Weapon Maker

by Jadeor

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Weapon Forger

Weapon Forger

What do you see boy? A sword? No, a masterpiece. A work of art dedicated to the greatest craft of them all: slaying our enemies. In your hands it might just be a sword, but not in mine...

An Artificer Specialization

Weapon forgers are artificers who, as the name implies, have dedicated their lives to the crafting of weapons. Not just any weapon though: magic weapons, weapons that other adventurers spend their whole lives searching for. The way they create said weapons changes from artificer to artificer, some inscribe arcane runes along the sides of the weapons, others chant hymns as they craft them, while others still attach arcane technology to their weapons. Weapon forgers are also extremely skilled with the weapons they create, so much so that often their weapon gain fame through their own deeds.

Forge Proficiencies

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.

Additionally, you gain proficiency with martial weapons.

Weapon Forger Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Weapon Forger Spells
Artificer level Weapon Forger Spells
3rd Mage Armor, Thunderous Smite
5th Branding Smite, Spiritual Weapon
9th Blinding Smite, Conjure Barrage
13th Fabricate, Staggering Smite
17th Banishing Smite, Conjure Volley

Master Weapon

Also at 3rd level, you can make weapons. You can spend 10 minutes using your smith's or tinkerer's tools to craft a magical weapon, called a Master Weapon. You choose the shape and appearance of your Master Weapon. Based on the shape you chose it deals 1d6 of either bludgeoning, piercing or slashing damage (for example, a weapon with a long blade would deal slashing damage, one with a very sharp point piercing, and a blunt weapon bludgeoning). This damage increases when you reach certain levels in this class, to 1d8 at 5th level, 1d10 at 9th level and 1d12 at 15th level. The created weapon is as a martial melee weapon. Additionally, you can use your Intelligence modifier for attack and damage rolls you make with Master Weapons, and can use one as a spell focus.

Magical Forge, by Hongqi Zhang

When you create a Master Weapon, you can apply up to 2 Weapon Modifications from the Weapon Modifications list (shown below), the created weapon gains all the benefits described. In order to apply a modification you must meet its prerequisites. The number of Weapon Modifications you can apply increases as you gain levels in this class, to 3 at 5th level, 4 at 9th level and 5 at 15th level.

Once you have created a Master Weapon this way, you cannot do so again until you finish a long rest unless you expend a 1st level or higher spell slot to do so. Whenever you create a new Master Weapon, any such weapons you had previously created turn to dust.

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Dual Weapons

Starting at 9th level, you can have two Master Weapons created at the same time. If you then create a third master weapon, the first one you created turns to dust.

Additionally, any Master Weapon you create can can be infused twice, as though its handle and blade (or damaging part) were two separate items, and the maximum number of items you can infuse at once increases by 1, but the extra item must be a Master Weapon.

Spellsword

Starting at 15th level, you have mastered the art of imbuing your weapons with magic. Whenever you cast a smite spell or a spell that targets a Master Weapon, you gain the following benefits for the duration:

  • If the spell requires concentration, your concentration can't be broken as a result of taking damage.
  • If the spell would deal damage or increase the damage you deal with a Master Weapon, once per turn you can add your proficiency bonus to that damage.

Additionally, you can now create a Master Weapon as an action, instead of requiring 10 minutes to do so.

Weapon Modifications

If a modification has prerequisites, you must meet them to learn to apply it. You can learn how to apply a modification at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Demolition Modification

This weapon deals double damage to objects and structures.

Fire Modification

As a bonus action a creature wielding this weapon can cause it to become enveloped in fire. The next time this weapon deals damage before the end of the wielder's current turn, it deals an additional 1d6 fire damage.

Grip Modification

A creature wielding this weapon cannot be disarmed of it unless they are incapacitated.

Guard Modication

A creature wielding this weapon gains a +1 to their AC.

Ice Modification

As a bonus action a creature wielding this weapon can cause it to become as cold as ice. The next time this weapon deals damage before the end of the wielder's current turn, it deals an additional 1d4 cold damage, and the target's movement speed is reduced by 10 feet until the start of the wielder's subsequent turn.

Poison Modification

As an action a creature wielding this weapon can cause it to become coated in poison. The next three times within the next hour that this weapon deals damage, it deals an additional 1d4 poison damage. This weapon cannot be coated in poison again for 1 hour or until all the poison damage is dealt.

Shape and/or Weight Modification

This weapon has one of the following properties of your choice: Finesse, Heavy, Light, Reach, Thrown, Two-Handed, or Versatile. If you choose the thrown property, the range is 20/60 feet; if you choose the two-handed property its damage die becomes 2 sizes larger (see: Die Size Modfication Table, below). If you choose the versatile property its damage die becomes 1 size larger when wielded with two hands. If the weapon has the light property, it cannot gain the heavy property and vice versa.

You can choose to apply this modification more than once, but you must choose a different property each time you apply it.

Die Size Modification Table
Base die size 1 size larger 2 sizes larger
1d6 1d8 1d10
1d8 1d10 1d12
1d10 1d12 2d6
1d12 2d6 1d6 + 1d8

Sword of Fire and Ice, by Chris Rahn

Force Modification

Prerequisite: 5th level

Whenever a creature wielding this weapon hits another creature with a weapon attack, they can choose to convert the physical damage (bludgeoning, piercing and slashing are all physical damage types) it deals to force damage. If they do, the creature must succeed on a Strength saving throw against your Spell Save DC, or be pushed up to 10 feet in a straight line in a direction of the wielder's choosing. Once the wielder has pushed a creature this way, they can't do so again until the start of their next turn.

Electricity Modification

Prerequisite: 5th level

Whenever a creature wielding this weapon hits another creature with a weapon attack, they can choose to convert the physical damage it deals to lightning damage. If they do, the creature must succeed on a Constitution saving throw against your Spell Save DC, or they drop whatever they are holding and are unable to make opportunity attacks until the start of the wielder's next turn. Once the wielder has dealt lightning damage with this weapon this way, they can't do so again until the start of their next turn.

Precision Modification

Prerequisite: 9th level

This weapon scores critical hits on a roll of 19 or 20.

Thunder Modification

Prerequisite: 9th level

Whenever a creature wielding this weapon hits another creature with a weapon attack, they can choose to convert the physical damage it deals to thunder damage. If they do, the creature must succeed on a Constitution saving throw against your Spell Save DC, or be knocked prone. Once the wielder has dealt thunder damage with this weapon this way, they can't do so again until the start of their next turn.

Time Modification

Prerequisite: 15th level

Whenever a creature wielding this weapon misses a weapon attack with it, as a reaction they can reroll the attack, they must use the second roll.

 

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