Base Class: Wizard
You are a blacksmith that uses magic to help with forging. Due to circumstances you have been forced to fight now making you a battlesmith. With all of this combined you are an arcane battlesmith is who a deadly force in a forge or on a battlefield.
Magical Equipment
2nd level Arcane Battlesmith Feature
As an action, you can expend a 1st level spell slot to make the base version of any weapon or piece of armor (this includes shields). You are proficient with any equipment that you make with this feature, and the equipment you make is permanent. Additionally, any piece of equipment you make using this feature can be used as an arcane focus. This feature has an amount of charges equal to your Intelligence modifier that reset after a long rest.
Extra Attack
6th level Arcane Battlesmith feature
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Equipment Enhancements
At 10th level, choose one of the following features to gain:
Ego Weapon
10th level Arcane Battlesmith Feature
You can give one weapon made with the Magical Equipment feature sentience making it an ego weapon. This has a casting time of 1 hour (1 hour of concentration), and you can only have one ego weapon at a time. The only way to make another ego weapon is for the first one to be destroyed. When a weapon is turned into an ego weapon, it becomes a construct and gains the following stat block:
Ego Weapon
Small Construct
Armor Class: 15 + weapon rarity (Common = 0, Uncommon = +1, Rare = +2, Very Rare = +3, and Legendary = +4)
Hit Points: 10 + your Wizard level
Speed: fly 50 ft. (Hover)
The Ego Weapon copies your ability scores, and saving throw proficiencies.
Damage Immunities: Poison and Psychic
Condition Immunities: Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, and Poisoned
Senses: Blindsight 60 ft. (Blind beyond this radius)
Languages: Telepathy
False Appearance: While the ego weapon remains motionless and isn’t flying, it is indistinguishable from a normal weapon. This gives any attack rolls against the ego weapon disadvantage.
Actions:
Uses the attack of the weapon that you turned into an ego weapon.
As a bonus action, you are able to speak to your ego weapon telepathically, and command it. If given no command, the ego weapon does nothing. As an reaction to being attacked, you can block with your ego weapon making the attack target your ego weapon instead of you. When an ego weapon reaches 0 hit points, the ego weapon is destroyed. Ego weapons can be fixed using the mending spell, healing the ego weapon for 1d6 + your Intelligence modifier.
Equipment of Storing
10th level Arcane Battlesmith Feature
You can give one piece of equipment made with the Magical Equipment feature the ability to store spells. This has a casting time of 1 hour (1 hour of concentration), and only one piece of equipment can have this ability at a time. You can spend another action that also requires 1 hour of concentration to remove the ability to store spells off of a piece of equipment. This allows you to cast up 5 levels worth of spells at a time into the equipment of your choice. The spell has no effect, other than to be stored in the equipment. If the equipment can't hold the spell, the spell is expended without effect.
The level of the slot used to cast the spell determines how much space it uses.
While wearing this equipment, you can cast any spell stored in it The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the equipment is no longer stored in it, freeing up space.
Mastery of Battlesmithing
At 14th level, choose one of the following features to gain:
Extra Attack
14th level Arcane Battlesmith feature
You can attack three times, instead of twice, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips, or 1st level spells in place of one of those attacks.
Master Crafter
You can magical craft any weapon or armor (shields included) of your choice. This takes 1 hour, and roll a d100 during this time. This d100 determines what rarity of equipment you craft. 1-40 you craft a common, 41-60 you craft a uncommon, 60-75 you craft a rare, 76-86 you craft a very rare, 87-94 you craft a legendary, and 95-100 you craft an unique. (Unique rarity equipment isn’t an official thing in dnd just so you don’t get confused). You choose which variant of the item you wanted based on the rarity you rolled. For example, if you chose to craft a Longsword and got very rare, you can choose to craft a frost brand Longsword/Longsword of sharpness (both very rare Longswords) to name a few. You are proficient with any equipment you make using this feature. If you craft a legendary shield, you get a shield with +3 to AC (there are no official legendary shields).
Unique equipment are seen as miracles that have been performed. When you craft a unique piece of equipment, you gain +4 to attack rolls and damage rolls for weapons, and you have a +4 bonus to AC for shields and armor. Additionally, you can choose one of the following properties to give to your equipment:
Soul Reaping (Weapons)-
When you kill an enemy with this weapon, you can use your reaction to make the corpse into a ghoul. This reaction can only be done during night, and the ghoul is under your control.
Your ghouls have the same initiative as you, and go after you in initiative. You can mentally command ghouls under your control (no action required). If they aren’t given a command, they take the Dodge action. These ghouls are permanently under your control until they reach 0 hit points. When they reach 0 hit points, they return to the great beyond.
Deadeyes (Weapons)-
This weapon always attacks with advantage, and ranged attacks with this weapon ignore half cover and three-quarters cover.
Vampiric Blade (Weapons)-
When you hit an enemy with an attack from this weapon, you heal 1/4th of the damage you dealt.
Permanent Health (Armor)-
While wearing this piece of armor, you have immunity to being Blinded, Charmed, Deafened, Frightened, Petrified, Poisoned. Additionally, you heal an amount equal to your level at the beginning of your turn.
Demon King’s Armor (Armor)-
While wearing this piece of armor, you gain the following: Immunity to Necrotic and Poison damage, and the Poisoned condition. You gain resistance against Fire, Thunder, and Cold damage. Finally, you know the Abyssal language.
Holy Shield (Shield)-
While wielding this shield, you half any damage dealt to you by a fiend. Additionally, when a fiend hits you, they must take 2d10 radiant damage.
Shield of Hellfire (Shield)-
This shield always has the effects of the spell Fire Shield active. The flames made by this shield cannot be put out no matter what.
Weapon Combination
14th level Arcane Battlesmith feature
As an action, you can expend a spell slot to combine two weapons that are the same kind of weapon and rarity. Combining weapons gives the newly combined weapon double damage, and both of the special effects. An example of a combined weapon is: two combined common long swords equal a single common Longsword that does 2d8 damage and add double proficiency bonus to attack rolls. The level spell slot you consume to combine weapons depends on the rarity of the weapons. Common weapons take a 1st level spell slot, uncommon weapons take a 2nd level spell slot, rare weapons take a 5th level spell slot, very rare weapons take a 6th level spell slot, and legendary weapons take a 7th level spell slot. Combined weapons cannot be returned to their original forms, and cannot be combined with other weapons. This feature has one charge that resets after a long rest.







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