Spell Enchanter (5e Subclass)

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Spell Enchanter

Artificer Subclass

While most artificers take time to understand the process of storing their spells in objects, Spell Enchanters devote their studies to this endeavor. Spell Enchanters further enhance their powers of infusion to imbue magical properties in a shorter span of time, or channel the power of their Artificer spells into simple objects. After they understand the rules of imbuing their equipment with spell infusions, Spell Enchanters are able to overload their enchanted equipment to unleash powerful bursts of magic that erupt onto the battlefield.


Proficiencies

Starting when you choose this specialization at 3rd level, you gain a proficiency in two of the following skills: Arcana (recommended), History, Investigation, or Performance. If you already possess this proficiency, your proficiency bonus is doubled.

You also gain a proficiency in one of the following (of your choice): calligrapher’s supplies, mason's tools, or smith's tools.

Spell Infusion

Starting when you choose this specialization at 3rd level, you can infuse a target item after a long rest with a spell currently in your list of artificer spells. To do so, you must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level, and must possess the amount of GP determined by the Spell Infusion Cost table below (representing the material cost in diamond dust), and must spend the amount of time determined by the Spell Infusion Cost table below attempting to infuse the item during your long rest.

  • If the infusion succeeds, you expend the spell slot, one infused item slot, and you infuse the item with the spell of your choice.
    • You cannot regain that spell slot until the infusion vanishes, even after a long rest.
    • You cannot cast that spell as you would normally.
  • If the infusion fails, make another Intelligence (Arcana) check with a DC equal to 10 + the spell’s level:
    • If you succeed, no spell slots are expended, and you recover half of the GP expended.
    • If you fail, one spell slot is expended until your next long rest, and nothing is recovered.
Spell Infusion Charges
Spell Infusion Charges
Artificer
Level
Charges per Spell Level
Cantrips1st2nd3rd4th5th
3rd31
4th42
5th421
6th532
7th532
8th643
9th6431
10th7542
11th7542
12th8653
13th86531
14th97642
15th97642
16th98753
17th1087531
18th1098642
19th1098642
20th10109753

Upon a successful infusion, you gain a number of charges of the spell on that item, determined by the Spell Infusion Charges table (right), that refresh every dawn (24 hours). These charges can be expended at the choice of the player using the item if the user is attuned to the item and has proficiency in the item; otherwise, it is expended every time the item is used.

The spell DC is equal to 8 + your proficiency bonus + your Intelligence modifier.

Conditions for Spell Infusion

Not all spells can be infused into a target item. For specific types of spells, specific types of items must be used:

  • Spells targeting a creature: Can only be used on a weapon or ammunition
  • Spells targeting self: Can only be used on armor or any accessory that can be equipped by a user
  • Spells with a radius effect: Can only be used on a thrown weapon, object (that can be thrown), or ammunition
  • Spells with a material component: Can only be used if the creature using the item has attuned to the item, and has the material component or a spellcasting focus substituting the material component.
  • Spells that cannot be infused:
    • Spells with no target or area of effect
    • Spells with a cone or line area of effect
    • Spells that are cast as rituals
    • Spells with the target item as a material component
  • Items that cannot be infused:
    • Items that have an existing Infusion
    • Items that have existing spell charges (e.g. wands)
    • Items that weigh more than 100 lbs
    • Items that are easily breakable or perishable (e.g. apples, glass bottles)
    • Magic items with other spell properties
Spell Infusion Cost
Spell LevelInfusion Cost (GP)Infusion Time
Cantrip5015 minutes
1st10030 minutes
2nd2001 hour
3rd4001.5 hours
4th8002 hours
5th16002.5 hours

Spell Enchanter Spells

When picking this subclass, pick a second spell-casting class. At levels 3/5/9/13/17, you may select 2 spells from that class's spell list with corresponding levels 1/2/3/4/5. These spells cannot be changed once selected. Each of these spells are considered an artificer spell for you.


Cantrip Specialist

You excel at producing minor magical effects—and at abandoning your current projects to pursue new ideas. Starting at the 5th level you gain the following benefits:

  • You know one additional cantrip beyond what’s normally allowed for an artificer of your level.
  • When you finish a short rest (instead of when you gain a level in this class), you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list or from the spell list of the second class chosen for the "Spell Enchanter Spells". This cantrip is considered an artificer cantrip for you.

Bonus Infusions

You gain Bonus Infusions when you reach certain levels in this class (determined by the table below) on top of the number of infusions learned as part of your base Artificer class.

LevelBonus Infusions
5th1
9th2
15th3


Overload

Your understanding of the items you infuse with your spells has shown you where their limits lie. More importantly, your time tinkering with spell infusions has shown you how to begin exceeding those limits by overloading your spell-infused equipment. You may overload spell-infused equipment a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

  • You may overload your spell-infused item by using an action and a spell slot. If you do, expend one extra charge.
    • If you spend a spell slot of a lower level, roll (x)d4 where (x) = (Item Spell Level) - (Spell Slot Level). If any of these is a "1" or a "2", destroy the item.
    • If you spend a spell slot of higher level, roll (x)d4 where (x) = (Spell Slot Level) - (Item Spell Level).
      • If any of these are a "3", you may refund one charge on the item
      • If any of these are "4", you may expend one additional charge and destroy the item.

Conditions for Overload

Not all spells infused into an item can be overloaded. The following spells cannot be overloaded:

  • Spells requiring concentration
  • Any spells your DM deems too powerful
  • Any spells that deal AOE damage


Exchange of Ideas

While other artificers begin to explore the ramifications of storing their own spells, you can now seek the same wisdom from others. This feature replaces "Spell Storing Item" on the Artificer's list.

Once per day, you may attempt to infuse a target item with a spell (second level or lower) currently in the list of prepared spells of any willing creature. To do so, you must:

  • have an available spell slot of equal level;
  • succeed on an Intelligence (Arcana) check with a DC equal to 10 + (the spell’s level)*(2);
  • possess the amount of GP determined by the Spell Infusion Cost table below (representing the material cost in diamond dust); and
  • spend the amount of time determined by the Spell Infusion Cost table below attempting to infuse the item.

If the infusion succeeds:

  • You expend a spell slot of equal level to infuse the item with the chosen spell. You cannot regain that spell slot until the infusion vanishes, even after a long rest.
  • You gain a number of charges of the spell on that item, determined by the Spell Infusion Charges table. When the charges are depleted, the infusion vanishes.


If the infusion fails:

  • make another Intelligence (Arcana) check with a DC equal to 12 + (the spell’s level)*(2):
    • If you succeed, no spell slots are expended, and you recover half of the GP expended.
    • If you fail, one spell slot is expended until your next long rest, and nothing is recovered.

Exchange of Ideas Infusion Cost

Spell LevelInfusion Cost (GP)Infusion Time
Cantrip5015 minute
1st10030 minutes
2nd2001 hour

Improved Overload

Your improved understanding of your own crafts has granted you finer control over your overloaded equipment, replacing the effects. You may overload spell-infused equipment a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

When you spend a spell slot to overload the item, it expends an additional charge. Then;

  • If you spend a spell slot of a lower level, roll (x)d6 where (x) = (Item Spell Level) - (Spell Slot Level). If the result of any of these dice are a "1" or a "2", destroy the item after casting.
  • If you spend a spell slot of a higher level, the spell is cast at a higher level if possible. Then roll (x)d6 where (x) = (Spell Slot Level) - (Item Spell Level).
    • If the result of any of these dice is "3" or "4", refund one charge to the item.
    • If the result of any of these dice is "5" or "6", you may destroy the item to expend one additional charge.

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