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== Forgewright == | == Forgewright == | ||
While most artificers are primarily inventors that take up a life of adventure to test experiments in the field, those known as Forgewrights seek out battle for its own sake. Reveling in the thrill of combat, they combine their innovation with their skill as warriors to forge their signature Arcane Armament. | |||
<br><br> | |||
==== Specialist Spells ==== | ==== Specialist Spells ==== | ||
''1st Level | ''1st Level Forgewright Feature''<br> | ||
You gain Specialist Spells at the Artificer Levels listed in the Artificer Spells table. You Know these Spells, always have them Prepared, they count as Artificer Spells for you, and they don't count against your number of Spells Known. | You gain Specialist Spells at the Artificer Levels listed in the Artificer Spells table. You Know these Spells, always have them Prepared, they count as Artificer Spells for you, and they don't count against your number of Spells Known. | ||
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<br> | <br> | ||
Tools of the Trade | |||
''1st Level Forgewright Feature''<br> | |||
You gain proficiency with martial weapons and smith's tools. If you're already proficient with smith's tools, you instead gain proficiency with another set of artisan's tools of your choice. | |||
Arcane Armament | |||
''1st Level Forgewright Feature''<br> | |||
Over the course of 1 hour, which can be during a short or long rest, you can use smith's tools to transform one melee weapon you touch into your Arcane Armament. While you wield your Arcane Armament, you gain the benefits below. | |||
You can only have one Arcane Armament at a time, and enchanting a second causes the magic of the first to end. | |||
You can use your Intelligence, in place of Strength or Dexterity, for attack and damage rolls with the weapon. | |||
The weapon gains both the thrown (20/60) and returning properties. After you make a thrown weapon attack with your Arcane Armament, it instantly returns to your hand. | |||
It counts as a magical weapon if it was not already. | |||
2nd compelled duel, zephyr strike* | |||
5th cloud of daggers, misty step | |||
9th blinding smite, conjure barrage | |||
13th fire shield, staggering smite | |||
17th conjure volley, steel wind strike* | |||
Forge of War | |||
''3rd Level Forgewright Feature''<br> | |||
Your signature artifice enhances the power of your weapon. Any weapon attacks you make with your Arcane Armament score a critical hit on a roll of 19 or 20 on the d20. | |||
Also, your total number of Infusions Known increases by 1. However, this bonus Infusion must be applied to your Arcane Armament, and can be applied even if it was a magic weapon. | |||
Arcane Jolt | |||
''5th Level Forgewright Feature''<br> | |||
When you hit a target with your Arcane Armament you can expend a spell slot to deal additional force damage to the target. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 6d6. | |||
Extra Attack | |||
''5th Level Forgewright Feature''<br> | |||
You can attack twice, rather than once, when you take the Attack action on your turn. Moreover, you can cast one of your artificer cantrips in place of one of those attacks. | |||
Improved Arcane Jolt | |||
''9th Level Forgewright Feature''<br> | |||
The magic of your Arcane Armament empowers its strikes. Each time you hit a creature with a weapon attack with your Arcane Armament you deal an additional 1d6 force damage. | |||
This force damage does not count against the maximum amount of damage you can deal with your Arcane Jolt feature. | |||
Master Forgewright | |||
''15th Level Forgewright Feature''<br> | |||
You have become a master among Forgewright artificers and can extend the power within your Arcane Armament to allies. As an action, you can hold aloft your Arcane Armament and, choose a number of weapons equal to your Intelligence modifier (minimum of 1) within 30 feet, one of which can be your Arcane Armament. For the next minute these weapons | |||
deal an additional 1d6 force damage on hit. | |||
Once you use this feature you must finish a long rest | |||
before you can use it again. If you have no uses of this | |||
feature left, you can expend an artificer spell slot of | |||
3rd-level or higher to use this feature again. | |||
== Machinist == | == Machinist == |