publish: true
aliases:

  • Arcane Maesters’ Guild
    created: 2026-03-09T12:15:33.994-04:00
    modified: 2026-03-09T12:15:33.994-04:00
    published: 2026-03-09T12:15:33.994-04:00
    tags:
  • ttrpg-cli/compendium/src/5e/valdaspire24
  • ttrpg-cli/subclass/craftsman/arcane-maesters
    cssclasses:
  • json5e-class
    obsidianUIMode: preview

Arcane Maesters’ Guild

Craftsman: Subclass Feature
Source: Valda’s Spire of Secrets (2024)

Class and Feature Progression

LevelPBFeatures
1st+2
2nd+2
3rd+2Arcane Maesters' Guild
4th+2
5th+3
6th+3Arcane Strike
7th+3
8th+3
9th+4
10th+4Sever Connection
11th+4
12th+4
13th+5
14th+5Magic Item Recharge
15th+5
16th+5
17th+6
18th+6
19th+6
20th+6

Craft an Arsenal of Magic Items

While most seasoned spellcasters will enchant a handful of magic items over the course of their careers, artisans belonging to the Guild of Arcane Maesters seek to become true masters of magic item creation. They rightly take seriously the forging of such powerful relics: each creation must be a masterwork in its own right to contain the potent magic woven into them. Despite laboring for months or even years to perfect their creations, seasoned maesters are always seen to be laden with dozens of magic items, attuned to a handful of rings, and carrying a Wand of Magic Missiles, just in case.

Subclass Features

Arcane Apprenticeship (Level 3)

You learn True Strike and two other cantrips of your choice from the Wizard spell list. Intelligence is your spellcasting ability for these spells. Whenever you gain a new Craftsman level, you can replace one of the cantrips you chose with this feature with another one from the Wizard spell list.

Magic Item Crafting (Level 3)

As an Arcane Maester, you can craft magic items.

Crafting Magic Items. You can use the Overnight Crafting benefit of your Expert Crafting feature to craft magic items. When you craft a magic item, the maximum cost in GP increases to your Craftsman level times 25.

The Magic Item Crafting sidebar details the magic items you can create, specifies the Craftsman level you must reach to create each magic item, and shows the cost in materials an item will require. If a magic item incorporates an item that has a purchase cost (such as a weapon or a suit of armor), you can either enchant a nonmagical version of that item for no extra cost or craft the item wholesale, adding half of that item’s cost to the cost in materials.

Magic Item Limitations. From among those available Craftsman level 6, you can craft 5 magic items. You can craft 3 from among those available at level 10, and 3 from among those available at level 14. In the process of creating a new magic item, you can choose another magic item you have created and render it nonmagical to build a new one from the same category.

Save DC. If a magic item you use forces a creature to make a saving throw, you can use its DC or the following calculation: 8 plus your Intelligence modifier and Proficiency Bonus.

The following lists show which magic items you can create, the craftsman level you must have, and the cost in materials each item requires.

Level 3, [100 GP]
Bag of HoldingLantern of Revealing
Decanter of Endless WaterRope of Climbing
Eyes of Minute SeeingSending Stones
Goggles of NightWand of Magic Detection
Helm of Comprehending Languages+1 Wand of the War Mage
Immovable Rod+1 Weapon
^level-3-100-gp
Level 6, [250 GP]
+1 ArmorHelm of Telepathy
Boots of ElvenkindPipes of Haunting
Circlet of BlastingRing of Jumping
Efficient QuiverRing of Water Walking
Eversmoking BottleWand of Magic Missiles
Eyes of CharmingWind Fan
Hat of Disguise
^level-6-250-gp
Level 10, [500 GP]
Boots of Striding and SpringingPortable Hole
Eyes of the EagleRing of Feather Falling
Periapt of Proof against PoisonSlippers of Spider Climbing
Periapt of Wound ClosureWinged Boots
^level-10-500-gp
Level 14, [2,500 GP]
Belt of DwarvenkindInstant Fortress
Boots of SpeedRing of Evasion
Cape of the MountebankRing of Free Action
Cloak of the BatRing of Resistance
Folding BoatRing of X-Ray Vision
Gem of SeeingWand of Fear
Horn of Blasting+2 Weapon
^level-14-2500-gp

Magic Item Blueprints

If you wish to craft an item not included on the Magic Item Crafting sidebar, you might find a blueprint for such an item on your travels. The GM determines the Craftsman level and cost in materials required for a magic item created from a blueprint. Unless otherwise stated, a blueprint can only be used to create one magic item.

Arcane Strike (Level 6)

When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Wizard cantrips that has a casting time of an action or with taking the Magic action to use a magic item that requires that action.

Sever Connection (Level 10)

When a creature hits you with an attack roll, you can take a Reaction to end your Attunement to one magic item to create a shield of magical force. Until the start of your next turn, you have a bonus to AC equal to your Intelligence modifier, including against the triggering attack, potentially causing the attack to miss you. The number of magic items you can attune to is reduced by 1 until you finish a Short or Long Rest.

Magic Item Recharge (Level 14)

When you finish a Short Rest, you can recharge a number of magic items up to your Intelligence modifier that have charges or properties that recharge at the next dawn.

Once you use this feature, you can’t do so again until you finish a Long Rest.