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Fighter Subclass: Arcane Forger

The Arcane Forger learns to harness projection magic to conjure weapons of pure energy, drawing upon their knowledge of combat and magic to create tools perfectly suited for any battle. These warriors also use magical enhancements to strengthen their creations or improve existing weapons.
hit dice: D10
hit points at 1st level: 10+Con Mod
hit points at higher levels: 1D10 (or 6) + Con Mod
armor proficiencies: All Armors
weapon proficiencies: Simple and Martial Weapons
tools: Smith's Tools
saving throws: Strength and Constitution
skills:
starting equipment:
spellcasting:
class features:
subclass options:

Arcane Forger

When you choose this subclass at level 3, your admiration in weapons and their creation become your main magical skill. Not only do you utilize conjuration of weapons, but also in the transmutation of weapons to increase its effectiveness. Some features will impart a saving throw against targets. This saving throw DC is 8+PB+Constitution mod.  

Conjure Weapons


At 3rd level, you utilize your knowledge of conjuration magic to create weapons. As a bonus action or as a reaction when combat begins, you can conjure a standard melee or ranged weapon you're proficient with into your hands (only 1 projected weapon at a time). The weapon(s) have fleeting magical energy radiating from them and disappear after a minute, when a new weapon(s) is conjured, or until dismissed (no action needed). Conjured weapons have the following bonuses:
  • They deal magic damage for the sake of overcoming resistance and immunity.
  • If the weapon can be thrown, it returns to your hands instantly after making impact.
  • Weapons that require ammunition will generate its own ammunition.
  • You can't be forcibly disarmed of your conjured weapon.
This feature can be used a number of times equal to 1 + Constitution Mod. All uses return after a long rest.  

Strengthening Magic


Also at 3rd level, you gain the ability to strengthen a weapon to increase its effectiveness. You learn the Shillelagh cantrip and can apply it to improvised weapons. Additionally, you can use a bonus action to further strengthen the weapons that you currently wield. Strengthened weapons gain the following properties:
  • Damage rolls deal an additional 1D6 of force damage. This damage bonus increases to a D8 at level 9 and then a D10 at level 15.
  • You have advantage on attack rolls against constructs and undead creatures.
This feature can be used a number of times equal to 1 + Constitution Mod. All uses return after a short or long rest.  

Armory of the Mind


At 7th level, your ability to analyze the properties of weapons greatly increases. You gain the following features:
  • You gain proficiency with Arcana if you're not already proficient.
  • Trace On-Acquire Design: As part of a short or long rest, you can spend an hour to analyze a weapon and its properties, keeping it with you during the process*. Once completed, the weapon's design is stored in your mind. When you use Conjure Weapons, you can conjure up to 2 different stored weapons at once, magical properties and all. You can store a number of designs equal to your PB.
*If you do not have access to the physical weapon you want to memorize, you must spend 3 consecutive days of downtime to study, imagine, and learn about the weapon. You must have some way to learn of the weapon, be it tomes, sages, scriptures, etc and the weapon you want to research can not have a bonus higher than +2 or be higher than Rare. It is up to DM's descretion on whether said knowledge is accessible at all.  

Storm of Armaments


At level 10, your ability of weapon projection has noticeably surged in the realm of quantity, as well quality.
  • Whenever you use Conjure Weapons, you also create 9 basic weapons of your choice that harmlessly hover near you. As an attack, you can launch a weapon in a 100ft line. If you target a creature, the creature must make a dexterity saving throw or take 3D10 magic damage. The floating weapons linger until Conjured Weapons are dismissed or when a minute has passed.
  • Alternatively, when you conjure the 9 weapons, you can use an action to release them all at once. Within a 120ft range, you select a 15ft cube area you can see to unleash your weapons. All creatures in the are must make a dexterity saving throw or take 6D12 force damage (1/2 on a successful save).
 

Unlimited Arsenal


At level 15, your projection magic starts to peak. Your Conjure Weapons ability now lasts for an hour, you can conjure weapons as a part of your attack action, and all uses recharge after a short rest. Additionally, you can now research and acquire the designs of weapons up to Legendary in rarity (The ritual and research takes double the time for Very Rare and Legendary wepaons), and your memory is now your PB x 2.  

Perfect Projections


At 18th level, you become a true master of the art of weapon projection and conjuration. Any weapon you conjure will have at least a +2 to hit and damage and their damage die can't be any lower than a D8. Additionally, if you have at least one unused memory slot, you can use a bonus action to instantly conjure a copy of any weapon that you can see. This weapon will disappear after a minute and their designs are not saved. If the weapon is a magical one that requires attunement, you automatically attune to it so long as you have an attunement slot available.

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n0753w.

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