Battle Smith
Battle smith artificers excel in the heat of battle with their skills in modifying and using weaponry. Unlike other blacksmiths who work in a stationary forge, these artificers use their magic to create mobile forges which they can carry, use to modify weapons, and use to burn their foes. A battle smith’s expertise in weapons and combat provides them and their allies with weapons of greater efficiency.
Tool Proficiency
When you adopt this specialisation at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Battle Smith Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith 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 | Battle Smith Spells |
|---|---|
| 3rd Level | Burning Hands, Searing Smite |
| 5th Level | Flame Blade, Heat Metal |
| 9th Level | Ashardalon's Stride, Flame Arrows/Bolts |
| 13th Level | Fire Shield, Staggering Smite |
| 17th Level | Immolation, Steel Wind Strike |
Battle Smith Infusions
Starting at 3rd level, your specialisation grants you an expanded list of new infusion options to learn when you learn an artificer infusion. The following infusions are added to your Infusion Options but do not count against the number of infusions you know:
| Battle Smith Infusions | Prerequisite & Required Item | Requires Attunement |
|---|---|---|
| Boots of Stability | 3rd Level Battle Smith, a pair of boots or footwear | Yes |
| Forger's Weapon | 3rd Level Battle Smith, a simple or martial weapon that deals bludgeoning damage | - - - |
| Vicious Weapon | 3rd Level Battle Smith, a simple or martial weapon | - - - |
| Compacted Armour | 7th Level Battle Smith, a suit of armour | Yes |
| Metal-Lock Weapon | 15th Level Battle Smith, a simple or martial weapon | Yes |
Battle Ready
When you reach 3rd level, your combat training and your experiments at smithing have granted you proficiency in martial weapons, and one of the following fighting styles:
Dual Wielder
You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Dueling
When you are wielding a melee weapon in one hand that has the versatile property and no other weapons, the damage of that weapon is the die stated in the versatile property.
Infused Weapon Fighting
When you are wielding a weapon you have infused, you gain advantage on any attack roll against a target if an allied creature is within 5ft of the target, is not incapacitated, and has an item infused by you equipped.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, attacking at long range with weapons that have the thrown property does not impose disadvantage on ranged weapon attack rolls.
Compact Forge
Beginning at 3rd level, your artificer magic can summon a portable mobile forge and anvil that you can use to forge weaponry while adventuring. You create the forge and anvil when you conjure smith’s tools using your Right Tool for the Job feature, and it remains until you use the feature again. The forge and anvil are considered part of your smith’s tools.
While active, the forge emits a warm bright light of 20ft, and dim light for an additional 20ft. This light can be dismissed or reactivated as an action. Dismissing the forge’s light does not hinder the forge’s abilities.
While you carry this forge, your weapon attacks become infused with the forge’s heat. Once on your turn, your attacks with a Strength weapon deal an additional 1d6 fire damage.
Weapon Modification
Starting at 3rd level, you can use your forge and anvil to strengthen weapons and add modifications to them. During a long rest, you can spend 1 hour working on a number of weapons equal to your Intelligence modifier (minimum of 1), which does not impede on your rest. Each weapon you work on gains one modification from the following list, if you meet the prerequisites. These modifications last until your next long rest, or you can spend time to maintain the modifications on the weapons.
Battle Smith's Weapon Modification
Emblazoned Forge
Beginning at 7th level, your forge grows in power, shown by the bright burning heat it emits. Due to this exposure to the heat of your magic forge, you gain resistance to fire damage.
Additionally, as a bonus action, you can release the heat of your forge to surround you in an aura of heat. This aura extends out 5ft from you and lasts for 1 minute. Creatures of your choice that end their turn within the aura or enter it on their turn must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 3d6 fire damage, or half the damage on a successful save. You can use this feature a number of times equal to your Intelligence modifier, and regain expended uses after completing a long rest. If you have no more uses of this feature remaining, you can expend spell slots to use this feature again.
When you reach 15th level, the range of the aura increases to 10ft.
Superheated Weapons
Starting at 7th level, you can use the magic of your forge to momentarily heat weapons with a burning glow. You can spend 1 minute to heat one weapon of your choice in your compact forge. A weapon after being heated glows a warm bright light of 10ft, and a dim light of 10ft for 10 minutes. A heated weapon does not damage the wielder while stowed or wielded, and does not damage the wielder’s equipment while stowed. While this weapon glows, the next damage roll the weapon makes deals an additional 2d6 fire damage.
After being heated, the weapon cannot be heated again until you complete a long rest, where you can repair the heat damage on the weapons. Repairing these weapons does not grant you exhaustion for overworking.
Metalworker's Secrets
At 11th level, your experience with metal and forging grants you the ability to exploit the weaknesses of metal. Once on your turn, when you take the Attack action, you can replace one of your attacks with a special sundering melee attack and hit a creature wearing metal armour. If the special attack hits, you deal half your weapon’s damage, and force the targeted creature to make a Dexterity saving throw against your spell save DC. On a failed save, the target’s AC is reduced by 1 until it spends a short or long rest to repair the sundered armour. This reduction can stack on a creature to a maximum reduction equal to half your Intelligence modifier (rounded up). At the DM’s discretion, this special attack can work on a creature with natural armour.
Forgemastery
At 15th level, you’ve become a master at utilising your forge and smithing skills for combat. You can now add two weapon modifications on each weapon you work on during a long rest. No weapon can have the same modification more than once, even if the conditions of the modifications vary.
Additionally. your forge’s fire grows in power, granting you the following benefits:
- Forgemaster’s Vigor: When you activate your Emblazoned Forge aura, you gain temporary hit points equal to 1d8 + your Intelligence modifier. These temporary hit points last while the aura is active.
- Forgemaster’s Blaze: When a creature fails the dexterity saving throw against your Emblazoned Forge aura, you can expend a spell slot to deal additional damage equal to a number of D6s equal to slot level + 1.

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