Artificer
Base Class: Artificer

An artificer is one who has trained in creating magical effects from the mundane.  And an enchanter is one who focuses on the arcane flow of magic through all things, using it to protect their allies with weapons theyve enhanced and magics theyve learned.  An artificer is a powerful utility caster who should be able to parlay on the front lines, an enchanter prepares their spells by inscribing them into materials, these runes and symbols allow them to direct the magic they store within items changing.  This can be done during a fight, drawing sigils onto the ground with a finger, or before the fight, when you prepare your spells you write sigils onto materials which you hold to cast spells, how you roleplay the magic of an artificer is up to you(but keep in mind that the magic wielded by an artificer should be borrowed from the objects they use).

The man draws ancient runes into the ground, as he does so rows of spikes erupt around him, protecting those behind.

 

This is probably really unbalanced please feel free telling me what you think as if I ever decide to play with this I dont want to piss of a DM

Changelog:

-Altered description text

-added specific spells to details(forgot those in v0.5)

 

Magic Release

3rd-level Enchanter feature

When you have equip or wield an item that you have used an infusion on it can be used as a focus for your artificer spells.  This does not include magical items that have been created using the Replicate Magic Item infusion

Enchanter's spells

3rd-level Enchanter feature

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

Enchanter's Spells

Artificer Level Spell

3rd

healing word, bless

5th

spike growth, heat metal

9th

slow, wall of sand

13th

polymorph, death ward

17th

mass cure wounds, wall of force

Magical familiarity

3rd-level Enchanter feature

Your familiarity with magic items provides the following benefits:

  • You can treat magic weapons and armours as if you have proficiency with the item.
  • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
  • If a weapon is magical you can ignore the heavy property.

Hit it again!

5th-level Enchanter feature

You can attack twice, rather than once, whenever you take the attack action on your turn using a magical weapon.

Magical flow

9th-level Enchanter feature

You learn to make better use of your infusions:

  • When you finish a long rest rather than preparing a spell you can gain another infusion slot until your next long rest.
  • When you cast a spell with a range other than touch it can be cast as if coming from an item you have infused.
  • After a long rest you gain the ability to perform the following a number of times equal to your spell attack modifier-
    • When a creature wearing an item you have infused gets attacked you can use your reaction to provide the creature half cover.
    • When a creature makes an attack action against another creature using an infused item you can use a reaction to provide an additional 2d8 +intelligence modifier damage

Enchanted mastery

15th-level Enchanter feature

While you are attuned to a magical item you have advantage on saving throws to maintain concentration on a spell effect.  Furthermore you gain the ability to enhance the abilities of a magic item with an infusion, changing its damage type. 

Previous Versions

Name Date Modified Views Adds Version Actions
1/28/2021 10:12:57 PM
3
0
0.5
Coming Soon

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