## Arcane Weaponsmith
An expert in tinkering, the Arcane Weaponsmith thrives in finding new ways to improve weapons. They are able to magically and non-magically enhance their weapons to devastating effects. They are never afraid to go out with a big blast.
### Extra Proficiencies
*3rd-level Arcane Weaponsmith feature*
You gain proficiency with martial weapons. You also gain proficiency with an artisan's tool of your choice.
### Arcane Weaponsmith spells
*3rd-level Arcane Weaponsmith feature*
You always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
##### Arcane Weaponsmith Spells
| Artificer Level | Spell |
|:----:|:-------------|
| 3rd | *guiding bolt, zephyr strike* |
| 5th | *branding smite, misty step* |
| 9th | *haste, lightning bolt* |
| 13th | *fire shield, gravity sinkhole* |
| 17th | *conjure volley, flame strike* |
Art Credit: Bosslogic
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### Arcane Weapon
*3rd-level Arcane Weaponsmith feature*
Your experiments have led to you making weapons a conduit for your magic. As an action, you can turn a weapon you are wearing into an Arcane Weapon, provided you have Tinkerers Tools in hand. You can determine the appearance any non-sentient Arcane Weapon takes but it will still look like a weapon and the statistics remain the same. You can have up to 2 weapons designated as an Arcane Weapon at any given time. Making another Arcane Weapon while you already have 2 will result in one Arcane Weapon of your choice to revert back to its original state and no longer count as an Arcane Weapon. A weapon also ceases being your Arcane Weapon if you die.
You gain the following benefits while wielding your Arcane Weapon:
- You can choose to ignore the *Heavy*, *Ammunition* and *Loading* properties on your Arcane Weapon and an Arcane Weapon can magically produce its own ammunition.
- You can use your Arcane Weapon as a spellcasting focus for your artificer spells.
- When making a weapon attack with your Arcane Weapon you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.
- You cannot be disarmed of the Arcane Weapon against your will.
The weapon continues to be your Arcane Weapon until you use it on another weapon or you die.
### Arcane Enhancement
*3rd-level Arcane Weaponsmith feature*
You can use a bonus action to magically enhance your Arcane Weapons for 1 minute. To use the effects you must be wielding your Arcane Weapon.
You can only have 1 enhancement active at a time and you select which enhancement to use when you activate this feature. You can change your enhancement to a different one at the start of your turn.
You can use your Arcane Enhcancement feature a number of times equal to your proficency bonus and you regain all expended uses after you finish a long rest.
If you have no more uses left of your Arcane Enhancement, you can spend a spell slot of 1st level or higher to use it again.
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##### Arcane Enhancement Table
| Enhancement | Effect |
|:----:|:-------------|
| **Booster** | Your Arcane Weapon attacks deal an additional 1d6 damage on a hit. The damage type is the same as that of the ammunition or weapon. A creature can take this extra damage only once per turn. |
| **Assister** | Once during your each of your turns you can channel a beam of energy from your weapon towards one creature or object other than you that you can see within 120 feet (including yourself). The target gains temporary hit points equal to 1 + your proficiency bonus.
| **Blast Zone** | When you take the Attack action on your turn, you can replace one of the attacks and emit a wave of force energy from your weapon. Each creature within a 20 ft cone originating from you must succeed on a Dexterity saving throw (DC equal to 8 + your Intelligence modifier + your proficiency bonus) or take 1d8 force damage and gets pushed back 10 feet on a failed save or half damage and no pushback on a succesful one. **(Requirements: Ranged Arcane Weapon only)** |
| **Force Wave** |When you take the Attack action on your turn, you can replace one of the attacks and whirl your weapon around you, emitting a forceblast. Each creature within 10 feet of you must succeed on a Dexterity saving throw (DC equal to 8 + your Intelligence modifier + your proficiency bonus) or take 1d10 force damage, cannot make opportunity attacks against you this turn and have their speed reduced by 10 feet on a failed save. On a successful save affected creatures take half damage and can still make opportunity attacks against you. **(Requirements: Melee Arcane Weapon only)** |
| **Energy Drain** |Your Arcane Weapon starts to drain energy around it. Once on each of your turns when you damage a creature with the weapon, you regain a number of hit points equal to your proficiency bonus. If this would heal you above your maximum hit points, you can convert any leftover hit points to temporary hit points. **(Requirements: Melee Arcane Weapon only)** |
| **Demolition** |Your Arcane Weapon attacks weaken and pierce your target. Once per turn when you hit with an attack, each creature of your choice in a 1 foot wide 30 foot long line directly behind your target (following the line of your attack) take damage equal to your Intelligence modifier. Additionally, once on each of your turns when you hit a creature with an attack made with your Arcane Weapon, you can reduce that creatures Armor Class by 1 until the end of your next turn. While Demolition is active you also deal double damage to objects and structures with your Arcane Weapon. |
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### Extra Attack
*5th-level Arcane Weaponsmith feature*
You can attack twice, rather than once, whenever you take the Attack action on your turn.
### Improved Arcane Enhancement
*9th-level Arcane Weaponsmith feature*
Your Arcane Enhancement becomes more powerful:
- You can have 2 Arcane Enhancements active at a time.
- **Booster** extra damage increases from 1d6 to 1d8.
- **Blast Zone** damage increases to 2d8.
- **Force Wave** damage increases to 2d10.
- **Demolition** damage increases to twice your Intelligence modifier.
### Overdrive
*9th-level Arcane Weaponsmith feature*
During your Arcane Enhancement you can use an action to overcharge your weapon and blast forth destructive energy. Each creature in a 15 foot wide, 15 foot high and 60 foot long cube originating from you must succeed on a Dexterity saving throw (DC equal to 8 + your Intelligence modifier + your proficiency bonus) or take (3d8 + Intelligence modifier) force damage on a failed save or half as much on a success. Your Arcane Enhancement immediately ends after you use this action.
### Engineering Master
*15th-level Arcane Weaponsmith feature*
You've mastered the use of your Arcane Enhancements:
- When you activate your Arcane Enhancement you have access to all of your enhancements instead of choosing which one to use at the start of your turn. They still require their respective actions and requirements to activate. (For example your Force Wave will still replace one attack and the ranged and melee requirements still apply).
- Your **Overdrive** damage increases to 4d8 and no longer ends your Arcane Enhancement.
## Credits
This was made in Homebrewery on https://homebrewery.naturalcrit.com/
Art: Kayla Kinsey
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