The Griffon's Saddlebag: Book One
The Griffon's Saddlebag

Caption

Easily Create and Destroy Matter as a Master Artisan and Arcanist

Some Wizards abandon the limitations set by magic schools and instead focus on the binding force that holds everything together. These mages spend their efforts weaving and recreating matter from thin air to create art as well as utility. They value the craftsmanship taught by artisans around the world and consider their skills and creations to be a form of magic all its own.

Some arcanists focus on altering the living, whereas Materializers focus on creating and enhancing the inanimate. These mages see beauty in the possibility presented by raw materials and are found as readily studying ancient lore as they are in the center of a bustling forge. Many followers of this tradition take great care and pride in their Component Pouches and find great kinship among Bards, artists, and other craftsmen.

Level 3: Arcane Artisan

You have dedicated your studies to creation and the magic surrounding it. You gain the following benefits.

Bonus Cantrip. You know the Mending cantrip. If you already know it, you learn a different Wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known.

Creation Savant. You gain proficiency with three Artisan’s Tools of your choice. Whenever you finish a Long Rest, you can replace your proficiency with one type of Artisan’s Tools with a different type of Artisan’s Tools of your choice.

Mage Craft. Your exceptional wit and aptitude allow you to do more with less time. While crafting using a set of Artisan’s Tools with which you have proficiency, you can subtract your Intelligence modifier (minimum of 1) from the number of hours you must work each day, allowing you to complete a full day’s work in 7 hours or less (to a minimum of 2 hours).

Level 3: Minor Creation

When you cast a level 1+ spell, you can magically create a Cube of inanimate material of your choice that is no larger than 5 feet on a side. The Cube appears in an unoccupied space you can see on the ground within 30 feet of you, or it appears magically connected to another Cube within that range that you created with this feature. Once you reach Wizard level 10, the range increases to 60 feet. A Cube created in this way weighs a number of pounds equal to 5 times its length on a side, regardless of its material. The Cubes can support up to 10 times their weight, potentially serving as a bridge, and they can provide cover for creatures behind them.

You can have a total number of these Cubes in existence at a time equal to your Wizard level. You can dismiss any number of the Cubes of your choice as a Bonus Action. Otherwise, a Cube disappears after 1 hour or if it takes any damage. The Cubes are objects that have an AC equal to 10 + your Intelligence modifier, 1 Hit Point, and Immunity to Force damage.

Cube Detonation. When you take a Bonus Action to dismiss one or more of the Cubes, you can choose to detonate any of them instead, destroying them. Each creature within 10 feet of a detonated Cube must make a Dexterity saving throw against your spell save DC. A creature takes Force damage equal to 1d6 + half your Wizard level (round down) on a failed save or half as much damage on a successful one. You can detonate a total number of Cubes—all at once or with multiple separate Bonus Actions—equal to your Intelligence modifier (minimum of 1), and you regain all expended uses of doing so when you finish a Long Rest. You can also restore uses of it by expending a level 1+ spell slot (no action required), regaining a number of uses equal to the slot’s level.

Level 6: Material Enhancement

Your attention to both magic and mundane detail gives you a heightened understanding and control over them. As a Magic action, you can touch a weapon, suit of armor, or other object. Until the end of your next Short or Long Rest, the object becomes magical if it isn’t already, and gains your choice of up to two of the following benefits:

  • (Weapon Only) The wielder of the weapon gains a +1 bonus to attack rolls and damage rolls made with it; this bonus increases to +2 when you reach Wizard level 10 and +3 when you reach Wizard level 14. If the weapon already granted a bonus to attack rolls and damage rolls, the wielder must choose whether to use that bonus or the one granted by this feature when attacking with it.
  • (Armor Only) The wearer of the armor gains a +1 bonus to Armor Class; this bonus increases to +2 when you reach Wizard level 10 and +3 when you reach Wizard level 14. If the armor already granted a bonus to AC, the wearer must choose whether to use that bonus or the one granted by this feature when calculating its Armor Class.
  • (Armor Only) The armor doesn’t impose Disadvantage on Dexterity (Stealth) checks if it normally would.
  • The object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. As a Bonus Action, a creature holding the object can cause it to stop or resume shedding this light.
  • The object’s weight is halved. If the object is a suit of armor, it doesn’t have a Strength requirement if it normally would. If it’s a weapon with the Heavy property, it doesn’t impose Disadvantage on the wielder’s attack rolls as a result of that property.
  • When a creature throws the object, it flies back to the creature’s hand immediately after hitting or missing its target.
  • You change any of the object’s colors, smells, and textures.

You can use this feature twice, expending one use for each benefit you give an object. You regain all expended uses of this feature when you finish a Short or Long Rest. Once you give an object a benefit in this way, you can’t give that benefit to an object again until you regain your expended uses of this feature.

Level 10: Dematerialize

Your spells deal double damage to objects and structures, and whenever you deal damage to a Construct, it takes an extra 1d8 Force damage.

Level 14: Rematerialize

When you see a Large or smaller nonmagical object or structure be destroyed within 60 feet of you, you can take a Reaction to cause its debris to magically vanish. Once within the next 8 hours, you can take a Magic action to recreate the item, causing it to reappear intact in an unoccupied space you choose within 60 feet of you.

If the item is recreated in the air, it immediately falls. Any creature below it must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes Bludgeoning damage for every 10 feet the item fell before reaching it. The amount of damage dealt is based on the item’s size: Small or smaller (1d6), Medium (2d6), or Large (3d6). On a successful save, a creature takes half as much Bludgeoning damage. Unless the object is at least one size smaller than a creature it falls on, that creature is pushed to the nearest unoccupied space.

Once you use this feature, you can’t use it again until you finish a Long Rest.