So, before anything else, let me just say this was completely to make another intelligence based class. I wasn't copying Artificer, though I did draw inspiration from it. Second, I haven't made the subclasses yet. And last, enjoy!
A gnome adds the finishing touches to the magic scroll and then yawns, looking at the faintest glimpse of sunlight.It would be time to open shop soon.
A tiefling with big goggles mixes chemicals together into a vial.With a flash and a bang, some of the workshop explodes, shattering glass and shooting rockets.When the smoke clears, a vial of burning orange and red liquid is in the vial exuding heat.
A human brings forth a sword of polished blue metal.At his command, crackling blue fire, ice, and lightning extend along the blade.
These are Spellsmiths, forgers of magic itself, capable of rewriting and forging the power of the weave, and even creating spells of their own.Some write magic into scrolls to easily access magic when their own rescources have run out.Some make potions to enhance themselves or destroy their enemies.Some work their magic into their weapons and armor to better protect themselves or harm their foes.But all of them seek to erase the limits of magic and create different ways to use magic.
Stuff for describing this class. (I haven't made this yet, it would be similar to Artificer's description)
Class Features
As a Spellsmith, you gain the following class features.
Hit Points
Hit Dice: 1d6 per spellsmith level
Hit points at 1st level: 6 + your Constitution modifier.
Hit points at higher levels: 1d6 (or 4) + your Constitution modifier per spellsmith level above 1st.
Proficiencies
Armor: Light armor
Weapons: Simple weapons, improvised weapons
Tools: One of your choice
Saving Throws: Intelligence, Wisdom
Skills:Arcana, choose two from History, Investigation, Perception, Persuasion, and Religion.
Equipment
You start with the following equipment, in addition to the equipment granted by your backround:
(a) a component pouch or (b) an arcane focus
A scholar’s pack, any simple weapon, a tool of your choice, and a spellbook.
Secrets of Magic
As a forger of magic, you learn the fundamentals of basic magic.At 1st level, choose a class from Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, or Wizard.You add four 1st level spells from that class’s spell list to your spellbook.Though you cannot cast these spells yet, they will be used for many of your other features.You add another spell of 1st level or higher into your spellbook every time you gain a spellsmith level for free.The spell must be of a class you have chosen, and must be a spell of a level you can cast, as shown on the Spellsmith table.At 5th level, you choose another class from the list, and again at 11th and 17th level.You add four spells from that class into your spellbook again whenever you choose a class from the list.
Intelligence is your spellcasting ability modifier for the spells in your spellbook, since you train in magic using memorization and study.You use your Intelligence modifier when setting the saving throw DC for a spell you cast from your spellbook and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your intelligence modifier.
Variant Additional Feature:If your DM does not openly announce what a spell is when an npc casts it, you may make an arcana check right before the spell is cast.On a success, you know the spell and what level it is being cast at.The DC for the check is 10 + the level of the spell slot used or the level of the spell if the spell does not use a spell slot.If you use this feature a second time before your turn begins, you must use your reaction to do so.
1st
+2
Secrets of Magic, Magical Infusion, Alter Spells
—
—
—
—
—
—
2nd
+2
Spellcasting, Magic Theory
2
—
3rd
+2
Smith Trade, Font of Magic
3
2
4th
+2
Ability Score Improvment
3
2
5th
+3
Metamagic,Secrets of Magic Improvement
4
2
3
6th
+3
Wonderous Crafting
4
2
3
7th
+3
Smith Trade Feature
4
3
4
8th
+3
Ability Score Improvment
4
3
4
9th
+4
—
4
3
2
5
10th
+4
New Magic
4
3
2
5
11th
+4
Secrets of Magic Improvement
4
3
3
6
12th
+4
Ability Score Improvment
4
3
3
6
13th
+5
—
4
3
3
1
7
14th
+5
New Magic
4
3
3
1
7
15th
+5
Smith Trade Feature
4
3
3
2
8
16th
+5
Ability Score Improvement
4
3
3
2
8
17th
+6
Secrets of Magic Improvement
4
3
3
3
1
9
18th
+6
New Magic,
Smith Trade Feature
4
3
3
3
1
9
19th
+6
Ability Score Improvment
4
3
3
3
2
10
20th
+6
Supreme Forger
4
3
3
3
2
10
Magical Infusion
You have learned to infuse magic from your spells into items such as swords or wands to be used for later when the need arises.As a bonus action, choose a spell in your spellbook.The magic of the spell is infused into an item that you are holding and is no bigger than 5 feet on a side.You must have any material components needed for the spell on hand and they are consumed if the spell specifies that they are.Any creature that holds this item can use the action in the spell’s description to cast the spell.A creature may only do this if they know the spell has been infused into the item.The spell then loses its magic.The spell uses your spellcasting ability modifier when cast, and requires concentration on the part of the creature that cast the spell.You may not use this feature to infuse spells that restore hit points.When you use this feature, you may not cast spells until the start of your next turn.When infused into an item, the spell lasts until you take a long rest, or until it is cast.The spell must be 1st level. When you reach 9th level, the spell may be 2nd level or lower.When you reach 13th level, the spell may be 3rd level or lower.When you use this feature and you have the Spellcasting feature, this feature does not expend a spell slot.You may have a number of spell infused at once equal to your Intelligence modifier (minimum of 1).
Alter Spells
Starting at 1st level, you may alter a spell as it is cast to produce a harmful or different effect.As a reaction, when a creature other than you casts a spell as an action or a bonus action, you may apply one of the following effects to the spell:
If the spell requires a saving throw for the spell, then you can turn the saving throw into a spell attack roll on the part of the caster.If the spell requires multiple saving throws based on the positioning of the spell, the caster makes a spell attack roll for each creature that would have been affected.The attack roll is melee or ranged on DM’s pick.
If the spell requires an attack roll, you can turn the attack roll into a dexterity saving throw on the part of the target(s).
The spell requires a spell slot of one lower or higher than the slot the caster intended to use.If the spell was at its lowest capable or highest capable and you decide to use this feature to make it cost a lower or higher spell slot, respectively, you take force damage equal to your level in this class, and this feature has no effect on that spell.
An unwilling target makes a wisdom saving throw against your spell save DC to avoid the effect.You have three uses of this feature, and regain any expended uses when you finish a long rest.
Spellcasting
By the time you reach 2nd level, you have learned enough about the workings of magic to cast spells yourself.See Chapter 10 of the Player’s Handbook for the general rules of spellcasting and chapter 11 for the class spell lists.
Preparing and Casting Spells
The Spellsmith table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells. you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of spells that are available for you to cast. To do so, choose a number of spells from your spellbook equal to your your Spellsmith level. The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest.
Ritual Casting
You can cast a spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your spells as a spellsmith.
Adding New Spells
When you find a spell of 1st level or higher that is on the list of classes you chose for your Secrets of Magic feature, you can add it to your spellbook if it is of a level which you can prepare and if you can spare the time to decipher and copy it.
For each level of the spell, the process takes 1 hour and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Replacing Your Spellbook
You can copy a spell from your own spellbook into another book. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal.
Magical Theory
You begin to learn to be more efficient in your casting of spells.Starting at 2nd level, when a material component for a spell you cast specifies a cost, you halve the cost for the material component.The spell must have a ritual tag for you to use this feature.
In addition, when you cast a spell as a ritual, it takes 5 more minutes to cast instead of 10.
Smith Trade
When you reach 3rd level, you choose a Smith Trade which is the trade you follow in learning to forge magic.You choose the Alchemist, the Runist, or the Warforge, all of which are detailed at the end of the class description.Your choice grants you features at 1st level, and again at 7th, 15th, and 18th levels.
Forging Magic
At 3rd level, you gain forgic points, which allow you to forge a variety of magical effects.
Forgic Points
You have 2 forgic points, and you gain one additional point every other time you level up, to a maximum of 10 at level 20. You can never have more forgic points than shown on the table for your level. You regain all spent forgic points when you finish a long rest.
Flexible Casting
You can use your forgic points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional forgic points. You learn other ways to use your forgic points as you reach higher levels.
Creating Spell Slots: You can transform unexpended forgic points into one spell slot as abonus action on your turn. The created spell slots vanish at the end of a long rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 3rd.
Slot Level Cost
1st 2
2nd 3
3rd 5
Converting a Spell Slot to Sorcery Points: As a bonus action on your turn, you can expend one spell slot and gain a number of forgic points equal to the slot's level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Metamagic
At 5th level, you gain two of the following Metamagic options of your choice. You gain another one at 13th and 18th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 forgic point and choose a number of those creatures up to your Intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 forgic point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
Empowered Spell
When you roll damage for a spell, you can spend 1 forgic point to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Extended Spell
When you cast a spell with a duration of 1 minute or longer, you can spend 1 forgic point to double its duration, to a maximum duration of 24 hours.
Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 forgic points to give one target of the spell disadvantage on its first saving throw made against the spell.
Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 forgic points to change the casting time to 1 bonus action for this casting.
Subtle Spell
When you cast a spell, you can spend 1 forgic point to cast it without any somatic or verbal components.
Twinned Spell
When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of forgic points equal to the spell's level to target a second creature in range with the same spell (1 forgic point if the spell is a cantrip).
To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.
Wonderous Crafting
Starting at 6th level, you have begun to easily craft items of great power.Whenever you craft a magic item, the time and cost for the making of the item are halved.
New Magic
You have learned from the ancients the way to create new magic that you and others can cast.At 10th level, work with the DM to create two spells of 5th level or lower.Use the DM’s Guide for guidelines, but not rules, for how the spells should work.Once the DM is satisfied with the spell, you add it to your spellbook, and the DM adds it to class spell lists of their choice.At 14th level you create 2 spells of 7th level or lower, and at 18th level, you create 2 spells of 9th level or lower.
Supreme Forger
You have exceeded all the working of magic in many ways, but in this, you are supernatural.At 20th level, you may have have infused spells equal to twice your intelligence modifier with Magical Infusion, and you gain a +1 to all saving throws for every two spells you have infused into objects.
Hosted a battle between the Cult of Sedge and the Forum Countershere(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.
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So, before anything else, let me just say this was completely to make another intelligence based class. I wasn't copying Artificer, though I did draw inspiration from it. Second, I haven't made the subclasses yet. And last, enjoy!
____________________________________________________________________________________________________________________________________________________
A gnome adds the finishing touches to the magic scroll and then yawns, looking at the faintest glimpse of sunlight. It would be time to open shop soon.
A tiefling with big goggles mixes chemicals together into a vial. With a flash and a bang, some of the workshop explodes, shattering glass and shooting rockets. When the smoke clears, a vial of burning orange and red liquid is in the vial exuding heat.
A human brings forth a sword of polished blue metal. At his command, crackling blue fire, ice, and lightning extend along the blade.
These are Spellsmiths, forgers of magic itself, capable of rewriting and forging the power of the weave, and even creating spells of their own. Some write magic into scrolls to easily access magic when their own rescources have run out. Some make potions to enhance themselves or destroy their enemies. Some work their magic into their weapons and armor to better protect themselves or harm their foes. But all of them seek to erase the limits of magic and create different ways to use magic.
____________________________________________________________________________
Stuff for describing this class. (I haven't made this yet, it would be similar to Artificer's description)
Class Features
As a Spellsmith, you gain the following class features.
Hit Points
Hit Dice: 1d6 per spellsmith level
Hit points at 1st level: 6 + your Constitution modifier.
Hit points at higher levels: 1d6 (or 4) + your Constitution modifier per spellsmith level above 1st.
Proficiencies
Armor: Light armor
Weapons: Simple weapons, improvised weapons
Tools: One of your choice
Saving Throws: Intelligence, Wisdom
Skills: Arcana, choose two from History, Investigation, Perception, Persuasion, and Religion.
Equipment
You start with the following equipment, in addition to the equipment granted by your backround:
Secrets of Magic
As a forger of magic, you learn the fundamentals of basic magic. At 1st level, choose a class from Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, or Wizard. You add four 1st level spells from that class’s spell list to your spellbook. Though you cannot cast these spells yet, they will be used for many of your other features. You add another spell of 1st level or higher into your spellbook every time you gain a spellsmith level for free. The spell must be of a class you have chosen, and must be a spell of a level you can cast, as shown on the Spellsmith table. At 5th level, you choose another class from the list, and again at 11th and 17th level. You add four spells from that class into your spellbook again whenever you choose a class from the list.
Intelligence is your spellcasting ability modifier for the spells in your spellbook, since you train in magic using memorization and study. You use your Intelligence modifier when setting the saving throw DC for a spell you cast from your spellbook and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your intelligence modifier.
Variant Additional Feature: If your DM does not openly announce what a spell is when an npc casts it, you may make an arcana check right before the spell is cast. On a success, you know the spell and what level it is being cast at. The DC for the check is 10 + the level of the spell slot used or the level of the spell if the spell does not use a spell slot. If you use this feature a second time before your turn begins, you must use your reaction to do so.
1st
+2
Secrets of Magic, Magical Infusion, Alter Spells
—
—
—
—
—
—
2nd
+2
Spellcasting, Magic Theory
2
—
3rd
+2
Smith Trade, Font of Magic
3
2
4th
+2
Ability Score Improvment
3
2
5th
+3
Metamagic,Secrets of Magic Improvement
4
2
3
6th
+3
Wonderous Crafting
4
2
3
7th
+3
Smith Trade Feature
4
3
4
8th
+3
Ability Score Improvment
4
3
4
9th
+4
—
4
3
2
5
10th
+4
New Magic
4
3
2
5
11th
+4
Secrets of Magic Improvement
4
3
3
6
12th
+4
Ability Score Improvment
4
3
3
6
13th
+5
—
4
3
3
1
7
14th
+5
New Magic
4
3
3
1
7
15th
+5
Smith Trade Feature
4
3
3
2
8
16th
+5
Ability Score Improvement
4
3
3
2
8
17th
+6
Secrets of Magic Improvement
4
3
3
3
1
9
18th
+6
New Magic,
Smith Trade Feature
4
3
3
3
1
9
19th
+6
Ability Score Improvment
4
3
3
3
2
10
20th
+6
Supreme Forger
4
3
3
3
2
10
Magical Infusion
You have learned to infuse magic from your spells into items such as swords or wands to be used for later when the need arises. As a bonus action, choose a spell in your spellbook. The magic of the spell is infused into an item that you are holding and is no bigger than 5 feet on a side. You must have any material components needed for the spell on hand and they are consumed if the spell specifies that they are. Any creature that holds this item can use the action in the spell’s description to cast the spell. A creature may only do this if they know the spell has been infused into the item. The spell then loses its magic. The spell uses your spellcasting ability modifier when cast, and requires concentration on the part of the creature that cast the spell. You may not use this feature to infuse spells that restore hit points. When you use this feature, you may not cast spells until the start of your next turn. When infused into an item, the spell lasts until you take a long rest, or until it is cast. The spell must be 1st level. When you reach 9th level, the spell may be 2nd level or lower. When you reach 13th level, the spell may be 3rd level or lower. When you use this feature and you have the Spellcasting feature, this feature does not expend a spell slot. You may have a number of spell infused at once equal to your Intelligence modifier (minimum of 1).
Alter Spells
Starting at 1st level, you may alter a spell as it is cast to produce a harmful or different effect. As a reaction, when a creature other than you casts a spell as an action or a bonus action, you may apply one of the following effects to the spell:
An unwilling target makes a wisdom saving throw against your spell save DC to avoid the effect. You have three uses of this feature, and regain any expended uses when you finish a long rest.
Spellcasting
By the time you reach 2nd level, you have learned enough about the workings of magic to cast spells yourself. See Chapter 10 of the Player’s Handbook for the general rules of spellcasting and chapter 11 for the class spell lists.
Preparing and Casting Spells
The Spellsmith table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells. you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of spells that are available for you to cast. To do so, choose a number of spells from your spellbook equal to your your Spellsmith level. The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest.
Ritual Casting
You can cast a spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your spells as a spellsmith.
Adding New Spells
When you find a spell of 1st level or higher that is on the list of classes you chose for your Secrets of Magic feature, you can add it to your spellbook if it is of a level which you can prepare and if you can spare the time to decipher and copy it.
For each level of the spell, the process takes 1 hour and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Replacing Your Spellbook
You can copy a spell from your own spellbook into another book. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal.
Magical Theory
You begin to learn to be more efficient in your casting of spells. Starting at 2nd level, when a material component for a spell you cast specifies a cost, you halve the cost for the material component. The spell must have a ritual tag for you to use this feature.
In addition, when you cast a spell as a ritual, it takes 5 more minutes to cast instead of 10.
Smith Trade
When you reach 3rd level, you choose a Smith Trade which is the trade you follow in learning to forge magic. You choose the Alchemist, the Runist, or the Warforge, all of which are detailed at the end of the class description. Your choice grants you features at 1st level, and again at 7th, 15th, and 18th levels.
Forging Magic
At 3rd level, you gain forgic points, which allow you to forge a variety of magical effects.
Forgic Points
You have 2 forgic points, and you gain one additional point every other time you level up, to a maximum of 10 at level 20. You can never have more forgic points than shown on the table for your level. You regain all spent forgic points when you finish a long rest.
Flexible Casting
You can use your forgic points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional forgic points. You learn other ways to use your forgic points as you reach higher levels.
Creating Spell Slots: You can transform unexpended forgic points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 3rd.
Slot Level Cost
1st 2
2nd 3
3rd 5
Converting a Spell Slot to Sorcery Points: As a bonus action on your turn, you can expend one spell slot and gain a number of forgic points equal to the slot's level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Metamagic
At 5th level, you gain two of the following Metamagic options of your choice. You gain another one at 13th and 18th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 forgic point and choose a number of those creatures up to your Intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 forgic point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
Empowered Spell
When you roll damage for a spell, you can spend 1 forgic point to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Extended Spell
When you cast a spell with a duration of 1 minute or longer, you can spend 1 forgic point to double its duration, to a maximum duration of 24 hours.
Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 forgic points to give one target of the spell disadvantage on its first saving throw made against the spell.
Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 forgic points to change the casting time to 1 bonus action for this casting.
Subtle Spell
When you cast a spell, you can spend 1 forgic point to cast it without any somatic or verbal components.
Twinned Spell
When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of forgic points equal to the spell's level to target a second creature in range with the same spell (1 forgic point if the spell is a cantrip).
To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.
Wonderous Crafting
Starting at 6th level, you have begun to easily craft items of great power. Whenever you craft a magic item, the time and cost for the making of the item are halved.
New Magic
You have learned from the ancients the way to create new magic that you and others can cast. At 10th level, work with the DM to create two spells of 5th level or lower. Use the DM’s Guide for guidelines, but not rules, for how the spells should work. Once the DM is satisfied with the spell, you add it to your spellbook, and the DM adds it to class spell lists of their choice. At 14th level you create 2 spells of 7th level or lower, and at 18th level, you create 2 spells of 9th level or lower.
Supreme Forger
You have exceeded all the working of magic in many ways, but in this, you are supernatural. At 20th level, you may have have infused spells equal to twice your intelligence modifier with Magical Infusion, and you gain a +1 to all saving throws for every two spells you have infused into objects.
Subclass Evaluations So Far:
Sorcerer
Warlock
My statblock. Fear me!
Hosted a battle between the Cult of Sedge and the Forum Counters here(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.