Artificer - Forge Adept

by Frootbat

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Artificer: Forge Adept

To a forgewright, weaponry is everything. They spend their lives in pursuit of perfection, seeking the perfect weight, the ideal grip length, and the sharpest blade. They revel in combat, dueling and slaughtering with their masterfully crafted and perfected weapons.

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.

Forge Adept Spells

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

Forge Adept Spell List

Artificer Level Spell
1st divine favor, zephyr strike
5th cloud of daggers, spiritual weapon
9th blinding smite, spirit shroud
13th fire shield, staggering smite
17th holy weapon, steel wind strike

Legendary Weapon

At 3rd level, you learn to imbue a weapon with a fraction of your spirit. When you finish a long rest, you can touch a magic or nonmagical simple or martial melee weapon, which becomes your Legendary Weapon, granting it the following effects:.

  • You can use your Intelligence modifier, in place of Strength or Dexterity, for the attack and damage rolls of the weapon.
  • Once imbued, it is a magic weapon that grants a +1 bonus to attack and damage rolls, unless the base weapon you imbued already grants a higher bonus. This bonus increases when you reach certain levels in this class, increasing to +2 at 8th level and +3 at 13th level.
  • You can add one of your infusions to the item, even if it is magical. If the weapon has multiple attack and damage bonuses, they do not stack.
  • It gains the thrown property with a normal range of 20 feet, and a long range of 60 feet. It also gains the returning property, and returns to your hand immediately after every ranged attack.
  • As an action while you and your weapon are on the same plane of existence, you can cause it to teleport to your hand.

Only you can lift and use your Legendary Weapon, and creating a second legendary weapon causes the effect on the first one to end.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Soul Bond

Starting at 9th level, you gain an even deeper bond with your masterpieces, drawing on your own power to fuel it. You gain a pool of d8s equal to your artificer level. Whenever you hit a target with your Legendary Weapon, you can expend dice from the pool, up to an amount equal to your proficiency bonus, and cause one of the following effects:

  • The target takes additional force damage equal to the amount rolled.
  • You gain temporary hitpoints equal to the amount rolled + Your Intelligence Modifier.


Additionally, as an action you can expend any amount of hitdie, and for each hit die you spend, your pool of dice regains a d8.

Forge Mastery

At 15th level you have truly mastered your craft. While holding your Legendary Weapon, you gain the following benefits:

  • You can’t be charmed or frightened.
  • Select one of the following damage types when you imbue the weapon: acid, cold, fire, lightning, or thunder. When you hit with your Legendary Weapon, the target takes an extra damage equal to your proficiency bonus of the chosen type.
 

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