Artificer
Base Class: Artificer

A Weaponsmith is an artificer who has mastered the creation of powerful weapons. These weapons are invaluable in the field of combat, built to focus the artificer's magic and unleash powerful attacks onto their enemies.

The artificer bonds with this weapon, experimenting with it to further hone its capabilities. This special weapon grows and changes with the Weaponsmith, forming to fit their needs.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with martial weapons and smith’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Weaponsmith Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Weaponsmith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Weaponsmith Spells

Artificer Level Spell

3rd

inflict wounds, shield

5th

branding smite, shatter

9th

slow, counterspell

13th

faithful hound, fire shield

17th

arcane hand, flame strike

Compound Weapon

When you reach 3rd level, you have learned to combine multiple weapons into one. Whenever you finish a long rest, you can touch up to two weapons that you are proficient with, turning them into one of the base weapons used in its creation. Any effects applied to your compound weapon affect both weapons. The compound weapon counts as two separate items for the purpose of Artificer Infusions.

You gain the following benefits while you wield your compound weapon:

  • As a bonus action, you can swap your compound weapon into one of its base weapons to the other.
  • 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.
  • You can use your compound weapon as a spellcasting focus for your artificer spells.
  • You can't be disarmed of your compound weapon against your will unless you are incapacitated.

The compound weapon splits into its components when you die, if you create a different compound weapon, or if you split them at the end of a long rest.

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Modified Compound

At 9th level, you learn how to specially modify the weapon created by your Compound Weapon feature. You learn two more artificer infusions, these infusions do not count towards your infusions known. Your compound weapon can now have a maximum of 4 infusions. In addition, the maximum number of items you can infuse at once increases by 2. Those extra items must be a part of your compound weapon.

Arcane Weapon

At 15th level, you can empower your compound weapon, pushing its capabilities to the limit, for a short amount of time, as a bonus action. While the weapon is empowered, you gain the following benefits for a number of rounds equal to your Intelligence modifier:

  • When you hit a target with your compound weapon, it takes damage from each weapon's damage dice.
  • Your compound weapon does an extra 1d6 force damage.
  • You can attack three times, as opposed to twice, whenever you take the Attack action on your turn.

You can use this feature once per long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes