School of Praxis (5A)

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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 a praxic in your party, they become part of every adventuring expedition.

Greyhawk: Wizards who focus on creating potions, scrolls, and other minor magic items are called praxics. They are common but rarely of significant power, 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, remaining 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 - Under the name Artificer

Subclass features

Praxic Proficencies

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 and smith's tools. If you already have proficiency in any of these tools, you gain proficiency in a language or a set of artisan's tools of your choice for each tool proficiency you already had.

You also gain proficiency with light armor.

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. You get all other benefits of the long rest.

Infusion Aura

Any item you infuse gains a visible unstable magic aura that indicates the enchantment is not permanent to anyone who succeeds at a DC 5 Intelligence (Arcana) check.

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. Your infused potions lose their effectiveness when you finish a long rest.

Once you have expended a spell slot to create a potion, you cannot regain that slot until the potion is consumed or after 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, or Healing
2 Mind Reading, Greater Healing, Heroism, or Philter of Love
3 Gaseous Form, Invisibility, Superior Healing, or Water Breathing
4 Flying, Haste, Oil of Slipperiness, or Resistance

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 until the item is destroyed or you finish a long rest.

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 or +2 shield

Infuse Scrolls

At 10th level, you can 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 or more spells chosen from those in your spellbook. Subtract the sum of the infused spells' level from the total levels worth of slots you regain using Arcane Recovery. You cannot infuse scrolls of spells of a total level greater than your Arcane Recovery. Your infused scrolls lose their effectiveness when you finish a long rest. Infused scrolls cannot be used to add spells to a spellbook.

This reduction to your Arcane Recovery applies until you use the scroll and then finish a long rest.

Master of Scrolls

On reaching 14th level, your mastery of arcane magic allows you to use Infuse Scrolls to infuse any spell, including spells you do not have in your spellbook and spells not even on the wizard spell list. You can infuse scrolls of any spell as long as the level of the spell is one-fourth of your wizard level or lower (round all fractions down). You can use any scroll you have infused with this ability, but other spellcasters must qualify to use them by normal means.

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.

Editor's Notes

This is originally from Unearthed Arcana, and thus needs quite a lot of work.

  • Infuse armor and weapons now has no limit on the number of items you can infuse.
  • I checked the value of the items against expected PC wealth and fund it acceptable.
  • I reduced the total number of abilities by moving Infuse Scroll to lvl 10 and removing what was there.
  • Master of Praxis now allows scribing scrolls of any spell, but these scrolls cannot be added to a spellbook.