Arcane Enhancements
Arcane enhancements are magical effects that an inventor can bind to a nonmagical object, turning it into a magic item in the process.
The description of each of the following enhancements details the type of object that can receive it, along with whether the resulting magic item requires attunement.
Some enhancements also specify a required inventor level. You cannot use these enhancements until you have reached or exceeded the indicated level.
While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.
The bonus increases to +2 when the you reach 10th level in the inventor class.
Item: A pair of boots (requires attunement)
While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see.
This armor has a number of charges equal to your Intelligence modifier. The wearer can expend the armor's charges in the following ways:
The description of each of the following enhancements details the type of object that can receive it, along with whether the resulting magic item requires attunement.
Some enhancements also specify a required inventor level. You cannot use these enhancements until you have reached or exceeded the indicated level.
Amplified Arcane Focus
Item: A rod, staff, or wand (requires attunement)While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.
The bonus increases to +2 when the you reach 10th level in the inventor class.
Boots of Translocation
Prerequisites: 6th level InventorItem: A pair of boots (requires attunement)
While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see.
Empowered Armor
Item: A suit of armor (requires attunement)This armor has a number of charges equal to your Intelligence modifier. The wearer can expend the armor's charges in the following ways:
- When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to your Intelligence modifier.
- If the wearer would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.
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