Hawk Diesel
Adventurer
So I don't necessarily agree that the Artificer fits as a Wizard archetype. However, revamping the UA version was easier that creating a whole Artificer core class with it's own archetypes. So here is what I've developed. I have no idea how well it's balanced, so any feedback regarding how it measures up against other Wizard archetypes would be helpful.
Touch of Magic
Starting at 2nd level, you have the ability to innately infuse weapons with magic simply by wielding them. You gain the cantrips Shillelagh and Magic Stone. These count as wizard cantrips for you, and do not count against your number of cantrips known.
Infuse Potions
Starting at 2nd level, you can create magical potions. Choose a spell you know that normally targets yourself or an ally. You spend 1 minute focusing your magic on a vial of mundane water and expend a spell slot to transform it into a potion of the chosen spell. Once created, you or an ally you give the potion to can use the potion as an action. The spell takes effect as if it was cast using the expended spell slot. For the duration does not require your concentration to maintain the spell.
Alternatively, you can create a potion of healing. This potion heals a number of hit points equal to 5 x the level of the expended spell slot.
These potions become inert after 8 hours. You can create up to three potions using this ability and must finish a long rest before creating any more.
Infuse Weapons and Armor
Starting at 6th level, you gain the power to great magical armaments. You add elemental weapon, magic weapon, and magic armor* to your spellbook. When you cast these spells, you do not require concentration to maintain these spells, and their duration is doubled.
Transfer Magic
Beginning at 10th level, you have an innate ability to manipulate the magic of items. You can transfer magical enchantments from a magical item into a mundane item of similar type. You can also swap magical enchantments of two items of similar type. Either process requires 1 minute of concentration and you must be in physical contact with both items for the entire process.
Finally, you can alter certain properties of magical enchantments. As an action, you can touch a magic item and change the energy type of resistance, immunity, or damage to a different energy type. You can do this twice per short or long rest.
Superior Attunement
Starting at 14th level, you can attune to four items rather than three.
Furthermore, you can attune to items even if you do not meet the normal prerequisites.
*Magic Armor
2nd-level transmutation
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
You touch a nonmagical armor or shield. Until the spell ends, the item touched becomes magical with a +1 bonus to AC or Saving Throws.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
Touch of Magic
Starting at 2nd level, you have the ability to innately infuse weapons with magic simply by wielding them. You gain the cantrips Shillelagh and Magic Stone. These count as wizard cantrips for you, and do not count against your number of cantrips known.
Infuse Potions
Starting at 2nd level, you can create magical potions. Choose a spell you know that normally targets yourself or an ally. You spend 1 minute focusing your magic on a vial of mundane water and expend a spell slot to transform it into a potion of the chosen spell. Once created, you or an ally you give the potion to can use the potion as an action. The spell takes effect as if it was cast using the expended spell slot. For the duration does not require your concentration to maintain the spell.
Alternatively, you can create a potion of healing. This potion heals a number of hit points equal to 5 x the level of the expended spell slot.
These potions become inert after 8 hours. You can create up to three potions using this ability and must finish a long rest before creating any more.
Infuse Weapons and Armor
Starting at 6th level, you gain the power to great magical armaments. You add elemental weapon, magic weapon, and magic armor* to your spellbook. When you cast these spells, you do not require concentration to maintain these spells, and their duration is doubled.
Transfer Magic
Beginning at 10th level, you have an innate ability to manipulate the magic of items. You can transfer magical enchantments from a magical item into a mundane item of similar type. You can also swap magical enchantments of two items of similar type. Either process requires 1 minute of concentration and you must be in physical contact with both items for the entire process.
Finally, you can alter certain properties of magical enchantments. As an action, you can touch a magic item and change the energy type of resistance, immunity, or damage to a different energy type. You can do this twice per short or long rest.
Superior Attunement
Starting at 14th level, you can attune to four items rather than three.
Furthermore, you can attune to items even if you do not meet the normal prerequisites.
*Magic Armor
2nd-level transmutation
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
You touch a nonmagical armor or shield. Until the spell ends, the item touched becomes magical with a +1 bonus to AC or Saving Throws.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.