Base Class: Artificer
In a world of monsters, Combat Enchanters level the playing field with an arsenal of enchanted arms and armor. Unlike typical Artificers, Combat Enchanters wield magic through their magical weapons, casting spells through them like an Alchemist might through their Alchemy Tools. Furthermore, they can attune their weapons to specific forms of magical energy, allowing them to temporarily supercharge the weapon for more damaging strikes, as well as change the damage type of spells cast through the weapon. With these abilities, they are nearly as effective at wielding weapons as more martially focused classes, so long as the weapon is enchanted. In addition, Combat Enchanters also study more defensive magic, increasing the effectiveness of magical armor, and helping them counter the abilities of monsters.
Combat Enchanters often function as specialist monster hunters. Their ability to inflict a variety of damage types makes them uniquely able to target the weakness of supernatural threats, and their interweaving of magical and martial ability makes them very adaptable adventures.
Combat Enchanter Spells
3rd-level Combat Enchanter feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Combat Enchanter Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Combat Enchanter Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Combat Training
3rd-level Combat Enchanter feature
Your combat training and your experiments with magic have paid off in two ways:
- You gain proficiency with martial weapons.
- You can use any magic weapon you wield as a spellcasting focus for your Artificer spells.
Empowered Arms
3rd-level Combat Enchanter feature
You are able to empower and provoke exceptional effects from the magic weapons you wield. When you attune a magic weapon, you can select a damage type you know (see below) to empower the weapon with. Whenever you cast a spell that deals damage while wielding the weapon, you can change the damage type dealt by the spell to the one the weapon was empowered with. For example, you can empower your Enhanced Weapon with cold energy, then cast the spell fire bolt and have it deal cold damage instead of fire damage.
Additionally, once per turn when you hit a creature with your empowered weapon, you can expend a spell slot to deal 2d8 damage of the empowered damage type to the target, plus anther 1d8 per level of the spell slot expended.
You can change the damage type a weapon is empowered with at the end of a long rest.
When you empower a magic weapon that already deals damage besides bludgeoning, piercing, or slashing because of its enchantment (such as the added fire damage of a Flame Tongue weapon), the damage type of the enchantment changes to the empowered type.
If a magical weapon does not require attunement, such as one created with the magic weapon spell you can empower it with a damage type when you first pick it up.
At 3rd level, select two damage types from the "common" list, and one from the "esoteric" list. These are the damage types you are capable of empowering your magic weapons with. At 9th level select another two common types and one esoteric type to learn, and again at 15th level.
Common
- Acid
- Cold
- Fire
- Lightning
- Poison
- Thunder
Esoteric
- Force
- Necrotic
- Psychic
- Radiant
Acid Damage
You can empower your magic weapons with acid damage.
Cold Damage
You can empower your weapons with cold damage.
Fire Damage
You can empower your weapons with fire damage.
Force Damage
You can empower your magic weapons with force damage.
Lightning Damage
You can empower your weapons with lightning damage.
Necrotic Damage
You can empower your magic weapons with necrotic damage.
Poison Damage
You can empower your weapons with poison damage.
Psychic Damage
You can empower your magic weapons with psychic damage.
Radiant Damage
You can empower your magic weapons with radiant damage.
Thunder Damage
You can empower your weapons with thunder damage.
Extra Attack
5th-level Combat Enchanter feature
You can attack twice, rather than once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Master Enchanter
9th-level Combat Enchanter feature
You've learned to push the enchantments on magic items past their usual limits, which allows you to create one of the following effects once on a given creature's turn:
- When a creature attacks with a magical weapon within 60 feet of you, you can add your Intelligence modifier as a bonus to attack and damage rolls for that attack.
- When a creature wearing magical armor is hit by an attack within 60 feet of you, you can add your Intelligence modifier to that creature's Armor Class for the attack.
- When a creature wearing a protective magical item (other than armor) is forced to make a saving throw within 60 feet of you, you can add your Intelligence modifier to that creature's saving throw.
You can empower enchantments a total number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Additionally, you can now change the damage type of your empowered weapons at the end of a short rest.
Ensorcelled Warrior
15th-level Combat Enchanter feature
Your ability to interweave magic and weaponry has increased:
- Whenever you hit a creature with an empowered weapon, the creature takes an extra 1d8 damage of the empowered damage type.
- Whenever take the Attack action, you can cast a spell of any level, not just cantrips, in place of one of your attacks.
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