TEXT: Martial Archetype 
  Different fighters choose different approaches to perfecting 
  their fighting prowess. The martial archetype you choose to 
  emulate reflects your approach. 
  Weaponsmith 
  The weaponsmith is a warrior who is adept at creating and 
  repairing arms and armor, as well as fighting with exotic 
  and rare weapons. Those who study the art of smithing 
  often customize their own weapons to be more effective in 
  combat, and many of them trade weapon designs amongst 
  themselves. The greatest weaponsmiths use intelligence 
  and wit to invent new, experimental weapons with which to 
  kill more creatively and more efficiently. 
  Smith Journeyman 
  When you select this archetype at 3rd level, you gain 
  proficiency with Smith’s tools. 
  Exotic Crafting 
  Starting at 3rd level, your experience with forging and 
  carving blades, bows, and other arms allows you to create 
  unique and custom weapons. Using the crafting rules 
  provided in the Player's Handbook, you may create a 
  weapon for which you have the prerequisites from the 
  Custom Weapons list below. You are proficient with such 
  weapons. 
  Jury-Rigging 
  At 7th level, you have become adept at quickly creating 
  makeshift weapons to suit your needs. If you are in a 
  suitable environment, you can spend one hour to make a 
  number of simple weapons equal to your proficiency bonus 
  provided you have the wood, stone, and other natural 
  materials required. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Sundering Strike 
  Starting at 10th level, you can use your knowledge of the 
  weak points of weapons and armor to strike and render 
  them useless. As an action on your turn, you may make a 
  single melee attack with disadvantage against an enemy, 
  targeting their weapon or armor and attempting to sunder it. 
  This attack cannot be made with a wooden weapon. A 
  weapon has 10 hit points and armor has hit points equal to 
  its wearer's Armor Class. Weapons reduced to 0 hit points 
  break and become unusable, and armor reduced to 0 hit 
  points offers no Armor Class bonus. 
  Master Craftsman 
  At 15th level, you have learned the secrets of forging 
  adamantine and mithral weapons and armor. For an 
  additional 500 gp to the crafting cost, you may craft a 
  weapon or armor set from one of these materials. 
  Adamantine weapons ignore resistance to their damage 
  type, deal an extra 1d4 damage of the same type, and are 
  unbreakable. Mithral weapons have the finesse property 
  and weigh half as much as normal, and one-handed or 
  versatile mithral weapons also have the light property. See 
  the Dungeon Master's Guide for rules on adamantine and 
  mithral armor. 
  Ultimate Weapon 
  At 18th level, you have created a masterpiece: an ultimate 
  weapon that fits your fighting style perfectly. This weapon 
  represents the mastery of your craft and the perfect synergy 
  between warrior and weapon. The specific appearance of 
  your ultimate weapon is your choice, but all ultimate 
  weapons fit one of several archetypes. You may select from 
  the following: Ultimate Blade, Ultimate Bow, or Ultimate 
  Cudgel. Statistics and descriptions of each of these appear 
  under the Ultimate Weapons list below. 
   
   
   
   
   
   
   
   
   
   
  
  Custom Weapons 
  A non-weaponsmith character may gain proficiency with 
  any of these weapons by taking the Weapon Master feat. 
  Any weapon selected from this list counts as two weapons 
  for the purposes of said feat, due to their rare and exotic 
  nature. 
     Armor Spikes. Armor spikes are small metal studs that 
  attach to armor and as such do not require you to hold 
  them. Armor equipped with spikes automatically deals 
  damage each turn to grappled creatures and creatures who 
  successfully grapple you. It also deals damage to the target 
  of a successful shove attack. 
     Auto Hammer. (Prerequisite: 15th level) Resembling a 
  long, heavy mace with a rounded, over-sized head, the 
  Auto Hammer is a brutal mechanized weapon. Thrusting 
  the head of the weapon at a creature triggers the head to 
  shoot forward and backward in rapid succession, perhaps 
  striking another time. Once per turn when you roll to attack 
  with the Auto Hammer, you can attack two additional 
  times. However, the bulky form and disorienting recoil of 
  this weapon makes is impossible to deal additional damage 
  from critical hits, though you still automatically hit as 
  normal. 
     Chain, spiked. The spiked chain is length of heavy metal 
  chain with spiked heads on either end. You may use a 
  bonus action on your turn to make an additional attack with 
  the other end of a spiked chain. 
     Chainsword. (Prerequisite: 15th level)The chainsword is 
  a complex weapon, roughly the same size and shape as a 
  longsword, which employs a clockwork mechanism to 
  drive a belt of blades around a wide, grooved blade. When 
  you hit a target with an attack using the chainsword, you 
  may use your bonus action to rev the blade, potentially 
  cutting deeper into the target. To do this, roll a d6. On a roll 
  of 6, the hit becomes a critical hit and deals extra damage 
  as a critical hit normally would. 
     Gauntlet, spiked. You may hold or otherwise manipulate 
  a weapon, shield, or other object with the same arm as this 
  gauntlet, though you may not attack with the gauntlet and 
  use an object or weapon held in that hand on the same turn. 
     Grapple Blade. (Prerequisite: 10th level) This small 
  blade resembles a bulky shortsword with a barbed piercing 
  blade attached to a length of thin chain and a long hilt. 
  When you take the Attack action on your turn, you may 
  press a button on the hilt as part of one of your attacks and 
  shoot the spring-loaded blade at a target no more than 20 
  feet away. If the attack hits, the target is impaled on the 
  blade's barbed tip and cannot move farther than 20 feet 
  away from you unless it uses its action to attempt to free 
  itself by making a DC 15 Strength (Athletics) check.  
  You may then use a bonus action to attempt to pull the 
  target toward you by making a Strength (Athletics) check 
  opposed by the target's Strength (Athletics) check. If you 
  succeed, the target is pulled into the nearest space adjacent 
  to you and knocked prone. After being used in this way, the 
  grapple blade is useless until you use an action to reel the 
  blade back in. 
     Hidden Blade. (Prerequisite: 7th level) Prized by 
  assassins, the hidden blade is a spring-loaded dagger that 
  straps onto the wrist. You have advantage on Dexterity 
  (Sleight of Hand) checks made to hide this weapon. If a 
  creature is unaware of the blade’s presence, you gain the 
  Sneak Attack feature on attacks with this weapon as a 
  Rogue of half your level and automatically gain advantage 
  on your first attack roll with it against that creature. 
     Hooked Swords. (Prerequisite: 7th level) This weapon is 
  actually a pair of matched blades which are similar in size 
  and weight to shortswords but with hooked ends. The 
  hooked swords can be linked together and swung to 
  increase damage to 1d10 and gain the reach property. When 
  not linked, they are treated as two separate weapons, and 
  therefore can be used with Two-Weapon Fighting. You 
  may also use the hooked ends to gain advantage on 
  attempts to disarm enemies, as well as on shove attacks. 
     Shield, sharpened. This weapon is simply a metal shield 
  whose edges have been sharpened to a bladelike edge. It 
  provides the normal benefits to Armor Class of an ordinary 
  shield. 
     Torchspear. (Prerequisite: 10th level) This long metal 
  pipe has an affixed canister on one end filled with a highly 
  combustible alchemical substance behind a maze of 
  regulators and valves. When ignited, the tip of this weapon 
  burns in a white-hot flame which casts bright light in a 30 
  foot radius and dim light for an additional 30 feet. 
     Crossbow, repeating. A repeating crossbow has a hopper 
  attached to its top which holds multiple bolts, as well as a 
  lever action to assist in rapid reloading. Unlike a standard 
  crossbow, the repeating crossbow does not have the loading 
  property. You can use a bonus action on your turn to make 
  an additional attack using this weapon. 
   
   
   
   
   
   
   
   
   
  
     Flask Launcher. (Prerequisite: 7th level) The flask 
  launcher is a basic light crossbow design fitted with a 
  slotted tube along the top, designed to shoot tiny 4 ounce 
  vials instead of bolts. Vials of holy water, acid, oil, 
  alchemist's fire, poison, or any other substance may be shot 
  from a flask launcher. A launched vial shatters on impact 
  with a target, dealing 1d4 slashing damage in addition to 
  the effects of the vial's contents. A vial that misses its target 
  continues along its trajectory until stopped by an obstacle. 
  Depending on the firing angle, this may cause it to land and 
  break in the target's space or fly past, out to its maximum 
  range. 
     Greatbow. (Prerequisite: 10th level) The greatbow is a 
  marvel of engineering. It is an 8 foot long compound bow 
  which uses a system of pulleys to propel javelins with the 
  same amount of effort as the smaller longbow. An 
  opponent hit by such a projectile must make a Constitution 
  saving throw with a DC equal to the amount of damage you 
  roll for that hit, taking an additional 2d6 piercing damage 
  on a failed save. When not in use, the greatbow folds to a 
  less awkward length. Due to its large size, you have 
  disadvantage on Dexterity-based checks while carrying an 
  unfolded greatbow. If you have the Extra Attack feature, 
  you can’t make more than two attacks with this weapon. 
     Rail Gun. (Prerequisite: 15th level) The rail gun is a 
  small, man-portable ballista that shoots sharpened metal 
  rods at extremely high speeds. The rods pierce right 
  through multiple targets and continue flying, making them 
  extremely effective against enemies who tend to stand in 
  lines. It owes its sheer deadliness to a light enchantment put 
  on it, either by the creator or a hired mage. 
     As an action on your turn, you may shoot this weapon in 
  a 150 foot line originating from you in a direction you 
  choose. Each creature in the line must make a Dexterity 
  saving throw with a DC equal to 8 + your proficiency 
  bonus + your Dexterity modifier. A creature takes 4d8 
  piercing damage on a failed save and half as much on a 
  successful one. You may not make attack rolls with this 
  weapon. Projectiles for this weapon cost 5 sp each. 
   
   
   
   
   
   
   
   
   
  Ultimate Weapons 
  The weapons below all benefit from the properties of both 
  Adamantine and Mithral. These bonuses are already 
  factored into their statistics. 
     Ultimate Blade. (Prerequisite: 18th level) This longsword 
  or battleaxe (your choice) is composed of a 
  mithral/adamantine alloy, making it very light yet nearly 
  unbreakable. As a bonus action on your turn, you may 
  retract or extend the telescoping grip. While extended, the 
  weapon gains the reach property but must be held two-
  handed. You may elect to create this weapon with the 
  special abilities of any one custom melee weapon that deals 
  slashing damage, giving it the chainsword's biting blade, 
  the hooked sword's disarming ability (but not the second 
  blade or linking ability), or the sharpened shield's AC 
  bonus (the blade is very wide and shield-like in this case). 
     Ultimate Cudgel. (Prerequisite: 18th level) This mace, 
  flail, or warhammer (your choice) is composed of a 
  mithral/adamantine alloy with an ironwood handle, making 
  it very light yet nearly unbreakable. The head of the 
  weapon contains a clockwork kinetic accelerator, allowing 
  you to strike with great force, even with a weak swing. On 
  a critical hit with this weapon, you may reroll your damage 
  dice three additional times, instead of only one. 
     Ultimate Bow. (Prerequisite: 18th level) This bow is 
  constructed of mithral-reinforced ironwood, making it 
  sturdy yet flexible. The braided mithral string is connected 
  to a series of pulleys, making it even more powerful, and an 
  attached targeting spyglass allows pinpoint accuracy out to 
  a further range. On your turn, you may use a bonus action 
  to steady your shot, granting advantage on your next attack 
  using this weapon on that turn.    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
    
   
   
   
   
  Custom Weapons 
  Name 
  Cost 
  Damage 
  Weight 
  Properties 
  Melee Weapons 
   
   
   
   
     Armor Spikes 
  10 gp 
  1d4 piercing 
  5 lb. 
  Special 
     Auto Hammer 
  150 gp 
  2d6 bludgeoning 
  30 lb. 
  Heavy, special, two-handed 
     Chain, spiked 
  50 gp 
  2d4 piercing 
  10 lb. 
  Finesse, reach, special, two-handed 
     Chainsword 
  150 gp 
  1d10 slashing 
  10 lb. 
  Special, versatile (1d12) 
     Gauntlet, spiked 
  20 gp 
  1d4 piercing 
  1 lb. 
  Light, special 
     Grapple Blade 
  30 gp 
  1d6 piercing 
  6 lb. 
  Finesse, light, special 
     Hidden Blade 
  75 gp 
  1d4 piercing 
  1 lb. 
  Finesse, light, special 
     Hooked Swords 
  15 gp 
  1d6 slashing 
  4 lb. 
  Finesse, two-handed, special 
     Shield, sharpened 
  10 gp 
  1d4 slashing 
  6 lb. 
  Finesse, light, special 
     Torchspear 
  50 gp 
  2d6 fire 
  3 lb. 
  Finesse, special, two-handed 
     Ultimate Blade 
  600 gp 
  1d10 + 1d4 slashing 
  8 lb. 
  Finesse, light, special, versatile (2d6+1d4) 
     Ultimate Cudgel 
  600 gp 
  2d6 + 1d4 bludgeoning 
  8 lb. 
  Finesse, light, special, versatile (3d6+1d4) 
  Ranged Weapons 
   
   
   
   
     Crossbow, repeating 
  50 gp 
  1d8 piercing 
  6 lb. 
  Ammunition (range 80/320), special, two-handed 
     Flask Launcher 
  40 gp 
  1d4 slashing 
  6 lb. 
  Ammunition (range 60/200), special, two-handed 
     Greatbow 
  150 gp 
  2d10 piercing 
  16 lb. 
  Ammunition (range 200/650), heavy, special, two-
  handed 
     Rail Gun 
  500 gp 
  4d8 piercing 
  40 lb. 
  Ammunition, heavy, loading, special, two-handed 
     Ultimate Bow 
  600 gp 
  2d6 piercing 
  3 lb. 
  Ammunition (range 300/600), special, two-handed 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Weaponsmith.pdf