Artificer
Base Class: Artificer

A Weaponsmith is an artificer who has specialized in crafting, enhancing, and wielding their weapon as an extension of their very soul.

Creator Knows their Creations

3rd-level Weaponsmith feature

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.

Weaponsmith Spells

3rd-level Weaponsmith feature

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

Weaponsmith Spells
Artificer Level Spell

3rd

heroismshield

5th

mirror image, scorching ray

9th

hypnotic pattern, fireball

13th

fire shield, wall of fire

17th

awaken*, wall of force

 *This is a special version of awaken that cannot be used on beasts or plants but on a single weapon. It becomes an animated object that is an intelligent construct with AC, hit points, attacks, Strength, and Dexterity determined by its size per the charts below. Its Constitution, Intelligence, and Wisdom are 10 and its Charisma is 7. It awakens with an alignment that matches your own but this can change with time. It also gains the ability to speak one language you know. It has a flying speed of 30 feet and can hover. It has blindsight with a radius of 60 feet for melee weapons and 150 feet for ranged weapons, but is blind beyond that distance. It has a Passive Perception of 10. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.

Damage and Condition Adjustments. All weapons have Damage Immunity to Poison and Damage Resistance Piercing while melee weapons have Damage Vulnerability to Bludgeoning and ranged weapons have Damage Vulnerability to Slashing. They all have Condition Immunity to BlindedDeafenedParalyzedPetrified, and Poisoned.

Antimagic Susceptibility. The weapon is Incapacitated while in the area of an antimagic field. If targeted by dispel magic, the weapon must succeed on a Constitution saving throw against the caster's spell save DC or fall Unconscious for 1 minute.

False Appearance. While the weapon remains motionless, it is indistinguishable from a normal weapon.

The awakened weapon is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.

Awakened Melee Weapon Statistics
SIZE HP AC STR DEX ATTACK
Tiny 20 21 4 22 +10 to hit, 1d4 + 6 damage
Small 25 19 8 18 +8 to hit, 1d8 + 4 damage
Medium 40 18 16 10 +7 to hit, 2d6 + 3 damage
Large 50 17 18 8 +8 to hit, 2d10 + 4 damage
Huge 80 16 20 6 +9 to hit, 2d12 + 5 damage
Awakened Ranged Weapon Statistics
SIZE HP AC STR DEX ATTACK
Tiny 16 20 4 20 +9 to hit, 1d6 + 5 damage, 30/120 range
Small 20 19 6 18 +8 to hit, 2d4 + 4 damage, 80/320 range
Medium 32 18 8 16 +7 to hit, 2d6 + 3 damage, 100/400 range
Large 40 17 10 14 +6 to hit, 2d8 + 2 damage, 120/480 range
Huge 64 15 12 12 +5 to hit, 2d10 + 1 damage, 150/600 range

Arcane Armament

3rd-level Weaponsmith feature

Your crafting prowess has led to you making a weapon into a conduit for your magic. As an action, you can turn a weapon you are wielding into an Arcane Armament, provided you have smith’s tools on hand.

You gain the following benefits while wielding this weapon:

  • When you attack with an Arcane Armament you are always proficient with it and can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
  • You can use the weapon as a spellcasting focus for your artificer spells.
  • The weapon clings to its creator and cannot be disarmed from you or removed against your will.
  • As an action you can reforge the weapon into any other weapon (e.g. a longsword into a maul into a spear into a chain whip), provided you have smith’s tools on hand.

The weapon continues to be an Arcane Armament until you create another or you die.

Armament Infusions

3rd-level Weaponsmith feature

Your Arcane Armament is an ideal receptacle for Artificer Infusions. It can accept up to two infusions at level 3, three infusions at level 6, and four infusions at level 9. In addition, the maximum number of infusions you can infuse at once increase by 1 at level 6 and by 2 at level 9, but these extra infusions must be used on your Arcane Armament. Even if more than one infusion requires attunement, the Arcane Armament still only requires attunement once. For infusions used on your Arcane Armament that increase in bonus to +2 at level 10 they increase further to +3 at level 15. The infusions are kept if you reforge the weapon into a different type of weapon or choose a new weapon to be your Arcane Armament.

Artificer Infusions that are not normally applied to weapons can be used on your Arcane Armament, including but not limited to Enhanced Arcane Focus (the weapon is your spellcasting focus), Enhanced Defense (a weapon that guides you to parry and defend yourself, note you can still only use this infusion once among all the items you infuse), Helm of Awareness (i.e. a Weapon of Warning), Repulsion Shield (a weapon that knocks back enemies in melee), Spell-Refueling Ring (a weapon of spell storing), and, with DM approval, various Replicated Magic Items.

Extra Attack

5th-level Weaponsmith feature

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

Battlefield Smith

9th-level Weaponsmith feature

Your mastery of weaponsmithing rings out over the battlefield, affecting not only your weapon but the weapons of your allies. The spells Magic Weapon, Elemental Weapon, and Empowered Weapon (new, created for this subclass) are all always prepared for you and don’t count against the number of spells you can prepare each day. They are modified in the following ways for you, Magic Weapon requires a 1st level spell slot, Elemental Weapon requires a 2nd level spell slot, Empowered Weapon was written for this class requiring a 3rd level spell slot (but if it were given to other classes should require a 4th level spell slot), they only require a Bonus Action to cast, they do not require Concentration but can be maintained for 10 minutes per Artificer level, and they affect all weapons of yours or your allies within 10 feet of you, including weapons that start within that area but are thrown or shot out of it. At 15th level the range of this effect increases to 30 feet and at 20th level it increases to affect all allies within the same battlefield, no matter how far.

At Higher Levels. These spells show their increased effects for each level higher of Artificer spell slot used to cast them and can each be increased twice. So, Magic Weapon can be cast with a 1st, 2nd, or 3rd level slot for a respective +1, +2, or +3 to attack and damage rolls, Elemental Weapon can be cast with a 2nd, 3rd, or 4th level slot, and Empowered Weapon can be cast with a 3rd, 4th, or 5th level slot for their respective increasing benefits for all affected allies weapons.

Creation Knows its Creator

15th-level Weaponsmith feature

Your Arcane Armament becomes an adaptable multifunction weapon and a Sentient Magic Item. It no longer needs to be reforged to take on aspects of different weapons but can fluidly shift between them simultaneously, allowing it to be a weapon that can switch between Bludgeoning, Piercing, and Slashing damage at will while being used with one or two hands, that can be used in melee with a 10 foot reach to do 1d12 or 2d6 damage at its creator’s preference or at range for 150/600 feet to do 1d10 damage (or higher if Firearms are allowed in the campaign).

As a Sentient Magic Item it has an Alignment matching your own, an Intelligence of 14 plus your Proficiency Bonus, Wisdom of 10 plus your Proficiency Bonus, and a Charisma of 6 plus your Proficiency Bonus. It can speak, read, and understand Common and an additional language per bonus Intelligence modifier, as well as communicate with you telepathically over any distance. It can perceive its surroundings, including hearing and Darkvision, out to 120 feet. Generally it will have a Purpose and Conflict coinciding or aligning with your own from having been shaped and grown from you, but it has its own mind and preferences and in extreme will do what it feels it needs to do in what it sees are your best interest.

it gains an additional ability per Proficiency Bonus you have. Example abilities include, gaining the Light property regardless of size or shape, gaining the Thrown property with a range of 20/60 (or +20/60 on top of usual range), functioning as a Defender, scoring a critical hit on a 19 or 20, dealing an extra 1d6 damage, dealing double damage to a specific creature type (such as dragon, fiend, or undead), summon a creature of thematically appropriate type to act as a guardian, and functioning as a Vorpal Sword. Alternatively, the list of Artifact Minor and Major Beneficial Properties from the DMG can be considered with every third property being Major while the others are Minor.

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