Artificer
Base Class: Artificer

The artificers were the finest weapon smiths in the realms' history. As a Forge Master, you carry on these ancient traditions, creating mystical weapons and armor, strengthening allies on the battlefield, and bringing down enemies with weapons imbued with your own soul energy. You may have learned these techniques from the masters of your clan. Are you content to follow ancient traditions, or do you want to add your own innovations? Did you learn these techniques from a mentor? Did you steal this knowledge? Or are you replicating these traditions on your own?

Tool Proficiency

When you adopt this specialization at 3rd level, 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.

Forge Master Spells

Artificer Level Spell

3rd

shield, zephyr strike

5th

detect thoughtsspiritual weapon

9th

beacon of hope, counterspell

13th

death wardfire shield

17th

steel wind strikewall of force

Battle Ready

When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:

  • You gain proficiency with martial weapons.
  • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Soul Blade

At 3rd level, you learn to imbue a weapon with a fraction of your spirit. The smiths of old call this weapon your "Soul Blade" Imbuing your soul blade works like infusing an item, but does not count toward your maximum number of infused items.

When you finish a long rest, you can touch a magic or nonmagical simple or martial melee weapon, which becomes your soul blade. Once imbued, your soul blade is a magic weapon that grants a +1 bonus to attack and damage rolls, unless the base weapon you imbued already grants a higher bonus. This bonus increases when you reach certain levels in this class, increasing to +2 at 9th level and +3 at 15th level. If the weapon you imbued has the thrown property, it returns to your hand immediately after it is used to make a ranged attack. If the weapon you imbued requires attunement, it does not count toward your maximum number of attuned items.

Your soul blade's benefits remain until the weapon is destroyed or until you use this ability to imbue a new item with this power. Other creatures can’t benefit from your soul blade’s powers, and to them, it functions as the unimbued weapon did.

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Runes of War

At 9th level, you gain the ability to enhance the weapons of your squad, targeting the damage to the weakness of your enemies.

As an action, you can activate an aura that extends from you in a 30-foot radius. The aura moves with you, centered on you, and lasts for 1 minute or until you are incapacitated. When you activate this aura, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Each creature of your choice in the aura deals an extra 1d4 damage of the chosen type when it hits with an attack.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses after a long rest.

Perfect Weapon

At 15th level, you learn how to imbue your soul blade with additional power, and how to draw on it in time of need. The first time you attack with your soul blade on your turn, you can transfer some or all of its bonus to your armor class, instead of using the bonus on any attacks that turn. For every 1 you reduce your attack and damage rolls by, you gain +1 to your AC. As long as you continue holding your soul blade, the AC bonus remains in effect until the start of your next turn.

Additionally, when you finish a long rest, you can select one of the following benefits. Until you finish your next long rest, you gain the selected benefit whenever you’re holding your soul blade.

  • You have resistance to psychic damage, and you can’t be charmed or frightened.
  • You use your soul blade to channel the elements. When you select this ability, select one of the following damage types: acid, cold, fire, lightning, or thunder. When you hit with your soul blade, the target takes an extra 1d6 damage of the chosen type.

Previous Versions

Name Date Modified Views Adds Version Actions
5/5/2022 7:17:26 PM
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