Base Class: Wizard
Etching
2nd-level Etcher Feature
Gain access to the Etcher's more vital tool the Etcher's needle. The Etcher's needle is a material component required to perform any and all etchings, the loss of a needle would require the Etcher to make do with the current number of etched object in their arsenal until they can find a merchant to replace their fine tool for 500g. Not having an Etcher's needle doe not prevent an Etcher from performing their spells through the means of Sluggish Casting, it merely halts the production of etched objects.
Put any leveled spell (1-7) with a casting time of 1 action or bonus action, but not a reaction into an object using 10x(the spell level) in minutes to etch the magical energy for the spell into the object of choice. Any object that has held the magical energy of a spell becomes magically inert and cannot be used under these circumstances again. Magical Items may not withstand the additional magical energy of a spell otherwise and may become magically unstable. Magical instability, a 20% chance per spell level to implode the magical item after an indeterminable amount of time.
As an action you may activate a spell within an object each turn, using the object as its point of reference. This action is considered as a use magical device action, and thus cannot be activated by a mage hand, unseen servant, etc.
Sluggish Casting
2nd-level Etcher Feature
If the etcher does not have a spell saved on and object they may ritual cast any prepared spell, the spell is neither etched nor saved on an object, its effect will proceed the end of the ritual cast time. Non-ritual spells will still consume the spell slot that the spell is being cast at.
Arcane Weaving
2nd-level Etcher Feature
In non magical articles of clothing, you may store perpetual spells that can be toggled on or off, though only 1 spell may be active at a time and may be swapped with another spell as an action. The spells stored in this fashion must have a target of and do not consume your concentration if the spell would usually require it. You may only change the arcane woven spells upon leveling up, you may also never weave a spell at a higher level into your clothing, the player must choose a spell at the specified level.
As a second level wizard, select two level 1 spells to weave into your non-magical clothing.
As a sixth level wizard, select two level 2 spells to weave into your non-magical clothing.
As a fourteenth level wizard, select two level 3 spells to weave into your non-magical clothing.
Launch (cantrip)
2nd-level Etcher Feature
You cast this spell on a object weighing up to 2 pounds, causing it to fly at a target of your choice. Make a ranged spell attack against your target to deal 1d4+(spell mod) in piercing damage. The object has a range of 100 feet. Casting this cantrip removes the object from your equipment as a free action, magical properties of the object apply if applicable.
At Higher Levels. The spell launches more than one object: two objects at 5th level, three objects at 11th level, and four objects at 17th level. You may direct the objects at the same target or at different ones. Make a separate attack roll for each object launched.
Chain-reaction
10th-level Etcher Feature
Whenever you use your action to activate the magical energy on an etched object, you may chain activate up to three other etches if the combined spell level of the objects does not surpass level 4. Activating a level 4 or higher spell within an object overrides this condition and does not allow for chain activation.
Master Etching
18th-level Etcher Feature
Choose 1 first level spell, you may etch both an 8th and a 9th level of that spell, you may only have 1 copy of the 8th and 9th level etching of that spell at any given time.
*Master Etching is built to replace Spell Mastery, your 18th Level Wizard Class feature. DO NOT select any spells in this function in DnD Beyond
Signature Etch
20th-level Etcher Feature
Choose 1 third level spell, you may etch both an 8th and a 9th level of that spell, you may only have 1 copy of the 8th and 9th level etching of that spell at any given time.
*Signature Etch is built to replace Signature Spells, your 20th Level Wizard Class feature. DO NOT select any spells in this function in DnD Beyond
Etching
Gain access to the Etcher's more vital tool the Etcher's needle. The Etcher's needle is a material component required to perform any and all etchings, the loss of a needle would require the Etcher to make do with the current number of etched object in their arsenal until they can find a merchant to replace their fine tool for 500g. Not having an Etcher's needle doe not prevent an Etcher from performing their spells through the means of Sluggish Casting, it merely halts the production of etched objects.
Put any leveled spell (1-7) with a casting time of 1 action or bonus action, but not a reaction into an object using 10x(the spell level) in minutes to etch the magical energy for the spell into the object of choice. Any object that has held the magical energy of a spell becomes magically inert and cannot be used under these circumstances again. Magical Items may not withstand the additional magical energy of a spell otherwise and may become magically unstable. Magical instability, a 20% chance per spell level to implode the magical item after an indeterminable amount of time.
As an action you may activate a spell within an object each turn, using the object as its point of reference. This action is considered as a use magical device action, and thus cannot be activated by a mage hand, unseen servant, etc.
Sluggish Casting
If the spellsmith does not have a spell saved on and object they may ritual cast any prepared spell, the spell is neither etched nor saved on an object, its effect will proceed the end of the ritual cast time. Non-ritual spells will still consume the spell slot that the spell is being cast at.
Adept Arcane Weaving
In non magical articles of clothing, you may store perpetual spells that can be toggled on or off, though only 1 spell may be active at a time and may be swapped with another spell as an action. The spells stored in this fashion must have a target of and do not consume your concentration if the spell would usually require it. You may only change the arcane woven spells upon leveling up, you may also never weave a spell at a higher level into your clothing, the player must choose a spell at the specified level.
As a second level wizard, select two level 1 spells to weave into your non-magical clothing.
As a sixth level wizard, select two level 2 spells to weave into your non-magical clothing.
As a fourteenth level wizard, select two level 3 spells to weave into your non-magical clothing.
Launch
You cast this spell on a object weighing up to 2 pounds, causing it to fly at a target of your choice. Make a ranged spell attack against your target to deal 1d4+(spell mod) in piercing damage. The object has a range of 100 feet. Casting this cantrip removes the object from your equipment as a free action, magical properties of the object apply if applicable.
At Higher Levels. The spell launches more than one object: two objects at 5th level, three objects at 11th level, and four objects at 17th level. You may direct the objects at the same target or at different ones. Make a separate attack roll for each object launched.
*A level 5 Wizard may allow the caster to launch two objects but only 1 object may be activated per turn until the caster reaches level 10 and unlocks Chain - Reaction.
Improved Arcane Weaving
In non magical articles of clothing, you may store perpetual spells that can be toggled on or off, though only 1 spell may be active at a time and may be swapped with another spell as an action. The spells stored in this fashion must have a target of and do not consume your concentration if the spell would usually require it. You may only change the arcane woven spells upon leveling up, you may also never weave a spell at a higher level into your clothing, the player must choose a spell at the specified level.
As a second level wizard, select two level 1 spells to weave into your non-magical clothing.
As a sixth level wizard, select two level 2 spells to weave into your non-magical clothing.
As a fourteenth level wizard, select two level 3 spells to weave into your non-magical clothing.
Chain - Reaction
Whenever you use your action to activate the magical energy on an etched object, you may chain activate up to three other etches if the combined spell level of the objects does not surpass level 4. Activating a 4th level spell or higher within an object overrides this condition and does not allow for chain activation.
Expert Arcane Weaving
In non magical articles of clothing, you may store perpetual spells that can be toggled on or off, though only 1 spell may be active at a time and may be swapped with another spell as an action. The spells stored in this fashion must have a target of and do not consume your concentration if the spell would usually require it. You may only change the arcane woven spells upon leveling up, you may also never weave a spell at a higher level into your clothing, the player must choose a spell at the specified level.
As a second level wizard, select two level 1 spells to weave into your non-magical clothing.
As a sixth level wizard, select two level 2 spells to weave into your non-magical clothing.
As a fourteenth level wizard, select two level 3 spells to weave into your non-magical clothing.
Previous Versions
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