Base Class: Artificer
Smites and advanced weapon modification
TOOL PROFICIENCY
3rd-level Weapon Smith feature
You gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
BATTLE READY
3rd-level Weapon Smith feature
Your combat training and your experiments with
magic have paid off in two ways:
• You gain proficiency with martial weapons.
• When you attack with a magic weapon, you
can use your Intelligence modifier, instead of
Strength or Dexterity modifier, for the attack and
damage rolls.
WEAPON SMITH SPELLS
3rd-level Weapon Smith feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Weapon Smith Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
FIGHTING STYLE
You adopt a particular style of fighting as your specialty, Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Archery
+2 to attacks with ranged weapons
Defence
+1 to AC while wearing armor
Dueling
+2 to damage with a one-handed weapon and no weapon in the other hand
Great Weapon Fighting
reroll any 1s and 2s for damage with two-handed melee weapon attacks once per attack
CHARGED SMITE
3rd-level Weapon Smith feature
When you hit a creature with a weapon attack, you can expend one spell
slot to deal 1d8 damage to the target, of the same damage type as your weapon, in addition to
the weapon's damage. This damage increased by 1d8 for every spell slot level above the 1st.
EXTRA ATTACK
5th-level Weapon Smith feature
You can attack twice, rather than once, whenever
you take the Attack action on your turn.
WEAPON MODIFICATIONS
9th-level Weapon Smith feature
You learn how to use your artificer infusions to specially modify your Arcane Weapon. That weapon now counts as separate items for the purposes of your Infuse Items feature and allows you to apply 2 infusions instead of one. In addition you can apply 2 infusions of "arcane ammunition" type, for a total of 4 and those infusions do not count towards your maximum infusion count. You can only use 1 type of arcane ammunition at a time.
If your weapon has more then one infusion or an infusion of "arcane ammunition" type it counts as non-magical simple or martial weapon when wielded by any creature other then you and has no additional effects.
PERFECTED WEAPON
PERFECTED WEAPON
15th-level Weapon Smith feature
You no longer need to spend your bonus action to activate "arcane ammunition" type infusion if you do so as the first action on your turn. You can only activate 1 ammunition during the same turn.
In addition, you may choose to activate two ammunitions at the same time. When you do so, you gain benefits from both types and may choose any damage type for your base weapon damage and spells you cast using your weapon as spell casting focus.
If you use this feature you can't activate any ammunitions until you finish a short or a long rest.