Artificer- Armsculptor

Among Artificers, there are some who follow the trades of war or alchemy, but all Artificer’s live to create. For the Armsculptor, it is not just enough to create things that good enough, but instead, an Armsculptor has taken a vow to create the perfect weapon. While many Armsculptors may find fulfillment in the laboratory, endlessly testing their creations, others know that to create a weapon that is truly perfect, you often need to get your hands dirty. These Armsculptors now walk the world, eager to test their perfect weaponry in real world situations.

Tools of the Trade

By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools.

Proficiencies.

You gain proficiency with woodcarver’s tools and smith’s tools, assuming you don’t already have them. You also gain woodcarver’s tools and smith’s tools for free—the result of tinkering you’ve done as you’ve prepared for this specialization.

Crafting.

If you craft a magic item in the weapon category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Armsculptor spells
Artificer level Spells
3rd Shield, unseen servant
5th Heat metal, flame blade
9th Flame arrows, dispel magic
13th Fabricate, stone shape
17th Holy weapon, swift quiver

Credit: Jescole- https://www.deviantart.com/jescole/art/Manaforge-629926295

Adaptive Weapon

Starting at 3rd level, your research and study of magic allows you to craft a variety of weapons to best suit your personal preference. Whenever you finish a long rest, you can focus your energies on magically forging a mundane weapon of your choosing from the Weapon list in the Player’s Handbook assuming you have materials on hand equal in monetary value to the worth of a generic store-bought version of this weapon.

You are considered proficient with weapons created this way via this feature and when weapons created via this feature are wielded by you, you gain a +1 to attack rolls made with those weapons.

You can change the form and function of this weapon as a bonus action, magically reforging it into another mundane weapon of your choosing from the Weapon list in the Player’s Handbook.

Finally, as a bonus action, you can utter a command word of your choosing to cause your Adaptive Weapon to shapeshift into a form of your choosing that conceals the weapon as an unassuming item of your choosing,such as a walking cane or a backpack. The shape that your Adaptive Weapon takes must be small enough to carry upon your person.

Manifested Armament

Also at 3rd level, you gain the ability to make weapons move and act on their own to defend you and your allies. Once per long rest, you can touch a non-magical weapon and imbue a spark of creation into it. The weapon rises and becomes animate. It acts on your initiative, directly after your turn, and has the following stats.


Manifested Armament

Medium construct


  • Armor Class 15 (natural armor)
  • Hit Points equal to five times your level in this class + your Intelligence score
  • Speed Fly 20ft.(hover)

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 14 (+2) 10 (+0) 4 (-4) 4 (-4)

  • Skills Perception +4
  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhaustion, Poisoned
  • Senses Darkvision 60ft., passive Perception 10
  • Languages Understands the languages you speak

Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the manifested armament's skill bonuses, the bonuses to hit and damage of its flurry.

Threatening Presence. Whenever a foe within 5ft of the Manifested Armament makes an attack roll, it has disadvantage on it's first attack roll as the armament works to distract them.

Action(requires your bonus action)

Flurry. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d8 + 2) piercing, slashing, or bludgeoning damage (you choose the damage type when you create the armament).

Reaction

Parry. The manifested armament adds 2 to its AC or the AC any ally within 5ft against one melee attack that would hit it. To do so, the armament must be able to see the attacker.

Enhanced Weaponry

At 6th level, when you hit a creature with a weapon crafted by your Adaptive Weapon feature, you can add your Intelligence modifier to the damage it deals on a hit.

Additionally, any weapon you are wielding that was created via your Adaptive Weapon feature count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage as it delivers magical shocks to whoever it strikes.

Adaptive Smite

At 14th level, your research in creating powerful weaponry has reached its peak, resulting in a powerful personal weapon for you to channel your destructive creation into.

When you strike a creature with a weapon created by your Adaptive Weapon feature, you can choose to expend an Artificer spell slot to attempt to afflict your target with one of the Conditions listed in the table below.

Adaptive Smite list
Spell slot expended Condition applied
1st Prone
2nd Blinded OR Deafened
3rd Stunned
4th Paralyzed
5th Petrified

The creature must make a Constitution saving throw against your Artificer Spell Save DC or suffer the effects of the condition you chose. You may choose to afflict a creature with a condition of a lower spell slot if you expend a higher spell slot; for instance, if you expend a 4th level spell slot for your Adaptive Smite, you may apply a condition equal to or less than a 4th level slot.

A creature who is afflicted by a Condition in this way suffers the ill effects of this condition for 1 minute. At the end of the creature’s turn, it can attempt to repeat its saving throw.

Eternal Recurrence

Also at 14th level, you can use your reaction to force a creature that is attempting to save against the condition afflicted by your Adaptive Smite to roll their saving throw with disadvantage as you focus on the magical affliction applied to your targets.

You can use this feature a number of times equal to your Intelligence modifier and regain all uses upon completion of a long rest.