Sacred Blacksmith There were thousands of them. They made tools. They made plows. They made carts and armor and saddles. They built furnaces and homes. They called themselves the Hearthblood, for they never felt the biting cold of the Freljord, and could tolerate the immense heat bubbling beneath their bare feet on the slopes of Hearth-Home. They became the finest craftspeople in the world, and their workmanship was surpassed in quality only by Ornn’s. It padded toward her, propelled by some strange desperation that she couldn’t identify. Then she saw the telltale foam at the corners of its mouth. This animal was not driven by hunger or territorial instincts. It was in pain, and it wanted release. The wolf leapt at her, as if it had made up its mind that its next act would be to kill or be killed. She swung the hammer, using every ounce of her strength to move the weapon’s considerable weight. The blow she delivered collapsed the animal’s skull in an instant, ending its torment. She took no pleasure in the kill, but she supposed it was the best possible outcome, for her and the wolf. We watched in stunned silence as the creature stood alone against the Ursine. With a roar, he brought his hammer down onto the ground, and a fissure cracked toward the advancing army, stopping just short of their vanguard. Spouts of lava and sulfur jetted into the sky, hardened fire rained down on the half-bear warriors. A Sacred Blacksmith senses when the world is on the cusp of a new era. When they rise, it is a signt that great change is coming. During the wars to come, and in their aftermath, they know the Freljord—and the rest of Runeterra—will have need of a good blacksmith. The Origin of Sacred Smithing The Demigod Ornn was the firstborn of his brothers and sisters. He leapt into the world, itching for a fight. This was not so easy, however. Trees were weak adversaries, snapping far too easily. Icebergs melted at his touch, running away into the sea. Frustrated, he punched a mountain. The mountain did not yield. Ornn was pleased by this, so he challenged the land itself to a good-natured brawl. As Ornn wrestled with the land, he dented and bruised it, shaping all of the Freljord that we know today. He headbutted mountains from the planes, and pounded down deep valleys. When he was tired, Ornn thanked the land for the glorious match. The land responded by opening a fiery pit, showing him its very heart, and he was honored to see it was a reflection of him: a fiery ram. The land had deemed Ornn worthy, and bestowed its secrets to him, gifting him the strength of primordial flame, for fire is the true agent of change. He looked at the landscape that was the result of his fight and nodded. It would do. After this, Ornn set himself to building tools and weapons.

The Sacred Blacksmith Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Historical Calling 3 2 — — — — — — — — 2nd +2 Channel Divinity, Historical Calling feature 3 3 — — — — — — — — 3rd +2 — 3 4 2 — — — — — — — 4th +2 Ability Score Improvement 4 4 3 — — — — — — — 5th +3 Quick Craft 4 4 3 2 — — — — — — 6th +3 Historical Calling feature 4 4 3 3 — — — — — — 7th +3 Rune Enhancement 4 4 3 3 1 — — — — — 8th +3 Ability Score Improvement, Quick Craft Improvement, Historical Calling feature 4 4 3 3 2 — — — — — 9th +4 — 4 4 3 3 3 1 — — — — 10th +4 Divine Intervention 5 4 3 3 3 2 — — — — 11th +4 Quick Craft Mastered 5 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — — 13th +5 Rune Enhancement Improvement 5 4 3 3 3 2 1 1 — — 14th +5 Master Craft 5 4 3 3 3 2 1 1 — — 15th +5 — 5 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 5 4 3 3 1 2 1 1 1 — 17th +6 Rune Enhancement Master, Historical Calling feature 5 4 3 3 3 2 1 1 1 1 18th +6 Masterful Quick Craft 5 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1 20th +6 Divine Intervention Improvement 5 4 3 3 3 3 2 2 1 1 Creating a Sacred Blacksmith As you create a Sacred Blacksmith, the most important question to consider is which historical calling you follow and what principles you want your character to embody. Once you've chosen a deity, consider your blacksmith's relationship to that god's past, Did you choose to follow its history? or is it coincidental and you are unaware of it? Perhaps the deity chose you and called upon you to follow this path. Are you a champion or a troublemaker? What are your ultimate goals? Are you striving to prove yourself worthy of a great quest? Quick Build You can make a Sacred Blacksmith quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution or Intelligence depending on your role on the battlefield. Second, choose the Clan Crafter* background. *Sword Coast Adventurer's Guide Class Features As a Sacred Blacksmith, you gain the following class features. Hit Points Hit Dice: 1d8 per sacred blacksmith level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per sacred blacksmith level after 1st Proficiencies Armor: Light armor, medium armor, heavy armor

Weapons: Simple weapons, Maul, Warhammer

Tools: Smith’s tools Saving Throws: Strength, Intelligence

Skills: Choose two skills from Arcana, Athletics, History, Insight, Investigation, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) A mace (b) A Warhammer

(a) scale mail, (b) leather armor, or (c) chain mail

(a) a light crossbow and 20 bolts or (b) any simple weapon

An explorer’s pack

A shield

Spellcasting As a conduit for divine power, you can cast sacred blacksmith spells. See chapter 10 for the general rules of spellcasting and below for the sacred blacksmith spell list. Cantrips At 1st level, you know three cantrips of your choice from the sacred blacksmith spell list. You learn additional sacred blacksmith cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sacred Blacksmith table. Preparing and Casting Spells The Sacred Blacksmith table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of sacred blacksmith spells that are available for you to cast, choosing from the sacred blacksmith spell list. When you do so, choose a number of sacred blacksmith spells equal to your Intelligence modifier + your sacred blacksmith level (minimum of one spell). The spells must be of a leveI for which you have spell slots. For example, if you are a 3rd-level sacred blacksmith, you have four 1st-level and two 2nd-level spell slots. With an Intellegence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of sacred blacksmith spells requires time spent in meditation or crafting: at least 1 minute per spell level for each spell on your list Spellcasting Ability Intelligence is your spellcasting ability for your sacred blacksmith spells. The power of your spells comes from your knowledge of minerals and how to use it to your advantage. You use your Intellegence whenever a sacred blacksmith spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a sacred blacksmith spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intellegence modifier Spell attack modifier = your proficiency bonus + your Intellegence modifier Ritual Casting You can cast a sacred blacksmith spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus You can use a smith's tool such as a hammer or chisel as a spellcasting focus for your sacred blacksmith spells. Historical Calling Choose one calling based on a deity of the freljord: Ornn, the Fire Below the Mountain; Anivia, the Cryophoenix; Volibear, the Thunder's Roar. Each calling is detailed at the end of the class description, and each one provides information on the god associated with it. Your choice grants you calling spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th leveis. Calling Spells Each calling has a list of spells-its calling spells that you gain at the sacred blacksmith levels noted in the calling description. Once you gain a calling spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a calling spell that doesn't appear on the sacred blacksmith spell list, the spell is nonetheless a sacred blacksmith spell for you. Channel Divinity At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Living Forge, and an effect determined by your domain. You must finish a long rest before using Channel Divinity again. Channel Divinity: Living Forge You gain the ability to act as a mobile forge. Your breath becomes fire and your hands becomes harder than steel allowing them to be used as hammer and anvil. You may now craft items away from the facilities of town. Quick Craft A Sacred Blacksmith can forge items faster than the average blacksmith. Starting at 5th level, a Sacred Blacksmith can craft anything in 3/4 the amount of time it normally takes. At the 8th level a Sacred Blacksmith can craft anything in 1/2 the amount of time it normally takes. At the 11th level a Sacred Blacksmith can craft anything in 1/4 the amount of time it normally takes.

Rune Enhancement Beginning at 7th level, you can chisel a ruinic symbol with magical properties into items and weapons, gaining +1 to one stat of your choice, limited to one rune per object. At 13th level your knowledge of the runes have become more advanced, you can now apply a rune from a selection of five specific runes that apply additional status effects. At 17th level you have mastered the art of rune manipulation, you have created your own subset of runes derived from the initial five that give specific and refined bonuses. Runes are detailed below after Divine Intervention. Divine Intervention Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll a D20. If you roll a number equal to or lower than your Sacred Blacksmith level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any Sacred Blacksmith spell or Historical Calling spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. At 20th level, your call for intervention succeeds automatically, no roll required. Runes 7th level Basic Rune. Applies +1 to any one stat of an object, and gives the object a magical status. Cost: 100gold + 1 week. 13th level Gain access to the five fundamental runes of enhancement. Precision, Domination, Sorcery, Resolve, and Inspiration. Precision +3 to attack rolls that use the enhanced item. Requires: The Eye of a Roc Time required for enhancement: 1 month Domination +3 to damage rolls that use the enhanced item. Requires: The Horn of a Horned Devil. Time required for enhancement: 1 month Sorcery +3 to magical attack rolls while weilding the enhanced item. Requires: The Eye of a Gynosphinx. Time required for enhancement: 1 month Resolve +3 to AC to an active weilder or wearer of this item. Requires: The Scales of an adult dragon. Time required for enhancement: 1 month Inspiration +3 to Initiative Requires: The Fang of a Vampire Time required for enhancement: 1 month Each creature is limited to using 1 fundamental rune. 17th level Each of the five fundamental runes have been enhanced into Keystones that apply effects beyond stat bonuses. You may apply one of these additional enhanced markings to any object that has the relevant fundamental rune inscribed.

Keystones In order from left to right. Precision Press the Attack Attacking a creature with this enhancment reduces the target's AC by 2 until the end of your next turn. Lethal Tempo 3 turns after dealing damage in combat, gain an additional action each turn for the remainder of the battle Moving and attacking generates stacks, up to 100, for an energized attack. Gain 1 stack per foot traveled, and 10 stacks for landing an attack. Once you gain 100 stacks your next attack will deal 1d10 additional damage and heal you for the same amount. Stacks are not lost if the attack misses. Domination Electrocute 3 consecutive attacks against a target builds up an electric charge that deal 1d20 lightning damage as the third blow is struck. Predator As you enter combat your enhanced item sends a primal surge throughout your body. For your first turn in combat, your movement speed is doubled and your first attack is guaranteed to critically hit. Dark Harvest This dark rune has given your item the ability to gather soul fragments from the recently deceased. Gain 1 soul fragment per CR of a slain enemy, or level of a slain ally. You may decide to release these imprisoned souls at any point to infuse their power into your next attack, gaining 1 necrotic damage per soul fragment released. Sorcery Summon Aery Your targeted spells now summon a fox spirit from the spirit realm to assist you. Targeting an enemy deals 1d10 force damage. Targeting an ally applies 1d10 temporary hp to them. Arcane Comet A comet of magical energy orbits your body, dealing 1d10 force damage per turn to any enemy within 5 feet. Phase Rush Damaging an enemy with a spell enhances your movement speed by 2 feet per level. Resolve Grasp of the Undying Every second turn in combat, add 1 hit die necrotic damage to your attack, heal for half the amount dealt, and increase your maximum HP by 1 permenantly. Aftershock Applying a condition to an enemy gives you resistance to all damage until the end of your next turn. Guardian You may passively protect an ally from harm, this allows you to donate some of your own AC in order to raise theirs. AC Transfer may only be done at the end of your turn. Inspiration Glacial Augment The item is infused with a chilling effect, those who come in contact with the enhanced section must make a constitusion saving throw, DC 15 or gain 1 stack of exhaustion. Another attempt to remove one level of exhaustion may be made at the end of their turn. Unsealed Spellbook Replace any known spell with one of the same level from any class.

Kleptomancy Damaging an enemy with this weapon has a chance to steal an item from them and place it in your possession. Table of Kleptomancy DC Pilfered Goods 5 5 gold 10 Any consumable 15 A shield, or accessory 20 Main Weopon

Historical Calling The Calling of Ornn “I have said enough.” ~ Ornn Ornn, the fire below the mountain, is the Freljordian demi-god of forging and craftsmanship. He works in the solitude of a massive smithy, hammered out from the lava caverns beneath the volcano Hearth-Home. There he stokes bubbling cauldrons of molten rock to purify ores and fashion items of unsurpassed quality. When other deities—especially Volibear—walk the earth and meddle in mortal affairs, Ornn arises to put these impetuous beings back in their place, either with his trusty hammer or the fiery power of the mountains themselves. The Calling of Ornn Spells blacksmith level Spells 1st Absorb Elements, Earth Tremor 3rd Continual Flame, Aganazzar’s Scorcher 5th Erupting Earth, Fireball 7th Fire Shield, Stone Shape 9th Creation, Immolation Blessings of Ornn At 1st level you gain resistance to fire damage and become proficient in one of the following skills: History, Nature, or Survival. Your proficiency bonus is doubled for any ability check you make that uses that skill. Channel Divinity: Knowledge of the Earth Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. For 10 minutes, you have the ability to inspect the land, soil, any rock or metal present. Gain advantage on any skill checks that would allow you to know more about it, including but not limited to valuation, uses, origin, and formation. Dampen Elements Starting at 6th leveI, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage. Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with divine energy in the shape of a fiery ram. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8. Steadfast Presence At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

The Calling of Volibear ''The Ursine cannot know peace without war.'' ~ Volibear Volibear, the thunder's roar. The leader of Ursine, a furious adversary who commands the force of lightning to strike fear within his foes. Both a warrior and a mystic, Volibear seeks to defend the ancient ways and the warrior spirit of his tribe. The Calling of Volibear Spells blacksmith level Spells 1st Cause Fear, Fog Cloud 3rd Gust of Wind, Warding Wind 5th Call Lightning, Thunder Step 7th Aura of Life, Storm Sphere 9th Destructive Wave, Steel Wind Strike Wrath of the Storm At 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Intelligence moditier (a minimum of once). You regain all expended uses when you finish a long rest. Channel Divinity: Destructive Wrath Starting at 2nd leveI, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling. Thunderbolt Strike At 6th leveI, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you. Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra ld8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8. Chosen of the Storm At 17th level, if you take damage that reduces your hit points to 1/3rd of the maximum, heal for 1/3rd of your maximum hit points. This ability requires a long rest before it can be used again.

The Calling of Anivia ''I am the fury of the blizzard, the bite of the wind, and the cold of the ice. I am the Freljord.'' ~ Anivia Anivia, the cryophoenix, is a being of the coldest winter, a mystical embodiment of ice magic, and an ancient protector of the Freljord. She commands all the power and fury of the land itself, calling the snow and bitter wind to defend her home from those who would harm it. A benevolent but mysterious creature, Anivia is eternally bound to keep vigil over the Freljord through life, death, and rebirth. The Calling of Anivia Spells blacksmith level Spells 1st Feather Fall, Ice Knife 3rd Aid, Sleet Storm 5th Beacon of Hope, Revivify 7th Elemental Bane, Ice Storm 9th Cone of Cold, Reincarnate Disciple of Ice Starting at 1st level, your consecutive cold damage spells are more effective. Whenever you use a spell of 1st level or higher to deal cold damage to a creature that has taken cold damage in the last turn, the cold damage rolled for the spell is doubled. Channel Divinity: Preserve Life Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, evoke the healing energy of a phoenix that can restore a number of hit points equal to five times your sacred blacksmith level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. Rebirth Starting at 6th level, upon taking fatal damage or failing your death saving throws, you transform into an 2 feet long egg made of ice, Rebirth dispels all conditions, and restores your hitpoints to maximum for 1 turn, during which you cannot act and your AC temporarily becomes 5. While in your egg form, you gain resistance to all sources of damage. If the egg survives, you are reborn with its current health. This cannot be used again until a long rest is completed. Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra ld8 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8. Phoenix Born At 17th level, you can grow wings of ice to have a flying speed equal to your current walking speed, as long as there is space to spread these giant wings.