Augumented, Variant (5e Subclass)
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Magical Augmented[edit]
Artificer Subclass
These artificers through years of study have learn how to manipulate the surrounding magic through devices, weapons or their own life force to help augument themselves and their Arcane weapon.
- Arcana Augmented Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Augmented Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Arcana Augumented Spells[edit]
Spell Level | Spells |
---|---|
1st | zephyr strike, longstrider |
2nd | nystul's magic aura, misty step |
3rd | haste, pulse wave |
4th | fabricate, death ward |
5th | skill empowerment, steel wind strike |
- Arcane Adjusted
When you reach the 3rd level, you have enhanced something with magical Knowledge, which grant you the following benefits:
- You gain proficiency in smith's tools. If you are already proficient, you instead gain proficiency in another artisan tool or skill from the artificer class list.
- As part of a short or long rest, you can make a weapon to be arcane weapon. creature can use your Intelligence modifier for attacks and damage rolls made with the arcane weapon. You can only have one arcane weapon at a time.
- Enhanced Body
Also at 3rd level you can add your intelligence modifier to your initiative rolls. over the course of a short or a long rest, you can touch a creature to Enhanced Body's that creature. While that creature not wearing armor, its AC equals 10 + thier Dexterity modifier + your Intelligence modifier.
In addition, over the course of a short or a long rest, you can choose to enhance one aspect of your body, gaining benefits depending on your choice. You can also spend a spell slot of 1st-level or higher to change the chosen enhancement as a bonus action on your turn.
Enhanced Strength. You add your Intelligence modifier, instead of your Strength, to your Strength checks and saving throws. In addition, when you hit a creature with a melee weapon attack, you can use your bonus action to force push that creature. the target must succeed on a Strength saving throw or take 1d8 force damage, moved 5 feet away from you and prone. Enhanced Agility. You add your Intelligence modifier, instead of your Dexterity, to your Dexterity checks and saving throws. In addition, you can take the Dash or Disengage action as a bonus action on your turn. Enhanced Constitution. You add your Intelligence modifier, instead of your Constitution, to your Constitution checks and saving throws. In addition, you can use your bonus action to give yourself resistance to one damage type of your choice until the start of your next turn. benefit of Enhanced Strength, Enhanced Agility and Enhanced Constitution is gone in 1 minute per level of spell slot.
- Extra Arcane Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
at 7th level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal extra force damage to the target. The extra damage is 3d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 6d6.
- Arcane Burst
At 9th level, the creature that has Enhanced Body Movement speed increases by 10 feet. add your intelligence modifier to damage rolls made with arcane weapon.
In addition, when you make attack action as action on your turn, you can cast one cantrip as a bonus action.
- Arcane Armament
At 15th level, you reach the full potential of magical engineer knowlegde. You gain the following benefits:
the arcane weapon now crits on 19 or 20 and when you crit with arcane weapon damage is increases by 1d8 force damage.
Once per turn, you can take one additional action. Once you use this additional action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
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