

Artificer Specialist: Integrated Weaponsmith
Those who are Integrated Weaponsmiths go against the order of things set by standard tinkers and artificers. While most make their creations into separate pieces of technology, these specialists make their creations part of them, enhancing their bodies and turning themselves into a walking armory.
Tool Proficiency
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.
Integrated Weaponsmith Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Integrated Weaponsmith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Integrated Weaponsmith Spells
| Artificer Level | Spell |
|---|---|
| 3rd | shield, searing smite |
| 5th | hold person, mirror image |
| 9th | blinding smite, blink |
| 13th | polymorph, staggering smite |
| 17th | banishing smite, hold monster |
Knowledge of Arms
When you reach 3rd level, your knowledge and experience of weaponry allows you to use them competently. You gain proficiency with martial weapons.
One with the Weapon
At 3rd level, your body itself becomes the embodiment of a living bio-mechanical weapon. While you are unarmored you gain the following benefits:
• You can attach a weapon to your body and can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. This weapon is attached to your body and does not take up the use of your hands.
• You gain an unarmored AC of 10 + your Intelligence modifier + your Dexterity modifier.
• You can apply infusions that enhances simple and martial weapons to your attached weapon.
• You can use your attached weapon as a spell casting focus for your artificer spells
You can change your attached weapons whenever you finish a short or long rest, provided you have smith's tools in hand. When you do this any infusions on your attached weapon is removed until you reapply them.
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.


Machine-Like Healing
At 9th level, due to your mechanical enhancements, you can heal yourself in unconventional ways. As a bonus action, you can repair yourself and any damage components of your body, regaining hit points equal to 2d8+your Intelligence modifier. If you reach your hitpoint maximum, any remaining hitpoints become temporary hitpoints.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
Created by HicksHomebrew
Edited and helped by the wonderful people of the Discord of Many Things server.
Art by Ronan Ahdi and Adrian Bilozor.
Perfected Evolution
At 15th level, your continued exploration, tinkering and nurturing has produced a perfected versions of your living weapons. You gain the following benefits:
• Your attached weapons score a critical hit on a roll of 19 or 20.
• You can have a second weapon attached to your body.
• When you use your action to cast a spell, you can make one weapon attack as a bonus action with one of your attached weapons.
• You can change the damage type of your attached weapons to acid, cold, fire, force, thunder, or lightning damage (your choice). You can change the damage type on a short or long rest, provided you have smith's tools in hand.