Wizard
Base Class: Wizard

Many Wizards have wished to use both Magic and Technology to their advantage, but never truly cared for the weird and complicated magic of the Artificer.That's where the School of Arcane Engineers come in. They study with the sole purpose of ensure that something once built is running at the peak of it performance for the unforeseen future. While not as adept at this as the artificer, the arcane engineer does the best it can to be the middle man or mechanic to an artificers inventor.

Magical Enhancement.

When you choose the school of the Arcane Engineer at 2nd level, you're able to spend a single 1st level spell slot to make a non-magical item, a magical +1 item for one hour. The process to create the magical item takes 10 minutes, and when the duration ends, the item simply reverts to its original, non-magical state. You're only able to have one enchanted magical item at one time. Once you use this feature three times, you're unable to do so until you finish a long rest.

Complex Mind.

Beginning at 6th level, Due to the complex equations and thoughts that are constantly circulating in your head, every outcome has been thought of and your thoughts are extremely difficult to understand. If a creature were to try and magically read your mind or glean into your thoughts, the creature will suddenly be flooded with these equations and cause them to become prone and incapacitated for two rounds.

Enchantment Enhancement.

Beginning at 10th level, If a non-magical item is enchanted, the enchantment is incresed exponentially. If the enchantment is on a weapon, 4d6 fire, ice or lightning damage, which is chosen by you, is added to any attack during the enchantment period. If the enchantment is on a set of armour, the AC is increased by 4 as well as giving the wearer resistance to bludgeoning, piercing or slashing damage, which is chosen by you.

Quick Enchantments

Beginning at 14th level, instead of spending 10 minutes to apply an enchantment onto an item, you may use a 1st level spell slot to enchantment the item by only using a bonus action. Once you use this feature, you're unable to use it until you finish a short or long rest.

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