Base Class: Fighter
Enchanters are the fighters who augment their arsenal with evocation, conjuration, and enchantment magic. They can turn plain old scimitars into flaming blades of fury, and tridents into terrifying harbingers of watery destruction. They can create projectiles, summon elements, and even forge weapons of their own design. When playing an enchanter, consider where you learned to empower your weapons. Perhaps you where enslaved by the vile duergar, and escaped with their book of enchantments. Mabye you returned to your village one day to find it burnt to the ground, with a mysterious grimoir being the only item left intact. Enchanters are skilled warriors, prefering quick thinking and acrobatics to brute force. That said, enchanters come from all kinds of backgrounds, so don't limit yourself.
Arcane Weapon
Begginning at 3rd level when you choose this archetype, you may infuse your blades with magical projectiles. As a part of a long rest, you may infuse a 2 martial weapons, daggers, maces, spears, shortbows, or tridents equal. Begginning at level 10, you may create 3. You may never have more than this ammount. These enchantments last until you finish another long rest. With your enchanted weapons, you may cast one of two- three cantrips determined by the weapon. These cantrips do not gain power as you level up, thought you can replace any number of attacks from your Extra Attack with these cantrips. In addition, when you score a critical hit with these blades, they must make a Saving Throw against your Spell DC, or be inflicted with a status condition also determined by the blades, which lasts for a number of rounds equal to half your proficiency bonus. Your spellcasting ability is Strength, Dexterity, or Constitution. If any of these cantrips requires concentration, they don't when you cast them with your blades, instead lasting the full duration. y *= XGTE **=TCOE
Battleaxe, Greataxe (Infestation*, Create Bonfire*) Wis Save, Frightened
Flail, Mace, Morningstar (Word of Radiance*, Sacred Flame) Wis Save, Charmed
Glaive, Spear, Halberd (Lightning Lure**, Blade Ward) Con Save, Paralyzed
Greatsword (Sword Burst**, Booming Blade**) Con Save, Stunned
Lance (Eldritch Blast, Druidcraft) Str Save, Prone
Longsword (Booming Blade**, Sword Burst**) Con Save, Paralyzed
Maul, Warpick, Warhammer (Create Bonfire*, Mold Earth*) Cha Save, Petrified
Pike, Trident (Ray of Frost, Shape Water*) Str Save, Prone
Rapier, Dagger (Blade Ward, Resistance [Self Only]) Con Save, Poisoned
Scimitar (Fire Bolt, Green Flame Blade**, Control Flames*) Con Save, Blinded
Shortsword (Thamaturgy, Mage Hand, Minor Illusion) Dex Save,Blinded
Heavy Crossbow, Hand Crossbow Longbow, Shortbow (True Strike, Gust*) Str Save, Prone
Enchanting Pages
You gain an enchantment book. You must have the book on you to enchant weapons. If you loose it, you may replace it with a 1 hour ritual. In addition, You gain proficiency with smith's tools.
Arcane Surge
Starting at 7th level, you can cast 1st level spells with your enchanted weapon, without verbal, somatic, or material components. This can be done once per enchanted weapon, recharging on a short or long rest. The spell is determined by the weapon. The spell's level equals half your proficiency bonus.
*=Xanthars Guide to Everything **=Tasha's Cauldron Of Everything
Battleaxe, Greataxe (Ensnaring Strike)
Flail, Mace, Morningstar (Guiding Bolt)
Glaive, Spear, Halberd (Zephyr Strike*)
Greatsword (Thunderous Smite)
Lance (Animal Friendship)
Longsword (Shield)
Maul, Warpick, Warhammer (Earth Tremor*)
Pike, Trident (Grease [looks, smells, tastes, and feels like water] or Fog Cloud)
Rapier, Dagger (Shield)
Scimitar (Burning Hands)
Shortswords (Silent Image)
Heavy Crossbow, Hand Crossbow, Shortbow, Longbow (Hunter's Mark)
Greater Surge
Starting at 10th level, you can cast 2nd level spells with your enchanted weapon, without verbal, somatic, or material components. This can be done once per enchanted weapon, recharging on a long rest. The spell is determined by the weapon. The spell's level is 2nd, and increases to 3rd at 15th level, and 4th at 17th level.
*= Xanathars Guide To Everything **= Tasha's Cauldron of Everything
Battleaxe, Greataxe (Barkskin)
Flail, Mace, Morningstar (Spiritual Weapon)
Glaive, Spear, Halberd (Hold Person)
Greatsword (Mirror Image)
Lance (Find Steed)
Longsword (Misty Step)
Maul, Warpick, Warhammer (Maximilians Earthen Grasp)
Pike, Trident (Snilloc's Snowball Storm* [Appears as dense raindrops])
Rapier, Dagger (Cloud of Daggers)
Scimitar (Flame Blade)
Shortsword (Detect Thoughts)
Heavy Crossbow, Hand Crossbow, Shortbow, Longbow (Gust of Wind)
Forging Fury
At 15th level, your proficiency bonus is doubled for smiths tools. In addition, you have learned to invent your own weapons. You may do so by spending gold and time during a long rest. You can never spend more than 8 hours working. You can choose what features the weapon has, but must spend the time.
Thrown, Range 20/60 (100GP, 2 hour) Ammunition, Range 120/300 (500GP, 2 hour) Finesse (1000GP, 4 hour) Reach (1000 GP, 4 hour)
You may also put these features on the weapon to reduce the gold and time you spend. Loading is exclusive to weapons with the Ammunition property.
Loading (-250GP, -1 hour) Heavy (-500, -2 hour) Two-handed (-100GP, -1/2 hour)
Finally, the following damage dice are all mutually exclusive, and you must have at least one of them. You may choose the damage type from blugeoning, piercing, or slashing damage. 2d6 and 1d12 are exclusive to weapons with the Two-handed.
1d4 (100GP, 1/2 hour) 1d6 (200GP, 1 hour) 1d8 (500GP, 2 hour) 1d10 (1500GP, 4 hour) 1d12/2d6 (2000GP, 4 hour) 1d4, Versatile 1d6 (200GP, 1 hour)
1d6, Versatile 1d8 (500GP, 2 hour) 1d8, Versatile, 1d10 (1000GP, 4 hour) 2d4 (1000, 1/2)
Finally, choose a simple or martial weapon. This is the new weapon's base design, and dictates what enchantments (and artificer infusions) it can qualify for.
Calamitus Surge
Starting at 10th level, you can cast 3rd level spells at 5th level with your enchanted weapon, without verbal, somatic, or material components. This can be done twice, recharging on a long rest.
*= Xanathars Guide To Everything **= Tasha's Cauldron of Everything
Battleaxe, Greataxe (Leomund's Tiny Hut)
Flail, Mace, Morningstar (Crusader's Mantle)
Glaive, Spear, Halberd (Glyph of Warding)
Greatsword (Fear)
Lance (Lightning Bolt)
Longsword (Haste)
Maul, Warpick, Warhammer (Erupting Earth*)
Pike, Trident (Tidal Wave* or Wall of Water*)
Rapier, Dagger (Haste)
Scimitar (Fireball)
Shortsword (Major Image)
Heavy Crossbow, Hand Crossbow, Shortbow, Longbow (Flame Arrows*, Lightning Arrow, or Conjure Barrage)
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