Artificer
Base Class: Artificer

In the temples of Gond, the Faerûnian God of craft, smithing, and inventiveness, the creed is that no design, no matter how effective, is ever truly finished. Blade Forgers are artificers who take this tenet to heart, applying it directly to the art of war. They see the standard armaments of the world not as perfected tools, but as blueprints begging for revision. Through innovation and divine inspiration, they forge weapons that are dynamic, adaptive, and push far beyond the limits of conventional smithing.

Level 3: Forger's Proficiency


You gain proficiency with Smith’s Tools. If you already have this proficiency, you gain proficiency with one other type of Artisan’s Tools of your choice. In addition, when you craft an ordinary or magic weapon, the amount of time required to craft it is halved.

Level 3: Blade Forger Spells


You always have certain spells prepared after you reach particular levels in this class, as shown in the Blade Forger Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Blade Forger Spells

Artificer Level Spell

3rd

Thunderous Smite, Ballistic Smite

5th

Jam Weapon, Magic Weapon

9th

Lightning ArrowVegetable Blade

13th

Supernal Smite, Fabricate

17th

Steel Wind Strike, Swift Quiver

 

When a magical effect or ability is applied to one of your Forged Weapons, you can choose to duplicate the effect to any other mundane forged weapons (such as Magic Weapon). The weapons are considered magical while being affected this way.

Level 3: Weapon Forging

 


With 8 hours of uninterrupted work, you can create or modify a Forged Weapon.

Damage Dice: The weapon has a starting damage dice of 1d8. Refer to the chart below for how the dice size is altered according to modifications (in increments of d2 each), up to a maximum of 2d12, down to a minimum of 1d4.
As you gain experience in both the creation and harnessing of weapons, the quality of your weapon improves as well. This is reflected in the increased starting damage dice at higher artificer levels.

Artificer Level

 

 

3

9

13

17 

 

 

Damage Dice Size

1d4

1d6

1d8

1d10

1d12

2d8

2d10

2d12

 

Use the tables below to design your weapon. On creation, choose whether it is Simple or Martial.

Select one style:

Light

Dice Size -1

Versatile

Dice Size +1 when using 2 hands

Two-Handed

Dice Size +2

 

One damage type:

Bludgeoning, Piercing or Slashing

No Modifier

Acid, Fire, Cold, Lightning, Poison or Thunder

Dice Size -1


And any property from the table below: 

Reach

Dice Size -1

Does not benefit ranged attacks. 

Finesse or Cumbersome

Dice Size -1

Finesse does not benefit ranged attacks.

Heavy

Dice Size +1

Incompatible with Light.

Thrown (20/60)

Dice Size -1

Incompatible with Ammunition.

Ammunition (40/120) 

Dice Size -2 

Allows for ranged attacks using dexterity.

Loading or Reload(6)

Dice Size +1

Reload is a utilize action or bonus action.

Damage

Dice Size -1

Select a second damage type. On hit, pick which damage type is dealt.

Repeater

Dice Size -1

Ranged attacks only. Does not ignore Loading.

Hafted

Dice Size -1

Melee attacks only.

Attached

No Change

Requires Light.

You can maintain a number of Forged Weapons up to your proficiency bonus. When you create a new weapon while at the maximum number, the oldest weapon degrades, becoming unusable.
Forged Weapons are mundane in nature and for the purpose of features and spells, it has a value of 100gp (they cannot be sold). It can be used by creatures of your choice, and you can use it as a spellcasting focus.

Weapons with the ammunition property can be considered melee, ranged or both at once. Select an ammunition type when the weapon is created with the property.


At 5th Level: You can apply one mastery from the Player's Handbook (2024) to each Forged Weapon on creation or modification, which can only be used by yourself.

Level 5: Blade Breaker


You can overcharge the latent energy stored imbued inside the weapons you forge. When you attack with a Forged Weapon, you can use your Intelligence modifier, instead of your Strength or Dexterity modifier, for the attack and damage rolls.

Break 

  • After hitting a creature or object with a Forged Weapon, you can break the weapon and unequip it (no action required).
  • The weapon is considered broken and cannot be used to make attacks until it is repaired. Place a Blade Marker in an unoccupied 5x5 ft space adjacent to you or the target. 

Recall 

  • As a bonus action, choose a Blade Marker you can see created on a previous turn, which is then removed. You then repair one broken Forged Weapon. If you have free hands to wield it, you may immediately make one weapon attack with it against a target within range, otherwise the weapon is unequipped.
  • Alternatively, you can use a Magic action to recall all Blade Markers. Remove all Blade Markers and repair all your forged weapons. Weapons that exceed your free hand are unequipped (you choose which).
  • When removing a Blade Marker, draw a 5ft wide line between you and the marker. Creatures and objects you choose in the line must make a Dexterity saving throw against your spell save DC or take 3d6 Force damage. A creature can only take damage this way once per turn.

Blade Markers are tiny objects, and the space is not considered occupied, remaining until the Forged Weapon is repaired.

 

Level 9: Flash of Steel


When you use expend a use of your Flash of Genius feature, you can make a weapon attack against a target within your reach or range as part of that same reaction.

Improved Blade Breaker 

  • Once per turn, when you break a weapon as part of Blade Breaker, roll a number of d4s equal to your proficiency bonus and add the result to the attack's damage. The damage type is Force and is affected by critical hits.
  • When you use a Magic action to recall all blade markers, creatures can take damage this way multiple times in a turn (they make a saving throw for every Recall line passing through their space).

Level 15: Weapon Fusion


You have gained the ability to incorporate the work of others into your creations. 

Weapon Fusion. 

  • As part of modifying a mundane Forged Weapon, you can dismantle and incorporate a Magic Item of your choice into the Forged Weapon. The Magic Item must be a weapon, and the Forged Weapon and base type of the magic weapon must be the same (melee or ranged).
  • Replace base weapon properties of the Magic Weapon with the properties from your Forged Weapon, including mastery and base damage dice. If the base damage dice or property is modified as part of the magic weapon's features, you choose which property is replaced. The Forged Weapon becomes a magical item.
  • If the Magic Weapon requires attunement, the Forged Weapon also requires attunement after the Fusion. 
  • The fusion lasts until you separate the Magic Weapon from the Forged Weapon, which can be done as part of modifying it.

Reliable Forger. Whenever you make an ability check as part of crafting a Weapon, you can treat a d20 roll of 9 or lower as a 10.

Level 20: Variant Capstone: Expendable Masterpiece

When you reach level 20 Artificer, you can choose to replace the Soul of Artificer capstone with this feature.


Your forged weapons carry a portion of your own magic and soul, as such, you have an innate understanding how to unleash this potential in a short but impactful duration. Even if such a process would cause the weapon itself to break apart in its entirety.

 

At the start of your turn (no action required), you can push the limits of one or more of your Forged Weapons. It sheds Bright Light in a 30ft radius and gains all of the following benefits:

  1. It's magic bonus to attack and damage roll is doubled (e.g. +2 becomes +4).
  2. On a hit with a weapon attack, you can place a Blade Marker without using the Break feature.
  3. Additionally, on a hit with a weapon attack, half of the total damage roll is dealt in a 15ft cone(melee) or 15ft radius(ranged) to creatures and objects. The cone extends in a direction you choose from its point of origin (the initial creature hit), and the radius is centered on the initial hit. The damage type is your choice of Bludgeoning, Piercing, Slashing or Force, and can damage the original target if you choose.

At the end the turn, the chosen Forged Weapons shatters. It is considered severely broken and cannot be used to make attacks until it is repaired over the course of a long rest. If it is a fusion, it loses all magical properties until it is repaired, and you are immediately unattuned to it if you previously were (unless a curse is preventing you from doing so).

Previous Versions

Name Date Modified Views Adds Version Actions
2/6/2026 9:46:11 AM
21
0
0.5
Coming Soon
2/7/2026 10:16:38 AM
32
1
--
Coming Soon
2/9/2026 4:39:21 AM
46
0
1.5
Coming Soon
3/25/2026 4:37:51 PM
109
18
1.51
Coming Soon
3/31/2026 7:31:27 AM
110
2
25/03/2026
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes