Artificer
Base Class: Artificer

N/A

Enchanter Spells

When you take this subclass you gain access to the following spells.

Class Level Spells Granted
3rd Lvl Bless, Heroism
5th Lvl
9th Lvl
13th Lvl
17th Lvl

Tool Proficiency

You gain proficiency with Tinkerer's Tools. If you already have proficiency with this tool, choose another tool to gain proficiency in.

Infusion Aficionado

Beginning at 3rd level, when you use one of your available infusions to infuse an item and give it to another person, You gain the benefits of those infusions.

You may choose a number of active infusions used this way equal to your proficiency bonus, and add them to an item that you have equipped. These infusions must be used on items that they can normally infuse. (Ex: +1 attack bonus on the fighter's sword can be applied to your quarterstaff)

Augment Magic Item

Beginning at 5th level, you can augment minor magical effects in items. During a short or long rest, you may increase a bonus on a magic item (excluding potions) by one stage, (Ex: +1 bonus to +2 bonus), on an item or double the duration of an effect until you finish a long rest. Your infused items can benefit from this ability but your bonuses granted by Infusion Aficionado remain the original infusion. A number of items equal to your proficiency bonus can be affected by this ability at a time. 

Empowered Infusion

Beginning at 9th level, you gain the ability to channel your magical abilities to infuse more items. After you complete a short or long rest you can expend up to one spell slot of first level or higher to infuse an additional item until you finish a long rest as explained below. You cannot benefit from these infusions via the Infusion Aficionado ability.

Spell Level Effect Granted
1st Level
Infuse an additional item
2nd Level
Double the effect (+1 becomes +2, 1 charge becomes 2)
3rd Level
Add an additional infusion
4th Level
Double the effect and add an additional infusion
5th Level
Create a wondrous magic item with the infused ability. This item has the effects that would be granted by expending lower level spell slots. Any charges the item has are restored after a long rest. This item loses its infused properties after one month. You cannot benefit from this infusion via the Infusion Aficionado ability.

Master Enchanter

Beginning at 15th level, you have mastered your craft. You gain the ability to create a magical item of “Very Rare” rarity or lower using half of the materials and time required. You can also add or change effects of magic items of “Very Rare” rarity or lower with Dungeon Master approval. Additionally, you can sense magic per the spell Detect Magic in a 60ft radius, centered on you, and you can cast the Identify spell at will without expending a spell slot or use of verbal, material or somatic components.

Previous Versions

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6/27/2022 5:07:20 AM
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5th Edition
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