Enchanter in Ferra | World Anvil
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Enchanter

Enchanter

The Enchanter is a master augmenter of magic items, specialising in the art of altering and changing items. Enchanters are adept at controlling magical items, and not just their own but their enemies' items too, giving them advantage in the battlefield. Their power comes from two sources; either through the power of Divine (Wisdom) or the magic and knowledge (Intelligence) they hold within themselves.
hit dice: d6
hit points at 1st level: d6 + Constitution modifier
hit points at higher levels: d6 + Constitution modifier
armor proficiencies: Light armor
weapon proficiencies: Simple weapons, hand crossbows, longswords, rapiers, shortswords
tools: Thieves' tools, tinker's tools, one type of artisan's tools of your choice
saving throws: Intelligence, Wisdom
skills: Choose two from Arcana, Investigation, Insight, Persuasion, Sleight of Hand, and Stealth
starting equipment:

  • (a) a dagger or (b) any simple weapon

  • (a) a component pouch or (b) an arcane focus

  • (a) a scholar's pack or (b) an explorer's pack

  • Leather armor, two daggers, and a set of fine clothes


spellcasting:
Starting at 1st level, you have learned to wield the power of enchantments and creativity to influence the items of others and your own. You use Intelligence or Wisdom as your spellcasting ability for your enchanter spells (Wizard/Artificer Spell list).  

Cantrips:

At 1st level, you know two cantrips of your choice from the Wizard/Artificer spell list. You learn an additional cantrip of your choice at 4th, 10th, and 16th level.  

Preparing And Casting Spells:

The Enchanter table shows how many spell slots you have. To cast one of your enchanter spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of Wizard/Artificer spells that are available for you to cast, choosing from the Wizard/Artificer spell list. When you do so, choose a number of Wizard/Artificer spells equal to your Intelligence or Wisdom modifier + your enchanter level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 3rd-level enchanter, you have four 1st-level and two 2nd-level spell slots. With a Wisdom or Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell shield, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of Wizard/Artificer spells requires time spent in research and rethinking: at least 1 minute per spell level for each spell on your list.  

Spellcasting Ability:

Intelligence or WIsdom is your spellcasting ability for your enchanter spells. Your magic comes from the force of your Will or Soul. You use your Intelligence or WIsdom modifier whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence or WIsdom modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.  
Spell save DC = 8 + your proficiency bonus + your Intelligence or WIsdom modifier
Spell attack modifier = your proficiency bonus + your Intelligence or WIsdom modifier
   

Spellcasting Focus:

You can use artisan's tools as a spellcasting focus for your enchanter spells.  

Ritual Casting:

You can cast an Wizard/Artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
class features:

Item Augmentation

Starting at 1st level, you know the construction of items and how they function. You gain the ability to augment a non-magical item.   When you take a short or long rest, you can choose a number of non-magical items equal to your Intelligence or Wisdom modifier (Minimum of 1) to augment. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence or Wisdom modifier (minimum of one object). If you try to exceed your maximum, the oldest augment immediately ends, and then the new augment applies. The item must be non-magical and cannot be removed from the creature or structure once it has been augmented otherwise it loses its augmentation. Augmentation requires 1 hour of uninterrupted work.   To augment an item, you must have a set of artisan's tools in your hands. If you are augmenting another creature's equipment then they must be willing and present during the process.   Choose one of the following augmentations for each item;  
  • Crystallise: The item becomes unnaturally hard and diamond-like, if the item was armour then it grants +1 to AC, or if the item was a shield or another piece of equipment then it grants +1 to saving throws.
  • Magnetic: The item becomes magnetic, it becomes attracted to other items with the same augment, if the item is attached to another magnetic item then it undergoes the spell effect of an Immovable Object. If the Item was a weapon then it gains a +1 to attack rolls as it attempts to attach to the target.
  • Spell Conduit: The item becomes a conduit of magic, if a spell of 3rd level or lower is casted within 10ft (That doesn’t come from this item) of the item then roll a d6. On a 6, the spell is absorbed into the item and it loses this augmentation. If this augment is on an arcane focus, then you can choose to cast a spell without a spell slot once per short rest.
  • Utility Enhancement: The item gains a unique utility feature, tailored to its nature. For example, a backpack could gain an extra-dimensional pocket, a rope could become stronger and self-tying, or a set of lockpicks could grant expertise in Thieves' Tools checks.
 

Enchanting Replication

At 2nd level, you possess the ability to replicate a magical item that possesses at least one feature or trait (including bonuses such as +1, +2, or +3, which are considered traits). To perform this replication, you must spend one hour in direct contact with the chosen magical item. You can replicate a magical item a number of times equal to your proficiency modifier at a time; if you try to exceed your maximum, the oldest replicated item is immediately destroyed.   Upon completion of the replication process, you gain an identical copy of the magical item. If the item requires any saving throw DCs or relies on a spellcasting modifier, you use your own respective values instead of those associated with the original item. You must attune to the item in order to use it, and if another creature tries to attune to the replicated item the item is destroyed.   It is important to note that you cannot replicate magical items that are tied to a specific class, grant an Ability Score Increase (ASI), or have specific requirements which must be met in order to wield or attune to them. You cannot replicate Artifacts. Replicated Items do not count as magic items for the purpose of spells and features  

Augmenters Rite

At 3rd level, you choose the type of Augmenter you are, each of which is detailed at the end of the class's description. Your choice grants you features at 6th level and again at 10th and 14th level.   Example subclasses; Augmenter of Souls, Augmenter of Metamorphosis, Augmenter of Curses.  

Ability Score Improvement

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   If your DM allows the use of feats, you may instead take a feat.  

Tool Expert

Starting at 5th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. You can use your proficiency bonus when attempting to use an Artisan's Tools with which you are not proficient (You cannot double your proficiency with this feature). However, the tool must still be appropriate for the task at hand.  

Augmenters Rite Feature

At 6th level, you gain a feature granted by your Augmenters Rite choice.  

Ethereal Nexus (1)

Starting at 7th level, your connection to the mystical energies of the Ethereal plane allows you to attune to a greater number of magical items. You gain an additional attunement slot, you cannot use this additional attunement slot for any item except for your Enchanting Replication item.   This increases to two additional attunements at 13th level and three additional attunements at 17th level.  

Ability Score Improvement

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   If your DM allows the use of feats, you may instead take a feat.  

Augmenters Rite Feature

At 10th level, you gain a feature granted by your Augmenters Rite choice.  

Soul Resurgence

Starting at 11th level, your mastery over Enchanting Replication grants you the ability to cheat death itself. When you are reduced to 0 hit points, you can expend a replicated item (Doesn’t have to be attuned to you) from your Enchanting Replication feature to instantly regain 1 hit point instead.  

Ability Score Improvement

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   If your DM allows the use of feats, you may instead take a feat.  

Ethereal Nexus (2)

Starting at 13th level, your connection to the mystical energies of the Ethereal plane has become stronger and more. You gain two additional attunement slots, you cannot use these additional attunement slots for any item except for your Enchanting Replication item.   You gain three additional attunements at 17th level.  

Augmenters Rite Feature

At 14th level, you gain a feature granted by your Augmenters Rite choice.  

Augmentation of Vitality

At 15th level, you unlock the Augmentation of Vitality feature, which enhances your life force through the attunement of magical items. You gain a bonus to your Wisdom, Charisma, and Intelligence saving throws equal to the number of items you are currently attuned to.  

Ability Score Improvement

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   If your DM allows the use of feats, you may instead take a feat.  

Ethereal Nexus (3)

Starting at 17th level, your connection to the mystical energies of the Ethereal plane have reached its peak and allows you to bypass your physical body. You gain three additional attunement slots, you cannot use these additional attunement slots for any item except for your Enchanting Replication item.  

Ability Score Improvement

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   If your DM allows the use of feats, you may instead take a feat.  

Unleashed Arcanum

At 20th level, you reach the pinnacle of your augmentation; allowing the Ethereal planes energies within you, unlocking the Unleashed Arcanum feature. Once per long rest, as an action, you can activate Unleashed Arcanum. For the next minute, your spellcasting abilities are greatly enhanced, granting you the following benefits:  
  • Arcane Mastery: Your spells ignore resistance to their damage types, and your spell attacks score critical hits on a roll of 19 or 20.
  • Mystic Resilience: You gain advantage on all saving throws against spells and other magical effects. In addition, any damage you take from spells is halved.
  • Magical Item Surge: You gain a bonus to your spell attack rolls and DCs equal to the amount of replicated items you are attuned to.
subclass options:
Augmenter of Souls

Augmenter of Souls

In the world of Ferra, Augmenter of Souls stands as a revered figure within the crafting world, wielding an uncanny ability to manipulate and reshape magical artefacts and items.   Legend has it that the Augmenter of Souls were bestowed with their unique talents by the deity of craftsmanship and transformation. The process of changing a magical item begins with meticulous study and attunement. Enchanters can spend countless hours learning about the items, delving into its history, and deciphering its magical essence. Through their meditative connection, they gain insights into the item's latent possibilities and discover the precise methods to awaken its dormant powers.  

Items Insight

Starting at 3rd level, you gain the ability to replicate artefacts and other items that cannot be duplicated through your Enchanting Replication feature. For example, items that give ASIs and/or class restricted. When you use this feature, you can create a temporary copy of such an item. The replicated item remains in existence for a duration of hours equal to your Intelligence or Wisdom modifier (whichever is higher). Once the duration ends, the replicated item disappears.   It's important to note that any charges or effects that would normally reset or recharge the uses of the original item do not affect the replicated item. The replicated item retains its initial state and does not regain charges or reset its effects.   Furthermore, when using your Enchanting Replication feature on an item, you have the option to identify the item as part of the effect. Prior to replicating the item, you can choose to gain deeper insights into its nature. This extended identification process provides you with more detailed information about the item than a typical identification would yield. In addition to the usual identification details, you also acquire knowledge about the item's history, lore, and gain insights into the last individual who attuned to it, provided the item is attunable.  

Soul Infusion

At 3rd level, you gain the ability to apply an additional effect onto a magic item of your choice. As an action, you can perform an Arcane Infusion ritual on a magic item you are holding or wearing, infusing it with additional magical properties.   To perform the Arcane Infusion ritual, you must spend a certain amount of time and consume the necessary components based on the rarity of the magic item. The required time and components are as follows:  
  • Common: 1 hour of ritual preparation and 50gp.
  • Uncommon: 2 hours of ritual preparation and 100gp.
  • Rare: 4 hours of ritual preparation and 500gp.
  • Very Rare: 8 hours of ritual preparation and 1,000gp.
  During the ritual, you can choose an additional effect from a list provided by the DM or you can think of an effect that could be approved by the DM. The additional effect can enhance the item's existing abilities, grant new abilities, or modify its properties.   Once the Arcane Infusion ritual is complete, the magic item gains the chosen additional effect. However, be cautious, as this infusion is a delicate process and can only be performed once per long rest. The effect remains infused into that item permanently but you can only use this feature once per item.  

Awakening of the Slumbering Soul

Starting at 6th level, you possess the ability to awaken dormant or sentient items. By expending a spell slot equal to the items power, you can bring these items to life, causing them to ascend through various stages of power, as indicated below:  
  • Dormant (3rd level or higher)
  • Awakened (6th level or higher)
  • Exalted (8th level or higher)
  • Released (9th level or higher)
  When you encounter a dormant or sentient item, you may use this feature to infuse it with magical energy and awaken its latent potential. As a result of this awakening, the item undergoes a transformation, progressing to the next stage of power.   Additionally, in the case of sentient items, regardless of your alignment, class, or race, the awakened item will maintain a neutral opinion towards you. You can attune to the sentient item regardless of attunement restrictions as long as the sentient item sees you positively.  

Soul of Limbus Manifestation

At 10th level, you have honed your mastery of magic to such an extent that you can summon forth magic items from limbus itself. Through the feature "Arcane Manifestation," you gain the ability to temporarily summon magic items to aid you in your endeavours.   As an action, you can expend a spell slot to summon a magic item of your choice that is within the player handbook. The item must be of rarity that is relevant to the spell slot expended, and you must be proficient in any required skills or attributes to use the item effectively. The summoned item materialises in your hand or at your feet, ready for your use. The required spell slot levels for each rarity are as follows:  
  • Uncommon (3rd level or higher)
  • Rare (5th level or higher)
  • Very Rare (7th level or higher)
  The summoned magic item persists for a duration equal to an amount of hours equal to your Wisdom or Intelligence modifier (Uses the higher of the two) or until you dismiss it as a bonus action. During this time, you have complete control over the item, and you can wield its powers and benefits as if you possessed it naturally.   However, it is important to note that the summoned item is a temporary manifestation of magical energy. It possesses a max amount of charges but no consumeable properties. Additionally, any effects or bonuses tied to attunement or specific requirements of the original item are temporarily granted to you while the summoned item is in your possession.   Once you use this feature, you cannot use it again until you finish a short or long rest, regaining your ability to summon another magic item from the Limbus plane.  

Soul Empowerment

At 14th level, your mastery over the ethereal plane extends to your skills with tools. Whenever you make an ability check using a tool with which you are proficient, you can add a bonus to the roll equal to the number of magic items you are attuned to.   Furthermore, when all of your attunement slots are occupied by replicated magic items, you gain resistance to bludgeoning, piercing, slashing, and force damage. This bonus symbolises the ethereal energies that permeate your physical body, bolstering your resilience against various forms of harm.
Augmenter of Metamorphosis

Augmenter of Metamorphosis

In the world of Ferra, the Augmenters of Metamorphosis are a forbidden subclass of enchanters, gifted with the extraordinary ability to absorb and assimilate magical items into themselves. Legends speak of their origins being intertwined with the Twilight, where they copied its ability to absorb and become anything it eats.   The path to becoming an Augmenter of Metamorphosis is not an easy one. These individuals embark on a journey of meticulous study and attunement, delving deep into the history and magical essence of the items they seek to augment. Through countless hours of research, meditation, and contemplation, they forge a profound connection with these objects, unravelling their latent possibilities.   When an Augmenter of Metamorphosis encounters a magical item they feel a connection to, they undergo a process known as "assimilation." This involves absorbing the item into their being, merging its essence with their own magical energy. The enchanter carefully dissects the item's enchantments, understanding its structure and functions, before incorporating it into their repertoire of other items.   Once assimilated, the Augmenter of Metamorphosis can wield the absorbed item's magical properties as an extension of their own abilities. They become masters of transformation and alteration, capable of reshaping their own bodies. The Augmenter can channel the absorbed enchantments through their body, altering their form, enhancing their physical prowess, or imbuing their spells with newfound power.   The process of assimilation is not without risks. As an Augmenter of Metamorphosis absorbs more and more items, their own identity and sense of self can become intertwined with the collective unconsciousness of the objects they have assimilated. This merging of identities can lead to internal struggles, as they must balance their own desires and motivations with the echoes of the items they have absorbed.  

Assimilation

At 3rd level, you gain the extraordinary ability to assimilate magic items into your own body. The process of assimilation requires a short or long rest and the presence of a non-consumable magic item that you are capable of attuning to. During the one-hour assimilation process, you must engage in meditation and concentration, channelling your magical energy to merge with the item. Once the assimilation is complete, you gain access to the benefits and properties of the magic item as if you were wielding or wearing it but without it using your attunement slot. This integration is not permanent. Should you wish to sever the connection with an assimilated item, it requires a dedicated hour-long process, coupled with a successful skill check (Arcana or Survival; DC 10 + number of assimilated items), on a failure you must redo the one hour-long ritual.   The number of magic items you can assimilate at a time is equal to the amount of attunement slots you have (Including your Ethereal Nexus slots), and they count as Replicated Items from your Enchanting Replication feature for the purpose of abilities and features. However, your attunement slots are altered by the assimilation process. One of your attunement slots becomes dedicated solely to replicated magic items, with the number of corrupted slots corresponding to the amount of items assimilated into your being.   The more items you assimilate, the greater the influence they exert on your psyche. The collective unconsciousness of the assimilated objects can create internal struggles. At the discretion of the Dungeon Master, you may be required to make Wisdom saving throws (DC is 10 + amount of assimilated items) to resist their influence. Failure to resist results in conflicts between your own desires and the echoes of the absorbed items; until you use the Assimilation feature again the DM can take control of your body at any time and make you use your action to do something that the items would want. E.g. An item that has a vengeful background may make you attack someone who reminds the item of their previous    

Metamorphic Fusion

At 3rd level, as a complement to your Assimilation ability, you unlock the extraordinary power of Metamorphic Fusion. Through this ability, you tap into the raw magical energy coursing through your assimilated items, allowing you to undergo a transformation and harness their combined might. As a bonus action, you can activate Metamorphic Fusion. Once activated, for the next minute, you gain the following benefits:  
  • If the assimilated item has charges, you can choose to expend hit dice instead of a charge to activate its abilities. For example, when fused with a Wand of Fireball, your fingertips become surrounded by flames, and you can cast fireball by expending the item's charges or your hit dice, using your Enchanter Class DC for its saving throw.
  • You gain a bonus to your AC equal to the amount of assimilated magic items (Minimum of 1).
  • Whenever you successfully hit a creature with a spell or weapon attack, you have the option to expend one or more charges from a single assimilated magic item. The maximum number of charges you can expend equals half your Enchanter level, rounded up. By expending charges in this manner, you can unleash additional damage of a type associated with the assimilated item. If the item has no associated damage type, the additional damage defaults to Force damage. You roll a d8 for each charge expended, and the total damage is added to your total damage.
  You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.  

Harmonic Resonance

At 6th level, your mastery over the assimilated magic items reaches a new level, granting you the ability to harmoniously resonate with their essence. Whenever you assimilate or replicate multiple magic items of the type, their effects harmoniously resonate within you, granting you the combined benefits of each item. This allows you to stack the bonuses and properties provided by these items. For example, If you assimilate or replicate two Rings of Protection, instead of gaining the benefits of just one ring, you gain the combined bonus to your Armour Class and saving throw provided by both rings.   Whenever you assimilate multiple weapons of the same type, their effects harmoniously combine within you, transforming both weapons into a single, more powerful weapon. This allows you to stack the bonuses and properties provided by each weapon. For example, If you attune to two assimilated +1 swords, instead of wielding two separate swords, you combine their effects into a single +2 sword (Up to a max of +3). This combined weapon retains all the properties of both original weapons, effectively doubling their potency. Similarly, if the weapons have additional properties, such as elemental damage, special abilities, or curses, those effects are also combined in the new weapon. However, you can only combine an amount of weapons up to a number equal to your proficiency bonus, and the items count as double the amount of items for the assimilation influence DC. For example, combining 3 items would mean a +6 increase to the influence DC. When you un-assimilate one of the combined magic items, then the combination is reverted.  

Echoing Presence

At 10th level, your assimilation abilities manifest in a new form as Echoing Presence. This feature allows you to tap into the echoes of the assimilated items, creating a powerful aura that influences the battlefield and enhances your interactions with magic. You gain the following benefits;  
  • You emanate an aura of resonating magic with a radius of 10 feet. Any hostile creature that starts its turn within the aura's range must make a Wisdom saving throw against your Enchanter Class DC. On a failed save, the creature's next spell or magical effect targeting you or your allies has advantage on its saving throw or the creature has disadvantage on its attack roll.
  • Whenever you or another creature successfully resist a spell or magical effect while within the aura, you gain advantage on your next spell attack roll or weapon attack before the end of your next turn.
  • You can choose to use an action to spend 1 minute in deep concentration. This concentration grants you the ability to cast the detect magic spell without expending a spell slot.
  • Your connection with the assimilated items grants you advantage on ability checks made to identify or analyse magical items, as well as the ability to determine their properties and functions even without casting identify.
 

Gift of Transformation

At 14th level, your mastery over assimilated magic items transcends the material realm, allowing you to wield ethereal energies with unparalleled skill.As an action, you can tap into the ethereal energies stored within your assimilated magic items to unleash a powerful burst of magical energy. This burst emanates from you, affecting a 30-foot radius centered on yourself. Choose a number of creatures within the radius equal to the number of Assimilated Items you currently have. Each chosen creature receives a different copy of one of your assimilated items, selected by you (You cannot give multiple creatures the same item unless you have assimilated to multiple). This copy retains all the properties and effects of the original assimilated item and lasts for 1 minute. At the end of the duration, the copied item dissipates harmlessly into smoke.   Once you use Gift of Transformation, you can't use it again until you finish a long rest.
Augmenter of Curses

Augmenter of Curses

The Augmenter of Curses is a unique breed of enchanters who have delved fearlessly into the forbidden realm of cursed magic items. They possess an innate fascination with the darker aspects of enchantment, driven by a desire to harness and control the latent power within cursed artefacts.   Legends and cautionary tales tell of ancient civilizations that fell victim to the allure of cursed treasures, their insatiable greed leading to their own undoing. The Augmenters of Curses emerged from the remnants of these fallen societies, their origins shrouded in mystery. They sought to understand the secrets behind the malevolent enchantments that ensnared the minds of those who came into contact with cursed items.   Augmenters of Curses embrace a precarious path, teetering on the edge between power and peril. Their understanding of curses and their ability to manipulate them sets them apart from other enchanters. They view cursed magic items not as objects to be feared, but as reservoirs of untapped potential waiting to be harnessed.   Whispers of the Augmenters' exploits echo through the annals of magical history, as tales of their mastery over curses spread among scholars and adventurers. Some view them as dangerous wielders of forbidden arts, while others seek their aid in dispelling the dark enchantments that bind them or uncovering the true potential hidden within cursed artefacts.  

Cursed Attunement

At 3rd level, you gain the ability to attune to cursed magic items without suffering their negative effects. While attuned to a cursed item, you can access its beneficial properties without being bound by the curses associated with it. You also gain the following benefits;  
  • As an action, you can choose to move a curse on an item that you are attuned to, to another item that you are attuned to. If you unattune from the item where the cursed had been moved to then all curses will return to their original item. The item must fit the requirements similar to your Item replication feature.
  • During a short rest, you can attempt to remove a curse from a magic item. Make an ability check (Arcana or Insight). The DC is determined by the rarity and strength of the item or curse. On a successful check, the curse is removed from the item, rendering it no longer cursed. This process does not destroy the item or affect its other properties unless the curse was closely related to the effect.
 

Curse Removal Table


RarityDC
Common5
Uncommon10
Rare15
Very Rare20
Legendary25
Artefact30
 

Curse Bound

At 3rd level, you gain the ability to project and bind a curse upon a targeted creature. Through your attunement to cursed items, you can temporarily bestow upon the creature one of the curses that you are currently attuned to.   As a bonus action and choose a creature within 30 feet of you as the target of a curse you are attuned to. The target must make a Wisdom saving throw against your Enchanter Class DC. On a failed save, they become bound by the curse. The chosen curse lasts for 1 minute or until the target successfully saves against it at the end of their turn, using the same Wisdom saving throw DC.   While cursed, the target suffers the negative effects and penalties associated with the chosen curse, as determined by the Dungeon Master. The specifics of the curse's effects should be discussed and determined in collaboration with your Dungeon Master, ensuring appropriate balance within the game. For example, a curse that reduces an ability score will reduce that creature's ability score when cursed.   You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses after finishing a long rest. If the creature makes the first save against this effect, it doesn’t expend a use of your Curse Bound.  

Curse Merger

At 6th level, you gain the ability to merge multiple curses into a single devastating affliction, amplifying the negative consequences suffered by your cursed targets.   As a bonus action, you can select a creature within 30 feet of you as the target of a curse you are currently attuned to using your Curse Bound feature. The target must make a Wisdom saving throw against your Enchanter Class DC. On a failed save, they become bound by a merged curse, suffering the combined negative effects of curses equal to the proficiency modifier you are attuned to. The merged curse lasts for 1 minute or until the target successfully saves against it at the end of their turn, using the same Wisdom saving throw DC.   The Curse Merger feature uses the same charges as your Curse Bound feature. However, if the target successfully saves against the merged curse on their first attempt, it does expend one of your Curse Bound uses.   In addition, you gain resistance to any effects the curses you are attuned to. For example, if an item gives psychic damage and the stunned condition as long as you are attuned to the item, you gain resistance to psychic damage and advantage against the stunned condition.  

Curseweaver Fusion

Starting at 10th level, your expertise in curses increases, enabling you to infuse their dark energies into non-cursed magic items. By performing a ritual during a short rest, you can transfer a chosen curse from a cursed item you are attuned to or have been attuned to in the past into a non-cursed magic item.   To perform Curseweaver Fusion, expend a spell slot during a short rest. Select a curse from a cursed item you are currently attuned to or a curse you have attuned to in the past. This chosen curse acts as the foundation for the infusion. Next, select a non-cursed magic item to be the recipient of the curse. Through a meticulous manipulation of arcane energies, you imbue the chosen item with the effects of the selected curse.   The newly cursed item retains its original beneficial properties and functions as if it were a cursed item, adhering to the same rules and limitations. You possess the ability to recall and remember curses you have been attuned to in the past, up to a number equal to your Intelligence or Wisdom modifier (whichever is higher). However, when you unattune to an item, you can choose to remember the curse. This decision replaces one remembered curse of your choice with the newly remembered curse if you are past the limit.  

Curse Conduit

Starting at 14th level, you reach the pinnacle of your mastery over curses, granting you unparalleled control and manipulation over the afflictions that bind magical items. With this ability, you can curse adversaries with the combined power of all your attuned cursed items, as well as steal curses from other individuals.   Once per long rest, as an action, you can unleash a collective of curses upon a creature within 60 feet of you. The target must make a Wisdom saving throw against your Enchanter Class DC. On a failed save, they become afflicted by a potent amalgamation of curses. The combined curse lasts for 1 minute or until the target successfully saves against it at the end of their turn, using the same Wisdom saving throw DC. When the creature fails the save, you can choose any number of curses you are currently attuned to or remember from your Curseweaver Fusion feature, up to a maximum of half your Enchanter level (rounded down). The target suffers the compounded negative effects and penalties associated with all the chosen curses.   In addition, you gain immunity to any effects the curses you are attuned to. For example, if an item gives psychic damage and the stunned condition as long as you are attuned to the item, you gain immunity to psychic damage and the stunned condition.
Augmenter of Cataclysm

Augmenter of Cataclysm

 

Overloaded Augmentation

At 3rd level, you gain the ability to push replicated magic items beyond their normal limits through your mastery of augmentation magic. As an action, you can choose one enchanted replication item that you are attuned to and overload it with magical energy. The effects of overloading vary depending on the type of replicated magic item.  
  • If the replicated magic item is consumable, such as a potion or scroll, overloading it enhances its effects. When you use an action to overload a consumable replicated magic item, take the maximum amount on the dice rolls instead of rolling.
  • If the replicated magic item has an activated ability with limited uses, such as a wand or staff, overloading it grants additional uses of its abilities. When you use an action to overload an activated replicated magic item, you must expend all remaining charges stored within it, as if you had used the item to activate all of its charges. If the activated ability involves rolling dice, such as damage or healing, you instead use the maximum possible value on the dice for each roll.
  • If the replicated magic item has a constant effect, such as a ring or amulet, overloading it temporarily enhances its powers. When you use an action to overload a constant effect replicated magic item, its effects are doubled for 1 minute. If the item provides a numerical bonus, such as a bonus to AC or saving throws, the bonus is doubled. If the item grants advantage on certain checks or saving throws, it grants bonus advantage, which means rolling an additional d20 and taking the higher option.
  After using this feature, the overloaded magic item is consumed by the excess magical energy and unattuned, turning it into dust. It cannot be repaired or restored by any means short of a wish spell.   Once you use this feature, you can't use it again until you finish a short or long rest. At 6th level, you can use this feature twice between rests, at 10th level, you can use it three times between rests, and at 14th level, you can use it four times between rests  

Shifting Augmentation

Also at 3rd level, your understanding of augmentation magic allows you to reshape magical items. As a 1 hour ritual, you can choose one magical object you can see within 30 feet of you and shift it into another magical item of your choice that you have seen. The magical item must be of the same rarity as the magical object or lower.  

Cataclysmic Empowerment

At 6th level, your mastery over augmentation magic allows you to harness the residual energy of overloaded magic items to empower yourself. Whenever you use your Overloaded Augmentation feature to overload a replicated magic item and it is destroyed, you can choose to absorb a portion of the released magical energy.   If you choose to absorb the energy, you gain temporary hit points equal to twice your Enchanter level plus your Intelligence or Wisdom modifier (minimum of 1). These temporary hit points last for 1 hour or until depleted.   Additionally, If a replicated magic item that you have overloaded using your Overloaded Augmentation feature would be destroyed by that feature or another effect, you can use your reaction to activate this ability. When you activate this ability, you choose to expend hit dice related to the rarity of the item. You take necrotic damage equal to the total of the hit dice rolled (This damage cannot be reduced or prevented in any way). The replicated magic item is then spared from destruction, remaining intact and functioning as normal. However, the magical energies unleashed by this sacrifice leave a lasting toll on your body, and you cannot use this feature again until you finish a short or long rest.  

Cataclysm Prevention Table


RarityAmount of Hit Dice
Common1
Uncommon2
Rare3
Very Rare4
Legendary5
 

Cataclysmic Mutation

At 10th level, when you use your Overloaded Augmenter feature, you can choose to empower it even further. The effects of Overloaded Augmentation are now doubled. For consumable items, the spell is cast at two levels higher than the original, and any dice rolled as part of the consumable effects are doubled. For activated items, the charges expended are doubled, up to a maximum of 9th level spells. For constant effect items, the duration of the doubled effects is extended to 1 hour instead of 1 minute.  

Cataclysmic Fusion

At 14th level, you attain mastery over the fusion of magic items, allowing you to combine the effects of multiple magic items into a single overwhelming force. As an action, you can choose one magic item (Regardless of Rarity) and one replicated magic item that you possess within 30 feet of you.   You then channel your Augmentation magic to fuse the energies of these items together, creating a potent surge of magical power. The effects of each magic item are combined into a single object. This fused effect can stack with any other magical effects or abilities if they are the same. The form of the item is determined by you when you create it, but it must take on the shape of one of the items.   Once you use this feature, you can't use it again until you finish a long rest.
LevelProficiencyBonus FeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Item Augmentation22--------
2nd+2Enchanting Replication23--------
3rd+2Augmenters Rite242-------
4th+2Ability Score Improvement343-------
5th+3Tool Expert3432------
6th+3Augmenters Rite Feature3433------
7th+3Ethereal Nexus (1)34331-----
8th+3Ability Score Improvement34332-----
9th+4343331----
10th+4Augmenters Rite Feature443332----
11th+4Soul Resurgence4433321---
12th+4Ability Score Improvement4433321---
13th+5Ethereal Nexus (2)44333211--
14th+5Augmenters Rite Feature44333211--
15th+5Augmentation of Vitality443332111-
16th+5Ability Score Improvement543332111-
17th+6Ethereal Nexus (3)5433321111
18th+65433331111
19th+6Ability Score Improvement5433332111
20th+6Unleashed Arcanum5433332211

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