Master Enchanter (5e Subclass)
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Attunement to ordinary objects involves the careful, deliberate study of an object. While most Artificers prefer tinkering to concentrated study and can harness magical infusions only after prolonged concentration, Master Enchanters devote a majority of their study to the fundamental properties of objects: feeling each metal particle within a sword, feeling the intertwining of wood, steel, and twine within an arrow, to channel magical energies on a deeper and more complex level.
Master 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. Combining the mastery of lore that Archivists possess with the quick instincts and tactical knowledge of a Battle Smith, Master Enchanters are rare and respected among the Artificer community.
Starting when you choose this specialization at the 3rd level, you gain proficiency in two of the following skills: Arcana (recommended), History, Investigation, or Performance. If you already possess this proficiency, your proficiency bonus is doubled.
Starting when you choose this specialization at 3rd level, you gain Rapid Infusions when you reach certain levels in this class (determined by the table below), as well as additional infusions on top of the number of infusions learnt as part of your base Artificer class. Your Rapid Infusions replenish on a long rest.
When one charge of Rapid Infusion is expended, you can use a short rest or a 1 hour long concentration period to infuse an item (except for Spell Infusion, see below); and if you have at least one charge of Rapid Infusion remaining, you can also attune to the item after a short rest without consuming any charges of Rapid Infusion.
Rapid Infusion does not shorten the time required for other characters in your party to attune to any infused item created.
|Level||Rapid Infusions||Bonus Infusions|
Starting when you choose this specialization at the 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.
- 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.
Once your spell slot is expended to infuse an item, you cannot regain that spell slot until the infusion vanishes, even after a long rest.
Spell Infusion Charges
|—Charges per Spell Level—|
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 item and has proficiency in the item; otherwise it is expended every time the item is used.
- E.g. a shortsword may cast acid arrow when the player successfully makes a hit, but does not need to do so if the player is attuned to the shortsword and has proficiency in weapon categories.
- E.g. an improvised weapon will always cast acid arrow when thrown, even if the player wills it to, if the player does not have improvised weapon proficiency.
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 armour 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 Level||Infusion Cost (gp)||Infusion Time|
Starting at 6th level, you gain additional spell slots (as shown by the New Artificer Spell table).
|—Spell Slots per Spell Level—|
Starting at 6th level, you can use your Rapid Infusion on an environmental object (e.g. wall, floor) to imbue it with a magical property, creating a magical trap. Using one charge of Rapid Infusion requires a one-hour long concentration period to infuse the object, while using two charges requires only an action / 6 seconds.
While an environmental object is infused, a large rune of 5ft diameter is created on the object, giving off a bright teal light in a 10 ft radius and a dim light in a further 10 ft radius, and a loud humming sound in a 20ft radius.
Once successfully infused, the environmental object appears normal, and can only be affected by detect magic, dispel magic, or a creature triggering it. You can specify which creatures do not trigger the trap.
- Using detect magic causes the environmental object to give off a bright teal light in a 10 ft radius and a dim light in a further 10 ft radius, and a loud humming sound in a 20ft radius, for 1 minute.
Conditions for Infuse Environment
Not all spells can be infused into a target environmental object. The following objects cannot be infused:
- Objects with another magical effect in 10ft.
- Objects which cannot be affected by magic.
- Non-solid objects.
Infuse Environment Effects
The following are a list of infusion effects on the environment. The DC for all saving throws is set to (8 + proficiency bonus + your Intelligence modifier), +1/2/3 at Levels 10/15/20 respectively.
When a creature walks within 5ft of the environmental object,  is cast on the creature. The target must succeed on a wis saving throw or be incapacitated for (1 per total number of Rapid Infusion charges) turns. A target which has 20 (+ 4 x artificer level) or more remaining hit points automatically succeeds on the saving throw.
Detect Magic Rune
When any magical effect occurs in a 30ft cube of the environmental object, detect magic is cast on the object producing the magical effect. This effect lasts for up to 1 hour after the environmental object is infused.
When a creature walks within 5ft of the environmental object, all creatures in a 10ft cone of the object have ray of enfeeblement cast on them for (30s per total number of Rapid Infusion charges).
When a creature walks within 5ft of the environmental object, all creatures in a 20ft square of the object have entangle cast on them for (30s per total number of Rapid Infusion charges).
Feather Fall Rune
When a creature enters within a cone of 20ft height and 5ft diameter above the environmental object, at a velocity of more than 20 ft/turn, feather fall is cast on the creature.
When a creature walks within 5ft of the environmental object, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) saving throw, or have its weapon disarmed and attached to the environmental object for (1 minute per total number of Rapid Infusion charges). The creature may attempt a Strength (Athletics) check with a +2 to your base DC to remove the weapon from the environmental object as their action.
Additionally, after artificer level 14, creatures weighing less than 500 lbs must also make a Strength (Athletics) check or be magnetized to the wall for 1 minute. While magnetized, they are unable to move any of their limbs, and must attempt a Strength (Athletics) check with a +2 to your base DC to remove themselves from the object.
A creature removing themselves from the object prematurely ends the effect of the spell.
When a creature walks within 5ft of the environmental object, a noxious teal gas fills a 30ft cube around the object for up to (1 minute per total number of Rapid Infusion charges). All creatures within the area must make a con save every turn or take (1 per total number of Rapid Infusion charges)d10 poison damage per turn.
When a creature walks within 5ft of the environmental object, all creatures in a 10ft cone of the object must make a Strength saving throw. If it fails, it takes (1 per total number of Rapid Infusion charges)d8 bludgeoning damage and is pushed back 15ft. If it succeeds, it takes half damage and is pushed back only 5 ft.
Starting at 14th level, all equipment infused gain an additional +1 bonus to their attack rolls / armor class.
For weapons, they also gain a bonus to their damage rolls equal to your proficiency bonus.
Rapid Spell Infusion
Starting at 14th level, you can expend as many Rapid Infusion charges as the spell level of a spell to be infused, to use Spell Infusion on an item. In doing so, you spend a short rest or 1 hour of concentration infusing the item with the target spell, instead of a long rest or 8 hours of concentration.
- Cantrips expend 1 charge of Rapid Infusion.