Revised Artificer Additional Specializations (v 1.0) Wandsmith A wandsmith is an Artificer who has mastered a technique, more than a singular invention. The technique of quickly forging powerful Wands. These wants are flexible tools, and can be used to inflict an onslaught of magical power. Though less versitile in their application than practicioner casting their spells on the fly, they make up for it with the unparalleled barrage of magic they can release in a short period of time, as they don't have bother with the nicities that other spellcasters must jump through unlease their magic. A wandsmith is a dangeorus opponent, quick on their feet and quicker with a magic spell from one of their wands. A wandsmith is a constant balance of extensive preperation and lightning quick reflexes and thinking. Wandsmith's Proficiency When you choose this specialization at 1st level, you gain proficiency with woodcrafter's tools and jeweler's tools. Blasting Rod At 1st level, you've mastered the arcane secrets and fine craftsmanship to forge a wand. The first wand you create is your Blasting Rod. When you craft your Blasting Rod, select one Evocation Cantrip from the Wizard spell list that does not require concentration. Thereafter, as an action, you can use the Blasting rod to cast that spell. When you deal damage with your Blasting Rod or with spell cast by a Wand, you can add your Intelligence modifier to one damage roll of that spell against one of its targets. Blasting Rod Wondrous Item, Attunement. As an action, you can use this wand to cast a Evocation Cantrip (selected from the Wizard spell list). You can only have a single blasting rod at a time. If your rod is lost or destroyed, you can make a new one during a long rest with 10 gold pieces of materials and 2 hours of work. You can use your Blasting Rod or any Wand you are holding as an arcane focus. Spellbook At 3rd level, you have a Spellbook containing three 1st-level wizard evocation Spells of your choice. Your Spellbook is the repository of any non-Artificer spell you know. You cannot prepare these spells and these spells do not count against your spells known, but when you level up, you can choose to take one the spells from your Spellbook as a spell known replacing a choice from the Artificer spell list, at which point you can cast it as normal. You can choose to scribe any Artificer spell you can cast into the Spellbook. You can create a wand that casts one of the spells recorded within your Spellbook, and can create a new one each time you gain an upgrade as shown in the upgrade column on the class table. Learning Spells of 1st Level and Higher Each time you gain a artificer level, you can add one wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Artificer table. On your adventures, you might find other Spells that you can add to your Spellbook. For each level of the spell, the process takes 2 hours and costs 50 gold pieces. Wands Akimbo Starting at 5th level, when you use your action to cast a spell using a Wand, if you are holding your Blasting Rod in your other hand, you can cast the Blasting Rod's cantrip with it as bonus action, picking either the same target or a different target. Masterwork Wands Starting at 14th level, If you use a wand you made to cast a concentration spell, as long as you continue to hold the wand you have advantage on checks to mantain concentration on that spell.

Additionally, when you create a wand that causes spell damage of fire, cold, acid, thunder, or lightning damage, you can choose a different damage type for the spell when cast by that Wand. Wandsmith Upgrades New Wand. You create a new Wand that you can infuse with a Spell of 1st level or higher you have recorded in your Spellbook. This wand does not require attunment, but can only be used by you. The Spell must be of a level that you can cast. This wand has two charges and is cast at its base level. The wand regains all charges at the end of a long rest. You can select this upgrade multiple times, selecting a different spell each time you take this upgrade. Gadgetsmith Gadgetsmith's Proficiency When you choose this specialization at 1st level, you gain proficiency with hand crossbows, whips and tinker's tools. At 1st level, you've mastered the creation of the essential reusable tools of surviving the battlefield as a Gadgeeter. You have the following items: Grappling Hook. As an attack or as an action, you may target a surface, object or creature within 20 feet. If the target is Small or Smaller, you can make a Grapple check to pull it to you and Grapple it. Alternatively, if the target is Medium or larger, you can choose to be pulled to it, this does not grapple it. Smoke Bomb. As an action, you can use this to instantly cast Fog Cloud on yourself.

As an action, you can use this to instantly cast Fog Cloud on yourself. Shock Generator. As an action, you can use this to cast Shocking Grasp. Additional Upgrade At 3rd level, you've mastered the essential tools begun to tinker with ways to expand your arsenal. The number of upgrades you have for your class level is increased by one. The number of additional upgrades you get increases to two more than the class table at 5th level. Recycle Gadgets Starting at the 3rd level, during a long rest and taking effect when you complete it, you can disassemble your gadgets and create different ones. When you do this, remove any upgrade you would like, and pick a new upgrade its place. You still must select upgrades that are valid for the level you gained the upgrade at (e.g. at 7th level, you can only have one upgrade that has a prerequisite of 7th level). Additionally, if a gadget is destroyed, you can use this feature to recreate it for materials with 20 gold pieces. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Combat Gadgets Beginning at the 14th level, when you take the attack action, you can replace an attack with using any gadget that requries an action to use. Additionally, any weapon gadgets you have created gain a +2 to their attack and damage rolls. Gadgetsmith Upgrades Boomerang of Hitting. You create a magical boomerang. You have proficiency in this weapon, and it has the Finesse, Thrown (30/90), and Special properties, and deals 1d4 damage. Special: When this weapon is Thrown, you can make target up three seperate targets within 10 feet of each other, making a seperate attack roll against each target. This weapon returns to your hand after you make an attack with it using the Thrown properity. Belt of Adjusting Size. You create a belt with a creature size dial on it. Wheil you are wearing this belt, you can use an action to cast Enlarge/Reduce on yourself. Once you use this gadget, you cannot use it again until you complete a short or long rest. Binding Rope. You create a rope that is capable of animating and binding a target. As an action, target a creature within 30 feet. The target must make a Dexterity Saving throw against your Spell Save or become restrained until the end of your next turn. If you are currently grappling the target, it makes the Dexterity saving throw with disadvantage. The rope can only restrain one target a time. Bracers of Empowerment. Prerequisite: 11th level. You create bracers that can empower you. You can use this to cast Tensor's Transformation without expending a Spell Slot. Once you use this ability, you cannot use it again until you complete a long rest.