Cantrips (Level 1):
Prestidigitation – Perform small magical tricks like cleaning, creating sensory effects, or moving small objects.
Mending – Repair a broken object, restoring 1d6 + Intelligence modifier hit points to it.
1st-Level Spells (3 known):
Identify – You can determine the properties of a magical item or effect.
Detect Magic – You can sense the presence of magic within 30 feet, including the school of magic.
Grease – You create a slippery surface, causing creatures to potentially fall if they fail a Dexterity saving throw.
Infinite Tinkering (Artificer - Homebrew Rule)
Artificer Level: Any level that allows you to infuse items
Prerequisite: Artificer class
The artificer has honed their craft to the point where their tinkering abilities are no longer limited by the usual rules of infusion. Instead of the traditional limitations on the number of infusions, they can infuse an unlimited number of items, but with a wild magic flair. This results in a more chaotic and unpredictable experience for the artificer as they constantly experiment with their surroundings, materials, and magic.
Infusion Process and Wild Magic Effects
When the artificer attempts to infuse an item, there’s always a chance of failure, and that failure could lead to unexpected outcomes due to wild magic surges. The infusion process is unpredictable and can cause a variety of side effects.
Infusion Check:
To attempt an infusion, the artificer must choose an item and spend a short rest working on the item. They make an Arcana check, and the result will determine how the infusion succeeds or fails:
Roll of 1-10: A chaotic result occurs (see table below).
Roll of 11-20: The infusion works as intended, and the item gains the desired magical properties.
Roll of 21+: The infusion is flawless and may result in a slightly enhanced magical effect (DM's discretion).
Wild Magic Surge (Roll of 1-10)
If the artificer rolls a 1-10 on the infusion check, a wild magic surge happens, causing a random, often unpredictable outcome. Roll on the following table to determine the result:
Roll Wild Magic Surge Effect
1 The infused item gains sentience and becomes a temporary autonomous object with its own thoughts, desires, and personality. It will remain sentient for 1d4 hours, during which time the artificer may attempt to tame it (see the Stabilizing Sentient Items section below). If not tamed within the 1d4 hour period, the sentience fades, and the item returns to its normal state.
2-3 The item gains sentience for 1d4 hours (same rules as above). However, the object is rebellious and resists the artificer’s attempts to control it, sometimes taking actions that hinder the artificer.
4-5 The infusion malfunctions, causing the item to temporarily explode or break (DM’s discretion). The item suffers 1d6 force damage and may need repairs after the infusion.
6-7 The item becomes magnetized and begins to attract small metallic objects within 10 feet. This effect lasts for 1d4 hours.
8 The infused item gains a random property (DM's discretion, such as a glowing aura, increased weight, or extra appendages). This effect is temporary (lasting 1d4 hours).
9 The item is cursed and will randomly perform an unintended action every time the artificer interacts with it (e.g., fire a projectile, activate a spell, or change its shape). The curse lasts for 1d4 hours, and the artificer must spend 1 hour per day trying to remove it.
10 The item becomes a small magical creature (e.g., a small mechanical insect or tiny elemental) that assists the artificer for 1d4 hours. It might be helpful or mischievous depending on its personality.
Stabilizing Sentient Items
When an infused item gains sentience (as a result of a roll of 1-3 on the Wild Magic Surge table), the artificer can attempt to stabilize the sentient nature and make it permanent. This process requires careful attention and interaction with the sentient object.
Process of Stabilization:
Time: Stabilizing a sentient item requires 1 hour of uninterrupted interaction. The artificer may use Charisma (Persuasion) or Intelligence (Arcana) to attempt to form a bond with the item.
Skill Check: The artificer must succeed on a Charisma (Persuasion) or Intelligence (Arcana) check, depending on the approach:
DC 15: For simpler sentient items (e.g., small animated objects, basic robots).
DC 20: For more complex sentient items (e.g., larger robots, magical artifacts).
DC 25+: For extremely willful or powerful items (e.g., animated constructs, dangerous magical creations).
On a success, the item remains sentient permanently (until destroyed), acting autonomously and following basic instructions given by the artificer. It will develop a personality, retain basic intelligence, and may occasionally act in unpredictable ways based on its personality.
On a failure, the item may try to break free, become rebellious, or flee, and the artificer must try again after 1 hour.
On a critical failure (roll of 1), the item becomes hostile, possibly attacking the artificer, trying to escape, or acting in a way that causes chaos.
Example: The artificer infuses a mechanical lizard. After a wild magic surge (roll of 2), the lizard gains sentience and starts moving on its own, chirping and exploring its surroundings. The artificer spends 1 hour coaxing it, rolling a successful check, and now the lizard is permanently sentient. It has its own curious personality and will follow commands—mostly. It might wander off if it sees something shiny!
Item Characteristics and Use
Once stabilized, the sentient item becomes a semi-autonomous companion that can be used by the artificer in various ways. While the item is still controlled by the artificer, it has its own personality and preferences, and might refuse commands or act independently from time to time.
Personality: The item will develop a unique personality, which could be based on its nature, the infusion process, or any quirks it has developed. For example:
A small mechanical lizard may be curious, energetic, and interested in exploring.
A sentient trap may become protective of the area it's placed in.
Autonomy: The sentient item can:
Perform basic tasks like scouting or guarding.
Follow simple commands, but may also act independently based on its personality and desires.
Have its own goals: The item may develop desires or goals that might be at odds with the artificer's, creating fun roleplaying moments and potential challenges.
Destruction: The item remains sentient until it is destroyed or broken beyond repair. If the item is destroyed, its sentience fades and it returns to being an ordinary object.
Example Scenario
The artificer infuses a small mechanical lizard. The infusion fails (roll of 2), and the lizard gains sentience, becoming animated and chirping excitedly.
Stabilizing the Lizard: The artificer spends 1 hour coaxing the lizard with small tools and sweet words. The artificer rolls a successful Charisma check (DC 15), and the lizard robot becomes permanently sentient. It now has a curious, inquisitive personality and follows basic commands to scout ahead or investigate areas.
The lizard could also develop quirks—maybe it likes shiny objects and gets distracted, or it forms a weird attachment to the artificer.
This rule lets your artificer go wild with their tinkering, while still keeping it unpredictable and fun. Let me know if you need any further tweaks or additional ideas!
Spellcasting