Arcane Craftsman, Variant (5e Subclass)
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Arcane Craftsman[edit]
Artificer Subclass
Arcane craftsmen are Artificers dedicated to the true vocation of any artificer: the creation of wondrous magic contraptions. Using their trusty book of notes, they constantly draft new inventions and write down their theories about engineering and magic, aiming to come up with the next arcane marvel. These artificers have a deeper arcane knowledge than the regular ones, but instead of using them to manifest raw arcane power, like wizards, they use their knowledge to meticulously create innovative magic gadgets.
- Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with Calligrapher's Supplies or Smith's Tools. If you already have these proficiencies, you gain proficiency with one other type of artisan's tools of your choice.
Arcane Craftsman Spells[edit]
Spell Level | Spells |
---|---|
1st | grease, tasha's caustic brew |
2nd | nystul's magic aura, vortex warp |
3rd | ashardalon's stride, Fly |
4th | fabricate, otiluke's resilient sphere |
5th | skill empowerment, reincarnate |
- Arcane Contraptions
Starting at 3rd level, You can create a device that can mimic the effects of your spells at the cost of casting them. Whenever you finish a long rest, you can choose one spell from your spell list and craft a device to replicate its effects. Whichever spell you choose becomes unusable unless cast through your Contraption. The spell no longer needs verbal or material components that don't have a gold cost. You can craft more Arcane Contraptions as you gain more levels in this class, You can craft two(2) Contraptions at level 5, three(3) Contraptions at level 9 and four(4) Contraptions at level 15.
Until you use this feature again, you can cast that spell using your device a number of times equal to your proficiency bonus. Only you can cast spells through your contraption and any creature attempting to use your Contraption must make an Intelligence check against your spell save DC. On a failed save, they take psychic damage equal to your level and no damage on a success.
- Well-Made Blueprints
At 5th level, you can explain how your Arcane Contraptions, making them easier to use. Once a week, you can choose a number of creatures equal to your Intelligence modifier plus your proficiency bonus and spend 10 minutes teaching them how to use your Arcane Contraptions. After those 10 minutes, selected creatures no longer have to make a Intelligence check to use your Contraption and you gain a bonus to damage from spells equal to the number of creatures that are benefitting from this feature.
Additionally, whenever a creature within 30 feet of you uses one of your Contraptions, you may use your reaction to give them disadvantage on the check to use your item.
- Wondrous Crafting
At 9th level, you gain the ability to create impressive magical contraptions. Whenever you use the 'Replicate Magic Item' infusion, you can spend time crafting more better magic items. In order to do this you need gold for materials and time for testing, uncommon (100 gp, 4 hours), rare (200 gp, 6 hours) or Very rare (300 gp, 8 hours). You can only use this feature to craft one magic at a time, if you try to create another magic item with this feature the previous item you crafted is destroyed.
- Magnum Opus
At 15th level, you create your magnum opus. You choose a cantrip and a 1st-level spell from your spell list and make a device to replicate both effects. As long as you have this Contraption, you can cast the cantrip as a bonus action, regardless of casting time, and you can cast the 1st-level spell without expending spell slots. You can change spells when you spend 8 hours studying your spells and spells you choose become unusable unless cast through this Contraption.
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