Base Class: Artificer
War artificer
Infusion mastery
3rd-level Weaponizer feature
You gain a +1 bonus to attack and damage rolls with weapons infused by you.
Weaponizer Spells
3rd-level Weaponizer feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Weaponizer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Weaponizer Spells
Artificer Level | Spell |
---|---|
3rd |
|
5th |
|
9th |
|
13th |
|
17th |
Weapon infusion
5th-level Weaponizer feature.
At the end of a short or long rest, you can use a spell slot to infuse on of your weapons with a cantrip of your choice.
If the cantrip deals damage, it deals its damage to the same target that received the attack.
Each cantrip cast like this now has a range of touch. If the weapon is a ranged weapon, the ammunition will detonate the cantrip.
If you hit something with your weapon, the cantrip automatically hits.
You can have only one weapon infused at any time.
The level of the spell you can infuse increases by 1 at level 11 and 18.
Magic deflection
5th-level Weaponizer feature
As a reaction, whenever a creature attacks you, you can add your intelligence modifier to your Armor class. If the attack misses, you may attack that creature once as a free action.
You can use this feature a number of times equal to your proficiency bonus.
Magnetized Magic
9th-level Weaponizer feature
As a bonus action, choose a metallic weapon or armor you can see within 60-ft of you, its wielder must make an intelligence saving throw. On a success, you empty the object of its magic abilities for as long as it stays within 60-ft of you, granting them to a metallic weapon or armor you are wielding.
You must be wearing a metallic armor to activate this ability, the same is true for a metallic weapon.
You can use this ability a number of times equal to your intelligence modifier per long rest.
You can activate this ability as a reaction if you spend two uses of it.
Glass Cannon
15th-level Weaponizer feature
As an action, you can summon a giant Magic Cannon, only you can and know how to pilot it.
The cannon is a large magical construct, it is immovable and disappears after being fired two times.
The cannon takes an action to be fired, it deals 8d10 force damage in a 10-ft large, 10-ft high, 40-ft long shape to any creature who fails a constitution saving throw against your spell DC. On a successful save, a creature takes half that damage.
You can use this feature once per long rest.
Comments