Mystic Sage

This Artifier focuses on the creation of goods. Written works in particular, and is horrible at combat.

Bonus Proficiency

You gain proficiency with two artisan kit/tools; Calligraphy Supplies, Carpenter's Tools, Cook's Utensils, Painter's Kit, Potter's Tools, Weaver's, and Woodworker’s Tools.

Bonus Cantrip

You learn 2 Cantrips from the Following List: Message, Vicious Mockery, Guidance, and Mage Hand.

Bonus Infusions

You gain 2 additional Infusion with each level. One of the infusions must be of the type “Artistic/Wonderous”.

  • At 1st level, you learn Quill of Longwritting, and Quill of Dictation Infusions.
  • At 3rd level, you learn Wand of … and an Orb Infusions.
  • At 5th level, you learn Reading Glasses, and Cynic’s Goggles Infusions.
  • At 7th level, you learn Runic Weapon and Runes of Shadow Tendrils Infusions.
  • At 11th level, you learn Goggles of Truesight Infusions.
  • At 17th level, you learn Bottled Storm Infusions.


At 1st level, You may, as a bonus action, use 1 infusion point + 2 points per spell slot level to grant a magic item with a Temporary single charge.
At 6th level, you reduce the infusion cost of making a wand, stave, rod by 1 point (You still may not exceed your Max Infusion cost).
At 12th level, if you put a charge into an item that broke within the last hour as a result of expending its last charge, you may repair it. (revify for magical items) Rather than your overcharge granting an additional charge, it doesn't restore a charge, it returns the item's ability to gain more charges the next day.
Alternate Rule: The Artifier must have one or all of the schema(s) necessary to recharge the item.

Enduring Enchantment (This replaces the Enduring Enchantment received at 6th level)

At 1st level, when you create an infusion you may choose to enhance the dweomer making it last one day. Doing so costs the Artificer dearly. In addition to the Infusion point costs the artificer reduces their Maximum Health by that same amount as well as take a point of Constitution damage. You may not regain the Infusion Point(s), CONstitution damage, and damage from Maximum HP until either the item(s) are broken, used or a week has passed.
At 6th Level you may add infusions points to an Enduring Enchantment, taking it further - you may not add more Infusions points than your Maximum Infusion and your infusions last up to a week.
At 12th Level you no longer take Constitution damage when you craft an enduring enchantment.

Expeditious Enchanter

  • At 5th level, you double your effective daily productivity from 25gp a day (DMG pg. 129) for magical goods to 50gp of work a day.; and from 5 gp a day for mundane to 15gp a day;
  • At 10th level, the daily magical productivity increases to 75 gp of work a day; Mundane is 50gp of work a day.
  • At 15th level, the daily magical productivity increases to 100gp of work a day; Mundane is 75gp of work a day.
  • At 20th level, the daily magical productivity increases to 150gp of work a day; Mundane is 125gp of work a day.

Expeditious Construction Time

Rarity 5th 10th 15th 20th
Common 2 Weeks 1 Week 4 days 1 day
Uncommon 3 Months 6 Weeks 3 Weeks 1 Week
Rare 2 Years 16 Months 1 year 8 months
Very Rare n/a n/a 6 years 5 years

Increased Infusions

  • At 11th level, your Maximum Infusion Pool in increased by (2 x INTelligence bonus.)

Frugal Fabricator

  • At 14th level, the costs (gold) for the infusions is ½ the listed expense and 1 less Infusion point (Minimum 1 pt) - provided you are able to work on your project for 2 hours each day your work is not lost.
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