Base Class: Wizard
The school of Augmentation focuses a Wizards time and abilities into the task of creating magic items. Most arcane practitioners consider this a waste of time in the world today. But the Augmenter knows that to be satisfied with only the fruits of someone else's labor, to always rely on the scraps of magic found in shops and by other adventurers, is both lazy and dangerous. To this end, Augmenters will study the properties of existing magic items, and add that knowledge to their Lexicon. With experience, the creation of entirely new magic abilities is possible.
Magic items are created in one of two ways. Using a Spell Matrix creates a magic item that can be used freely but has weaker effects (See DMG:128 for generic crafting). Using a Formula requires a rare ingredient, from or guarded by monsters within a suggested CR range and creates an item powerful enough to require Attunement (See Xanathar's GtE:128 for Formula crafting.)
Crafting Savant
Through the use of your magic, starting at 2nd level you are able to more efficiently create mundane and magical items. If you use the Crafting downtime activity, you produce 10Gp worth of goods per day and require only 25% of the cost in materials. Also, if you use the Crafting Magic Items downtime action you reduce the Creation Cost and, by extension, the time required by a percentage equal to your level.
Discover Augment
Starting at 2nd level, you gain the ability to examine an existing magic item and learn how the magic ability was bound to the item. This will give you a usable Spell Matrix, for normal magic items, or the necessary Formula, for magic items that require attunement, which is then added to the Augmenters Lexicon for future use. Doing this requires examining the magic item with Detect Magic and a successful Arcana check as shown below. If you use the Identify spell at least once a day while examining the magic item, it will grant you a bonus to the Arcana check of +5. Higher level spell slots will grant an additional +1 per level above 1st.
If you attempt to create an entirely new Spell Matrix or Formula, add 2 levels to the chart below, multiply the cost by 3, and casting Identify does not give a bonus to the Arcana check.
Rarity: Level: Cost: Arcana DC: Time:
Com 2nd 50Gp 10 1 Hour
Unc 2nd 250 15 1 Day
Rare 5th 2500 20 2 Workweek
V.Rare 10th 25000 25 10 Workweeks
Legend 16th 250000 30+ 50+ Workweeks
Augment Negation or Mutated Augmentations
Choose one of the following options when you reach level 6.
- Augment Negation: Add Dispel Magic to your spell book, if you do not already have this spell learned. Add your Proficiency bonus to your Spellcasting ability check if you target a magic item, or other object made with magic.
- Mutated Augmentations: Add Remove Curse and Bestow Curse to your spell book if you have not learned these spells. If Remove Curse is used on a cursed magic item, you can also make an Arcana check as if using the Discover Augment ability. If you succeed, add a Mutated Matrix to your Lexicon, and you can then intentionally create a cursed item with this effect in the future.
Spellbinding Savant
When you reach 10th level, you achieve a profound understanding of how to use and make magic items. This feature grants you the ability to attune up to 4 magic items at a time, and you can craft Common or Uncommon magic items in a quarter of the normal time and at half the cost.
Enfolded Augments
At 14th level, you understand spell matrices to such a level, that you are able to fold a new augmentation onto a magic item without damaging the existing augment. You cannot directly improve the existing augment (i.e. making a +1 sword into a +2 sword) but you can add any other Augment from your Lexicon.
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