|
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 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. |
|
|||||
|
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. |
||||||