Wizard
Base Class: Wizard

While wizards of all types may dabble in the creation of magical items from time to time, the School of Artificers make the study and creation of such things their primary focus. Those who follow this tradition are adept at imbuing things with magical energy. They are also skilled tinkerers and craftsmen. Another common trait among most artificers is an active curiosity and creatively inventive mind. They are always experimenting with new ways magic might be applied.
While often scoffed at by other mages as eccentric mad scientists, artificers do tend to be the ones with the most consistent economic success, as well as being the ones responsible for some of the most influential magical breakthroughs. Most powerful arcane objects can trace their origins back to an artificer.

Item Rarity      Level Needed to Craft      Familiar Enhancements
Common                    1-3                
Uncommon                4-8                     Basic enhancement, Cantrip - 2nd
Rare                            9-12                                 3rd - 5th
Very Rare                  13-18                                6th - 7th
Legendary                  19 +                                 8th - 9th

Natural Inventor

Beginning when you select this school at 2nd level, you gain proficiency with a set of artisan tools of your choice. In addition, the time it takes you to do magical research or to create magical items is halved, however the gold required remains unchanged. For example, an artificer proficient in the herbalist kit could produce two potions of healing in one day instead of one potion, but the cost of ingredients must still cover two potions.

Artificer Ritual

At 2nd level, you have learned how to perform a special ritual which allows you to store any spell you can cast, and have prepared, into some sort of object to be utilized later. These are temporary, one-use items that last up to one hour per level of the artificer before the magic fades. The artificer sets the condition which activates the stored spell during the ritual.
During the ritual, any material components required by the spell is consumed by the process, and spell slots are spent as if casting the spell normally. A successful DC 10 artisan tool check must be completed at the end of the ritual to determine if the magic took hold in the material. If the object is something that can be reused, this DC increases by the level of spell it previously held. It is no longer considered usable when it's DC reaches 20.

Enhanced Familiar

At 6th level you have learned to create special items that can be incorporated into your familiar by combining the Find Familiar and Artificer rituals. If done, the familiar loses the ability to disappear into a dimensional pocket, but gains access to spell abilities or other enhancements.
The form this takes can vary greatly among artificers working in different mediums. For many, such as smiths, tinkerers, or other craftsmen, the familiar may become the animating spirit for a construct-like body. A jeweler's familiar might appear normal, but wearing a gold collar, or have hidden gems imbedded in it's body. An alchemist may have a familiar enhanced with potion effects, such as being able to lick a wound to grant the effect of a potion of healing.
Whatever form it takes, the enhancing item must be made during downtime and can grant your familiar the ability to activate a preset spell once per long rest, or the artificer can choose one enhancement from the Clockwork Enhancements table on page 124 of Mordenkainen's Tome of Foes (some Feats might also make appropriate enhancements), flavoring as appropriate. Players and DMs are encouraged to be creative in this. A spell must be activated, but a basic enhancement is always active.
If the familiar is killed, it disappears as usual, leaving behind whatever granted the enhancement. Also, recasting find familiar without the artificer ritual separates the familiar from the enhancements, returning it to a normal state. These enhancement items can usually be reused as needed, and multiple types can be built, but only one can be used at a time.
Another spell or enhancement can be added at levels 10, 14, and 18.

Crafter's Privilege

Starting at 10th level, your expert understanding of magic items grants you the ability to attune with an additional item.

Master Artificer Ritual

Starting at 14th level, when you store a spell using your artificer ritual, you can choose to use a master's ritual which will store the spell for one day per level. This master's ritual can be used once per long rest.

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