Base Class: Wizard
Magic Smithies are greatly skilled when it comes to temporary buffs. They consist of mostly beginner wizards dues to how easy it is to enchant, but powerful wizards also tend to lean towards this tradition if they prefer to be away from the centre of the fight. These wizards are often called for in large built up cities.
Support Savant
Beginning at when you choose this tradition at 2nd level, the gold and time you must spend to copy weapon enhancing spells into your spellbook is halved
Enchantment Transfer
Starting at 2nd level, your skill with magical upgrades allows you to pass on your enchantments to allies. When casting a spell that has a range of self that gives effects to weapons, you can instead cast the spell on the weapon of any creature you can see.
Smithy of Power
At 6th level, your ability to upgrade weapons has once again gotten stronger allowing you to turn weapons magical. When weapons are turned magical they gain a +1 to attack and damage rolls and have the abilities of silvered weapons. The +1 becomes a +2 at 12th level and a +3 at 18th. This effect lasts for 15 minutes. You cannot use this feature on weapons that you are in possession of and if you take it from someone the feature ends. You can do this as many times as equal to your proficiency bonus and all uses are recharged at dawn.
Proficient Enchantments
Beginning at 10th level, when casting a weapon strengthening spell you add the casters proficiency bonus to any rolled buffs from said spell
Greater Enchanting
Starting at 14th level, your enchanting powers become un-rivalled. When casting a weapon strengthening spell, it adds an extra 1d6 force damage to the buffs. it becomes 2d6 at level 18.
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Posted Mar 16, 2023Please tell me if there is anything I should change or add, this was the first homebrew subclass I made and I would like to make it balanced and fun to use