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Enchanter Artificer


Hit Points

Hit Dice: d8 per Enchanter Artificer level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Artificer level after 1st

Proficiences

Armor: Light, Medium
Weapons: simple weapons
Tools: Jeweler's Tools
Saving Throws: Constitution, Intelligence
Skills: Choose 2 from Arcana, History, Investigation, Medicine, Nature, Perception, and Sleight of Hand.

Class Features

3rd Level: Jinx (D6)   Starting at 3rd level you gain a number of Jinx Dice equal to your proficiency bonus. As a reaction when another creature (or yourself) rolls, you can expend a use of your Jinx dice to force that target to make an intelligence saving throw against your Artificer spell DC. They have the number rolled on the dice subtracted from their roll on a failed save, or half as much on a success (minimum -1). The Jinx Die's size increases to a d8 at 5th level, a d10 at 9th level, and a d12 at 15th level.   3rd Level: Cursed Artifact At the end of each of your long rests, you may touch an object and use one of your Jinx Dice to imbue that object with a curse. Roll the Jinx die on the Curse Table to determine what form the curse takes. Any creature who has the object on their person for 1 minute becomes attuned and can not be unattuned without the use of the remove curse spell. At any time you may remove the effects of any and all of your cursed objects, allowing you to create more of them.

1 Curse of Negligence: While a creature is attuned to an object with this curse, they have disadvantage on all perception, insight and investigation checks. In addition, the attuned creature will always fail these checks when made against the Enchanter.
2 Curse of Charm: Once per day, the Enchanter can force the attuned creature to fall under the effects of the charm person spell (if below level 13) or charm monster spell (if above level 13). The attuned creature automatically fails this saving throw. This curse has no effect against creatures immune to the Fear condition.
3 Curse of Fear: Once per day, the Enchanter can force the attuned creature to fall under the effects of the Fear spell, the attuned creature automatically fails this saving throw. This curse has no effect against creatures immune to the Fear condition.
4 Curse of Vulnerability: The Enchanter chooses two damage types, any creature who attunes to this cursed object becomes vulnerable to those two damage types, ignoring any natural resistances or immunities. Any effects correlating to the creature being hit by that damage type are also ignored.
5 Curse of Triangulation: The Enchanter always knows the attuned creature's exact location, and current status as long as the two are on the same plane, nothing can block this effect.
6 Curse of Slow: Once per day, the Enchanter can force the attuned creature to fall under the effects of the Slow spell. The attuned creature automatically fails this saving throw and the cursed object will hold concentration for the duration.
7 Curse of Realignment: Once a creature is attuned to the object the Enchanter may use their action to attempt to change the alignment of the creature for 1 hour. The target makes a wisdom saving throw against the Artificer's spell save dc, on a success nothing happens, and the cursed object is destroyed. On a fail the creature's alignment changes to an alignment of the DM's choice. The artificer can only attempt this once per day, if the creature fails it's save three times the alignment shift is permanent.
8 Curse of Remote Casting: The Enchanter stores a spell they can cast into the cursed artifact. Once the object has been attuned to by a creature, the Enchanter can then use it's bonus action to cause that spell effect to instantly trigger centered on the attuned creature from anywhere on the same plane of existence. If the spell requires concentration, the ring maintains concentration, however the Enchanter can cause this concentration to end for a free action. The cursed object is destroyed once the spell effect runs it's course.
9 Curse of Starvation: Each time an attuned creature touches an edible or drinkable substance, they must make a constitution save against the Artificers spell save DC or have the substance be instantly destroyed. If they fail the save any further edible or drinkable substances they touch for 1 minute are destroyed.
10 Curse of Greed: The cursed object becomes an item of intense desire, once a creature has attuned to the item, the Enchanter may use an action to cause it's effect to trigger from anywhere, as long as the item and enchanter are on the same plane, once per day. For 1 minute after the effect is triggered, anyone who looks upon the object or it's holder must succeed a wisdom saving throw against the Artificer's spell save DC or be overwhelmed by the urge to attune to the object by killing it's current holder. After the minute is lost, anyone under the effect will forget why they were hostile towards the attuned creature and stop fighting. If the attuned creature is killed, the Enchanter may choose to end the effect or allow the creature's killer to become attuned to the object.
11 Curse of Bureaucracy: Every time the attuned creature attempts to cast a spell, magical paperwork will appear in front of it, it must then spend a number of rounds equal to the spell's level (0 for a cantrip) filling out these forms before they may cast the spell.
12 Curse of Charisma: Each day that a creature remains attuned to this object, it must make a Charisma saving throw against your Artificer spell save DC, or have it's charisma reduced by 1 point each day. If the creatures Charisma reaches 0, they will fall into a coma until the effect is removed or they die.
5th Level: Curse Detection Starting at 5th level, your expertise in the study of cursed artifacts grants you an intuition with finding them. You may spend 1 minute studying a magic item to determine if it is cursed, and if so, what the effects of the curse are. Furthermore, you may attune and unattune to cursed magic items as though they were normal magic items.   5th Level: Enhanced Curse Starting at 5th level, you have learned how to force anyone who touches one of your cursed objects to attune to it. While a creature is touching one of your cursed objects, you may expend one of your jinx dice to cause them to be instantly attuned to the object. In addition, when you choose to end the effect of one of your curses, you may roll a Jinx die and deal the number rolled + your intelligence modifier in necrotic damage to the attuned creature.   9th Level: Insidious Curse At 9th Level you have learned how to hide the nature of your cursed objects, and use them to provide more immediate benefit. Your cursed objects are immune to the identify and detect magic spell effects, and any Arcana or Investigation check to discern the true nature of the objects are made with disadvantage. In addition, any creature that is attuned to one of your cursed objects has disadvantage on the save against your Jinx effect.   15th Level: Cursemaster At 15th level you have achieved the pinnacle of cursed object creation, When you create a cursed object, you may roll the Jinx die twice and take the roll of your choice. In addition, you may use one of your Jinx die to swap the effects of any two of your cursed objects.


Starting Equipment

You start with the following items, plus anything provided by your background. any two simple weapons of your choice a light crossbow and 20 bolts (a) studded leather armor or (b) scale mail thieves' tools and a dungeoneer's pack Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.


Spellcasting

3rd level Sleep Charm Person
5th level Suggestion Calm Emotions
9th level Fear Remove Curse
13th level Polymorph Charm Monster
17th level Geas Modify Memory

 


Created by

K1m1.

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Class Features

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