Base Class: Wizard
Wizards of the School of Artifice treat the mastery of magic like an engineer or a scientist. They see the patterns of energy and matter in the world and mold these forces into being within their crafts. To this end, these Wizards use magical components and often include valuable gemstones, called Dragonshards, to harness magical energies. Those of this school understand how to manipulate the flow of magic in these Dragonshards to empower objects and creatures. Using these shards, magical components, diagrams, and sigils, the Wizard can channel energy to deftly create magical items faster than any other Wizard. They are creative inventors whose goals include turning the arcane mysteries into a form of technology.
Artifice
At level 2, you become proficient in two artisan tools of your choice.
In addition, starting at 2nd level, you have advantage on artisan tool checks used to craft magic items. Your skillful Artifice reduces the time required to craft artisan or magic items by 20%. The cost to create such an item is not reduced, however.
Infusions
Starting at level 2, the Wizard gains infusions. Infusions are similar to spells but cannot be cast on creatures. You can only cast an infusion into a Dragonshard or Focusing Crystal. The creature bearing that dragonshard then elects when to use the spell from that dragonshard within the spell's duration. The creature bearing the Dragonshard must perform any necessary concentration after the Dragonshard or Focusing Crystal is infused.
The School of Artifice Wizard gains three infusions - guidance, mending, and resistance cantrips. This cantrip does not count against your number of cantrips. These cantrips can be used in new ways. The mending cantrip can be cast by you through a Dragonshard or Focusing Crystal to heal a construct or Warforged for 2d6 hit points. The guidance and resistance cantrips can be cast by you into a Dragonshard or Focusing Crystal held by allies up to 30 ft away. They then must concentrate on the cantrip and decide when to use it.
Energy Alteration
At level 6, you can use a bonus action to touch and alter a magical item or spell storing item that employs an energy type or grants protection from an energy type in order to employ or protect against a different energy type. You alter the item’s arcane formula as you cast it. As a result, the next spell you cast from the magic item or spell storing item can be altered from the type listed under the spell to one of the following damage types: acid, cold, fire, lightning, or thunder damage. You can change only one damage type per casting of a spell.
You can use this feature a number of times equal to your intelligence modifier. You do not regain the uses of this feature until you finish a long rest.
New Infusion
In addition at level 6, the Artificer gains a new infusion spell called enhance ability Item. You may cast it once and may not cast it again until you finish a short or long rest. Like other infusions, this spell must be cast into a Dragonshard or Focusing Crystal that you or another creature can activate within the spell's duration. The creature holding the infused Dragonshard or Focusing Crystal may use it on themselves or others but must concentrate to hold the infusion in place.
Charge Item
At level 10, you can touch a wand, staff or other magic item currently possessing charges in order to imbue it with a surge of power. Using an action, you imbue an item with 1d4 temporary charges for 1 hour. These charges work like temporary hit points; when a character uses the item, deduct the charges spent from the temporary charges first. When the power surge expires, any remaining temporary charges expire with it. You may use this ability a number of times each day equal to your Intelligence modifier.
Spell Storing Item
Starting at level 14, you gain the ability to channel your Wizard spells into items containing Dragonshards or a Focusing Crystal for later use. When you cast a Wizard spell with a casting time of 1 action and expend the appropriate spell slot, you can implant the spell into a Spell Storing item for 1 hour.
Any creature holding the item thereafter can use an action to activate the spell. The spell is cast using your spellcasting ability even if another creature activates the item. Only Wizard spells of 4th level or lower may be used with this feature. If the spell requires concentration then the creature casting the spell from the Spell Storing Item must concentrate. You can use this feature a number of times equal to your Intelligence modifier and these uses do not refresh until you finish a long rest.
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