Artificer Speciality: Blade Forger
Myths and legends are chock full of magic swords capable of slaying demons, dragons, and even gods, and many legends even star the same blade over multiple generations of heroes carrying on its legacy. Blade forging is an artificer speciality which originated with the elves in ages past, when the greatest smiths of their time forged mighty swords for their fate-touched heroes.
Nowadays the practice has spread to other mortal species and cultures, and while the name remains it has since been expanded to include non-bladed weapons like spears, hammers, and all manner of other melee designs.
Way of the Blade
3rd-level blade forger feature
You gain proficiency with smith’s tools, or one artisan's tool of your choice if you already have that one. Additionally, you gain proficiency with martial weapons.
Blade Forger Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Blade Forger 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 | Wrathful Smite, Zephyr Strike |
| 5th | Branding Smite, Cloud of Daggers |
| 9th | Blinding Smite, Crusader’s Mantle |
| 13th | Staggering Smite, Stoneskin |
| 17th | Banishing Smite, Steel Wind Strike |
Masterwork Weapon
3rd-level blade forger feature
You forge a blade with which you and your allies shall write legends. Choose a melee weapon with which you are proficient; you construct one such weapon, which becomes your Masterwork Weapon. The Masterwork is a magical weapon with a +1 bonus to attack and damage rolls, and you may use it as a spellcasting focus for your artificer spells.
The weapon’s attack and damage bonus increases to +2 at 9th level, and to +3 at 15th level.
All magical properties of the Masterwork Weapon remain on it indefinitely, or until you use your action to sever the magic upon it, whereupon it becomes nonmagical; you do not need to see the weapon to do this. You may craft a new Masterwork as part of a long rest, but you may not do so until you have severed the magic on the old one.
Storied Blade
3rd-level blade forger feature
The magic of your weapon begins to grow. Choose two properties from the following list to bestow upon your Masterwork Weapon; this choice cannot be changed on an existing weapon, but you may choose different properties when you create a new weapon as per the feature.
- Keen. Attack rolls with the weapon score a critical hit on a die roll of 19 or 20.
- Shining. The weapon sheds bright light in a 15-foot radius, and dim light for an additional 15 feet. The creature holding the weapon may dim or brighten these radii as a bonus action, to a maximum of 15 feet and a minimum of 0 feet. Completely covering the weapon, such as with a sheath or cloth, also blocks the light.
- Vengeful. Choose a non-Humanoid creature type, such as Dragons or Undead. The weapon deals an additional 1d6 damage (of the same type as its base damage) to creatures of that type. You may choose this property twice, selecting a different creature type each time.
- Whispering. The creature holding the weapon may add your Intelligence modifier to their Initiative rolls.
Extra Attack
5th-level blade forger feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Enduring Legend
5th-level blade forger feature
The heroic magics of your blade turn near misses into dramatic successes. When a creature wielding your Masterwork Weapon fails an attack roll, ability check, or saving throw, it may choose to roll 1d4 and add that to their roll, potentially turning failure into a success. This property of the weapon may be used a number of times equal to your proficiency bonus, and it regains all uses daily at dawn.
Fabled Blade
9th-level blade forger feature
Your weapon’s power is such that it begins to develop its own legend alongside your own. Choose two properties from the following list to bestow upon your Masterwork Weapon; this choice cannot be changed on an existing weapon, but you may choose different properties when you create a new weapon as per the feature.
- Blinding. As an action, the wielder can cause the weapon to flare with light. All creatures of its choice within 15 feet of it must succeed on a Constitution saving throw against your spell save DC or take 2d4 radiant damage and be blinded until the end of the wielder’s next turn.
- Elemental. Choose a damage type from acid, cold, fire, lightning, poison, or thunder. The weapon deals an additional 1d6 damage of the chosen type.
- Featherlight. The weapon gains the Finesse property. Immediately after taking the Attack action with the weapon, the wielder may make one additional attack with it as a bonus action.
- Telekinetic. The weapon gains the Thrown property, with a range of 30/120ft. If it already had the Thrown property, but a shorter range, its range increases to 30/120. The weapon returns to the wielder’s hand immediately after making a thrown attack with it.
Legendary Blade
15th-level blade forger feature
Your weapon has become an object of myth, and will likely be sought after by heroes and treasure-seekers long after you are gone. Choose two properties from the following list to bestow upon your Masterwork Weapon; this choice cannot be changed on an existing weapon, but you may choose different properties when you create a new weapon as per the feature.
- Dancing. As a bonus action, the wielder may toss the weapon into the air and cause it to begin to hover; the weapon then flies up to 30 feet and attacks one creature of the wielder’s choice within its range, using attack and damage rolls as though the wielder was still holding it. While the weapon hovers, the wielder may use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you and attack one creature within range of it. After it attacks for a fourth time, it flies up to 30 feet and tries to return to the wielder’s hand (falling to the ground if the wielder has no hands free). The weapon ceases to hover if it ever more than 30 feet from the wielder.
- Esoteric. Choose a damage type from necrotic, psychic, or radiant. Once per turn when the weapon deals damage, the wielder may choose to deal an additional 1d12 damage of the chosen type.
- Sentient. The weapon becomes a sentient magical weapon (as described in the DMG). It understands all the languages you know, and you choose whether it can communicate audibly out to 60 feet or just telepathically with its wielder; it also has your choice of Darkvision out to 120 feet or Blindsight out to 15 feet. Roll 3d6+3 to determine its Intelligence, Wisdom, and Charisma scores (roll separately for each). You determine the weapon’s personality traits, ideals, bonds, and flaws. Additionally, as its creator, the weapon can communicate telepathically with you so long as you are both on the same plane of existence.
- Spellbound. Choose one 1st-level and one 2nd-level spell you know. The wielder of the weapon may use it to cast those spells at will, using your spellcasting ability modifier.