Arcane Weapon 5E Spell

Hello spellcasters of all shapes and sizes! Welcome to my spellbook and thank you so much for tuning into the 4th episode of our first level spell series. Today we’re going to be taking a look at an artificer exclusive. May i introduce to you arcane weapon 5e spell this incredibly beautiful spell is found in the unearthed arcana pact. What that means is sadly as of yet it is not canon to the 5e ruleset. Hopefully soon it will be, i expect wizards to release the artificer as a playable class very soon but right now it’s still in testing so you’ll need your dm’s discretion to be able to get this spell. I would find it highly it’s not unbalanced, i don’t see why they wouldn’t. Let’s take a look some mechanics though.

Mechanics

  • Level: 1
  • Casting Time: 1 Bonus Action
  • Range/Area: Self
  • Components: V, S
  • Duration: 1 Hour (Concentration)
  • School: Transmutation
  • Attack/Save: None

The cast time is one bonus action, their range is self, the duration is one hour and it is a concentration spell. The effect at a glance is as followed: You choose a weapon you are holding, imbue it with 1d6 elemental magic which you can pick from: Acid, Cold, Fire, lightning, poison or thunder. The components are somatic and verbal meaning you have to gesture with your hand and speak forth in incantation. The school is transmutation which is not terribly surprising.

Description

Now lets take a look at the full description here.

Your channel arcane energy was into a simple or else material weapon that you’re holding, and you can also select one damage type such as: acid, cold, fire, lightning, poison, or thunder. Until unless the spell ends, you can deal an extra 1d6 damage of the selected type for any target that you hit with a weapon. Suppose, if a weapon is not magical, it will become a magic weapon for the particular spell’s duration.

As a bonus action, you can easily change the damage type, by selecting from the above options.

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At Higher Levels: Whenever you cast this arcane weapon 5e spell by using a spell slot of 3rd level or higher, you can easily maintain your concentration on a spell for almost up to 8 hours.

Super cool stuff and not terribly unbalanced if anything i feel like it might be a little bit underwhelming i’d like to see an additional damage die thrown in for burning up those higher level spell slots. But given the artificer class as a whole like to see why they didn’t do that.

That being said very powerful stuff. I think one of the most important things in there is to be able to change the damage type as with a bonus action, so essentially at will. Now outside of the combat i actually struggled a little bit with making some alternative uses.

Alternative Uses

The best one i could think of was using your mastery of this weapon to impress or cause fear in NPCs in the area. Potentially giving you advantage on persuasion  or intimidation rolls. That’s about all i could come up with in terms of genuine alternative uses, you can always also argue that being able to change up that damage type on the fly makes it so essentially you never really have to worry about elemental resistances when it comes to your main weapon.

It also doesn’t specify that the weapon cannot be magical in addition to what you’re doing to is, so i think this is quite a good spell for the artificer i can even see the ranger really benefiting from this. The ranger is quite an under whelming class all things considered.

Conclusion

That being said! if you have any alternative uses for it, i would love to hear them down below in the comments. Thank you so much for reading in guys. **arcane weapon 5e removed**

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