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"Bring forth your sword, so that I can bless it with the fury of the gods."[PH3:115]

Prerequisite: Runepriest

Master of the Forge Path Features

Runes of the Blade Smith (11th level): When you take a short or an extended rest, you can touch one weapon that you or an ally carries. That weapon then gains a +1 bonus to damage rolls until you grant this bonus to a different weapon.

Forge Rune Action (11th level): When you spend an action point to take an extra action, you and each ally within 5 squares of you gain a +4 bonus to weapon damage rolls until the end of your next turn.

Indomitable Steel (16th level): When you take a short or an extended rest, you can touch one suit of heavy armor that you or an ally wears. That armor gains a +1 bonus to AC until you grant this bonus to a different suit of armor.

 Call of Iron Master of the Forge Attack 11
As you strike your foe, you awaken within your allies' weapons and armor the indomitable power of iron.
 Encounter + Divine, Runic, Weapon
 Standard Action  Melee weapon
 Target: One creature
 Attack: Strength vs. AC
 Hit: 2[W] + Strength modifier damage.
 Rune of Destruction: Until the end of your next turn, each ally who hits the target with a weapon attack deals 1[W] extra damage.
 Rune of Protection: Each ally within 5 squares of you gains a +2 power bonus to AC, or a +4 power bonus if the ally is wearing heavy armor. The bonus lasts until the end of your next turn.


 Blessing of the Forge Master of the Forge Utility 12
At your touch your ally's armor gains unmatched strength, causing even the mightiest blow to bounce off it.
 At-Will + Divine
 Minor Action (Special)  Melee touch
 Target: One ally
 Effect: Until the end of your next turn, the target gains a +2 power bonus to AC, or a +4 power bonus if the target is wearing heavy armor.
 Special: You can use this power only once per round.


 Fury of the Forge Master of the Forge Attack 20
As your weapon crashes into your foe, you call on the forge rune to scorch that enemy.
 Daily + Divine, Fire, Weapon
 Standard Action  Melee weapon
 Target: One creature
 Attack: Strength vs. AC
 Hit: 3[W] + Strength modifier fire damage, and ongoing 10 fire damage (save ends).
 Miss: Half damage, and ongoing 5 fire damage (save ends).
 Effect: Until the target saves against the ongoing fire damage, your allies deal 1d6 extra fire damage when they hit it with melee attacks.
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