Arcane Weapon Smith (4e Paragon Path)

Arcane Weaponsmith

My weapons are stronger than steel and sharper than razors. Force alone could never destroy my work.
—Anonymous arcane smith, Fine weapons of the world.

Prerequisite: Witch, Arcane Armaments class feature

You have mastered the art of forging weapons from arcane energy by zealously studying weapons almost as much as arcane energy. The weapons you make now more clearly resemble typical weapons and last even if you fall unconscious. They’re even so strong that the only way to destroy them seems to be by dismissing them yourself. Your connection to your weapons also grows stronger, granting you the ability to control them without actual contact. As you grow in strength so do your weapons eventually becoming shining examples of smithery.

Arcane Weaponsmith Path Features

Armament Control (11th Level): You can wield an arcane armament without holding it. The armament must be in a space adjacent to you. Additionally, arcane armament’s you are holding gain reach. You can have a maximum of three arcane armaments conjured at any one time.
Armament Stability (11th Level): Your Arcane Armaments cannot be destroyed and only vanish if you dismiss them as a minor action.
Superior Arcane Armaments (16th Level): You gain a +2 bonus to attack and damage rolls with arcane armaments.

Triple Strike Arcane Weaponsmith 4e Power Type::Attack 11
If two weapons aren’t enough to kill you, I guess I might as well try one more.
4e Power Usage::Encounter  Arcane, Conjuration, Implement, Weapon
4e Power Action Type::Standard Action Melee Weapon
Requirement: You must be wielding an arcane armament
Target: One creature
Attack: Wisdom Vs. AC
Hit: 1[W]+wisdom modifier damage
Effect: You can make the attack once with each arcane armament you are wielding.

True Arcane Armament Arcane Weaponsmith 4e Power Type::Utility 12
"I have forged a truly magnificent weapon with nothing more than my own power."
4e Power Usage::Daily  Arcane, Conjuration, Implement
4e Power Action Type::Minor Action Personal
Effect: You create a True Arcane Armament. This weapon works like a typical arcane armament, but can be enchanted and gains +2 bonus to attack rolls. You can only conjure one True Arcane Armament at a time.

Arcane Barrage Arcane Weaponsmith 4e Power Type::Attack 20
You move your enemy into the perfect position with your strikes and conjure the appropriate weapon for each follow-up.
4e Power Usage::Daily  Arcane, Conjuration, Implement
4e Power Action Type::Standard Action Melee Weapon
Requirement: You must be wielding an arcane armament.
Primary Target: One creature
Attack: Wisdom Vs. AC
Hit: 1[W]+wisdom modifier damage and you push the target 1 square.
Secondary Target: The above creature
Secondary Attack: Wisdom+2 Vs. AC.
Hit: 1D8+wisdom modifier damage and you pull the target one square.
Tertiary Target: The above creature
Tertiary Attack: Wisdom+4 Vs. AC.
Hit: 2[W]+wisdom modifier damage and the target takes a -2 penalty to all defenses until the end of your next turn.



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gollark: LEDs are apparently a few times more efficient.
gollark: What's the benefit of this over LEDs? Really bright single light sources?
gollark: Interesting idea. I think the code technically already would allow this with no changes.
gollark: I really should work out how to reasonably handle people setting reminders with times in the past.
gollark: I could somehow build time delayed commands into the reminder system.
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