Arcane Tradition:

Phase-Smith

A heady mix of Transmuter and Blacksmith, with a dash of Artificer to taste, Phase-Smiths are masters of forging customized arms and armor for themselves and their allies.

A Phase-Smith's presence on the battlefield is felt, if not seen. Weapons bolstered by a Phase-Smith's touch are among the deadliest in the world, and no armament is beyond their ability to improve.

Forge Savant

When you select this tradition at 2nd level, you gain proficiency with Smith's Tools if you did not have it already. In addition, the time and gold cost to craft weapons and armor using Smith's Tools is reduced by half.

Artisan's Touch

When you choose this tradition at 2nd level, you can use an action to touch a weapon or a bundle of 20 pieces of ammunition or darts, magically augmenting that weapon or ammunition for 1 hour.

Choose one of the following: +1 bonus to hit rolls, or 1d4 extra Acid, Cold, Fire, or Lightning damage.

A single weapon or bundle of ammunition can only have one of these augments at a time, but they stack with any magical properties already present, such as the effects of the Magic Weapon or Elemental Weapon spells, as well as inherent bonuses to hit and damage.

You can use this feature a number of times equal to your Intelligence modifier, and regain all expended uses after a long rest.

Phase-Smith Enhancement

Starting at 6th level, you develop a number of techniques that you can use when crafting a weapon, shield, bundle of ammunition, or suit of armor using Smith's Tools.

You learn 3 Enhancements at 6th level, 2 additional Enhancements at 10th level, and 2 more at 14th level. Whenever you gain a level in Wizard, you may exchange one Enhancement you know for one you do not. All Phase-Smith Enhancements are listed on the next two pages.

Whenever you finish crafting an item, you can immediately apply a single Enhancement to it. You can apply a single Enhancement to up to 20 pieces of ammunition at once. In addition, you can spend a number of days proportional to an existing item's rarity to bestow an Enhancement on it as well.

You can only ever place a single Enhancement on an item. You may replace one Enhancement with another, but removing the old Enhancement takes just as long as adding it to the item in the first place.

Rarity Enhancement Time Common 1 Hour Uncommon 4 Hours Rare 1 Day Very Rare 3 Days Legendary 1 Week

Phase-Lock

Starting at 10th level, whenever you cast a spell or use some other effect that grants an object or creature a magical enhancement lasting at least 1 hour, such as Magic Weapon, Longstrider, Rope Trick, Mage Armor, or Light, you may Phase-Lock that effect.

Phase-Locked spells and effects have a duration of "Until dispelled" and do not require concentration. If you Phase-Lock a spell with a slot level, you have one less slot of that level until you dispel the Phase-Locked spell.

You may only Phase-Lock a single effect; if you use this feature on another effect, the older one is dispelled.

Masterwork

Starting at 14th level, you can commit yourself to a grand undertaking of arcane artifice.

You take up a magic item that requires attunement and pour magic into it over the course of a week, bringing out wondrous properties beyond the normal scope of arcane-enhanced arms and armor.

When you finish raising an item to Masterwork level, the item gains one random Minor Beneficial Property and one random Major Beneficial Property. The tables to determine these properties are located on page 219 of the Dungeon Master's Guide.

If an aspect of a Beneficial Property would normally be determined by the DM, you instead get to decide. If you are choosing a spell, it must be a spell you can cast, and that spell uses your Wizard spell attack modifier and spell save DC.

Masterworks are unpredicatable artifacts, and react poorly when kept long-term in close proximity. A creature cannot be attuned to more than a single Masterwork item at a time.