Base Class: Artificer
Masters of kinetic transference and mechanical precision, Artificers who follow the Art of Fister believe that the most efficient tool is the one held in a closed fist. By engineering specialized bracers and channeling arcane energy through their own physiology, they turn the science of impact into a devastating martial art. These innovators don’t just build weapons; they become them, using their vast intelligence to calculate every strike, block, and counter with lethal accuracy.
Level 3: Tools for Fisting
You gain the following benefits.
Martial Training.
You gain training with Martial weapons.
Tool Proficiency.
You 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.
Level 3: Art of Fister Spells
When you reach an Artificer level specified in the Art of Fister Spells table, you thereafter always have the listed spells prepared.
| Artificer Level | Prepared Spells |
|---|---|
| 3 | Heroism, Thunderwave |
| 5 | Blur, Enlarge/Reduce |
| 9 | Haste, Protection from Energy |
| 13 | Fire Shield, Stoneskin |
| 17 | Animate Objects, Wall of Force |
Level 3: Focus Bracers
You use your Smith's Tools to forge and maintain your bracers/gauntlets into Focus Bracers during a long rest, expiring within 48 hrs when you take them off. The Bracers serve as your Spellcasting Focus.
You gain the following benefits while wearing your Focus Bracers:
Intelligent Striking.
You can use your Intelligence modifier instead of Strength or Dexterity for the attack and damage rolls of your unarmed strikes.
Artisan's Fist.
Your unarmed strikes deal 1d4 Bludgeoning damage. This damage die increases to 1d6 at 9th level and 1d8 at 15th level.
Spellcasting Focus.
You can use the Focus Bracers as a Spellcasting Focus for your Artificer spells.
Level 3: Deflection Protocol
While you are not wearing medium or heavy armor or using a shield, your Armor Class equals 10 + Dexterity modifier + Intelligence modifier.
Level 5: Fist Style
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Arcane Conduit
Once per turn when you hit a creature with an unarmed strike, you can expend a spell slot to channel force energy into the strike. The attack deals an extra 1d6 force damage to the target per level of the spell slot, up to 3rd level.
Level 9: Integrated Arsenal
You achieve greater synergy between your technological combat gear and your inherent magical ability, gaining the following benefits.
Resonant Strikes.
Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Dual Infusion.
Your Focus Bracers now count as two separate items (one being the Bracers, and the other a set of Gauntlets/Gloves) for the purpose of your Artificer's Replicate Magic Item feature. You can, therefore, target the Bracers with two different Magic Item Plans you know, provided the Bracers meet the prerequisites for both.
Level 15: Punchomancy
You gain two abilities that represent the culmination of your Artifice and martial training.
Blindside
You have learned to "slip" incoming attacks and deliver a punishing response. When a creature misses you with a melee attack, you can use your Reaction to make an unarmed strike against that creature.
If you hit with this strike and choose to use your Arcane Conduit feature, the target is also pushed 10 feet away from you in a straight line as the force energy detonates on impact.
Fistpiration
When you reduce a hostile creature to 0 hit points with an unarmed strike, you and any ally within 30 feet of you who can hear or see you gain Heroic Inspiration on their next attack roll or saving throw before the start of your next turn.
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Posted Jan 29, 2026Why is Fistpiration so limited? it's the capstone ability of the subclass, dont limit the ways the inspiration may be used. this subclass was soo good until that.