Wizard
Base Class: Wizard

The Spellscribe is obsessed with improvement, taking mundane items and making them magical, aiding his allies with spells and powers they could never hope to achieve on their own. As a Spellscribe your main feature is storing ANY of your spells in a non magical item for later use by yourself for an ally, and adding a trigger, be it verbal or physical to activate said item and cast the spell that is stored within, These stored spells can be activated by any creature that knows the trigger and the creature does is not required to be the same class as the spell in said item.

Spellscribe

Inspired by the artificers wondrous Imbuing of spells, the Spellscribe can touch a non-magical object as an action and store a spell in it, choosing one spell from your spell list. With the object in hand, a creature can take an action to produce the spell’s effect from it. As an action, the wielder can touch the object again to remove the stored spell. The item retains its spell for (Number of days equal to the Spellscribe’s ability modifier) amount of days.

you may use this feature a number of times equal to your spellcasting ability modifier (Minimum of +1) Each item has a number of charges based on the Spellscribes level, and after the charges are used the item returns to being an ordinary non magical item.

The charges are as follow;

Level 1-4, 1 charge
Level 5-9, 2 charges
Level 10-14, 3 charges

Level 15-20, 4 charges

 

Any creature, with an Intelligence score of at at least 6, holding the item thereafter can use an action to activate the spell. Most common triggers are touching, hitting, approaching or even specific manipulation of the object, the user dictates what the items trigger Is while storing the spell.

If the spell has an area of effect, it is centered around the item. If the spell is single target(i.e. Heal), it targets a creature within the original spells range, this creature is chosen by the person holding the item .If the spell is multi target, the targets are chosen by the user of the stored spell.

Two items may not have the same spoken command or the command will not have any effect and the item will be rendered useless

Any dispel or null magic effects cast on the Spellscribe automatically causes all items that were imbued by the Spellscribe to lose their magical properties. Wherever they are.

Getting knocked unconscious or dying causes all magical items imbued by the Spellscribe to lose all of their magical properties also causes the item to lose its magical properties. Wherever they are.

Arcane Study

At 2nd level, you may choose up to two 1st level spells from any class and study them, learning how to use and store them respectively, you also gain 2 additional spells at level 6,10,14 and 20 With the level of said spells increasing to 2nd at level 6, 3rd at level 10, 4th at level 14 and 5th or 6th at level 20.

Verbal Trigger

At 6th level a spoken trigger with a range of 30 ft may be added to the object. The trigger must be 1 word and spoken in the same language as the Spellscribe spoke when Imbuing the item

Adept Spellscribe

At 10th level, Spellscribing items has become substantially easier to the Spellscribe. Allowing him/her to scribe more items, The spell scribe can now scribe (INT + Half Proficiency Bonus) Items at any given time.

Arcane Overcharge

By 14th Level the incantations you weave into nonmagical items have become charged with additional magical essence. When the last charge of an item you have inscribed is expended, the user may roll an INT check vs your spell save DC, on a success the item surges with energy and regains one expended charge to be used as a bonus action

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