TEXT: THE GREAT FORGE
  
  Project LEad
  Cameron Day
  Writer
  Stephen Cinquegrano II
  Artist
  Rachel Love
  Layout
  Lydia Van Hoy
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft,
  Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product
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  and other countries.This work contains material that is copyright Wizards of the Coast
  and/or other authors. Such material is used with permission under the Community
  Content Agreement for Dungeon Masters Guild.All other original material in this work
  is copyright 2020 by Daylight Publications and published under the Community
  Content Agreement for Dungeon Masters Guild.
  
  THE GREAT FORGE
  Your patron is a god of creation, a deity that has forged many aspects of the world in a
  crucible of flames. They’ve gifted you a portion of their connection to creation,
  allowing you to forge magical items imbued with your patrons powers.
  SPELL LEVEL
  1st
  2nd
  3rd
  4th
  5th
  SPELLS
  detect magic, guiding bolt
  heat metal, spiritual weapon
  sending, Leomund's Tiny Hut
  fire shield, secret chest
  animate objects, legend lore
  Warlock PAtron
  The forge lets you choose from an
  expanded list of spells when you learn a
  warlock spell. The following spells are
  added to the warlock spell list for you.
  EXPANDED  SPELL LIST
  At level 1, when you take this Pact, 
   Your Patron grants you mastery over
  the forge. You gain expertise with
  Smith’s Tools, and it takes you half the
  usual time to repair and create non
  magical items. Also, the heat from
  continued work in the forge has given
  you resistance to Fire.
  MASTER OF THE FORGE
  At level 6, you’ve learned to make
  magical items containing the power of
  your patron. Pick one of your eldritch
  invocations. For 1d4 hours, you smith
  an item with the power of that eldritch
  invocation. This item can be worn by or
  wielded by another, to grant them the
  benefits of that eldritch invocation. 
  FRUIT OF THE FORGE
  They must attune to this item. You can
  create a number of these items equal to
  your Charisma Modifier. Any past the
  limit render older creations inert,
  starting with the oldest and working up
  with each subsequent creation. If you
  wish to change the invocation stored
  inside of the item, it takes 30 minutes to
  reforge and change. The appearance of
  the item depends on the invocation
  granted by it. For example, A pair of
  Goggles would likely contain the Devil’s
  Sight Cantrip, while the Shroud of
  Shadow invocation might be
  represented by a cloak.
  Your patron enhances each of the items
  you create. At level 10, you can now
  have two eldritch invocations in each
  item.
  ELDRITCH ENHANCEMENT
  At 14th level, You become your patrons
  ultimate creation, unparalleled by
  others. You gain an extra Eldritch
  Invocation. Additionally, as a 10 minute
  ritual, you can grant a number of
  friendly creatures of your choice equal
  to your charisma modifier the power of
  one of your eldritch invocations for 1 
  MADE IN YOUR IMAGE
  
  One of your arms becomes
  magically infused with the power
  of the smithy. It counts as both
  Smith’s Tools and an Arcane
  Focus, but only if you have an
  empty hand. This infusion has also
  caused your skin to harden
  slightly, granting you an
  additional +2 to your Armor Class
  at all times.
  PACT OF THE SMITH
  hour. This stacks with any items that
  already grant them an eldritch
  invocation, yet multiple instances of the
  same invocation will not grant any
  additional benefit.
  Eldritch Invocations
  Your patron grants you the ability to
  create a special weapon, the Eldritch
  Blaster. This item functions the same as
  the Eldritch Blast Cantrip, and is
  wielded by one of your allies. It gains
  any bonuses from any Eldritch Blast
  related cantrips that you have, does not
  have to be attuned to, and does not
  count against the number of items
  created with your Fruit of the Forge
  feature. The Item contains 10 charges,
  and recharges 1d10 at dawn.
  ELDRITCH GUNNER
  Prerequisite; 9th level, Pact of the Smith.
  You become more adept at using your
  magically infused hand as a weapon.
  Your fist now deals 1d8 plus your
  charisma modifier in fire damage. On a
  critical hit, the target is set on fire for 1
  minute and takes 1d6 fire damage at the
  start of each of their turns.
  FIST OF THE FORGE
  Prerequisite; 5th level, Pact of the Smith.
  You can cast Shield at will, without
  expending a spell slot.
  ARTEK'S SHIELD
  You can cast Clone without expending a
  spell slot, but must still meet all
  material requirements.
  DUPLICATE THE DAMNED
  Prerequisite; 15th Level.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Subclasses/Subclasses - Daylight Publications/Blood of the Hills - The Great Forge.pdf