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Arcane Armament in Dungeons & Dragons 5e

Arcane Armament

3rd level-Level Artificer, Forgewright Feature
Your intimate knowledge of warfare and arcane magic allows you to combine both with ease. Starting at 3rd level, you learn to forge an arcane armament. At the end of each long rest, you touch one melee weapon and turn it into your arcane armament, granting it the following properties:
  • The weapon you is considered magic if it was not already.
  • You can use your Intelligence modifier, in place of Strength or Dexterity, for the attack and damage rolls.
  • You gain a +1 bonus to your attack and damage rolls with it, unless the base weapon granted a higher bonus. This bonus increases at 9th level (+2) and at 15th level (+3).
  • It can bear one of your Infusions, even if it was already a magic item before becoming your Arcane Armament.
  • It gains the thrown property (range 20/60) and the returning property, and the weapon returns to your hand immediately after every ranged attack you make.
  Your Arcane Armament is usable only by you. Enchanting a second weapon causes the magic imbued the first to dispel.

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