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


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. In addition, when you craft an ordinary or magic weapon, the amount of time required to craft it is halved.

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

Hungering Blade, Divine Favor

5th

Jam Weapon, Magic Weapon

9th

Conjure BarrageElemental Weapon

13th

Supernal Smite, Maligned Weapon

17th

Steel Wind Strike, Holy Weapon

 

When a magical effect or ability is applied to one of your Forged Weapons, you can choose to duplicate the effect to any other mundane forged weapons (such as Magic Weapon). Only one effect can be duplicated this way at any time.

Level 3: Weapon Forging

 


With 8 hours of uninterrupted work, you can create or modify a Forged Weapon.

Damage Dice: The weapon has a starting damage dice of 1d8. Refer to the chart below for how the dice size is altered according to modifications (in increments of d2 each), up to a maximum of 2d12, down to a minimum of 1d4.
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

9

13

17 

 

 

Damage Dice Size

1d4

1d6

1d8

1d10

1d12

2d8

2d10

2d12

 

Use the tables below to design your weapon. On creation, choose whether it is Simple or Martial.

Select one style:

Light

Dice Size -1

Versatile

Dice Size +1 when using 2 hands

Two-Handed

Dice Size +2

 

One damage type:

Bludgeoning, Piercing or Slashing

No Modifier

Acid, Fire, Cold, Lightning, Poison or Thunder

Dice Size -1


And any property from the table below: 

Reach

Dice Size -1

Does not benefit ranged attacks. 

Finesse or Cumbersome

Dice Size -1

Finesse does not benefit ranged attacks.

Heavy

Dice Size +1

Incompatible with Light.

Thrown (20/60)

Dice Size -1

Incompatible with Ammunition.

Ammunition (40/120) 

Dice Size -2 

Allows for ranged attacks using dexterity.

Loading or Reload(6)

Dice Size +1

Reload is a utilize action or bonus action. Can be used on ranged or melee weapons.

Damage

Dice Size -1

Select a second damage type. On hit, pick which damage type is dealt.

Repeater

Dice Size -1

Ranged attacks only. Does not ignore Loading.

Hafted

Dice Size -1

Melee attacks only.

Attached

No Change

Requires Light.

You can maintain a number of Forged Weapons up to your proficiency bonus. When you create a new weapon while at the maximum number, the oldest weapon degrades, becoming unusable.
Forged Weapons are mundane in nature and for the purpose of features and spells, it has a value of 100gp (they cannot be sold). It can be used by creatures of your choice, and you can use it as a spellcasting focus.

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


At 5th Level: You can apply one mastery from the Player's Handbook (2024) to each Forged Weapon on creation or modification, which can only be used by yourself.

Level 5: Blade Breaker


You can overcharge the latent energy stored imbued inside the weapons you forge. When you attack with a Forged Weapon, you can use your Intelligence modifier, instead of your Strength or Dexterity modifier, for the attack and damage rolls.

Break 

  • After hitting a creature or object with a Forged Weapon, you can break the weapon and unequip it (no action required).
  • The weapon is considered broken and cannot be used to make attacks until it is repaired. Place a Blade Marker in an unoccupied 5x5 ft space adjacent to you or the target. 

Recall 

  • As a bonus action, choose a Blade Marker you can see created on a previous turn, which is then removed. You then repair one broken Forged Weapon. If you have free hands to wield it, you may immediately make one weapon attack with it against a target within range, otherwise the weapon is unequipped.
  • Alternatively, you can use a Magic action to recall all Blade Markers. Remove all Blade Markers and repair all your forged weapons. Make a weapon attack with each Forged Weapon that is repaired against a target within range. Weapons that exceed your free hand are then unequipped (you choose which). 
  • When removing a Blade Marker, draw a 5ft wide line between you and the marker. Creatures and objects you choose in the line must make a Dexterity saving throw against your spell save DC or take 3d6 Force damage. 

Blade Markers are tiny objects, and the space is not considered occupied, remaining until the Forged Weapon is repaired.

 

Level 9: Flash of Steel


Your bond with your forged weapons strengthens, allowing you to swiftly attack and weave magic together. Your capability to apply magic on your forged weapons is also enhanced.

Once per turn, after you make a spell attack roll, you can immediately make a weapon attack against the same target if they are within reach or range. Additionally, when you use expend a use of your Flash of Genius feature, you can make a weapon attack against a target within your reach or range as part of that same reaction.

Improved Blade Forger Spells
When you cast a spell from your Blade Forger Spell list, you can expend extra spell slots as part of that casting for additional benefits.

  • Expend an additional 2nd level or higher spell slot to extend the duration to 8 hours 
  • Once per short rest, expend an additional spell slot equal the level of the spell to cast the spell without requiring concentration.

 

Level 15: Weapon Fusion


You have gained the ability to incorporate the work of others into your creations. 

Weapon Fusion. 

  • As part of modifying a mundane Forged Weapon, you can dismantle and incorporate a Magic Item of your choice into the Forged Weapon. The Magic Item must be a weapon, and the Forged Weapon and base type of the magic weapon must be the same (melee or ranged).
  • Replace base weapon properties of the Magic Weapon with the properties from your Forged Weapon, including mastery and base damage dice. If the base damage dice or property is modified as part of the magic weapon's features, you choose which property is replaced. The Forged Weapon becomes a magical item.
  • If the Magic Weapon requires attunement, the Forged Weapon also requires attunement after the Fusion. 
  • The fusion lasts until you separate the Magic Weapon from the Forged Weapon, which can be done as part of modifying it.

Reliable Forger. Whenever you make an ability check as part of crafting a Weapon, you can treat a d20 roll of 9 or lower as a 10.

Variant Capstone: Blade Storm

When you reach level 20 Artificer, you can choose to replace the Soul of Artificer capstone with this feature.


Your craft has achieved such a level of perfection that you are able to even grant your creations sentience. They can come to your aid in your times of need and act to protect you even without your instructions. Your connection to your craft allows you to tap into all your works and conjure them into a massive storm.

Sentient Crafts. You can choose to imbue your Forged Weapons with sentience. You choose their alignment, and they share your Intelligence, Wisdom and Charisma scores. They can communicate with you telepathically, no matter where they are, and you always know their locations. They have hearing and darkvision out to 60ft.

Barrier of Blades. As an action, you can command Forged Weapons in your possession to protect you. Until the start of your next turn, they hover and form a floating barrier around you, granting half-cover.

  • While this ability is active, you are unable to make normal attacks with Forged Weapons, however you can use them to attack as part of your Flash of Steel or Blade Breaker feature.
  • Once per turn, after a creature hits you with an attack roll, you can immediately make a weapon attack with a Forged Weapon against them, as long as they are within reach or range. You can make this attack once per Forged Weapon used in Barrier of Blades (not being used by other creatures), and it is not a reaction nor an action, but is considered an Attack of Opportunity.
  • Barrier of Blades is immediately active if you start your turn incapacitated or unable to take actions, as your Forged Weapons move protect you from harm, and retaliate on their own against foes.

Storm of Blades. As an action, you can summon all your designs to assail your enemies: the weapons you have forged in the past, the weapons you have currently made, and those that you will forge in the future. This ability requires concentration, as if you are concentrating on a spell.

  • Designate a 60ft radius circle. For the next minute, that area becomes a magical difficult terrain, as the air becomes saturated with spectral copies of weapons. Creatures that start their turn or enter the radius for the first time on a turn makes a dexterity saving throw against your spell save DC, taking 6d12 Slashing, Piercing or Bludgeoning damage (your choice) and half on a success.
  • While Storm of Blades is active, you can use a bonus action to have your weapons swarm a target of your choice within 60ft of you. They must repeat the dexterity saving throw from entering or starting their turn in the area, taking the same damage on a failure or half on a success. You can then place up to 8 blade markers adjacent to the target.
  • Creatures of your choice are unaffected by Storm of Blades.

Once you use Storm of Blades, you must finish a long rest before you can do so again. Barrier of Blades can be used a number of times equal to your Intelligence modifier, recharging all uses on a long rest.

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