WeaponWright
The Weaponwright is a master of blending artifice and combat, crafting unique trick weapons that shift between forms with fluid precision. Whether on the Battlefield or in the workshop, the Weaponwright's creations are the pinnacle of ingenuity, where form and function merge seamlessly into devastating power.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with smith's tools and tinker's tools. If you already have proficiency with either, you can choose another type of artisan's tools.
WeaponWright Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the WeaponWright 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 | Armorer Spells |
|---|---|
| 3rd | Zephyr Strike, Shield |
| 5th | Magic Weapon, Mirror Image |
| 9th | ThunderStep, Elemental Weapon |
| 13th | Fire Shield, Staggering Strike |
| 17th | Passwall, Steel wind strike |
Trick Weapons
Beginning at 3rd level, you can create a trick weapon with two interchangeable forms, allowing you to switch between them using a bonus action. You are proficient with the trick weapon, and it is only usable by you.
You create you trick weapon over the course of a long rest, you may only have one trick weapon created at a time.
Each of the two trick weapon forms have three "components" which you choose on the creation of the trick weapon, a Head(damage type of the weapon), a Frame(manner and range it is wielded in), and a Special(A property which the weapon gains). Special components which provide a spell foci as its property function as both the normal item AND that particular spell foci.
- short rest, you may exchange one of these components for another of your choice.
- Long rest you can completely redesign your weapon, switching any and all components.
- Cost: You start with two of each type of component (made of iron) for free to make your initial trick weapon, you may create additional components through crafting. Frame components are material cost 4, Head components are material cost 1, and Special components are material cost 2.
You may only replace parts of your trick weapon with components you have on your character. a Trick weapon may only ever have one spell foci special component on both of its forms. When you choose this specialization at 3rd level, choose 2 head, frame, and special components to start with, they are made of normal iron.
When you attack with a trick weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier for the attack and damage rolls.
Additionally starting at 6th level, you trick weapon counts as magical for the purposes of overcoming resistances. Each special component gains a "Special Ability" listed after its property, which you can now use.
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn. You may replace one of these attacks with a cantrip.
Adaptive Mastery
At 9th level, your expertise in weapon crafting allows you to fine-tune your Trick Weapon on the fly. You gain the following benefits:
- Dynamic Configuration: As a bonus action, you can spend a flash of genius to replace one component (Head, Frame, or Special) of your Trick Weapon without needing a short rest, if you have previously crafted that component. If you end up replacing a component that doesn't fulfill the requirements for the weapon, the Special of that form will be disabled, until you replace parts till the requirements are fulfilled again.
- Fluid Motions: Once per turn, when you switch your weapon’s form and damage a creature with it on the same turn, you deal an additional 1d8 damage of the weapon’s type. This extra damage increases to 2d8 at 15th level.
- Greater Technique: Each special part has a "weapon mastery" listed after its "component" ability which you gain the benefit of while wielding that part of the trick weapon. Special components with the "Foci" property instead grant a listed "Spell Feat" which you gain the benefit of when wielding the part. However you do not gain the ability score increase benefit of that feat.
Master Weaponwright
At 15th level, your Trick Weapon becomes a masterpiece of engineering and arcane ingenuity, granting the following benefits:
- Integrated Arsenal: Your Trick Weapon can now incorporate two (Non-foci)Special components simultaneously in one of its forms. Both effects are active, but you must meet the prerequisites for each. You must choose which of the two weapon masteries you gain the benefit when wielding a form with two special components, this choice is made when you switch forms
- Overdrive Mechanism: Once per long rest, you can overcharge your Trick Weapon. For 1 minute, all attacks with the weapon deal an additional 1d8 damage of a type associated with one of its components (your choice of bludgeoning, slashing, piercing, fire, lightning, or cold).
- Additionally, once per turn, if you land a critical hit with your Trick Weapon you can immediately make one additional attack with the same Trick Weapon.
Trick Weapon Components
Head
Components related to damage types.
- Piercing: The weapon deals piercing damage.
- Slashing: The weapon deals slashing damage.
- Bludgeoning: The weapon deals bludgeoning damage.
Frame
Components related to Weapon Properties and Damage Die.
- Twin Frame(S): Splits the weapon into two melee weapons, each dealing 1d6 damage with the light property. Only one of the weapons benefit from the Special component. However you may add your intelligence mod to the damage of your offhand attacks with this weapon.
- Balanced Frame(M): A melee weapon dealing 1d8 damage, versatile (1d10). Deft(15)
- Heavy Frame(G): A melee weapon dealing 1d12 damage with the two-handed and heavy properties.
- Reach Frame(L): A melee weapon dealing 1d10 damage with the reach and two-handed properties. Attacks within 5ft are made at disadvantage
- Tossing Frame(M): A thrown weapon dealing 1d8 damage, with a range of 30/60, and the light property.
- Quickfire Frame(S): Splits the weapon into a one-handed ranged weapon and a buckler, the ranged weapon dealing 1d6 damage, with a range of 60/120, and the shield grants +1 AC and is instantly equipped. Only the weapon benefit from the Special component.
- Longfire Frame(L): A ranged weapon dealing 2d6 damage, with the two-handed property and a range of 100/400.
- Shield Frame(M): Splits the weapon into a one-handed melee weapon and a shield, with the weapon dealing 1d8 damage. Only the weapon benefit from the Special component. The shield grants +2 AC and is instantly equipped.
Special
Special Components Start as a weapon property or "ingrained foci" at level 3, they gain an additional "attack option" at level 6, and Have a listed "Mastery" or "spell feat" For your 9nth level Adaptive mastery feature.
-Ammunition. (You may use your own ammunition)
Prerequisite: {Long Fire Frame}
Ability: "Blasting" Your weapon gains a burst of ammunition, Once per turn, you can replace an attack to make all creatures within a 15-foot cone emanating from yourself succeed on a Dex saving throw, or take 2d6 piercing damage. Additionally as a part of doing this, you can knock yourself up to (pb * 5) feet in a direction of your choice
Mastery: Piercing Shot
-Bolster.
Prerequisite: {Wielded in two hands}
Ability: "Smiting" You can overcharge your weapon with holy power, Once per turn, upon dealing damage to a target, you may expend a spell slot. Doing so deals 1d8 + spell slot d8 extra radiant damage to the target
Mastery: Hold the Line
-Brutal.
Prerequisite: {Slashing weapon}
Ability: "Rending" Your Weapon is serrated, Once per turn when attacking a creature of a size category larger than you, deal an additional weapon die
Mastery: Brutal shards
-Bypass.
Prerequisite: {Piercing Weapon}
Ability: "Honed" Your weapon snakes into the enemies weak points, When you critically hit a creature, deal an additional weapon damage dice to the target
Mastery: Strip Defense
-Cleave.
Prerequisite: {Wielded in two hands}
Ability: " WhirlyGig" You can whirl the blade, slashing into swaths of enemies, You may spend Your Whole Attack action to Make an attack roll, any creature within 5ft of you whos ac would be hit by the attack roll takes damage equal to the weapon damage dice.
Mastery: Bloodthirsty Cleave
-Concealed.
Prerequisite: {Two Weapon frames}
Ability: "Canister" You blade is slotted with a special container, As a part of an attack, you may deploy a small canister of liquid from the blade's hilt, consuming it. It then takes a bonus action to reload the canister. This canister is large enough for one dose of a poison.
Mastery: Greater darts, (minus the range portion)
-Disarming & Grappling.
Prerequisite: {Melee Weapon}
Ability: "Suppressing" The weapon is curved and hooked to trap weapons, As a part of a successful attack, you can make a grapple attempt if you succeed by 5 or more, you may choose a non trait or magical ability of the creature, while grappled the creature cannot use that ability
Mastery: Closing Jaws
-Fixed.
Prerequisite: {Melee Weapon}
Ability: "Inertia" You weapon lags behind you, causing more and more segments to expand with elastic energy as you move, You may choose to release stored momentum into one of your weapon attacks, one attack you make deals additional 1d6 weapon damage for every 10ft you moved this turn before the attack
Mastery: Swift Footed
-Flurry.
Prerequisite: {Twin frame}
Ability: "Phantom" Your attacks seem to flow into one another, after hitting a creature with your bonus action attack, you may hide as a free action
Mastery: Steel Cloud
-Loading.
Prerequisite: {Ranged Weapon}
Ability: "Launcher" You load an extra strong piece of ammunition, As an action, fire a projectile at a point within 60 feet. All creatures within a 10-foot radius must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, they take 3d8 fire damage (half on success). reloaded as an action.
Mastery: Overwhelming Force
-Parry.
Prerequisite: {One handed, melee weapon}
Ability: "Reflect" Your weapon gains a mirror like sheen, When you are targeted with an attack roll, and you successfully parry the roll from it, you may cause the attack roll to target the caster instead(as long as you can see them)
Mastery: Greater Deflection
-Reach(Attacks within 5ft no longer causes disadvantage)
Prerequisite: {Reach Frame}
Ability: "Threaded" Your weapon becomes whip-like through a rope or chain, Once per turn, when you hit a creature, you may forgo adding your modifier to damage and cause the target to be pulled 10 feet closer and fall prone.
Mastery: Slashing Reach
-Shoving.
Prerequisite: {Bludgeoning Weapon}
Ability: "Crushing" Your weapon crushes the Opposition, Once per turn, when hitting a creature you may push it back 10ft(in addition to any shove attacks) Forced movement damage occurs for every 5ft unmoved instead of every 10
Mastery: Concussive Blow
-Sundering.
Prerequisite: {Cannot be Quickfire or twin frame}
Ability: "Colossal" Your Weapon mechanically expands to an impossible size,) As both attacks during your attack action you may enlarge your weapon and make one attack. Doing so Doubles the weapon's damage die and additional dice from its Special property.
Mastery: Inverted Protection
-Thrown (or x2 range if thrown frame)
Prerequisite: {One handed Melee}
Ability: "Loyal" Your weapon magnetically returns to your hand, Whenever you make a thrown attack with this weapon, it returns immediately after the attack is finished
Mastery: Lodge
- Protection (Damage reduction against nonmagical physical damage equal to prof bonus)
Prerequisite: {Shield}
Ability: "Towering" You defensive form expands to protect those around you, You can use your reaction to gain three quarters cover against harmful area-of-effects such as breath weapons or spells when targeted by such effects, unless the effect travels around corners. If you are directly between another creature of your size or smaller and the effect's origin, that creature gains half cover against the effect. It takes a bonus action to "unplant" you shield, and you may not shift forms of your trick weapon while the shield is planted.
Mastery: Protection provided by the Shield is now against magical physical damage.
- Spell Foci(Holy Symbol)
Prerequisite: {Shield}
Ability: "Rejuvenating" Your shield glows with a holy light, When you take the attack action, you can expend one attack targeting an ally you can see within 30ft, the target gains temporary hit points equal to you pb
Mastery: Divine Symbol
- Spell Foci(Staff)
Prerequisite: {Reach Frame}
Ability: "Channeling" You can plant your weapon to channel your magic, If you have not moved this turn, you may Replace both of your attacks from the attack action to cast cantrip which does not cause a melee spell attack
Mastery: Staff Sniper
- Spell Foci(Totem condition imbued on part creation)
Prerequisite: {Twin Frame}
Ability: "Inflicting" One of your weapons is shaped like a creature of nature, When you replace an attack with a cantrip, you can cause the attack to deal half damage and inflict your ingrained condition on failure
Mastery: Totemic Focus
- Spell Foci(Wand)
Prerequisite: {Quickfire Frame}
Ability: "Imbued Ammo" Your weapon is imbued with your powerful Magic, Whenever you would cast a spell of 1st level or higher which requires a spell attack roll, you may instead make a weapon attack with this form. The creature takes the damage of the attack in addition to any effects the spell has for hitting the target
Mastery: Wand Slinging Duelist
- Spell Foci(Orb)
Prerequisite: {Longfire frame}
Ability: "Homing" You shoot your weapon into the sky, aiming guided projectiles with magical eyes, As an action, you look through the orb affixed to your weapon, and make 3 ranged weapon attacks with this form. You may choose any creature that is within 30ft of you to be the target of this attack, as long as you know they are within range it ignores cover, and is not effected by invisibility. The damage from these attacks does not add your ability modifier
Mastery: Warding Protector
- Spell Foci(Scepter School imbued on creation)
Prerequisite: {Versatile Frame}
Ability: "Channeling" Your Weapon is ingrained with magical elements and components, You may replace one of your attacks with a 1st level spell instead of a cantrip.
Mastery:
Examples
Crescent Rose:
Form 1: Scythe
Head - Piercing
Frame - Reach
Special - Cleave
Form 2: Sniper
Head - Piercing
Frame - Longfire
Special - Ammunition
Miló
Form 1: Spear and Shield
Head - Piercing
Frame - Shield
Special - Thrown
Form 2: Musket and buckler
Head - Piercing
Frame - Quick fire
Special - Loading
Conjoined Suffering (15th)
Form 1: Great Axe
Head - Slashing
Frame - Heavy
Special - Colossal
Form 2: Dual hand axes
Head - Piercing
Frame - Twin
Special - primary (Thrown), Second (Flurry)
Eclipse (15th)
Form 1: Glaive "Moon"
Head - Slashing
Frame - Reach
Special - Arcane Foci(Staff)
Form 2: Longbow "Sun"
Head - Piercing
Frame - Longfire
Special - Bolster, Loading

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