Battle Enchanter (5e Subclass)
From D&D Wiki
Battle Enchanter[edit]
Fighter Archetype
The battle enchanters are followers of an ancient tradition of weapon-smithing. A battle enchanter fighter is the keeper of secret techniques of magical forging, and are capable of weaving magic into weapons and armor, creating mystical armaments of great power, being invaluable as a source of protection for their allies, or to doom for their enemies, as they wield and share the magical power of these martial masterpierces to their allies. This tradition was originally created by dwarfs, and battle enchanters typically have mastered this technique under the watchful eye of the clan masters. There are, however, multiple enchantment traditions, as the style developed and was spread trough the world, and each race has his own spin on the mystical enchantment techniques.
- Mystical Smith
At 3rd level, your proficiency bonus is doubled for any ability check you make with the smith's tools. In addition, you can create magical weapons, armor and shields as if you had the spells required to create that object, and was a wizard with a level equal to your Battle Enchanter level.
You only spend half the resources and time when creating a magical weapon, armor or shield.
- Enchanted Weapon
Starting at 3rd level, you can use your limited control of magic to enchant a weapon you hold. When you finish a long rest, you can touch a non-magical weapon of your choice. That weapon becomes magical, and gain a bonus of +1 on your attacks and damage rolls, until you complete your next long rest. This bonus increases to +2 at 10th level and +3 at 15th level.
When you use this enchanted weapon, you can add your Intelligence modifier, rather than your Strength or Dexterity, to your Attacks and damage rolls with that weapon.
- Battle Enchantments
At 7th level, your ability to enchant weapons increases even further. You can cast the following spells, without spending spell slots: elemental weapon, flame arrows, magical weapon.
This spell is cast at its minimum level. You can increase the level of the spell in 1 or more, by spending additional uses of this feature at once. You can use this feature to cast the spells above a number of times equal to your Intelligence modifier (minimum once), and regain your uses after completing a long rest.
- Magical Armaments
At 10th level, you can touch up to two non-magical items, infusing them with magic. You can choose to infuse a suit of armor, a shield or a weapon. The infused item becomes magical, and gain a bonus of +2 to attacks and damage rolls (for weapons) or +2 to the AC (for shields and armor).
The item remain infused until you finish a long rest. You can infuse two items, and can't use this feature again until you finish a long rest.
- Magical Arsenal
At 15th level, you can attune with a suit of magical armor, a shield or a weapon without counting against the maximum objects you can attune yourself with. You ignore race or class restrictions to attune with that object.
In addition, if you craft a magic armor, shield or weapon with a rarity of rare or lower, it takes you a quarter of the normal time, and it costs you a quarter as much of the usual gold.
- Enchantments Mastery
At 18th level, your enchantments grow in power. When wielding your enchanted weapon, choose a damage type of your choice. You cause additional 1d6 damage from the chosen type, when you hit a creature with the Enchanted Weapon. In addition, you gain resistance to the chosen damage type.
You can change the damage type when you finish a long rest.
Back to Main Page → 5e Homebrew → Character Options → Subclasses