Base Class: Artificer
In the hands of an artificer a weapon is just another tool – and every tool can be improved. With clever use of surface level enhancements, magical runes and other methods, even an already mastercrafted weapon can be significantly improved without the need to reforge it. An Arms Master’s training and inventiveness can make them a formidable opponent.
Tools of the Trade
You gain proficiency with martial weapons and Smith’s Tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Arms Master Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Arms Master Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you can prepare.
|
Artificer Level |
Spell |
|
3rd |
Magic Missile, Shield |
|
5th |
Branding Smite, Spiritual Weapon |
|
9th |
Conjure Barrage, Haste |
|
13th |
Fire Shield, Summon Construct |
|
17th |
Holy Weapon, Steel Wind Strike |
Master’s Multitool
Your view of weapons as tools has allowed you to make remarkable advancements. When you reach 3rd level, you have learned to combine multiple weapons into one. Whenever you finish a long rest, you can touch up to two weapons that you are proficient with, turning them into one of the base weapons used in its creation. Weapons you select for the multitool must lack the heavy, two-handed, and special properties. Any effects applied to your multitool affect both weapons. Each weapon in the multitool counts as separate items for the purpose of Artificer Infusions. The multitool gains the following properties:
- You can use your Intelligence modifier, instead of Strength or Dexterity modifier, for its attack and damage rolls.
- You cannot be unwillingly disarmed of the weapon.
- It counts as a spellcasting focus for your Artificer spells.
- You can use a bonus action to swap between the weapons.
- If it is on the same plane of existence or in its pocket dimension, you can summon the weapon or stow it away as a bonus action on your turn, causing it to teleport instantly to your hand or back to its pocket dimension.
The multitool splits into its components when you die, if you create a different multitool, or if you split them at the end of a long rest.
Weapon Savant
You can apply your infusions to magic items so long as the item is part of your multitool and the item and infusion do not both require attunement. Only one infusion that requires attunement may be on your multitool at a time.
Whenever you make an ability check with Smith’s Tools, you can roll a d4 and add the number rolled to the ability check.
Extra Attack
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Additionally, attacks made with your multitool (both melee weapon and melee spell attacks) deal an additional 1d6 force damage on a hit. This damage increases to 2d6 at level 15.
Improved Multitool
Your multitool can have three infusions at once, and it qualifies as a shield, wand, and weapon for the purposes of your infusions. At level 15 it can have four infusions at once. These bonus infusions do not count against your infusion limit (1 additional at 9th and 2 additional at 15th).
At any given time, a maximum of two of the infusions on your multitool may require attunement. Though they share one attunement slot. This number increases to three at level 15.
Additionally, your Multitool can include a third weapon at this level and a fourth at level 15. You no longer have property restrictions when choosing weapons for your multitool. You can also now swap which weapons are in your multitool on a short or long rest.
Overdrive
You can empower your compound weapon, pushing its capabilities to the limit. As a bonus action, you can put your multitool in Overdrive for a number of rounds equal to your Intelligence modifier. While in Overdrive, your multitool gains the following additional properties:
- Attacks made with your multitool (both melee weapon and melee spell attacks) deal an extra 2d6 force damage.
- As part of the bonus action to activate this feature, and on subsequent turns as a bonus action, you may make a single attack with your multitool.
You can use this feature once per long rest. While you have no uses of this feature available, you can expend a spell slot of 3rd level or higher to use this bonus action again. After using this feature a number of times equal to your proficiency bonus, your multitool splits into its components parts and you must complete a long rest in order to create a new one.







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