Arcane Crafter (5e Subclass)
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Arcane Crafter[edit]
Sorcerer Subclass (Origin)
Arcane Crafters are sorcerers from a mystical lineage, possessing a rare gift—the ability to create spells rather than learn them through traditional means. With an innate connection to magic energy, they manipulate it directly from their body, enhancing spells through sheer will and creativity. These sorcerers forge a unique path in the magical world, known for their custom spells, powerful creations, and the ability to imbue magic into items. However, Arcane Crafters cannot learn additional spells from other sources, and must rely on their crafted spells to grow in power.
- Level 1
- Arcane Crafter At 1st level, you gain the ability to create custom spells. You can create a number of spells per day equal to your Sorcerer level + your Constitution modifier (minimum of 1 spell). These spells deal an additional 1d6 damage and have a +2 bonus to their spell save DC.
Constitution-Based Spellcasting: Your spellcasting ability is Constitution because your magic comes from your body’s energy and resilience. You also cannot learn additional spells when leveling up; you must rely on your spell creation abilities.
- Level 3
- Enhanced Spellcraft Starting at 3rd level, you gain two key abilities:
Spell Amplification: You can now use multiple spell slots or Sorcery Points when casting a spell. Each additional spell slot or Sorcery Point increases the spell’s damage by 1d6, up to a maximum of 5d6 extra damage.
Regain Energy: After a short rest, you regain spell slots or Sorcery Points equal to half your Sorcerer level (rounded up). This allows you to recover magical energy more efficiently.
You also gain access to the spell craft homunculus, which doesn’t count against your spells known.
- Level 6
- Masterful Spell Creation At 6th level, you become more adept at crafting spells:
You can now create additional spells per day equal to your Constitution modifier (minimum of 1 spell).
The spell save DC of your custom spells increases by +2, making them harder to resist.
You also learn enchanted quiver, which doesn’t count against your known spells.
- Level 10
- Greater Spellcraft Starting at 10th level, your spells become even more powerful:
All custom spells you cast deal an additional 1d6 damage.
You can now modify your spells to better fit combat or utility situations, allowing you to react faster to changing battlefields.
- Level 14
- Signature Spellcraft At 14th level, you gain the ability to imbue your custom spells into your Signature Item, making it an even more powerful tool:
When you cast a custom spell through your Signature Item, you can reroll any damage die that rolls a 1 or 2 and must use the new roll.
The item becomes a conduit for your crafted magic, allowing it to store one additional spell of your choice.
You also learn effigy of the master, which doesn’t count against your known spells.
- Level 17
- Arcane Mastery At 17th level, your mastery over spellcraft reaches new heights:
All your spells now deal an additional 1d6 damage.
The spell save DC of your spells increases by +2, making your custom spells extremely difficult to resist.
Your custom spells now stand out from traditional spells, giving you a unique advantage in battle.
- Level 20
- Grand Arcanist At 20th level, you’ve reached the pinnacle of your craft:
You can cast one spell as a free action each turn.
Your spells deal an additional 2d6 damage and have a +4 bonus to the spell save DC.
You are now capable of creating legendary magical items with ease. You can craft items of rare or lower rarity without needing additional components or gold. Very rare and legendary items require gold and special components, but you can still craft them within reason.
Additionally, you learn forge of the elements and wondrous workshop, which don’t count against your known spells.
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