User:ZarHakkar/Weaponsmith (5e Class)
Work In Progress |
Weaponsmith[edit]
Weaponsmiths are adept at creating and adapting weapons to the needs of themselves and others.
Creating a Weaponsmith[edit]
- Quick Build
You can make a Weaponsmith quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Intelligence. Next, choose the Guild Artisan background.
Class Features
As a Weaponsmith you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Weaponsmith level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Weaponsmith level after 1st
- Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Choose one tool from Alchemist's supplies, Glassblower's tools, Smith's tools, Tinker's tools, or Woodcarver's tools
Saving Throws: Intelligence, Constitution
Skills: Choose two from Athletics, Acrobatics, History, Insight, Investigation and Perception
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armor
- (a) any martial melee weapon or (b) two simple weapons
- (a) a martial weapon or (b) a longbow and 20 arrows
- (a) a dungeoneer's pack or (b) an explorer's pack
Level | Proficiency Bonus |
Features | Activation Points | Adept Weapons |
---|---|---|---|---|
1st | +2 | Signature Weapon, Weapon Knowledge | 2 | 1 |
2nd | +2 | Weapons Engineering | 3 | 1 |
3rd | +2 | Weaponsmith Guild | 4 | 2 |
4th | +2 | Ability Score Improvement | 5 | 2 |
5th | +3 | Extra Attack | 6 | 2 |
6th | +3 | Weaponsmith Guild | 7 | 3 |
7th | +3 | Improved Engineering | 8 | 3 |
8th | +3 | Ability Score Improvement | 9 | 3 |
9th | +4 | Magical Smithing | 10 | 4 |
10th | +4 | Weaponsmith Guild | 11 | 4 |
11th | +4 | Masterpiece | 12 | 4 |
12th | +4 | Ability Score Improvement | 12 | 4 |
13th | +5 | Quick Activation | 13 | 5 |
14th | +5 | — | 13 | 5 |
15th | +5 | Improved Engineering | 14 | 5 |
16th | +5 | Ability Score Improvement | 14 | 5 |
17th | +6 | Free Activation | 15 | 6 |
18th | +6 | Weaponsmith Guild] | 15 | 6 |
19th | +6 | Ability Score Improvement | 15 | 6 |
20th | +6 | True Weaponsmith | 16 | 8 |
Weapon Knowledge[edit]
Starting at 1st level, you can add half your proficiency bonus, rounded up, to any ability check made to craft weapons. If you are proficient with the ability check, you add this bonus to any bonuses you already have.
In addition, you can instantly identify or attune with a magic weapon you touch. You can do this a number of times equal to your proficiency bonus, regaining your uses of this feature after finishing a long rest.
Signature Weapon[edit]
At 1st level, you can craft a special type of weapon to be your signature weapon. The signature weapon is a modification of any simple or martial weapon of your choice. You are proficient with the signature weapon, but due to its exotic design, the weapon is considered a improvised weapon to anyone else.
You can use your Intelligence modifier, instead of Strength or Dexterity, for attacks and damage rolls with the signature weapon. In addition, this weapon is considered magical, for the purposes of overcoming resistances and immunity to nonmagical damage. You also add your Intelligence bonus to Charisma (Intimidation) and (Persuasion) made when using the weapon.
Your signature weapon have a bonus of +1 to attacks and damage rolls. This bonus increases to +2 at 5th level and +3 at 11th level, unless the weapon modified had a higher bonus.
If the weapon has a saving throw to avoid its effects (such as a net), you add this bonus to the DC of the save, and the save DC is calculated as follows: 8 + your Intelligence modifier + your proficiency bonus.
If your signature weapon is ever destroyed, you can create another when you complete a long rest. You can't have more than one signature weapon at the same time.
Weapons Engineering[edit]
At 2nd level, you are skilled in the design and engineering of weapons.
- Modifications Known
You learn one weapon modification from the Weapon Modifications list. You learn more as you gain levels in this class, as shown on the Modifications Known column on the Weaponsmith table.
- Modifying a Weapon
You can spend 1 hour and 100 gp to built a modification on a weapon, and doing so is considered light activity. Once you modify a weapon, you can't do it again until you complete a long rest.
You need to have a smith's tools in hand to build the modification. In addition, some modification requires other types of tool proficiencies, and you must both be proficient with the needed tool and have the tool with you.
Some modifications require a specific object or objects to be build. You must spend those objects to create the modification, and they are lost after the modification is complete.
Each weapon can have two modifications. Weapons with the light property can have a single modification, while weapons with the heavy property can have up to three modifications. Some modifications are applied to a sheathe or quiver, instead of directly on the weapon. Each sheathe, quiver or weapon container of any kind can have only a single modification. Modifications that target ammunition affect 10 pieces of ammunition, the ammunition is lost after used.
- Activation Points
You must activate a modified weapon to benefit from the modification. Activating a modified weapon require you to take the Use an Object action on your turn, except in the case of sheathes, that only require you to draw the weapon from the sheathe.
The number of activation points you have is shown on the Activation Points column on the Weaponsmith table. You regain your spent Activation Points after finishing a long rest.
- Points Storage
You can transfer activation points to a weapon you touch. You must spend 1 minuter per point spent, and you must have your smith's tools on you to do so. A weapon can store a number of activation points equal to your proficiency bonus.
Any creature can use the modification on that weapon by spending the modification points stored on it. A weapon loses any activation point non spent after 24 hours.
Ability Score Increase[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack[edit]
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on our turn.
Masterpiece[edit]
At 11th level, you craft a permanent magic weapon as your perfect creation. You can craft a single Rare magic weapon. If the weapon requires attunement, you can use this weapon without attuning with it.
If the weapon is destroyed, or lost, you can create another version of the same magic weapon when you finish a long rest. Creating another masterpiece removes the magic of the previous one.
Whenever you gain a level in this class, you can replace the chosen magic weapon for a new one.
Free Activation[edit]
At 17th level, whenever you would spend only 1 activation point to use a Weapon Modification, you spend no point instead.
Forge Breakthroughs[edit]
- Infused Weapons
You learn the shillelagh and magic stone cantrips. You can cast shillelagh on any one handed melee weapon. You can cast magic stone targeting any melee weapon with the thrown property or piece of ammunition.
- Forging Technique
You learn two additional weapon modifications.
- Combat Ready
You gain proficiency with heavy armor, and can add your Intelligence, instead of your Dexterity, to your AC when wearing light or medium armor.
Weaponsmith Guilds[edit]
Craftsman Guild[edit]
- Bonus Proficiencies
When you choose this guild at 2nd level, you add twice your proficiency bonus with checks made with the Smith's Tools.
In addition, any weapon craft by you take half the amount of time and resources.
- Efficient Worksmanship
Starting at 2nd level, you can add a modification to a weapon spending half the time and gold required to do so. In addition, whenever you modify a weapon for the first time, that weapon has 1 point of activation that can be used by any creature who wields the weapon.
- Share The Talent
At 6th level, whenever a creature makes an attack with a modified weapon, you can use your reaction to activate that weapon. At 18th level, you can use your use an object action or a reaction to activate a modified weapon used by an ally.
- No Mistakes
At 10th level, whenever a creature fails an attack roll made with a modified weapon, or when you fail on a check with a tool you are proficient with, you can cause that check to be a success instead. Once you use this feature, you can't use it again until you finish a long rest.
- Flawless Craftsmanship
At 18th level, any modified weapon crafted by you gain a bonus of +1 on attacks and damage rolls unless originally had a higher bonus. On a critical hit, the bonus to attacks and damage rolls increase by 1, to a maximum of +3, returning to +1 on the next dawn.
In addition, these weapons ignore resistances and immunities to nonmagical damage.
Battlesmith Guild[edit]
- Favored Weapon
Starting at 2nd level, your Signature Weapon can have one additional modification, above its limit.
In addition, you can replace a modification active on your Signature Weapon as a bonus action, without spending resources. You can use this ability a number of times equal to your proficiency bonus, regaining the ability to do so after finishing a long rest.
- Dual Activation
At 6th level, once per turn, you can activate two Weapon Modifications simultaneously, as part of the same Use an Object action. Both modifications must be on the same weapon to do so.
- Quickdraw
At 10th level, you can draw or stow weapons without taking an action on your turn.
- Relentless Mechanics
At 18th level, once per turn, you can activate up to three weapon modifications as part of the same action. All weapon modifications must be on the same weapon.
Weapon Modifications[edit]
- Masterful Honing
You diligently sharpen your blade in a way that is perfectly tailored to your fighting technique. You can activate this weapon to cause additional damage equal to 1d10 per point spent.
You can only apply this modification to a weapon that causes slashing damage.
Required Tools: Smith's Tools
Required Components: A whetstone, oil
- Counterweight
You understand the mechanics behind accelerating large masses quickly and accurately. When making an attack with a balanced weapon, you can choose to spend activation points to attempt to knock the target prone. If the attack hits, the target must make a successful Strength saving throw against your effect DC or be knocked prone, taking additional 1d6 damage per point spent.
You can only apply this modification to a weapon that causes bludgeoning damage.
Required Tools: Smith's Tools
Required Components: Counterweight material such as lead.
- Barrel Tapered Arrow
You can carve up to 10 pieces of arrows or wooden bolts into a barreled shape with a taper towards the arrowhead, improving the spine strength and aerodynamics. When making a ranged attack with a barrel tapered arrow, you can spend activation points. The range of the weapon is doubled and on a hit, you deal additional 1d6 damage per point spent.
Required Tools: Woodcarver's tools.
Required Components: 10 pieces of ammunition.
- Balanced Flight
You understand how subtleties in the balance of a thrown weapon can affect its flight. When making a ranged attack with a barrel tapered arrow, you can spend activation points. You can spend activation points to gain a bonus to your attack and damage roll equal to the amount of points spent. In addition, the short and long thrown ranges are doubled.
You can only apply this modification to a weapon that has the thrown property.
- Hilt Blade
You can construct a hidden blade in the hilt or handle of your weapon. When a creature within 5 feet misses a melee attack against you or another creature within 5 feet attacks an ally, you can spend activation points as a reaction to attack the creature with the hidden blade. The hidden blade is a dagger, and you add the activation points spent to the result of the attack and damage roll.
Required Tools: Tinker's tools
Required Components: A dagger, weapon's hilt.
- Bow Stabilizer
You can attach a stabilizer to your ranged weapon, calibrating it. When making an attack with the ranged weapon, you can choose to spend one activation point and add a bonus equal to the amount of activation points spent to the attack and damage roll
You can only apply this modification to a shortbow, longbow, light crossbow, heavy crossbow or hand crossbow.
Required Tools:Woodcarver's tools
Required Components: Pieces of metal, wood and bone.
- Flaming Weapon
You develop a highly flammable oil that can coat a weapon made of metal, and a scabbard designed to keep a blade oiled. When you draw a weapon from the scabbard, you can choose to deal fire damage, instead of the normal damage for that weapon.
In addition, you can spend activation points to cause the weapon to deal additional fire damage for 1 minute, depending on the amount of points spent: 1 point (1d4), 2 points (1d6), 3 points (1d8), 4 points (1d10), 5 points (1d12) or 6 points (3d4).
You can only apply this modification to a scabbard made for a shortsword, a longsword, a scimitar, a dagger or a rapier.
Required Tools: Alchemist's supplies
Required Components: Oil, a cloth, flint, weapon's sheath.
- Napalm Shot
You develop a highly flammable oil that is placed in a special glass arrowhead with a flint impact trigger. You craft 10 pieces of ammunition with this modification. When making a ranged attack with this ammunition, you must spend activation points. The range of the weapon is halved, but on a hit, the target takes additional 1d6 fire damage per point spent and the target must succeed on a Dexterity saving throw, bursting in flames on a failed save. A flaming target takes 1d6 fire damage at the end of each turn for 1 minute. The target can use its action to put off the flames.
Required Tools: Glassblower's tools
Required Components: Oil, flint, 10 empty vials, 10 pieces of ammunition.
- Concussive Slam
You begin dabbling in explosive powders and develop a method for attaching packets of explosives onto bludgeoning weapons to increase their concussive effects. You can spend 1 activation point and make an attack with this weapon. On a hit, the target takes 1d6 bludgeoning damage per activation point spend and is pushed 5 feet. In addition, all creatures except you within 5 feet (including the target) must succeed on a Constitution saving throw or take additional thunder damage equal to half the bludgeoning damage dealt and also be pushed 5 feet.
You can only apply this modification to a weapon that causes bludgeoning damage.
Required Tools: Tinker's tools
Required Components: Sulfur, charcoal, saltpeter.
- Serrated Edge
You develop a specialized serrated pattern that causes bleeding upon hitting the target. When you make an attack with this weapon, you can spend an activation point to try to make the target bleed. On a hit, the target takes additional 1d4 slashing damage per activation point spend and must succeed on a Constitution saving throw. On a failed save, the target takes 1d4 necrotic damage at the end of each turn for 1 minute. The bleeding ends after the creature succeeds on a Wisdom (Medicine) check against your Crafting save DC or regain 1 hit point.
You can only apply this modification to a weapon that causes slashing damage.
Required Tools: Smith's tools
Required Components: None
- Compound Cams
You can create a composite bow or crossbow. A composite bow can achieve more efficient torque, and you can spend 1 activation point to, instead of making an attack, force all creatures in a line 5-foot wide and 10 foot long to make a Dexterity saving throw, taking the damage of the weapon on a failed save, or half as much on a success. The length of the line increases in 10 feet for each point spent after the first.
You can only apply this modification to a shortbow, longbow, light crossbow, heavy crossbow or hand crossbow.
Prerequisites: Woodcarver's and Blacksmith's tools, steel ingot, reenforced bowstring, one of regular longbow or crossbow.
- Cold Weapon
You can construct a cryostatic scabbard that refrigerates a weapon to extremely cold temperatures. When you draw a weapon from the scabbard, you can choose to deal cold damage, instead of the normal damage for that weapon.
In addition, you can spend activation points to cause the weapon to deal additional cold damage for 1 minute, depending on the amount of points spent: 1 point (1d4), 2 points (1d6), 3 points (1d8), 4 points (1d10), 5 points (1d12) or 6 points (3d4).
You can only apply this modification to a scabbard made for a shortsword, a longsword, a scimitar, a dagger or a rapier.
Prerequisites: Alchemist's supplies and Tinker's tools, one melee weapon constructed of metal.
- Cryo Shot
You develop a cryogenic fluid that is placed in a special glass arrowhead that shatters upon impact, rapidly cooling the target area. When you make an attack with the modified weapon, you must spend activation points. The range of the weapon is halved, and on a hit, the target takes additional cold damage equal to 1d8 per point spent. In addition, it must succeed on a Constitution saving throw, or suffer one level of exhaustion. The creature takes another level of exhaustion at the end of each turn, for 1 minute. At the start of each turn, the creature can make another saving throw to end this effects.
Any level of exhaustion suffered due to this shot is recovered after a successful saving throw. A creature who dies from exhaustion due to this shot becomes a frozen statue of ice.
Prerequisites: Alchemist's supplies and Glassblower's tools, three empty vials, three arrows or bolts.
- Anticoagulant Solution
You develop a solution that causes blood to thin rapidly. You can create 10 pieces of ammunition who contain this solution. You must spend activation points when making an attack with this piece of ammunition. On a hit, the target suffer the weapon's normal effect, and start to bleed. The target loses 1 hit point per activation point spent at the end of each turn, for 10 minutes. The bleeding can be stopped on a successful Wisdom (Medicine) check against the save DC or if the target regains 1 hit point.
Prerequisites: Alchemist's supplies, a cloth, and 10 arrows/bolts or a melee weapon that deals slashing or piercing damage.
- Archery Sight
prerequisite: 5th level
You can construct a sight and attach to a bow or crossbow. When you shoot trough this weapon, you can use your bonus action to ignore the disadvantage due to long distances, and can accurate see at 1000 feet as if you were only at 100 feet of distance.
In addition, you can spend 1 activation point to gain advantage on attack rolls with this bow. If you miss an attack with this bow, you can spend 1 additional activation point to reroll the attack. You must use the new roll, unless you spend another activation point to reroll again.
You can only apply this modification to a shortbow, longbow, light crossbow or heavy crossbow.
Prerequisites: Blacksmith's tools and Tinker's tools, a bow or crossbow.
- Alloy Forging
prerequisite: 5th level
You dabble in metallurgy and experiment with forging various alloys, and can reforge one melee weapon constructed primarily of metal. You can't apply this modification to magical weapons.
The weapon loses its heavy property, if it has one, and gains the light, finesse and thrown (20/60) property. If it already has the thrown property, both ranges double. If the weapon has the versatile property, its damage in two hands increases in one size category (1d8 becomes 1d10, 1d10 becomes 1d12).
In addition, you can spend activation points to gain a bonus to attacks and damage rolls equal to half the amount of points spent (rounded down), lasting for 1 hour.
You must choose a melee weapon to benefit from this modification.
Prerequisites: Alchemist's supplies and Blacksmith's tools, one melee weapon construct primarily of metal.
- Repeating Crossbow
prerequisite: 5th level
You design a mechanism that feeds bolts to a crossbow. The crossbow loses the loading property. In addition, you can spend activation points to make additional attacks with this crossbow. You can make one attack per activation point spent.
Prerequisites: Tinker's tools and Woodcarver's tools, steel ingot, one crossbow.
- Lightning Weapons
prerequisite: 11th level
You can harness the power of chemical potential and focus it into two weapons to deal massive damage to a single enemy. You manage to convert two weapons into electrodes by attaching them to a rudimentary battery. Each weapon causes additional 1d6 lighting damage on a hit. Hitting with both weapons causes additional 1d6 lighting damage to the target.
In addition, if you hit with both weapons, you can spend activation points to cause 2d6 lighting damage per point spent.
You must modify a pair of identical melee weapons with this modification, and both weapons must be non-magical.
Prerequisites: Alchemist's supplies and Blacksmith's tools, copper wire, rubber gloves, two metal melee slashing/piercing weapons with the light property.
- Lightning Shot
You build special ammunition that splits into two projectiles when fired, dealing damage to a single enemy when both hit. When making an attack with a piece of ammunition that has this modification, you must spend 1 activation point. The arrow split and two, and you can make one additional attack against the same target, or another within 5 feet of it.
Prerequisites: Alchemist's supplies and Blacksmith's tools, copper wire, three arrows/bolts.
- Polearm Extension
prerequisite: 5th level
You develop a mechanism that can suddenly extend and counterbalance the reach of a polearm in battle. The reach of the polearm increases in 5 feet, and you can spend activation points to make a sweeping attack, allowing you to make one additional attack per point spent against a creature within range. You can't move between attacks.
Also, whenever you spend activation points with a weapon that has this modification, a target of Large or lower size must succeed on a Strength saving throw, or is pushed 5 feet back.
This modification can only be implemented on a spear, quarterstaff, glaive, halberd, pike, or lance.
Prerequisites: Tinker's tools and Woodcarver's tools, a polearm.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Weaponsmith class, you must meet these prerequisites: Strength or Dexterity, and a Intelligence of 13 or higher.
Proficiencies. When you multiclass into the Weaponmaster class, you gain the following proficiencies: Light armor, medium armor, shields, all simple and martial weapons. You also gain proficiency in one Artesian Tool from Alchemist's supplies, Glassblower's tools, Smith's tools, Tinker's tools, or Woodcarver's tools.
Back to Main Page → 5e Homebrew → Classes