Arcanist

 

Arcanist: Arcanist Vocation: Battle Smith

With an adept understanding of arcane infusions, these arcanists enhance their armaments, weaving subtle yet potent magic into each strike.

Battle Smith Features

Signature infusion

Infused Weapon

 

Weapon Smith

At 1st or 3rd level, As a weapon smith you have an affinity with magic weapons granting you the following abilities:

          Infused with magic. Whenever you place an infusion on a weapon, you can select one cantrip that requires a weapon as a material component and infuse it onto the weapon as well. Any creature attuned to this weapon can cast this cantrip using your spellcasting ability.

          Spellpower weapon. Whenever you expend a spell slot to cast a spell of 1st level or higher that deals damage while wielding a weapon infused with the ‘infused weapon’ infusion, you can give the weapon a number of charges equal to the level of the spell slot expended. Once per turn, when you hit a creature with the weapon, you can expend one of these charges to deal an additional 1d8 damage to the target. If you expend another spell slot to cast a spell that deals damage while the weapon has these charges, the charges stack together up to a maximum number of charges equal to your Intelligence modifier. The damage you deal when expending a charge is the same as the most recent damage spell you cast. All charges disappear after one minute, though this duration is renewed each time you cast a spell with a spell slot that deals damage.

Weapon Smith Proficiencies

You are proficient with either Tinkerer’s tools or the Woodcarver’s tools.

 

Signature Craftsmanship

Beginning at 7th or 9th level, your gain further mastery over the magic infused in magic weapons:

          Signature weapon. When you infuse a weapon with the ‘infused weapon’ infusion, you can choose another infusion that you also place on the weapon the weapon. This infusion must be one you know from the list of infusions available to the arcanist and must be one that can be placed on a weapon of the infused weapon’s type. When you do this, you add the benefits of this additional infusion to the ‘infused weapon’ and select one of the infusion’s options to add to the weapon. When you use this ability, you are the only creature that can attune to the object.

          Release spellpower. When you use you ‘spellpower weapon’ ability, you can expend up to two charges when you hit with an attack instead of one. When you do so, you can deal 2d8 damage to the target instead of 1d8. Alternatively, you can add one of the effects from the spellpower release table to the damage roll instead.

 

Spellpower Release Effects

Effect options

The attack deals an additional 1d6 fire damage, and the target starts burning.

The attack deals an additional 1d8 thunder damage, and the target is pushed up to 10 feet directly away from you.

The attack deals an additional 1d12 lightning damage, and if the target moves 5 feet or more before the end of its next turn, it takes and additional 1d12 lightning damage.

Master Smith

Beginning at 13th or 15th level, you gain the ability to empower your signature weapon:

          Master Weapon. When you choose an additional infusion to place on a weapon with you ‘signature weapon’ ability, you can instead add a total of 4 infusion options from the ‘infused weapon’ infusion and the chosen infusion.

          Spellpower Reserve. Whenever you expend a charge or limited use from a magic weapon, you can immediately restore that charge or limited use. You can use this ability to restore a number of charges equal to your Intelligence modifier between long rests.