New Wizard Traditions

New Wizard Traditions

Artificers and Maesters are a key part of the world. They illustrate the evolution of magic from a wild, unpredictable force to one that is becoming available to the masses. Magic items are part of everyday life in the Empire; with an artificer or maester in your party, they become part of every adventuring expedition.

Artificer:

Artificer Summary
Wizard Level Arcane Tradition Feature

  • 2nd Infuse potions, infuse scrolls
  • 6th Infuse weapons and armor
  • 10th Superior artificer
  • 14th Master artificer

Infuse Potions:
Starting at 2nd level, you can produce magic potions. You spend 10 minutes focusing your magic on a vial of mundane water and expend a spell slot to transform it into a potion. Once you have expended a spell slot to create a potion, you cannot regain that slot until the potion is consumed or after 1 week, at which time the potion loses its effectiveness. You can create up to three potions at a time; creating a fourth potion causes the oldest currently active one to immediately lose its potency. If that potion has been consumed, its effects immediately end. The spell slot you expend determines the type of potion you can create. See chapter 7 of the Dungeon Master’s Guide for complete rules on potions.
Spell Slot Potion Created

  • 1st Climbing, growth, or healing
  • 2nd Mind reading or greater healing
  • 3rd Invisibility, superior healing, or water breathing
  • 4th Resistance

Infuse Scrolls
At 2nd level, you can also tap into your reserves of magical energy to create spell scrolls. You can use your Arcane Recovery ability to create a scroll instead of regaining expended spell slots. You must finish a short rest, then spend 10 minutes with parchment, quill, and ink to create a spell scroll containing one spell chosen from those you know. Subtract the spell’s level from the total levels worth of slots you regain using Arcane Recovery. This reduction to your Arcane Recovery applies until you use the scroll and then finish a long rest.

Infuse Weapons and Armor
Beginning at 6th level, you can produce magic weapons and armor. You spend 10 minutes focusing your magic on a mundane weapon, suit of armor, shield, or bundle of twenty pieces of ammunition, and expend a spell slot to infuse it with magical energy. The magic item retains its enhancement for 8 hours or until used (in the case of magic ammunition). You can infuse only one item at a time; if you infuse a second one, the first immediately loses its potency. Once you have expended a spell slot to create such an item, you cannot regain that slot until the item becomes nonmagical. The spell slot you expend determines the type of weapon, armor, or shield you can create.
Spell Slot Item Created

  • 2nd +1 ammunition (20 pieces)
  • 3rd +1 weapon or +1 shield
  • 4th +1 armor
  • 5th +2 weapon or +2 ammunition (20 pieces)
  • 6th +2 armor

Superior Artificer
Starting at 10th level, you can create a second magic weapon, suit of armor, shield, or bundle of ammunition using your Infuse Weapons and Armor ability. Attempting to infuse a third item causes the oldest one to immediately lose its potency. You can also create one additional potion or scroll using Infuse Potions or Infuse Scrolls.

Master Artificer
On reaching 14th level, your mastery of arcane magic allows you to produce a variety of magic items. You can create a single item chosen from Magic Item Tables A and B in chapter 7 of the Dungeon Master’s Guide. It takes you 1 week to produce such an item, and you must rest for 1 month before using this ability to craft another item.

Maester:

Maester Summary
Wizard Level : Arcane Tradition Feature

  • 2nd Crafting magic items
  • 2nd Identifying magic items
  • 6th Improved crafting
  • 10th Superior crafting
  • 14th Master crafting

Crafting magic items
Starting at 2nd level, you can produce magic items as if you were one level higher. See chapter 7 of the Dungeon Master’s Guide for complete rules on magic items.
Identifying magic items
At 2nd level, you can identify magic items you are holding as 1 action using an intelligence (arcana) check vs dc’s give below.
Rarity DC

  • Common 15
  • Uncommon 20
  • Rare 25
  • Very rare 30

Improved crafting
Beginning at 6th level, you can produce magic items in halve the normal time, progressing in 50 gp increments is stead of 25 gp. This is taxing however and you suffer 2 levels of exhaustion on your first day then 1 levels of exhaustion each day after while using this ability.

Superior crafting
Starting at 10th level, you can produce magic items in a fifth the normal time, progressing in 125 gp increments is stead of 25 gp. This is taxing however and you suffer 3 levels of exhaustion on your first day then 1 level of exhaustion each day after while using this ability. Also each straight week you use this ability you must pass a dc 15 constitution check or suffer 1 level of exhaustion extra that day.

Master crafting
On reaching 14th level, you can produce magic items in a tenth the normal time, progressing in 250 gp increments is stead of 25 gp. This is taxing however and you suffer 4 levels of exhaustion on your first day then 1 level of exhaustion each day after while using this ability. Each straight week you use this ability you must pass a dc 20 constitution check or suffer 1 level of exhaustion extra that day.

New Wizard Traditions

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