Artificer: Arcanist

### Arcanist Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Arcanist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

 3rd
 5th
 9th
 13th
 17th

### Wandcrafting Proficiencies

At 3rd level, you become proficient in woodcarver's tools as well as the Arcana skill if you are not proficient already.

### Prototype Wand

At 3rd level, you have learned to craft unique spellcasting wands designed to your needs. Whenever you finish a long rest, you may craft a personal wand. This wand cannot be activated by anyone other than you, and it requires no attunement. The wand has a number of charges equal to your Intelligence modifier. When you craft the wand, choose one artificer spell of a level you can cast that takes an Action to cast (this spell does not have to be prepared). That spell is stored within the wand, and can be cast by spending a number of the wand's charges equal to the spell's level. The wand loses any stored spells and remaining charges when you finish a long rest. Additionally, the wand counts as a spellcasting focus for you. While wielding the wand, you may add your Intelligence modifer to the damage done by any artificer cantrip you cast.

### Arcane Infusion

When you choose this subclass at 3rd level, you gain access to an additional Artificer Infusion specific to the Arcanist:

**Single-Spell Trinket.** You may add Single-Spell Trinket (listed at the end of this subclass) to the list of Artificer Infusions that you can learn.

### Magic Mimicry

At 5th level, you gain the ability to replicate spells that you have witnessed, using the power of your wand. As an action, you can attempt to mimic the effects of a spell that you have seen in the last minute. To do so, you make an Arcana check. The DC for this check is equal to 10 + twice the spell's level. If your wand does not have enough charges to cast the spell, you fail this check automatically. On a success, you spend a number of the wand's charges equal to the spell's level, and successfully cast the spell. On a failure, the spell fizzles out and short circuits the wand. Upon doing so, you cannot attempt to use this feature again until you complete a short or long rest.

### Refined Wand

Also at 5th level, when you craft a wand at the end of a long rest, you can now choose two spells to store within it.

### Perfected Wand

At 9th level, when you craft a wand at the end of a long rest, you can now choose three spells to store within it. Additionally, your wand now has a number of charges equal to twice your Intelligence modifier.

### Arcane Reservoir

At 15th level, you can convert your wand's stored energy into fuel for further spellcasting. As an action, you can spend your wand's charges to recover expended spell slots. Choose a target within 30 feet of you that you can see (you can also target yourself). When you do so, spend a number of the wand's charges equal to twice the combined level of the spell slots being recovered. For example, if you restore one 1st level spell slot and one 2nd level spell slot, you must spend 6 charges to do so.

### Single-Spell Trinket

*Prerequisite: 8th level Artificer*

*Item: A gadget or trinket*

Using this infusion, you give an item the ability to store Artificer spells. While holding an item that has been infused in this way and casting an Artificer spell with a casting time of 1 action, you can increase the casting time to 1 minute. If you do so, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into the item for later use. Any creature holding the item thereafter can use an action to activate this spell if the creature has an Intelligence score of 6 or higher. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item. Any spell stored in the item fades immediately after being used once, it the spell is not used within 8 hours of being stored, or if the item is no longer infused. This item can only contain one spell at a time, and the first spell is replaced if another spell is stored.