Enchanter CLASS SHEET

Enchanter




Primary Class Features-

Hit points:

  • Hit dice: 1D8 per level

  • Hitpoints at lvl 1: 8 + constitution modifier

  • Hitpoints after level 1: 1d6 + constitution modifier

Proficiencies:

  • Light armor

  • Simple weapons, small bows and crossbows, shortswords

  • 1 type of artisans tools

Saving Throws

  • Int

  • Dex

Skills: 3 from-

Arcana

History

Insight

Investigation

Deception

Stealth

Religion


Starting Equipment:

  • (a) shortsword or (b) Simple weapon

  • (a) hand crossbow or (b) arcane focus

  • Tome (containing cantrips and index of infusions)

  • leather armor

  • Scholars pack or Explorers pack


Spellcasting:

Your primary spell casting relies on the understanding of how magic flows through the material world. You channel spells through objects or awaken innate magic within them, imbuing everyday things with power and unique abilities. These enchantments can be used for the benefit or harm of others and is dependent on your character's strengths, weaknesses, and tendencies. 

At your disposal are also a limited number of cantrips. 3 at lvl 1?

Spell Save DC: 8+Proficiency+Int modifier (+an additional 2 if on an item wielded by you, +1 if a trap or on a ward w/in 100 ft)

As your character's knowledge of mystical energy grows, they are able to call upon spells that they have researched to cast as a cantrip once per day. To do so requires the use of an enchanters tome, arcane focus, or other mystic artifact that acts as the index of their spells and focus of their casting. 

At level 2- choose 2 level 1 spells. These are saved in your index and can be cast as cantrips 1 time per long rest.

At level 5/7/11/14/18 add 2/1/1/2/1 spells to your index.

Active Enchantments: 

Your magic, although imbued in items draws upon your characters strength to maintain invoked enchantments. The number of active enchantments your character may have is equal to your Intelligence modifier + your proficiency + (level/2). (round up). Minor imbuements do not count against your active enchantments. Additionally, items crafted to draw on an intrinsic magic reservoir or to draw upon the power of the owner/wielder (if this is a different character from the enchanter) do not count towards the cap. 


AT LEVEL 1:

Imbue: At first level you may manipulate the energy within small, non-magical items to contain certain properties of your choice indefinitely until dispelled or cancelled by the caster.

For example: A small rock illuminates, shedding a moderate amount of light. A small text appears on a wall or tablet. The object emits an odor or non-verbal noise of some type. 

Magical sense: Beginning at the first level, you can sense magic within items and from different. This relies on passive insight or the active investigation skill. As your character becomes more attuned with the magic within the material world, they are able to better sense and understand the magic within items they encounter. 

AT LEVEL 2:

Enchant/Bolster/Dispell: Starting at level 2, your knowledge of instilled magic may let you strengthen or dispell enchantments. 

  • Enchantments cannot exceed active enchantment cap. Effects are at player's disgression and require 6 hours of uninterrupted focus OR 1 hour and an appropriate material component (which can allow for stronger enchantment) OR a dispelled enchantment that was recorded in enchanter's index & 5 minutes. The strength of the enchantment cannot exceed the strength and potential of the item (arbitrary and to be agreed upon by player and DM).

  • Bolster- Using your knowledge of instilled magic, strengthen the enchantment of a magic weapon that you did not create. This effect is temporary, and consumes an active enchantment slot. 

  • Dispel- (at DM's disgression, potentially roll for spell saving DC) Dispelled enchantments can be recorded and stored with the proper equipment

AT LEVEL 3:

Tool expertise: At level 3, you gain double proficiency bonus while using tools

AT LEVEL 5:

Manipulate material: Your knowledge of the ebbs and flows of energy within matter allows you to shape and mold non magic items consisting of a single material into a new form. This requires complete focus and time amounting to 1 minute per kg of material.

This succeeds only if the roll is greater than (Mohs hardness x2)+5 -level

Ward: Starting at level 5, your characters knowledge of runic arcane script (if known) allows the formation of simple wards which can be placed around a location, doorway, etc. This requires a material component, either in carving of the script, painting/ink writing of the script, or the formation in some other material, such as salt piles or the like.

AT LEVEL 9: 

Animate: your experience in the mystic arts allows the creation of an animate enchantment. 

  • At level 9, this is a simple animate object that communicate in affirmation/negation and carry out commands.

  • At level 13,  can act on it's own volition

  • At level 17, this can imbue true sentience

AT LEVEL 11: 

Battlefield Hex: Your character's ability to manipulate material magic allows the ability to cast small hexes on opponent's used items in hectic situations. Usable once per combat at 11, twice at lvl 15

AT LEVEL 14:

Font of Life: Your experiments with artificery and the connection to the energy of life allow you to designate a font which allows storage of 2HP every week , up to a maximum cap of half your level + constitution and Intelligence modifiers. Health can be siphoned from this font out of combat, and the font will additionally serve to protect it's enchanter from fatal injury (to 0HP) once per combat by returning them to 1HP. This effect can only take place if the font is on the character. 

AT LEVEL 17:
Invokers Heart: Being surrounded by your redirected eddies of mystical energy, you feel invigorated. Gain +1 to saving throws for every 2 magic items you have equipped.

ABILITY SCORE IMPROVEMENT: (2 points in 1 or 1 point in 2) @ 4,8,10,12,16,19

Leave a Comment

Your email address will not be published. Required fields are marked *

/* add by OCEANUS */