Description:
The Artisan Arcane is a unique class that combines the mystical arts with their immense skills in various artisan crafts. Each level of the Artisan Arcane unlocks new artistic abilities and spells that are specifically related to their chosen craft. They wield their magical powers through creating, crafting, and expressing their artistic abilities, making them formidable and creative spellcasters.
The preferred weapon of a Artisan Arcane, other than spells, is a short sword. They usually carry their tools and spell components in pouches around their bodies. They will also carry their preferred musical instrument within easy access as it too can be a weapon. They can wear leather armor.
The Artisan Arcane has 1d4 per level hit points.
Prerequisite:
To become an Artisan Arcane, a player must have achieved at least 3rd Level Fighter Status and either 2nd level Magic-User or 2nd Level Cleric to become a 1st Level Artisan Arcane. The character retains their fighting ability and their acquired spells, however, moving forward, the character must choose Artisan Arcane spells and not MU or Cleric Spells.
1st Level – Writing
At this level, the Artisan Arcane specializes in writing and the magical power of words. They gain proficiency in calligraphy and scriptwriting, allowing them to create beautifully crafted manuscripts and documents. The spells they learn are closely connected to the written word, such as spells related to communication, illusions, and some mind-affecting magic.
2nd Level – Weaving
Having honed their skills in writing, the Artisan Arcane progresses to mastering the art of weaving. They become skilled at creating intricate tapestries and fabrics. Their spells are linked to manipulating threads, illusions, and binding magic. Additionally, they gain the ability to create magical garments that enhance their own abilities or provide protection.
3rd Level – Painting
Now, the Artisan Arcane turns to the world of painting and visual arts. They learn to create artistic masterpieces that can come to life through their magic. Their spells focus on illusions, creation, and alterations of reality. They can paint images that animate, create portals through their artworks, or deceive opponents.
4th Level – Sculpture
Moving beyond the realm of 2D, the Artisan Arcane delves into the art of sculptures. They gain proficiency in carving, molding, and shaping various materials, such as wood, stone, and clay. Their spells revolve around shaping the environment, controlling elements, and manipulating matter. They can animate sculptures, strengthen or weaken structures, or create temporary barriers.
5th Level – Music
At this level, the Artisan Arcane discovers the power of music and its resonance with the magical realm. They develop extraordinary musical talents and gain proficiency in various musical instruments. Their spells involve enchanting melodies, sonic manipulation, and auras that inspire or instill fear. They can heal through music, charm creatures, or even strike destructive chords.
6th Level – Culinary
The Artisan Arcane reaches the pinnacle of their artistic journey with culinary expertise. They become skilled chefs capable of conjuring magical feasts that provide substantial sustenance and various bonuses. Their spells are connected to the arts of flavor, nourishment, and deception. They can create food that enhances abilities, induce sleep or poison through their culinary creations, or even befuddle enemies with pungent aromas.
After you have achieved 6th level, you begin a new variation in your Artisan Arcane Training. Here you travel into the world and study with a text that is mysteriously passed to you at each level. When you reach 12th level, you must pass on copies of the mysterious text on to new Artisan Arcanes.
7th Level – Artisan of Water
The Artisan Arcane now focuses on the element of water. They gain a deep understanding of aquatic life, hydrokinetic manipulation, and the power of healing waters. Their spells allow them to control tides, create water-based illusions, summon water elementals, and even heal wounds using mystical water techniques.
8th Level – Artisan of Earth
Moving on to the element of earth, the Artisan Arcane becomes a master of geological forces. They gain the ability to manipulate stone, soil, and minerals. Their spells involve creating barriers of solid rock, shaping the earth to their will, summoning earth elementals, and even causing seismic disturbances or controlling metal objects.
9th Level – Artisan of Fire
The Artisan Arcane’s focus shifts to the element of fire. They develop a mastery of pyromancy and the manipulation of flames. Their spells allow them to command fire, create illusions of burning heat, manipulate temperature, summon fiery companions, and even unleash devastating infernos upon their enemies.
10th Level – Artisan of Air
Now attuned to the element of air, the Artisan Arcane gains unparalleled control over wind and weather. They learn spells to summon gusts of wind, manipulate air currents, fly, create illusions that distort perception, and call upon air elementals for aid. They can also control temperature and create localized storms or calm breezes at their whim.
11th Level – Artisan of Magic
As the Artisan Arcane progresses, they become deeply connected to the very fabric of magic itself. They gain a broader understanding of spellcasting and the manipulation of arcane energies. Their spells become more versatile, allowing them to manipulate and bend magical forces, dispel magic, tap into ley lines for increased power, and even create magical areas of influence or anti-magic zones.
12th Level – Master Artisan
Reaching the pinnacle of their journey, the Artisan Arcane becomes a Master Artisan, embodying the culmination of their artistic and arcane expertise. They gain a profound mastery over all their chosen crafts, allowing them to utilize their spells and abilities to their fullest potential. Their capabilities become unrivaled, and their spells are augmented with enhanced effects and potency.
At the Master Artisan level, the character can continue to develop their chosen crafts or explore new artistic endeavors outside the traditional defined paths. The possibilities for their magical creations and the expression of their artistic talents are limitless.
1st Level Spells
SPELL | RANGE | DURATION | COMPONENTS | DESCRIPTION |
Quill Whip | 30′ | Instantaneous | V,S | You summon an animated quill that lashes out at a target, dealing 1d6 slashing damage. If the target is holding a written document or book, this spell has advantage on the attack roll and deals an additional 1d4 damage. |
Expansive Lexicon | Self | 1 Hour | V,S,M (Blank Book or parchment) | You create an arcane aura around yourself, enabling you to transcribe information at an incredible pace. For the duration, your speed is doubled, and as an action, you can write or copy the contents of a book or scroll as if you had cast the spell Comprehend Languages. |
Ink of Binding | Touch | Concentration, Up to 1 minute | V,S,M (Vial of special ink) | You touch a willing creature and imbue their weapon with magical ink. Whenever that creature hits with a melee attack using the inked weapon, it deals an additional 1d4 force damage. This effect ends if the weapon is sheathed or the ink dries. |
Ink of Blinding | 20′ Targeted | 1 Hour | V,S,M (Vial of special ink) | When the spell is cast, the ink flies from the vial and directly into the eyes of the targeted opponent. If they miss their saving throw, they are blind for one hour. |
Word Shackle | 30′ | Concentration, Up to 1 minute | V,S | You utter a command, binding the target’s words and restricting their spellcasting abilities. The target must succeed on a Charisma saving throw or be unable to speak the verbal components of spells. At the start of their turn, they can repeat the saving throw to end the effect. |
Manuscript Mirage | Self | Concentration, up to 1 minute | V, S, M (an ink-soaked cloth) | You create an illusory version of yourself, an image crafted from the arcane writings on the cloth. The image moves with you, granting advantage on Deception and Performance checks. Additionally, the first time you are hit by an attack, the image takes the damage instead. |
Quill Projectile | 60′ | Instantaneous | V, S, M (a quill) | You launch a magically enhanced quill at a target, dealing 1d6 piercing damage if it hits. On a successful hit, the target must make a Dexterity saving throw or be affected by a disadvantage on its next attack roll or ability check. |
Parchment Barrier | Self | Concentration, up to 1 minute | V, S, M (a parchment sheet) | You conjure a floating parchment sheet that hovers in front of you, forming a protective barrier. You gain a +2 bonus to AC until the spell ends. Additionally, you have advantage on saving throws against spells that target you directly. |
Scribe’s Insight | Touch | Concentration, up to 1 minute | V,S | You touch a willing creature, granting them an uncanny insight into writing and deciphering texts. For the duration, the target can read and understand any written language they come across, even if they have no knowledge of that language. |
Quill Burst | Self (15′) | Instantaneous | V, S, M (a quill) | You release a burst of magical energy originating from your position, shooting out in all directions. Each creature within the radius must make a Dexterity saving throw, taking 1d6 force damage on a failed save or half as much on a successful one. |
2nd Level Spells
SPELL | RANGE | DURATION | COMPONENTS | DESCRIPTION |
Weavebond | Self | Concentration, up to 2 minutes | V,S | This spell allows the caster to temporarily intertwine the threads of reality, creating a protective shield. It grants resistance to a chosen damage type and enhances armor class for a short duration. |
Fabricate Weave | Touch | 1 Hour | V,S,M (swatch of fabric) | With this spell, the caster can manipulate threads and fabric, turning them into makeshift tools or weapons. They can quickly weave a rope, create a simple garment, or fashion a makeshift weapon, providing useful utility in a variety of situations. |
Soulstitch | Touch | Instantaneous | V,S | This spell taps into the metaphysical essence of living creatures to mend wounds. It stitches together torn flesh, healing a target for 2d10 hit points, and potentially restoring a lost limb or minor appendage. |
Entangled Escape | Self 10′ | Concentration, up to 2 minutes | V,S | When the caster or an ally is ensnared by magical bindings or physical restraints, this spell can be used to cause the restraints to loosen or entangling vines to wither and retreat, granting temporary freedom of movement. |
Shimmering Mirage | Self | Concentration, Up to 6 minute | V,S | By manipulating the weave of reality, the caster can create illusory duplicates of themselves. These mirages can confuse enemies and act as decoys, allowing the caster to maneuver strategically or avoid detection. |
Warp Whirl | Self | Concentration, up to 1 minute | V, S | This spell weaves arcane energy around the caster, creating a swirling vortex of distorted reality. It grants resistance to incoming spells and projectiles while damaging foes who come into close proximity. |
Stitch in Space | Touch | Instantaneous | V, S | By temporarily altering the fabric of reality, this spell creates a pocket dimension that can be used to store objects or temporarily trap enemies. It provides a secure extradimensional space that can be accessed at will. |
Stitch in Time | Self (10′) | Concentration, up to 1 minute | V, S | With this spell, the caster can manipulate the temporal threads of reality, causing time to slow or speed up in a localized area. They can slow down enemies, allowing for easier strikes, or speed up allies, granting enhanced reflexes and movement speed. |
Binding Shadows | 20′ | Concentration, up to 1 minute | V,S,M (Gossamer Thread) | The caster weaves shadows into ethereal shackles that encase an enemy. These bindings restrict movement and grant disadvantage on attack rolls and saving throws, making it easier for allies to subdue or defeat the bound foe. |
Kinetic Reconstruction | Touch | Instantaneous | V, S | This spell allows the caster to manipulate kinetic energy within objects, granting temporary enhancements. They can reinforce an object’s structural integrity, making it a +4 weapon. |
3rd Level Spells
SPELL | RANGE | DURATION | COMPONENTS | DESCRIPTION |
Brushstroke Barrage | Self | Concentration, up to 4 Rounds | V,S,M (Paintbrush) | This spell allows the caster to imbue their paintbrush with magical energy, enabling them to create a flurry of vibrant brushstrokes. Each stroke materializes into a magical projectile that can be directed towards enemies, dealing 1d6 damage upon impact at 2 Strokes per round. |
Chromatic Canvas | Touch | 1 Hour | V,S,M (Paintbrush) | With this spell, the caster can temporarily transform a surface into a dynamic canvas of swirling colors and patterns. This illusionary display disorients enemies, imposing disadvantage on their attacks while providing advantage to allies for a short duration. |
Masterpiece Manifest | 15′ | Instantaneous | V,S,M (Paintbrush) | By channeling their artistic prowess, the caster brings their imagination to life by summoning a temporary animated construct or creature made entirely of brushstrokes and vibrant pigments. The construct can be used as a protector or an additional ally in combat. Roll on a monster table that is the same level as the caster. |
Fluid Sculpture | Self 10′ | Concentration, up to 2 minutes | V,S,M (Paintbrush, special paint) | This spell allows the caster to mold liquid substances, such as water or paint, into intricate sculptures or forms of their choice. These constructs can serve as temporary barriers, decoys, or even traps to hinder enemies. |
Colorful Arsenal | Touch | Concentration, Up to 2 minutes | V,S | By painting or drawing a specific symbol, the caster can temporarily enchant their weapons or allies’ weapons. The enhanced weapons deal additional damage or inflict status effects, depending on the chosen colors and symbols. (Ice, Fire, Electricity, Acid) |
Artistic Alacrity | Touch | 10 minutes | V, S | With this spell, the caster can invoke the power of artistic inspiration, granting allies increased movement speed, dexterity, and reaction times. It helps allies to dodge attacks, perform acrobatic feats, and strike with precision. Strength is +2, Intelligence is +1, Dexterity is adjusted to 18. |
Painted Ward | 20′ | 1 Hour | V, S, M (Special Paint) | This spell creates an ethereal barrier, resembling an elaborate mural, that provides protection and healing to those within its boundaries. It grants temporary hit points and heals minor wounds (d4) over time for allies while hindering enemies who attempt to cross it. The barrier itself has a “look the other way” enchantment that most creatures can’t detect and merely walk away. |
Stroke of Fortune | Touch | 30 Minutes | V, S | By painting or sketching a symbol or scene related to desired success, the caster can enhance the luck and abilities of their allies. This spell grants a +3 advantage on skill checks, saving throws, and attack rolls for a brief period. |
Living Artistry | Touch | 2 Days | V,S,M (Special Paint) | Drawing upon the essence of art, this spell animates paintings or drawings, bringing them to life for a short duration. These animated artworks can act as messengers, or spies and relay messages back to the caster on a small canvas. |
Brush of Time | 30′ | 30 Minutes | V, S, M (Paintbrush) | This powerful spell allows the caster to temporarily freeze time within a designated area. Within this frozen temporal pocket, the caster and their allies can act uninhibited, strategizing or attacking while enemies are unable to react or move. |
4th Level Spells
SPELL | RANGE | DURATION | COMPONENTS | DESCRIPTION |
Solidify Form | 10′ | Concentration, up tp 2 minutes | V, S | This spell allows the caster to manipulate the elements around them to create a temporary, large-scale sculpture of their choice. The sculpture can serve as cover, a barrier, or even an offensive construct that deals damage to enemies. |
Soulstone Sculpt | Self, Touch | Instantaneous | V, S, M (1 Precious Gem) | With this spell, the caster can infuse a precious gem or stone with a sliver of their own life force. The resulting Soulstone becomes a powerful magical artifact that can be used to store up to 5 spells equal to that of the user. It does however cost the user 1d8 hit points to cast. |
Granite Grasp | Directed 30′ | Concentration, up to 1 minute | V, S | This spell allows the caster to animate and control nearby stone and earth, forming giant tendrils that can grapple and restrain enemies or do 1d8 crushing damage. |
Elemental Unity | Self | Concentration, up to 1 minute | V, S | By channeling the forces of the elemental planes, the caster can momentarily transform their body into an elemental form. They gain resistance to a chosen elemental damage type, the ability to move through certain terrains, and the ability to unleash elemental attacks. |
Sculptor’s Sanctuary | 20′ Diameter | 30 Minutes | V, S | This spell creates a protective dome or sphere made of magically enhanced stone or crystal. The sanctuary grants those inside temporary invulnerability to physical and elemental damage while also providing 1d4 healing and rejuvenation within its walls. |
Shatterwave | Directed 25′ | Instantaneous | V, S, M (Diamond) | The caster unleashes a powerful shockwave that ripples through the ground, causing the earth to splinter and erupt. Enemies caught in the wave are knocked prone and take damage, while structures may crack or collapse. |
Statue of Respite | 25′ | 1 hour | V, S, M (Spring water trapped in a glass marble) | This spell allows the caster to transform an area into a serene and tranquil sanctuary. Temporarily creating an ethereal sculpture-filled garden, it provides peace, 1d8 healing, and respite to those within its boundaries, dispelling fear, confusion, and other negative effects. |
Claymation Army | Directed | Autonomous, until destroyed. | V, S, M (Small clay figures) | By sculpting small clay figurines and imbuing them with magical intent, the caster creates an army of temporary minions. The claymation creatures follow the caster’s commands, attacking enemies or providing support to allies. The claymation creatures have 1d4hp and can do 1d4 damage per creature. |
Stone’s Embrace | Self | Concentration, up to 5 minute | V, S, M (Pendant of polished granite) | With this spell, the caster can temporarily bond themselves with nearby stone or rock formations, becoming one with the earth. They gain resistance, and in some cases immunity, to certain types of damage while gaining Earthwalk – the ability to meld into stone and travel through it. |
Artistic Transcendence | Self | Concentration, up to 5 minute | V, S | This spell allows the caster to tap into their true artistic potential, temporarily transcending the limitations of their mortal form. They can create magnificent sculptures or architectural masterpieces instantaneously, shape-shift into sculptures. |
5th Level Spells
SPELL | RANGE | DURATION | COMPONENTS | DESCRIPTION |
Symphony of Shadows | ||||
Chorus of Healing | ||||
Dissonant Discord | ||||
Crescendo of Power | ||||
Rhythm of Repulsion | ||||
Bardic Possession | ||||
Discordant Duet | ||||
Melody of Revelation | ||||
Sonic Blade | ||||
Song of Departure |
6th Level Spells
SPELL | RANGE | DURATION | COMPONENTS | DESCRIPTION |
Feast of Abundance | ||||
Spice Infusion | ||||
Gastric Shield | ||||
Culinary Sanctuary | ||||
Flambé Fury | ||||
Gourmet’s Guise | ||||
Art of Preservation | ||||
Bountiful Brew | ||||
Bake Reality | ||||
Master Chef’s Last Course |
7th Level Spells
SPELL | RANGE | DURATION | COMPONENTS | DESCRIPTION |
Torrential Tide | ||||
Aqua Shield | ||||
Maelstrom Manipulation | ||||
Oceanic Inspiration | ||||
Aquatic Resurgence | ||||
Tidal Tempest | ||||
Submerge Reality | ||||
Sculptor’s Euphoria | ||||
Leviathan’s Call | ||||
Liquid Avenger |
8th Level Spells
SPELL | RANGE | DURATION | COMPONENTS | DESCRIPTION |
Tremor Titan | ||||
Earthen Citadel | ||||
Quicksand Quell | ||||
Geomancer’s Blessing | ||||
Granite Guardian | ||||
Terraform | ||||
Crystal Prison | ||||
Elemental Surge | ||||
Stone Sculptor | ||||
Cataclysmic Quake |
9th Level Spells
SPELL | RANGE | DURATION | COMPONENTS | DESCRIPTION |
Inferno’s Embrace | ||||
Pyroclasmic Burst | ||||
Flameheart Fusion | ||||
Ashen Enclave | ||||
Emberstorm Salvage | ||||
Infernal Conflagration | ||||
Fiery Artisan’s Manifestation | ||||
Magma Flow | ||||
Phoenix Rebirth | ||||
Eternal Inferno |
10th Level Spells
SPELL | RANGE | DURATION | COMPONENTS | DESCRIPTION |
Tempest Titan | ||||
Celestial Cyclone | ||||
Radiant Sky Sanctuary | ||||
Zephyr’s Grace | ||||
Galeforce Tempest | ||||
Aeolian Shield | ||||
Aerial Sculptor | ||||
Ethereal Cyclone | ||||
Skybound Revitalization | ||||
Ascendant Boreas |
11th Level Spells
SPELL | RANGE | DURATION | COMPONENTS | DESCRIPTION |
Maelstrom of Arcana | ||||
Esoteric Pleroma | ||||
Reality’s Weave | ||||
Arcane Dominion | ||||
Spellbreaker’s Resilience | ||||
Magestorm Revelation | ||||
Astral Enigma | ||||
Elysian Channeler | ||||
Arcane Singularity | ||||
Supreme Artificer’s Convergence |
12th Level Abilities
1. Craftsman’s Expertise: The Master Artisan gains a bonus to all crafting-related rolls, such as creating or repairing items, constructing traps, or deciphering complex machinery.
2. Versatile Artistry: The Master Artisan gains proficiency in a selection of tools related to their craft, allowing them to excel in areas such as blacksmithing, alchemy, or tinkering. This proficiency bonus increases with level.
3. Spellcasting: The Master Artisan can cast a limited number of arcane spells per day. The number of spells and spell levels they can cast each day increases as they level up. They have access to a unique spell list that combines utility and defensive spells, as well as a few offensive abilities. Some spells may involve crafting or manipulating objects.
4. Magic Item Creation: As a Master Artisan reaches higher levels, they gain the ability to craft magical items. This could include potions, magical weapons or armors, or even unique items of their own design. The class may have restrictions on the types of magic the Master Artisan can create. Talk to your DM.
5. Artisan’s Inspiration: The Master Artisan gains the ability to inspire their allies with their artistic and crafting abilities. This can manifest as a temporary boost to the party’s abilities, such as increased saving throws, improved AC, or enhanced skill checks.
6. Crafted Armor Mastery: At higher levels, the Master Artisan can create unique armors that provide additional bonuses, resistances, or special abilities. These armors are masterfully crafted and may require rare components or specific quests to create.
Kip Shelton is a true D&D aficionado, having played the game since the late 1970s. He's a well-rounded individual who, after graduating College in the late 1980s, began his work in the music industry. Kip's passion for creative work led him to transition into the special effects and film industries, where he quickly found his sweet spot, first as an editor, then as a producer, director, and mostly as a script writer.