School of Praxis (5A)

From Action
Jump to navigation Jump to search
5A5A logo
Starfox's 5th Edition Fan Page

This is a Wizard subclass for 5A.

This subclass has been renamed from Artificer to School of Praxis to avoid confusion with the Artificer class.

Artificers are a key part of the world of Eberron. They illustrate the evolution of magic from a wild, unpredictable force to one that is becoming available to the masses. Magic items are part of everyday life in the Five Nations of Khorvaire; with an artificer in your party, they become part of every adventuring expedition.

Greyhawk: Wizards who create potions, scrolls, and other minor magic items are called praxics. They are common, plying their trade in markets or as a part of some venture—trade, exploration, adventure, or war. Most praxics prefer not to subject themselves to danger, they remain in safety while others use the magic items they create. An adventuring praxic does not have the luxury of avoiding danger.

Source: Unearthed Arcana 1 - Eberron

Subclass features

Praxic Proficencies

Unlike many wizards, praxics don't fear to get their hands dirty and train with the tools of their trade.

When you join this school at 2nd level you gain proficiency with alchemist's supplies, calligrapher's tools, leatherworker’s tools, and smith's tools. If you already have proficiency in any of these tools, you gain proficiency in a set of artisan's tools of your choice for each tool proficiency you already had.

You also gain proficiency with simple weapons, light armor, and shields.

Mundane Rest

At 2nd level you learn how to preserve your infused items by not recharging your magic. When you finish a long rest, you can choose to not recover spell slots or recharge your Arcane Recovery ability. If you do so, all your infused items continue to work as if you did not take a long rest at all.

Infuse Potions

Starting at 2nd level, you can produce magic potions. You spend 10 minutes focusing your magic on a vial of mundane water and expend a spell slot to transform it into a potion. Once you have expended a spell slot to create a potion, you cannot regain that slot until the potion is consumed or after your next long rest 1 week, at which time the potion loses its effectiveness. You can create up to three potions at a time; creating a fourth potion causes the oldest currently active one to immediately lose its potency. If that potion has been consumed, its effects immediately end.

The spell slot you expend determines the type of potion you can create. See chapter 7 of the Dungeon Master’s Guide for complete rules on potions.

Infused Potions
Spell Slot Level Potion Created
1 Climbing, Diminution, Growth, Healing
2 Mind Reading, Greater Healing, Heroism
3 Gaseous Form, Invisibility, Superior Healing, or Water Breathing
4 Flying, Haste, Oil of Slipperiness, Resistance

Infuse Scrolls

At 2nd level, you can also tap into your reserves of magical energy to create spell scrolls. You can use your Arcane Recovery ability to create a scroll instead of regaining expended spell slots.

You must finish a short rest with parchment, quill, and ink to create a spell scroll containing one spell chosen from those in your spellbook. Subtract the spell’s level from the total levels worth of slots you regain using Arcane Recovery. Your infused scrolls lose their effectiveness when you finish a long rest. This reduction to your Arcane Recovery applies until you use the scroll and then finish a long rest.

Infuse Weapons and Armor

Beginning at 6th level, you can produce magic weapons and armor. You spend 10 minutes focusing your magic on a mundane weapon, suit of armor, shield, or bundle of twenty pieces of ammunition, and expend a spell slot to infuse it with magical energy. The magic item retains its enhancement for 8 hours (or until used in the case of magic ammunition). You can infuse only one item at a time; if you infuse a second one, the first immediately loses its potency. Once you have expended a spell slot to create such an item, you cannot regain that slot until the item becomes nonmagical.

The spell slot you expend determines the type of weapon, armor, or shield you can create.

Infused Weapons and Armor
Spell Slot Item Created
2 +1 ammunition (20 pieces)
3 +1 weapon or +1 shield
4 +1 armor
5 +2 weapon or +2 ammunition (20 pieces)
6 +2 armor

Superior Praxis

Starting at 10th level, you can create a second magic weapon, suit of armor, shield, or bundle of ammunition using your Infuse Weapons and Armor ability. Attempting to infuse a third item causes the oldest one to immediately lose its potency.

You can also create one additional potion or scroll using Infuse Potions or Infuse Scrolls.

Master of Praxis

On reaching 14th level, your mastery of arcane magic allows you to infuse more items. Every time you infuse an item, you can infuse two items, and they can be of different types as long as the spell slot spent is enough to create either of them. produce a variety of magic items. You can create a single item chosen from Magic Item Tables A and B in chapter 7 of the Dungeon Master’s Master’s Guide. It takes you 1 week to produce such an item, and you must rest for 1 month before using this ability to craft another item.