Base Class: Wizard
As likely to be found running a magical item shop as an archaeological site, Relicwright wizards are driven by a deep fascination and curiosity for magical items, their history and the process behind their creation. Avid collectors and researchers of these arcane artifacts, Relicwrights hold the firm belief that the process of binding magical power to objects may hold the key to reaching a deeper understanding of magic. In their minds, it mimics the process of turning a normal person into a powerful arcanist; in both cases, you’re turning the mundane into the extraordinary.
Artifact Savant
Beginning when you choose this tradition at 2nd level, you are adept at appraising, crafting and utilizing magical artifacts. You gain the following benefits:
- You can copy spells stored in magical items to your spellbook, provided the spell you copy is on the wizard spell list, following the same rules as for spell scrolls. When doing so, the item is not destroyed unless its only magical property was the spell you copied.
- The gold cost of crafting magical items is halved for you.
- You add the Identify spell to your spellbook if it is not there already.
Mark of Infusion
Also at 2nd level, you’ve learnt how to infuse mundane objects with limited magical capabilities. As part of a 1 minute ritual, you can touch a Tiny or Small object and infuse it with a sliver of your magic. You can only have one object infused in this way, and the magic remains within the object until you infuse a different item, or are killed. While you have an object infused in this way, you gain the following benefits:
- You and a creature with an Intelligence of 7 or higher wearing or carrying the object can speak telepathically to one another, provided you are both on the same plane of existence.
- You always know the general direction the object is in, as well as the distance between you and the object.
- Whenever you cast a wizard spell with a range of self that does not require concentration, you can cast it through a creature wearing or carrying the object instead, provided you’re both on the same plane of existence. Spells cast in this way use your spell save DC and spell attack modifier, but the creature wearing or carrying the object counts as the caster for all other purposes.
Sense Maledict
At 6th level, you’ve developed methods to identify and prevent the effects of cursed relics. When you cast Identify on a magical item, you learn if the item is cursed or not, along with the process required to end the curse. However, you do not learn the nature or effect of the curse. Moreover, whenever you attune to a cursed item, you can choose to ignore the effects of its curse.
Arcane Loremaster
At 10th level, your mind is an encyclopedia of knowledge for artifacts and magical items. You add the Legend Lore spell to your spellbook if it is not there already. When you cast Legend Lore and target an object, you do not require any material components to cast the spell.
Expert Relicwright
At 14th level, you’ve become a capable collector and creator of magical items. You ignore all class, race, and level requirements on the use of magic items, and if the attunement to a magic item requires a saving throw as part of it, you automatically succeed on it. In addition, you gain an additional attunement slot, for a total of four slots.
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