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
Level PB Features 1st +2 2nd +2 3rd +2 Arcane Maesters' Guild 4th +2 5th +3 6th +3 Arcane Strike 7th +3 8th +3 9th +4 10th +4 Sever Connection 11th +4 12th +4 13th +5 14th +5 Magic 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 Holding | Lantern of Revealing |
| Decanter of Endless Water | Rope of Climbing |
| Eyes of Minute Seeing | Sending Stones |
| Goggles of Night | Wand 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 Armor | Helm of Telepathy |
| Boots of Elvenkind | Pipes of Haunting |
| Circlet of Blasting | Ring of Jumping |
| Efficient Quiver | Ring of Water Walking |
| Eversmoking Bottle | Wand of Magic Missiles |
| Eyes of Charming | Wind Fan |
| Hat of Disguise | |
| ^level-6-250-gp |
| Level 10, [500 GP] | |
|---|---|
| Boots of Striding and Springing | Portable Hole |
| Eyes of the Eagle | Ring of Feather Falling |
| Periapt of Proof against Poison | Slippers of Spider Climbing |
| Periapt of Wound Closure | Winged Boots |
| ^level-10-500-gp |
| Level 14, [2,500 GP] | |
|---|---|
| Belt of Dwarvenkind | Instant Fortress |
| Boots of Speed | Ring of Evasion |
| Cape of the Mountebank | Ring of Free Action |
| Cloak of the Bat | Ring of Resistance |
| Folding Boat | Ring of X-Ray Vision |
| Gem of Seeing | Wand 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.