Base Class: Wizard
As a member of the school of artifice, you focus your studies on uncovering the secrets of enchanting powerful magical artifacts. Unlike proper artificers however, you are less interested in the mechanics and engineering of it all, and more in the magic, a simple bracelet with magical capabilities speaks to you more than an impressive mix of tinkering and magic.
Wizards of this school are often found in more urban and laborious circumstances than most, their penchant for collecting and creating powerful items leads them not only closer to civilization, but oftentimes away from the riches of high society, they take pride and effort in their craft, enchanting normal household items into things that can be useful to anybody.
Artifice Savant
Beginning when you choose this school at 2nd level, you have advantage on any Arcana, History or Investigation check related to a magical item.
Enchant Item
Also at 2nd level, you have developed a technique to turn any item into one that is infused with arcane potential. At the end of a short or long rest, you may expend one use of your Arcane Recovery feature to enchant any number of Tiny nonmagical objects items you can see with a spell. Each of the items you choose, no matter the number, must have at least one level’s worth of a spell enchanted into it, otherwise it is not modified by this feature. For example, if you choose to enchant 7 items, each of those 7 items must have at least a 1st level spell infused into it.
The combined level of the spells you enchant across all the items you’ve infused can have combined level equal to or less than 1 + the total number of spells you can recover with your Arcane Recovery, and none of the spells can be of 7th level or higher. For example, if you're a 4th-level wizard, you can enchant up to two levels worth of spells. You can enchant either a single item with a 2nd-level spell, or two items with 1st-level spells. Any spell you infuse into an item using this feature must also be in your spell book.
Once the item is enchanted, it becomes a magical object. A creature holding an enchanted item this way can cast the spell within it once, treating it as the caster for all purposes, with the exception that the spell uses your spell attack bonus and save DC. Afterwards, its magic fades.
Artifact Adept
At 6th level, you become naturally inclined at the identification and retrieval of magical objects. You have a number of uses of this feature equal to your proficiency bonus, which you can use as an Action to perform any of the following:
- Cast the Detect Magic or Identify spells without expending a spell slot or components.
- Cause the effects of the Mending spell three times.
- Choose a Small or Tiny non sentient magical object within 60 feet of you. If it isn’t being worn or carried, the object immediately flies to one of your empty hands. If it is being wielded in one hand, its wielder must succeed on a Strength saving throw against your spell save DC, or the object flies to one of your empty hands.
Inventive Improvisation
Beginning at 10th level, you can quickly improvise the right tool for the job on the battlefield. Whenever you roll initiative, you may use your reaction to quickly create and enchant an item with a spell. The spell must be of the Artificer or Wizard spell list, and must be of a level equal to your proficiency bonus or less.
The item created by this feature is a Tiny magical object. A creature holding this item can cast the spell within it once, treating it as the caster for all purposes, with the exception that the spell uses your spell attack bonus and save DC. Afterwards, its magic fades and it crumbles.
You can use this feature once, gaining the ability to do so again when you finish a long rest or until you expend a spell slot of a level equal to your proficiency bonus to use it again.
Arcane Companions
By the time you’ve reached 14th level, you can now attune to up to four magical items at once.
Additionally, your mastery over enchanted items allows you to bring them to life. As an action, choose an amount of magical objects within 30 feet of you, up to a number equal to twice your proficiency bonus. They all spontaneously come to life, as described in the Animate Objects spell, and gain temporary hit points equal to your Wizard level. These objects last animated this way for 1 hour or until you dismiss them earlier (no action required).
If a creature is wearing or carrying a magical object and you choose to animate it, you can’t do so unless that creature is allied. However, if you bring that item to life, you create a magical bond between that creature and the object, causing the creature to still gain the benefits from the item despite it being animated.
When you use this feature, you regain a use of your Inventive Improvisation, and you can use it once, gaining the ability to do so again when you finish a long rest, or until you expend a spell slot of 8th level or higher to use it again.
Previous Versions
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