Artificer
Base Class: Artificer

As an Arcane Weaponsmith you have developed further ways to enhance and combine weapons thus leading you to a new form of combat that makes use of this style of tinkering you had originally discovered.

Tool Proficiency

You gain proficiency in smiths tools or one other type of artisan's tools if you already have this proficiency.

Arcane Weaponsmith Spells

3rd-level Arcane Weaponsmith feature

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

Arcane Weaponsmith Spells

ARTIFICER LEVEL SPELL

3rd

hunter's mark, cause fear

5th

branding smite, warding wind

9th

elemental weapon, slow

13th

elemental bane, freedom of movement

17th

holy weapon, steel wind strike

Combat Training

3rd-level Arcane Weaponsmith feature

Your combat training and your experiments with magic have paid off in three ways ways:

  • You gain proficiency with martial weapons.
  • You gain proficiency with heavy armor.
  • 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.

Trick Weapon

3rd-level Arcane Weaponsmith feature

In your tinkering and experimentation, you have learned to create weapons that transform and adapt to your needs in combat. When you finish a long rest, you can combine two weapons you touch into a trick weapon. The trick weapon is a single weapon with two forms, each of which has the properties and damage of one of the weapons used to create it. When you take the attack action on your turn, you can use a bonus action to transform the trick weapon into its other form and make one attack with it. The two forms of the trick weapon count as separate for the purposes of your artificer infusions, and any magical properties of a weapon only apply when its form is active.

Extra Attack

5th-level Arcane Weaponsmith feature

You can attack twice, rather than once, whenever you take the Attack action on your turn.

Infused Strikes

9th-level Arcane Weaponsmith feature

Your trick weapon can be infused with arcane energy to deal extra damage when you hit a creature with it, and bolster yourself. When you hit a creature with your trick weapon as part of the attack action, you can choose to infuse the attack with elemental energy. The attack deals an extra 2d6 acid, cold, fire, lightning, or poison damage (your choice) and you gain temporary hit points equal to the extra damage. You can use this feature a number of times equal to your intelligence modifier, and regain all expended uses when you finish a long rest.

Perfected Weapon

15th-level Arcane Weaponsmith feature

Your trick weapon has reached new levels of efficiency and power. It gains the following benefits.

  • You can transform your trick weapon into its other form as a free action on your turn.
  • You can choose to make your extra attack with one or both forms of the weapon.
  • Your infused strikes deal lingering damage to enemies. When you hit a creature with an infused strike, it takes an additional 2d6 damage of the same type at the start of its next turn. You can choose to gain temporary hit points equal to the damage dealt.
Arcane Weaponsmith Image

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