Reinforcer (5e Subclass)

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Reinforcer[edit]

Artificer Specialization

Artificers who follow this specialization are masters in creating specially enduring armors and sharp weapons. They can infuse the armory of their allies with magic. These artificers are usually famed blacksmiths, who can create legendary works with magical weapons, and are disputed by fighters and armies, as sources to supply their ranks with powerful weaponry.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with smith’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Reinforcer Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Reinforcer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artificer Level Spells
3rd divine favor, thunderous smite
5th branding smite, magic weapon
9th protection from energy, elemental weapon
13th staggering smite, stoneskin
17th holy weapon, banishing smite
Battle Ready

Beginning at 3rd level, you’re skilled in fighting side-by-side with your companions on the field of battle. You gain proficiency with martial weapons. Additionally, when you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.

Reinforce Gear

At 3rd level, you learn how to enhance the resistance of armor and shields, or sharpen the blade of weapons. As a bonus action, you can touch a suit of armor, a shield or a weapon, and spend a spell slot. The object gains a bonus equal to half the spell slot level, rounded up (minimum 1) to attacks and damage rolls (for weapons) or to its AC (for armor).

This bonus lasts for 1 hour or until you fall unconscious, and you can have no more than one object reinforced at the same time. When you reach 15th level, you can have two objects reinforced at the same time.

In addition, whenever a creature within 10 feet of you makes an attack with a reinforced weapon, you can use your reaction to add a bonus to the damage roll equal to 1d4; Alternatively, you can reduce the damage taken by a creature wearing an armor or wielding a shield by 1d6. This die increases to 1d6 at 5th level, 1d8 at 11th level and 1d10 at 17th level.

Aura of Reinforcement

Starting at 5th level, you can create an aura of reinforcement, that improves the quality of your equipment, and the equipment of any ally within 5 feet of you. When you finish a short or long rest, choose one aura: defensive or offensive, that lasts until you complete your next rest.

Defensive Aura. If the defensive aura is active, any allied creature wearing armor within the area can use its reaction when it takes damage, to reduce the damage by your Intelligence modifier. (Down to a minimum of 0 Damage received.)
Offensive Aura. If the offensive aura is active, once per turn when an ally within the aura hits a creature with an attack with a weapon, it causes additional damage equal to your Intelligence modifier.
Enhancement Specialist

At 9th level, you become specialized in reinforcing gear. You gain Enhanced Defense and Enhanced Weapon as additional infusions, and can have an object infused with each. This doesn't count against your maximum limit of infusions known or infused items.

Master of Reinforcement

At 15th level, items infused by you have unmatched quality. You gain the following benefit:

  • Any infusion you create that gives a bonus to AC or attacks and damage rolls has its bonus increased by +1.
  • When you spend a 5th-level spell slot to use your Reinforce Gear feature, the bonus to AC or attacks and damage rolls is +4.
  • Any reinforced weapon you wield causes additional force damage equal to 1d6 on a hit.
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