Artificer
Base Class: Artificer

Weaponsmiths specialize in crafting and modifying weapons to suit their needs in battle. Weaponsmiths are known for their Arcane Weapons which they use to channel their magic and devastate their foes.

Level 3: Tools of the Trade

You gain the following benefits.

Tool Proficiency. You gain proficiency with Smith’s Tools or Woodcarver's Tools. If you already have both proficiencies, you gain proficiency with one other type of Artisan’s Tools of your choice.

Weapon Crafting. When you craft a nonmagical or magic weapon, the amount of time required to craft it is halved.

Other

You already have both proficiencies, so you gain proficiency with one other type of Artisan’s Tools of your choice.

Smith's Tools

You gain proficiency with Smith's Tools

Woodcarver's Tools

You gain proficiency with Woodcarver's Tools.

Level 3: Weaponsmith Spells

When you reach an Artificer level specified in the Weaponsmith Spells table, you thereafter always have the listed spells prepared. 

Whenever you gain an Artificer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must require an attack (such as Banishing Smite), a weapon (such as Conjure Barrage), or ammunition/quiver (such as Cordon of Arrows). You cannot learn Divine Smite this way. Qualifying spells from the Player's Handbook are added to your Artificer spell list.

Weaponsmith Spells
Artificer Level Prepared Spells
3 Searing Smite, Shield
5 Shining SmiteSpiritual Weapon
9 Remove Curse, Wind Wall
13 Death WardFire Shield
17 Antilife ShellLegend Lore

Level 3: Battle Ready

Your weapon training and magic smithing have paid off in two ways.

Arcane Empowerment. When you attack with a magic weapon, you can use your Intelligence modifier, instead of your Strength or Dexterity modifier, for the attack and damage rolls. [unfortunately due to dndbeyond's limitations, this must be manually applied]

Weapon Knowledge. You gain proficiency with Martial weapons. You can use a weapon with which you have proficiency as a Spellcasting Focus for your Artificer spells.

Level 3: Arcane Weapon

As a Magic action while you have Smith’s Tools or Woodcarver's Tools in hand, you can turn a weapon you are wielding into your Arcane Weapon. The weapon continues to be your Arcane Weapon until you make a different weapon your Arcane Weapon or you die.

Your Arcane Weapon grants the following abilities.

Attunement. You can instantly attune to your Arcane Weapon when you make it your Arcane Weapon if it requires attunement.

Weapon Replication. You learn an additional plan for your Replicate Magic Item feature, and it must be in the Weapon category. If you replace that plan, you must replace it with another Weapon plan. In addition, you can create an additional item with that feature, and the item must also be in the Weapon category.

Returning Weapon

Weapon (any simple or martial with the thrown property), uncommon

This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to your hand immediately after you use it to make a ranged attack roll.

Each kind of weapon constitutes a separate Replicate Magic Item plan and thus you can only change the kind of weapon chosen when you gain an artificer level.

Weapon, +2

Weapon (any), rare

You have a +2 bonus to attack and damage rolls made with this magic weapon.

Each kind of weapon constitutes a separate Replicate Magic Item plan and thus you can only change the kind of weapon chosen when you gain an artificer level.

Dagger of Venom

Weapon (dagger), rare

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.

You can take a Bonus Action to magically coat the blade with poison. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 Poison damage and have the Poisoned condition for 1 minute. The weapon can’t be used this way again until the next dawn.

Dazzling Weapon

Weapon (any simple or martial), rare (requires attunement)

This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, you can take a Bonus Action to cause it to shed Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. You can extinguish the light as a Bonus Action.

The weapon has 4 charges. You can take a Reaction immediately after being hit by an attack roll to expend 1 of the weapon’s charges and force the attacker to make a DC 15 Constitution saving throw. On a failed save, the attacker has the Blinded condition until the end of its next turn. The weapon regains 1d4 expended charges daily at dawn.

Each kind of weapon constitutes a separate Replicate Magic Item plan and thus you can only change the kind of weapon chosen when you gain an artificer level.

Flame Tongue

Weapon (any melee weapon), rare (requires attunement)

While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.

Each kind of weapon constitutes a separate Replicate Magic Item plan and thus you can only change the kind of weapon chosen when you gain an artificer level.

Moon-Touched Sword

Weapon (any sword), common

In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

Each kind of sword constitutes a separate Replicate Magic Item plan and thus you can only change the kind of sword chosen when you gain an artificer level.

Repeating Shot

Weapon (any simple or martial with the ammunition property), uncommon (requires attunement)

This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a ranged attack, and it ignores the Loading property if it has that property.

If the weapon lacks ammunition, it produces its own, automatically creating one piece of magic ammunition when the wielder makes a ranged attack roll with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

Each kind of weapon constitutes a separate Replicate Magic Item plan and thus you can only change the kind of weapon chosen when you gain an artificer level.

Silvered Weapon

Weapon (any simple or martial), common

An alchemical process has bonded silver to this magic weapon. When you score a [Tooltip Not Found] with it against a creature that is shape-shifted, the weapon deals one additional die of damage.

Each kind of weapon constitutes a separate Replicate Magic Item plan and thus you can only change the kind of weapon chosen when you gain an artificer level.

Sylvan Talon

Weapon (dagger, rapier, scimitar, shortsword, sickle, or spear), common (requires attunement)

While this weapon is on your person, you understand the nonwritten communication of all Fey, and they understand yours.

Secret Message. As a Magic action, you can use the weapon to cast Message. Once this property is used, it can’t be used again until the next dawn.

Each kind of weapon constitutes a separate Replicate Magic Item plan and thus you can only change the kind of weapon chosen when you gain an artificer level.

Walloping Ammunition

Weapon (any ammunition), common

A creature hit by this ammunition must succeed on a DC 10 Strength saving throw or have the Prone condition.

Each kind of ammunition constitutes a separate Replicate Magic Item plan and thus you can only change the kind of ammunition chosen when you gain an artificer level.

Weapon of Warning

Weapon (any simple or martial), uncommon (requires attunement)

As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.

Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep.

Supernatural Readiness. Each subject has Advantage on its Initiative rolls.

Each kind of weapon constitutes a separate Replicate Magic Item plan and thus you can only change the kind of weapon chosen when you gain an artificer level.

Weapon, +1

Weapon (any simple or martial), common

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Each kind of weapon constitutes a separate Replicate Magic Item plan and thus you can only change the kind of weapon chosen when you gain an artificer level.

Level 3: Warding Weapon

You have infused your Arcane weapon to ward you from particular monsters.

  • Choose a monster type beside humanoid. Your Arcane Weapon glows dimly when within 500 feet of that kind of creature. The closer the creature is to your Arcane Weapon, the brighter the glow becomes. You may change which monster type you have selected whenever you take a long rest or choose a new Arcane Weapon.
  • Your Arcane Weapon gains a number of charges equal to your intelligence modifier. It regains all expended charges whenever you finish a long rest.
  • Whenever you attack a creature of the chosen type with your Arcane Weapon, you may expend a charge to add your artificer level to your attack roll, potentially turning a miss into a hit.
Aberrations

You have infused your Arcane weapon to ward you from Aberrations. Your Arcane Weapon glows dimly when within 500 feet of Aberrations. The closer an Aberration is to your Arcane Weapon, the brighter the glow becomes. Whenever you attack an Aberration with your Arcane Weapon, you may expend a charge to add your artificer level to your attack roll, potentially turning a miss into a hit. You're Arcane Weapon has a number of charges equal to your intelligence modifier and it gets them back whenever you finish a long rest.

Beasts

You have infused your Arcane weapon to ward you from Beasts. Your Arcane Weapon glows dimly when within 500 feet of Beasts. The closer a Beast is to your Arcane Weapon, the brighter the glow becomes. Whenever you attack a Beast with your Arcane Weapon, you may expend a charge to add your artificer level to your attack roll, potentially turning a miss into a hit. You're Arcane Weapon has a number of charges equal to your intelligence modifier and it gets them back whenever you finish a long rest.

Celestials

You have infused your Arcane weapon to ward you from Celestials. Your Arcane Weapon glows dimly when within 500 feet of Celestials. The closer a Celestial is to your Arcane Weapon, the brighter the glow becomes. Whenever you attack a Celestial with your Arcane Weapon, you may expend a charge to add your artificer level to your attack roll, potentially turning a miss into a hit. You're Arcane Weapon has a number of charges equal to your intelligence modifier and it gets them back whenever you finish a long rest.

Constructs

You have infused your Arcane weapon to ward you from Constructs. Your Arcane Weapon glows dimly when within 500 feet of Constructs. The closer a Construct is to your Arcane Weapon, the brighter the glow becomes. Whenever you attack a Construct with your Arcane Weapon, you may expend a charge to add your artificer level to your attack roll, potentially turning a miss into a hit. You're Arcane Weapon has a number of charges equal to your intelligence modifier and it gets them back whenever you finish a long rest.

Dragons

You have infused your Arcane weapon to ward you from Dragons. Your Arcane Weapon glows dimly when within 500 feet of Dragons. The closer a Dragon is to your Arcane Weapon, the brighter the glow becomes. Whenever you attack a Dragon with your Arcane Weapon, you may expend a charge to add your artificer level to your attack roll, potentially turning a miss into a hit. You're Arcane Weapon has a number of charges equal to your intelligence modifier and it gets them back whenever you finish a long rest.

Elementals

You have infused your Arcane weapon to ward you from Elementals. Your Arcane Weapon glows dimly when within 500 feet of Elementals. The closer a Elemental is to your Arcane Weapon, the brighter the glow becomes. Whenever you attack a Elemental with your Arcane Weapon, you may expend a charge to add your artificer level to your attack roll, potentially turning a miss into a hit. You're Arcane Weapon has a number of charges equal to your intelligence modifier and it gets them back whenever you finish a long rest.

Fey

You have infused your Arcane weapon to ward you from Fey. Your Arcane Weapon glows dimly when within 500 feet of Fey. The closer a Fey is to your Arcane Weapon, the brighter the glow becomes. Whenever you attack a Fey with your Arcane Weapon, you may expend a charge to add your artificer level to your attack roll, potentially turning a miss into a hit. You're Arcane Weapon has a number of charges equal to your intelligence modifier and it gets them back whenever you finish a long rest.

Fiends

You have infused your Arcane weapon to ward you from Fiends. Your Arcane Weapon glows dimly when within 500 feet of Fiends. The closer a Fiend is to your Arcane Weapon, the brighter the glow becomes. Whenever you attack a Fiend with your Arcane Weapon, you may expend a charge to add your artificer level to your attack roll, potentially turning a miss into a hit. You're Arcane Weapon has a number of charges equal to your intelligence modifier and it gets them back whenever you finish a long rest.

Giants

You have infused your Arcane weapon to ward you from Giants. Your Arcane Weapon glows dimly when within 500 feet of Giants. The closer a Giant is to your Arcane Weapon, the brighter the glow becomes. Whenever you attack a Giant with your Arcane Weapon, you may expend a charge to add your artificer level to your attack roll, potentially turning a miss into a hit. You're Arcane Weapon has a number of charges equal to your intelligence modifier and it gets them back whenever you finish a long rest.

Monstrosities

You have infused your Arcane weapon to ward you from Monstrosities. Your Arcane Weapon glows dimly when within 500 feet of Monstrosities. The closer a Monstrosity is to your Arcane Weapon, the brighter the glow becomes. Whenever you attack a Monstrosity with your Arcane Weapon, you may expend a charge to add your artificer level to your attack roll, potentially turning a miss into a hit. You're Arcane Weapon has a number of charges equal to your intelligence modifier and it gets them back whenever you finish a long rest.

Oozes

You have infused your Arcane weapon to ward you from Oozes. Your Arcane Weapon glows dimly when within 500 feet of Oozes. The closer an Ooze is to your Arcane Weapon, the brighter the glow becomes. Whenever you attack an Ooze with your Arcane Weapon, you may expend a charge to add your artificer level to your attack roll, potentially turning a miss into a hit. You're Arcane Weapon has a number of charges equal to your intelligence modifier and it gets them back whenever you finish a long rest.

Plants

You have infused your Arcane weapon to ward you from Plants. Your Arcane Weapon glows dimly when within 500 feet of Plants. The closer a Plant is to your Arcane Weapon, the brighter the glow becomes. Whenever you attack a Plant with your Arcane Weapon, you may expend a charge to add your artificer level to your attack roll, potentially turning a miss into a hit. You're Arcane Weapon has a number of charges equal to your intelligence modifier and it gets them back whenever you finish a long rest.

Undead

You have infused your Arcane weapon to ward you from Undead. Your Arcane Weapon glows dimly when within 500 feet of Undead. The closer an Undead is to your Arcane Weapon, the brighter the glow becomes. Whenever you attack an Undead with your Arcane Weapon, you may expend a charge to add your artificer level to your attack roll, potentially turning a miss into a hit. You're Arcane Weapon has a number of charges equal to your intelligence modifier and it gets them back whenever you finish a long rest.

Level 5: Extra Attack

You can attack twice instead of once whenever you take the Attack action on your turn.

Level 9: Magic Weapon Grafting

You have gained the ability to graft the properties of a different magic weapon onto your Arcane Weapon.

  • After completing an hour long ritual you can transfer the magical effects and abilities of another magic weapon of equal or lesser rarity onto your Arcane Weapon. The other item is then left mundane.
  • Your Arcane Weapon can only have one such transfer on it at a time. If it would receive a second transfer, it loses its previously transferred effects.
  • If you transfer the properties of a magic weapon that you created with Replicate Magic Item, your Arcane Weapon now counts toward your magic item limit (potentially meaning it could count as 2 magic items if you transfer magic from an item you made with Replicate Magic Item onto another item you made with Replicate Magic Item).
  • Whenever you choose a new Arcane Weapon, the new weapon maintains any previously transferred effects.

Level 15: Weapon Wright

Arms Dealer. You know and always have prepared Magic Weapon without it counting against your number of known spells. You may cast it without expending a spell slot. Whenever you cast Magic Weapon using a spell slot, its power is as if you had used a spell slot two levels higher than the spell slot you actually expended.

Harms Dealer. You can now select two monster types with Warding Weapon instead of one.

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