Artificer
Base Class: Artificer

A Weaponsmith is a master of both using weapons, and crafting them. This knowledge allows them to create their own magical weapons, which they can use to turn the tide of battle. Weaponsmith's have been valued throughout history as a rare, yet necessary contributor to any conflict.

Bonus Proficiencies

When you adopt this specialization at 3rd level, 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

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Weaponsmith 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 Weaponsmith Spells
3rd Bane, Searing Smite
5th Heat Metal, Magic Weapon
9th Elemental Weapon, Haste
13th Raulothim's Psychic Lance, Stoneskin
17th Banishing Smite, Holy Weapon

 

Weapon Craft

Beginning at 3rd level, when you finish a long rest, you can use your smith's tools to create new weapons, or modify existing ones. If you create new weapons, you must have adequate materials, whose cost is no less then half the cost of the weapon you are creating. These materials are consumed when you create the weapon. These weapons become your Crafted Weapons, and gain certain benefits, listed below.

  • When you create the weapon, choose one of the following damage types: acid, cold, fire, lightning, poison, thunder. When a creature deals damage with that weapon, they can replace the normal damage type with the selected damage type.
  • You can use your intelligence modifier on the attack and damage rolls for these weapons.
  • You can ignore any Strength or Dexterity requirement the weapon has.

Specialized Weapon

Beginning at 3rd level, when you use your Weapon Craft feature to make a Crafted Weapon, you can select one of the weapons to turn into your specialized weapon. When you do so, you can ignore the material cost of crafting a new weapon. You can only have one specialized weapon at one time, and if you created the weapon, it disintegrates when it stops being your specialized weapon. You can use your specialized weapon as a spellcasting focus for your artificer spells, and you can use the mastery property of the weapon. Additionally, when you create your specialized weapon, you can alter it by applying special properties, called customizations. Choose two of the following customizations listed below :

Explosive Weapon

Once per turn, when you make an attack using this weapon, you can cause the target, and each creature of your choice within 10 feet of the target to make a dexterity saving throw against your spell save DC. On a failure, they take damage equal to 1d10, or take have as much damage on a successful save. The damage type matches the one you selected when you made this weapon into a Crafted Weapon. You can use this feature a number of times equal to your intelligence modifier. You regain one use when you finish a short rest, and regain all expended uses upon finishing a long rest.

Extended Weapon

The weapon's reach extends by 5 feet, and if it has the Ammunition or Thrown property, it's short and long ranges each increase by 30 feet.

Forceful Weapon

When you hit a creature with an attack using this weapon, you can push the creature up to 5 feet straight away from you, if it is large or smaller. Additionally, once per turn, you can force the creature to make a strength saving throw against your spell save DC, and apply one of the following effects on a failure:

  • The creature is pushed an additional ten feet away from you
  • The creature gains the prone condition.

. You can cause a creature to make this saving throw a number of times equal to your intelligence modifier. You regain one use when you finish a short rest, and regain all expended uses upon finishing a long rest.

Guided Weapon

Once per turn, when you miss an attack roll with your guided weapon, you can make another attack roll a different creature within the weapons range as apart of the same attack. You can use this feature a number of times equal to your intelligence modifier. You regain one use when you finish a short rest, and regain all expended uses upon finishing a long rest.

Quick Weapon

If this weapon has the light property, you can replace its normal mastery property with the nick mastery property. Additionally, as a bonus action, you can make on attack with this weapon. You can make take this bonus action a number of times equal to your intelligence modifier. You regain one use when you finish a short rest, and regain all expended uses upon finishing a long rest.

Thrown Weapon

The weapon gains the thrown property, with a short range of 30 feet, and a long range of 60 feet. If it already has this property, than its short and long ranges increase by the respective amounts. The weapon returns to the wielder’s hand immediately after it is used to make a ranged attack.

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Weapon Modifications

At 9th level, you learn how to use your artificer infusions to specially modify your weapons. When you finish a short rest, you can swap out one of your specialized weapon's customizations for another one. If the new customization has a number of expendable uses, then it has only one remaining use when you give the weapon that customization. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be applied to your crafted weapons.

Ultimate Weapon

At 15th level, you can give any specialized weapon you create three customizations, rather than two. Additionally, the following customizations become available to you:

Deflecting Weapon

When a creature hits you with an attack and deals damage to you, you can attempt to deflect the attack using your specialized weapon. As a reaction, roll damage as if you had hit a creature with an attack with this weapon, and reduce the damage done by the total amount. When you do so, you can choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see withing 60 feet of yourself if the attack was a ranged attack. That creature must succeed on a dexterity saving throw against your spell save DC, and on a failure, takes damage equal to the amount you reduced the initial attack. The damage type matches that of the initial attack. You can use this reaction a number of times equal to your intelligence modifier. You regain one use when you finish a short rest, and regain all expended uses upon finishing a long rest.

Smiting Weapon

Once per turn, when you hit a creature with an attack using this weapon, you can deal 2d8 additional damage to that creature. This damage type matches the damage type you selected when this weapon became your crafted weapon. You can use this feature a number of times a number of times equal to your intelligence modifier. You regain one use when you finish a short rest, and regain all expended uses upon finishing a long rest.

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