Arcane Crafter (5e Subclass)

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Arcane Crafter[edit]

Sorcerer Subclass

Warning: As an Arcane Crafter, it is important to remember that the spells you create are unique to you and may not always align with the decisions of the game master or dungeon master. It is important to work and communicate with them in order to have a balanced and enjoyable gaming experience.

The ability to create spells is a very special and rare gift, belonging to a mystical lineage known as the "Arcane Crafters". These sorcerers possess an innate connection with magic energy, allowing them to manipulate it in a unique way to create customized spells. The ability to create spells comes from an unknown origin, it is said that somewhere in the world there is a place where magic energy flows with greater intensity, facilitating the creation of spells. Arcane Crafters are known for their powerful arsenal of personalized spells, which are unique in their class and can be used to face any challenge. However, due to their innate nature, Arcane Crafters cannot learn additional spells, and must rely on their ability to create spells to increase their magical power. With time and practice, Arcane Crafters become true masters of magic, capable of creating spells of great scope and effectiveness.

Arcane Crafter

At level 1, You have an innate connection with magic energy, allowing you to manipulate it in a unique way to create customized spells. Your spellcasting ability is now based on Constitution, as the magic energy comes from your body and its strength. 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 extra 1d6 damage and have a +2 bonus to the spell save DC.

Enhanced Spellcasting

At level 3, You can now use multiple spell slots or metamagic points in one spell. This increases the damage dealt by the spell by 1d6 for each spell slot or metamagic point used, up to a maximum of 5d6. You also gain the ability to regain spell slots or metamagic points after a short rest, regaining a number of spell slots and metamagic points equal to half your Sorcerer level (rounded up).

Masterful Spell Creation

At level 6, You can now create extra spells per day, equal to your Constitution modifier (minimum of 1 spell). Your spells are even more effective in combat, making it harder for creatures to resist their effects. The spell save DC for your spells increases by +2.

Greater Power

At level 10, Your spells are now even more powerful, increasing their damage by an additional 1d6 and making them even more effective in combat.

Arcane Mastery

At level 17, Your spells are now more distinct compared to those of other sorcerers, giving you a unique advantage in combat. The damage dealt by your spells increases by an additional 1d6, and the spell save DC increases by +2.

Grand Arcanist

At level 20, You have become a true master of magic, capable of casting one spell as a free action each turn. Your spells are now the most powerful and effective of all sorcerers, dealing an extra 2d6 damage and having a +4 bonus to the spell save DC. You are a force to be reckoned with in combat.

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