You learn how to invest a spark of magic into mundane objects. To use this ability, you must have Tinker's Tools or other Artisan's Tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following properties of your choise:
---The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
---Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this proper and it can be no more than 6 seconds long.
---The object continuously emits your choice of an odor or a nonverbal sound that can be perceived from up to 10 feet away.
---A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
You may have a number of these objects created up to your Intelligence modifier at any single time. If you exceed this maximum, the oldest property immediately ends,a nd the new property applies.
This wand has 3 Charges. While holding it, you can expend 1 charge as an action to cast the Detect Magic spell from it. The wand regains 1d3 expended Charges daily at dawn.
While lit, this Hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and Objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
(2-5 pouches) The infused pouches all share one interdimensional space of the same capacity as a single pouch. Thus, reaching into any of the pouches allows access to the same storage space. A pouch operates as long as it is within 100 miles of another one of the pouches, the pouch is otherwise empty and won't accept any contents.
If this infusion ends, the items stored in the shared space move into one of the pouches, determined at random. The rest of the pouches become empty.
(A simple or martial weapon with the ammunition property (requires attunement)) This magic weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it.
The weapon requires no ammunition, it magically produces one piece of ammunition each time you make a ranged attack with it, unless you manually load it. The ammunition produced by the weapon vanishes the instant after it hits or misses a target.
(A simple or martial weapon) This magic weapon grants a +1 bonus to attack and damage rolls made with it.
The bonus increases to +2 when you reach 12th level in this class.
(A suit of armor or a shield) A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.
The bonus increases to +2 when you reach 12th level in this class.
You channel arcane energy into one simple or martial weapon you're holding, and choose one damage type: acid, cold, fire, lightning, poison, or thunder. Until the spell ends, you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon. If the weapon isn't magical, it becomes a magic weapon for the spell's duration.
As a bonus action, you can change the damage type, choosing from the options above.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can maintain your concentration on the spell for up to 8 hours.