The swordsmith hones their craft and their steel, in an unending quest for the perfect blade. The gunsmith tinkers and tests their powders and barrels, anxious to test the limits of new technologies. The war smith hammers out a new and convoluted prototype, ready to test their creation on the battlefield. Armigers and their weapons come in many forms, with many motivations, but their solution is the same. Conflict is always in essence an arms race, and the armiger means to sculpt magic and steel into the best arms mortalkind is capable of creating.
Starting at 3rd level, when you prepare your artificer spells you can prepare certain spells and create spell inventions for them in addition to your normal number of prepared spells. These spells count as artificer spells for you, even if they aren’t on the artificer spell list.
Table: Armiger Spells
Artificer Level |
Spell |
---|---|
3rd | divine favor, shield |
5th | heat metal, magic weapon |
9th | haste, whirlwind kick |
13th | rage of the meek, secret chest |
17th | contagion, warrior’s instincts |
When you select this archetype at 3rd level, you gain proficiency with martial weapons, cultural weapons (at the Narrator’s discretion) and rare weapons and you gain advantage on checks made to craft weapons and armors you’re proficient with. In addition, the weapons you craft are truly unique. Whenever you craft a weapon, you can add one of the following weapon properties of your choice in addition to that weapon’s normal properties: Breaker, Defensive (light, medium, or heavy), DualWielding, Finesse, Flamboyant, Feybane, HandMounted, Parrying, Parrying Immunity, Quickdraw, Reach (melee only), Silvered, Stealthy, Storage, Thrown (melee only with a range of 20/60), Trip, Vicious.
Weapons you create in this way are bizarre to other warriors and are considered rare weapons (this modifies their categorization for the purposes of proficiency).
When you select this archetype at 3rd level, you know your own designs intricately and can use them to their fullest potential. You can use your Intelligence modifier, instead of Strength or Dexterity modifier, for any attack and damage rolls made using weapons you created yourself.
Also at 3rd level you gain the Engineering skill specialty weaponry. If you already have this specialty you instead gain a different Engineering skill specialty of your choice.
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Starting at 9th level you’ve integrated your knowledge of rare armaments with your magical prowess. Whenever you infuse a weapon, the weapon gains a new weapon property of your choice listed in your Exotic Weapon Designer feature for as long as it remains infused. In addition, attacks made with weapons you’ve infused deal 1d6 additional force damage.
At 15th level your name inspires awe among weaponsmiths and warriors, and blades with your mark are treasured relics of unparalleled quality, craftsmanship, and lethality. You gain the following benefits: