Base Class: Fighter
Chromatic Infusers have learned to harness pure elemental force in their strikes, using the magic of their opponents against them. Whether it's a dragon's breath weapon, a mage's spell, or a demon's hellfire, Chromatic Infusers can steal and reverse that power back to their source.
Elemental Infusion
Starting when you choose this Archetype at 3rd level, you learn to channel natural power into your weapons and armaments.
Whenever you suffer acid, cold, fire, lightning, or thunder damage, you can use your reaction to infuse a piece of armor you're wearing, a shield you're holding, or a weapon in your hand with that damage type. You can only have one infusion active at a time, and if you attempt to infuse an object that already has an infusion, the first infusion is replaced with the second. Regardless of which you infuse, the infusion lasts for a number of minutes equal to your proficiency bonus, you drop your weapon or doff your armor, or until you end it as an action.
Infused Armor or Shield. When you're wearing an infused piece of armor or an infused shield, you have resistance to the damage type you infuse. When you are subjected to the damage type that you have infused, you can use your reaction to reduce that damage to zero, causing the infusion to dissipate.
Infused Weapon. When you hit a creature with a weapon attack using an infused weapon, you can choose to deal an additional 1d8 damage of the infused type. If you do so, the infusion for that weapon ends.
You can use your reaction in this way a number of times equal to your proficiency bonus, and you regain any expended uses when you finish a short rest.
Efficient Absorption
Beginning at 7th level, if you already have a piece of armor or a weapon infused, you do not need to use your reaction to infuse another weapon or piece of armor.
Moreover, you can also infuse additional types of damage: you can now infuse Force, Necrotic, Poison, Psychic, and Radiant damage.
Enhanced Infusion
Starting at 10th level, your infusions become more powerful, and gain additional traits.
Infused Armor or Shield. When a creature within 5 ft. hits you with an attack, you can use your reaction to cause the magic in your armor to surge. If you do so, all creatures within 5 ft. other than you takes 1d6 points of damage of the infused type.
Infused Weapon. When you deal additional damage with an infused weapon, the infusion no longer ends after you deal the extra damage.
Heightened Infusion
Beginning at 15th level, you learn how to harness more of an element at once, strengthening its effects.
Your infused weapons deal 2d8 points of damage when you use its infusion, and your infused armor or shield does 2d6 points of damage when it flares with your reaction.
Moreover, you can make your infusions more powerful, as detailed below.
Infused Weapon. When you use infuse a weapon, and the damage type you infuse is already within the weapon, you can use your reaction to amplify the infusion already in place, causing it to deal an additional 1d8 damage, with the damage increasing by 1d8 for each reaction you use, up to a maximum of 5d8 extra damage. This extra damage disappears after 1 minute has passed, or when you drop your weapon.
Infused Armor. When you infuse a piece of armor, and the damage type you infuse is already within that armor, you can use your reaction to amplify the infusion, causing the range of the armor's flare ability to increase by 5 ft. for each reaction you use, up to a maximum of 30 ft. This extra range disappears after 1 minute, or if you doff your armor.
Infusion Master
At 18th level, your infusions do not fade as easily as before.
When you infuse a piece of equipment, the infusion lasts indefinitely while you are wearing or carrying it. The infusion still ends if you infuse another damage type into your weapon or armor.
Moreover, you can change what damage type is infused into your weapon or armor. When you have an active infusion, you can use a Bonus Action to change the damage type of an infused weapon or piece of armor to its corresponding damage type in the following table, in either direction. For example, if your weapon was infused with Lightning damage, you can use your Bonus Action to change it to Force damage, or if your weapon was infused with Necrotic damage, you can use your Bonus Action to change it to Cold damage instead.
| Infused Type | Changes To... |
| Acid | Poison |
| Cold | Necrotic |
| Fire | Radiant |
| Lightning | Force |
| Thunder | Psychic |
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
11/30/2021 10:42:29 PM
|
9
|
0
|
1
|
Coming Soon
|
Comments