Base Class: Artificer
Knight enchanters are those who specialize in magical warfare. They focus their studies and energies into the forging of enchanted armor and weapons that can boost the combat prowess of themselves and others. They weave the very magic of the world into their creations and even burrow the knowledge and power of those that came before them in the art of magical crafting in the hopes of surpassing them. They seek to surpass those of old and usher in a new age of magical engineering and advancement. With weapon and armor at hand, along with the necessary materials, a knight enchanter can very well forge and wield a new item that will be spoken of in legends to come.
3rd Level Enchanted Armor/Enchanted Weapon
Gain proficiency with either athletics or acrobatics.
Enchanted Armor: The artificer infuses magical energy into a non-magical suite of armor turning it into a magical bound set of armor that the artificer has proficiency with. This armor is magically bound to you and can be stored in a separate extradimensional space (same space as your enchanted weapon). You may spend an action to automatically don or doff this armor to and from your extradimensional space. Wearing this enchanted armor requires a certain amount of focus. While wearing enchanted armor, your spell attack modifier can not be applied to any of your ranged attack spells that have a range of anything greater than 5 feet. This feature does not apply to any spells cast with the use of a magic item or weapon including your enchanted armor/weapon. This armor can take three different forms.
Light Armor- AC= 13 + Intelligence modifier
Medium Armor- AC= 15 + Intelligence modifier (max 2) Disadvantage on stealth
Heavy Armor- AC= 18 (need an intelligence score of 15) Disadvantage on stealth
Enchanted Weapon: You create a weapon of solid magic formed from the hilt(s) of an enchanted weapon to make melee weapon attacks against enemies. This weapon(s) functions as an arcane focus and is magically bound to you, allowing the artificer to spend a bonus action to summon or dismiss the weapon(s) to and from an extradimensional space (same space as your enchanted armor). You have proficiency with this weapon and it uses intelligence for its attack and damage rolls. Wielding this weapon(s) requires a certain amount of focus, any of your spells that has a range further than 15 feet can only be cast to a maximum of half of their stated range (example: a spell of 60 feet can only be cast up to 30 feet). This feature does not apply to any spells cast with the use of a magic item or weapon including your enchanted weapon/armor. Your enchanted weapon can take 3 different forms (can have any appearance the user wants but will have the following weapon properties).
One Handed- 1d8 one handed, 1d10 with two hands magical slashing, piercing, or bludgeoning damage based on the chosen weapon form.
Two Weapon- 1d6 magical slashing, piercing, or bludgeoning damage based on the chosen weapon form. (uses 2 hilts to take the form of 2 weapons. Both weapons are considered one weapon for the fusion enchantment weapon feature.
Two Handed Weapon- 2d6 magical slashing, piercing, or bludgeoning damage based on the chosen weapon form.
You can only enchant one piece of armor and/or weapon at a time and to change the weapon or armor requires you to perform a ritual for 1 hour as well as 50 gold pieces for materials in order to change it. At later levels in this class, you may enchant more weapons and armors. These weapons and armor can be stored in the same extradimensional space and you may freely choose which armor and weapon you summon as part of your action and/or bonus action. At level 10 you may enchant 1 additional armor and weapon and at level 17 you may enchant an additional weapon and armor.
5th Lv. Extra Attack/Arcane Fusion
Extra Attack- Starting at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. Moreover whenever you make a weapon attack and/or melee spell attack, you can use a bonus action to cast a cantrip spell that has a casting time of one action and that does not deal damage when casted.
Arcane Fusion- You have learned to bind the magical energy of other magical items into your enchanted weapon and armor. Using the table below you can spend a certain amount of time and money for materials (the DM can specify if any specific materials are needed for the fusion) in a ritual to transfer the magical features of a magical weapon into your enchanted weapon and/or magical features of a magical armor or wondrous item into your enchanted armor that your artificer class can use (example: FlameTongue weapon with enchanted weapon to gain all of its effects and/or Adamantine armor into your enchanted armor for its features.) If you have infused an item with an artificer infusion and then enchanted the item, then the infusement is permanently fused with the weapon and/or armor as a granted feature and no longer can be lost nor can be counted towards your infused item limit. At certain levels in this class, you can fuse your enchanted weapon and enchanted armor with more powerful magic items. The enchanted weapon and enchanted armor can only fuse with one item at a time and the item can not be an intelligent infused magic item. The magic item used to fuse with your weapon and armor is lost and will not return even if you decide to fuse your weapon and/or armor with another magic item. When you fuse your enchanted weapon and/or enchanted armor with another magic item, the previous magic item effects fused with your enchanted weapon and/or armor are lost in order to gain the new magical effects.
Common= 50 gold and a ritual lasting 10 minutes
Uncommon= 100 gold and a ritual lasting 30 minutes
Rare= 500 gold and a ritual lasting 1 hour
10th Lv. Very Rare= 2000 gold and a ritual lasting 8 hours
15th Lv. Legendary= 10000 gold and a ritual lasting a week.
If the magic item(s) needs attunement then your enchanted weapon and/or enchanted armor also becomes an attunement magic item that your artificer automatically attunes to once the weapon, wonderous item, or armor fuses with your enchanted weapon/armor. At later Levels when you have multiple enchanted armor and weapons and they are attunement items it does not cost any additional attunement slots as long as the items are stored in their extradimensional space and you are automatically attuned to the item once you summon them from the extradimensional space. Example: 3 maximum attuned items; can not have 2 attuned wondrous items equipped, an attuned enchanted weapon, and use your action to switch out a non attunement enchanted armor for an attunement magic armor unless you unattune to another magic item currently equipped with. You can use your bonus action to switch your attunement enchanted weapon for another attunement enchanted weapon stored in your extradimensional space.
9th Lv. Arcane Drain
Once per turn when the artificer makes a melee weapon attack against a target that is able to cast spells and they hit, they can use this feature to have the target perform an intelligence saving throw against the artificer's spell saving DC. On a fail, the artificer can leach the energy of one spell slot chosen by the highest available unexpended spell slot from the spellcaster which they then lose the spell slot and the artificer channels that leached that energy into themselves gaining 5 temporary hit points for every level of the stolen spell slot (example: 1st level spell slot = 5 temporary hit points, 3rd level spell slot= 15 temporary hit points). The artificer can use this feature up to an amount equal to your proficiency bonus per long rest (counts towards the usage of this feature only occur when the feature is successfully triggered).
Also if there is a any spellcaster that has been dead for at most 10 minutes, your enchanted weapon or armor can absorb its remaining magical energy to regain 1d4 + intelligence modifier (minimum 1) charges for any features (if any and never more then the maximum amount) that may have been expended from any Arcane Fusion feature weapon and/or armor.
15th Lv. Master Enchanter
You are able to infuse artificer infusions into magical items as long as you are not infusing an attunement infusion with a magic item that already requires attunement.
Whenever you use your arcane fusion to fuse and enchant a weapon and/or armor with a magic item, you may choose one or more of that magic item's features (ex: such as Staff of Power's +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls AND/OR you can choose the power strike feature when you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target). You may replace one of your known infusions with an infusion that mimics the chosen feature of the fused enchanted magic item. If the magic item feature was from a weapon then it can only be applied to a weapon but does not need to be the same type of weapon. If the chosen magic item feature was from an armor, then the infusion can only be applied to armor but does not need to be the same type of armor. If the chosen magical item feature requires attunement, then the infusion also requires attunement. You can replace your known infusions with a maximum of three of these magic item features and if you wish to learn a new magic item feature from an item you have fused/enchanted then you need to replace one of the other three magic item learned infusions.
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