Base Class: Wizard
enchant allies armor and weapons with various effects
Weapon enchanting
Starting at level 2 you can enchant weapons with different elemental effects to boost your and your allies combat power.the enchanting process takes 8 hours of total time. You make pick two of the following to start with at level 2 to change the weapons damage type to with effects getting stronger at higher levels. Choose two from fire, cold, lightning, or poison. More are unlocked at later levels and can be swapped when you level up however as soon as you drop a known enchantments all enchantments of that type go away. Only one piece of enchanted gear may be used per character at level 2 increasing at later levels. Items can only hold 1 enchantment at a time but can hold 1 extra non damaging enchant with each + of the item. The enchanter must be within 60 feet of the enchantment for the enchantment to function. To upgrade enchantments you must use half of the time required to enchant to upgrade
Acid enchant
Enchant a weapon to do acid damage. When the enchanter gets to level 6 the weapon will make whoever is hit must succeed on a dex save against the enchanters save dc or lose 2 ac until the beginning of their next turn. At level 10 the weapon will do an additional d8 of acid damage on a hit. At level 14 anyone with ac reduced by the enchanted weapon has weakness to acid damage. if the target is immune it has no effect and if they are resistant they lose their resistance. At level 20 the wielder can cast a level 4 or lower acid spell from the wizard spell list at 4th level 3 times per long rest. These spells use the enchanters spell attack modifier and spell save dc
Cold Enchant
Enchant a weapon to do cold damage. When the enchanter gets to level 6 the weapon will slow the targets movement speed by 10 on a hit. At level 10 the weapon will do an additional d8 of cold damage on a hit. At level 14 anyone slowed by the enchanted weapon has weakness to cold damage. If the target is immune it has no effect and if they are resistant they lose their resistance. At level 20 the wielder can cast a level 4 or lower Cold spell from the wizard spell list at 4th level 3 times per long rest. These spells use the enchanters spell attack modifier and spell save dc
Fire enchant
Enchant a weapon to do fire damage. When the enchanter gets to level 6 the weapon will set the target on fire on a hit, while on fire they will take 1d6 fire damage at the start of each of their turns until put out. At level 10 the weapon will do an additional d8 of fire damage on a hit. At level 14 anyone set on fire by the enchanted weapon has weakness to fire damage. if the target is immune it has no effect and if they are resistant they lose their resistance. At level 20 the wielder can cast a level 4 or lower Fire spell from the wizard spell list at 4th level 3 times per long rest. These spells use the enchanters spell attack modifier and spell save dc
Force enchant
When you hit a target with the enchanted weapon they get pushed 10 feet away
Hard hitting
Get a +1 bonus to all damage rolls
Lifesteal enchant
The wielder of the weapon with this enchantment heals for 25% of the damage they deal
Lightning enchant
Enchant a weapon to do lightning damage. When the enchanter gets to level 6 the weapon will make whoever is hit unable to make reactions until the start of their next turn. At level 10 the weapon will do an additional d8 of lightning damage on a hit. At level 14 anyone unable to use reactions by the enchanted weapon has weakness to lightning damage. if the target is immune it has no effect and if they are resistant they lose their resistance. At level 20 the wielder can cast a level 4 or lower lightning spell from the wizard spell list at 4th level 3 times per long rest. These spells use the enchanters spell attack modifier and spell save dc
Necrotic enchant
Enchant a weapon to do necrotic damage. When the enchanter gets to level 6 the weapon will make whoever is hit, only one target at a time, roll a d6 whenever they make an attack, saving throw, or ability check and subtract it from the result. Lasts 1d4 rounds but can roll a con saving throw to resist the effects with a dc equal to the enchanters save dc. At level 10 the weapon will do an additional d8 of necrotic damage on a hit. At level 14 anyone weakened by the enchanted weapon has weakness to necrotic damage. if the target is immune it has no effect and if they are resistant they lose their resistance. At level 20 the wielder can cast a level 4 or lower necrotic spell from the wizard spell list at 4th level 3 times per long rest. These spells use the enchanters spell attack modifier and spell save dc
Overheal enchant
The wielder of a weapon with this enchantment gains temp hp equal to 25% of the damage dealt
Poison enchant
Enchant a weapon to do fire poison. When the enchanter gets to level 6 the weapon will poison the target on a hit. At level 10 the weapon will do an additional d8 of poison damage on a hit. At level 14 anyone poisoned by the enchanted weapon has weakness to poison damage. if the target is immune it has no effect and if they are resistant they lose their resistance. At level 20 the wielder can cast a level 4 or lower poison spell from the wizard spell list at 4th level 3 times per long rest. These spells use the enchanters spell attack modifier and spell save dc
Precise aim
Give enchanted weapon +1 to attack rolls
Psychic enchant
Enchant a weapon to do psychic damage. When the enchanter gets to level 6 the weapon will make whoever is hit have disadvantage on their next attack. At level 10 the weapon will do an additional d8 of psychic damage on a hit. At level 14 anyone with disadvantage caused by the enchanted weapon has weakness to psychic damage. if the target is immune it has no effect and if they are resistant they lose their resistance. At level 20 the wielder can cast a level 4 or lower psychic spell from the wizard spell list at 4th level 3 times per long rest. These spells use the enchanters spell attack modifier and spell save dc
Radiant enchant
Enchant a weapon to do radiant damage. When the enchanter gets to level 6 on a hit the target must make a con save against the enchanters spell save dc or be blinded for 1d4 rounds on a failed save, they can reattempt this save at the end of each of their turns. At level 10 the weapon will do an additional d8 of radiant damage on a hit. At level 14 anyone blinded by the enchanted weapon has weakness to radiant damage. if the target is immune it has no effect and if they are resistant they lose their resistance. At level 20 the wielder can cast a level 4 or lower radiant spell from the wizard spell list at 4th level 3 times per long rest. These spells use the enchanters spell attack modifier and spell save dc
Thunder enchant
Enchant a weapon to do thunder damage. When the enchanter gets to level 6 the weapon will make whoever is hit take 1d8 thunder damage when they move, willingly or unwillingly. At level 10 the weapon will do an additional d8 of thunder damage on a hit. At level 14 anyone affected by the enchanted weapons effect has weakness to lightning damage. if the target is immune it has no effect and if they are resistant they lose their resistance. At level 20 the wielder can cast a level 4 or lower thunder spell from the wizard spell list at 4th level 3 times per long rest. These spells use the enchanters spell attack modifier and spell save dc
Armor enchanting
Starting at level 2 you can enchant armor with different elemental resistances to boost your and your allies combat survivability. the enchanting process takes 8 hours of total time. You make pick two of the following to start with at level 2 to give armor resistance to a certain damage type while worn. Choose two from fire, cold, lightning, or poison. More are unlocked at later levels and can be swapped when you level up however as soon as you drop a known enchantments all enchantments of that type go away. Only one piece of enchanted gear may be used per character at level 2 increasing at later levels. Items can only hold 1 enchantment at a time but can hold 1 extra non resistance giving enchant with each + of the item. The enchanter must be within 60 feet of enchanted items for the enchantments to function
Acid resistance
Armorer enchanted with this gives the wearer resistance to acid damage
Bludgeoning resistance
The this enchantment gives the wearer of the armor it is on resistance to bludgeoning damage
Charismatic
The wearer gains a +1 increase to Charisma
Cold resistance
this enchantment gives the wearer of the armor it is on resistance to cold damage
Dexterous
The wearer gains a +1 increase to Dexterity
Fire resistance
The this enchantment gives the wearer of the armor it is on resistance to fire damage
Healthy
The wearer gains a +1 increase to constitution
Intelligent
The wearer gains a +1 increase to intelligence
Lightning resistance
The this enchantment gives the wearer of the armor it is on resistance to lightning damage
Necrotic resistance
Armor enchanted with this gives the wearer resistance to necrotic damage
Piercing resistance
The this enchantment gives the wearer of the armor it is on resistance to piercing damage
Poison resistance
The this enchantment gives the wearer of the armor it is on resistance to poison damage
Psychic resistance
Armor enchanted with this gives the wearer resistance to psychic damage
Radiant resistance
Armor enchanted with this gives the wearer resistance to radiant damage
Slashing resistance
The this enchantment gives the wearer of the armor it is on resistance to slashing damage
Strong
The wearer gains a +1 increase to Strength
Thunder resistance
Armor enchanted with this gives the wearer resistance to thunder damage
Wise
The wearer gains a +1 increase to Wisdom
Novice enchanting
Weapon enchantments get stronger. New weapon and armor enchantments become available. Enchantments now take 6 hours of total time to apply to a piece of armor or a weapon. Enchantments can be removed for half the time required to put on an enchantment. All characters can have 2 enchantments equipped instead of 1.
Adept enchanting
Weapon enchantments get even stronger. New weapon and armor enchantments become available. Enchantments now take 4 hours of total time to apply to a piece of armor or a weapon. All characters can have 3 enchantments equipped instead of 2.
Split enchantment
Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.
Expert enchanting
Weapon enchantments get even stronger. Enchantments now take 2 hours of total time to apply to a piece of armor or a weapon. All characters can have 4 enchantments equipped instead of 3.
At level 20
Weapon enchantments reach their strongest. Enchantments now instantly apply to armor and weapons. All characters can have as many enchantments as their weapons and armor can hold.
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