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# Artificer Specialization ## Bladesmith #### Expanded Spell List Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Bladesmith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. ##### Bladesmith Spells | Spell Level | Spells | |:------------:|:-----------:| | 3rd | Compelled Duel, Wrathful Smite | | 5th | Shadow Blade, Shatter | | 9th | Crusaders Mantle, Elemental Weapon | | 13th | Fabricate, Fire Shield | | 17th | Steel Wind Strike, Holy Weapon | #### Forge Mastery At 3rd level, your skill lies not only with the craftsmanship of blades but wielding them as well. You gain proficiency in Martial Weapons and Smiths Tools. If you already have this proficiency, you instead can gain proficiency in one artisan’s tools of your choice. Additionally, the cost of forging weapons is halved for you. #### Compound Weapon Additionally, at 3rd level, At the end of each long rest you can designate 1 melee magic weapon or shield to be your Compound Weapon. This weapon gains the following benefits; * You choose 2 melee weapon forms other than the base weapons type. As a bonus action, you can have your Compound Weapon tranform into 1 of these weapon forms. Magic weapons only have their abilities while in there original state eg. a magic sword will only have its effects while its a sword. * You can use this weapon as a spellcasting focus for casting your Artificer spells. * You can use your Intelligence modifier in place of your Strength or Dexterity modifier for attack and damage r * ls with this weapon.
##### Compound Weapon Forms **Heavy Form**
*Requirement: Weapon with the Heavy property*
When you successfully hit a creature with this weapon, that creature must make a Strength saving throw against your spell save DC or be pushed back 10ft.
**Light Form**
*Requirement: Weapon with the light property*
When you successfully hit a creature with this weapon, you deal an additional 1d4 damage. \columnbreak
**Thrown Form**
*Requirement: Weapon with the Thrown property*
When you throw this weapon, you gain +2 to the attack roll.
**Reach Form**
*Requirement: Weapon without the Reach property*
When you successfully hit a creature with this weapon, you can ignore the bonus AC from shields.
**Shield Form**
*Requirement: A shield*
When you end your turn with this Compound Weapon Form active, when a creature attacks you with a weapon attack, you can, as a reaction, add your proficiency bonus to your AC for that attack. \pagebreak
#### Blade Flurry At 5th level, you have become extremely proficient at wielding your creations. When you swap your Compound Weapons weapon type as a bonus action you can make 1 melee attack against a creature within range. #### Weapon Modifications At 9th level, you learn how to use your artificer infusions to specially modify your Compound Weapon. Each of your Compound Weapons forms now counts as separate items for the purposes of your Infuse Items feature. Each of those items can bear one of your infusions. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Compound Weapon. #### Masterwork Armoury At 15 level, > **ART CREDIT** > > * Ibuki Satsuki > * かすみの - https://www.pixiv.net/en/artworks/53064617