The Weaponsmith
Anyone can craft a weapon, but only a Weaponsmith make of that act an art. A good weapon is an extension of oneself, so what better way to test a blade you made then to use it yourself? Artificers of the Weaponsmith specialization take that to heart – instead of making every day, usual weapons, they modify weapons creating exotic pieces only they can yield
Weaponsmith Features
Level | Feature |
---|---|
3rd | Tool Proficiency, Personal Arsenal, Exotic Modification |
5th | Enhanced Attacks |
9th | Magic Craft |
15th | Masterpiece |
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.
Level | Spells |
---|---|
3rd | Absorb Elements, Thunderous Smite |
5th | Magic Weapon, Mirror Image |
9th | Elemental Weapon, Blinding Smite |
13th | Fire Shield, Staggering Smite |
17th | Flame Strike, Banishing Smite |
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with Martial Weapons.
You also gain proficiency with smith’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Personal Arsenal
Beginning at 3rd level, your study of weapons has granted you the ability to use enchanted weapons as a conduit for your artificer magic.
As an action, you can bond to a weapon you are proficient with, provided you have smith’s tools in hand. The weapon gain the following benefits when yielded by you:
• When you attack with this weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
• You can use the weapon as a spellcasting focus for your artificer spells.
• You can’t be disarmed of that weapon unless you are incapacitated.
• You can draw or sheath the weapon as a bonus action
You can bond to a number of weapons equal to your intelligence modifier.
Exotic Modification
Beginning at 3rd level, you can customize your personal arsenal to fit your needs and preferences creating a truly unique array of weapons that are tailored to you.
Weapons in your Personal Arsenal are more versatile due to modifications you made that only you can use. If a weapon in your arsenal has the loading or heavy property, it loses it.
Additionally, after a short or long rest, you can alter any weapons in your Personal Arsenal, adding or removing one of these weapon properties:
• Light
• Reach
• Thrown (the range becomes 20/60)
• Versatile (can't add to two-handed weapons)
• Two-Handed
You can alter a weapon in your arsenal this way only once. If you alter the weapon again, it loses the first alteration.
Enhanced Attacks
Starting at 5th level, you learn how better use the weapons in your arsenal, and you start experimenting with infusing them with greater arcane power.
When you make the attack action with a weapon in your Personal Arsenal, you can attack a second time with a different weapon in your Personal Arsenal.
Additionally, whenever you hit an attack with a weapon in your arsenal you can choose to deal an additional 1d10 force damage, as the weapons release pure arcane energy stored within it. Weapons in your arsenal only have one charge of this arcane power and they recharge at a short or long rest.
Magic Craft
At 9th level, you learn how to channel the innate magic of weapons in your Personal Arsenal.
You can infuse one magical weapon in your Personal Arsenal, you must attune to the infusion even if the weapon already requires attunement, additionally, the damage die from the charges of your weapons increases to a d12, finally, you can use that charge to fuel a second infusion in the weapons of your Personal Arsenal but this counts as infusing 2 different items
Masterpiece
At 15th level, you can channel all the power of your Personal Arsenal, you can infuse all weapons in your arsenal into one, creating a powerful, unique weapon.
As a bonus action, choose one weapon in your Personal Arsenal, this weapon gains all charges, properties, infusions and magical effects of all weapons in your arsenal for 1 minute, if any weapons have the same infusion or magical effect, they don’t add together in the weapon you choose. This weapon is your Masterpiece.
While your Masterpiece is active, you can’t use any weapons in your arsenal, as they are all combined in some way in your Masterpiece.
When you spend a charge to deal damage, you can choose the number of charges you spend and add additional damage die according to the charges spend.
After 1 minute, your Masterpiece crumbles under the immense magical potency that flows in it. All weapons in your Personal Arsenal becomes unusable.
You can spend one minute on a weapon to fix it, when then it regains all properties it had before and you instantly bond to it, adding it back to your Personal Arsenal.
Credit
"Daghetta o pugnale da duello (fr. e ingl. Main gauche)" - earmit.it
"Gwent, The Withcer Card Game" - CD Projekt Red
"Legend of the Cryptids" - PARADE Games
New Infusions
As a part of this subclasse, the Artificer also gains the additional infusions. You can use any Infusion you like from this list without this subclasse.
Mechanical Sheath
Item: A melee weapon without the two-handed property
This weapon has an incorporated and/or mechanized sheath, making it easy to draw/sheath the weapon.
You can always draw or sheath the weapon as a free action.
Elemental Coating
Item: A weapon
This weapon has a elemental coating, increasing the damage it deals using said coating. Choose between Poison Acid Fire Cold or Lightning, the weapon deals an additional 1d4 damage from the chosen type.
This damage increases to 1d6 at 9th level and to 1d8 at 15th level.
Boomeranging Weapon
Item: A melee weapon with the thrown property
If you throw and miss with this weapon, you can use your bonus action immediately after the attack to target another creature with an attack. If you miss again, the weapon comes back to you.
Attached Weapon
Item: A ranged weapon without the two-handed property or a melee weapon with the light property
This ranged weapon is mounted on a device, a creature wearing this device is considered as always wielding the weapon and can use it it without compromising any hands.
Mounted Artillery
Item: A ranged weapon with the two-handed property
This weapon is modified for greater, rapid firing shots that can deal devastating damage, to do this, the weapon must stay stationary.
As an full round you can deploy your weapon or pack it up. While deployed a weapon remains stationary.
Deployed weapons deal an additional 1D10 force damage. A deployed weapon with the loading property ignores this property. A deployed weapon without the loading property can fire an additional shot by spending your bonus action.
If the mounted weapon is forcibly moved, it collapses and becomes unusable. It takes a full action to fix it