Arcane Craftsman (5e Subclass)
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. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
- Book of Notes
Starting at 3rd level, you have a book of notes about your theories and inventions where you keep your schematics and equations used to create magical artifacts. Whenever you come across a spell from the artificer or wizard list in written form, you can copy that spell to your book of notes.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Your book of notes starts with two spells from your Artificer's list written on it, plus two for each new spell slot level you gain. The spells gained trough this feature are always prepared, and don't count against your maximum number of prepared spells.
- Arcane Contraptions
Also at 3rd level, you gain the ability to craft marvelous artifacts imbued with magical power by using your book of notes. You can spend 1 minute and a spell slot to imbue one spell written on your Book of Notes on a non-magical object you touch, turning that object into a magical item.
Any creature holding that object can cast the spell imbued on that object, using your spell attack bonus or spell save DC and your spellcasting ability to do so. A creature must have an intelligence score of 6 or higher to use the arcane contraption. An arcane contraption can't be made with a spell of 6th-level or higher.
When you infuse a spell in this way, the spell must be used within 8 hours. After that time, the contraption loses its magic.
- Durable Invention
At 5th level, you can make your Arcane Contraptions reusable. You can create a durable invention using a 2nd-level or 1st-level spell, without spending a spell slot. That contraption can be used a number of times equal to your proficiency bonus before losing its magic.
You can create a durable contraption once, and regain the ability to do so after finishing a long rest.
- Infuse Magic Item
At 9th level, you gain the ability to create permanent magical contraptions. To create a magic item, you must write its formula on your Book of Notes. To do so, you must come in contact with the item and spend time and resources depending on its rarity: common (50 gp, 2 hours), uncommon (100 gp, 4 hours) or rare (200 gp, 8 hours).
You can create an item written on your book of notes, by spending a spell slot appropriated to its level: common (1st-level), uncommon (2nd-level), or rare (3rd-level). You then infuse the magic on the appropriated non-magical object.
While you have the object infused, you can't regain the spell slot spent. When you gain this feature, you can choose one uncommon magic item to have be written on your notes book.
- Master Craft
At 15th level, you create your magnum opus. You write on your book of notes a singular Very Rare magic item of your choice, which you can create by spending 8 hours of work.
You can't have more than one Master Craft created at the same time, and you can attune to it (if required) without spending one of your attunement slots.
Back to Main Page → 5e Homebrew → Character Options → Subclasses