Arcane Maesters' Guild
While most seasoned spellcasters will enchant a handful of magic items over the course of their careers, artisans belonging to the Guild of Arcane Maesters seek to become true masters of magic item creation. They rightly take seriously the forging of such powerful relics: each creation must be a masterwork in its own right to contain the potent magic woven into them. Despite laboring for months or even years to perfect their creations, seasoned maesters are always seen to be laden with dozens of magic items, attuned to a handful of rings, and carrying a wand of magic missiles, just in case.
Level 3: Magic Item Crafting
MAGIC ITEM CRAFTINGYou unlock the secrets of crafting items infused with magical energy. The Magic Item Crafting sidebar details the magic items you can create, specifies the level you must reach in this class to create each magic item, and shows the cost in materials an item will require. You can craft a magic item by spending multiple days working on it, as per the Active Crafting feature.
From among those available at 3rd level, you can craft 5 magic items. You can craft 3 from among those available at 7th, 3 from among those at 10th, and 2 from among those at 14th. In the process of creating a new magic item, you can dismantle a magic item you have created in order to build a new one from the same category.
Level 3: Apprentice Property
You learn to apply the following masterwork property to your equipment:
Enchanted
Apprentice weapon property
Components: Masterwork weapon
This weapon is interwoven with strong magical enchantments. You can use your Intelligence, instead of Strength or Dexterity, for this weapon’s attack and damage rolls.
Level 7: Instant Attunement
Your experience in creating magic items allows you to quickly bond with them. You can use your action to attune to a magic item, and you can end your attunement to an item as part of the same action. You can use this ability a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a short or long rest.
Level 10: Ephemeral Enchantment
You can spend 10 minutes to lay an enchantment on a nonmagical weapon, enchanting up to 6 nonmagical weapons during a short or long rest. For the next 8 hours, each enchanted weapon counts as magical for the purpose of overcoming damage resistance and immunity to nonmagical attacks and damage.
Level 14: Sever Connection
You can break the connection that binds you to your magic items and repurpose that magic to protect yourself. As a reaction when a creature you can see targets you with an attack, or when you make a saving throw, you can end your attunement to one magic item. Until the start of your next turn, you gain a bonus to your Armor Class and saving throws equal to your Intelligence modifier. The total number of magic items you can attune to is reduced by 1 until you finish a short or long rest.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Level 18: Legendary Property
You achieve the peak of your craft. You learn the following Legendary masterwork property, which you can immediately apply to a suit of masterwork armor:
Resonant
Legendary armor property
Components: Masterwork suit of exotic armor
By spending a short rest focusing on a magic item while wearing this armor, you can attune the item directly to the armor. You can use the magic item as though you were attuned to it while you are wearing the armor. You can attune up to two items to the armor, and can end an item’s attunement to the armor by spending another short rest focused on the item.

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