Battlesmith Weapon Master
Prerequisite: Artificer
Your martial skill is nothing compared to your mechanical brilliance, you have analyzed the weapons you are proficient in and have developed Experimental Weapon Masteries. Rather than train with a weapon, you've modified the weapon to work for you—tweaking internal harmonics, embedding sigils, and hijacking feedback loops. You’ve achieved full access to two weapon masteries... mostly.
You gain the following benefits.
Mastery Property. Your arcane experimentation with weapons allows you to use the mastery property of two kind of Simple or Martial weapon of your choice, provided you have proficiency with them. Whenever you finish a Long Rest, you can change the kind of weapon to another eligible kind.
Experimental Instability. Each time you use a weapon that has an active mastery property granted by this feat, immediately after that use, roll a d20: On a 1–3, the arcane modulator overloads, and you lose access to that weapon’s mastery until it is repaired.
You may not use the mastery from that weapon again until:
- You complete a short or long rest and spend 10 minutes repairing the system using Tinker’s Tools.
Each selected weapon type is tracked separately. One can break while the other remains active.
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