Base Class: Wizard
This Subclass is designed for the magic item crafter at heart. This subclass combines the usage of interesting takes and a diverse magic study on making great items of magic. With the usage of spells and items a player can create a plethora of items for them and their party to use in all sorts of situations, need a item that can make fart noises when activated?, make a Cloth using weaver's tools and infuse it with a glyph of warding to make a stinking cloud. Need a Wand that'll turn your enemy into a bird make a wand of polymorphing. the possibilities are only limited by the person infusing them.
Arcane Infusion
At level 2, you learn the specialties of infusing magic into items. As part of this feature you may apply any spell within your spellbook into an object such as: glass-blown beads, carved jewels, weaved cloths, or carved blank wands. To do this you must spend a spell slot and number of hours equal to the spells level infusing the item with magic Part of this feature is that when the infused item is used they break down to a fine dust afterwards; however to create a lasting magic item it requires a number of infusions equal to 100x the spell slot being used , (ex to create a level 1 casting wand of magic missiles it requires 100 spells slots worth of casting which can be paid in level 1s to cover 1 infusion or using a 5th level to instead cover 5 infusions worth of spell slots)
when you finish crafting a permanent infusion it gains a number of charges equal to 2 + your wizard level.
Arcane Infusion Specialty
As part of taking this subclass you gain proficiency in a set of Artisian's tools which you can use to create your infusion focuses
Magical Tactician
Starting at level 6 you may use your bonus action to activate a magical item that requires an action to be used (ex. using a wand as your main action then using the wand again as a bonus action.)
Infusing Savant
Starting at 10th level the time need to infuse an item is reduced in half, in addition you gain expertise in an artisan tool that you have proficiency with.
Reliable Infusion
Starting at 14th level your craftmanship has lead to your infusions holding better when they are unfinished, until an item is finished you may use it at a risk where you roll a percentile dice and if the total is less than or equal to 4x your wizard level the item doesn't revert to dust. Once you use this feature on an item, the next time it is used it will break unless you take a short rest at which all items used this way regain this feature.







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