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Arcanist |
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Arcanist: Arcanist Vocation: Battle
Smith |
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With an adept understanding of arcane
infusions, these arcanists enhance their armaments, weaving subtle yet potent
magic into each strike. |
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Battle Smith Features |
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Signature infusion 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. |