Arcane Master

The Arcana Master combines their knowledge of combat and magic to create magical weapons, and weave their combat with magical effects. Those who model themselves after this archetype believe that the craft of making weapons is as important as how they use them.

Weapon Craft

When you choose this archetype at 3rd level you gain the ability to imbue your weapons with magical powers. Choose two nonmagical weapons, using four hours of work you can make these weapons magic weapons with +1 bonuses to damage rolls made with the weapons. You may only have two weapons imbued at a time.

At 7th level you may have up to three weapons imbued at a time. These weapons have a +2 bonus to damage rolls at 10th level, and a +3 bonus at 15th level.

Arcane Attack

At 3rd level you learn to weave magical effects into your combat. When you gain this feature, you learn two Arcane Attack options of your choice (see the “Arcane Attack Options” section below).

Once per turn when you make the attack action with one of your magic weapons, you can apply one of your Arcane Attack options. You decide to use the option after your DM tells you whether or not the attack hits. You have two uses of this ability, and you regain both your uses when you finish a short or long rest.

You gain an additional Arcane Attack option of your choice when you reach certain levels in this class: 7th, and 10th level.

Elemental Weapons

At 7th level you can fill your magic weapons with elemental power. For each of your three magic weapons, choose a new damage type from this list: fire, cold, acid, poison, lightning, and thunder damage. You can choose a different damage type for each of your magic weapons. You can change the damage type of one of your weapons over a long rest.

At 10th level you can choose from an expanded list of damage types. These additional damage types are: psychic, necrotic, and radiant damage. You may only have one weapon with one of these additional damage types at a time. At 18th level you may have two weapons with one of these additional damage types at a time

Magical Reserves

Starting at 15th level, your magical attacks are ever available to you when you need it most. If you roll initiative and have no uses of Arcane Attack remaining, you regain one use of it.

Arcane Attack Options

Listed here are the options you can choose from for your Arcane Attack feature.

If an option requires a saving throw, your Arcane Attack save DC equals 8 + your proficiency bonus + your intelligence modifier.

Banishing Attack. When your attack hits a creature, it must also succeed on a charisma saving throw or be banished to another dimension until the end of its next turn. While banished, its speed is 0.

After you reach 18th level in this class the attack also does an additional 1d8 force damage when the attack hits.

Bane Attack. When your attack hits a creature, it takes an additional 1d8 necrotic damage. Additionally, it must succeed on a constitution saving throw. On a failed save, the damage of the targets attacks are halved until the start of your next turn.

The necrotic damage increases to 1d12 after you reach 18th level in this class.

Grasping Attack. When your attack hits a creature, it takes 1d8 poison damage, its speed is reduced by 10 feet, and it takes 1d8 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.

The poison damage increases to 1d12 after you reach 18th level in this class.

Mind-Scrambling Attack. Choose one of your allies within 30 feet of the target. When the attack hits the creature, the target takes an extra 1d8 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.

The psychic damage increase to 1d12 when you reach 18th level in this class.

Shadow Attack. When the attack hits the creature, the target takes an extra 1d8 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.

The psychic damage increases to 1d12 when you reach 18th level in this class.

Seeking Attack. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. Your weapon flies forward towards that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the weapon, plus an extra