Base Class: Artificer
Whereas a normal artificer makes robots or potions, a swordsmith's job is a simple one. To make weapons. Blades that can cut through karma, bonds, causality, destiny, and fate itself.
Tool Proficiency
3rd-level Swordsmith feature
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.
Swordsmith Spells
3rd-level Swordsmith feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Swordsmith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Swordsmith Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Smith's Aptitude
3rd-level Swordsmith feature
Your extensive crafting of weapons has made you proficient in their use as well as using tools themselves as weapons. You gain proficiency with martial weapons, and smith's tools are considered a simple melee weapon that deal 1d6 bludgeoning damage on a hit and have the light and thrown property.
Eternal Workshop
3rd-level Swordsmith feature
Your expertise in fusing magic and metal to form weaponry enables you to create weapons anywhere, so long as you have smith's tools. You gain the following benefits:
- When you create a melee weapon (magical or otherwise) it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
- You can instantly attune and un-attune to any magic melee weapons you create.
- When you use the identify spell to identify a melee weapon, you ignore its verbal, somatic, and material components. When you cast the identify spell as a ritual, it only takes 1 minute, rather than 10 minutes.
- You can craft melee weapons anywhere, under any conditions, so long as you have the necessary materials and smith's tools. You may use gold coins to substitute the necessary materials, so long as the amount of gold used is equivalent to the material's values. The coins irretrievably coalesce and transforms into the materials as part of the crafting process, magically forming even nonmetal materials.
- As part of a long rest you can work on crafting a weapon, and it is considered one workday of progress.
Weapon Infusion Specialist
3rd-level Swordsmith feature
You know the basics of how to make a great magical weapon. You gain the Enhanced Weapon infusion, and it does not count towards your total number of known infusions. In addition, the maximum number of items you can infuse at once increases by 1, but this extra item must be used for the Enhanced Weapon infusion and infused in a melee weapon.
Extra Attack
5th-level Swordsmith feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Overload Caliber
9th-level Swordsmith feature
You've learned how draw out a weapon's maximum power, even to the point of a weapon self-destructing after use. All melee weapons you wield gain a +1 bonus to attack and damage rolls. This is in addition to any other magical bonus a weapon would receive. The weapon is also considered magical for the purposes of overcoming resistance. Additionally, when you hit a target with a melee weapon attack you can cause the attack to deal extra force damage to the target, in addition to the weapon’s damage. The extra damage is 2d12, plus 2d12 for each rarity above common. The weapon is destroyed after the attack ends.
Any melee weapons affected by the enhanced weapon, radiant weapon, or returning weapon infusion are considered uncommon rarity for the purposes of this feature. Melee weapons affected by the enhanced weapon infusion are considered rare rarity when you reach 10th level in this class.
You can cause force damage this way a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Weapon Infusion Master
9th-Level Swordsmith Feature
Thanks to constant repetition, you learn how to infuse multiple objects with the same infusion, so long as they are melee weapons. You can have multiple instances of the same infusion applied to different weapons. In addition, the maximum number of items you can infuse at once increases by 1, but those extra items must be melee weapons.
Masterwork of Blades
15th-level Swordsmith feature
Your infusions on weapons become more powerful:
- The enhanced weapon infusion now grants a +3 bonus to attack and damage rolls made with it when applied to a melee weapon. It is also considered very rare rarity for the purposes of this class.
- The radiant weapon and returning weapon infusion now grants a +2 bonus to attack and damage rolls when applied to a melee weapon. They are considered rare rarity for the purposes of this class.
Choose one melee weapon that has the enhanced weapon infusion. It is instead considered legendary rarity for the purposes of this class. It gains the additional following properties:
- Any damage that would occur when this weapon hits a target ignores resistance and immunity to damage types.
- The weapon scores a critical hit on a roll of 19-20.
- Once per long rest when you score a critical hit with that weapon, you deal the maximum amount of damage possible with that attack, rather than rolling damage. The weapon is destroyed after the attack ends, and the wielder immediately dies after the attack ends. This death cannot be prevented in any way. The wielder cannot be revived by spells lower than 7th level if they die this way.
Comments