Artificer
Base Class: Artificer

A tool, a weapon, a Sword, is an extension of the body…. To give it life is to make it an extension of the mind”      - Jaystriker

The Weapon-mancer applies their life and knowledge into a weapon giving it an artificial soul that is under your command, the objects you animate with this skill cannot think for their own and can only act according to your will. The art of pouring ones soul into a soulless body puts a weight on the mind and body as your soul is split into pieces you may encounter, that only those with the will and brainpower can master these arts.

Blade Specialist

  • you gain proficiency in simple and martial weapons.
  • you gain proficiency in smith tools.
  • you get a +1 history bonus if the gained knowledge is about weapons. 

Blade Enchanter

  • Animated weapons* can be affected by your infusions
  • Elemental weapon and Magic weapon can be applied to your animated weapon. (they are still touch spells)
  • Flame blade and Shadow blade cannot be animated
  • Animated/summoned blades take their turn after yours.

Weapon-mancer gained spell list

A list of spells you gain while leveling as a Weapon-mancer

Weapon-mancer spells

 

Artificer level

weapon-mancer spells

3rd

Blade ward, booming blade, green flame blade, sword burst

5th

Flame blade, shadow blade

9th

Elemental weapon, Magic weapon

15th

Stone shape, fire shield

Animated/ Summoned weapons

  • Summoned/animated weapons, can take the following actions: Attack, dodge, Hide
  • Summoned/animated weapons, cannot have opportunity attack 
  • Summoned/animated weapons, do not gain multi-attack, and does not benefit from extra attack

Animated weapons/ summon spectral sword

You learn to Imbue your life force into your weapons, allowing you to control them telepathically with a cost of your own soul and life force.

Animate Weapon

At 3rd level you are able to imbue some of your own Intelligence in to the weapon making it "sentient" and friendly to you and your allies, each animated weapon will reserve hp = to its weight

 

Summon spectral weapon

At 3rd level you can create a spectral copy of your sword with the side effect of it reserving hp = to its weight, you can move the sword up to your movement speed, and its attack is equal to its original copies attack roll

Soul Linked

  • You can add your proficiency to your summoned/animated weapons attacks
  • You can use your bonus action to call on of your animated/summoned weapons to your hand
  • Any disturbance to your animated/summoned weapons can be felt by you (ex: if any one touches the sword, if stuck in the ground vibrations in the ground to the DM's discretion)

Extra Attack

Starting 9th level you can take a second attack action instead of one on your turn.

Soul linked II

The bond between you and your weapons strengthen, which cause the following

  • Anyone who tries to wield one of your summoned or animated weapons without your consent will take 1 necro damage x turns they have wielded the weapon.
  • The animated/ summoned weapons have the ability to do other basic tasks (to the extent of the dm and the common knowledge of the weapon)
  • Your personality and modifiers are apparent in the sword. ( the sword gains your cha and dex modifiers)

 

Soul Linked III

Soul linked III (15th)

 -as well as any sentient being your animated/summoned weapons have increased intelligence and in response to that they are able to sharpen themselves and react to their own accords giving them opportunity attacks if available  (this is up to the dm what intelligence the weapons may gain)

Blade Raiser

you push the limits of your soul allowing you to animate swords made by your spells or increasing the power of your blade spells.

- these blades follow the same rules as animated/summoned weapons.

Flame blade II

Flame blade II

Instead of conjuring a sword in your hand, you can conjure an animated burning sword that reserves 5hp, all other rules of flame blade apply to the animated sword. The weight of the sword is 3lbs and  uses the same rules of health as though a normal scimitar.  (you can still use the original version) 

Shadow blade II

Shadow blade II 

Instead of conjuring a sword in your hand, you can conjure an animated shadow sword that reserves 5hp, all other rules of  shadow blade apply to the animated sword. The weight of the sword is 3lbs and uses the same rules of health as a normal long-sword .  (you can still use the original version)

Sword Burst II

1.Sword burst II (15th)

Instead of summoning spectral swords it summons real swords ( just your normal swords) ( you can animate these)

and along with spawning in a circle around you, you can direct them towards an enemy about 20ft away, the swords do 1d6 piercing damage, all progression rules for sword burst are the same. (you can still use the original version)

One With The Blade

One with the blade

  • Any magic weapons you animate or create through infusions are already attuned to you unless you don’t want it to.
  • You can infuse your animated weapons with two infusions
  • When you take damage, damage is taken from your hp pool and when your hp pool starts to run out, damage will bleed into your swords health 1 by 1 until all swords have clattered to the ground and you die/ get knocked out. 

 (SOUL SWAP)

  • While still alive you can transfer your mind into one of your swords that are reserving your hp, gaining its stats except hp and losing your own. Your main body gains the hp of the sword you swapped with and you keep the hp you have.(if the main body reaches 0 hit points you are forced to switch back and when you switch back the sword you possessed will shatter).

 

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