Artificer
Base Class: Artificer

This is a work in progress subclass

Tools of the Trade

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.

Forge Master Spells

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

Artificer Level Spell

3rd

hellish rebuke, hunter's mark

5th

branding smite, spiritual weapon

9th

fireball, haste

13th

fire shield, stoneskin

17th

flame strike, creation

Forge Master's Grip

As an action, you can imbue a weapon you are wielding with magical properties. The weapon gains the following benefits:

  • If this weapon has the two handed or loading property, you can ignore those properties.
  • You can use this weapon as a spellcasting focus for your artificer spells.
  • This weapon can’t be removed against your will.
  • You gain resistance to fire damage while wielding this weapon.

The weapon loses these benefits if you choose to wield another weapon or you die.

Fresh from the Forge

When you hit a creature with a weapon attack, you can expend one spell slot to deal fire damage to the target, in addition to the weapon’s damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6.

Extra Attack

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

Strengthened Steel

Your weapon attacks now gain added features depending on the type of damage they inflict. When you hit a creature with an attack as part of your Attack action, you can choose to make a bonus action attack at disadvantage. If you make an attack roll using this feature without disadvantage, you gain no other benefits of this feature.

  • Bludgeoning - The creature must make a Strength saving throw against your spell save DC or be knocked back 15 ft and become prone.
  • Piercing - The creature must make a Dexterity saving throw against your spell save DC or have your weapon temporarily lodged in themselves. A creature with a weapon lodged in this way makes all attack rolls with disadvantage until a creature uses an action to remove the lodged weapon. The weapon returns to your hand or quiver at the beginning of your next turn or when a creature uses an action to remove it.
  • Slashing - The creature must make a Constitution saving throw against your spell save DC or start bleeding. Whenever a bleeding creature is hit by an attack, they take an extra 1d4 damage of the attack’s damage type. A creature stops bleeding at the beginning of your next turn.

You can use this feature a number of times equal to your Intelligence modifier (minimum 1) and regain all uses after a long rest.

Forge Master's Fury

As an action, you can enter your Forge Master’s Fury state, gaining the following benefits for 1 minute:

  • You gain immunity to fire damage.
  • Your weapon attacks score a critical hit on a 19 or 20 on the d20.
  • Your weapon attacks ignore resistance to fire damage.

Once you use this feature, you can’t use it again until you finish a long rest.

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