Shaman (5e Class)/Bond of the Dweomer

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Some more creative Shamans find their curiosity sparked when they discover their bond with their Eidolon, learning to bond its spirit to objects which it empowers while so bonded. These Shamans, called Dweomersmiths, become students of occult artifice, seeking every scrap of forbidden knowledge they can get their hands on if it means they can further their research and their creations.

Shamans the choose the Bond of the Dweomer most often have Biped, Quadruped, Insectoid or Amorphous Eidolons, typically of the Elemental or Construct type.

Arcane Tinker[edit]

Beginning at 2nd level when you select this Bond, you gain proficiency with the Arcana skill if you do not already possess it, and with one of the following tools: Tinker's Tools, Thieves' Tools, or Smith's Tools.

Additionally, you can use Tinker's Tools, Thieves' Tools, or Smith's Tools, or any of your Infused items, as a spellcasting focus.

Occult Infusions[edit]

Beginning at 2nd level when you select this Bond, you've learned to imbue mundane items with certain occult rituals, turning those objects into magic items.

Infusions Known[edit]

When you gain this feature, pick two Artificer infusions to learn; These infusions must be available to an Artificer of no higher than 2nd level.

The number of Infusions you know increases to 4 at 6th level, 5 at 14th level, and 6 at 18th level.

You can learn an Infusion more than once. Each time you learn an Infusion you already know, one additional item can bear that Infusion at a time. However, this cannot exceed the number of Infused items you can have at one time (See below).

For the purposes of learning Infusions, your Artificer level is 2, or one-half of your Shaman level (Rounded down), whichever is higher.

Whenever you gain a level in this class, you can replace one of the Artificer infusions you learned with a new one.

If you have levels in Artificer, you may add one-half of your Shaman levels to your Artificer level to determine:

  • The number of Infusions you know,
  • The number of items you may Infuse at one time,
  • And your total Artificer level for the purposes of meeting Infusion prerequisites.

Infusing An Item[edit]

Whenever you finish a Long Rest, you can touch a nonmagical object and imbue it with one of your Occult Infusions, turning it into a magic item. An Infusion works on only certain kinds of objects, as specified in the Infusion's description. If the item requires attunement, you can attune yourself to it the instant you Infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).

Your Infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Wisdom modifier (minimum of 1 day). The Infusion also vanishes if you replace your knowledge of the Infusion.

You can only Infuse a certain number of nonmagical objects at the end of a long rest; At 2nd level, you may only Infuse a single item at any time. This increases to 2 items at 6th level, 3 at 14th level, and 4 items at 20th level. You must touch each of the objects, and each of your Infusions can be in only one object at a time, unless you have learned that Infusion more than once. Moreover, no object can bear more than one of your Infusions at a time. If you try to exceed your maximum number of Infusions, the oldest Infusion ends, and then the new Infusion applies.

If an Infusion ends on an item that contains other things, like a Bag of Holding, its contents harmlessly appear in and around its space.

Infused Evolution[edit]

Beginning at 6th level, you learn to Infuse your Spiritual Evolutions into items. This follows all the rules for Infusing an Item, except that the item must make sense for the Evolution - Such as a pair of gauntlets for the Claws evolution, or a helmet for the Bite evolution - And that the item always requires attunement.

You need not know an Evolution in order to Infuse it into an item, but the Infusion must be one you meet the level prerequisite for, and it cannot be an Evolution with the "Eidolon only" prerequisite, nor can be be an Eidolon Type-specific Evolution. In order to attune to an item infused with an Evolution, a creature's body must meet all other prerequisites for the Evolution - For example, a creature cannot benefit from an item infused with the Sting evolution if the creature does not possess a tail.

No Item can benefit from more than one Infusion of any sort at one time. You may Infuse only one item with an Evolution at 6th level. This increases to 2 items at 14th level, and to 3 items at 18th level. Items Infused with Evolutions do not otherwise count against your number of Infused Items.

Improved Spell Secrets=[edit]

At 6th level, you learn a special Spell Secret. This functions like an ordinary Spell Secret, except that it doesn't count against your number of Spell Secrets, you cannot apply this Improved Spell Secret to a Cantrip, and the Metamagic option applied to a spell with an Improved Spell Secret can be one that would ordinarily cost up to 3 Sorcery Points.

You gain a second Improved Spell Secret at 14th level, and a third when you reach 18th level.

Upon gaining a level in this class, you may replace one of your Improved Spell Secrets with another Improved Spell Secrets of your choice.

Occult Adept[edit]

Beginning at 14th level, both you and your Eidolon can attune to up to 4 items at one time, rather than 3.

Maker's Sacrifice[edit]

At 18th level, your connection to the items you create is so deep that they can be sacrificed to save you from the brink. If you or your Eidolon is reduced to 0 hit points, but not killed out-right, you can use your reaction to end one of your Infusions, causing you or your Eidolon to to drop to 1 hit point instead of 0. You may end either an Occult Infusion, or an Infused Evolution, to trigger this feature.