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Weaponwright
5e14 Modular Trick Weapon Artificer Subclass
\pagebreak # Artificer: The Weaponwright ___ The Weaponwright is a master of blending artifice and combat, crafting unique trick weapons that shift between forms with fluid precision. Using their unparalleled knowledge of both arcane magic and mechanical engineering, they design weapons that are as versatile as they are deadly, capable of adapting to any situation on the fly. With a steady hand and an inventive mind, the Weaponwright imbues each weapon with specialized components, allowing them to switch between damage types, attack styles, and even magical effects. Whether on the battlefield or in the workshop, the Weaponwright’s creations are the pinnacle of ingenuity, where form and function merge seamlessly into devastating power. ### Weaponwright Spells | Artificer Level | Spells | |:-|:-| | 3rd | Zephyr Strike, Shield | | 5th | Heat Metal, Mirror Image | | 9th | Counterspell, Fly | | 13th | Freedom of Movement, Greater Invisibility | | 17th | Steel Wind Strike, Wall of Force | ### Tool Proficiency *3rd level Weaponwright feature* When you adopt this specialization at 3rd level, you gain proficiency with smith's tools and tinker's tools. If you already have proficiency with either, you can choose another type of artisan's tools. ### Trick Weapons *3rd level Weaponwright feature* By 3rd level, you can create a trick weapon with two interchangeable forms, allowing you to switch between them using a bonus action. You are proficient with the trick weapon, and its only usable by you. You can create only one trick weapon in total, and you can create it during a long rest for free. Each of the two trick weapon forms starts as an empty template that you customize with three components: a Head, a Frame, and a Special. • **Short Rest**: You can exchange one part of your weapon for another. • **Long Rest**: You can completely redesign your weapon by replacing all components. • **Cost**: Newly crafted Head components costs 20 gold to construct, Frame components, 50 gold and Special components 100 gold. If you replace a component with a component you have previously crafted, it costs 0 gold for that replacement. You may craft 3 new components during a long rest. ## When you attack with a trick weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. Additionally, from level 6 and onwards, your trick weapon counts as magical, for the purpose of overcoming resistances. \columnbreak ### Extra Attack *5th level Weaponwright feature* Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn. ### Adaptive Mastery *9th level Weaponwright feature* At 9th level, your expertise in weapon crafting allows you to fine-tune your Trick Weapon on the fly. You gain the following benefits: • **Dynamic Configuration**: As an action, you can replace one component (Head, Frame, or Special) of your Trick Weapon without needing a short rest, if you have previously crafted that component. If you end up replacing a component that doesn't fulfill the requirements for the weapon, the Special of that form will be disabled, until you replace parts till the requirements are fulfilled again. • **Fluid Motions**: Once per turn, when you switch your weapon’s form and damage a creature with it on the same turn, you deal an additional 1d8 damage of the weapon’s type. This extra damage increases to 2d8 at 15th level. • **Extra Weapon**: You may create two different trick weapons instead of one. ### Master Weaponwright *15th level Weaponwright feature* At 15th level, your Trick Weapon becomes a masterpiece of engineering and arcane ingenuity, granting the following benefits: • **Integrated Arsenal**: Your Trick Weapon can now incorporate two Special components simultaneously in one of its forms. Both effects are active, but you must meet the prerequisites for each. • **Overdrive Mechanism**: Once per long rest, you can overcharge your Trick Weapon. For 1 minute, all attacks with the weapon deal an additional 1d8 damage of a type associated with one of its components (your choice of bludgeoning, slashing, piercing, fire, lightning, or cold). Additionally, once per turn, if you land a critical hit with your Trick Weapon you can immediately make one additional attack with the same Trick Weapon. ### Credits • Page 1: Art by **Ishutani** at *https://x.com/ishu_tani*. ### Version History | Date | Version | Change | |:-|:--:|:-| | 2024.10.31 | 1.0 | Initial release | \pagebreakNum
### Trick Weapon Components #### Head Components related to damage types. • **Piercing**: The weapon deals piercing damage. • **Slashing**: The weapon deals slashing damage. • **Bludgeoning**: The weapon deals bludgeoning damage. #### Frame Components related to Weapon Properties and Damage Die. • **Twin Frame**: Splits the weapon into two melee weapons, each dealing 1d6 damage with the light and finesse properties. Only one of the weapons benefit from the Special component. • **Balanced Frame**: A melee weapon dealing 1d8 damage, versatile (1d10), with the finesse property. • **Heavy Frame**: A melee weapon dealing 1d12 damage with the two-handed and heavy properties. • **Reach Frame**: A melee weapon dealing 1d10 damage with the reach and two-handed properties. • **Handcannon Frame**: A ranged weapon dealing 1d8 damage, with a range of 30/120, and the light property. • **Rifle Frame**: A ranged weapon dealing 2d6 damage, with the two-handed property and a range of 100/400. • **Shield Frame**: Splits the weapon into a one-handed melee weapon and a shield, with the weapon dealing 1d8 damage. Only the weapon benefit from the Special component. The shield grants +2 AC and is instantly equipped. #### Special Components related to Unique Effects. • **Rending:** Your weapon becomes serrated. Once per turn, deal an additional 1d8 damage to creatures that are Large or larger. On a critical hit, the target's movement speed is halved until the start of your next turn. *(Requires a slashing weapon.)* • **Honed**: When you critically hit a creature, deal an additional 2d10 piercing damage. Usable once per turn. *(Requires a piercing weapon.)* • **Hefty**: Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can push it 5 feet to an unoccupied space, provided the target is no more than one size larger than you. Pushing it into a solid surface causes it to take an additional 1d6 damage. *(Requires a bludgeoning weapon.)* • **Threaded:** Your weapon becomes whip-like. Once per turn, when you hit a creature, it must make a Strength saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or be pulled 10 feet closer and fall prone. Usable once per turn, up to a number of times equal to your proficiency bonus recharged on a long or short rest. *(Requires a Reach Frame.)* • **Shocking**: Once per turn, you can overcharge the weapon. Use a bonus action to charge it; all attacks made with this weapon deal an additional 1d8 lightning damage until the end of your turn. You can use this up to a number of times equal to your proficiency bonus recharged on a long or short rest. • **Endothermic**: Your attacks deal an additional 1d4 cold damage, and reduce your targets movement speed by 10 feet until the start of your next turn. \columnbreak • **Launcher**: Adds an explosive attack. As an action, fire a projectile at a point within 60 feet. All creatures within a 10-foot radius must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, they take 3d8 fire damage (half on success). Usable once per long rest unless reloaded as an action. *(Requires a ranged weapon.)* • **Blasting**: *Pre-requisite: Artificer level 5.* Adds a wide blasting attack. When attacking with this weapon you can forego an attack to make all creatures within a 15-foot cone emanating from yourself succeed on a Dex saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier), or take 2d6 piercing damage. *(Requires a Rifle Frame.)* • **Priming**: *Pre-requisite: Artificer level 5.* Once per turn, you can use a bonus action to prime the weapon for an explosive strike, granting your next hit this turn an extra 4d6 piercing damage but imposing disadvantage on attack rolls until you hit or the turn ends. If you miss, the use isn't expended, and hitting whilst primed instantly reloads the weapon. Usable once per long rest, or reloaded as an action. *(Requires a melee weapon)* • **Rejuvenating**: *Pre-requisite: Artificer level 5.* Whenever you take the Attack action with this weapon, you can forego any number of attacks to heal an ally within the weapons normal range for 2d6 + Intelligence modifier, for each attack foregone. You can use this up to a number of times equal to your proficiency bonus recharged on a long or short rest. *(Requires a ranged weapon)* • **Hallowed**: *Pre-requisite: Artificer level 5.* Your weapon is silvered and deals an additional 1d6 fire damage against shapechangers, undead, aberrations and fiends. Additionally, any target hit cannot regain hit points until the start of your next turn. • **Phantom**: *Pre-requisite: Artificer level 5.* Once on each of your turns when you attack with your one-handed weapon using the Attack action, you can make one additional one-handed weapon attack as part of the same action. This attack deals force damage instead. You make this additional attack up to a number of times equal to your proficiency bonus recharged on a long or short rest. (*Requires a one-handed weapon*) • **Colossal**: *Pre-requisite: Artificer level 7.* Triples the weapon's damage die and additional dice from its Special property, but attacking with this component requires and expends two attacks from the Attack action, instead of the usual one. *(Unusable with Twin Frame or Handcannon frame.)* • **Whirligig**: *Pre-requisite: Artificer level 7.* You can whirl the blade, slashing into the targets body dealing intense damage. When you hit with this weapon, you can once per turn choose to deal an additional 3d4 slashing damage. You can use this up to a number of times equal to your proficiency bonus recharged on a long or short rest. *(Requires a slashing two-handed melee weapon)* • **Arcane**: *Pre-requisite: Artificer level 7.* Whenever you take the Attack action with this weapon, you can forego any number of attacks to fire off a ranged spell attack with a range of 30 feet, for each attack foregone. On hit, the ranged attacks deal radiant damage equal to your weapon damage + your Intelligence modifier. *(Requires a melee weapon)* \pagebreakNum # Example Trick Weapons ## Threaded Blade *Required level to construct: 3rd level* ### First Form, Sword Chosen components: **Head**: Slashing **Frame**: Balanced Frame **Special**: Rending ## The first form is a versatile finesse melee weapon that deals 1d8/1d10 slashing damage, and an additional 1d8 damage against larger foes. On a crit, the blade reduces the enemy's speed by half. ### Second Form, Whip Chosen components: **Head**: Slashing **Frame**: Reach Frame **Special**: Threaded ## In the second form, the cane transforms into a whip that can attempt to pull things closer to you and trip them, so they fall prone. ## Rifle Spear *Required level to construct: 5th level* ### First Form, Spear Chosen components: **Head**: Piercing **Frame**: Reach Frame **Special**: Honed ## The first form is a two-handed reach weapon that does 1d10 Piercing Damage on hit, and an additional 2d10 piercing damage on a crit. ### Second Form, Rifle Chosen components: **Head**: Piercing **Frame**: Rifle Frame **Special**: Blasting ## The second form is a two-handed rifle that does 2d6 piercing damage with a range of 100/400, and can do 2d6 piercing damage in a 15 feet cone if needed. \columnbreak ## Church Rifle *Required level to construct: 5th level* ### First Form, Hallowed Bullets Chosen components: **Head**: Piercing **Frame**: Rifle Frame **Special**: Hallowed ## The first form is a two-handed rifle that does 2d6 silvered piercing damage with a range of 100/400, and deals an additional 1d6 fire damage against unnatural creatures and prevents healing for a round. ### Second Form, Healing Bullets Chosen components: **Head**: Piercing **Frame**: Rifle Frame **Special**: Rejuvenating ## The second form is the same rifle, except that instead of being better against unnatural creatures, it can heal allies for 2d6 + Intelligence modifier hit points multiple times a day. ## Whirligig Saw *Required level to construct: 15th level* ### First Form, Whirligig Saw Chosen components: **Head**: Slashing **Frame**: Heavy Frame **Special 1**: Whirligig **Special 2**: Colossal ## The first form is a heavy two-handed weapon that deals 3d12 slashing damage on hit, and can add 9d4 additional slashing damage on hit, multiple times a day. The detriment is that it can only be swung once per Attack action. ### Second Form, Baton and Shield Chosen components: **Head**: Bludgeoning **Frame**: Shield Frame **Special**: Hefty ## The whirligig saw detaches and becomes a shield, granting +2 AC, and the handle becomes a baton that deals 1d8 bludgeoning damage and can knock people 5 feet away on hit. If they are knocked into solid surfaces, they take an additional 1d6 bludgeoning damage.