Base Class: Wizard
Tinkers see mastering the basic methods of a craft as the first step to true progress, the invention of new methods and approaches. Some Tinkers are engineers, students of invention and warfare who craft deadly items that they can augment with magic. Other Tinkers are alchemists. Using their knowledge of magic and various exotic ingredients, they create potions and draughts to aid them on their adventures. Alchemy and engineering are the two most common areas of study for Tinkers, but others do exist. All Tinkers are united by their curiosity and inventive nature. To a Tinker, magic is an evolving art with a leading edge of discovery and mastery that pushes further ahead with each passing year. Tinkers value novelty and discovery. This penchant pushes them to seek a life of adventure. A hidden ruin might hold a forgotten magic item or a beautifully crafted mirror perfect for magical enhancement. Tinkers win respect and renown among their kind by uncovering new lore or inventing new methods of creation.
Arcane Tinker
At 2nd level, when you use your action to cast a spell you can choose instead to increase the casting time to 1 minute and channel by touch it into a non magical object no larger than a 5-foot cube and set a condition to trigger the spell. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use and if the item doesn't already contain a spell from this feature. If the spell has casting time of the spell of 1 minute or more you must use this feature during a short or long rest.
When you infuse a spell this way, it should be used within 8 hours. After this time, its magic fades and is wasted.
You can have a limited number of spells infused at the same time. The number is the same as your Intelligence modifier.
Optionally you can give the item to a creature. Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell has a target, the creature that activates the item selects them.
If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.
Additionally, you learn the spells Detect Magic and Identify as ritual. You don’t need to provide any material component when casting Identify with this class feature.
Tools of the Inventor
When you choose this school at 2nd level, you learn the Mending cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known.
You casting time of Mending is now one action instead of 1 minute.
Additionally you gain proficiency with Thieves' tools and two tools of your choice and get proficiency in one Artisan's Tool for every time you gain a Arcane Tinker feature.
Talented Enchanter
During a short rest you can temporaly modify a weapon that counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, the item remains enchanted until next long rest of the Tinkerer. You can do this with a number of weapons equal to your Intelligence ability modifier. If you exceed that number, the first weapon that was made magical breaks and loses its properties and the new one gains the benefits instead.
Prodigious Enchanter
Starting at 10th level, during a short rest and no more than once per day, you can recharge a magic item that has charges. To restore charges, you need to concentrate for one minute and expend as spell slot. The number of charges restored to the item is equal to the spell slot spent and cannot exceeds the maximum charges of the item.
Arcane Invention
You can imbue permanently with magic one item with a spell no higher than 2nd level. To make the item magical, you need to spend a day long to imbue the spell permanently on the item. The item does not require attunement to use its magical properties and becomes the origin of the spell. The maximum number of charges equal to your Intelligence modifier when the item was created. Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability.
You can dismantle the item and reuse its material to make a new magic item. If you create a new magic item, the previous one ceases to function.
The number of charges spent in any activation is equal to the level of the imbued spell.
This item regains 1d4 + 1 expended charges daily at dawn. If you expend the item's last charge, roll to d20. On a 1, the item crumbles into ashes.
If the spell needs concentration, the duration becomes 1 minute per activation.
If the spell requires expensive material compontents you cannot enchant using this feature. Instead you need to create the item using the crafting rules.
The execution time of the imbued spell cannot be higher than 1 action.
Previous Versions
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