When you become a Bogsmith at 3rd level, you gain proficiency with smith's tools and all martial weapons. If you are already proficient in smith's tools, you gain proficiency with another set of artisan's tools of your choice.
Artificer Level | Spell |
---|---|
3rd | compelled duel, thunderous smite |
5th | cloud of daggers, mirror image |
9th | conjure barrage, guardian spirits |
13th | fire shield, guardian of faith |
15th | banishing smite, conjure volley |
Beginning at 3rd level, you can infuse weapons you use with bogmetal and the lizardfolk ancestors connected to it. As an action, you can turn a weapon you are wielding into an Ancestral Armament, provided you have smith's tools in hand.
The weapon gains the following benefits.
The weapon you imbue with bog metal counts as a magic weapon for the purposes of overcoming damage resistances.
You can use our Intelligence modifier, in place of Strength or Dexterity, for the attack and damage rolls.
The weapon can bear an extra one of your Infusions, this extra infusion can be used even if it was already a magic item before becoming your Ancestral Armament.
You can use the weapon as a spellcasting focus for your artificer spells.
See additional infusions: Ancestral Weapon
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
You can channel the might of your ancestor's through your Armament. Beginning at 9th level, when you hit a target with your Ancestral Armament you can channel their energy through it to create one of the following effects of your choice:
The target takes a extra 2d6 force damage. You can expend one spell slot to deal additional force damage. The extra damage is 2d6 for a 1st-level slot, plus 1d6 for each Spell Level higher than 1st.
You gain temporary hit points equal to your artificer level.
The target must succeed on a Strength saving throw equal to your Artificer spellcasting DC. On a failed save they are knocked prone.
At 15th level you can assume an aspect of your ancestors channeled through your Armament and infused items. Your ancestors flow through them guiding and protecting you. Using your action, you call forth all of your ancestors. For 1 minute, you gain two benefits of your choice for an item type you currently have infused and equipped. Once you use this ability, you cant use it again until you finish a long rest.
weapon: Whenever you take the attack action, you may make an additional attack with your infused weapon.
armor: You gain resistance to bludgeoning, piercing, and slashing.
shield: You have advantage on Dexterity saving throws. As a reaction, when an attacker you can see hits you with an attack, you can reduce the damage by 1d12 + your artificer level.
rod, staff or wand: When you cast a spell with a duration of 1 minute or longer,
cloak or cape: You gain a fly speed equal to your movement speed.
boots: Your speed increases by 15 feet.