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Weapon Forger

Weapon Forger

W
hat do you see boy? A sword? No, a
masterpiece. A work of art dedicated to the
greatest craft of them all: slaying our enemies.
In your hands it might just be a sword, but not
in mine...
An Artificer Specialization
Weapon forgers are artificers who, as the name implies, have
dedicated their lives to the crafting of weapons. Not just any
weapon though: magic weapons, weapons that other
adventurers spend their whole lives searching for. The way
they create said weapons changes from artificer to artificer,
some inscribe arcane runes along the sides of the weapons,
others chant hymns as they craft them, while others still
attach arcane technology to their weapons. Weapon forgers
are also extremely skilled with the weapons they create, so Magical Forge, by Hongqi Zhang
much so that often their weapon gain fame through their own When you create a Master Weapon, you can apply up to 2
deeds. Weapon Modifications from the Weapon Modifications list
Forge Proficiencies (shown below), the created weapon gains all the benefits
When you adopt this specialization at 3rd level, you gain described. In order to apply a modification you must meet its
proficiency with smith's tools. If you already have this prerequisites. The number of Weapon Modifications you can
proficiency, you gain proficiency with one other type of apply increases as you gain levels in this class, to 3 at 5th
artisan's tools of your choice. level, 4 at 9th level and 5 at 15th level.
Additionally, you gain proficiency with martial weapons. Once you have created a Master Weapon this way, you
cannot do so again until you finish a long rest unless you
Weapon Forger Spells expend a 1st level or higher spell slot to do so. Whenever you
Starting at 3rd level, you always have certain spells prepared create a new Master Weapon, any such weapons you had
after you reach particular levels in this class, as shown in the previously created turn to dust.
table. These spells count as artificer spells for you, but they Extra Attack
don't count against the number of artificer spells you Starting at 5th level, you can attack twice, rather than once,
prepare. whenever you take the Attack action on your turn.
Weapon Forger Spells
Dual Weapons
Artificer level Weapon Forger Spells
Starting at 9th level, you can have two Master Weapons
3rd Mage Armor, Thunderous Smite created at the same time. If you then create a third master
5th Branding Smite, Spiritual Weapon
weapon, the first one you created turns to dust.
Additionally, any Master Weapon you create can can be
9th Blinding Smite, Conjure Barrage infused twice, as though its handle and blade (or damaging
13th Fabricate, Staggering Smite part) were two separate items, and the maximum number of
items you can infuse at once increases by 1, but the extra
17th Banishing Smite, Conjure Volley item must be a Master Weapon.
Master Weapon Spellsword
Also at 3rd level, you can make weapons. You can spend 10 Starting at 15th level, you have mastered the art of imbuing
minutes using your smith's or tinkerer's tools to craft a your weapons with magic. Whenever you cast a smite spell or
magical weapon, called a Master Weapon. You choose the a spell that targets a Master Weapon, you gain the following
shape and appearance of your Master Weapon. Based on the benefits for the duration:
shape you chose it deals 1d6 of either bludgeoning, piercing If the spell requires concentration, your concentration
or slashing damage (for example, a weapon with a long blade can't be broken as a result of taking damage.
would deal slashing damage, one with a very sharp point If the spell would deal damage or increase the damage you
piercing, and a blunt weapon bludgeoning). This damage deal with a Master Weapon, once per turn you can add
increases when you reach certain levels in this class, to 1d8 your proficiency bonus to that damage.
at 5th level, 1d10 at 9th level and 1d12 at 15th level. The
created weapon is as a martial melee weapon. Additionally, Additionally, you can now create a Master Weapon as an
you can use your Intelligence modifier for attack and damage action, instead of requiring 10 minutes to do so.
rolls you make with Master Weapons, and can use one as a
spell focus.
2
Weapon Modifications
If a modification has prerequisites, you must meet them to
learn to apply it. You can learn how to apply a modification at
the same time that you meet its prerequisites. A level
prerequisite refers to your level in this class.
Demolition Modification
This weapon deals double damage to objects and structures.
Fire Modification
As a bonus action a creature wielding this weapon can cause
it to become enveloped in fire. The next time this weapon
deals damage before the end of the wielder's current turn, it
deals an additional 1d6 fire damage.
Grip Modification Sword of Fire and Ice, by Chris Rahn
A creature wielding this weapon cannot be disarmed of it
unless they are incapacitated. Force Modification
Prerequisite: 5th level
Guard Modication Whenever a creature wielding this weapon hits another
A creature wielding this weapon gains a +1 to their AC. creature with a weapon attack, they can choose to convert
the physical damage (bludgeoning, piercing and slashing are
Ice Modification all physical damage types) it deals to force damage. If they
As a bonus action a creature wielding this weapon can cause do, the creature must succeed on a Strength saving throw
it to become as cold as ice. The next time this weapon deals against your Spell Save DC, or be pushed up to 10 feet in a
damage before the end of the wielder's current turn, it deals straight line in a direction of the wielder's choosing. Once the
an additional 1d4 cold damage, and the target's movement wielder has pushed a creature this way, they can't do so
speed is reduced by 10 feet until the start of the wielder's again until the start of their next turn.
subsequent turn.
Electricity Modification
Poison Modification Prerequisite: 5th level
As an action a creature wielding this weapon can cause it to Whenever a creature wielding this weapon hits another
become coated in poison. The next three times within the creature with a weapon attack, they can choose to convert
next hour that this weapon deals damage, it deals an the physical damage it deals to lightning damage. If they do,
additional 1d4 poison damage. This weapon cannot be coated the creature must succeed on a Constitution saving throw
in poison again for 1 hour or until all the poison damage is against your Spell Save DC, or they drop whatever they are
dealt. holding and are unable to make opportunity attacks until the
start of the wielder's next turn. Once the wielder has dealt
Shape and/or Weight Modification lightning damage with this weapon this way, they can't do so
This weapon has one of the following properties of your again until the start of their next turn.
choice: Finesse, Heavy, Light, Reach, Thrown, Two-Handed,
or Versatile. If you choose the thrown property, the range is Precision Modification
20/60 feet; if you choose the two-handed property its damage Prerequisite: 9th level
die becomes 2 sizes larger (see: Die Size Modfication Table, This weapon scores critical hits on a roll of 19 or 20.
below). If you choose the versatile property its damage die
becomes 1 size larger when wielded with two hands. If the Thunder Modification
weapon has the light property, it cannot gain the heavy Prerequisite: 9th level
property and vice versa. Whenever a creature wielding this weapon hits another
You can choose to apply this modification more than once, creature with a weapon attack, they can choose to convert
but you must choose a different property each time you apply the physical damage it deals to thunder damage. If they do,
it. the creature must succeed on a Constitution saving throw
against your Spell Save DC, or be knocked prone. Once the
Die Size Modification Table wielder has dealt thunder damage with this weapon this way,
Base die size 1 size larger 2 sizes larger they can't do so again until the start of their next turn.
1d6 1d8 1d10 Time Modification
1d8 1d10 1d12 Prerequisite: 15th level
Whenever a creature wielding this weapon misses a
1d10 1d12 2d6
weapon attack with it, as a reaction they can reroll the attack,
1d12 2d6 1d6 + 1d8 they must use the second roll.
 
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