Artificer
Base Class: Artificer

Unlike most artificers, enchanters are not only arcane engineers who have learned how to turn mundane items into wondrous magical tools, but rather they are artists who simply weave their essence and magical power into their creations. There is no set way to enchant items, some may blow diamond dust and utter a few arcane words, others may spend weeks on drawing runes upon the item before they feel the product be finished properly.

Tool Proficiency

3rd-level Enchanter feature

When you adopt this specialization at 3rd level, you gain proficiency with two artisan's tools of your choice (Smith's Tools and Calligrapher's Supplies). Once you learn these proficiencies you may spend 1 hour and a 1st level spell slot to magically craft either one of these tools. Even though made magically, the tools are mundane in nature.

Enchanter Spells

3rd-level Enchanter feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Enchanter Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Enchanter Spells

Artificer Level Spell

3rd

shield, unseen servant

5th

silence, knock

9th

dispel magic, lightning bolt

13th

fabricate, greater invisibility

17th

animate objects, passwall

Enchant Trinket

3rd-level Enchanter feature

Beginning at 3rd level you learn to store your enchantments in small trinkets and baubles to be usable when needed. When you finish a long rest, you enchant a small item or trinket. Roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with the stored enchanted trinket roll. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. You gain a second usage of this feature at 6th level, a third usage at 12th level and a fourth usage at 18th level.

When you finish a long rest, you lose any unused enchanted trinket rolls.

Surging Infusions

5th-level Enchanter feature

Starting at 5th level, you gain a number of Surge Points equal to your Proficiency modifier. You may expend a Surge Point to invoke an influx of arcane power within an infused wand attack or weapon strike to deal additional damage. The first point used causes the respective attack to deal an additional 1d8 lightning damage, and each successive usage dealing an additional 1d8 damage. You must announce the usage of a Surge Point before the roll is made, and only 1 Surge Point can be expended per attack. If the number rolled on the d20 attack roll is equal to or lower than the Surge Point number, the surging infusion backfires, forcing you to make a DC (10+Surge Point number) Constitution saving throw, taking the full damage of the surge on a failed save, or half as much damage on a successful one. If you critically strike with a Surging attack, you regain the expended Surge Point. You regain all used Surge Points on a long rest.

Empower Infusions

9th-level Enchanter feature

As a bonus action, you empower an item with a magical infusion, doubling its effectiveness for 1 minute. For infusions with no numerical bonus, the benefit gained from this feature falls to DM discretion. After 1 minute has passed, the empowered infusion fades, as does the original version of the infusion. After 10 minutes, the original infusion returns to full functionality.

You can use this feature a number of times equal to your Intelligence modifier (minimum of one). You regain all expended uses after a long rest.

Infusion Mastery

15th-level Enchanter feature

You gain the ability to infuse magical items and transform or adjust their properties (for example, swapping a resistance to another damage type). All other infusion limitations apply, but the infusion effect stacks with the magical item. It falls to DM discretion whether or not an infusion is applicable to an item. In addition, your Surge Points gained from the Hurtful Infusions feature now reset on a short rest.

In addition, you know at all times in what direction and how far your infused items from you, provided they are on the same plane of existence.

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