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.
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Posted Apr 12, 2023Neat, strong and neat
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Posted Aug 14, 2020Elemental 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.
Perhaps change this one to 2 tendays?
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.
I feel that this time should be extended to a month, instead of a tenday.
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
2 tendays for the above items?
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
3 tendays for the above items?
Overall this is an amazing subclass, I just feel that dm's who give their players any sizeable downtime will regret doing so because given a month of downtime, this class could easily create a lot of powerful weapons that could quickly imbalance the power between player characters.