NPC Class: Weaponsmith

by OmniscientVale

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The Weaponsmith

This is an NPC class. It is designed to fit a specific NPC theme and lacks subclasses or multiclassing rules in mind. Players can play this class with their DM's discretion, but they should be warned that they will most likely be outpaced by PCs that possess official classes.

Class Features

As a Weaponsmith, you gain the following class features.

Hit Points

Hit Dice: 1d8 per weaponsmith level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per weaponsmith level

Proficiencies

Armor: All armor, shields

Weapons: All weapons, Firearms (at the DM's discretion)

Tools: Leatherworker's Tools, Mason's Tools, Smith's Tools, Tinker's Tools, Woodcarver's Tools

Saving Throws: Strength, Constitution

Skills: Choose two from Arcana, Athletics, History, Insight, Intimidation, Investigation, Perception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • a) a martial weapon and a shield (b) a martial weapon with the Two-Handed or Versatile property

  • (a) chain mail or (b) scale mail and a light crossbow and 20 bolts

  • (a) a dungeoneer's pack or (b) an explorer's pack

  • an arcane focus

The Weaponsmith
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Weaponsmith's Assurance 4 2
2nd +2 Weapon Enhancement 4 2
3rd +2 5 3
4th +2 Ability Score Improvement 5 3
5th +3 Extra Attack 6 4 2
6th +3 Tool Expertise 6 4 2
7th +3 7 4 3
8th +3 Ability Score Improvement 7 4 3
9th +4 Focus 8 4 3 2
10th +4 Expert Weaponsmith 8 4 3 2
11th +4 9 4 3 3
12th +4 Ability Score Improvement 9 4 3 3
13th +5 10 4 3 3 1
14th +5 Weapon Master 10 4 3 3 1
15th +5 11 4 3 3 2
16th +5 Ability Score Improvement 11 4 3 3 2
17th +6 12 4 3 3 2 1
18th +6 Legendary Weaponsmith 12 4 3 3 2 1
19th +6 Ability Score Improvement 13 4 3 3 2 2
20th +6 True Weaponsmith 13 4 3 3 3 2

Spellcasting

As a weaponsmith, you are capable of using magic to assist in your craft.

Spell Slots

The Weaponsmith table shows how many spell slots you have to cast your weaponsmith spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the weaponsmith spell list.

The Spells Known column of the Weaponsmith table shows when you learn more weaponsmith spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the weaponsmith spells you know and replace it with another spell from the weaponsmith spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability. Your draw your magic from your skill with the tools you forge your weapons with. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a weaponsmith spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast any weaponsmith spell you know as a ritual if that spell has the ritual tag.

Weaponsmith's Assurance

You have several unfinished projects on yourself at any given time that with a little effort can be turned into serviceable weapons. As a bonus action, roll a d20, and compare your result to the Assurance Table. You than gain a weapon of your choice that corresponds with what you rolled.

You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Starting at 5th level, the weapon can be used as a spellcasting focus for your weaponsmith spells.

A weapon created with this feature ceases to function if you use this feature again, or no creature is holding the weapon at the start of your turn.

Weapon Assurance (Level 1-4)
d20 Weapon
1-5 any simple melee weapon
6-10 any simple weapon
11-15 any martial melee weapon
16-19 any martial weapon
20 a magical weapon of uncommon or lesser rarity
Weapon Assurance (Level 5-13)
d20 Weapon
1-5 any simple weapon
6-10 any martial melee weapon
11-15 any martial weapon
16-19 an uncommon magical weapon
20 a magical weapon of rare or lesser rarity
Weapon Assurance (Level 14-20)
d20 Weapon
1-5 any simple weapon
6-10 any martial weapon
11-15 an uncommon magical weapon
16-19 a rare magic weapon
20 a magical weapon of very rare or lesser rarity

Weapon Enhancement

Starting at 2nd level, you can expend a spell slot of 1st or 2nd level as an action to temporarily enchant a weapon you are touching. This enchantment lasts for 1 minute. While enchanted, the weapon can be used as a spellcasting focus for your weaponsmith spells and gains one of the following benefits of your choice.

  • The weapon gains a +1 bonus to attack and damage rolls
  • The weapon deals an additional 1d4 acid, cold, fire, or lightning damage.
  • The weapon is silvered.

If you expend a spell slot of 3rd or 4th level, the bonus to attack and damage rolls increases to +2, the extra damage done by the weapon increases to 1d6, and the weapon is considered magical instead of silvered.

If you expend a spell slot of 5th level, the bonus to attack and damage rolls increases to +3, the extra damage done by the weapon increases to 1d8.

Ability Score Improvement

When you reach 4th level, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Tool Expertise

At 6th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.

Focus

Starting at 9th level, you add your Intelligence modifier to your initiative rolls and while concentrating on a spell, your concentration can't be broken as a result of taking damage.

Expert Weaponsmith

At 10th level, you have become an expert in crafting and handling weapons.

  • You gain either a +1 bonus to attack or damage rolls with weapons. Once you choose, this choice cannot be changed.
  • If you craft a nonmagical weapon, you can craft it in 10 minutes, and it costs you a quarter as much of the usual gold.
  • If you craft a magic weapon with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Weapon Master

At 14th level, you become further skilled with all manner of weapons.

  • If you gained the bonus to attack rolls from the Expert Weaponsmith feature, your weapons attacks score a critical hit on a roll of 19 or 20 on the d20.
  • If you gained the bonus to damage rolls from the Expert Weaponsmith feature, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a weapon attack.

Legendary Weaponsmith

At 18th level, your skill at smithing is world renowned and spoken of in legend.

  • You can craft nonmagical weapon as an action, and it consts you a tenth as much of the usual gold.
  • If you craft a magic weapon with a rarity of rare or very rare, it takes you a half of the normal time, and it costs you half as much of the usual gold.
  • As an action, you can cast the Legend Lore spell as an action and requiring no material components. You must learn lore about an object. Once you use this feature, you can do so again for 7 days.

True Weaponsmith

At 20th level, you become as durable and lethal as the weapons you craft. As an action, you transform, your skin turning metallic and becoming one with the armor you wear, granting you the following benefits for 1 minute:

  • You gain a +2 bonus to your armor class.
  • You become immune to nonmagical damage dealt by weapons, and gain resistance to damage dealt by magical weapon.

Weaponsmith Spells

1st Level
  • Absorb Elements
  • Burning Hands
  • Catapult
  • Compelled Duel
  • Divine Favor
  • Earth Tremor
  • Ensnaring Strike
  • Grease
  • Identify
  • Searing Smite
  • Shield
  • Shield of Faith
  • Tenser's Floating Disk
  • Thunderous Smite
  • Zephyr Strike
2nd Level
  • Aganazzar’s Scorcher
  • Barkskin
  • Branding Smite
  • Cloud of Daggers
  • Continual Flame
  • Cordon of Arrows
  • Heat Metal
  • Knock
  • Locate Object
  • Magic Weapon
  • Maximilian's Earthen Grasp
  • Pyrotechnics
  • Scorching Ray
  • Shatter
3rd Level
  • Blinding Smite
  • Conjure Barrage
  • Crusader's Mantle
  • Elemental Weapon
  • Erupting Earth
  • Fireball
  • Flame Arrows
  • Lightning Arrow
  • Meld into Stone
  • Melf's Minute Meteors
  • Protection from Energy
  • Tiny Servant
  • Wall of Sand
4th Level
  • Elemental Bane
  • Fabricate
  • Fire Shield
  • Leomund's Secret Chest
  • Otiluke's Resilient Sphere
  • Staggering Smite
  • Stone Shape
  • Stoneskin
  • Wall of Fire
5th Level
  • Animate Objects
  • Conjure Volley
  • Destructive Wave
  • Holy Weapon
  • Immolation
  • Legend Lore
  • Steel Wind Strike
  • Swift Quiver
  • Wall of Stone
Firearm Addendum

If your DM allows the use of firearms in their campaign, and they also allow you to use your Weapon Assurance feature to create firearms, you can create a firearm if you roll to create a uncommon magic weapon.

 

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