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. If the weapon has any charges, you can expend a charge from the weapon to make an attack with the weapon as a bonus action.

Armourer Proficiencies

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

 

Master Smith

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

          Draw power. While attuned to one or more magic weapons, you have proficiency in Strength or Charisma saving throws (chosen when you attune to a weapon).

          Release power. When you expend a charge from a magic weapon, the next attack you make with the weapon deals an extra 1d8 damage of the same type as another type of damage dealt by the weapon.

          Restore power. As a bonus action, you can expend a spell slot while you are touching a magic weapon that has charges to restore a number of charges to the weapon equal to the spell slot expended.

 

Signature weapon

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

          Master Weapon. When you infuse a weapon with the ‘infused weapon’ infusion, you can also infuse the weapon with another infusion you know from the list of infusions available to the arcanist. This infusion must be one that can be placed on a weapon of the infused weapon’s type. When you do so, you can select a total of four infusion options from the two infusions. When you use this ability, you are the only creature that can attune to the object.

          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 feature a number of times equal to your Intelligence modifier between long rests.