Artificer
Base Class: Artificer

In the temples of Gond, the Faerûnian God of craft, smithing, and inventiveness, the creed is that no design, no matter how effective, is ever truly finished. Blade Forgers are artificers who take this tenet to heart, applying it directly to the art of war. They see the standard armaments of the world not as perfected tools, but as blueprints begging for revision. Through innovation and divine inspiration, they forge weapons that are dynamic, adaptive, and push far beyond the limits of conventional smithing.

Level 3: Forger's Proficiency


A Blade Forger knows how to wield his weapon as well as the tools required to craft it. You gain proficiency with Smith’s Tools and martial weapons. If you already have Smith's Tools proficiency, you gain proficiency with one other type of artisan’s tools of your choice.


Level 3: Blade Forger Spells


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

Blade Forger Spells

Artificer Level Spell

3rd

Thunderous Smite, Searing Smite

5th

Shining smite, Arcanomagnetic Repulsion

9th

Magnetite Shard, Vegetable Blade, Conjure Barrage

13th

Supernal Smite, Wall of Fire

17th

Splattering Smite, Conjure Volley

Level 3: Weapon Forging

 


Throughout the duration of 8 hours, inside a blacksmith's workshop (or similar function area), you can create or modify a personalized weapon.

Damage Dice: The weapon has a starting damage dice of 1d4. Refer to the chart below for how the dice damage is altered according to modifications (in increments of d2 each), up to a maximum of 2d12. If the damage dice falls below 1d4, it deals 1 damage.
As you gain experience in both the creation and harnessing of weapons, the quality of your weapon improves as well. This is reflected in the increased starting damage dice at higher artificer levels.

Artificer Level

3

5

9

13

17 

     

Damage Dice

1d4

1d6

1d8

1d10

1d12

2d8

2d10

2d12

 

Use the tables below to design your weapon.

Select one category:

Simple

No Modifier

Martial

Damage Dice +1d2


And then one style:

Light

Damage Dice -1d2

Versatile

Damage Dice +1d2 when using 2 hands

Two-Handed

Damage Dice +2d2

 

One damage type:

Bludgeoning, Piercing or Slashing

No Modifier

Fire, Cold, Lightning, Poison or Thunder

Damage Dice -1d2


And any property from the table below:

Reach

Damage Dice -1d2

 

Finesse

Damage Dice -2d2 

No dice cost if Light. Requires Martial.

Cumbersome

Damage Dice -2d2 

You can use strength for ranged attacks.  Incompatible with finesse.

Heavy

Damage Dice +1d2 

Incompatible with Light.

Thrown (20/60)

Damage Dice -1d2

Incompatible with Ammunition.

Ammunition

Damage Dice 

-2d2 (30/90) | -3d2 (50/200)

Allows for ranged attacks using dexterity.

Loading or Reload(6)

Damage Dice: +1d2

Reload as a bonus action or action (utilize).

Damage

Damage Dice -1d2

You can select up to two damage types and choose which is used on hit, applying the relevant reductions to base damage dice.

Hafted

Damage Dice -1d2

 

After you use the Attack action, you can use a Bonus Action to make a melee attack with the haft. The attack is made with -4d2 to the damage dice. Requires Two-Handed.

Attached

Damage Dice -1d2

Can’t be disarmed of this weapon, but donning or doffing the weapon takes an action. You can use a hand equipped with this weapon to hold items but can’t attack with the weapon while doing so. Requires Light.

You can only maintain a number of weapons up to half your proficiency bonus, rounded up. When you forge a new weapon while at the maximum number, the oldest weapon degrades, becoming unusable. The weapons you forge are mundane in nature.

A personalized weapon can be wielded by friendly creatures of your choice, but only if it is Simple.

Weapons with the ammunition property can be considered melee, ranged or both at once. Select an ammunition type when the weapon is created this way.

Reach and Finesse properties do not benefit ranged attacks. A melee weapon can use the Loading or Reload property. A weapon with the heavy property requires 13 str to make melee attacks and 13 dex to make ranged attacks without disadvantage.

Level 5: Mantle of the Forge Master

 


 At 5th level, you can channel the essence of your craft into a protective aura. The intense heat required to forge personalized weapons is beyond any ordinary fire. A Blade Forger's unyielding resolve to the craft manifests as this protective mantle, allowing them to work within the forge's heart unharmed and channel that captured flame into their attacks.

As a bonus action, you can weave into existence a fiery mantle that covers your body for 1 minute. While active, you gain the following benefits:

  • You have resistance to fire damage.
  • Your weapon attacks deal an extra 1d6 fire damage.

Once you use this feature, you can't do so again until you finish a long rest.  You can regain a use of this feature by expending one spell slot.

Level 5: Improved Weapon Forging

 


You can select masteries listed below and apply it to the weapons you create, one for each weapon, following the table below with the associated damage dice alteration.

You can use any mastery applied this way, but other creatures cannot benefit from it.

Graze, Push, Sap, Slow, Topple, Swift

Damage Dice: -1d2

Vex, Set

Damage Dice: -2d2

Cleave

Damage Dice: -1d2. Requires Heavy or Reach.

Nick

Damage Dice: -2d2. Requires Light. 

Brutal

Damage Dice: -3d2

Disarming

Damage Dice: -1d2. Incompatible with Two-Handed.

Entangling

Damage Dice: -1d2. Requires Reach.

Returning

Damage Dice: -1d2. Requires Thrown.

Level 9: Reliable Craftsmanship

 


Your countless hours of precise work at creation have made your hands impossibly steady and your techniques flawless.

Select one Artisan's Tool except for Smith's Tools and Woodcarver's Tools. Whenever you make an ability check with your chosen Artisan's Tool, Smith's Tools or Woodcarver's Tools, you can treat a d20 roll of 9 or lower as a 10.

Level 9: Arsenal Overload

 


 As an action, you can temporarily enhance your personalized weapons to their absolute limits. Depending on the type of personalized weapon you are currently wielding, you produce one of the following effects:

  • The melee weapon momentarily extends to giant proportions as you swing. All creatures in a 30-foot cone must make a Dexterity saving throw against your artificer spell save DC. 
  • Your ranged weapon fires a massive projectile that tears through the battlefield. Each creature in a 10 feet wide, 60-foot line must make a Dexterity saving throw against your artificer spell save DC. 

On a failed save, a creature takes damage equal to your proficiency bonus × d10, half damage on a success. The damage type can be slashing (if using the cone), piercing (if using the line), or fire. This damage is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Improved Mantle

At 9th level, your connection to the forge's heart deepens. Your movements take on the swift, relentless rhythm of a master smith hammering hot steel. 

While your Mantle of the Forge Master is active, you can make two attacks when you take the Attack action on your turn.

Level 15: Infusion Standardization


Your method of infusing your personalized weapons has become a precise and repeatable process. 

When you apply an infusion to one of your personalized weapons, you can replicate its effects across all other personalized weapons you maintain, provided they meet the infusion's prerequisites. Any weapon affected this way requires attunement and cannot be used by creatures other than you.

For example, you have 1 personalized melee weapons and 1 personalized ranged weapon. Applying the Enhanced Weapon infusion to either weapon allows both to benefit from a +2 bonus to attack and damage rolls. However, applying the Repeating Shot infusion to the ranged weapon will not replicate its effects on the melee weapon.

Level 15: Maximized Mantle

 


At 15th level, your mantle ignites with much greater intensity, causing your weapons to burn with the concentrated heat of a star. You weave spells into your strikes the same way you infuse your passion into every weapon you forge.

You gain the following benefits while Mantle of the Forge Master is active:

  • The extra fire damage from your mantle increases to 1d10.
  • When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your cantrips that has a casting time of an action.

Additionally, you can expend four total levels worth of spell slots as part of the bonus action to weave the mantle into existence, extending its duration to 8 hours (can be 2 level 2 slots, or 4 level 1 slots etc.).

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