and Produce Flame cantrips. Intelligence is your spellcasting ability for these spells.

Fire Resistance. You have Resistance to Fire damage.

Flare Damage. Whenever you deal Fire damage and roll the highest number on any damage die, you can roll that damage die again and add it to the damage, rolling again if it is the highest number, and so on. You can add a maximum number of dice to the damage roll equal to your Intelligence modifier (minimum of 1).

Explosive Armory (Level 6)

Using your Customize Weapon, you can add the Explode property to any weapon that deals Fire damage. This property uses the following rules.

Melee Explosions. You can add the Explode property to a Melee weapon, but only you can use this property on such a weapon. When you use this property with a Melee weapon, the explosion is centered on a point within your reach, and you take no damage from the explosion.

Saving Throws. You can use the following calculation for the save DC of your Explode property: 8 plus your Intelligence modifier and Proficiency Bonus.

Scorching Steel (Level 10)

When a creature within 5 feet of you hits you with a melee attack roll, you can take a Reaction to deal 2d10 Fire damage to the attacker. You must be wearing Masterwork armor to use this Reaction.

Fire Burst (Level 14)

While holding your Portable Forge, you can cast Fireball, centered on yourself, without a spell slot or components (DC 8 plus your Intelligence modifier and Proficiency Bonus). You take no damage from this spell.

You can use this feature a number of times equal to your Masterwork Bonus. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.