Weapon Shifter (5e Subclass)
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Weapon shifters are combat-centered warforged artificers, that master the art of transmuting their limbs into deadly weapons. They can quickly adapt to the mutable circumstances of the battlefield, choosing the best weapon for each occasion and adjusting their bodies accordingly.
Restriction: Warforged Only
Only warforged can choose the Weapon Shifter specialty. Artificial magical limbs are needed for the type of transmutation magic employed by this specialization.
Your DM can broaden this restriction to include magical prosthetic limbs.
- Bonus Proficiencies
When you adopt this specialization 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.
In addition, you gain proficiency with martial weapons.
- Weapon Shifter Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Weapon Shifter Spells table. These spells count as artificer spells for you, but they don’t count against the number of weapon shifter spells you prepare.
|3rd||thunderous smite, searing smite|
|5th||magic weapon, alter self|
|9th||haste, elemental weapon|
|13th||fabricate, stone shape|
|17th||animate objects, transmute rock|
- Weapon Shift
At 3rd level, you can use your bonus action to transform one of your limbs into a one handed melee weapon, or both of your limbs into a single two-handed melee weapon. You can choose the form that this melee weapon takes each time you use this feature. You are proficient with it while you wield it, and you can use your Intelligence, rather than Strength or Dexterity, for attacks and damage rolls with it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
If the weapon has the thrown property, it loses this property. You can have up to two limbs shifted into weapons at the same time. Each of your arms is considered a separate weapon, for the purposes of infusing it with your Infuse Item feature.
You can absorb one magic weapon into your body by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then absorb the weapon into your body, and choose to shift your body into the absorbed weapon. You can't affect an artifact or a sentient weapon in this way. The weapon is expelled from your body if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to expel it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Finally, if you take the Attack action and make at least one attack with your shifted limbs, you can make another with a different shifted limb as a bonus action.
- Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
- Improved Shift
At 9th level, you gain the ability to create ranged weapons with your shifted limbs. You don't need to have ammunition for these ranged weapons. Instead, you fire energy projectiles, that cause your attacks to cause force damage, rather than the normal damage.
In addition, you can make a charged attack with your ranged shifted limbs. As an action, you can spend one spell slot of any level to fire a powerful energy blast in a 50-foot by 5 feet line, causing 4d6 force damage to any creature that fails a Dexterity saving throw against your spell save DC, or half as much on a success. After firing this blast, you must wait 1 minute to do it again.
- Extra Limb
At 15th level, you can attach an extra limb to your body. This grant you the following benefits:
- You can absorb an additional magic weapon to your body.
- When you use your bonus action to make an attack with your shifted limbs, you can make an additional attack with this additional limb.
- You can transform this third limb into a two-handed weapon, without needing to spend both limbs to do so.