Base Class: Artificer
You have learned how to wield weaponry in tandem with magic, flowing smoothly with your spellcasting and channeling your magic through your blade
Tools of the Trade
3rd-level bladesmith feature
You gain proficiency with martial weapons. You also gain proficiency with smith’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Bladesmith Spells
3rd-level Bladesmith feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Bladesmith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Bladesmith Spells
| Artificer Level | Spell |
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3rd |
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5th |
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9th |
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13th |
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17th |
Arcane Weapon
3rd-level Bladesmith feature
Your metallurgical pursuits have led to you making weapons a conduit for your magic. As an action, you can turn a weapon you are wielding into Arcane Weaponry, provided you have smith’s tools in hand.
You gain the following benefit while wielding this weapon:
- You can use the arcane weapon as a spellcasting focus for your artificer spells.
The weapon continues to be Arcane Weaponry until you create another Arcane Weapon or you die.
Weapon Model
3rd-level Bladesmith feature
You can customize your Arcane Weapon. When you do so, choose one of the following weapon models: Physical or Elemental. The model you choose gives you special benefits while you wield it.
Each model includes a special effect. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.
You can change the weapon's model whenever you finish a short or long rest, provided you have smith’s tools in hand.
Elemental
You customize your weapon for elemental strength. It has the following features:
Elemental Augment. when you land a strike on a creature with this weapon it deals 1d6 chromatic damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 chromatic damage to that target.
Elemental Flare. Other creatures that have been struck by your elemental augment have disadvantage to hit you as when they attempt to the elements flare up around them
Physical
You design your weapon to be forceful in combat. It has the following features:
Empowered strike. when you land a hit with this weapon, it deals an extra 1d6 damage. the first time a creature hit by the weapon on your turn it must succeed on a strength saving throw against your spell save dc or be pushed back 10ft as the weapon magically emits a pulse when the creature is struck.
Assisted Aim. As a bonus action, you can gain advantage on your next attack before the end of your turn. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Extra Attack
5th-level Armorer feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Weapon Modifications
9th-level Bladesmith feature
You learn how to use your artificer infusions to specially modify your Arcane Weapon. Your Arcane Weapon can now hold 2 infusions simultaneously.
Perfected Weapon
15th-level Bladesmith feature
Your Arcane Weapon gains additional benefits based on its model, as shown below.
Physical. Your arcane weapon can now overcome resistance and treat immunity as resistance for its damage.
When a creature fails its save against your empowered strike it is both pushed back and knocked prone
Elemental. Your Arcane Weapon’s damage can now fully be replaced by the damage type you choose for your extra damage which allows you to overcome resistance to that instance of damage
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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9/24/2023 9:49:51 PM
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4
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Coming Soon
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