Base Class: Wizard
Through study of ancient magic objects, spells that enhance items, and the capability of certain items to be infused with magic, you have learned how to weave spells into the structures of objects, giving them an enhancement or a new capability. This is not necessarily a school of magic, but more of an craft form in which you learn more about how spells can affect everyday items. Students who study True Enchantment might find themselves creating their own magic item shop, or helping a kingdoms' researchers produce items to help their citizens and soldiers
Item Enchantment
Starting at second level, you can create simple enchantments onto items. You can choose one of the following benefits to place onto an item:
- The weapon you touch becomes a +1 magic weapon. This weapon counts as magical for the purpose of overcoming resistances, and you gain a +1 bonus to attack and damage rolls with it
- The item you enchant casts the Light cantrip using 1 out of 3 charges. The light remains on for up to 3 hours, until it is turned off, or if the enchantment is dispelled. The item regains all expended uses of charges at a new day so long as the enchantment is still active
- You enchant an article of clothing that will auto-adjust to the outside temperature, warming the user if it is cold, or cooling them off if it is hot. This is not an immunity to the weather conditions, but may give advantage on certain checks to withstand the weather
- You enchant any nonorganic item that is no larger than 5 feet on any side and weigh no more than 15 lbs. When this item is within 60 ft of you, you can use a bonus action to summon it towards you in a straight line. This force does not deal any damage if it hits a creature
You may discuss with your DM about adding any other magical effects to this list, but they should not be related to any spell higher than a cantrip
No item can have more than one enchantment on it at a time, and you can have separate enchantments going a number of times equal to your proficiency bonus (minimum of 2)
Study of Enchantment
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a True Enchantment spell into your spellbook is halved. Listed below are the spells that count as a True Enchantment Spell for this purpose:
- Alarm
- Grease
- Identify
- Arcane Lock
- Magic Aura
- Continual Flame
- Levitate
- Magic Mouth
- Magic Weapon
- Bestow Curse
- Dispel Magic
- Flame Arrows
- Glyph of Warding
- Nondetection
- Remove Curse
- Secret Chest
- Animate Objects
- Legend Lore
- Contingency
- Instant Summons
- Reverse Gravity
- Sequester
- Symbol
Spell Infusion
At 6th level, you gain the ability to infuse a spell into an item. You can touch an item and infuse a spell that you know and at a level in which you cast into an item. You must expend a spell slot of the level in which you are casting the spell, even if it has the Ritual tag, along with any material components needed. The process in which you infuse the item takes an amount of time equal to 15 minutes multiplied by the spells level.
This infused item reveals itself to be magical and the school of magic of the spell placed if detected by Detect Magic or a similar divination spell, but not what spell is placed inside. The item requires attunement to use and the holder can use a bonus action to activate the spell stored inside, in which the spell is cast and vanishes from the item. If the spell requires a saving throw or attack roll, it takes an action to activate and uses your spell attack save and bonuses
Improved Enchantments
Starting at 10th level, when you enchant an item using your Spell Infusion feature, you can create charges of the spell cast. When infusing a spell into an item, you must spend 15 gp x the spells level x the number of charges you wish to add
While attuned to this item, a creature can use an action to produce the spell's effect, or as a bonus action if it does not require an attack roll or saving throw from a target. The item uses your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell has a number of charges equal to twice your Intelligence modifier divided by the spell's level rounded down {charges=(Int. modifier x 2)/spell's level), minimum of 2 charges], or until you use this feature again to store a spell in an object
For example, if you have an Intelligence modifier of 5, and you wish to infuse an item with the third level spell Tongues, you would be able to have 3 charges{charges=(5 x 2)/3;), and would need to spend 135 gp
You also gain proficiency with Arcana if you do not have it already
Enchanting Master
At 14th level, your enchantments from your Spell Infusion and Improved Enchantments features become more powerful. When you infuse a spell into an item, the enchantment becomes permanent so long as the spell's level is less than or equal to your intelligence modifier. The maximum amount of charges stay the same, but any used charges reset at dawn. In addition, you can have a number of higher level enchantments on a number of items equal to your proficiency bonus divided by 2 (minimum of 2). These higher level enchantments follow the same rules as your Improved Enchantments feature when referring to the number of charges they can have [charges=(Int. modifier x 2)/spell's level), minimum of 2 charges].
You also have advantage on any intelligence checks made to identify a magic item, and can use your intelligence modifier instead of you charisma modifier for any persuasion checks made to negotiate for a magic item
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Posted Dec 7, 2021That feature means that if you had a long sword for example, you can only have one of the listed (or homebrew) enchantments on it. However, you can have multiple items enchanted using this feature, specifically up to the characters proficiency bonus. So for a character with a proficiency bonus of 3, they can have up to three different items enchanted this way, but no item can have more than 1.
This only applies to the Item Enchantment feature, however. So you can stack enchantments from that feature with those from Spell Infusion or Improved Enchantments features
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Posted Dec 6, 2021I really like this enchanter class, it's exactly what I was looking for. If you'll humor me, I have a question. when it says "No item can have more than one enchantment on it at a time, and you can have separate enchantments going a number of times equal to your proficiency bonus (minimum of 2)" does this mean the player can only have a finite number of self-created enchanted items? I ask because I have a friend that would like to make and distribute magic items (likely for profit or the team). The part-two question, if so, can this number increase as they level up?