dauntless/content/Classes/Mechanist/Craft of the Spellwright.md
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Mechanists who pursue the Spellwrights craft are fascinated by the intricacies of magic and its potential to enhance their creations. Spellwrights are the enchanters, tinkers, and crafters responsible for countless magic items found across the world. 

Spellwright Progression
Mechanist Level Features Imbued Spells Known Maximum Circle Spell Uses
3rd Artifice Intuition, Augment: Imbue Spell 2 1st 3
4th 3 1st 4
5th 4 1st 5
6th 4 1st 6
7th Energy Efficient 5 2nd 7
8th 5 2nd 7
9th 6 2nd 8
10th 6 2nd 9
11th Device Savant 7 2nd 10
12th 7 2nd 10
13th 8 3rd 11
14th 8 3rd 11
15th Overcharge 9 3rd 12
16th 9 3rd 12
17th 10 3rd 13
18th 10 3rd 14
19th 11 4th 14

Artifice Intuition

3rd-Level Spellwright Feature 

When you wield a magic weapon (including those with active effects from your Augment feature), you can use your INT instead of STR or DEX to determine the weapons attack bonus and damage.

Augment: Imbue Spell

3rd-Level Spellwright Feature

You gain the following unique effect for your Augment feature. This effect cant be replaced and doesnt count against the number of effects that you know, as shown in the Augment Effects Known column of the Mechanist Progression table.

Imbue Spell 

Item Requirement: Weapon, Shield, or Object that Can Be Worn or Held

You imbue an item with spell-like offensive or defensive magical properties, choosing one of your known imbued spells (see Imbued Spells Known) when you do so. While holding the item, you—and only you—can take an action to produce the spells effect from it, using your spellcasting ability (see Spellcasting Ability). Any imbued spell you cast in this way is always cast at the highest circle you have access to via the Maximum Circle column of the Spellwright Progression table. If the imbued spell requires concentration, you must concentrate as the normal spellcasting rules. The Spellwright Progression table shows how many spells you can cast from imbued items at a given level, regardless of the number of items imbued with spells. You regain all expended uses when you finish a long rest.

Imbued Spells Known 

When you first gain access to this feature, choose two 1st circle spells from the abjuration or evocation school. These are your imbued spells. They can be from any source— Arcane, Divine, Primordial, or Wyrd—but they must have a casting time of 1 action. You cant cast these spells as a normal spellcaster would, but you know these spells for the purposes of use with this feature.

You learn more imbued spells in this way as you progress in mechanist levels as shown on the Spellwright Progression table. Each imbued spell must be from the abjuration or evocation school and each must be from the same circle or lower as the circle listed in the Maximum Circle column. When you gain a new level of mechanist, you can replace one imbued spell you know with another spell of your choice that fits the required criteria.

Spellcasting Ability 

Intelligence (INT) is your spellcasting ability. Your INT modifier determines the save DC or the attack modifier for your imbued spells:

Spell save DC = 8 + your proficiency bonus (PB) + your Intelligence (INT) modifier 

Spell attack modifier = your proficiency bonus (PB) + your Intelligence (INT) modifier

Energy Efficent

7th-Level Spellwright Feature 

When you cast a spell from a magic item (including items you have augmented), you can apply one of the following applicable benefits:

  • Casting the spell expends 1 fewer charge than the listed cost, to a minimum of 1 charge.
  • The spell deals additional damage equal to your INT modifier (of the same damage type as the spell). If the spell has multiple targets, you choose which target takes the additional damage. Dont add this bonus more than once on the same casting.
  • Double your PB when determining the spell save DC for this casting of the spell.

Device Savant

11th-Level Spellwright Feature 

Your metaphysical understanding of magic items allows you to use them with ease. You ignore all restrictions on use of magic items, including class, lineage, level requirements, or access to specific spells.

 If an item requires you use of your spell save DC or spell attack modifier, use Intelligence (INT) as your spellcasting ability (see Spellcasting Ability in this subclass).

Overcharge

15th-Level Spellwright Feature 

When you cast one of your imbued spells, you can modify it in one of the following ways. Once you do so, you cant modify that same spell again until you finish a long rest:

  • When you cast a spell that targets only you, you can choose to double the spells duration.
  • When you successfully hit a target with a spell attack or when a target fails to make its save against your spell, you can use your reaction to cause your spell to deal maximum damage (no roll required).