Hello D&D Beyond comrades! Several months ago I attempted to homebrew an Artificer spell for a campaign that ultimately ended up not being used due to its extremely niche and redundant elements to other spells. So I've gone back and recreated the spell from the ground up. The basic idea is there but what I'd love input on is if the scale is appropriate for level, if it's trying to do too much, if it's unclear, or anything else that you all think needs. Thank you in advance!
Chaotic Construction
Level: 3rd Casting Time: 1 Minute Range: Touch Components: V, S, M* (10gp worth of raw materials, a mundane object that you are transmuting) Duration: 1 Hour School: Transmutation
Utilizing your skills and magic, you fast track the creation of temporary magical items. You can choose from the following options:
Convert:Touch a small or smaller nonmagical item and for the duration of this spell, as an action you can change the item into any other item up to one size larger or smaller than the original item. The item created has an Armor Class of 10 and a total of 5 hit points after which the item will be destroyed.
Remodel:You can temporarily recreate one of the following effects from the Artificer infusion list:
Boots of the Winding Path: While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.
Resistant Armor:While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: cold, fire, force, lightning, or thunder.
Returning Weapon (Thrown):This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.
(At Higher Levels) If you cast this spell at 4th level or Higher you gain this additional option:
Fortify: Add a +2 to attack and damage on a weapon or a +1 to Armor Class for the duration of the spell
Long story short, the original idea was basically a mix between a Creation and Fabricate spell that ended up not working. So, coming back to it, the thought was having a spell that basically allows you an extra infusion slot for a spell slot with a minor Fabricate option. One of the biggest difficulties I've found with playing artificer is never having enough infusions active.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hello D&D Beyond comrades! Several months ago I attempted to homebrew an Artificer spell for a campaign that ultimately ended up not being used due to its extremely niche and redundant elements to other spells. So I've gone back and recreated the spell from the ground up. The basic idea is there but what I'd love input on is if the scale is appropriate for level, if it's trying to do too much, if it's unclear, or anything else that you all think needs. Thank you in advance!
Chaotic Construction
Level: 3rd
Casting Time: 1 Minute
Range: Touch
Components: V, S, M* (10gp worth of raw materials, a mundane object that you are transmuting)
Duration: 1 Hour
School: Transmutation
Utilizing your skills and magic, you fast track the creation of temporary magical items. You can choose from the following options:
Convert: Touch a small or smaller nonmagical item and for the duration of this spell, as an action you can change the item into any other item up to one size larger or smaller than the original item. The item created has an Armor Class of 10 and a total of 5 hit points after which the item will be destroyed.
Remodel: You can temporarily recreate one of the following effects from the Artificer infusion list:
Boots of the Winding Path: While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.
Resistant Armor: While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: cold, fire, force, lightning, or thunder.
Returning Weapon (Thrown): This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.
(At Higher Levels)
If you cast this spell at 4th level or Higher you gain this additional option:
Fortify: Add a +2 to attack and damage on a weapon or a +1 to Armor Class for the duration of the spell
Uhhh… Artificer Infusions are temporary replicas of magic items. Making a spell that makes a temporary imitation of a temporary imitation seems…. Why?
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Long story short, the original idea was basically a mix between a Creation and Fabricate spell that ended up not working. So, coming back to it, the thought was having a spell that basically allows you an extra infusion slot for a spell slot with a minor Fabricate option. One of the biggest difficulties I've found with playing artificer is never having enough infusions active.