When you adopt this specialization at 3rd level, you gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Wandsmith Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Artificer Level.3rd Level. Magic Missile, Witch Bolt5th Level. Melf's Acid Arrow, Scorching Ray9th Level. Lightning Bolt, Pulse Wave13th Level. 17th level.Beginning at 3rd level, whenever you finish a long rest, you can produce an augmented wand of your choice from the augmented wands list below. Once you create a wand, you can't do so again until you finish your next long rest. You can have only one wand at a time, when you create a new one, the old one is destroyed.
You can use your augmented wand as a spellcasting focus for your Artificer spells.
Cantrip. When you create this wand, choose a cantrip that you don't know from the Artificer spell list. You may then use this wand to cast that cantrip.
Distraction. When you hit a creature with a spell attack of 1st-level or higher, and that targets only that creature, you can use a bonus action to force the creature to make a Charisma saving throw against your spell save DC. On a fail, the creature can't take reactions until the start of its next turn.
Loan. You can give this wand to another creature, they can cast a spell of 1st-level or higher, that you have prepared. The casting uses your spellcasting ability and spell slot. You can deny a particular casting, causing the spell to fail without expending the spell slot.
Marksman. When you use this wand to make a ranged spell attack, you can use a bonus action to double the range of the spell.
Overcharged. When you use this wand to cast a spell or cantrip that deals damage, you can use a bonus action to gain a bonus to one of the spell's damage rolls equal to your Intelligence modifier.
Ritual. When you create this wand, choose any 1st-level spell that has the ritual tag from any class's spell list, you can cast the chosen spell as a ritual. Intelligence is your spellcasting ability for this spell. The effects of a ritual spell can not last longer than the wand does, if the wand is destroyed or replaced, the spell ends. For example, a familiar summoned with the Find Familiar spell will be dismissed if the wand is destroyed.
Sureshot. When you make a ranged spell attack while a hostile creature is within 5ft of you, you can use a bonus action to make the attack roll without disadvantage.
Silent. When you use this wand to cast a spell, you can use a bonus action to cast it without verbal components.
Splitter. When you use this wand to cast a cantrip that normally targets only one creature, you can use a bonus action to instead target two creatures within 5ft of each other.
At 5th level, you can create volatile wands for rapid spellcasting. At the end of a long rest, you can create a number of quickdraw wands equal to your proficiency bonus. You can then use a quickdraw wand as a bonus action to cast a cantrip you know that would otherwise have a casting time of 1 action. You can draw the wand as part of the same bonus action. Any wand you create with this feature lasts until it is used to cast a cantrip or until the end of your next long rest, after which it crumbles to dust.
Maybe even allow as reactions to certain triggers?Maybe fewer wands (current 1/2 level is equivalent to a sorc spending all points on quicken)?
Maybe fewer wands for a short rest?
Starting at 9th level, when you finish a long rest you can make two Augmented Wands instead of one. The wands can have different types. Only one wand can be used for each casting of a spell.
Should this be moved to 15th level?
Starting at 15th level, you can make any common, uncommon or rare wand as an infusion. They do not count towards your infusions known.
Rare might be a little too strong (e.g. wand of fireballs allows 9th level casting)
Starting at 15th level, as an action. you can touch a magic wand, or one of your infused items, that has expended charges and instantly restore all of its charges. Once you use this feature you cannot do so again until you finish a long rest.
If Augmented Wands use charges, specify if this applies to them (probably not)
Should this be lower level?
Maybe just allow any magic items?
Could more of an Experimenter Artificer feature with chance to mess up
Maybe limit to once per item per week/month
Maybe say 1d4 charges or something instead of ALL charges, or 1 spell slot for x charges?