Base Class: Artificer
As a Forge Master, you have devoted your life to the study of a single project. Your name shall go down alongside the deeds that are accomplished with your creation. Whether that be a magical shield that breaks the flame of Tiamat, the axe that beheads Mephistopheles, or the gauntlets that can hold the souls of the dead. Perhaps you were a student of magic, and decided that you wanted to use your knowledge of the arcane to leave a more lasting impact on the world than a few scorch marks in caves. Or maybe you were a master smith, branching out into the magical augmentation of your items. Whatever the case, you have elected to create a Master Project, an item that consumes the majority of your time, and shall be your legacy after you pass into the void.
The Forgemaster specializes in magical item creation, their combat style focused on utilizing the objects they have created,
Smith Master
When you adopt this specialization at 3rd level, 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. You also gain proficiency with shields and a martial weapon.
Forge Master Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Forge Master Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Alchemist Spells
| Artificer Level | Spell |
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3rd |
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5th |
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9th |
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13th |
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17th |
Master Project
Beginning at 3rd level, whenever you finish a long rest, you have completed enough work on your Master Project to use it in the world. At the end of a long rest, you may recreate your progress on your Master Project, provided you have smith's tools.
When you reach certain levels in this class, you can add more enchantments to your Master Project, depending on what it is. Your Master Project does not count against the number of infusions you know or have created, but you may not put your Enhanced Weapon infusion on your Master Project.
Master Project
Your Master Project takes the form of a Martial Melee Weapon, a Martial Ranged Weapon, a Shield, or a Cloak. To create a Cloak, you must have proficiency in leatherworker's tools or weaver's tools.
You may then choose one enchantment for your Master Project at level 3, increasing at higher levels. You may choose two enchantments at 6th level, and three at 15th level. You may change the enchantments on your Master Project after you level up, but you can not have more than one enchantment from each level requirement. The enchantments are listed below:
Cunning Weapon
Prerequisite: 1st-level artificer
Master Project: A martial weapon (requires attunement)
This magic weapon grants a +1 bonus to attack and damage rolls made with it. This magic weapon allows you to add your Intelligence Modifier to attack and damage rolls instead of Strength or Dexterity.
Hidden Weapon
Prerequisite: 1st-level artificer
Master Project: A martial weapon (requires attunement)
This magic weapon grants a +1 bonus to attack and damage rolls made with it. As a bonus action, the wielder can store the weapon in an extradimensional location. The wielder can retrieve the weapon as a bonus action as well. If the wielder dies while the weapon is inside the extradimensional location, the weapon will appear at the corpse's last location. If the sword is not currently in the wielder's possession, the wielder can still command it to return to the extradimensional location, where they can summon it with another bonus action.
Defensive Weapon
Pre-requisite: 1st-level artificer
Master Project: A martial melee weapon (requires attunement)
This magic weapon grants a +1 bonus to attack and damage rolls made with it. It is enchanted to return to a defensive position instantly. If you miss an attack, the target has disadvantage on Attacks made against you until your next turn.
Farsight Weapon
Prerequisite: 1st-level artificer
Master Project: A martial ranged weapon (requires attunement)
- This magic weapon grants a +1 bonus to attack and damage rolls made with it.
- Additionally, attacking with this weapon at long range doesn't impose disadvantage on your ranged weapon attack rolls.
- Your ranged weapon attacks ignore half cover.
Magical Defense
Prerequisite: 1st-level artificer
Master Project: A shield or cloak (requires attunement)
While this magic item is equipped, you have +1 AC. Additionally, once per long rest as a reaction to making a Constitution, Intelligence, or Dexterity saving through, you may gain advantage on that saving throw.
Shaedn Cloth
Prerequisite: 1st-level artificer
Master Project: A cloak (requires attunement)
While wearing this cloak, you have advantage on Dexterity(Stealth) checks. While standing in dim light or darkness, you may use your reaction to become invisible until you move into an area brighter than dim light. After using this property, you may not use it again until after a short or long rest.
Thirsting Weapon
Prerequisite: 6th-level artificer
Master Project: A martial melee weapon (requires attunement)
This magic weapon grants a +1 bonus to attack and damage rolls made with it. On an Attack roll of 19 or 20, this weapon deals an additional 1d4 slashing damage and grants you 1d6+ your intelligence modifier temporary hitpoints.
Disorienting Weapon
Prerequisite: 6th-level artificer
Master Project: Martial weapon (requires attunement)
This magic weapon grants a +1 bonus to attack and damage rolls made with it. On an Attack Roll of 19 or 20, your weapon flashes a scintillating array of colors, dazzling your opponent and rendering them blinded until the end of their next turn.
Elemental Weapon
Prerequisite: 6th-level artificer
Master Project: Martial melee weapon (requires attunement)
This magic weapon grants a +1 bonus to attack and damage rolls made with it. On an Attack Roll of 19 or 20, your weapon discharges elemental energy, dealing your choice of an extra 2d6 lightning, fire, or cold damage.
Companion Shield
Prerequisite: 6th-level artificer
Master Project: Shield (requires attunement)
While using this shield, you may utter a command word as a reaction to a creature within 10 feet of you being attacked. If you do so, you interpose your shield between that creature and the attack, sending your shield to float around them until you recall it back with a bonus action or 1 minute passes, whichever comes first. While the shield floats around that creature, it gains the following benefits:
- +2 AC
- Creatures have disadvantage on attack rolls made against it.
- It has advantage on all Dexterity Saving Throws made as a result of spells.
Additionally, you do not gain the AC bonus of having a shield while this effect is active.
Shell-Cloak
Prerequisite: 6th-level artificer
Master Project: cloak (requires attunement)
As a reaction to being hit by an attack, you may trigger this cloak's special effect. When you do so, you gain 6d8 temporary hitpoints and teleport to where you were last round. If this effect is triggered on the first round of combat, you may teleport up to 15 feet in any direction. At the end of your next turn, your temporary hitpoints vanish. After using this property of the cloak, you may not use it again until after a long rest.
Nature's Gift Cloak
Prerequisite: 6th-level artificer
Master Project: cloak (requires attunement)
While wearing this cloak with the hood up, you gain the following benefits:
- You may breathe underwater for up to 3 minutes without coming up for air.
- You gain a swimming speed and climbing speed of 30 feet.
- As an action, you gain a flying speed of 10 feet for 10 minutes. Once you use this property, you may not use it again until after a long rest.
Putting up or down the cloak requires a bonus action.
Arcane Barrage
Prerequisite: 6th-level artificer
Master Project: Martial ranged weapon (requires attunement)
This magic weapon grants a +1 bonus to attack and damage rolls made with it. On a ranged attack roll of 19 or 20, this weapon launches 3 motes of energy, dealing 1d4 force damage to 3 creatures of your choice.
Shield of Increased Defense
Prerequisite: 6th-level artificer
Master Project: Shield (requires attunement)
You gain resistance to piercing and bludgeoning damage from nonmagical attacks.
Bane of the Unholy
Prerequisite: 15th-level artificer
Master Project: Martial Melee weapon (requires attunement)
This magic weapon grants a +1 bonus to attack and damage rolls made with it. When attacking fiends or undead, this weapon deals an extra 3d4 radiant damage.
Frigid Edge
Prerequisite: 15th-level artificer
Master Project: Martial melee weapon (requires attunement)
This magic weapon grants a +1 bonus to attack and damage rolls made with it. After hitting a creature with an attack, you may use your bonus action to expel cold energy through the weapon, reducing the creature's speed to 0 until your next turn.
Wind Splitting Blade
Prerequisite: 15th-level artificer
Master Project: Martial melee weapon (requires attunement)
This magic weapon grants a +1 bonus to attack and damage rolls made with it. As a bonus action, you may speak the command word (your choice), increasing the melee range of your weapon by 10 feet for 1 minute. You may use this bonus action once per short rest.
Cloak of Fluid Form
Prerequisite 15th-level artificer
Master Project: cloak (requires attunement)
While wearing this cloak, you may cast the alter self at will. Additionally, you may cast etherealness once per long rest.
Cloak of Mastered Movement
Prerequisite: 15th-level artificer
Master Project: cloak (requires attunement)
While wearing this cloak, you gain the following benefits:
- You gain a flight speed of 20 feet, and your climbing and swimming speed becomes 30 feet.
- The cloak has 6 charges.
- By expending 1 charge, you may cast misty step without expending a spell slot.
- By expending 3 charges, you may cast dimension door.
- The cloak regains 1d6 charges after a long rest.
Cloak of Angel Wings
Prerequisite: 15th-level artificer
Master Project: Cloak (requires attunement)
You gain the ability to cast [Tooltip Not Found] twice per long rest. Additionally, you gain the following benefits:
- Flying speed of 20 feet.
- Resistance to radiant and necrotic damage.
- You know the spare the dying cantrip.
Mobile Fortress
Prerequisite: 15th-level artificer
Master Project: Shield (requires attunement)
As an action, you plant your shield in the ground, where it grows into a small barricade with the following features for 1 hour. The area around the barricade is difficult terrain in a 20 foot radius. Up to 5 creatures of your choice within 15 feet of the barricade gain the following benefits while it lasts:
- +2 AC
- Ignore difficult terrain created by the barricade.
- Ranged weapon attacks made from outside the difficult terrain have disadvantage against you.
The barricade has an AC of 18 and 50+your artificer level hitpoints. It returns to shield form after being destroyed, after 1 hour, or after you speak the command word and retrieve it from its location. The barricade can also be dispelled by a dispel magic or counterspell as though it were a 5th level spell.
Rune-charged Defense Shield
Prerequisite: 15th-level artificer
Master Project: Shield (requires attunement)
After taking damage, you may use your reaction to gain 1d4+intelligence modifier temporary hitpoints. Additionally, if the damage was a result of the spell when you use this feature, the caster of that spell must make a Wisdom Saving Throw, taking 2d6 psychic damage on a failed save and half that on a success, and you know their exact location at the moment.
Finally, you have +1 AC.
Ram's Head Shield
Prerequisite: Companion Shield Enchantment, 15th-level artificer
Master Project: Shield (requires attunement)
When you activate your Companion Shield enchantment, the creature that your shield floats around gains 10 walking speed and can take the Dash action as a bonus action. Additionally, their melee weapon attacks have advantage if they have moved more than 15 feet this turn.
Heavenly Striker Weapon
Prerequisite: 15th-level artificer
Master Project: Martial ranged weapon (requires attunement)
This magic weapon has the following features:
- A +1 bonus to attack and damage rolls made with it.
- Attacks made with this weapon deal an additional 2d4 radiant damage.
- Attacks made against fiends or undead have advantage.
Frost-Laden Shots
Prerequisite: 15th-level artificer
Master Project: Martial ranged weapon (requires attunement)
This magic weapon has the following features:
- A +1 bonus to attack and damage rolls made with it.
- Attacks made with this weapon deal 1d6 additional cold damage and slow the creature by 10 feet.
- As an action, you may cast cone of cold without expending a spell slot. Once you use this property, you may not use it again until after a short rest.
Master Project
Your Master Project may be either a Martial Melee Weapon, a Martial Ranged Weapon, a Cloak, or a Shield
Magic Item Savant
At 5th level, you have acquired a vast amount of knowledge regarding magical items and artifacts. So much so that you can identify almost any magical item quickly and without trouble. You are able to cast identify at will.
In Tune With Attunement
Starting at 9th level, you understand the bonds that form between magic items and their users. This understanding grants the following benefits:
- As a bonus action, you can determine whether or not a creature is attuned to any magical items. Once per short rest, you may fracture that attunement, forcing the creature to make a Wisdom saving throw, taking 8d8 psychic damage on a failed save and half that on a success. Regardless of success or failure, the creature is unable to telepathically communicate for 1 hour.
- You may attune and break attunement to magic items after just 1 minute rather than a short rest.
- You may choose whether or not to be affected by curses on items.
- You can look at an object and make an Intelligence(Arcana) check against a DC chosen by the DM.
Master of Creation
By 15th level, you have manipulated so much magic during your work with your Master Project that you are able to create many items with ease. You gain resistance to fire damage and can create the following items at will:
- smith's tools
- leatherworker's tools
- [Tooltip Not Found]
- rope, hempen (50 feet)
- bell
- bucket
- manacles
These items vanish if you conjure another item of the same kind.
Previous Versions
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