Wizard
Base Class: Wizard

Centuries of research has allowed wizards to create magical batteries, and from that basic idea, they have been able to create magical items thought to be impossible. Items that are powered by magic and steam. Magitech.

Artifice Savant

Beginning when you select this school at 2nd level, You can create magic batteries that can hold spell slots equal to half the spell slot used to create the battery. The battery must be crafted or bought and after creation, they can be charged using arcane recovery.

You can spend batteries instead of spell slots to cast spells or power Magitech weapons and armor.

Artificer's Companion

Starting at You can spend 8 hours to create a mechanical pet of size small or smaller that is a replica of a beast that you fully know the anatomy of. It is powered by Arcane Batteries and it stays alive for 8 hours per level of spell slot of the battery that it uses. You can create as many of these as you want, so long as you can afford the parts. 

The CR of the creature must be equal to or lower than 1/4 of your Level. It cannot be repaired, can be salvaged if not completely destroyed. 

Spell overcharge

Beginning at 6th level, when you cast a spell or use a Magitech weapon, you can increase its spell slot level by 1 by spending artificer's batteries equal to the level of spell slot you used to cast the spell. Overcharged weapons gain a +1 bonus to attack and damage if you spend batteries or spell slots equal to its current bonus +1.

Advanced Artificer Knowledge

Starting at 10th level, whenever you create an artificer battery, you can choose to either create two at 1/2 power of the spell slot or create one battery with the full power of the spell slot spent. 

Artificer Mastery

Starting from the 14th level, talk to your DM to create custom Magitech weapons and Armor.

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