Base Class: Wizard
The Magewright specializes in understanding the workings of arcane magic, and how to forge it into items infused with arcane energy, rather than traditional spell casting. Magewright's build their spells rather than casting them using traditional means. They have replaced their spell book for a notebook of schematics and formulas, and their arcane focus and spell components for tools and crafting materials.
Each speciality of Magewright has chosen a different path for how they channel their magic through crafted items.
The Mechanical Adept specializes in building arcanotech constructs and items as their means of using their magic. They can often be found close to the front lines commanding their constructs while providing supporting fire, or sending out other smaller constructs to fulfill supporting functions.
Level 3: Medium Armor Proficiency
The Magewright is better able to wear and use armor due to the nature of their magical work, and often find that having some protection from their own experiments is beneficial. The Mechanical Adept gains Proficiency in Medium Armor.
Level 3: Tool Proficiency: Tinker's Tools
The Mechanical Adept gains Proficiency in Tinker's Tools, they must have access to these tools in order to prepare or cast spells.
Level 3: Martial Ranged Weapon Proficiency
The Mechanical Adepts knowledge of machines has taught them how to use the Heavy Crossbow, the Hand Crossbow, The Pistol, and the Musket.
Level 3: Magewright Spellcasting
Magewright Spellcasting: All the Magewright's spells are cast using items rather than traditional spellcasting methods. Any spell cast by a Magewright only has Somatic and Material components. (The motions required to use and activate the item, plus the item itself.) In order to prepare their spells the Magewright must have materials related to their specialty with a value of 5 GP per level of the spell slot, for each spell slot. (A 5th level Magewright needs 20 GP for their four 1st level spells, 30 GP for their three 2nd level spells, and 30 GP for their two 3rd level spells, for a total of 80 GP worth of materials.) These crafting materials weigh 1 pound for every 10 GP worth of materials.
Level 3: Magewright Salvage
Magewright Salvage: The Magewright can salvage crafting materials from equipment, or weapons and armor, or the bodies of their defeated foes. For salvaged items the Magewright can harvest 1/2 the listed price of any item as value for crafting materials. For salvaged body parts and alchemical materials the Magewright can gather 10 GP in materials times the Challenge Rating of the creature.
Level 6: Autonomous Constructs
The Mechanical Adept has learned how to grant their constructs a degree of independent thought and ability to manage complex orders. Whenever the Mechanical Adept casts a spell that summons a creature they do not need to maintain Concentration on that spell in order for it to continue working. The Adept can only have one such summoned creature at a time, if they cast another spell that summons a creature while the first one is still active they will need to maintain Concentration on this second spell.
The Mechanical Adept can now build and control an Iron Defender which will obey the Adept's commands, take its turn on the Adept's initiative count, and the Adept can command it to move and take actions on their turn as a Bonus Action. if no commands are given the Iron Defender will take the Dodge action on its turn. The iron Defender can be built or Repaired during a Long rest. If the Adept has their Iron defender active they cannot use their ability to cast a summon creature spell without needing Concentration.
For each level above 6th the Adept's Iron defender will gain 8 additional Hit Points, and the Iron Defender's Proficiency Bonus is the same as the Adepts.
Level 10: Arcane Attunement
The Mechanical Adept has become skilled in the use of enchanted items, and gains the ability to make better use of available magic items.
The Adept gains an additional attunement slot for a magic item.
Level 10: Improved Iron Defender
The Mechanical Adepts Iron Defender has been improved. It now gets 2 Bite attacks per turn, and its bite damage has been increased to 2d6+3.
Level 14: Superior Defender
The Mechanical Adept has learned to build a humanoid style arcanotech construct that is a loyal and intelligent guardian.
The Adept has learned to build a Helmed Horror construct, which can take any humanoid for they desire. The construct has the same Proficiency Bonus as the Adept, and gains 10 additional Hit points for every level the Adept has above 14th. The Helmed Horror rolls its own initiative and takes its own actions as directed by the Adept, who does not need to use their Bonus Action to control it. The adept cannot have both their Helmed Horror and their Iron defender active at the same time, and if either of these companions are active they cannot use their ability to cast a summon creature spell without using Concentration.
The Helmed Horrors' spell immunities can be changed during any long rest.
The Helmed Horror can be built or repaired during a long rest.
Previous Versions
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12/2/2024 1:22:21 AM
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MJ
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Coming Soon
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