Wizard
Base Class: Wizard

To enchant something is to breathe originality into it; weapons all kill, but with magic, they become works of art, capable of anything and everything. To whisper runes into stone and rock is what enchanters do; the warriors' best friend, they stand on the battlefield with magical weapons alight.

Enchantment Expertise

All enchanters work differently; their methods are often eccentric and strange. When you reach second level, choose one tool you are proficient in; they become your enchanting tools. You may use that tool to make enchanting skill checks, which can be used to identify the magic on items, read enchanting runes and texts, and if you have the skill, even enchant items, infusing them with your magic.

Enchanting

When you choose this subclass at second level, you gain the amazing ability to enchant weapons and armors with enchantments. You may have a maximum amount of enchanted pieces equal to your proficiency bonus or intelligence modifier, whichever one is lower. Enchanting another item will make the oldest enchantment lose it's effects. However, in order to know enchantments, you must learn them. In your spellbook or similar, you have pages dedicated to your enchantments learned (though they need not be prepared). In order to learn an enchantment, you must own weapons or armors of magical properties, studying them in an 8 hour ritual. Make a enchanting tools check, where the DC is the tier of the item +10. You always learn it's enchantment, but on a failure, the item is destroyed in the processes. (Reminder: you must own the item yourself, and it must be an item eligible to be traded, such as approved homebrew or a base DnD item. Other enchantments may be denied by a DM, and will not survive realm travel.)

In order to enchant a weapon, you use your action to touch a non magical weapon or piece of armor, and select a single enchantment. Weapon enchantments must go on weapons, and armor to armor, copying all text from the item's magical effect onto the other. Your enchantments last a number of hours equal to your wizard level. If you attempt to enchant an already magical weapon that isn't being worn or held, you may choose to have your enchantment completely replace the existing effect of the item.

Infuse Insight

Starting at 6th level, you learn of a special enchantment that can be placed upon other types of items (these count towards your enchantment limit). Choose two of the types of enchantments below; you learn them, however, they are only effective if worn, and if the wielder does not wear any armor. The items are now considered:

Magic Resistant Robes: While wearing these robes, you have advantage on saving throws against magical effects.

Runed Spell Focus: While wielding this focus, you may expend the rune as a bonus action, ending this enchantment to regain one spell slot. the maximum level of slot you may regain is the highest level slot the enchantment wizard who set this rune can cast.

Lightweight Shield: While wielding this shield, the hand which wields it is still considered free for grappling or item interaction (but not for holding weapons)

Swift Boots: While wearing these boots, you may dash as a bonus action.

Circlet of Wisdom: While wearing this circlet, your wisdom score is set to 14. Has no effect if your wisdom is already higher than 14.

Diffusion

Beginning at 10th level, if you are hit by a magical weapon, you may use your reaction to attempt to dispel that weapons' enchantment. Make an enchanting tools check, where the DC is equal to 12+the weapon's tier, or if it is an item without one, the CR of the creature wielding it. On a success, the item loses it's magical properties (all text and any magical damage becomes mundane) for 1 minute. An enchanter can make a check with the same DC as an action to return it's magic and end this effect. If you roll a 20 on your check, the creature's attunement to the weapon ends. One you successfully use this feature, it cannot be used again until the weapon it was used on regains it's properties.

 

Note: creatures with an ability that makes all their attacks deal magical damage do not have that ability suppressed. their abilities still deal magical damage.

Extra Effect

At 14th level, you become the master of runes, the knower of many magical enchantments to grant to allies, or perhaps yourself. You may put up to 2 enchantments onto a single item. If that item is already magical, you may only add one enchantment to what is already there, instead of overwriting it. However, the second enchantment ends if that item travels to a realm other than the one you are on (properties such as +3 do not stack, taking the higher one). Your item enchantment limit is now calculated as simply an amount equal to your intelligence modifier, and your enchantments now last until dispelled.

Enchanting Image

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