Archmages's Enlightenment: Attain unparalled master over magic. Gain a 9th-level Spell Slot and the Ability to Counterspell at Will.
-----------------------------------------------------------
Cosmic Rebirth: Transcend mortality. Upon death, your consciousness merges with the cosmos, allowing you to be reborn in a new body of your choosing, retaining all your memories and abilities.
-----------------------------------------------------------
Celestial Resistance
You have resistance to necrotic damage and radiant damage.
-----------------------------------------------------------
Healing Hands
As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
-----------------------------------------------------------
Necrotic Shroud
Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.
-----------------------------------------------------------
Observant x 2
Quick to notice details of your environment, you gain the following benefits:
Increase your Intelligence or Wisdom by 1, to a maximum of 20.
If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
You have a +10 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
-----------------------------------------------------------
Archmage Curriculum
You have taken the basics of magic classes within the university. As the archmage has taught your class himself, you understand the concept of magic more than most of your age.
You gain expertise in the arcana skill, and checks with it are always at advantage.
You can pick another class spell-list (Cleric, Druid, Ranger, Warlock, Sorceror, Wizard) and treat them as your own class spell-list (This does NOT give spell slots).
Skill Prof – Investigation
-----------------------------------------------------------
Cain gains the following however you cannot make faith checks unless it is to Judeth now and you cannot die without Judeths permission;
Soul of Crimson
Cain's crimson eyes are shifted and has a hint of madness. You gain True Seeing out to 60 feet (as per the True Seeing spell, but without requiring concentration). You can see through illusions, invisibility, shapechangers, and into the Ethereal Plane.
Judeth’s power shields those Cain has sworn to protect—his family and Miniko. They are immune to all forms of madness, charm or frightened effects from any source, and any attempt to alter their minds is automatically resisted. You can designated up to 5 creatures for this effect.
Your eyes blaze with a chaotic, red light, and your very presence becomes unsettling. As a bonus action once per long rest, you can unleash the latent madness within yourself. For the next minute, you gains the following benefits:
-Advantage on all Wisdom saving throws.
-Resistance to psychic damage.
-As a reaction, any creature that makes a melee attack against you must make a Wisdom saving throw against your spell save DC or suffer from a random Short-term Madness effect for 1 minute. The creature can repeat the save at the end of each turn, and upon a success they are immune to this effect for 24 hours.
-----------------------------------------------------------
Neural Puppeteer
You must spend 1 uninterrupted hour touching a willing creature or a corpse with an intact nervous system to create a connection. If the process is interrupted, it fails, your Constitution score drops to 1, and you must start over. Once the connection is complete, you gain one of the following benefits based on the target:
Once connected, you can control the creature as if under the effects of the Dominate Person spell, but without requiring concentration.
Once connected, you animate and control the corpse for up to 8 hours, as if using the Animate Dead spell. However you use your Intelligence modifier for any attack rolls, ability checks, or saving throws the corpse makes.
You can only maintain control over one target (living or corpse) at a time. After the connection ends, you suffer one level of exhaustion due to the strain of maintaining the link.
-----------------------------------------------------------
Apprentice Doctor
You have trained in the fundamentals of medical care, allowing you to act swiftly in life-or-death situations. You gain the following benefits:
You gain proficiency in the Medicine skill. If you already have proficiency, you instead gain expertise, doubling your proficiency bonus for Medicine checks.
When you use an action to stabilize a creature with a Medicine check, you can instead attempt to restore them to consciousness. If you succeed on a DC 10 Medicine check, the creature regains 1 hit point instead of being stabilized.
-----------------------------------------------------------
Nether Scroll of Azumar
When you succeed on the check, you gain the following benefits:
Your Intelligence score increases by 2, to a maximum of 22. Once you gain this benefit, you can't use this scroll to increase your Intelligence again.
You gain advantage on saving throws against spells and other magical effects.
When you gain the scroll's benefits, a stone golem magically appears in an unoccupied space within 60 feet of you and acts as your ally. If you die, the golem turns to dust.
-----------------------------------------------------------
Item Augmentation
Starting at 1st level, you know the construction of items and how they function. You gain the ability to augment a non-magical item.
When you take a short or long rest, you can choose a number of non-magical items equal to your Intelligence or Wisdom modifier (Minimum of 1) to augment. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence or Wisdom modifier (minimum of one object). If you try to exceed your maximum, the oldest augment immediately ends, and then the new augment applies. The item must be non-magical and cannot be removed from the creature or structure once it has been augmented otherwise it loses its augmentation. Augmentation requires 1 hour of uninterrupted work.
To augment an item, you must have a set of artisan's tools in your hands. If you are augmenting another creature's equipment then they must be willing and present during the process.
Choose one of the following augmentations for each item;
Crystallise: The item becomes unnaturally hard and diamond-like, if the item was armour then it grants +1 to AC, or if the item was a shield or another piece of equipment then it grants +1 to saving throws.
Magnetic: The item becomes magnetic, it becomes attracted to other items with the same augment, if the item is attached to another magnetic item then it undergoes the spell effect of an Immovable Object. If the Item was a weapon then it gains a +1 to attack rolls as it attempts to attach to the target.
Spell Conduit: The item becomes a conduit of magic, if a spell of 3rd level or lower is casted within 10ft (That doesn’t come from this item) of the item then roll a d6. On a 6, the spell is absorbed into the item and it loses this augmentation. If this augment is on an arcane focus, then you can choose to cast a spell without a spell slot once per short rest.
Utility Enhancement: The item gains a unique utility feature, tailored to its nature. For example, a backpack could gain an extra-dimensional pocket, a rope could become stronger and self-tying, or a set of lockpicks could grant expertise in Thieves' Tools checks.
-----------------------------------------------------------
Enchanting Replication
At 2nd level, you possess the ability to replicate a magical item that possesses at least one feature or trait (including bonuses such as +1, +2, or +3, which are considered traits). To perform this replication, you must spend one hour in direct contact with the chosen magical item. You can replicate a magical item a number of times equal to your proficiency modifier at a time; if you try to exceed your maximum, the oldest replicated item is immediately destroyed.
Upon completion of the replication process, you gain an identical copy of the magical item. If the item requires any saving throw DCs or relies on a spellcasting modifier, you use your own respective values instead of those associated with the original item. You must attune to the item in order to use it, and if another creature tries to attune to the replicated item the item is destroyed.
It is important to note that you cannot replicate magical items that are tied to a specific class, grant an Ability Score Increase (ASI), or have specific requirements which must be met in order to wield or attune to them. You cannot replicate Artifacts.
-----------------------------------------------------------
Items Insight
Starting at 3rd level, you gain the ability to replicate artefacts and other items that cannot be duplicated through your Enchanting Replication feature. For example, items that give ASIs and/or class restricted. When you use this feature, you can create a temporary copy of such an item. The replicated item remains in existence for a duration of hours equal to your Intelligence or Wisdom modifier (whichever is higher). Once the duration ends, the replicated item disappears.
It's important to note that any charges or effects that would normally reset or recharge the uses of the original item do not affect the replicated item. The replicated item retains its initial state and does not regain charges or reset its effects.
Furthermore, when using your Enchanting Replication feature on an item, you have the option to identify the item as part of the effect. Prior to replicating the item, you can choose to gain deeper insights into its nature. This extended identification process provides you with more detailed information about the item than a typical identification would yield. In addition to the usual identification details, you also acquire knowledge about the item's history, lore, and gain insights into the last individual who attuned to it, provided the item is attunable.
-----------------------------------------------------------
Augmenter of Blood
Blood Transfiguration
At 3rd level, you unlock the ancient art of Blood Transfiguration, allowing you to manifest weapons forged from your own life force. As an action, you can expend hit dice, up to a maximum of three, to summon a blood martial weapon of your choice, and you gain proficiency in the martial weapon. The quality of the weapon is enhanced based on the number of hit dice expended: +1 for one hit die, +2 for two hit dice, and +3 for three hit dice. This blood weapon lasts for 8 hours or until you dismiss it as a bonus action.
Once per turn, whenever you successfully hit a creature with a blood weapon attack, you can choose to expend a hit die or a spell slot. The target takes additional necrotic damage equal to the result of the hit die roll or the spell slot level, multiplied with d4s. For example, if you expend a hit die and roll a 4 on a d6 hit die, the target takes 4d4 additional necrotic damage.
-----------------------------------------------------------
Blood Infusion
At 3rd level, you gain the ability to infuse your life force into magical items through the ancient practice of Blood Infusion. As an action, you can touch a non-artifact, non-sentient magical item and expend 1 to 3 hit dice. The item becomes attuned to you and gain a property based on the amount of hit dice expended:
One Hit Die: The item gains a faint, pulsating heartbeat. You can roll on the Minor Beneficial Properties table and gain that feature until the infusion ends.
Two Hit Dice: The item's heartbeat intensifies, and its magical properties grow stronger. You can roll twice on the Minor Beneficial Properties table and gain that feature until the infusion ends.
Three Hit Dice: The item loudly thrums with two heartbeats. You can roll once on the Major Beneficial Properties table and gain that feature until the infusion ends.
This infusion lasts for an Enchanter Level amount of hours or until you use this feature again. The item retains its new properties until the infusion ends. Additionally, when you expend a hit dice to summon a blood weapon using your Blood Transfiguration feature, you can choose to transfer the blood weapon's magical properties and proficiency with the weapon to the Blood Infused item instead. The item must be within 5 feet of you for this transfer to occur.
-----------------------------------------------------------
Soul Infusion
At 3rd level, you gain the ability to apply an additional effect onto a magic item of your choice. As an action, you can perform an Arcane Infusion ritual on a magic item you are holding or wearing, infusing it with additional magical properties.
To perform the Arcane Infusion ritual, you must spend a certain amount of time and consume the necessary components based on the rarity of the magic item. The required time and components are as follows:
Common: 1 hour of ritual preparation and 50gp.
Uncommon: 2 hours of ritual preparation and 100gp.
Rare: 4 hours of ritual preparation and 500gp.
Very Rare: 8 hours of ritual preparation and 1,000gp.
During the ritual, you can choose an additional effect from a list provided by the DM or you can think of an effect that could be approved by the DM. The additional effect can enhance the item's existing abilities, grant new abilities, or modify its properties.
Once the Arcane Infusion ritual is complete, the magic item gains the chosen additional effect. However, be cautious, as this infusion is a delicate process and can only be performed once per long rest. The effect remains infused into that item permanently but you can only use this feature once per item.
-----------------------------------------------------------
Tool Expert
Starting at 5th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. You can use your proficiency bonus when attempting to use an Artisan's Tools with which you are not proficient (You cannot double your proficiency with this feature). However, the tool must still be appropriate for the task at hand.
-----------------------------------------------------------
Blood Syphon
Starting at 6th level, when you successfully deal necrotic damage with your Blood Transfiguration feature, you regain hit points equal to half the necrotic damage dealt.
-----------------------------------------------------------
Chosen Affliction
When you use your Blood Infusion feature, you can choose the specific result on the Minor/Major Beneficial Properties table, rather than rolling randomly. However, in doing so, you must also accept a twisted burden, drawing randomly from the Major/Minor Detrimental Properties table (Depending on whether you choose Major/Minor). The detriment cannot be removed anyway short of a wish spell or until the infusion ends.
-----------------------------------------------------------
Awakening of the Slumbering Soul
Starting at 6th level, you possess the ability to awaken items to possess a spirit. By expending a spell slot up to 5th level, you can bring these items to life, causing them to ascend and create an Item Spirit within the item, the appearance and statistics of the spirit is as indicated below:
Dormant Spirit (2nd level) - Summon Beast
Awakened Spirit (3rd level) - Summon Fey, Summon Shadowspawn, Summon Undead, or lower options but upcasted
Exalted Spirit (4th level) - Summon Aberration, Summon Construct, Summon Elemental, or lower options but upcasted
Released Spirit (5th level) - Summon Celestial, Summon Draconic Spirit, or lower options but upcasted
The item gains the following property and if you use this feature again you can replace the summon spell but the spirit will be the same despite its appearance and statistical change;
"Once per short rest, while you hold the item, you can choose to use your action to cast [Selected spell], the spellcasting uses the Enchanters, losing the item as it turns into the spirit weapon until the spell ends, after which it returns back to the user. At the cost of taking twice the spell level in damage (Cannot be reduced), the item can absorb your vitality and becomes more physical as you do not need to concentrate on the summon spell if you do decide to reduce your hit points."
A creature can only summon an item spirit one at a time. Additionally, once at least one item has been used to summon an item spirit, other items cannot summon an item spirit until a short or long rest.
Additionally, in the case of sentient and item spirits, regardless of your alignment, class, or race, the item will maintain a neutral opinion towards you. You can attune to the sentient item regardless of attunement restrictions as long as the sentient item sees you positively.
-----------------------------------------------------------
Ethereal Nexus(1)
Starting at 7th level, your connection to the mystical energies of the Ethereal plane allows you to attune to a greater number of magical items. You gain an additional attunement slot, you cannot use this additional attunement slot for any item except for your Enchanting Replication item.
This increases to two additional attunements at 13th level and three additional attunements at 17th level.
-----------------------------------------------------------
Blood Infusion Mastery:
Starting at 10th level, your proficiency in infusing magical items with your blood improves. When you use the Blood Infusion feature, you can now expend up to 4 hit dice, further amplifying the potential of the infused item. Additionally, the duration of the infusion now extends to a number of days equal to your Enchanter level.
Four Hit Dice: The item no longer has a heartbeat, instead it feels… alive. You can roll twice on the Major Beneficial Properties table and gain that feature until the infusion ends, you cannot use Chosen Affliction on this feature.
-----------------------------------------------------------
Soul of Limbus Manifestation
At 10th level, you have honed your mastery of magic to such an extent that you can summon forth magic items from limbus itself. Through the feature "Arcane Manifestation," you gain the ability to temporarily summon magic items to aid you in your endeavours.
As an action, you can expend a spell slot to summon a magic item of your choice that is within the player handbook. The item must be of rarity that is relevant to the spell slot expended, and you must be proficient in any required skills or attributes to use the item effectively. The summoned item materialises in your hand or at your feet, ready for your use. The required spell slot levels for each rarity are as follows:
Uncommon (3rd level or higher)
Rare (5th level or higher)
Very Rare (7th level or higher)
The summoned magic item persists for a duration equal to an amount of hours equal to your Wisdom or Intelligence modifier (Uses the higher of the two) or until you dismiss it as a bonus action. During this time, you have complete control over the item, and you can wield its powers and benefits as if you possessed it naturally.
However, it is important to note that the summoned item is a temporary manifestation of magical energy, and it possesses a max amount of charges. Additionally, any effects or bonuses tied to attunement or specific requirements of the original item are temporarily granted to you while the summoned item is in your possession.
Once you use this feature, you cannot use it again until you finish a short or long rest, regaining your ability to summon another magic item from the Limbus plane.
-----------------------------------------------------------
Soul Resurgence
Starting at 11th level, your mastery over Enchanting Replication grants you the ability to cheat death itself. When you are reduced to 0 hit points, you can expend a replicated item (Doesn’t have to be attuned to you) from your Enchanting Replication feature to instantly regain 1 hit point instead.
-----------------------------------------------------------
Ethereal Nexus (2)
Starting at 13th level, your connection to the mystical energies of the Ethereal plane has become stronger and more. You gain two additional attunement slots, you cannot use these additional attunement slots for any item except for your Enchanting Replication item.
You gain three additional attunements at 17th level.
-----------------------------------------------------------
Features & Traits