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

When you adopt this specialization at 3rd level, you gain proficiency with two artisan's tools of your choice. 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

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Enchanter able. 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 of faith, grease

5th

heat metal, enhance ability

9th

dispel magic, lightning bolt

13th

fabricate, fire shield

17th

animate objects, passwall

Enchant Trinket

Beginning at 3rd level you learn to store your enchantments in small trinkets and baubles to be usable when needed. Whenever you end a long rest, you enchant a small trinket or an item which can fit inside your palm. Roll a d20 and add your Intelligence modifier to the roll and mark it down. Until the next time you finish a long rest, you may use your reaction to replace a roll with the roll held inside the enchantment. The target who rolled the dice must be within 30 feet of you. You must use this before you know whether or not the roll succeeds or fails. 

Whether or not you use the enchantment, it fades at the end of a long rest and you need to reroll it.

Hurtful Infusions

Starting at 5th level, your skillful enchantments become more potent.

Whenever a target is struck by a weapon or a wand that you have infused, add your Intelligence modifier to the damage roll. This effect can only trigger once per turn.

Empower Infusions

At 9th level you learn to empower your infusions for a short amount of time.

As a bonus action, you pull forth the magic power from a magical infusion within 60 feet of you and increase its effectiveness for 1 minute. A +1 infusion becomes a +2, a +2 becomes a +3 and so on. It is up to the DM's discretion how this applies to your infusions. Once you use this feature on an infusion, the infusion sputters and reapplies itself after 10 minutes.

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

Infusion Mastery

By 15th level, your deep knowledge of enchanting allows you to overwrite and enhance already existing enchantments.

You can now infuse magical items, or transform their properties slightly (such as transforming resistance types) You can infuse a magical item once, and the effect stacks with the magical item. It is up to the DM's discretion if your infusion is applicable to the item.

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.

Previous Versions

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