In the ancient lands of Iroa, you will not be some Victorian scientist. Instead, look to Daedalus, Archimedes, Heron of Alexandria, Hephaestus, and other such figures as your inspiration. Clockpunk is acceptable, since Greece is the origin of gears and mechanical computers, but not more advanced technological representation. Largely, however, your stuff is magitek, not purely a work of mechanical invention. If you make an alchemy jug, it is probably in the form of an enchanted and artistic Grecian amphora or Egyptian urn, rather than a blender.
Decide the "form" that your craft takes, with an eye on what subclass you are going to be taking. This has a major impact on the flavor of what kind of items you make, and how you wield the special magic that you have. Are you a calligrapher, and the beautiful flowing lines you paint on items guide the flow of mana? Are you a potter, carrying a wide variety of special clays and mineral dusts, and you fashion items as special pottery (as resilient as "normal" items due to magic) or rub clays into weapons and items to enhance them? Are you a baker, a wielder of weaponized breads and maker of healing delicacies? If the idea is mildly silly, like the aforementioned baker, I may ask you to describe and justify things a little more, but ultimately, just pick a field of craft and run with it.
Use the version of the Artificer class presented in TCoE as the base.
Artificer Changes
The following changes apply to the class in these rules.
Spell Storing Item
This ability is moved to 1st level, as it's the closest 5E approximation of what the 3E artificer is and is about. The text of the ability is completely replaced.
You have a pool of spell energy - a number of spell levels equal to twice your class level. After a long rest, you can infuse this energy into objects in the form of stored spells that anyone can use one time each, with the spell then being expended. You can expend one level from the pool to infuse a first level spell from the artificer spell list or the list of your Specialist subclass, or two levels from the pool to infuse a first level spell from any other spell list. Regardless of their spell list, they are Artificer spells when manipulated in this way. The person who uses the item casts the spell as if they were you, using your caster level, Intelligence modifier, and spell save DC, as applicable to the spell.
If a spell has a costly material component, you must supply the component cost (or get your allies to supply it) to infuse it in this way.
At 5th level you can infuse second level spells in this way, at the cost of 2 levels from the pool for artificer spells or 4 levels from the pool for other spells. Similarly, at 9th level you can infuse third level spells (3/6 cost), at 13th level you can infuse fourth level spells (at 4/8 cost), and 17th level you can infuse fifth level spells (at 5/10 cost).
You don't have to use up the entire pool after your long rest. You can save some of it for later, infusing items with the remaining energy during a short rest. Moreover, if you (rather than an ally) uses one of your spell storing items while you still have spell energy in the pool, you can spend the cost of the item from the pool rather than use up the item, leaving it intact and ready to be used again immediately.
After a long rest, you can recall any or all of this energy back to you to be used again. You can elect to leave items still infused from previous days - for example, if you expended a costly material component to infuse them - but you then do not get that item's spell levels back in your pool this day.
Infuse Item
As printed, with two exceptions. The first exception is that the number of items you can infuse at one time is increased to be equal to 2 + half your Artificer level, so 3 at 2nd level up to 12 at 20th level. Infused items are intended to be used primarily by you, since they are a core part of your class abilities. 5E's designers made a weird decision here, as they intended the artificer to be a support class, but then factored the infusions into the assumed math of the class and how it plays in combat and interacts with the world; you are diminished as a functional character if you hand them all out! However, you can do so if you wish, if it seems to be what would be more effective for the party as a whole. Additionally, you only have so many attunement slots. This increase in the number of infused items means that you should quickly be able to infuse more items than you are actually capable of attuning yourself, allowing you to better act as support by handing some out while also keeping some for yourself.
The second exception is that the restriction of having to be applied to a non-magical item is removed. You can still only apply one infusion to any given object, but that object is allowed to already be magical. Bonuses can't stack from this, however - use only the higher of two bonuses of the same type (e.g., +X weapon).
Replicate Magic Item
This is no longer a "tax" on the class, and is removed from the Infuse Item list. It is now a class feature unto itself gained at 2nd level, though the items created with this feature still count against your number of Infused items, which are increased under these rules as elaborated above.
You can use this feature to infuse any magic item for which you have its schema - essentially, the combination of formulas, design notes or blueprints, and mystical rites required to create that item. At 2nd level, you know the schema to make one item from the lists available at your level, plus gain two schema for common minor items, without the usual money / time / quest investment. At every level thereafter, you gain another schema from the lists available at your level, plus two more schema for common minor items. However, you can also find or buy schema out in the world, much like a wizard learns spells when leveling but also can find or buy schema in play.
You can only have one active replication of any given object in this way, so you can't, for instance, use two of your "infuse slots" to make two Alchemy Jugs simultaneously.
The list as published doesn't always make sense. Thus, if a given item is obsoleted by or otherwise directly inferior to other items at its same tier which do basically the same thing but better, consider it moved to the next tier down in this campaign. For example, the Winged Boots on the 10th level list obsolete both the Ring of Jumping on the same list, and the Boots of Levitation on the 14th level list, so the Ring of Jumping is moved to the 6th level list, the Boots of Levitation are moved to the 10th level list, and the Winged Boots are moved to the 14th level list and become Very Rare. Always ask me to arbitrate this; for example, Cloak of Elvenkind is better than Boots of Elvenkind, but the Cloak requires one of a character's precious attunement slots and the Boots do not, so it's actually a wash and they are worth roughly the same.
If you see an item you are interested in from an official published source that is not on the list, you can discuss it with me and I will evaluate if it makes sense to add it to the list, and at which level it would be added.
Tool Expertise
As printed, plus the ability to make "early" magic items more efficiently is moved from the 10th level Magic Item Adept ability to here at 6th level. As such, when you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
Magic Item Adept
As printed except as above, plus your ability to make items more efficiently now extends to Rare items.
Magic Item Savant
As printed, plus your ability to make items more efficiently now extends to Very Rare items.
Magic Item Master
As printed, plus your ability to make items more efficiently now extends to Legendary items.
Soul of Artifice
As printed, plus your ability to make items more efficiently now extends to Artifacts.
Artificer Subclasses
All subclasses from TCoE are allowed. However, the Artillerist sees some changes, and the Alchemist sees some significant changes.
The Arcanitect is also added as a subclass you can choose.
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