Differences on Blacksmith
Proficiency required: Smith's tools
At the end of a short or long rest, you can work on sharpening or improving a metal weapon. The first three attacks made with those weapons deal 1d4 additional damage. The size of the die increases by one for each additional tier beyond the first you've unlocked in this profession (d4 → d6 → d8 → d10). The damage from this ability does not stack with itself and lasts until you finish a short or long rest.
==== Apprentice ====
At the end of a long rest, you can work on up to one set of metal armor. The first three times the wearer of such armor takes bludgeoning, piercing, or slashing damage, they gain resistance to the damage dealt by the attack or effect until you finish a short or long rest.
==== Journeyman ====
You can temporarily improve a single metal weapon by working on it for 10 minutes at the end of a long rest. Until the end of your next long rest, attack and damage rolls made with the weapon are increased by one.
==== Master ====
At the end of a long rest, you can work on a single set of metal armor. Until the end of your next long rest, the first the wearer of such armor is forced to make a Dexterity saving throw, they automatically succeed on the saving throw, and if they would take half damage they instead take no damage.
==== Grandmaster ====
At the end of a long rest you may coat one melee weapon with a special lacquer. It gains one of the following properties until the end of your next long rest:
* The first successful hit with the weapon on the wielder's turn forces the target to make a DC 15 Constitution saving throw, or they are poisoned until the start of the wielder's next turn. ----
* The first successful hit each turn with the weapon forces the target to make a DC 15 Dexterity saving throw, or have their speed halved until the end of their next turn. The weapon deals 1d6 additional damage on the first successful attack per turn.