Mighty Jeweler
While many see the work of a jeweler is nothing more than precision and monotony, a Mighty Jeweler pushes this passion into the art of warfare. These artificers have found a hidden beauty within gems, bending gravity and force into it. Weapons bound to these gemstones become weightless to the artificer and their chosen few, all while allowing these weapons to grow to massive sizes without a worry of their weight.

Art by HDH!
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with jeweler’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Crafting nonmagical jewelry takes you half as much time and gold.
Mighty Jeweler Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Mighty Jeweler Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
| Artificer Level | Spells |
|---|---|
| 3rd | Searing Smite, Thunderous Smite |
| 5th | Branding Smite, Knock |
| 9th | Blinding Smite, Erupting Earth |
| 13th | Gravity Sinkhole, Staggering Smite |
| 17th | Banishing Smite, Steel Wind Strike |
Jewel Of Might
Upon taking this specialty at 3rd level, you have learned to create magical gemstones that can enhance and enlarge weapons. You have two such gems, gaining an additional one at 9th (3) and 15th (4) level.
During a short or long rest, you can detach and attach one of these gems onto any weapon on your person. A weapon can only have up to one gem. The penalty of wielding a Heavy weapon due to being Small or smaller is suppressed while a gem is attached to it. A weapon is treated as magical while a gem is attached.
As a bonus action, you can activate one or multiple of your gems, increasing the weapon's size and giving it the following benefits:
- The weapon gains the Heavy property. If it already had the Heavy property, medium and smaller creatures bar you have disadvantage on attack rolls with this weapon.
- A melee weapon's reach increases by 5 feet, while a ranged weapon's range increase by half its long range (minimum an increase to 30/60).
- The weapon's damage dice increase to 1d8, unless it already has a higher damage dice (1d10, 1d12, or 2d6).
- The first attack this weapon hits each turn deals double its damage dice.
- You gain proficiency in this weapon if you didn't already.
This activation lasts for 1 minute. Once a gem has been used in this way, it can't do so again until you finish a short or long rest. You can expend a spell slot of 1st level or higher to regain a use of a gem.
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
A Focus for Power
At 9th level, you've further awakened the potential within your gemstones.
- Your gems increases their weapons damage dice to 1d10, and only large or larger creatures bar you can use it as a weapon.
- When attaching a gem to a weapon, you can choose one other creature you can see within 30 feet of you. They can activate your Gemstone of Power feature while wielding this weapon and gain its benefits.
- Your gems provides theirs weapons a specific Power Move, which it can perform once per activation. The list is displayed at the end of this subclass.
Empyrean Diamond
Upon reaching 15th level, your gemstones provides you the power of titans.
- Your gem-weapon instead deals triple its damage dice, rather than double.
- A melee weapon's reach increases by another 5 feet, while a ranged weapon's range is now double their normal range (minimum of 40/80).
- Upon hitting a Large or smaller creature with your gem-weapon, you can instead deal half damage and cause them to fall prone. They remain prone until the activation ends, or until you attack with this weapon again.
Power Move
Ensnaring Titan
Flail, Whip
When you take the Attack action on your turn, you can replace one of the attacks and instead make a weapon attack at a creature within 15 feet of you. This attack ignores half and 3/4 cover.
On a hit, you can grapple the creature and pull them 10 feet towards you. While this creature is grappled in this way, you can't attack with this weapon, but you can instead use your attack to move the grappled creature 10 feet in a direction of your choice. You use your Intelligence modifier to maintain this grapple.
Piercing Momentum
Dagger, Rapier, Spear, Lance
When you take the Attack action on your turn, you can replace one of the attacks and instead choose a creature you can see within 20 feet of you that isn't behind cover. You immediately move towards them, ending once they are within this weapon's reach, at which point you can make one weapon attack against them.
Pole Vault
Glaive, Halberd, Pike, Quarterstaff, Trident
When you take the Attack action on your turn, you can replace one of the attacks and vault. You immediately jump up to 30 feet horizontally and 15 feet vertically towards an unoccupied space within range, landing safely.
Puncture Shot
Blowgun, Dart, Handaxe, Hand Crossbow, Heavy Crossbow, Light Crossbow, Light Hammer, Longbow, Javelin, Shortbow, Sling
Upon making a ranged attack with this weapon, you can also target any creatures in a line between your target, as well as 15 feet behind them in this line. You use the same attack roll for all these creatures, and each creature hit takes an amount of damage equal to half the amount dealt to the target.
When you take the Attack action on your turn, you can replace one of the attacks and vault. You immediately jump up to 30 feet horizontally and 15 feet vertically towards an unoccupied space within range, landing safely.
Vaulting Slam
Club, Greatclub, Mace, Maul, Morningstar, Warpick, Warhammer
Upon hitting a creature with this weapon, you can jump up to 15 feet in a direction of your choice. If you then make another attack with this weapon, that creature must make a Strength saving throw or fall prone. The creature has advantage on this save if you miss.
Whirling Strike
Battleaxe, Greataxe, Greatsword, Longsword, Scimitar, Shortsword, Sickle.
Upon making all of your attacks on your turn with this weapon, your movement increases by 10 feet, and you gain a flying speed equal to your walking speed. You fall at the start of your next turn if you start in the air.

