Wizard
Base Class: Wizard

The School of Arcane Enchanting specializes in enhancing items and creating new magic items. Practitioner's of this school are usually responsible for various magic items found in the world. The more powerful wizards in this school are responsible for some legendary items found around the world, like Staff of the Magi, Robes of the Archmagi, and +3 armors.  These Wizards can be found in most parts of the world.

Improved Mage Armor

at 2nd level, You can cast the Mage Armor spell without expending a spell slot. While Mage armor is active you can use a first level spell slot or higher to give it one of these properties that will disappear when mage armor wears off.

Adamantine: Critical hits against you become normal hits.

Mariner: You have a swim speed equal to your walking speed

Sentinel: You have advantage on Wisdom ( perception) checks

Winged: You gain a fly speed equal to your walking speed

Traveler: You gain an addition 10 ft of movement.

 

Arcane Enchanting

At 2nd level, you can use a 1st level spell slot to enchant weapons, rods, wands, or shields with a +1 enchantment, or replicate an uncommon magic item provided you have the base item i.e. a cloak for a cloak of protection that lasts 24 hours, if the same piece is enchanted for a tenday it becomes permanent

At 5th level, you can use a 3rd level spell slot to enchant armor with +1, weapons, rods, wands, or shields with a +2 enchantment, or replicate a rare magic item provided you have the base item that lasts 24 hours, if the same piece is enchanted for a tenday it becomes permanent

At 11th level, you can use a 6th level spell slot to enchant armor with +2, Weapons, rods, wands, or Shields with a +3 enchantment, or replicate a very rare magic item provided you have the base item that lasts 24 hours, if the same piece is enchanted for a tenday it becomes permanent

At 17th level, you can use a 9th level spell slot to enchant armor with a +3 enchantment, or replicate a legendary item provided you have the base item that lasts 24 hours, if the same piece is enchanted for a tenday it becomes permanent

 

Elemental Enchanting

Starting at 6th level, you can use a 3rd level spell slot or higher to add an elemental enchantment to a weapon or armor. 

When you enchant a weapon this way the weapon does 1d6 additional damage of the chosen element, for each spell slot you use greater than 3rd the damage increases by 1d6.

When you enchant armor this way the armor gains resistance to the chosen damage type. You can apply this to your improved mage armor.

An item can only benefit from one of these enchantments at a time. The enchantment lasts for 24 hours, and if this process is repeated for a tenday the enchantment becomes permanent.

Bonus Enchanting

Beginning at 10th level, you can expend an additional spell slot of the appropriate level to give the item a random minor property from the minor properties table in the treasure section in Chapter 7 of the dmg

Strong Arcane Enchanting

At 14th level, you can use a 7th level spell slot to put a random minor beneficial property on an item, an 8th level to put a random minor beneficial property 50-100, or a 9th to put a random major beneficial property on an item. The enchantments will last for 24 hours, you can extend this time by 24 hours by using the appropriate spell slot. If you extend it for a tenday it becomes permanent.

Previous Versions

Name Date Modified Views Adds Version Actions
1/14/2019 8:10:45 PM
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