Artificer Specialist: Dwarven Warsmith
Where other artificers may seek to innovate magical technology like nobody has ever seen, you instead look to far more ancient sources. For thousands of years, dwarven warsmiths have forged magic weapons and armor unlike anything other mortals could hope to create, infusing powerful elemental magic directly into the metal with jealously guarded techniques, passed down from master to apprentice. A warsmith is unique in mastering not only the forge, but also the wielding of its products, training in time-tested martial techniques in order to gain an unmatched understanding of their craft.
Ancestral Forge
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.
In addition, your body has become accustomed to the heat of the strongest forges. You gain resistance to fire damage.
The way of the dwarven warsmith is typically restricted to dwarves, but exceptions have occasionally been made for outsiders of great skill and dedication. If you are not a dwarf, you are able to attune to any item that requires attunement by a dwarf. Add the following items to the table for the Replicate Magic Item infusion at the listed levels of availability: belt of dwarvenkind (6th level), dwarven plate (10th level), and dwarven thrower (14th level).
Dwarven Warsmith Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Dwarven Warsmith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Dwarven Warsmith Spells
Artificer Level | Dwarven Warsmith Spells |
---|---|
3rd | searing smite, thunderwave |
5th | earthbind, locate object |
9th | lightning bolt, erupting earth |
13th | stoneskin, storm sphere |
17th | wall of stone, conjure elemental |
Martial Heritage
You are trained in the ancient martial techniques of the dwarves. At 3rd level, you gain proficiency with martial weapons and heavy armor.
You also gain access to one of the following fighting styles from the Fighter class. You can't take a Fighting Style option more than once, even if you later get to choose again.
- Defense. While you are wearing armor, you gain a +1 bonus to AC.
- Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
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- Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
- Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Dwarven Warmaster
At 9th level, you become become a master of dwarven arms and armor. You gain three additional infusions known, which can only be used for belt of dwarvenkind, dwarven plate and dwarven thrower.
Deep Magic
At 15th level, you gain access to ancient secrets of dwarven elemental magic, which you are able to work into your creations. You can cast move earth and one of your choice of flesh to stone, chain lightning or investiture of stone (chosen when you prepare your spells each day) as 6th-level artificer spells, without expending a spell slot. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.
Art Credits
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