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.
Tools of the Trade
When you become a Forgewright Specialist at 3rd level, you gain proficiency with smith's tools and all martial weapons.
If you already proficient in smith's tools, you gain proficiency with another set of artisan's tools of your choice.
Arcane Armament
Your intimate knowledge of warfare and arcane magic allows you to combine both with ease. Starting at 3rd level, you learn to forge an arcane armament. At the end of each long rest, you touch one melee weapon and turn it into your arcane armament, granting it the following properties:
- The weapon you is considered magic if it was not already.
- You can use your Intelligence modifier, in place of Strength or Dexterity, for the attack and damage rolls.
- You gain a +1 bonus to your attack and damage rolls with it, unless the base weapon granted a higher bonus. This bonus increases at 9th level (+2) and at 15th level (+3).
- It can bear one of your Infusions, even if it was already a magic item before becoming your Arcane Armament.
- It gains the thrown property (range 20/60) and the returning property, and the weapon returns to your hand immediately after every ranged attack you make.
Your Arcane Armament is usable only by you. Enchanting a second weapon causes the magic imbued the first to dispel.
| Forgewright Spells |
Artificer Level |
Spell |
3rd |
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 |
Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Also, you can cast one of your cantrips in place of one of those attacks.
Arcane Smite
You can channel raw arcane power through your Armament. Beginning at 9th level, when you hit a target with your Arcane Armament you can channel arcane energy through it to create one of the following effects of your choice:
- The target takes an extra 2d6 force damage. You can expend a spell slot to increase this damage. The damage increases by 1d6 per level of the spell slot you expend.
- You gain temporary hit points equal to your artificer level.
- You can force the target to make a Strength saving throw. On a failed save they are knocked prone.
You can use this ability a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Master Forgewright
You have become a master among Forgewright artificers. Starting at 15th level, you can extend the power within your Arcane Armament to your allies. As an action, choose a number of weapons equal to your Intelligence modifier (minimum of 1) within 30 feet. For the next minute these weapons deal an additional 1d6 force damage on hit.
You can use this feature once per long rest, unless you spend a spell slot of 3rd level or higher to use it again.
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