The spellwright weaves powerful magics, but instead of casting them out into the world, they channel that magic into physical objects. Many spellwrights are also tinkerers of mechanical or magical items. They are explorers, searching to understand the way that items are put together and looking for ways to create new things that have never been seen before.
Level | Combat Proficiency Bonus | Infusions | Techniques | |
---|---|---|---|---|
Max Level | Max # Items | |||
1st | 0 | -- | -- | 1st |
2nd | 1 | 1 | 1 | |
3rd | 2 | 1 | 1 | 2nd |
4th | 3 | 1 | 1 | |
5th | 3 | 2 | 1 | |
6th | 4 | 2 | 2 | 3rd |
7th | 5 | 2 | 2 | |
8th | 6 | 3 | 2 | |
9th | 6 | 3 | 2 | 4th |
10th | 7 | 3 | 3 | |
11th | 8 | 4 | 3 | |
12th | 9 | 4 | 3 | 5th |
13th | 9 | 4 | 3 | |
14th | 10 | 5 | 4 | |
15th | 11 | 5 | 4 | 6th |
16th | 12 | 5 | 4 | |
17th | 12 | 6 | 4 | |
18th | 13 | 6 | 5 | 7th |
19th | 14 | 6 | 5 | |
20th | 15 | 6 | 5 |
Level | New Abilities |
---|---|
1st | Arcane Detection, Mundane Crafter, Spellwright's Tools, Diverse Proficiency 1 |
2nd | Infusions |
3rd | Technique, Salvage |
4th | Diverse Proficiency 2, Ability Score Increase |
5th | Level 2 Infusions, New Cantrip |
6th | Technique, Specialized Knowledge |
7th | Diverse Proficiency 3, Efficient Crafting |
8th | Level 3 Infusions, Ability Score Increase, Extra Attack |
9th | Technique, Skill Focus (Magic Items) |
10th | Diverse Proficiency 4, New Cantrip, Spellwright's Tools (Fabricate) |
11th | Level 4 Infusions |
12th | Technique, Ability Score Increase |
13th | Diverse Proficiency 5 |
14th | Level 5 Infusions |
15th | Technique, New Cantrip, Extra Attack |
16th | Diverse Proficiency 6, Ability Score Increase |
17th | Level 6 Infusions |
18th | Technique |
19th | Diverse Proficiency 7 |
20th | Capstone Ability, Ability Score Increase, New Cantrip |
You have experience with a wide variety of magic items and can recognize them more easily. My taking 1 minute to examine an item, you can make a spell attack at DC 15. If successful, you know whether the item is magical and what kind of aura it emits.
Even though you are not a spellcaster, when crafting items, you can emulate magic spells required to create the item. Instead of casting the required spell, you simply have to make a magic items check (DC 10 + spell level). If you fail this check, you try again each day until successful. As usual, you can also complete the crafting by using a scroll or by having someone else cast the spell for you. The maximum spell level you can emulate is equal to half your spellwright level (rounded up).
Spellwrights are collectors of diverse knowledge, making them proficient in many different skills. At level 1, you gain expertise in one of the following.
At level 4 and every 3 levels afterward, you may select another type of magic item to become proficient in.
At level 8 and beyond, when you select a proficiency, you may also choose from the following.
No tradesperson is complete without their tools. The spellwright uses a set of special arcane tools for their crafting. These tools are specially designed to harness arcane energy and more efficiently combine it with physical objects. The exact look and design of your spellwright's tools are up to you, but while using them you gain the following advantages:
At level 2, you can enhance items by using your spellwright's tools to infuse them with arcane energy. Infusing takes a standard action wherein you touch the desired item and place a piece of your own arcane energy into it. Infused items are magical and are treated as spell-like effects. As such, they are subject to anti-magic fields, you can be interrupted while creating them, and you can apply metamagic to them by increasing the infusion level, just like metamagic normally does to spell levels. Infused items will remain enchanted until dispelled, until you die, or until you dismiss the infusion as a free action.
Like spells, infusions can be created as various levels (up through level 6). When you are capable of using infusions of a certain level, you automatically know all infusions at that level and can use them when you want. When you first start out, you can only infuse one, level-1 item, though this increases as you level up (see table). If you have already infused the maximum number of items available to you, you have to first dismiss one of your previous items and then infuse the new item.
No matter how many infusions you can perform at a time, items cannot take two infusions at once. You can re-use the same infusion on multiple items (assuming you have item slots available), except when:
See Infusion List.
At level 3, you gain the ability to deconstruct a magic item and use its parts to create another. Doing so takes 4 hours worth of work, after which the item is destroyed and you gain parts worth the gold piece value that it took to create the item. These parts cannot be sold but may be used to defray the cost of creating another magic item. To salvage an item, you must have the appropriate item creation proficiency.
At level 6, you've discovered how to craft a fairly uncommon type of item. Choose one of the following:
At level 7, you've learned to craft simple magic items quicker and cheaper. When using your spellwright's tools to craft an item, you automatically craft items at half the price and half the construction time without needing to make a skill check. You still can only craft items where 20 + your skill score is at least equal to the DC of the item to be crafted.
At level 8, you gain an extra attack that you can use when making a full attack. In a full attack, all attacks except for your first ones are made at a -5 penalty.
At level 9, you gain skill focus (magic items).
At level 13, your quick thinking and insightful ideas help allies out of tight spots, even when there's but a moment to spare. Once per short rest, when you or an ally has to make a saving throw, you can use a reaction to grant them advantage on the roll.
At level 15, you gain another extra attack that you can use when making a full attack. In a full attack, all attacks except for your first ones are made at a -5 penalty.
At level 20, your ability to craft magical items reaches its apex and, you have discovered how to craft a single, unique, powerful magical artifact. Work with your GM to select one minor artifact or to create your own of comparable power. Creation of this artifact doesn't require a Magic Items check, but it does require the time and money -- usually between 30,000 - 50,000 gp. and a month worth of work. When finished, the artifact contains a part of your soul and will instantly attune to you when you are holding it. If the item has left your presence, you always know its exact location as long as it is within 50 miles -- as per the Discern Location spell but with limited range.