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D&D 5E Magic Blacksmith Soldier

Wepwawet

Explorer
So, I just want to say that I found a way to make my player's concept work, without altering the rules at all. (it's difficult to meet with all my players, all very busy, we're still creating the characters...)

He'll be a Blacksmith (guild artisan), class will be Fighter, Eldritch Knight eventually.

The difference is that instead of casting the spells himself, he'll forge them into his weapon. That's how his spell preparation will work, he'll spend some time in a forge embedding magic in his weapon, and then when he's fighting he'll activate the spells out of it.
Actually, the Weapon Bond ritual will be this forging process, in a forge, of course.

And at each level that he learns new spells, he'll go back to the forge and hammer them into the weapon(s)
Whenever he gets access to
 

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Samloyal23

Adventurer
Convert the 2nd Edition Runecaster from the Vikings historical supplement. Then he can add runes to his weapons and armour for minor enchantments. Runecasters have better weapon skills than a wizard or other arcane caster.
 

Wepwawet

Explorer
Actually the point of this thread was to try to create this concept *inside* the 5e ruleset, as much as possible.

But someone moved it into the house rules forum... Thus defeating the point.

In any case, those are great ideas for new classes! Although, not the same as a magic blacksmith fighter
 

fuindordm

Adventurer
Well, the big problem with doing it inside the 5e ruleset is that nearly all the buffing spells require concentration. So you can do Eldritch Knight or take a few levels from a spellcasting class, but the spells you get don't let you "enchant" more than one armor or weapon at a time. And as far as I've seen there is nothing in the 5e magic system to let you sustain more than one buff.

If you're OK with that, then EK is probably the way to go, and you choose Enchant Weapon as your first "any school" spell, or else take Magical Initiate at 1st level and a level of Wizard (transmuter) here and there to get spells like Enchant Weapon and Protection from Energy. A Valor bard could also do the trick.
 

Wepwawet

Explorer
Oh! Enchant Weapon, hadn't noticed that one, will check it out, thanks.

This was more of character concept than mechanics. The player wanted his character to forge magic into weapons, and that's how he will "prepare" spells. But of course, he'll only do that in his weapons.
He took the magic initiate feat so he can cast spells from level 1
 

ccooke

Adventurer
So this may or may not be useful, but given that magic items are supposed to be rare and special the following would be a way to make magic weapons that's very much in keeping with the way 5e has been done:

The 2nd level spell Magic Weapon is a Concentration spell with a maximum duration of 1 hour.
Creating a permanent magical weapon requires a special ritual form of this spell. A single caster must keep the spell active on the weapon for three consecutive hours each day while inscribing it with special inks and ritually cleaning it. The weapon must not be used during this time, but can be used normally the rest of the day.
After a month of casting the spell every day, the weapon begins to take on a minor magical property chosen by the caster - it may be able to disguise itself with illusion slightly, glow a particular colour when near a particular enemy of the caster or be able to glow brightly on command.
After six months, casting Magic Weapon on the item becomes noticeably easier - the first time you have to make a concentration check to sustain the spell each casting is made with advantage.
After a year of casting the spell every day, the enchantment becomes permanent.
Each three hour casting period must begin before the second sunrise after the last casting, or all minor effects fade and the process must be restarted from the beginning.
The item may pick up additional minor properties dependant upon events around it during the year it is being enchanted, particularly events which in which it makes a noticeable difference.
 

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