Base Class: Fighter
The Arcane Smith is a master of his craft, able to act quickly and efficiently no matter the situation. There are few things more dangerous than a skilled warrior able to change their weaponry in a blink of an eye.
Expert Craftsman
When you choose this archetype at 3rd level, you gain proficiency with Smith’s Tools, Tinker’s Tools and Carpenter’s Tools.
Weapon Conjuration
Starting at 3rd level, you gain the ability to analyze any weapon you see and use it as your own. As a bonus action on your turn, you can conjure up to 2 replicas of any armament you have seen before including (but not limited to) shields, armor, magic items and melee or ranged weapons. These items retain every property of the original, however you don’t gain knowledge of the weapon’s magical effects and you are unable to conjure very rare, legendary or Artifact items this way. Objects created by this feature are destroyed after 10 minutes or if they are more than 30 feet away from you. At any time you can destroy one or more objects summoned by you using this feature (no action required).
You can use this feature a number of times equal to your proficiency bonus + half your fighter level rounded down. You regain all expended uses of it when you finish a long rest.
Instantaneous Defenses
Starting at 7th level, you are able to conjure a barrier to shield you from enemy attacks. At any time you can use your reaction to conjure a magical shield with 10hp that absorbs any damage you would have taken until it’s hp is reduced to 0. Any excess damage carries over to you. The shield disappears at the start of your turn or when it's hp is reduced to 0.
The shield’s hp doubles when you reach certain levels in this class: 10th, 15th, and 18th level.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of it when you finish a long rest.
Excellent Conjuration
Starting at 10th level, your ability to conjure armaments achieves new heights. When you conjure an item with the use of the Weapon Conjuration feature you gain full knowledge of it’s magical effects and you’re considered proficient with it. You also gain the ability to conjure very rare items.
Weapon Enhancement
Starting at 15th level, you learn to enhance weapons you conjure and make them better than the original. When you conjure a weapon with the use of Weapon Conjuration feature you can enhance it in one of the following ways:
- Change the damage type of the conjured weapon to: fire, cold, poison, necrotic, radiant or thunder
- Increase the conjured weapon’s damage by 1d8
- Attacks with the conjured weapon score a critical hit on a roll of 19 or 20
Arcane Forge
Starting at 18th level, you gain the ability to manifest an arcane forge which represents the inner workings of your mind. As an action you can transport all creatures within 500 feet of you into a demiplane of your creation. The appearance of the demiplane resembles a battlefield in which you can fight the most freely and is determined by you the first time you use this feature. While you are inside the demiplane you gain the following benefits:
- You can use the Weapon Conjuration feature with no action required up to 2 times during your turn without expanding it’s uses.
- You regain 1 use of the Instantaneous Defenses feature at the start of your turn
- When you use the Weapon Enhancement feature you can choose 2 enhancement options instead of 1.
- You gain the ability to conjure legendary items, however they disappear outside the Arcane Forge.
The demiplane collapses after 5 minutes and all creatures within it return to the plane in which this feature was used in an unoccupied space within 10 feet of the place they vanished from.
Once you use this feature, you can’t use it again until you finish a long rest.







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