Base Class: Artificer
The Combat Smith is a master smith with in depth experience in working with arms and armor. They are adept at preparing combatants in down time and can make efficient use of equipment and space to produce magical and mundane equipment for any need. While they gain access to artificer infusions and spells, this subclass capitalizes on an artificer's ability to support allies with greater versatility in downtime activities. The Combat Smith hones their crafting capabilities to enhance and benefit others in a blended artistry of deadly skill.
Craftsman's Toolbox
3rd-level Combat Smith feature
You gain proficiency with heavy armor and martial weapons from your time spent repairing them. You also gain proficiency with smith’s tools, leatherworker’s tools, Tinker’s tools, and Woodcarver’s tools.
Combat Smith Spell List
You always have certain spells prepared after you reach particular levels in this class, as shown in the Combat Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
| 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 |
Battle Ready Preparations
3rd-level Combat Smith feature
The Combat Smith can utilize downtime to prepare their party for whatever the next adventure may be. You always have certain buffs you can prepare during 2 hour intervals. The only limitation to utilizing these buffs is the amount of free time you have and what resources you have available. You can use these buffs as frequently as you have time to work to completion.
Armory Field Adjustment
In order to maintain the quality of equipment, the Combat Smith may take 2 hours of time to sharpen and or mend any melee weapon which deals bludgeoning, piercing or slashing damage. The smith must have the appropriate tools to complete this. At the completion of sharpening the weapon is in prime condition and is especially deadly. On any successful hit with the sharpened weapon, the wielder may reroll damage and take the higher damage roll, up to the number of times equal to the Smith's proficiency bonus. When these rerolls have been expended, the weapon returns to normal used condition until the smith takes additional time to maintain the equipment. This bonus can be applied to any bludgeoning, piercing, or slashing weapons, but the reroll bonus is only equal to the proficiency modifier of the Combat Smith. Weapon Sharpening can be completed anywhere, as long as the Combat Smith has access to tools. A full forge is not required to gain these benefits.
Efficient Crafting Costs
The Combat Smith is exceptionally skilled at supplying mundane equipment for battle. When the Combat Smith has access to a forge and Smith's Tools, they may spend 1 hour per 2 pounds of metal forged to craft basic arms and armor. For instance, a 12 pound great axe can be crafted over 6 hours. The Combat Smith is skilled at utilizing basic crafting materials appropriately and can craft these items at one third the cost of buying the equipment from a merchant. For instance, the same 12 pound great axe that would normally cost 30 gp now costs 10 gp to craft. The Combat Smith can only craft mundane equipment at this cost and this bonus is not applied to very rare minerals such as adamantine, or to crafting magical items.
Flexible Mobility
Having observed the movement patterns of their allies, and worked on the armor for repairs and maintenance, the Combat Smith is able to take two hours to make minor alterations to the armor to improve flexibility. Over the course of 2 hours, they can adjust the armor slightly without impacting the overall AC. Adding in reinforced leather strips to increase range of motion at the joints allows for greater mobility overall. Until the next short rest, the creature wearing this flexible armor can increase their base walking speed by 5 ft. These alterations are temporary and do not permanently alter the armor, and therefore do not require a full forge.
Hushed Armor
The Combat Smith is aware that some adventures rely on stealth more than brute force, and can help allies to prepare for the clandestine as well. Taking 2 hours, the smith can oil, dampen, and provide padding on armor in order to hush the sound emitted. Creatures wearing hushed armor have advantage on stealth checks until their next short rest. If a creature would normally have disadvantage, the hushed armor negates the disadvantage for a normal roll. These alterations are temporary and do not permanently alter the armor.
Optimal Armor Conditions
In order to keep equipment in prime fighting condition, the Combat Smith can take 2 hours of time to maintain a set of armor. At the end of this maintenance session, the Combat Smith has successfully repaired, buffed, and polished the armor for exceptional usage. The armor adds 1d4 + proficiency modifier as temporary hit points to the creature wearing the armor. The Combat Smith rolls the 1d4 at the end of the 2 hours. These temporary hit points are good until used, but only while wearing the armor. Armor Buffing can be completed anywhere, as long as the Combat Smith has access to the appropriate tools. A full forge is not required to gain these benefits. Armor Buffing can be applied to metal, leather, or wood based armor.
War Conduit
3rd-level Combat Smith feature
Your crafting pursuits have led to you making armor a conduit for your magic. You have crafted a particular suit of armor that is imbued with arcane force and is especially suited to your needs. Choose a base armor set that you would like to craft. You can craft this armor using the rules for basic crafting under "Efficient Crafting Costs".
You gain the following benefits while wearing this armor:
- As the armor becomes imbued with your magical essence it automatically becomes a +1 suit of your base armor
- If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
- You can use your armor as a spellcasting focus for your artificer spells.
- You can doff or don the armor as an action.
- The armor is especially flexible, and with some additional arcane spring, helps you to move more efficiently into action. Your base land speed increases by 5 ft while wearing this armor
- The gauntlets of your armor are considered magical weapons. When making unarmed attacks while wearing the armor your attacks by-pass non-magical resistance and deal 1d4 plus your strength modifier in damage.
Arcane Runewright
5th-level Combat Smith feature
You can customize your Arcane Armor, as well as magically modifying mundane items for your allies. You learn a number of arcane sigils and runes that you can work into the core material of the equipment. Each rune or sigil provides specific arcane benefits to the equipment being utilized. Once the sigil has been created, it continues to remain in effect unless the Smith takes a period of time to remove or alter the runes. You can change these runes whenever you finish a long rest, provided you have the appropriate tools and arcane components available. Due to the nature of the craftsmanship of these runes, only one sigil can be active on an item at a time. You also gain proficiency in [tools] Jeweler's Tools [/tools] and in [skills] Arcana [/skills].
Algiz
The Algiz rune can be worked into metal, leather, or wood armor or shields. While active, the rune increases the AC of the equipment by +2. The rune can be applied to shields and armor separately, if there are enough resources to properly craft the sigil. This rune requires 200 gp worth of powdered silver to be embedded in each rune.
Dagaz
The Dagaz rune can be applied separately to weapons and to armor. The engraving process for Dagaz requires 250 gp worth of gold dust.
Armor: When engraved into armor and active, the Dagaz sigil grants resistance to radiant damage.
Weapons: When engraved into weapons and active, the Dagaz sigil adds additional radiant damage to the normal weapon attack. On a successful hit, the weapon deals an additional 1d8 radiant damage which bypasses non-magic damage resistance. This can be applied to melee or ranged weapons.
Hagalaz
The Hagalaz rune can be applied separately to weapons and to armor. The engraving process for Hagalaz requires 250 gp worth of ground onyx.
Armor: When engraved into armor and active, the Hagalaz sigil grants resistance to necrotic damage.
Weapons: When engraved into weapons and active, the Hagalaz sigil adds additional necrotic damage to the normal weapon attack. On a successful hit, the weapon deals an additional 1d8 necrotic damage which bypasses non-magic damage resistance. This can be applied to melee or ranged weapons.
Isaz
The Isaz rune can be applied separately to weapons and to armor. The engraving process for Isaz requires 250 gp worth of ground sapphire.
Armor: When engraved into armor and active, the Isaz sigil grants resistance to cold damage.
Weapons: When engraved into weapons and active, the Isaz sigil adds additional cold damage to the normal weapon attack. On a successful hit, the weapon deals an additional 1d8 cold damage which bypasses non-magic damage resistance. This can be applied to melee or ranged weapons.
Mannaz
The Combat Smith can take the time to inscribe the rune Mannaz on any weapon. This applies to both ranged and melee weapons made of wood, metal, or other workable components. When active, the Mannaz sigil increases the bonus to attack and damage by +1. This benefit does stack with existing magical items. For instance a +1 sword with Mannaz inscribed functions as a +2 sword while the rune is active. This sigil requires material components of ground bloodstone to be embedded in the engraving.
Sowilo
The Sowilo rune can be applied separately to weapons and to armor. The engraving process for Sowilo requires 250 gp worth of ground Rubies.
Armor: When engraved into armor and active, the Sowilo sigil grants resistance to fire damage.
Weapons: When engraved into weapons and active, the Sowilo sigil adds additional fire damage to the normal weapon attack. On a successful hit, the weapon deals an additional 1d8 fire damage which bypasses non-magic damage resistance. This can be applied to melee or ranged weapons.
Enhanced Engraving
9th-level Combat Smith feature
You have learned more powerful ways to customize your Arcane Armor, as well as magically modifying mundane and magical items for your allies. You learn a number of new arcane sigils and runes that you can work into the core material of the equipment. Each rune or sigil provides specific arcane benefits to the equipment being utilized. Once the sigil has been created, it continues to remain in effect unless the Smith takes a period of time to remove or alter the runes. You can change these runes whenever you finish a long rest, provided you have the appropriate tools and arcane components available. Due to the nature of the craftsmanship of these runes, only one sigil can be active on an item at a time. These runes remain active until altered or unless otherwise specified. A creature must be wearing the armor or wielding the weapon engraved with the rune in order to gain the benefits from the sigil.
Ansuz
The Ansuz rune can be applied separately only to armor. The engraving process for Ansuz requires 300 gp worth of diamond dust. When engraved into armor and active, the Ansuz rune will offer some warding protection against death. When the creature wearing the Ansuz armor would drop to 0 hp or below, the sigil activates and automatically restores the creature to 10 hp. Once the rune is activated the components are used and must be re-etched.
Berknan
The Berknan rune can be applied to weapons only. The engraving process for Berknan requires 500 gp worth of ground obsidian. When engraved into weapons and active, the Berknan sigil adds a vampiric element to the weapon. On a successful hit, the weapon deals an additional 1d6 necrotic damage which bypasses non-magic damage resistance. This can be applied to melee or ranged weapons. The creature wielding the Berknan marked weapon then regains hit points equal to the necrotic damage dealt. This rune does not increase your maximum HP and you cannot absorb more health than your maximum.
Eihwaz
The Eihwaz rune can be applied only to armor that is worn. This cannot be engraved effectively into weapons, shields, or other items that could be removed. The engraving process for Eihwaz requires 400 gp worth of ground jade. When engraved into armor and active, the Eihwaz sigil grants immunity to being knocked prone.
Raidho
The Raidho rune can be applied to armor. The engraving process for Raidho requires 300 gp worth of ground emeralds. When engraved into armor and active, the Raidho sigil negates difficult terrain, allowing you to move at your full base speed without repercussion.
Tiwaz
The Tiwaz rune can be applied only to armor. The engraving process for Tiwaz requires 400 gp worth of ground amber. When engraved into armor and active, the Tiwaz sigil grants immunity to Fear and being Frightened.
Uruz
The Uruz rune can be applied to armor. The engraving process for Uruz requires 400 gp worth of ground amethyst. When engraved into armor and active, the Uruz sigil grants immunity to the Charmed Condition
Mobile Workshop
15th-level Combat Smith feature
A craftsman on the move needs tools and equipment that are not always available in the remote areas a Combat Smith may find themselves working. After developing your magical arts and developing your crafting skills you have developed an extra-dimensional workshop that you are able to access wherever your adventures may lead you. You gain access to Mobile Workshop and can cast this spell once per day as a ritual spell without using a spell slot.
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