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A 
n enchanter is an expert at infusing magical

properties into mundane objects. While all

artificers can infuse, an enchanter's devotion to


At 15th level, you gain the ability to transfer arcane force from
the art of making instills in them a deeper
your enemies' attacks to infuse your items. When you take
understanding of infusion.
fire, cold, thunder, acid, or lightning damage, after the damage

 is done, you can use your reaction to infuse one non-infused

weapon or piece of armour that you are carrying or wearing.

If the infused item is a piece of armour, wearing it grants


When you adopt this specialization at 3rd level, you gain
you resistance to that damage type. If the infused item is a
proficiency with tinkerer's tools. If you already have this
weapon, it deals 2d6 of that damage type in addition to its
proficiency, you gain proficiency with one other type of
current damage.
artisan's tools of your choice.
If this infusion would exceed your maximum number of

 infusions, your oldest infusion immediately ends, and then

the new infusion applies.

Starting at 3rd level, you always have certain spells prepared Once you have used this ability, you cannot use it again

after you reach particular levels in this class, as shown in the until you complete a long rest.

Enchanter Spells table. These spells count as artificer spells

for you, but they don't count against the number of artificer

spells you prepare.


Artificer Level Spell
3rd searing smite, jump
5th cordon of arrows, knock
9th remove curse, lightning arrow
13th fire shield, greater invisibility
17th swift quiver, awaken


At 3rd level, you learn to overload your weapon infusions to

unleash raw magical power. When you hit a target with a

weapon attack using an infused weapon, you can choose to

end the infusion, dealing an extra 2d6 force damage.

This amount of extra damage increases by 2d6 when you

reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).


At 5th level, you learn to harness your explosive

disenchantment to deflect incoming damage. When you are

hit with an attack, you can use your reaction to end an

infusion on a piece of armour or shield you are wearing. You

gain resistance to all damage until the start of your next turn.

Artificer - Enchanter is unofficial Fan Content


 permitted under the Fan Content Policy. Not
approved/endorsed by Wizards. Portions of the
At 9th level, your expertise in empowering items allows you to materials used are property of Wizards of the
apply your infusions to magical items. You still cannot infuse Coast. ©Wizards of the Coast LLC.
an item that has already been infused. Designed by HisCursedness
In addition, the maximum number of items you can infuse
Art by Wesley Burt
at once increases by 2.
Splotches by Jared Ondricek

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