Base Class: Artificer
The masterforger who has learned to craft the recements of their spells into enhancements for their equipment.
Spell Wrought Armament
At level 3 you gain the ability to infuse your weapon with the arcane energies of your spells, After you do damage with an Evocation spell that deals (fire, ice, lightning, thunder, poison or force) damage you add 1d4 damage of the same type on your next weapon or unarmed attack hit or until you cast another Evocation spell. The damage increases by 1d6 for each spell slot level above 1.
Spell Wrought Protection
At level 5 when you maintain a protective shield of residual magic energy. When you cast an Abjuration spell of 1st level or higher, you can gain a number of barrier charges equal to twice your Artificer level, new charges gain replace any remaining charges that you may have. When the Spellforger takes damage it is reduced by the number of charges and then the charges are reduced by 1.
Master Infusion
At Level 9 the Spellforger has mastered the ability to change their infusions on the fly. Once per long rest as a bonus action they can infuse nonmagical object and imbue it with one of your artificer infusions. This infusion is not counted towards their max limit of infusions they are allowed to have. This infusion last for 10 minutes before the object returns to its non-magical state.
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