Base Class: Artificer
It is said that fire was a gift from the gods, providing the first spark of inspiration for many. Legends and myths inspire greatness and push heroes to their limits, but it is the Mythwright who shapes these stories into reality. These inventors do not create new magic; they recover what has been lost and awaken the power they have found.
They are not the supporters of heroes—they are their creators.
The Mythwright subclass was originally created by Kolya. This version has been adapted for D&D Beyond.
<new to making subclass :)>
Level 3: Myth Writer
You gain proficiency in the History skill. If you are already proficient in this skill, your Proficiency Bonus is doubled for any ability check you make that uses this skill.
Level 3: Mythwright Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Mythwright Spells table. These spells count as Artificer spells for you, but they don’t count against the number of Artificer spells you prepare.
Level 3: Heroic Relics
Each Relic has a Mythic Effect and an Ascension gained while wielding the Relic, and a Resonance that the Artificer gains when the relic is wielded by someone else. Additionally, each Relic details which infused item it can be applied to.
If a Heroic Relic is applied to the Homunculus Servant, it is treated as if it is always in your possession, giving you the full effect, and it can’t be given to another creature.
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Relic of the Aegis
Prerequisite: Armor or Shield Infusion
Mythic Effect. The bearer emits a 10-foot-radius aura, giving itself and allies within the aura a +1 bonus to all saving throws.
Resonance. While you are concentrating on a spell, you gain a +1 bonus to all saving throws. This does not stack with the Mythic Effect.
Ascension (Level 9+ Artificer). The aura’s radius increases to 20 feet, and the bonus increases to +2.
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Relic of the Champion
Prerequisite: Weapon or Arcane Focus Infusion
Mythic Effect. Once per turn, when the bearer deals damage with a weapon attack or spell, it can deal an additional 1d8 Force damage.
Resonance. Once per turn, when you hit with a weapon attack or cantrip, you can deal an extra 1d4 Force damage.
Ascension (Level 9+ Artificer). The bearer’s attack rolls score a critical hit on a roll of 19 or 20.
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Relic of the Grail
Prerequisite: Any Infusion
Mythic Effect. When the bearer casts a spell that restores hit points to a creature, that creature regains additional hit points equal to your Intelligence modifier (minimum of 1).
Resonance. When you restore hit points to another creature, you gain temporary hit points equal to your Intelligence modifier (minimum of 1).
Ascension (Level 9+ Artificer). When the bearer casts a healing spell, the target also adds to its attack rolls, ability checks, and saving throws until the start of the bearer’s next turn.
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Relic of the Steed
Prerequisite: Any Infusion
Mythic Effect. The bearer’s speed increases by 10 feet, and its movement ignores nonmagical difficult terrain.
Resonance. Your speed increases by 5 feet and you ignore nonmagical difficult terrain.
Ascension (Level 9+ Artificer). The bearer can take the Dash or Disengage action as a bonus action.
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Relic of the Mantle
Prerequisite: Armor or Cloak Infusion
Mythic Effect. The bearer gains resistance to all damage. After it takes damage, it loses this benefit until the start of its next turn.
Resonance. You gain resistance to all damage. After you take damage,this benefit ends and does not return until combat ends.
Ascension (Level 9+ Artificer). When the bearer is reduced to 0 hit points, it immediately regains 1 hit point and can stand up. Once used, this benefit can’t be used again until you finish a long rest.
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Relic of the Binding Chain
Prerequisite: Weapon or Spellcasting Focus Infusion
Mythic Effect. Once per turn, when the bearer hits a creature with an attack roll, the target’s speed is reduced by 10 feet until the start of the bearer’s next turn.
Resonance. Once per turn, when you hit a creature with an attack roll, the target’s speed is reduced by 5 feet until the start of your next turn.
Ascension (Level 9+ Artificer). Once per turn, when the bearer hits a creature, the target must succeed on a Strength saving throw against your spell save DC or be restrained until the end of its next turn.
Level 3: Relics of Old
⚠️ D&D Beyond Note:
When you reach 3rd level, this feature will display a “- Choose a Level 3 Option -” and “No Choice Made” entry.
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Clicking it shows you the list of relics.
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You can select one, but the builder will not visibly confirm your choice.
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To view your chosen relic, check Features & Traits on your character sheet.
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If you click the same relic more than once, it may duplicate. The easiest way to clear duplicates is to switch to another subclass (or blank), save, then re-select Mythwright in the builder.
At 3rd level, you know 2 relics of your choice. You learn one additional relic at 9th level (3 known) and another at 15th level (4 known). Each infused item can hold only one Relic. You cannot select the same relic more than once.
Relic picks are permanent. Once chosen, you know that relic for the rest of your adventuring career.
Optional Rule: At your DM’s discretion, you may replace one relic you know when you gain a level in this class, similar to artificer infusions.
Relic of the Steed
**Prerequisite:** Any Infusion
**Mythic Effect.** The bearer’s Speed increases by 10 feet, and its movement ignores nonmagical Difficult Terrain.
**Resonance.** Your Speed increases by 5 feet and you ignore nonmagical Difficult Terrain.
**Ascension (Level 9+ Artificer).** The bearer can take the Dash or Disengage action as a Bonus Action.
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Relic of the Aegis
**Prerequisite:** Armor or Shield Infusion
**Mythic Effect.** The bearer emits a 10-foot-radius aura, giving itself and allies within the aura a +1 bonus to all saving throws.
**Resonance.** While you are concentrating on a spell, you gain a +1 bonus to all saving throws. This does not stack with the Mythic Effect.
**Ascension (Level 9+ Artificer).** The aura’s radius increases to 20 feet, and the Mythic Effect’s bonus increases to +2.
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Relic of the Binding Chain
**Prerequisite:** Weapon or Spellcasting Focus Infusion
**Mythic Effect.** Once per turn, when the bearer hits a creature with an attack roll, the target’s Speed is reduced by 10 feet until the start of the bearer’s next turn.
**Resonance.** Once per turn, when you hit a creature with an attack roll, the target’s Speed is reduced by 5 feet until the start of your next turn.
**Ascension (Level 9+ Artificer).** Once per turn, when the bearer hits a creature with an attack roll, the target must succeed on a Strength saving throw against your spell save DC or be Restrained until the end of its next turn.
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Relic of the Champion
**Prerequisite:** Weapon or Arcane Focus Infusion
**Mythic Effect.** Once per turn, when the bearer deals damage with a weapon attack or spell, it can deal an additional 1d8 Force damage.
**Resonance.** Once per turn, when you hit with a weapon attack or cantrip, you can deal an extra 1d4 Force damage.
**Ascension (Level 9+ Artificer).** The bearer’s attack rolls score a critical hit on a roll of 19 or 20.
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Relic of the Grail
**Prerequisite:** Any Infusion
**Mythic Effect.** When the bearer casts a spell that restores Hit Points to a creature, that creature regains additional Hit Points equal to your Intelligence modifier (minimum of 1 extra Hit Point).
**Resonance.** When you restore Hit Points to another creature, you gain Temporary Hit Points equal to your Intelligence modifier (minimum of 1 Temporary Hit Point).
**Ascension (Level 9+ Artificer).** When the bearer casts a spell that restores Hit Points to a creature, that creature adds to its attack rolls, ability checks, and saving throws until the start of the bearer’s next turn.
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Relic of the Mantle
**Prerequisite:** Armor or Cloak Infusion
**Mythic Effect.** The bearer gains Resistance to all damage. After it takes damage, it loses this benefit until the start of its next turn.
**Resonance.** You gain Resistance to all damage. After you take damage, this benefit ends and does not return until combat ends.
**Ascension (Level 9+ Artificer).** When the bearer is reduced to 0 Hit Points, it immediately regains 1 Hit Point and can stand up. Once this benefit is used, it can’t be used again until you finish a Long Rest.
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Level 5: Mythic Conduit
Your spells draw upon the echoes of legend, inspiring those connected to your Heroic Relics.
When you cast a spell with a spell slot targeting an ally wearing, carrying, or holding one of your Heroic Relics, that ally can take a Reaction to make one weapon attack or cast a cantrip against a creature of your choice that you can see. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), regaining all expended uses when you finish a Long Rest.
Whenever you cast a spell with a spell slot that targets yourself while in possession of a Heroic Relic, you gain a number of Temporary Hit Points equal to your Intelligence modifier + half of your Artificer level (minimum of 1).
Level 9: True Form Awakening
Your understanding of legends is unparalleled, and manifests in your creations. Your Heroic Relics gain more powerful properties, called( Ascensions), as shown in their descriptions.
Level 15: Hero’s Apotheosis
You have learned to transcend what is written. You are more than mortal — you are the myth incarnate. As a Bonus Action, you can transform for 1 minute. While in this form, you gain the following benefits:
• You gain the full effect of all your active Heroic Relics, regardless of whether you’re holding, carrying, or wearing the infused items yourself.
• When you cast a cantrip that has a casting time of an action, you can cast it as a Bonus Action.
• You gain immunity to the Charmed, Frightened, and Paralyzed conditions.
Once you use this feature, you can’t use it again until you finish a Long Rest.
Previous Versions
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9/5/2025 11:11:07 AM
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4
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1
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0.1
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Coming Soon
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