Base Class: Artificer
You've learned to mold weapons to your exact specifications. No more, no less. This has given you a lot of freedom and creativity on the battlefield, but be warned, too much flexibility will leave you unable to stand against a steady foe. Strike the right balance, and charge to victory!
Honed Intuition
3rd level Weapon Specialist feature
Your training with forging weapons has helped learn to wield them as well. You gain proficiency with martial weapons, you also gain proficiency with smith’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice. Your battle training has also enabled you to add your Intelligence modifier to Perception and Survival checks.
Weapon Specialist Spells
3rd-level Weapon Specialist feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Weapon Specialist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Weapon Specialist Spells
Artificer Level | Spell |
---|---|
3rd |
|
5th |
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9th |
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13th |
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17th |
Modify Weapon
3rd-level Weapon Specialist feature
You've learned how to modify your weapons. At the end of long rest you can apply a feature to your weapon that it normally doesn't possess. You can activate this property as an action a number of times per long rest equal to your proficiency bonus. This property lasts for 1 minute, or until dismissed as a bonus action. (A melee weapon cannot be given the ranged property.)
Constructed Weapon
5th level Weapon Specialist feature
You understand the ins and outs of crafting a weapon like no other. An amount of times per day, equal to your proficiency bonus, you reassemble your weapon into a new weapon as an action, and can make one attack with the constructed weapon as a bonus.
If you assemble a new melee weapon, you can make a weapon attack as a bonus action that deals an extra 1d4 fire damage.
If you assemble a new ranged weapon, there is 1 preloaded shot you may fire as a bonus action.
Any modifiers (+1, vicious, dragonslayer, etc.) carry over to the new weapon.
Any Infusions on the old weapon are lost and must be reapplied, including attunement, and you must take ten minutes to apply a property to the new weapon.
The weapon is considered magical in terms of overcoming resistances, and may be used as a spellcasting focus for the Weapon Specialist.
At level 15 you may perform this action an amount of times equal to your proficiency bonus plus your Intelligence modifier.
Extra Attack
5th-level Weapon Specialist feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Constructed Shield
9th level Weapon Specialist feature
An amount of times equal to your proficiency bonus, when you are hit with an attack of any kind, but before you know the damage, you may reconstruct your Constructed Weapon into a shield. This reaction reduces damage equal to 1d8 + your Intelligence modifier from the initiating attack, and increases your AC by 2 until removed or disassembled. Additionally, the shield counts a simple melee weapon, dealing 1d6 + Strength modifier.
All other rules for Constructed Weapons apply.
Perfect Weapon
15th level Weapon Specialist feature
You have become perfectly in tune with your constructs, and you gain the following benefits.
- You can add two properties to your weapon instead of one after a long rest.
- You can disassemble and reassemble an amount of times per long rest equal to your proficiency bonus plus your Intelligence modifier.
- An amount of times per short rest equal to your Intelligence modifier, between your first and second attack, you can disassemble and reassemble your weapon. This does not count against your standard disassembling. If you have more than two attacks (i.e. Fighter, Monk, Haste, etc.) you may not switch weapons after the second attack.
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