Friday, 24 January 2025

War Smiths


(White Dwarf #28)

Roger E. Moore offers a partial nod to dwarf players lamenting their lack of clerics. The war smith, open to dwarves, gnomes, and humans, is a hammer loving fighter with limited spellcasting abilities.


What does a War Smith get?

  • Forge armour and weapons. War smiths can craft gear, though the rules (DMG p.29) are vague. A fair ruling might require half the item’s cost in raw materials. This ability is only useful before play or at low levels and with DM buy in.
  • Lords of the Hammer. +1 to hit with warhammers for every four levels.
  • Spells. Starting at level 5, war smiths can cast from a limited spell list. The spells are underwhelming, but there’s potential for creating custom spells.

The Downside

  • Slower Leveling. Requires 2,250 XP for level 2. To gain the 10% XP bonus, you need STR, WIS, and CON at 16—an unlikely trio.
  • Weak Spell List. Spells start at level 5 and include options like Protection from Fire or Detect Magic. The highlight might be Heat Metal at level 7, which isn’t saying much. Even then you're unlikely to cast Heat Metal because...
  • Spellcast in leather. Spellcasting requires leather armor. By level 5, you’re likely equipped with superior metal magic armor, forcing you to switch gear. This favors long-duration spells so you can cast and put your armour on. This makes the list of viable spells pitiful. The intent seems to be to cast spells while under the effect of the War Smith's new Armour spell but that will give you an AC worse than you'd have in level appropriate gear.

Why add the class? 

Another super niche class that I think has appeal to the dwarf that wants to worship the god of the forge. And that's it. Fighters are better. The war smith doesn’t make the ‘best of’ list.

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