Wizard
Base Class: Wizard

Wizards in the school of artifice are specialized enchanters, using their gifts to create arcane curiosities and magical items.

Potion Distillation

Starting at 2nd level, you can produce magic potions and gain proficiency with Alchemist Supplies. You spend time and expend a spell slot to transform materials into a potion of relative rarity. You must have arcane materials of the described value on hand to create the potion, which are consumed on attempt. When you attempt to create a potion, make an Alchemist Supplies (Intelligence) check. The DC for successfully creating the potion is listed in the table. You still expend the spell slot and consume the materials on a failure. See chapter 7 of the Dungeon Master’s Guide for complete rules on potions.

Spell Slot / Time

Potion Rarity / Material Cost

Alchemist Supplies DC

1st / 1 hour

Common  / 50gp 10

3rd / 4 hours

Uncommon / 250gp 15

5th / 10 hours

Rare / 1,000gp 20

7th / 1 day

Very Rare / 5,000gp 25

 

Inscribe Scroll

Starting at 2nd level, you gain the ability to create spell scrolls more efficiently than normal. You create spell scrolls in half the time and at half the usual cost than as described in Xanathar's Guide to Everything (pg. 133).

Enchant Magic Item

Starting at 6th level, you gain the ability to craft Common and Uncommon magic items. As you gain levels in the School of Artifice, you learn to create Rare, Very Rare, and Legendary items. Each level of rarity takes an amount of time and a cost in gold for the material components. After creating certain items, you also suffer levels of exhaustion upon completion. The table below also describes how much time you can cease doing work during the process without losing the enchantment and starting over.

Wizard level

Rarity

Time and Material Cost

Maximum Break

Exhaustion

6th

Common   1 hour; 5gp; 3 spell slots no break  none 

6th

Uncommon  1 day; 50gp; 5 spell slots 2 hours 1 level 

10th

Rare 1 week; 500gp; 9 spell slots/day during work  1 day & 2 hours/day 2 levels 

14th

Very Rare  1 month; 5,000gp; 13 spell slots/day during work  1 day/week & 2 hours/day 3 levels 

18th

Legendary  1 year; 50,000gp; 17 spell slots/day during work 1 day/week & 2 hours/day 4 levels 

*a day is considered a 16 hr work day.

You cannot start crafting an item if you suffer any exhaustion. 

 

Artifact Mastery

Starting at 10th level, you gain proficiency in Arcana if you don't already have it and learn the spell identify if you don't already know it. If you already have proficiency in Arcana, you can add your proficiency bonus twice to Arcana checks. You can cast identify as an action, or as a ritual lasting 1 minute. You can also now attune to 4 separate items at a time. 

At higher levels: You can attune to 5 separate items at 16th level, and 6 separate items at 19th level.

That Which You Can Create...

At 14th level, you learn how to masterfully detect, suppress, and dismantle magical effects. You learn identify, dispel magic, and counterspell if you do not already know them. You can cast identify as an action. You can cast dispel magic at will. You may also target magic items with dispel magic. If you do, you make an Arcana check per the table below. You may concentrate on dispel magic for 1 minute to suppress all of its magical effects. You also learn how to dismantle magic items. It requires the same wizard level, amount of time, spell slot expenditure, and exhaustion as it does to create an item of that rarity to dismantle it, but not the material cost. It does, however, require an Arcana check at the culmination of your work. If you succeed, it is permanently disenchanted. If you fail, you must start again, but it takes half the time on subsequent attempts and you have advantage on all future Arcana checks to disenchant that particular item.

Spell Slot

Arcana DC (SUppress/Disenchant)

Common

10/15

Uncommon

15/20

Rare

20/25

Very Rare

25/30

Legendary

30/35

 

 

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