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Infuser

The fourth Placement. Infusers take regular objects that and imbue them with magical properties.

You can add other properties to armor and weapons other than the ones in here, just make sure to talk to me beforehand. They are meant to be guidelines, no need to strictly follow them.
hit dice: 1d6
hit points at 1st level: 6 + CON
hit points at higher levels: 1d6 + CON per level after 1st
armor proficiencies: Nope
weapon proficiencies: *backstory*
tools: *backstory*
saving throws: Intelligence, Dexterity
skills: *backstory* + History
starting equipment:
*backstory*
spellcasting:
Go crazy.
class features:
¯\_(ツ)_/¯
subclass options:
Artisan: Specializes in complicated components. Gains appraisal regarding complicated items.
Second Level: Artisan weapons have +2 increased attack bonus and a +2 in damage and Medium armor gain +1 AC
Final Level: Artisan weapons used against you have disadvantage in attack rolls / Artisan weapons used beside you have advantage in attack rolls. (choose)

Blacksmith: Specializes in metal creations. Gains appraisal regarding metal creations.
Second Level: Martial weapons have +2 increased attack bonus and a +2 in damage and Heavy/Plate armor gain +1 AC
Final Level: Martial weapons used against you have disadvantage in attack rolls / Martial weapons used beside you have advantage in attack rolls. (choose)

Craftsman: Specializes in simple components. Gain appraisal regarding simple items.
Second Level: Simple weapons have +2 increased attack bonus and a +2 in damage and Light armor gain +1 AC
Final Level: Simple weapons used against you have disadvantage in attack rolls / Simple weapons used beside you have advantage in attack rolls. (choose)
LevelAbilities

1
Magical Tinkering, Material Knowledge: Choose an item to Create, amount depends on your INT modifier.

2
Item Modification: Change the shape and color of an object. Weapon Modification: Change the damage type of a physical weapon.

3
Gain access to subclass.

4
Weapon Properties: Add a minor property to a weapon. You can't put more than one property. Usable INT per short rest. (Ensnaring: When attacking with an Ensnaring weapon, you can use your bonus action to shove the target Prone, disarm it, or pull it closer to you. Finesse: When attacking with a finesse weapon, you can choose between DEX or STR for your attack and damage rolls. You must use the same modifier for both rolls. Thrown: You can throw the weapon to make a ranged attack. Does not work with heavy or two handed weapons.), Ability Score Improvement.

5
Racial Awakening: You feel your body change. Hidden race attributes are unlocked. Second Level of Subclass unlocked.

6
Armor Properties: Add a minor property to armor. You can't add more than one property. (Padded: Grants 5 damage reduction from physical attacks. Bulky: Adds +1 AC to Medium/Heavy, adds +2 AC to Light. Camouflage: Gives a bonus to stealth equal to your INT modifier.)

7
Lethal Item Modification: Give an object 1d4 of your choice of damage. A property can be added.

8
Defensive Item Modification: Give an object +2 AC. Acts as a shield and a property can be added. Ability Score Improvement.

9
Improved Weapon Properties: Add a better property to a weapon. You can't put more than one property. (Dual Wielding: Gives you the option to dual wield. Attack twice on your turn. Does not work with heavy weapons. Honed: Add +5 to attack and damage rolls. Boomerang: Allows you to throw your weapon on your first round and catch it as a bonus action. Attacks twice on one round. Does not work with heavy and two handed weapons.)

10
Aure Awakening: The energy flows through you. Increase INT and DEX by 2, gain expertise on History, You can add more than one property now. You can add your INT modifier to attack and damage rolls.

11
Improved Armor Properties: Add a better property to armor. (Elemental Resistance: Grants resistance to elemental damage. Thorns: Enemies who attack you receive damage equal to your highest mod. Nimble: Gain an extra attack on your turn.)

12
Improved Weapon Modification: Change the damage type of a physical and elemental weapon.

13
Advanced Material Knowledge: Increase the items you can Create, amount depends on your INT x 2.

14
Fatal Item Modification: Give an object 1d12 of your choice of damage. Properties can be added. Usable INT per long rest

15
Protective Item Modification: Give an object +6 AC. Acts as a shield. Properties can be added. Usable INT per long rest

16
Advanced Weapon Properties: Adds an advanced property to a weapon. Usable once per long rest. (Devastating: Does maximum damage and multiplies it by 2. Siphon: Harming an enemy heals you equal to your damage. Killing an enemy lets you hit another enemy on the same turn.) Ability Score Improvement

17
Advanced Armor Properties: Adds an advanced property to armor. Usable once per long rest. (Adrenaline: Dropping to 50% HP or lower gives you advantage on attack and damage rolls, an extra attack, +2 AC, and 5 HP after each turn. Lasts until your HP returns to a better state. Reflect: When taking damage, half of it is reflected back to the attacker and you roll a DC 18, success would negate all damage.)

18
-

19
Ability Score Improvement

20
Gain expertise on all INT skills, Permanent advantage on Creation, Receive Second Level bonuses, Advanced Armor and Weapon Properties can be used twice per long rest.

Created by

clodia.

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