Base Class: Artificer
There are many myth and legends about bizarre tools that are capable of holding multiple magical effects. A sword that can help a person fly and breath underwater at the same time, a shield that can fire magic missiles and heal people. These bizarre tools are normally given to kind hearted people randomly, they may find it in their home or wake it up with it one day. People who used these these items for unjust purposes are normally found naked in the middle of the street the day after, with all of their gears stripped from them.
Description
Mythical Order artificers are capable of infusing the property of multiple magic items regardless of type into their tools, armors and weapons and even other magic items although limited.
Mythical Order artificers are usually long living races because of how long it takes in order to learn it. The crafts itself is tied to the nature of magic itself so Mythical artificers are usually deeply connected to nature.
The Order is a set of rules created to prevent misuse of this technology, due to that, most Mythical Order artificers are pacifists, trying to keep the world at peace with their power.
Mythical Order spells
You learn more spells as your connection to nature and magic grows stronger.
3rd level:
-Comprehend Languages
-Speak with animals
5th level:
-Zone of truth
-Calm emotions
9th level:
-Counterspell
-Conjure animals
13th level:
-Dimension door
-Locate creature
17th level:
-Plant growth
-Greater Restoration
Peace and Order
3th level class feature
Your ranged attacks and spells made with an item you infused are capable of being non-lethal.
Special infusion
5th level class feature
You can infuse the properties of any magic item into your tools, weapons, armors, objects and even other magic items once every long rest. There can only be one special infusion at a time.
It takes 10 minutes to do one special infusion.
There can't be two special infusions on one tool/weapon/armor/object/magic item.
Special infusion bring benefits:
Weapons: The weapon gain extra damage dice and extra to hit depending on the rarity of the magic item infused:
Common, uncommon: +1 to hit, 1 extra damage dice
Rare, very rare: +2 to hit, 1 extra damage dice
Legendary: +3 to hit, 2 extra damage dice
Armor: The armor gains bonus AC depending on the rarity of the magic item infused:
Common, uncommon: +1 AC
Rare, very rare: +2 AC
Legendary: +3 AC
(This also applies to shields)
You can use this feature an amount of times equal to your half your proficiency bonus (rounded down) every long rest.
The special infusion take 1 infusion slot and 1 attunement slot.
Additional Infusion
9th level class feature
Your special infusion can now infuse 2 magic items's properties into another item.
(The bonus AC, to hit and damage dice do not stack and you cannot infuse 2 of the same magic items onto another)
You can use this feature an amount of times equal to your half your proficiency bonus (rounded down) every long rest.
There's a limit to how much power a single item can hold, you item only have 5 special infusion slots:
-Common: 1 slot
-Uncommon: 2 slots
-Rare: 3 slots
-Very rare: 4 slots
-Legendary: 5 slots
Organized Chaos
15th level class feature
You can now have 2 special infusions active at the same time
You can use this feature an amount of times equal to your half your proficiency bonus (rounded down) every long rest.
It takes one extra infusion slot and attunement slot for the second speciail infusion (Both of the items infused only have 5 special infusion slots each)
Previous Versions
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3/24/2023 1:35:45 PM
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5e
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3/25/2023 8:23:12 AM
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23
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3/26/2023 9:28:35 AM
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29
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