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
‘constructSeur-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 normalSpExu 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 PolymorphCREDITS
‘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.