The Forge-Master Patron

Class: Warlock · Theme: Greek Mythology

Your pact draws on the sacred fire of a divine forge. When you choose this subclass, you might bargain with an exiled smith-god, a hidden master of bronze and iron, or the undying flame of a workshop where divine weapons were first shaped. Whatever form your patron takes, it teaches you that battle is a craft: each blow tempers you, and each wound stokes the furnace within.

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Forge-Master Spells (Level 3)

The magic of your patron ensures you always have certain spells prepared; when you reach a Warlock level specified in the Forge-Master Spells table, you thereafter always have the listed spells prepared.

Warlock LevelSpells
3Searing Smite, Heroism, Heat Metal, Magic Weapon
5Spirit Guardians, Protection from Energy
7Fire Shield, Fabricate
9Creation, Flame Strike

Blade of the Forge (Level 3)

You gain the Pact of the Blade invocation, and it doesn't count against the number of Eldritch Invocations you know.

If you already know Pact of the Blade, you can replace it with another Warlock invocation you qualify for.

Pressure Furnace (Level 3)

The forge-fire in your soul grows hotter when steel meets flesh.

Heat. You have a pool of Heat, which has a maximum of 3. You gain 1 Heat when you hit a creature within 10 feet of you with a weapon attack, and you gain 1 Heat when a creature within 10 feet of you hits you with an attack. You can gain Heat no more than once on each turn. Your Heat lasts for 1 minute and vanishes early if you have the Incapacitated condition.

You can expend Heat to use the options below.

Quenched Defiance. When a creature within 10 feet of you deals damage to you, you can take a Reaction and expend 1 Heat to reduce that damage by 1d8 plus your Charisma modifier.

Forge Spark. Once on each of your turns, immediately after you hit a creature within 10 feet of you with a weapon attack, you can expend 1 Heat to deal an extra 1d6 Fire damage to that creature.

Furnace Vent. As a Bonus Action, you can expend 3 Heat to release a burst of forge-fire. Each creature of your choice within 10 feet of you must succeed on a Dexterity saving throw against your spell save DC or take 3d8 Fire damage and be pushed up to 10 feet straight away from you. On a successful save, a creature takes half as much damage only.

Tempered in Battle (Level 6)

You learn to take the hammering of battle and turn it outward. Your Heat maximum becomes 4.

You also gain the following Pressure Furnace option.

Tempered Defiance. When a creature within 10 feet of you deals damage to you, you can take a Reaction and expend 2 Heat to gain Resistance to that instance of damage. If the attacker is within 10 feet of you, it takes Fire damage equal to your Charisma modifier.

Mantle of the Furnace (Level 10)

The forge-fire no longer merely flares within you; it hangs around you like a smith's cloak of sparks.

You have Resistance to Fire damage.

While you have at least 1 Heat, difficult terrain within 10 feet of you doesn't cost you extra movement.

In addition, the first time on a turn that a creature within 10 feet of you hits you with an attack, that creature takes Fire damage equal to your Charisma modifier.

Heart of the Furnace (Level 14)

You can let the furnace in your soul roar fully open. Your Heat maximum becomes 5.

As a Bonus Action, you can expend 4 Heat to awaken the Heart of the Furnace for 1 minute. When you do so, each creature of your choice within 10 feet of you must make a Dexterity saving throw against your spell save DC, taking 4d8 Fire damage on a failed save or half as much damage on a successful one.

For the duration, you gain the following benefits.

Living Crucible. You have Immunity to Fire damage.

Furnace Aura. The first time on a turn that an enemy enters a space within 10 feet of you or ends its turn there, it takes Fire damage equal to 1d8 plus your Charisma modifier.

Unbound Pressure. Your Forge Spark deals 2d6 Fire damage instead of 1d6, and it doesn't expend Heat. In addition, your Furnace Vent costs 2 Heat instead of 3.

Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.