CC:Sorcerer-Artifice

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A sorcerer suffuses magic into an item that they are performing Artifice upon.

Artifice Sorcery Focus

Practitioners of enchantment, these guild officiant sorcerers are far more learned of the true mastery of their magical potential than the common rabble. Dedicating their lives to scholastic and academic pursuits in order to hone their innate powers, these Artificers are capable both in and out of the guild hall. Learning to weave their spells into trinkets, and how to bolster their own knowledge and defenses, an Artificer is as crafty with their enchantments as they are with their spells. Combining raw magical potential, with alchemical casting, allows an Artifice sorcerer to maximize and focus their magicka into unbelievable abilities.

Artifice Features
Level Feature
1st Bonus Spells, Remarkable Intellect, Spell Extraction
6th Alchemical Casting
14th Master of Magicka
18th Artifice Exemplar

Bonus Spells

1st-level Artifice sorcery focus feature

Your number of known spells increases by a number equal to your proficiency bonus. Whenever your proficiency bonus increases, you gain an additional spell added to your known sorcerer spells. For example, at 1st level, an Artifice sorcerer knows an additional 2 spells, for a total of 6 known spells instead of 4.

Remarkable Intellect

1st-level Artifice sorcery focus feature

You can add half of your proficiency bonus (round up) to any Intelligence check you make that doesn’t already use your proficiency bonus.

Spell Extraction

1st-level Artifice sorcery focus feature

Your study of arcane enchantments has led you to weave magicka into items. When you finish a long rest, you can touch a number of mundane items and imbue them with magical potency. The number of items you can enchant in the manner is equal to half of your proficiency bonus. For the next 24 hours, or until you finish a long rest (whichever occurs first), the item becomes magical, and it gains one of the following benefits of your choice. Each benefit is contingent upon extracting elements of your known sorcerer spells.

Exactions

Extract Energy: Armor. A mundane piece of armor you touch becomes magical, has a bonus of +1 to AC, and the armor has resistance to one damage type. This damage is one type that you have listed as one of your known sorcerer spells. You can increase the bonus to AC for this time to a number equal to half of your proficiency bonus by expending a number of magicka points equal to half of your sorcerer level.

Extract Energy: Weapon. A mundane weapon you touch becomes magical, gains a bonus to its attack and damage rolls and by +1, and it deals an additional 1d4 damage. This damage is one type that you have listed as one of your known sorcerer spells. You can increase the bonus to attack and damage rolls made with this weapon to a number equal to half of your proficiency bonus by expending a number of magicka points equal to half of your sorcerer level.

Extract Magicka: Infusion. A mundane item you touch becomes magical. Touching the item in this manner, you infuse the item with a single portion of the spell’s essence. The spell must be a sorcerer spell you know. For example, infusing a pair of boots with the haste spell could allow for several extracted infusions, such as doubling movement speed, increasing AC, granting advantage on Acrobatic checks, or granting an additional action as the spell stipulates. Work with your GM, and choose one portion of a spell to extract and infuse into the item. Such items should include an activation, using a bonus action in order to activate it. Typically, such an item’s effect would have a duration of 1 minute, and at the end of this duration it becomes mundane once more.

Extract Magicka: Stored Spell. A mundane item you touch becomes magical. Touching it in this manner, you cast one known sorcerer spell of your choice into the item. You must expend the magicka necessary to cast the spell in order to store it in this manner. Before the duration of the feature ends, a creature can say its command, and active the spell. Once the stored spell is cast in this manner, the item returns to being mundane. Should the spell not be cast before the duration, the stored spell is lost.

Alchemical Casting

6th-level Artifice sorcery focus feature

You learn to augment spells in a variety of ways. When you cast a spell with magicka points, you can expend additional magicka points to augment its effects for this casting, mixing the raw stuff of magic into your spell to amplify it. The effect depends on the number of magicka points you expend.

  • An additional 2 magicka can increase the spell’s raw force. If you roll damage for the spell when you cast it, increase the damage against every target by 2d10 force damage. If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell.
  • An additional 3 magicka can increase the spell’s range. If the spell’s range is at least 30 feet, it becomes 1 mile.
  • An additional 5 magicka can increase the spell’s potency. Increase the spell’s save DC by 2, or you gain a +2 bonus to the spell’s attack roll.
  • An additional 6 magicka can remove a creature’s resistance to the damage type of the spell, if it has any at all. After the spell has ended, the creature returns to its original resistances.

Master of Magicka

14th-level Artifice sorcery focus feature

Your knowledge of magic allows you to duplicate almost any spell. As a bonus action, you can call to mind the ability to cast one spell of your choice from any class’s spell list. The spell must be of a level for which you can cast it at, you mustn’t know it, and you follow the normal rules for casting it, including expending magicka. If the spell isn’t a sorcerer spell, it counts as a sorcerer spell when you cast it. The ability to cast the spell vanishes from your mind when you cast it or when the turn ends.

Once you use this feature, you can’t use this feature again until you finish a long rest.

Artifice Exemplar

18th-level Artifice sorcery focus feature

Your spell weaving has become legendary. When another creature within 30 feet of you and can see you, fails a saving throw against a spell, you can use your reaction to magically inspire them. The target gains a +6 to their saving throw for that spell, potentially turning a failure into a success.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.