You are on page 1of 8
SPELLSMITH > —_ceends arent just the deeds of heroes, they are (2) also the weapons they wield The craftsman can reach the same fame as the hero through their 4 ‘works. The Spellsmith chooses both destinys: ‘That ofthe adventures, and ofthe crafstman, ) ) With magic and skill the Spellsmith creates the Fight tool fr the right job. CRAFSTMAN OF LEGEND SSpellsmiths focus on creating the right tool or the right spell for whatever situation they encounter. They don't have the raw power of 2 Warlock, or the range of spells of a Wizard, but within their set they have a flexibility unmatched by’ either. More than other casters, they can prepare for a situation with far greater faculty. Beyond their mystical abilities, Spellsmiths are renowned as being legendary craftsmen, known far and wide for their wonderous creations PROBLEM SOLVER Filling more of a suppor: role, Spelismiths often seek out fellow adventurers and aid them in their journey. The adventure is less about the goal. and more of atrial to test out, their ereations. Lacking the raw power of a more traditional spelleaster, they make up for it wth their ability to customize their spells to whatever the situation requires, Spelismiths tend to be a moderating influence on their group: Much of their strength comes from their ability to prepare and that takes some time. Given enough time, a Spellsmith can solve any problem and face any challenge. CREATING A SPELLSMITH When creating a Spellsmith character, you should first decide ‘what kind of erafter you are, Do you create wonderous ‘weapons to supplament your power? Do you ereate potent brews, infused with your essence, to bolster your allies? Do you carve masks, imbued with power, o anchor power ‘magics to? All ofthese are valid concepts. The important part isthe making. A Spellsmith can imbue power even into mundane crafts, making them wonderous. Another thing to consider is where did you learn your art from? Are you a selftaught prodigy or were you training under a master when you discovered you could create items. that were more than the sum oftheir parts? Regardless of hhow you got there, you are skilled in your chosen trade even jgnoring your magical talents. Quick Burp ‘You can create a Spellsmith quickly by following these ssaggestions, Fist, make Intelligence your highest ability, followed by cither Dexterity or Constitution, Second, choose the Guild Artisan background. Third choose the mending and fire boltcantrps, along with the following Istlevel spelis ‘magic missile and detect magic. CLass FEATURES Asa spellsmith, you gain the following class features Hrr Pornts Hit Dice: 146 per spelismith level Hit Points at Ist Level: 6 + your Constituion modifier Hit Points at Higher Levels: 1d6 (or 4) +your Constituion ‘modifier per spelismith level after Ist PROFIOIRNGIES ‘Acmor: Light Armor Weapons: Simple Weapons ‘Toole: None Saving Throws: Constitution, Inteligence Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Perception, of Sight of Hand Equrrment You start with the following equipment, in adltion tthe equipment granted by your background: + (@)a light crossbow and 20 bolts or (b) any simple melee weapon + (@)components pouch or (b)an arcane focus + (@)ADungeoncer’s Pack or (b)a Scholar's Pack ‘+ Leather armor, any simple weapon, and two daggers. Credit: GaryLaibart (Deviant Ar) THE SPELLSMITH Proficien Level "Bonus Ast 2 Features Spellcastng, Infusions, Creative Patho 2nd 42 42 Diverse Talent Path Feature +2 Ability Score Improvement Boo +3 Path Fe Bo +3. Ability Score Improvement wo +4 Diverse Talent, Path Feature +4 Legendary Craft (6th) +4 Ability Score Improvement +5. Legendary Craft (7th) +5 Diverse Talent +5 Legendary Craft (8th) +5 Ability Score Improvement 46 Legendary Craft (9th) +6 Path Feature +6 Ability Score Improvement 46 Maker of Wonders Creative Para Able to imbue magic into anything they ereate, Spellsmiths fare masters of their chosen craft. At the frst level you choose a speciality: Artifcer, Alchemist, or Machinist. Your choice grants you features at 2nd level and again at 6th, 11th, and 17th evel, SPELLCASTING Like other masters of the arcane, you have a certain faculty ‘with spells. The Spellsmith table shows how many spell slots you have. The table also shows what the level of those slots are; all of your spell slots are the same level To cast one of your spellemith spells ofthe Ist level or higher, you must expend a spell sot. You regain all expended spell slots when {you finish a short or long rest. Canrarrs ‘You know two cantrips of your choice from the spellsmith spell ist. You learn additional spellsmith cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Spelismith table, ‘Slots Infusion Level Slots. Ast Ast 2nd 2nd 3rd 3rd 4th 4th sth Sth sth Sth sth sth Sth sth 5th sth Sth Sth SpELt SLOTS ‘The Spellsmith table shows how many spell slots you have. ‘The table also shows what the level of those slots are; all of your spell slots are of the same level. To cast or infuse one of your spellsmith spells ofthe first level or higher, you must ‘expend a spell slot. You regain all expended spell slots that aren't currently being used to power an active infusion when you finish a short or long rest. For example, when you are Sth level you have two 3rd-level, spel slots. To cast the 1st lev! spell thunderwave, you must ‘spend one of those slots, and you cast itas a 3r-level spelt Spxiis KNOWN OF THE 18T LEVEL AND HIGHER At Ist level you knaw two Lstlevel spells of your choice from, the spellemith spell Hist. ‘The Spells Known column ofthe Spellsmith table shows ‘when you learn more spellsmith spells of your choice of Ist level and higher. A spell you choose must be ofa level no higher than whats shown in the table's Slot Level column for your level When you reach 6th level, for example, you learn a new spellsmith spell, which can be Ist, 2nd, or 3rd level Additionally, when you gain a level in this class, you can ‘choose one of the spellsmith spells you know and replace it ‘with another spel from the spellsmith spell list, which also must be of a level for which you have spell slots, SPELLGASTING ABILITY Intelligence is your spellcasting ability for your spellsmith spells and infusions, so you use your Intelligence whenever a spell or infusion refers fo your spellcasting ability: In addition, ‘you use your Intelligence modifier when setting the saving throw DC fora spellsmith spell you cast and when making an attack roll with one. SreiicastiNe Focus You can use an arcane focus (found in chapter 5 of the Player's Handbook) as a spellcasting focus for your Spellsmith spells, Infusions count as their own spelicasting focus INFUSIONS Starting at the Ist level Spellsmiths have the ability to infuse their magic into crafted objects. Although the precise form is ‘mostly irrelevant, i's their arcane connection to the object that empowers it. When you complete along rest, you may imbue a number of objects up to your the number shown on the spellsmith’s infusion slots table. Once an infusion is created, you may activate it at any time while holding the item to cast the spell stored within as if you had east it normally. Only you may cast spells stored in your infusions. Cast time, targets, and any other choices normally made when casting the spell are make as normal and are cast at the same level 2s your spells. You may not have more infusions active at any fone time than your proficiency bonus. Infusions exist until ‘you sever your connection to them, which you can do to any or all of them as an action. Since infusions only function due to their arcane connection to the spellsmith, they have litle value to others and seem quite non-functional/mundane, However, anyone ‘who interacts with the infusion ean make an Intelligence (lavestigation) roll against the spellsmiths save DC to identify its true nature. On a successful roll you know approximately how the infusion functions and the approximate effects of ‘what spell it contains. INFUSION ENHANCEMENTS Spellsmiths can enhance their infusions beyond their basic effects. At the first level choose two Infusion Enhancements. ‘You must meet all the requirements for them. You gain an additional infusion enhancement at 6th, 11th, and 15th level ‘Whenever you create an infusion, you may choose a single enhancement ‘Lingering Infusion: Ifthe enhanced infusion spell has a aration of 1 minute or longer double its duration, to a maximum of 24 hours, Has no effect on spells with a duration of concentration, Maximized Infusion: After you roll damage for the enhanced infusion, choose up to your intelligence modifier damage dic. Change the chosen die to their maximum value. Distant Infusion: Ifthe enhanced infusion spell has 2 range of 5 feet or greater, vou double its range. ‘Empowered Infusion: When you cast the enhanced infusion, the choose a single target affected by the spell That target has disadvantage against the spell ‘Accurate Infusion: When you cast this infusion, you have advantage the first ranged spell attack you make with it ‘Subtle Infusion: When you cast this infusion, you castit ‘without any somatic or verbal components. Intelligence (lavestigation) rolls to identify the infusion are made at disadvantage. Additionally, even on a successful roll you only know how the infusion functions and not what spell it contains. Elemental Substitution: When you create this enhanced infusion, choose Acid, Cold Fire, Lightning, Poison, or Thunder. Any damage dealt by the infused spell is ofthe type of your choice, Elemental Purity: When you learn this infusion, choose a ‘damage type. Any damage dealt by the infused spell of the chosen type ignores damage resistance but not damage ‘immunity Drversx TALENT tthe 3rd level choose a spell from any class, including this ‘one, \ spell you choose must be of a level you can cast, ‘shown on the Spellsmith table, ora cantrip. The chosen spell counts as a spellsmith spell for you but are not included in the number in the Spells Known column of the Spellsmith table You learn an additional spell from any class at 10th, and th level LecENDARY CRAFT A spellsmith ist just a producer of trinkets, he is a master ‘who forges arcane instruments of legend, Starting at the 11th level you gain a new Infusion Enhancement that lets you forge a stronger than usual connection to it. An infus ‘enhanced in this way has a spel slot of 6th level and can be used to cast 6th evel spells. A spelismith may only have one infusion enhanced in this way at a given time. Additionally, ‘they may choose a 6th level spel from their spell lst to add to their spells known, ‘Atthe 13th level this enhanced infusion is now at the 7th level and you learn a 7th level spell from you spell ist. At 15th level, the slot increases to 8th level and you learn an Sth level ‘spell At the 17th level, the slot increases (othe 9th level and you learn a 9th level spell ‘MAKER OF WONDERS At the 20th level you create a custom magical item that only ‘you can use. It requires attunement and can only be attuned toby you. You may choose one of the following’ + A+3 melee weapon of a ype of your choice. When you create this wespon, choose a single spell with a range of touch, a cast time of one action, snd of the 3rd level or lower that you know and an infusion that ean be applied to ‘that spell When you hit a foe with the weapon, you may’ ‘cast the chosen spell asa free action on the struck target. Teautomatically hits the target but the target still makes any applicable saves. After you've used this ability twice, you can't do so again until you complete a short oF long + A staff that functions as an arcane focus. When you create this staf, choose three spells you know ofthe 3rd level or lower. Tis staff has 6 charges which renew each day at ‘dawn, You may cast any ofthe chosen spells by expending ‘a charge from the staf. I the spells below the third level you may cast itas ifyou cast it wth a 3rd level spell slot. ‘A magic ring. Choose a spell ofthe 3rd level or lower with ‘a cast time of 1 action, a range of touch or self, and a duration of 1 hour or longer. You may cast that spel at will ‘on yourself CREATIVE PATHS Although the crafts of the spelismith are diverse, their ‘magical talents tend to fall into one of several schools of thought. These aren't formalized schools as with the Wizard, or an innate magical ability as with the Sorcerer but « combination ofthe two: The outward reflection of the Spellsmith's talents as they relate to their craft ARTIFICER Antificers view their erafts as a blank canvas upon which they paint their magical talents. Where as other spellsmiths create ‘wonders that are functional to one degree or another, the Artficers view themselves ase purists: The form of their ‘works is largely immaterial It's just an achor upon which they tie their magies to. Finer crafted items make for better anchors for their work. Some artificers tie their powers to rings or weapons. Others, they te them into finely crafted masks, CUNNING ARTIFICER At the Ist level you gain proficiency in two of the following tools: Carpenter's Tools, Cobblers tools, glassblower's tools, jeweler's tools, Leatherworker’s tools, Weaver's tools, or Woodcarver's tools. Additionally, choose a tool you're proficient with: You gain a free set of tools appropriate to that proficiency. ‘You may also infuse your spells into already crafted items such as a ring, you arcane focus, or a weapon. Spells infused in this way do not destroy the object when cast as norma ‘TRaDEMaRx INFUSION Atthe 2nd level, you gain access to the infusion enhancement Sustaining Infusion. ‘Sustaining Infusion: (Artifcer Only) The enhanced infusion must be stored in your arcane focus. Ifthis infused ‘spell has a duration of concentration, you may stop ‘concentrating on the spel for a number of rounds equal to your Intelligence modifier. Ifyou do not resume concentrating ‘on the spell before those rounds are over, the spell ends normally as ifyou had stopped concentrating on it. You may ‘only use this effect once for the duration ofthe spell Dvpas1e INFUSION At the 6th level, when you cast an infusion, you may spend. ‘one of your spell slots. IFyou do, the infusion isn't expended after being used and may be cast again. This may not be used ‘on infusions of the 6th level and higher. ENHANCED CUSTOMIZATION ‘At the 10th level you can use two enhancements on the same infusion. They may not be the same enhancement. Powsr TAP ‘Atthe 18th level, When you cast a spell, you may destroy one ‘of your active infusions. Ifyou do so, it's enhancements get applied to the cast spell You must finish a short rest before you can use this feature again, ALCHEMIST {It’s a common misperception that the Alchemists trade ‘consists solely of potions and tonics. Infact, their craft has a broad range of forms. The key thing they all have in common is that they're somewhat functional even before the Alchemist imbues them with a spark of their essence. The form their infusions take form the base effect but their magic takes their efficacy to new hights. Cunninc ALCHEMIST At Ist level you gain proficiency in Alchemist Supplies and ‘one of the following tools: Brewer's Supplies, Cook's utensils, Glassblower's tools, or Potter's tools. Additionally, you gain a free set of Alchemist's supplies. ‘TRaDEMARE INFUSION Acthe 2nd level you gain access to the infusion enhancement All Purpose Formula: (Alchemist Only) Can only be used with spells with a cast time of 1 action. Your infusions ean be used by anyone. Ifthey have a duration of concentration and they are used by someone other than their creator, the user is the one that concentrates on the effect and it has a maximum duration determined as follows: * Concentration spells with a maximum duration of one ‘minute have their maximum duration reduced to a number of rounds equal to their creator's intelligence modifier, * Concentration spells with a maximum duration of one hour have their maximum duration reduced to a number ‘of minutes equal tothe creator's intelligence modifier, + Concentration spells with a maximum duration of one day cor longer have their maximum duration reduced to a ‘number of hours equal tothe creator's intelligence modifier. Mrmory Tonto ‘At the 6th level, as a ritual that takes 10 minutes and requires access to your Alchemist Supplies, you can create a tonic that lets the imbiber delve deep into their memory. The tonic must be drunk within 5 minutes or else it loses its effectiveness. After drinking the tonic, the next Intelligence or Wisdom check or save the imbiber make within the next 24 hours is made with advantage. Maczrree ‘Alchemy requires firm understanding of how base elements interact and why. Magic is no different. By reducing raw ‘magic down to its constituting elements, the Alchemist ean produce a highly reactive substance known a8 Magefire. Starting atthe 10th level after completing a long rest, you ‘may make a vial of Magefire instead of one of your Infusions. Like infusions, Magefire only is effective so long as you maintain a connection to it and once it's broken the substance becomes inert ‘Asa standard action, make a ranged attack with the Magefire against a eresture or object, treating the Magefire as fan improvised weapon. On a hit, the target takes 12d6 fire damage. Additionally, this attack ignores any magical effects, fon the target. Lastly, any spell ofthe Sth level or lower on the target ends Alchemists are considered proficient with ranged attacks with improvised weapons, ‘TRANSMUTATION Starting atthe 18th level you can the ability to transmute ‘mundane substances. Once per day, you may convert any one ‘non-magical solid inorganic substance into another of equal or lesser value, Neither the source nor the resulting material ‘may be more than 100 Ibs or measuring more than one cubic foot of volume. The resulting material appears as desired but, cannot be used to form items that require a high degree of craftsmanship. MacHINisT Often called tinkerers or clockmakers, Machinists are the cones that seck to push the bounds of their craft. Their infusions are mechanical marvels that defy the understanding oflesser craftsmen. Although the exact mechanics oftheir devices vary, they all share a key trait: They are wholely inert ‘without the Machinist's magics animating them. Unlike with Atficers, the form is eritical to their function. The magic is ‘merely the motive foree oftheir craft not their entire purpose. ‘CUNNING MACHINIST At the Ist level you gain proficiency in Tinkerer's tools and tone ofthe following tools: Glassblower's tools, Jeweler's tool, Leatherworker’s tools, Mason's tools, Smith's tools, or Woodcarver's tools. Additionally you gain a free set of Tinkerer’s tools, ‘You gain the service of a mechanical/magic hybrid creature known as a haemonculi t takes an animal form of your choice: Bat, cat, crab, frog (toad), hawk, lizard, octopus, owl poisonous snake, fish (quipper) rat, raven, seahorse, spider, ‘or weasel It's type is construct instead of beast, Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls as well to any saving throws and skills iis proficient. Is hit point maximum equals its normal maximum or four times your spellsmith level, whichever is higher. Its type changes to ‘construct Your haemonculi acts independently of you, but it always ‘obeys your commands. In combat, it shares your initiative ‘and acts on your tun. Ahaemonculi cant attack, but can take other actions as normal While your haemonculiis within 100 feet of you, you can communicate with it telepathically. ‘Aditionally, ss an action, you can see through your haemonculi’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the haemonculi has. During this time, you are deaf and blind with regard to your own senses. Haemonculi are not destroyed at 0 hit points. Haemonculi do nat make death saves atthe start of each ofits turns, ‘When you complete a short rest, you may restore a number of, hit points on your haemonculi equal fo your intelligence ‘modifier + your proficiency bonus, I'you do not have the body of the haemonculi, you can instead spend 8 hours ‘constructing a new one which costs 100gp in materials. You may not have more than one haemonculi at a time, However, you can spend § hours and 50 gp to convert it from one form to another Lastly, you may store infusions in your haemonculi. You may cast an infusion stored within your haemonculi as if it had cast the infusion. Your haemonculi must be within 100 feet of you, and it must use its reaction when you cast it. Ifthe infusion requires an attack roll you use your attack modifier for the rolL ADDITIONAL INFUSION ‘At the 2nd level you gain access to an additional infusion of your choice. ‘MEcHANIcAL APTITUDE [At the 6th level, when you take an attack action, you may, ‘order your haemonculi make a single attack as well ‘Additionally, when you ereate your haemonculi, you can have it take the form of any beast with a challenge rating of 4 or Jess and is no larger than medium sized It's type is stil ‘construct Seur-DusTauct MECHANISM ‘Your haemoncult is fitted with a self destruct mechanism to take foes (and competitors) off guard Starting atthe 10th level when you construct the haemoneuli, you choose what type of damage it deals whem it selfdestructs: Acid, Bludgeoning, Fire, Poison, Slashing, or Thunder. You may order your haemoncul to self destruct as an action. Ifyou do, it deals damage of the chosen type equal to 8d6 plus 1d6 damage per infusion stored on the haemonculi to all creatures within 30f ofthe haemonculi, dexterity save fo half damage. Ifthe haemonculi is reduced to 0 hit points, this ability automaticaly triggers. However, you may prevent it from triggering by spending your reaction. Regardless of how the haemonculi selfdestructs, itis destroyed. You may change the damage type ofthe self-destruct mechanism when you complete a long rest Seur-Repare MzcHANISM At the 10th level when you complete along rest, your hhaemonculi automatically recovers all its lots hit points. Ifit ‘was destroyed, itis restored to 0 hit points. Crocxworx INFUSION At the 18th level when you create your infusions, you may create it as a clockwork infusion instead. This is an Infusion Enhancement that can only be applied to spells with a casting time of one action and you ean only have one clockwork infusion active at one time. You many not cast the clockwork infusion normally When the clockwork infusion is created, you designate a set of circumstances under which the infusion activates and how itis targeted It can be either set to target i's own location or the nearest legal target within range of the clockwork infusion, Ifthe clockwork infusion has no legal targets within range when triggered, the infused spell fails and the infusion is rendered inert as normal SpExu List CANTRIPS (0 LeveL) Acid Splash Blade Ward Chil Touch Dancing Lights Fire Bolt Friends Light Mage Hand Message Mending Minor tlusion Prestcigitation Poison Spray Ray of Frost Shocking Grasp True Strike Tst LeveL, Alar ‘Armor of Agathys Burning Hands Charm Person Comprehend Language Detect Magic Disguise Self False Life Feather Fall Fog Cloud Grease Identify Illusory Seript Magic Missile Protection from Good and Evil Repair Construct Shield Silent illusion Sleep Tenser's Floating Disk Thunderwave Unseen Servant 2No LeveL Arcane Lock Blindness/Deafness Blur Continual Flame Darkness Darkvision Detect Thoughts Enhance Ability Enlarge/Reduce Find Steed Gentle Repose Gust of Wind Hold Person Invisibility Knock Levitate Locate Object Magic Mouth Magic Weapon Mel?s Acid Arrow Nystul's Magic Aura See Invisibility Shatter Spider Climb Web Zone of Truth 3Rp LeveL Clairvoyance Counterspell Daylight Dispel Magic Fear Feign Death Fireball Fly Glyph of Warding Haste Leormund’s Tiny Hut Lightning Arrow Magic Circle Major Image Nondetection Phantom Steed Protection from Energy Remove Curse Sending Slow Tongues Water Breathing Water Walk Wind Wall 47H LeveL Arcane Eye Confusion Control Water Dominate Beast Fabricate Fire Shield Greater Invisibility Leomund’s Secret Chest Locate Creature Mordenksinen's Faithful Hound Mordenkainen's Private Sanctum Stone Shape Stoneskin Wall of Fire STH LeveL Animate Objects Antilife Shel Contact Other Plane Creation Dominate Person Dream Hold Monster Legend Lore Mislead Modify Memory Passwall Planar Binding Rary’s Telepathic Bond Serying Seerning Teleportation Circle Wall of Force Wall of Stone 6TH LeveL. Arcane Gate Create Undead Find the Path Globe of invulnerability Guards and Wards Move Earth Programmed Illusion Renovation True Seeing Wall of ce Wall of Thorns 77m Leven Delayed Blast Fireball Forcecage Mordenkainen’s Magnificent Mansion Plane Shift Project Image Reverse Gravity Simulacrum Symbol Teleport 87H LeveL Antimagic Field Antipathy/Syenpathy Clone Control Weather Demiplane Dominate Monster Glibness Mind Blank Power Word Stun Sunburst 97H LeveL. Astral Projection Imprisonment Power Word Kill Pristnatic Wall True Polymorph CREDITS ‘This class was created by Toloran (4/Toloran on reddit) with the aid of Byzantine (u/AmethystValkyrie on reddit) and all our friends. Any artwork contained in this work isthe sole property of whoever I stole borrowed it from on DeviantArt. ‘Additional thanks to The Homebrewery for creating the tool this document was formatted in. You're awesome, keep up the good work. ‘VERSION HIsToRY + LO: Original release.

You might also like