Spellsword Crafter (5e Subclass)
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Spellsword Crafter[edit]
Artificer Subclass
It is well known that artificers are very smart people who uses their inventions to create spells. What sets apart between artificers and normal people? Who hard would it be for an artificer to create an invention for anyone to use? Spellsword Crafter Artificer set out to find these answers. They search for a method to grant artificer like powers to the normal people, instead of themselves.
Spellsword Crafter is a poor name for these specialists. They do more than creating weapons that allows normal people become spellswords. They are known to create the bows and guns used by arcane archer and arcane gunner. They are the ones that create magic powered armor that allow guards to cast magic. They are the ones behind the rise of wands and rods that grants magical powers to the user.
- Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with the artisan tool that best matches your artificer's spell crafting style; Calligrapher's Supplies (runes), Carpenter’s tools (wooden inventions), Jeweler’s tools (magic storing gems), Painter’s supplies (fancier runes), Smith’s tools (invention), Woodcarver’s tools (wooden inventions, again), or any one musical instrument (spirits and magical creatures). If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
- Spellsword Crafter Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Spellsword Crafter 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 | mage armor, shield of faith |
5th | barkskin, magic weapon, |
9th | elemental weapon, haste |
13th | fire shield, stoneskin |
17th | holy weapon, swift quiver |
- Weapon Master
At 3rd level, you divide your attention between weapon training and magical infusions have paid off in two ways:
- You gain proficiency with martial weapons.
- When you attack with a weapon that has your artificer's infusion on it, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
- Arcane Gizmos
At 3rd level, you learn to create magical items that poorly mimic your ability to cast artificer spells.
- Types of Gizmo. A gismo is defined by the spell's level and spell inscribed into the gismo. Whenever you create a gismo, choose a spell that you have prepared, learned, or in the artificer's spell list. The spell cannot target more than one creature and has casting time of an action or bonus action. Once a spell is chosen, choose spell level that is between the spell's base spell level and the highest spell slot that you level. From that point on, that gizmo's type is the spell's name and spell level.
- You can only have one gismo for each spell level, including cantrips.
- Whenever you gain a level in this class, you can change any number of gizmo's spells with another spell of the same level.
- Example: You are a 6th level Spellsword Crafter Artificer with 3rd level spell slots and the prepared spell of cure wounds. You can create cure wound 1st level gismo, cure wound 2nd level gismo, or cure wound 3rd level gismo.
- Creating a Gismo. Whenever you finish a long rest, you can touch a non-magical object and modifying it to mimic an artificer's spell focus. Your gismo remains in an item indefinitely, but when you die, the gismo vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day).
- You can modify more than one nonmagical object at the end of a long rest. You must touch each of the objects, and each of your gizmos can be in only one object at a time. Moreover, no object can bear more than one of your gizmos at a time.
- Refueling a Gismo and Charges. The gismo starts with 0 charges and the maximum of charges equal to your intelligence modifier. As an action, a creature can spend a spell slot equal or higher than the gizmo's level to make it gain 1 charge.
- As cantrip Gismo is "0th spell slot", it can be recharged without any spell slot.
- After long rest of the current holder or any of one of the creatures that refueled the gismo, the gismo losses all charges.
- Activating a Gismo. Any creature holding, wearing, or touching your gismo can use their action to activate a gismo. At activation, it loses one charge, and cast the inscribed spell inside the gismo at the gizmo's spell level. It uses the the creature's intelligence modifier as the spellcasting ability score for this spell or highest spellcasting ability score of that creature. For all purposes, the user has casted that spell, as such, it is under the normally effects of casting a spell, like concentration and barbarian's rage.
- Gismo counts as a spell focus for all spells cast from the gismo.
- Extra Attack
At 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
- Infused Gizmos
At 9th level, you learn to place infusions into gizmos and attach gizmos to infusions. You can place gizmos on Infusions and infusions on gizmos.
- Blood Magic. As an action, the user can expend one hit dice and lose hit points equal to d8 per gizmo's spell level. That gismo regains a charge. This gismo can no longer be used to heal the user.
- Old Fashion Aiming. If the spell inside the gismo is a spell attack, the user can use the the weapon's normal attack roll and range instead of the the normal spell's normal spell attack and range. The damage from the spell is unchanged.
- Emergency Defense. As a reaction, the wieldier can spend one charge from the gismo to add the spell level of the gismo to AC or saving throw.
- Intelligent Dodging. The user can use Intelligence instead of Dexterity when calculating armor or unarmored AC.
- Sword-Spell. Whenever you use your action to cast a cantrip, you can swing your rod, staff, or wand as a bonus action. During that bonus action attack, it has the effects of shillelagh.
- Quicker Gismo. You can use the gismo as a bonus action as long the spell stored in the gismo as the casting time of bonus action.
- Spellsword Gift
At 15th level, it is easier to use gismo and weapons at the same time. When the user uses their action to cast a spell from a gismo, they can use their bonus action to make one attack action.