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## Artificer Specialist At 3rd level, an Artificer gains the Artificer Specialist feature. The following option is available to an Artificer, in addition to those offered in the Player's Handbook. ### Weaponsmith Some Artificer once thought: "Why should I have only one weapon?" Weaponsmiths are Artificers who dedicated themselves to creating and perfecting magical weapons. Wielding their Combined Weapons, they charge into battle, ready to any situation, freely changing their weapon to suit best for the current enemy. ##### Weaponsmith features | Artificer level |Feature | | ------------- |:-------------:| |
3rd
| Additional Proficiencies, Combined Weapon, Weapon Enhancement | |
5th
| Extra Attack | |
9th
| Weapon Perfection | |
15th
| Weaponsmith Master | #### Weaponsmith Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Weaponsmith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. | Artificer Level | Spells | |:----:|:-------------| | 3rd | *Thunderous Smite, Shield* | | 5th | *Cordon of Arrows, Cloud of Daggers* | | 9th | *Thunder Step, Conjure Barrage*| | 13th | *Greater Invisibility, Staggering Smite* | | 17th | *Holy Weapon, Steel Wind Strike* | #### Additional Proficiencies When you adopt this specialization at 3rd level, you gain proficiency with martial weapons. In addition, 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. #### Combined Weapon Beginning at 3rd level, your experiments with enchanting weapons to better adapt for the situation on the battlefield led you to creating *Combined Weapon*. At the end of long rest, you can touch up to three weapons you're proficient with to turn them into Combined Weapon. Combined Weapon uses statistics of one of the used weapons, called Weapon Modes, retaining all its properties, including magical properties. Even if several Weapon Modes require attunement, Combined Weapon only take single attunement slot. Only one Weapon Mode can be active at a time. You can switch your current Weapon Mode once on each of your turns (no action required), unless you've already attacked with Combined Weapon on this turn. Doing so counts as "Other Activity on Your Turn". Attacks with Combined Weapon are considered magical for the purpose of overcoming resistance to non-magical damage, and you can use your Combined Weapon as a spellcasting focus. In addition, when you attack with this weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. You can have only one Combined Weapon at a time. If you attempt to create another, the old one splits back into weapons it was made from. When you die, the weapon continues to be Combined Weapon for another 24 hours, after which it splits back into weapons it was made from. Other creatures can use your Combined Weapon in its current Weapon Mode, but they can't change its Weapon Mode. #### Weapon Enhancement Beginning at 3rd level, when forging your weapons into Combined Weapon, you can enhance their base properties. Each Weapon Mode gets an additional feature based on its weapon properties. If a weapon has several of listed properties, you have to choose one of fitting features when creating Combined Weapon that would affect Weapon Mode of that weapon. You can change chosen features after you finish a long rest. * **Heavy:** You adapt the weight of this weapon to crush even the most armored foes with a well-placed hit. Once per turn, when you make an attack roll and roll 9 or more, you can roll 1d6 and add number rolled to the attack or damage roll. * **Range:** Projectiles of this weapon accumulate kinetic energy as they fly, getting deadlier the more they travel. Your attacks with this weapon deal an additional 1d6 damage of the weapon's damage type if target hit is 30 ft or further away from you. * **Light:** An exact copy of this weapon (Or of another Weapon Mode with Light property) appears in your other hand provided it's free. It disappears if you switch to another Weapon Mode. When you hit a creature with this weapon, it takes an additional 1d6 damage. A creature can take this additional damage only once per turn. In addition, when you engage in two-weapon fighting, you can make another offhand attack as the part of that bonus action, but only if it targets a different creature. * **Reach:** Your improvements to this weapons make it a perfect tool for battlefield control. Once on each of your turns when you hit an enemy with this weapon, you can move 5 ft in horizontal direction of your choice. \pagebreakNum * **Finesse:** This weapon gives you superior mobility on the battlefield. When you make an attack with this weapon, you can choose to move 5 ft in any horizontal direction. This movement doesn't provoke opportunity attacks. If you move into the space of another creature, you can swap places, provided the creature is willing. * **None of above:** The simplicity of this weapon doesn't allow any significant damage improvements, but you can focus on your defense instead. You gain +1 AC while wielding this weapon, and additional +1 AC if your other hand is free. #### Extra Attack Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn. #### Weapon Perfection Starting at 9th level, your skills of maintaining your Combined Weapon allow you to make some small but significant improvements to it. When creating Combined Weapon, chose one Infusion for each Weapon Mode, provided it can be applied to that weapon. You don't have to know these Infusions, and they don't count against your maximum number of active Infusions. Weapon Modes get bonuses of chosen Infusions, even if they are already magical. Magical bonuses from the weapon and infusion don't stack, only the highest one is applied to attacks. These Infusions are active on weapons only as long as they are part of Combined Weapon. You can change these Infusions when you finish a long rest. #### Weaponsmith Master Starting at 15th level, your mastery of creating magical weapons reaches its highest point. You gain next benefits: * When you craft a magical weapon or ammunition with rarity of rare or higher, it costs half as much gold and time. * You can have up to two Combined Weapons at a time. When you create a Combined Weapon, you can choose one ally who then can attune to it, gaining the ability to switch its Weapon Modes and the benefits of Weapon Enhancement feature.