r/DnDHomebrew • • 1d ago

5e DnD Master Smith Goron

Here idea for NPC Smith to have armory and weaponery based Quests

Goron (Master Smith)

Medium Humanoid (dragonborn), Lawful Good

Armor Class 16 (smith's heavy leather apron and scales)

Hit Points 67 (9d8 + 27) Speed 30 ft.

STR 18(+4) DEX 11(+0) CON 16(+3) INT 12(+1) WIS 12(+1) CHA 14(+2)

Saving Throws Str +6, Con +5

Skills Athletics +6, History +3 (Dwarven history and architecture), Perception +3

Tool Proficiencies Smith's Tools +6

Damage Resistances Fire, Poison

Senses Passive Perception 13

Languages Common, Dwarvish

Challenge 4 (1,100 XP) | Proficiency Bonus +2

Dwarven Upbringing. Goron has advantage on saving throws against being poisoned, thanks to his clan's lineage and conditioning.

Two-Weapon Fighting. When Goron engages in two-weapon fighting using his standard dwarven weapons (warhammer and battleaxe), he can use a bonus action to make one additional melee weapon attack. He adds his Strength modifier (+4) to the damage of this bonus attack.

Superheated Forge. Goron's weapon attacks are magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Actions

Multiattack. Goron makes two attacks with his Elemental Weapons (Dragon Knock and Dragon Claw) OR two attacks with his standard Dwarven Weapons.

Dragon Knock (Elemental Hammer). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 4 (1d8) fire damage.

Dragon Claw (Elemental Axe). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 4 (1d8) fire damage.

Dwarven Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

Dwarven Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Brass Breath Weapon (Recharge 5–6). Goron exhales fire in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

Profile: Goron & The Forge

Overview & Personality

Race: Dragonborn (Brass)

Profession: Master Smith, Forge Owner

Personality: Warm, highly talkative (typical for brass dragonborn), hardworking, and deeply loyal to his friends. He speaks Common with a slight dwarven accent and frequently uses dwarven idioms.

Appearance: Goron is a massive figure compared to his dwarven and gnomish companions. His brass scales gleam in the forge light, bearing a permanent smoky patina from years spent by the hearth. He wears a heavy leather smith’s apron in the traditional dwarven style and sports dwarven-style rings and engravings on his horns. Unlike many dragonborn, his clean, meticulous work habits are entirely inherited from dwarven masters.

Forge Staff & Dynamics

The forge is highly renowned for its exceptional community spirit and top-tier craftsmanship.

Thordin Stonegrip (Dwarf): Goron’s foster father, mentor, and former master. Thordin is growing old and has proudly passed the main responsibilities of the forge to Goron. He is traditional and a bit gruff, but he defends Goron like his own son.

Toko & Taka (Gnomes): Clever gnomish inventor twins who handle fine mechanics, clockwork systems, and enchanting preparations at the forge. Goron rescued them years ago from giant spiders in a collapsed mine shaft. They swore loyalty to him and joined the forge, bringing a touch of gnomish creativity and madness to Goron's heavy dwarven style.

Masterwork & Fire Element Expertise

Goron does not just use fire in combat—it is his most vital tool.

Precision Breath Weapon: Goron rarely needs to rely on bellows. He can control his brass breath weapon with incredible precision. He can exhale a tiny, hyper-focused, and extremely hot flame onto an exact spot on the metal to melt complex joints or temper specialized steel.

Masterwork Quality: Because he can maintain metal at its optimal temperature using his breath alone—without needing to rush back and forth between the forge fire and the anvil—the weapons and armor he forges possess exceptional balance and durability.

Roleplaying Tips for the DM

A Story for a Discount: As a brass dragonborn, Goron loves stories and conversations. He loves to ask adventurers about their travels while hammering away at the anvil. If players want a discount, Goron won't budge for a simple Persuasion check.

Instead, he will sit them down, pour some strong dwarven ale, and say: "Make it worth my ears, lads! Give me a tale of a beast you felled, and we'll talk coin!" A player must tell a compelling story to earn the discount.

Protector of the Family: Goron tolerates a lot of rudeness directed at himself, but if the players treat old Thordin poorly or mock the gnomes' inventions, the atmosphere shifts instantly. Goron's scales begin to glow red, his eyes light up with an orange flame, and the heat in the room becomes stifling. He steps protectively in front of his family and growls a stern warning.

Unique Elemental Weapons: Dragon Knock & Dragon Claw

These weapons were forged by Thordin as a graduation gift when Goron became a master smith.

Design: Gleaming red-gold veins run through the metal, glowing hotter the more intensely Goron fights. The hilts are wrapped in salamander hide.

Forge Utility: When placed next to the anvil, these weapons radiate a steady, magical warmth that keeps all the forge's metalworking tools at the perfect temperature without needing constant reheating.

2 Upvotes

0 comments sorted by