The Wandslinger artificer specialization

Adept in the creation and fast-fingered wielding of wands, a wandslinger can reproduce spells from a wide variety of sources and learns to enhance their wand-channeled spell attacks with infusions of their own life force.

WANDSLINGER | ARTIFICER SPECIALIZATION

Wand Bandolier

At 1st level, you craft a wand bandolier, a dual harness that can hold up to 20 wands at the ready. The bandolier also contains various pouches and small bags, the contents of which allow you to replace a lost or destroyed adept wand over the course of a long rest. At first level, you start with a maximum of five adept wands. At levels 3, 7, 13, 16, and 19 you gain one additional adept wand, increasing your maximum number of adept wands by one at each of these levels.

Spells cast through your adept wands use your artificer spell save DC. Adept wands you gain from this specialization function only for you; if another creature attempts to cast a spell from the wand, they roll a d6. On a roll of a 1-5, nothing happens. On a roll of 6, they roll on the Scroll Mishap table in the DMG (p. 140) and treat the result as a wand mishap.

An adept wand that leaves your hand or your bandolier for more than 1 minute vanishes in a puff of smoke, either immediately returning to your bandolier if it is on the same plane as the bandolier, or shattering as it attempts to cross a planar boundary to return to the bandolier. A shattered wand is destroyed and any cantrip or spells it stores are lost.

As an action, you can shunt your wand bandolier and all of the wands in your possession into a small pocket dimension. This automatically stows your wands back in the bandolier. You can summon your bandolier back from the pocket dimension as an action. If your bandolier leaves your body or your pocket dimension for longer than 24 hours, it and all of its adept wands become mundane objects, losing all current charges and stored cantrips or spells. If you are able to retrieve the bandolier, you can restore its magic over the course of a long rest. You can create a new bandolier to replace a lost or destroyed one over the course of three days’ work (eight hours each day) by expending 100 gp worth of leather, wood, metal, and other raw materials.

Adept Wands

At first level, each of your first five adept wands stores a single cantrip of your choice from any class’s spell list. You can change which cantrip is stored in any of your adept wands over the course of a long rest. With an adept wand in hand, you can cast the cantrip stored within it at-will. While a specific cantrip is stored in one of your adept wands, you cannot store it again in another one of your adept wands.

At level 3, in addition to storing one cantrip, each of your first six adept wands can store any single 1st level spell from any class’s spell list. You can cast that spell by expending a spell slot. You can change which 1st level spell is stored any one adept wand over the course of a short rest (only one spell of 1st level can be swapped out in this manner during a single short rest). You can change any number of spells of 1st level or higher stored in your adept wands over the course of a long rest. While a specific spell of 1st level or higher is stored in one of your adept wands, you cannot store it again in another one of your adept wands.

At 6th level, you add your Intelligence modifier as a bonus to the damage of any damage-dealing cantrip you cast through an adept wand.

At level 7, in addition to storing one cantrip and one 1st level spell, each of your first seven adept wands can also store a single 2nd level spell from any class’s spell list. As before, you use your own spell slots to cast spells stored in your adept wands. You can change which 1st or 2nd level level spell is stored in any one adept wand over the course of a short rest (only one spell of 1st or 2nd level can be swapped out in this manner during a single short rest). You can change any number of spells of 1st level or higher stored in your adept wands over the course of a long rest.

At levels 13 and 16, you gain one additional adept wand that can store a single 3rd level spell from any class’s spell list. You can change which 3rd level spell these wands store over the course of a long rest.

At level 19, you gain an additional adept wand that can store one 4th level spell from any class’s spell list. You can change which 4th level spell this wand stores over the course of a long rest.

Flash

At 1st level, you gain the ability to infuse your wand spell attacks with your own life force. You gain a pool of flash points equal to your Constitution modifier. As a bonus action on your turn, you can expend a flash point to gain advantage on a spell attack roll you make with a wand before the end of your turn. Alternately, you can spend a flash point to impose disadvantage on the next saving throw a single creature targeted by one of your wand-based spells makes against that spell. You can spend multiple flash points (up to your total current flash pool) to impose this disadvantage on multiple targets as part of the same bonus action.

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Your flash points refresh after a short or long rest, but you can also regain them through other means. When you score a critical hit with a spell attack roll cast through a wand or reduce a creature to 0 HP with a spell attack roll cast through a wand, you instantly regain one flash point up to your maximum flash pool (equal to your Constitution modifier). You also regain one flash point up to your maximum flash pool if you target at least three hostile creatures with a spell cast through a wand that forces them to make saving throws and all hostile targets of the spell fail their saving throws.

Using your life force in this manner is not without risk. If your flash pool drops to 0, you gain one level of exhaustion, but this level of exhaustion is removed either the next time you take or a short or long rest, or when you regain at least one flash point. The usual rules still apply to removing a level of exhaustion gained from any other means (i.e., long rest, greater restoration spell).

Quick Draw

At level 3, you can draw or stow two wands from/to your bandolier as a free item interaction on your turn. Alternately, you can both draw a wand a wand and stow a wand from/to your bandolier over the course of your turn as a single free item interaction. Additionally, you can cast the somatic components of spells when dual-wielding a wand in each hand.

Energy Morphing

At 3rd level, when you cast a spell through a wand that does acid, cold, fire, lightning, poison, or thunder damage, you can spend one flash point to change the damage type to another one of those listed types. (If the spell includes an extra effect like pushing or slowing an enemy, the DM may rule that no such effect or a different one entirely results based on the type of damage you chose.)

Wand Focus

At 9th level, for each wand you’re attuned to, you gain a +1 to either your spell attack bonus or your spell save DC up to a maximum bonus of +3 to either stat. Since you are not attuned to your adept wands, they don’t count towards this feature. You can reassign how these bonus points are assigned over the course of a short or long rest. Additionally, when holding an adept wand or a wand you’re attuned to, you cannot be disarmed of that wand unless you are incapacitated.

Roll With It

At 14th level, you can focus your attention and swap out any single cantrip or spell stored in one of your adept wands over the course of 10 minutes instead of the usual time this takes. Once you use this ability, you can’t use it again until after you complete a long rest.

Supercharged Wand

At 17th level, if you have at least one flash point remaining, you can spend all of your remaining flash points as a bonus action to supercharge an adept wand you’re holding, causing it to cast one of its stored spells at a spell slot one level higher than the spell slot you expend when casting the spell. The wand implodes and is destroyed immediately after casting the supercharged spell, dealing 1d4 piercing damage to you. This damage cannot be avoided or reduced in any way.

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WANDSLINGER | ARTIFICER SPECIALIZATION