Wizard
Base Class: Wizard

Now go build your stuff

Infuse Item

Infusions Known

When you gain this feature, pick three artificer infusions to learn, choosing from the “Artificer Infusions” section at the end of the class’s description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.

Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

Infusing an Item

Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item, or you can forgo attunement so that someone else can attune to the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see “Attunement” in the Dungeon Master’s Guide, page 136).

Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.

You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.

Infused Items: 2, lvl6 3, lvl11 4, lvl 16 5.

Boots of the Winding Path

Prerequisite: 6th-level
Item: A pair of boots (requires attunement)

While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.

Enhanced Defense

Item: A suit of armor

A creature gains resistance to one magic dmg type while wearing (armor)

The bonus increases to 2 at lvl 7, 3 at lvl 11, 4 at 17



Enhanced Weapon

Item: A simple or martial weapon

This magic weapon grants a d4 extra dmg of a type, at 14 level the d4 gets a d6 of another type.



Enhanced Wand

Item: A wand (requires attunement)

Your wand has Int. + prof. Charges. You can expent charges when you cast a spell

  • You can reroll one die per charge spent

  • You can spend 2 charges to add one dmg die lvl 6

  • You can spend 4 charges to impose disadvantage on a saving throw lvl 12

Bag of holding

Prerequisite: 7th-level artificer
Item: 2–5 pouches

You can make a pouch to a bag of holding



Returning Weapon

Item: A simple or martial weapon with the thrown property

This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.

 

 

Magic Engineer

At 6th level you can create any magic Item

Inventor of Jetpack

At 10th level you can cast fli at will once per shortrest

Magic Mind Monster

At 14 level you can:

  • manipulate damage type

  • manipulate area of effect

  • aoe magic dmg, you can replace a dex save with a intligence save, and take no dmg on a successfull save.

  • Build a foking mech

 

Comments

Posts Quoted:
Reply
Clear All Quotes