Arcane Forger
Hit Points
Hit Dice: d8 per Arcane Forger level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Arcane Forger level past 1st
Proficiences
Armor: Light armor, Medium Armor
Weapons: Simple weapons
Tools: Two sets of Artisan Tools
Saving Throws: Charisma, Constitution
Skills: Choose two from Sleight of Hand, Arcana, Investigation, and Medicine
Overview & Creation
Arcane Forgers are individuals born with the unique ability to feel and manipulate the weave of magic. Through their innate ability these individuals can learn and master the art of funneling magic into objects and creatures with great ease. Despite not being skilled casters themselves they are a real threat to any who wield magic against them.
Class Features
Life Forger
At first level you have the capability to spend a long rest and warp living magic into an inanimate object making it an animated object. The size and stats of this creature are determined on the size of the object. The animated object is friendly to you and your companions, and it obeys your commands. See animated objects stat block for its stats. This includes objects from tiny to large. In combat, the Animated object shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, or Help action. If you have more than one animated object they can all be commanded using the same bonus action.
If the mending spell is cast on it, it regains 2d6 hit points. If it dies the magic leaves the object leaving behind only the destroyed remains.
You can have one animated object active at any given time. This number is increased at 6th (2), 9th (3), 13th (4), and 17th (5)
Forging Expertise
At level 1 you gain double proficiencies in any and all tool sets that you are already proficient with. This expertise will include any other tool set you gain proficiencies in.
Weave Warping
When you reach 2nd level, you better understand your innate abilities and how you can warp and change magic at a whim. You learn the following ways to warp natural magic, and at later levels you will learn on how to improve these features.
Shift Magic – As an action you can move a magical effect from one source to another mundane object for 1 minute. You must be touching both items.
Improved - As an action you can move a magical effect from one source to another permanently. You must be touching both items.
Diffuse Magic – As an action you can suppress a magical effect within 60ft of you for 1 minute.(to succeed you must make a spell attack no matter spell level with the DC equal to 10 plus the spells level)
Improved – As an action you can dispell magic within 60ft. of you.(to succeed you must make a spell attack no matter spell level with the DC equal to 10 plus the spells level)
Create Magic – As an action you can make an object magical for 1 minute for the purpose of non-magical resistance/immunity. Must be touching the item when cast.
Improved - As an action you can make an object magical for permenatly for the purpose of non-magical resistance/immunity. or make it a +2 item for 1 minute. Must be touching the item when cast.
Expand Magic – As a reaction you can double one effect of a spell that is cast within 60ft. of you this can include the radius, the duration, the damage, or the number of targets of a magical effect.
Improved – You can now choose two effects to double.
Confuse Magic – As a reaction you can roll on the wild magic table changing a spell that is cast within 60 ft. of you to cause the effect rolled. this effect will still target the original target of the spell.
Improved – When you cast confuse magic you can choose whether the effect targets the caster or the original target.
You can see the number of times you can use this ability in the chart above.
Forge Mastery
When you reach 3rd level you will be able to learn a unique arcane forging style. Choose your forgery style from Flesh crafter, Nightmare Weaver, Clockwork tinkerer, or Craft Master. All are detailed at the end of the class description. Each forging style provides a unique class feature at 3rd level, 7th level, 11th level, 15th level and 18th level.
Forging Style Feature
When you reach level 3rd level you will get a forging style feature.
Feeling the weave
When you reach level 3 you begin to feel the flow of magic through the weave and how others warp it. As a result of this you are able to better understand and more fluidly rotate spells around. Starting at 3rd level you can now cast Cantrips and various spells.
Cantrips
You know 2 cantrip of your choice. You can change a cantrip out by concentrating on the weave for 1 hour during a long rest. You may memorize additional cantrips at higher levels as shown in the Cantrips Known column of the Arcane Forger table. You can also spend 1 minute to change a cantrip out; you can only do this a number of times equal to your charisma modifier per long rest.
Preparing and Casting Spells
The Arcane forger table shows how many spell slots you have to cast your spells of 1st level or higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long or short rest.
You prepare the list of Arcane forger spells that are available for you to cast, choosing from all of the d&d spells. When you do so, choose a number of spells equal to your Charisma modifier + your Arcane forger level (minimum of one spell). The spells must be of a level for which you have spell slots, these levels include ones that must be filled with the bottled magic feature.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of Arcane forger spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Charisma is your spellcasting ability for your arcane forger spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You do not require material components or a spell casting focus unless the material component has a gold value or is expended during the casting of this spell.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 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.
Bottled Magic
When you reach 5th level you will be able to attempt to capture a spell cast on you, that affects you, or that affects the area you are in. To do so you must succeed on a Charisma save with a DC equal to 10 plus the level of the spell. You may use this feature a number of times equal to your Charisma modifier per day. If you capture a spell using this feature, the spell is negated and you gain a number of bottled points equal to the spells level (i.e. you capture a 3rd level spell you gain three points.). As you acquire these points you can use them to cast spell. The number of points you use determines the spells level. You can not spend more points than your max spell level as seen in the max level column. If you have the capability to create 7th, 8th, or 9th level spells you may only cast one of each level using these points. Any points not used before a long rest are lost.
Life Forger Improved
When you reach 6th level you can now create an additional animated object to a total of 2.
Forging Style Feature
When you reach level 7th level you will get a forging style feature.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 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.
Life Forger Improved
When you reach 9th level you can now create an additional animated object to a total of 3.
Weave Warps improved
You can now use the improved versions of your weave warping abilities.
Tapped Ley Lines
If you have no bottled Magic points at the start of combat you can now tap into the ley lines and draw on their power. You can do this a number of times equal to your spell casting modifier (minimum of 1). The number of points you gain is seen in the ley line tap column above.
Forging Style Feature
When you reach level 11th level you will get a forging style feature.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 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.
Life Forger Improved
When you reach 13th level you can now create an additional animated object to a total of 4.
Forging Style Feature
When you reach level 15th level you will get a forging style feature.
Bottled Magic Improved
Now when you capture a spell using your bottled magic feature you gain additional points equal to your charisma modifier(minimum of 1).
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 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.
Life Forger Improved
When you reach 17th level you can now create an additional animated object to a total of 5.
Forging Style Feature
When you reach level 18th level you will get a forging style feature.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 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.
Weave Master
When you reach level 20 you have mastered the ability to weave and warp magic. As you have now mastered the flow of magic you no longer are limited on how many times you can warp it.
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a simple weapon and a dagger
- (a) leather armor or (b)chain shirt
- (a) a dungeoneer’s pack or (b) a Explorer’s pack
- Two Artisan tools
Subclass Options
Flesh Crafter
Undead Army
At 3rd Level you have finally learned how to forge magic into a sick imitation of life through undead rituals. The Undead you can choose from are listed below.
Available Undead:
8 of these creations take the place of 1 Animated Object.
Crawling Claw - MM
Stomping Foot - Oow
Zombie Cat - PSI
Zombie Rat - PSI
Zombie Snake - PSI
4 of these creations take the place of 1 Animated Object.
Anointed - PSA
Ash Zombie - LMoP
Blind Artist - ToA
Gnoll Witherling - VGM
Jelayne - OoW
Skeletal Giant Owl - IMR
Skeletal Rats - BGDIA
Skeleton - MM
Skeleton Key - ToA
Yellow Musk Zombie - ToA
Zombie - MM
Zombie Horse - PSD
Shadow - MM
Skeletal Alchemist - GoS
Topi - TTP
Undead Cockatrice - OoW
Warhorse Skeleton - MM
These creations take the place of 1 Animated Object.
Aquatic Ghoul - PotA
Blazing Skeleton - Stream
Dread Warrior - TftYP
Ghoul - MM
Husk Zombie - EGW
Indentured Spirit - GGR
Lacedon - TftYP
Snow Maiden - CoS
Specter - MM
Strahd Zombie - CoS
These creations take the place of 2 Animated Objects.
Drowned Blade - GoS
Ghast - MM
Minotaur Skeleton - MM
Ogre Skeleton - TftYP
Ogre Zombie - MM
Poltergeist - MM
Skeletal Polar Bear - IMR
Skeletal Swarm - GoS
Swarm of Undead Snakes - EGW
Undying Soldier - ERLW
Helping Hand
At 3rd Level you find it is easier to work with the dead and can momentarily make more of them from recently deceased creatures (aberration, beast, dragon, fey, giant, humanoid, monstrosity, and plants) To do so the creature must have died within the last hour, its cr can not be greater than ½ your arcane forger level, and it can not have been completely destroyed. If it is created it takes 1 minute per creature and it is turned into either a skeleton or zombie animating it under your control for 1 hour. After which it turns to dust and is destroyed. Any creatures created using this feature, are not counted against animated objects.
Skeleton format - its max health is now ½ it original max, and its strength is reduced to 10 if not already lower. In addition it is now vulnerable to bludgeoning damage and resistant to piercing damage. Its Int and Cha are both reduced to 5 and it cannot speak. All other stats remain the same.
Zombie format - its max health is now ¾ its original max, and its dexterity is reduced to 8 if not already lower. In addition it is now vulnerable to fire damage and resistant to cold damage. Its Int, and Cha are both reduced to 5 and it cannot speak. And its speed is reduced to half, but it gains the undead fortitude feature. All other stats remain the same.
You can use this feature a number of times equal to your charisma modifier times 2 (minimum of 2).
Undead Nature
At 7th level you learn how magic flows through your undead creations. As a result you are now immune to disease. You are also resistant to necrotic damage.
Undead Hoard
At 7th Level you now have a better understanding of the undead and can create and control more than before. You can now create up to 3 times the number of undead as you can animate objects. The Undead you can choose from are from the original list.
Undead Forces
At 11th level you learn how to mimic your undead creations. As a result undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.
Undead Surge
At 15th Level your understanding of the undead has improved greatly and you are now capable of creating more, stronger, and better undead. You can now create up to 5 times the number of undead as you can animate objects and you can choose from an extended list of undead creations as seen below.
Available Undead:
Master the Undead
At 18th Level you have now mastered the art of creating undead and have learned a ritual of your choice to create one of the following Undead generals. You may choose one of the following Monsters as your general. If your general dies you can perform the ritual again to reanimate him in 1d4 days. You do not gain access to these creatures Legendary Resistances or Legendary actions if they have any.
Available Generals. CR (15)
Mummy Lord - MM
Skull Lord - MTF
Vampire Spellcaster - MM
Vampire Warrior - MM
Clockwork Tinkerer
Mechanical soldiers
At 3rd Level you have finally learned how to forge magic into your clock work creations.. You can now create up to 2 times the number of constructs as you can animate objects. The constructs you can choose from are listed below. Some constructs require more knowledge and skill to control and thus count as more than 1 animated object.
Available Creations.
These creations take the place of 1 Animated Object.
Animated Armor - MM
Bronze Scout - MTF
Clockwork Dragon - AI
Iron Defender - ERLW
Replica Quadrone - OoW
Scarecrow - MM
Stone Cursed - MTF
Terracotta Warrior - ToA
CR 2 - Takes The place of 2 Animated Objects
Animated Ballista - WDMM
Animated Table - TftYP
Creepy Doll - PSI
Keg Robot - AI
Replica Pentedrone - OoW
CR 3 - Takes The place of 3 Animated Objects
Animated Stove - WDMM
CR 4 - Takes The place of 4 Animated Objects
Helmed Horror - MM
Iron Cobra - MTF
Snake Horror - RoT
Stone Defender - MTF
Stone Warrior - PotA
CR 5 - Takes The place of 5 Animated Objects
Clay Gladiator - ToA
Flesh Golem - MM
Living Iron Statue - GoS
Oaken Bolter - MTF
Tomb Guardian - ToA
Little Tinkers
At 3rd Level you have learned how to create helpful mending spiders. At third level you are capable of creating 2. These constructs do not count against your animated object count.
If this creature is destroyed you must spend 1 long rest to fix or create a new one.
Fabricating webs
Once you reach 7th level you have better control of your mending spiders and can use them in new and improved ways. These can be used on yourself or an ally.
Spider threads - you can now have a climbing speed equal to your movement speed, you can have the benefit of slow fall if adjacent to a solid surface, and you can jump across large gaps no greater than 100 ft. using the mending spiders grappling features.
Puppetry - you can use the string from the mending spiders to toss and move small objects around.
Arachnid strength - you can now use your spiders as a combo pulley system moving objects up to ten times your normal lifting weight.
Mechanical Armor
At 7th level your understanding of clockwork and its surrounding magics has improved greatly. As a result you can now infuse your allies or your armor with clock work like magic. As an action you can apply one effect to one piece of armor. Each effect lasts for 12 hours. You can use this ability a number of times equal to your spell casting modifier (minimum of 1) per long rest.
Clockwork legs - understanding the clockwork locomotion that causes your creations to move you can now improve others movement. By infusing this magic into an object the wearer can now increase their movement speed by 10ft and double their high and long jump.
Armored plating - knowing how to armor and make your creations has given you a better understanding of defense. Through this understanding you can now fuse magical energy into armor giving the wearer a +2 to the AC.
Juggernaut arms - Through your knowledge of how to make your creations combat capable you have learned the secrets to the perfectly placed attack. As a result You can infuse magic into a weapon that allows the weirder to add their proficiency bonus to their damage roll.
Circuit eyes - With your complex understanding of how to create magical sight to your creations, you can now bestow these gifts onto an object for a wearer to possess. While wearing an object with this enchantment the wearer can choose to either have Darkvision at their normal range, or blind sense at 10 ft.
Overcharged
At 11th level you learn how to funnel large amounts of magic into your creations. To achieve this you must expend a spell slot as an action to charge up the creation with magic, for every spell slot the creature does an extra 1d10 lightning damage, has advantage on its attacks, and its movement speed is increased by 5ft.. This effect will last for one minute, until concentration is lost or until dispelled. Dispelling this effect does not require an action. However, the strain on the machine does take its toll dealing 1d6 non reducible damage per spell level to your creation which continues until destroyed or the effect is dispelled.
Mechanical Improvements
At 15th Level your understanding of the clock work designs has improved greatly and you are now capable of creating stronger and better Constructs. You can now choose from an extended list of Clockwork creation creations as seen below.
Available Creations.
CR 6 - Takes The place of 6 Animated Objects
Mechachimera - Oow
Minotaur Living Crystal Statue - GoS
Spiked Tomb Guardian - ToA
Strahd’s Animated Armor - CoS
CR 7 - Takes The place of 7 Animated Objects
Shield Guardian - MM
CR 8 - Takes The place of 8 Animated Objects
Scaladar - WDMM
Vampiric Jade Statue - GoS
Warforge Titan - ERLW
CR 9 - Takes The place of 9 Animated Objects
Clay Golem - MM
CR10 - Takes The place of 10 Animated Objects
Amber Golem - CoS
Clockwork Kraken - LLK
Crystal Golem - WDMM
Gearkeeper Construct - EGW
Huge Stone Golem - SKT
Statue of Vergadain - WDMM
Stone Dragon Statue - TftYP
Stone Golem - MM
Stonecloak - WDMM
Mechanical behemoth
At 18th level you have finally mastered the art of clockwork construction and gain access to a masterful creation. You can choose one of the following creations to make into a lifelong ally. This creation does not count against your construct counts. If destroyed you must spend 1d4 days repairing him. You do not gain access to these creatures Legendary Resistances or Legendary actions if they have any.
Available Creations. (CR 14)
Cadaver Collector - MTF
Retriever - MTF
Shockerstomper - WDMM
Nightmare weaver
Hell’s Legion
At 3rd Level you have finally learned how to bind fiendish creatures to objects and corpses through corrupt rituals. You can now create fiends instead of animate objects. The fiends you can choose from are listed below.
Available Summons:
CR 1
Imp - MM
Jot - TftYP
Majesto - CoS
Maw Demon - VGM
Quasit - MM
Vargouille - VGM
CR 2
Rutterkin - MTF
Spined Devil - MM
Hellish Minions
At 3rd Level you have learned the art of the Fiendish contract. As a result of this contract you gain permanent access to the find familiar spell. When Casting this spell you can only summon a quaist or imp. In addition there is no minimum range for telepathic communication for you familiar summoned in this way.
Devilish Nature
At 7th level you gain the benefits of your fiendish compatriots. You now know thanks to them how to weave your magic to protect yourself from both fire and necrotic energy. You can also expend a weave warp point as an action to gain immunity to one of these two damage types for 1 minute.
Minion Swarm
At 11th level you learn how to subjugate lesser fiends to your will much easier. As a result of this you can now summon 6 familiars when using your hellish minions features.
Marched from Hell
At 15th Level your understanding of fiends and their nature has improved greatly and you are now capable of summoning and controlling stronger and better fiends. You can now choose from an extended list of fiends as seen below.
Available Creations.
CR 3
Bearded Devil - MM
Beucephalus - CoS
Bulezau - MTF
Hell Hound - MM
Merrenoloth - MTF
Nahual - TftYP
Nergaliid - EGW
Nightmare - MM
Tooth-N-Claw - SLW
CR 4
Babau - VGM
Barghest - VGM
Dybbuk - MTF
Gnoll Fang of Yeenoghu - MM
Incubus - MM
Merregon - MTF
Shadow Demon -MM
Succubus - MM
CR 5
Barbed Devil - MM
Barlgura - MM
Cambion - MM
Hellwasp - BGDIA
Mad Maggie - BGDIA
Mezzoloth - MM
Morgantha - CoS
Night Hag - MM
Tanarukk - VGM
Zakya Rakshasa - ERLW
The Ultimate Contract
At 18th Level you have now mastered the art of the demonic contract. You may choose one of the following Monsters as your soul protector. If your protector dies you can perform a summoning ritual again to bring him back in 1d4 days. You do not gain access to these creatures Legendary Resistances or Legendary actions if they have any.
Available Creations. CR 15
Green Abishai - MTF
Mordakheshh - ERLW
Nabassu - MTF
Craft Master
Spark of Magic
At 3rd level you devote yourself to improving your own combat skills through magic. As a result of this you learn how to expend a spell slot as a bonus action to deal extra damage. For a 1st level spell add 2d8 damage and for every spell slot level above level 1 deal 1d8 extra force damage. You don't have to decide if you use this ability until after you hit. You can only use this ability once per round.
Additional Proficiency
At 3rd level you become proficient in all weapons and armors.
The Art of Enchantment
At 3rd level you devote yourself to improving your own non-magical equipment through magic. As a result of this you learn how to cast beneficial effects on both your mundane armor and weapons. The list of enchantments you have access to are seen below more options will be available at level 11. You can only have one enchantment per item, and the number of active magical items that you have created can be up to your charisma modifier (minimum of one). If you exceed this number, you must choose one item that loses its properties. Other Minor effects can be discussed with the DM.
Possible Enchantments:
Weapon Enchantments
Flames - You can spend a bonus action to wreath this weapon in flames causing it to admit bright light in a 15 ft. radius and dim light for an additional 15 ft. Additionally, when active it will deal 1d4 extra fire damage. The effect stops if you fall unconscious or you use a free action to stop it.
Ice - You can spend a bonus action to wreath this weapon in Ice causing all water in a 10 ft. radius to instantly freeze. Additionally, when active it will deal 1d4 extra cold damage. The effect stops if you fall unconscious or you use a free action to stop it.
Cantrip infused - You can infuse a cantrip of your choice into this weapon allowing you to cast it as an action.
Sharpened - You can make this weapon a +1 to hit and Damage
Calming - While holding this item, a creature gains a +1 bonus to spell attack rolls.
Spell infusion - You can imbue this weapon with 1 first level spell that you can cast 3 times a day. It recharges after a long rest.
Repeating Shot - You can ignore the load property on a weapon.
Returning Weapon - Immediately after throwing this weapon it returns to your possession.
Armor Enchantments
Earth - You can spend an action to cause the ground at a 15ft radius around you to become difficult terrain. You are unaffected by this difficult terrain. The effect stops if you fall unconscious or you use a free action to stop it.
Water - You gain a swimming speed equal to your movement speed, and if you fall unconscious while under water you will float to the surface.
Lightning - As a bonus action You can wrap yourself in lightning increasing your movement speed by 5. If anyone comes within 5 ft of you they take 1d4 lightning damage. The effect stops if you fall unconscious or you use a free action to stop it.
Defensive - A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.
Doffing - This equipment can be taken on or off with just an action.
Ricochet - If a melee attack is made against the creature wearing this armor or wielding this shield and it misses by 5 or more the attacks damage will be returned to the attacker. If the attack was a ranged attack it will hit the nearest enemy.
Blinding Light - When an attack is made against the creature wearing this armor or wielding this shield they can use their reaction to cause the equipment to flash brightly forcing the attacker to roll at disadvantage.
Knowledge - While wearing this item the individual gets proficiency in one skill that they didn’t have it in before, this skill must be chosen whenever this enchantment is made.
Extra Attack
At 7th level you know have improved your own combat capabilities allowing you to make an extra attack whenever you take the attack action.
Share the Wealth
At 11th level you now have expert knowledge of how to enchant magical weapons and armor. As a result of your skills you can forgo creating an animated object and instead make another magical item. This makes the number of magical items you can create equal to your charisma modifier + the number of animated objects you can create. Furthermore you can now imbue 2 minor effects into each item you create.
Enhancement of the Enchantment
At 11th level you have grown a stronger understanding of enchantments and how to funnel magic into your weapons and armor. Your Enchantment list is extended with the following options. In addition you can now cast one minor and one major enchantment to each weapon or armor piece. Other Major effects can be discussed with the DM.
Possible Enchantments:
Weapon Enchantments
Holy Calling (Requires Attunement) - Add an additional 2d6 radiant damage to attack rolls. Double radiant damage dealt to fiends or undead.
Overpower (Requires Attunement) - When you hit an enemy with this weapon they must make a Con save equal to the item creator’s spell Save DC at the time of the creation or be stunned until the end of their next turn. This effect can be used a number of times equal to 2 times the spellcasting modifier of the creator (minimum of 3) .
Refined Blade (Requires Attunement) - You can add a +3 to hit and damage.
Screaming Cuts (Requires Attunement) - Add an additional 2d6 Psychic damage to attack rolls. Causes disadvantage on concentration checks.
Weak spot (Requires Attunement) - As a bonus action you can give yourself advantage.
Armor Enchantments
Fortified (Requires Attunement) - You can add a +3 to your AC.
Shadowy Presence (Requires Attunement) - You can use your bonus action to teleport up to 20 ft. in movement.
Regeneration (Requires Attunement) - Each round so long as you aren’t unconscious you can regain 1d6 hp.
Resistance (Requires Attunement) - When placing this enchantment you choose one damage type to be resistant against.
Capable (Requires Attunement) - While attuned to this item gain +2 to a stat set at the creation of this item to a maximum of 22.
Wield-able Soul
At 18th Level you have now mastered the art of fusing magic and objects together. Using a small piece of your soul you may now create either a magical sentient weapon or magical piece of sentient armor. Following one of the two outlines below. While attuned to this item your number of attacks increases to 3 and your AC is increased by two. If ever lost or destroyed you may cast a conjuration ritual to bring the item back to you. 1d4 days after the spells completion the object will appear in your possession once more. Other Legendary effects can be discussed with the DM.
Outlines:
Weapon Outline
3 Minor effects
2 Major effects
1 Legendary effect (see below.)
Legendary Effect:
Incaporial blade (Requires Attunement) - This weapon ignores any and all armor bonuses.
Smiter (Requires Attunement) - This weapon deals 3d6 additional damage of the creators choice, and deals double damage to one creature type of their choice.
Knowledgeable Item (Requires Attunement) - You can imbue this weapon with 1 9th level spell that is recharged every 1d4 days and one 8th, 7th, 6th level spell that can be used once per day.
Armor Outline
3 Minor effects
2 Major effects
1 Legendary effect (see below.)
Legendary Effect:
Invulnerability (Requires Attunement) - While attuned to this item you can cast invulnerability on yourself every 1d4 days. In addition you gain resistance to all damage types.
Legend (Requires Attunement) - You gain +4 to a stat of the creators choice to a maximum of 24 as well as proficiency in saving throws for that stat, if you already have proficiency you gain double proficiency.
Knowledgeable Item (Requires Attunement) - You can imbue this armor with 1 9th level spell that is recharged every 1d4 days and one 8th, 7th, 6th level spell that can be used once per day.
Level | Proficiency | Weave Warps | Cantrips | Spell Slots | Spell Levels | Ley Line Taps | Max Level |
---|
1st | +2 | - | - | - | - | - | - |
2nd | +2 | 3 | - | - | - | - | - |
3rd | +2 | 6 | 2 | 2 | 2nd | - | - |
4th | +2 | 7 | 2 | 2 | 2nd | - | - |
5th | +3 | 9 | 2 | 2 | 3rd | - | - |
6th | +3 | 10 | 3 | 2 | 3rd | - | - |
7th | +3 | 11 | 3 | 2 | 4th | - | - |
8th | +3 | 12 | 3 | 2 | 4th | - | - |
9th | +4 | 14 | 3 | 2 | 5th | - | - |
10th | +4 | 15 | 4 | 2 | 5th | 2 | 5th |
11th | +4 | 16 | 4 | 3 | 5th | 2 | 6th |
12th | +4 | 16 | 4 | 3 | 5th | 2 | 6th |
13th | +5 | 17 | 4 | 3 | 5th | 3 | 7th |
14th | +5 | 17 | 4 | 3 | 5th | 3 | 7th |
15th | +5 | 18 | 4 | 3 | 5th | 3 | 8th |
16th | +5 | 18 | 4 | 3 | 5th | 4 | 8th |
17th | +6 | 19 | 4 | 4 | 5th | 4 | 9th |
18th | +6 | 20 | 4 | 4 | 5th | 4 | 9th |
19th | +6 | 21 | 4 | 4 | 5th | 5 | 9th |
20th | +6 | Infinite | 4 | 4 | 5th | 5 | 9th |