Artificer
Base Class: Artificer

Enchanters are focused on the permanence of their infusions. They desire for their creations to last the test of time, passed down through the generations, and be the makings of legends. Some debate exists if this is a new school of artifactory or the resurrection of the eldest.

Practical Application

When you adopt this specialization at 3rd level, you gain proficiency with an additional artisan tool and a trade kit.

Disguise Kit

You gain proficiency with Disguise Kit

Forgery Kit

You gain proficiency with Forgery Kit

Herbalism Kit

You gain proficiency with Herbalism Kit

Navigator's Tools

You gain proficiency with Navigator's Tools

Poisoner's Kit

You gain proficiency with Poisoner's Kit

Thieves' Tools

This proficiency already granted by Artificer class.

Enchanting Studies

Starting at 3rd level, you choose another spellcasting class.  You choose one cantrip from that class, unlike your Artificer cantrips, this cannot be changed.  You also learn one spell from that class, these spells must be of a level that you are able to cast.  These spells are cast using the regular spellcasting ability of that class using your artificer spell slots, they count as known spells for you, are always prepared, and do not count against the number of artificer spells you prepare.

Bard

You study the spellcasting of Bards to further your enchanting research.

Cleric

You study the spellcasting of Clerics to further your enchanting research.

Druid

You study the spellcasting of Druids to further your enchanting research.

Sorecerer

You study the spellcasting of Sorecerers to further your enchanting research.

Warlock

You study the spellcasting of Warlocks to further your enchanting research.

Wizard

You study the spellcasting of Wizards to further your enchanting research.

Experimental Trinket

Beginning at 3rd level, you have learned to create the simplest of magic items.  You can spend ten minutes and 1 gold of materials, in addition to any spell components, to craft an item that will produce the effect of one of your known cantrips once.  The item is destroyed when it is used, a potion may be drunk, a scroll may burn up, and a weapon may shatter.  Whatever the tool you use for crafting these items, they are able to contain the spell threads but they cannot withstand channeling them.

  • If the cantrip has a material component that component must be woven into the items' creation, if the spell does not consume the material component then it can be recovered after the item is used, i.e. destroyed.
  • If the spell can produce a variety of effects you must choose which of these effects will be produced by the item when performing the enchantment.
  • Your tool crafting is DC 8, if you fail then all materials and time are spent and unrecoverable.
  • These items can only be used by individuals that have the ability to cast at least one spell.  To activate the spell in the item they must do so consciously.
  • You can choose for the cantrip to be cast from the item at a lower level than yours, for safety or so it can be used by lower level characters.
  • The time and cost are multiplied by the level of the cantrip, you can choose to use the cantrip at a level lower than yours when making the item.
  • Using the item takes an action unless they have a specific ability that allows them to do otherwise.
  • The item must be in physical contact with the user for them to channel the magic contained therein.
  • The time for the item to produce the spell effect is equal to the casting time of the spell, in some cases the user may be able to release the item after it has been activated.
  • The user does not need to perform the verbal or somatic components of the spell, if the spell has a verbal component then the item will make a noise when activated, if it has a somatic component then it will make significant movement.
  • The spell attack or difficulty challenge of the spell cast from the item uses the ability modifier of the spellcaster using the item, for the attribute that you use to cast the cantrip.
  • When creating an experimental trinket, they have a one in twenty chance at the time of use to 'misfire'.

For example:
If you have the cleric cantrip Sacred Flame, which uses Wisdom as your spellcasting modifier, then the user of the item will use their Wisdom as the spellcasting modifier to determine the DC for their target's Dexterity save.  You may have used Glassblowers tools to create a "Lens of Sacred Flame", when activated it will shatter loudly in a small explosion of glass, but not enough to cause significant harm unless the user is especially careless.  Until it is activated it is a magic item and will continue to function as a glass lens.

Dilligent Student

At levels 5, 9, 13, and 17 you learn another spell from the class you have chosen for your Enchanting Studies.

Enchanting Studies - Bard 2nd

At level 5 you learn another spell from the Bard list of 2nd level or lower.

Enchanting Studies - Bard 3rd

At level 9 you learn another spell from the Bard list of 3rd level or lower.

Enchanting Studies - Bard 4th

At level 13 you learn another spell from the Bard list of 4th level or lower.

Enchanting Studies - Bard 5th

At level 17 you learn another spell from the Bard list of 5th level or lower.

Enchanting Studies - Cleric 2nd

At level 5 you learn another spell from the Cleric list of 2nd level or lower.

Enchanting Studies - Cleric 3rd

At level 9 you learn another spell from the Cleric list of 3rd level or lower.

Enchanting Studies - Cleric 4th

At level 13 you learn another spell from the Cleric list of 4th level or lower.

Enchanting Studies - Cleric 5th

At level 17 you learn another spell from the Cleric list of 5th level or lower.

Enchanting Studies - Druid 2nd

At level 5 you learn another spell from the Druid list of 2nd level or lower.

Enchanting Studies - Druid 3rd

At level 9 you learn another spell from the Druid list of 3rd level or lower.

Enchanting Studies - Druid 4th

At level 13 you learn another spell from the Druid list of 4th level or lower.

Enchanting Studies - Druid 5th

At level 17 you learn another spell from the Druid list of 5th level or lower.

Enchanting Studies - Sorcerer 2nd

At level 5 you learn another spell from the Sorcerer list of 2nd level or lower.

Enchanting Studies - Sorcerer 3rd

At level 9 you learn another spell from the Sorcerer list of 3rd level or lower.

Enchanting Studies - Sorcerer 4th

At level 13 you learn another spell from the Sorcerer list of 4th level or lower.

Enchanting Studies - Sorcerer 5th

At level 17 you learn another spell from the Sorcerer list of 5th level or lower.

Enchanting Studies - Warlock 2nd

At level 5 you learn another spell from the Warlock list of 2nd level or lower.

Enchanting Studies - Warlock 3rd

At level 9 you learn another spell from the Warlock list of 3rd level or lower.

Enchanting Studies - Warlock 4th

At level 13 you learn another spell from the Warlock list of 4th level or lower.

Enchanting Studies - Warlock 5th

At level 17 you learn another spell from the Warlock list of 5th level or lower.

Enchanting Studies - Wizard 2nd

At level 5 you learn another spell from the Wizard list of 2nd level or lower.

Enchanting Studies - Wizard 3rd

At level 9 you learn another spell from the Wizard list of 3rd level or lower.

Enchanting Studies - Wizard 4th

At level 13 you learn another spell from the Wizard list of 4th level or lower.

Enchanting Studies - Wizard 5th

At level 17 you learn another spell from the Wizard list of 5th level or lower.

Augemented Enchantments

At 5th level your skill in enchanting has improved to the point that you do not just experiment on trinkets, can now place enchantments on existing items.  This still costs 1 gold in materials in addition to the mundane item and any spell components, the item on which the enchantment is placed is not destroyed when the spell charge is expended through activation.  This form of enchanting requires an hour of focused concentration, as if concentrating on a spell.

Additionally, you learn to augment your enchantments in some of the following ways.
You learn three augmentations at levels 5 and one more at level 13 (not counting Stability which is grated automatically).

Infused Enchantment

In addition to cantrips you are also able to enchant items with your known Artificer Infusions, once activated these effects lasts for 10 seconds (ends after your following turn in combat) and then the enchantment ends if there are no charges remaining.  Enchanting an item using one of your Artificer Infusions uses one of your available infusions for the day.  The DC for enchanting an item with an infusion is 8 plus the level required to learn the infusion, minimum 2, as no infusions are learned below level 2.  This is considered part of the base challenge of the enchantment, applied before the cost of any multipliers from other augmentations.

Intuitive Use

The item can be used without being attuned to by the user.  When combined with Skill of the Enchanter, these items are known to activate suddenly in the hands of non-spellcasters, as they do not understand how they activate them, and sometimes do so accidentally.

The challenge rating to craft an item with this augmentation is doubled.

Multicharge

You can invest more than one charge into the item.  If there is a consumable material component then it must be provided for each casting, either by embedding multiple of the component or the user must provide it at time of use.  The required materials and time are multiplied by the number of charges the item will have, including your infusions or spell slots as applicable, this multiplier is applied after all other augmentations are calculated.  You only need to perform the crafting check once and the outcome is not determined until all time and materials are spent.  The maximum number of charges you can enchant an item with is equal to your Artificer spellcasting modifier (Intelligence).

Reactive Casting

You craft the enchantment so that it can be activated as bonus action.  This increases the base materials cost by 10 gold (before any multipliers).

This requires an additional 8 hours of concentration and the challenge is increased by 8, these are applied after any other augmentation multipliers.

Recharge

You can craft items that recharge over time.  Use the following table to calculate multipliers for cost of materials (excluding Infusion or Spell Slots), the time required to create the enchantment, and the Difficulty Challenge.  These multipliers should be applied after all other applicable augmentations.

Materials (GP), Time (hrs), and DC Recharge Quantity
1 1d4 1d6 All
Recharge Interval lunar cycle or more
M+10, T+1, DC-2
24 hours / dawn Mx1.5, T+1, DC+1 Mx2, T+2, DC+2 Mx2, T+2, DC+3 Mx3, T+3, DC+3
1 hour Mx3, T+4, DC+4 Mx4, T+4, DC+4 Mx4, T+5, DC+4 Mx5, T+5, DC+5
10 minutes Mx10, T+8, DCx1.5 Mx15, T+10, DCx1.5 Mx20, T+12, DCx1.5 Mx25, Tx2, DCx1.5

 
If the recharge time is equal to the spell duration then when combined with an automatic or mechanical trigger a constant effect may be achieved.

Skill of the Enchanter

The spellcasting modifier used for the enchanted item is yours at the time of creation instead of the item's user.  This increases the base crafting difficulty by your spellcasting modifier, but makes it possible for the item to be used by non-spellcasters.

You can also use this augmentation to combined multiple enchantments into one item.  The above effect is not required when doing this and in that case does not increase the difficulty.  When making such a combination, you must spend the materials and time for all desired effects before the outcome is determined, but you can take a break between the time required for each enchanting effect.  The end product is considered only one item for purposes of attunement.  If the effects will be triggered and resolved individually then each enchantment should be rolled for separately, however if their effects are being combined when triggered then combine their base DC and apply modifiers together and roll once.

Stability

Items enchanted using this augmentation can be made more stable so that they do not suffer the 1 in 20 chance of backfiring.  This effect increases the base crafting difficulty by the level of the enchantment or 1 for a cantrip, the base cost is also increased by the same amount in gold, but at least it doesn't take longer.

Spell Investment

Starting at 5th level, you can use your known spells to enchant items.  The material cost is 10 times the spell's level in gold plus any of the spell's material components, the time required is equal to one hour per level, and the DC is 8 plus twice the spell level.  These are part of the base cost, time, and challenge, and are therefore applied before any multipliers.  You must also cast the spell as part of the "materials", which means you must have the spell prepared.  For Multicharge you must expend a spell slot for each charge the item will have, wich means you cannot create an item with more charges than you have spell slots available to cast it with.  The level requirement to use the item is twice the level of the spell slot.
For example at level 13 you can enchant items with 4th level spells (or with a 4th level casting of a lower level spell) for 40 GP, over 4 hours, at a DC of 12, before any augmentations, which can only be used by creatures of level 8 or higher.

You are also able to document your formulae so your creations can be reproduced.  You must create an item at least once in order to be certain what will be produced.  After creating the item and formula, you can recreate the item through experimentation using the formula as a guide even if you do not have the spell prepared, however you must still spend any applicable spell slots.  If you are recreating an item using a documented formula then the time and cost are subject to your level 10 Magic Item Adept ability and can be constructed over time as described in chapter 6 of the Dungeon Master's Guide as opposed to one continuous effort, i.e. 25 GP or 8 Hour increments.

Advanced Augmentation

At 9th level, you learn an Advanced Augmentation technique.  You learn a second Advanced Augmentation at level 17.

Automatic Activation

Prerequisite: Reactive Casting
This augmentation can cause the spell to trigger automatically under the conditions you specify and Reactive Casting must also be used in the enchantment.  This requires an additional hour and 10 gold per condition (as summed by your DM), these costs are applied after any multipliers.  Remember, these are generic triggers, restrictions like 'only when so-and-so steps on it' is a different augmentation.

  • With Reactive Casting you can allow it to be activated as a reaction at the cost of one condition, instead of a bonus action.
  • If enchanting without Intuitive Use then it must be in a creature's possession in order to activate.
  • It is possible for the item to activate without anyone if enchanting with all three augmentations Intuitive Use, Reactive Casting, and Skill of the Enchanter.
  • Example conditions:
    1. Allow the user to activate this enchantment as a Reaction
    2. When a creature steps on this enchanted stone
    3. When a creature picks this enchanted lock
    4. When a weapon strikes this enchanted armor
    5. When this enchanted weapon strikes something
    6. On the full moon
    7. On the winter solstice
    8. At noon

Cursed

Prerequisite: This is learned automatically if you know Intuitive Use
It is a misconception that cursed objects are created by accident.  Sometimes created as a shortcut and other times for unappreciative customers, these items draw on the creatures' magical threads and keep pulling like a suction cup stuck to a window.

If combined with Intuitive Use a creature may end up stuck with an object as soon as they touch it.  This item will however still consume one of the creatures attunement slots, possibly disrupting their connection to another item.  Also, it is not required to be combined with Intuitive Use.

When used without Intuitive Use, the creature will not be cursed until they attune to the item.

When used with Restricted Activation this can be leveraged to prevent specific people, or anyone except specific people, from removing the item.

This advanced augmentation makes the wielder unable to remove the enchanted item.  Casting Remove Curse will allow the creature to remove the enchanted item, however the item itself will continue to be cursed until the enchantment is dispelled.  This reduces the base difficulty by half.

Mechanical Trigger

Prerequisite: Intuitive Use
These specialized items can be triggered without being in contact with a user, such as by a Mage Hand, automated defenses, or being thrown on the ground.  This requires a second crafting check with Tinkerer's Tools at the same difficulty, if the second check fails then the Mechanical Trigger fails to function but you can make a third check in an attempt to salvage the item without it.  To use this augmentation you must also use Skill of the Enchanter which normally would set attack and save DC of the spell effect, however Mechanical Trigger changes the spell attack (or save DC) to be replaced with the user's Strength or Dexterity attack.

For an item to be triggered mechanically, without any user, it must also be crafted with Intuitive Use.  If triggered mechanically, then the effect is produced with no proficiency bonus or ability modifiers, and should instead be treated as a saving throw.

Practice Makes Perfect... Copies

Prerequisite: Infused Enchantment
This augmentation enables you to make perfect replications of your Infusions.  These copies still require one of your daily infusions to make, however the effect is permanent.  If you do not use Stability then there is still a 1 in 20 chance that your copy is defective and will wear off when your infusions reset.  This advanced augmentation can not be combined with any augmentations other than Infused Enchantment, except Stability and/or Cursed.

You have learned the techniques necessary to dismantle any magic item you come across, documenting the formula and destroying the item in the process.  You are also able to reverse engineer the formula to create any Replicate Magic Item infusions that you know and document them without creating the item.  Reading the formula for any magic item informs you of what materials, spell, augmentations, and time would be required to recreate the item as an experimental creation (at the discretion of your DM).

Restricted Activation

Prerequisite: Skill of the Enchanter
This augmentation effects the cost, time, and difficulty for each restriction (at the discretion of your DM), these costs are applied after any multipliers and you can apply more than one at a time. You are not required to use Skill of the Enchanter when using this augmentation. The restrictions reduce the who can use the enchanted item, or whom is affected by it.

Restriction Cost (minimum 1) Hours (minimum 1) DC (minimum 5)
only by you -20 -3 -6
by one specific individual -10 -2 -4
by a specific race +10 -5 -2
using a proficiency = -2 -4
in combat +10 -1 -1
out of combat +10 -1 -2
creatures hostile to you* +50 +5 +2
creatures friendly to you* +40 +3 +2
at midnight = -5 -2
on a Tuesday +30 = +3
on the second Thursday of the month +40 +2 +4
on a full moon -50 -5 -5
the 8th Saturday of the year +20 +5 +8
on the winter solstice -100 -10 -10

*you, meaning the user/owner

Perme'nance

By 15th level, you can craft items that recharge almost instantly or have constant effects.  The below multipliers should be applied after all applicable augmentations and/or advanced augmentations.  Select one of the following options.

Constant

You are able to create enchantments that have a Constant effect, even for spells that have a duration of Instantaneous.  It cannot be deactivated except by Restricted Activation or Dispel Magic, which destroys the enchantment.  However without Intuitive Use will not activate unless attuned to a creature.  Constant effect doubles the difficulty, doubles the time required, and increases the material costs by 100 fold.  The Stability augmentation must be used when making an enchantment with a Constant effect.

Instant Recharge

To create an item with an Instant Recharge, the number of charges determine the recharge probability, and the charges are then always reduced to 1.  The Instant Recharge is checked every 6 seconds (each combat round).  This increases the difficulty by 1.5 times, the time required by a factor of 1.5, and 50 times the material costs.  If used without Stability augmentation then there is a chance of misfire on every use.

Charges Recharge Die Recharges On
1 1d6 6
2 1d4 4
3 1d6 5 or 6
4 1d4 3 or 4
5 1d6 3 or higher
6+ Every Round

 

Example Experiments

Some known magic items and experiment conditions that may have produced them.

Armor of Gleaming

Spell: Prestidigitation
Augmentations: Intuitive Use, Stability, Constant
Cost: 200 GP
Time: 20 Minutes
DC: 18
Minimum Level to perform experiment: 15
Minimum Intelligence: 13

Bag of Holding

Spell: Rope Trick
Augmentations: Intuitive Use, Stability, Constant
Cost: 2200 GP
Time: 8 Hours
DC: 28
Minimum Level to perform experiment: 15
Minimum Intelligence: 13

Boots of Elvenkind

Spell: Enhance Ability
Augmentations: Intuitive Use, Reactive Casting, Recharge (1 per Minute), Stability, Automatic Activation (Sneaking)
Cost: 220 GP
Time: 18 Hours
DC: 25
Minimum Level to perform experiment: 9
Minimum Intelligence: 13

Boots of Levitation

Spell: Levitate
Augmentations: Stability, Instant Recharge
Cost: 1100 GP
Time: 3 Hours
DC: 21
Minimum Level to perform experiment: 15
Minimum Intelligence: 13

Brooch of Shielding

Spell: Shield
Augmentations: Reactive Casting, Stability, Automatic Activation (target of Magic Missile), Constant
Cost: 3100 GP
Time: 20 Hours
DC: 38
Minimum Level to perform experiment: 15
Minimum Intelligence: 13

Cap of Water Breathing

Spell: Create or Destroy Water
Augmentations: Intuitive Use, Reactive Casting, Recharge, Stability, Automatic Activation (Underwater)
Cost: 220 GP
Time: 19 Hours
DC: 25
Minimum Level to perform experiment: 9
Minimum Intelligence: 13

Clensing Stone

Spell: Prestidigitation
Augmentations: Intuitive Use, Reactive Casting, Stability, Automatic Activation (Touch), Instant Recharge
Cost: 1100 GP
Time: 14 Hours
DC: 26
Minimum Level to perform experiment: 15
Minimum Intelligence: 13

Cloak of Billowing

Spell: Prestidigitation
Augmentations: Intuitive Use, Reactive Casting, Stability, Constant
Cost: 600 GP
Time: 12.5 Hours
DC: 16
Minimum Level to perform experiment: 15
Minimum Intelligence: 13

Cloak of Elvenkind

Spell: Disguise Self
Augmentations: Reactive Casting, Stability, Automatic Activation (Hood is up), Constant
Cost: 220 GP
Time: 18 Hours
DC: 25
Minimum Level to perform experiment: 15
Minimum Intelligence: 13

Cloak of the Manta Ray

Spell: Alter Self
Augmentations: Intuitive Use, Reactive Casting, Recharge (1 per Minute), Stability, Automatic Activation (Underwater)
Cost: 330 GP
Time: 21 Hours
DC: 29
Minimum Level to perform experiment: 9
Minimum Intelligence: 13

Clothes of Mending

Spell: Mending
Augmentations: Intuitive Use, Reactive Casting, Recharge (1 per Day), Stability, Automatic Activation (at Dawn)
Cost: 28 GP
Time: 10 Hours 20 Minutes
DC: 13
Minimum Level to perform experiment: 9
Minimum Intelligence: 13

Dread Helm

Spell: Thaumaturgy
Augmentations: Intuitive Use, Reactive Casting, Stability, Automatic Activation (When Worn), Constant
Cost: 2200 GP
Time: 18 Hours 20 Minutes
DC: 34
Minimum Level to perform experiment: 15
Minimum Intelligence: 13

Eyes of Charming

Spell: Charm Person
Augmentations: Multicharge (3), Recharge (Daily All), Skill of the Enchanter (3), Stability
Cost: 99 GP
Time: 6 Hours
DC: 17
Minimum Level to perform experiment: 5
Minimum Intelligence: 16

Feather Token

Spell: Feather Fall
Augmentations: Intuitive Use, Reactive Casting, Stability, Automatic Activation (Falling)
Cost: 31 GP
Time: 11 Minutes
DC: 19
Minimum Level to perform experiment: 5
Minimum Intelligence: 13

Gloves of Thievery

Spell: Skill Empowerment
Augmentations: Intuitive Use, Skill of the Enchanter (5), Stability, Constant
Cost: 5500 GP
Time: 18 Hours
DC: 52
Minimum Level to perform experiment: 18
Minimum Intelligence: 20

Goggles of Night

Spell: Darkvision
Augmentations: Intuitive Use, Multicharge (3), Reactive Casting, Recharge (Daily All), Stability, Automatic Activation (When Worn)
Cost: 298 GP
Time: 24 Hours
DC: 25
Minimum Level to perform experiment: 13
Minimum Intelligence: 16

Hat of Disguise

Spell: Disguise Self
Augmentations: Stability, Instant Recharge
Cost: 550 GP
Time: 1.5 Hours
DC: 17
Minimum Level to perform experiment: 15
Minimum Intelligence: 13

Helm of Telepathy

Spell: Detect Thoughts
Augmentations: Recharge (1 per Minute), Skill of the Enchanter (3), Stability
Cost: 220 GP
Time: 10 Hours
DC: 26
Spell: Suggestion
Augmentations: Recharge (1 per Day), Skill of the Enchanter (3), Stability
Cost: 33 GP
Time: 3 Hours
DC: 18
Minimum Level to perform experiment: 5
Minimum Intelligence: 14

Lantern of Revealing

Spell: See Invisibility
Augmentations: Intuitive Use, Recharge (1 per Minute), Stability, Mechanical Trigger
Cost: 220 GP
Time: 12 Hours
DC: 21
Minimum Level to perform experiment: 9
Minimum Intelligence: 13

Medallion of Thoughts

Spell: Detect Thoughts
Augmentations: Multicharge (3), Recharge (1-4 per Day), Stability
Cost: 132 GP, 10 CP
Time: 8 Hours
DC: 16
Minimum Level to perform experiment: 5
Minimum Intelligence: 16

Orb of Gonging

Spell: Thunderclap
Augmentations: Intuitive Use, Stability, Mechanical Trigger, Instant Recharge
Cost: 100 GP
Time: 30 Minutes
DC: 14
Minimum Level to perform experiment: 15
Minimum Intelligence: 13

Pipes of Haunting

Spell: Cause Fear
Augmentations: Intuitive Use, Multicharge (3), Recharge (1-4 per Day), Skill of the Enchanter (5), Stability, Automatic Activation (Underwater)
Cost: 220 GP
Time: 19 Hours
DC: 25
Minimum Level to perform experiment: 17
Minimum Intelligence: 16

Potion of Healing

Spell: Cure Wounds
Augmentations: Intuitive Use, Skill of the Enchanter (+3), Stability
Cost: 11 GP
Time: 2 Hours
DC: 14
Minimum Level to perform experiment: 5
Minimum Intelligence: 16

Ring of Free Action

Spell: Freedom of Movement
Augmentations: Recharge (1 per Hour), Stability
Cost: 132 GP
Time: 8 Hours
DC: 24
Minimum Level to perform experiment: 13
Minimum Intelligence: 13

Ring of Jumping

Spell: Jump
Augmentations: Reactive Casting, Recharge (1 per Minute), Restricted Activation (only self)
Cost: 190 GP
Time: 14 Hours
DC: 19
Minimum Level to perform experiment: 9
Minimum Intelligence: 13

Ring of Water Walking

Spell: Water Walk
Augmentations: Intuitive Use, Reactive Casting, Recharge (1 per Minute), Stability, Automatic Activation (on water)
Cost: 440 GP
Time: 23 Hours
DC: 34
Minimum Level to perform experiment: 9
Minimum Intelligence: 13

Rope of Climbing

Spell: Floating Disk
Augmentations: Intuitive Use, Reactive Casting, Recharge (1 per Minute), Stability, Automatic Activation (While being used)
Cost: 220 GP
Time: 19 Hours
DC: 25
Minimum Level to perform experiment: 9
Minimum Intelligence: 13

Sending Stones

Spell: Sending
Augmentations: Intuitive Use, Recharge (1 per Day)
Cost: 49.5 GP
Time: 7 Hours
DC: 18
Minimum Level to perform experiment: 9
Minimum Intelligence: 13

Spell Scroll (Cantrip)

Spell: Any Cantrip
Augmentations: Intuitive Use, Skill of the Enchanter (+3), Stability
Cost: 2 GP
Time: 20 Minutes
DC: 12
Minimum Level to perform experiment: 5
Minimum Intelligence: 16

Unbreakable Arrow

Spell: Any cantrip is enough
Augmentations: Intuitive Use, Stability, Restrictive Activation (two conflicting constraints so that it can never activate)
Cost: 1 GP
Time: 1 Hour
DC: 5
Minimum Level to perform experiment: 9
Minimum Intelligence: 13
(Effectively this is a magic item for which the effect cannot be activated, so as a magic item it cannot be broken)

Wand of Conducting

Spell: Prestidigitation
Augmentations: Intuitive Use, Multicharge (3), Recharge (Daily All), Stability, Automatic Activation (When Worn), Constant
Cost: 9 GP
Time: 4 Hours
DC: 11
Minimum Level to perform experiment: 5
Minimum Intelligence: 16

Wand of Magic Detection

Spell: Detect Magic
Augmentations: Intuitive Use, Multicharge (3), Recharge (1-4 per Day), Stability
Cost: 66 GP
Time: 8 Hours
DC: 13
Minimum Level to perform experiment: 5
Minimum Intelligence: 16

Wand of Secrets

Spell: Find Traps
Augmentations: Intuitive Use, Multicharge (3), Recharge (1-4 per Day), Stability
Cost: 132 GP
Time: 14 Hours
DC: 16
Minimum Level to perform experiment: 5
Minimum Intelligence: 16

Winged Boots

Spell: Fly
Augmentations: Multicharge (4), Recharge (1-4 per Hour), Stability
Cost: 528 GP
Time: 16 Hours
DC: 21
Spell: Fly
Augmentations: Multicharge (4), Recharge (1-4 per Hour), Stability
Cost: 528 GP
Time: 16 Hours
DC: 21
Spell: Fly
Augmentations: Multicharge (4), Recharge (1-4 per Hour), Stability
Cost: 528 GP
Time: 16 Hours
DC: 21
Minimum Level to perform experiment: 9
Minimum Intelligence: 18

Thanks

Thanks to willvaldy for help balancing this out.

Playtest pending...

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