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Daggerwright

A Daggerwright is a crafter who is intent on the perfection of a single dagger and nothing more. They put heart and soul into the edge. Among artificers, members of this subclass are combat-focused, keen to test the perfection of their work.

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 smith's tools and leatherworker's tools, assuming you don’t already have them. You also gain smith's tools and leatherworker'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 (dagger) category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold. Additionally, you can craft up to three such items at the same time, still requiring the normal crafting costs.

Daggerwright Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Daggerwright Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Daggerwright Spells
Artificer Level  Spells
1st  ice knife*, purify food and drink
3rd  cloud of daggers, knock
5th  create food and water, life transference
7th  phantasmal killer, staggering smite
9th  destructive smite, steel wind strike

Signature Dagger

At 3rd level, you begin to focus your mastery of dagger crafting and empowerment into one dagger.
Whenever you finish a long rest and your smith's tools and leatherworker's tools are with you, you can form your signature dagger. If you have a signature dagger from this feature, the first one is destroyed immediately. You can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls made with your signature dagger.
Your signature dagger can be imbued with any number of your own infusions and is considered a wand and a ring for the purposes of applying infusions to it. When you cast a spell on your signature dagger that would normally require concentration, the spell does not require concentration and instead lasts for the maximum duration normally allowed by concentration. If your signature dagger is a magical weapon and you hit a creature with it, you deal an additional 1d6 damage.
If another creature attempts to wield your dagger, the creature takes 1d8 piercing damage and are forced to drop the dagger.

Revitalizing Cut

Starting at 6th level, when you hit a creature with a melee weapon attack using your signature dagger, you can expend one artificer spell slot to either deal extra force damage or heal yourself. The amount of extra damage dealt or the amount you heal is 1d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.

Perfect Dagger

By 14th level, you have mastered using your signature dagger. You can attack an additional time whenever you take the Attack action on your turn, but all attacks during your turn must be made with your signature dagger. Additionally, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

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