Spellwright (3.5e Class)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Homebrew.png
Author: Eiji-kun (talk)
Date Created: 10-8-24
Status: Complete
Editing: Mechanical changes on Talk
Scale.png Low - Moderate - High - Very High
ArticleUndiscussed.png
Rate this article
Discuss this article

A generic spellcaster with access to all spell lists. 20 0 Poor Poor Poor Good Spontaneous Arcane Spellcasting, Spontaneous Divine Spellcasting Full


Spellwright[edit]

Spellwrights are generic spellcasters, who excel at the art of identifying spells and offering protection from other spells. They have strong synergy to have spare scrolls on hand.

Making a Spellwright[edit]

Abilities: A spellwright chooses one mental ability score to focus on as their spellcasting score. Beyond that, a strong Dexterity and Constitution can keep them alive when faced with danger.

Races: Any.

Alignment: Any.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: As wizard.

Table: The Spellwright

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Cantrips, Expand Class Spells (1st), Variable Casting 1
2nd +1 +0 +0 +3 Improved Scroll Use (+1 CL, Match DC), Scroll Swap, Skill Focus Spellcraft 2
3rd +1 +1 +1 +3 Countercast +1, Expand Class Spells (2nd) 3 1
4th +2 +1 +1 +4 Improved Scroll Use (+2 CL) 4 2
5th +2 +1 +1 +4 Expand Class Spells (3rd) 4 3 1
6th +3 +2 +2 +5 Countercast +2, Improved Scroll Use (+3 CL) 4 4 2
7th +3 +2 +2 +5 Expand Class Spells (4th) 4 4 2 1
8th +4 +2 +2 +6 Improved Scroll Use (+4 CL) 4 3 3 2
9th +4 +3 +3 +6 Countercast +3, Expand Class Spells (5th) 4 4 4 3 1
10th +5 +3 +3 +7 Improved Scroll Use (+5 CL) 4 4 4 4 2
11th +5 +3 +3 +7 Expand Class Spells (6th) 4 4 4 4 3 1
12th +6 +4 +4 +8 Countercast +4, Improved Scroll Use (+6 CL) 4 4 4 4 4 2
13th +6 +4 +4 +8 Expand Class Spells (7th) 4 4 4 4 4 3 1
14th +7 +4 +4 +9 Improved Scroll Use (+7 CL) 4 4 4 4 4 4 2
15th +7 +5 +5 +9 Countercast +5, Expand Class Spells (8th) 4 4 4 4 4 4 3 1
16th +8 +5 +5 +10 Improved Scroll Use (+8 CL) 4 4 4 4 4 4 4 2
17th +8 +5 +5 +10 Expand Class Spells (9th) 4 4 4 4 4 4 4 3 1
18th +9 +6 +6 +11 Countercast +6, Improved Scroll Use (+9 CL) 4 4 4 4 4 4 4 4 2
19th +9 +6 +6 +11 Anyspell 1/day 4 4 4 4 4 4 4 4 3
20th +10 +6 +6 +12 Improved Scroll Use (+10 CL) 4 4 4 4 4 4 4 4 4

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Decipher Script (Int), Escape Artist (Dex), Knowledge (arcana) (nature) (religion) (Int), Profession (Wis), Speak Language (None), Spellcraft (Int), Tumble (Dex).

Class Features[edit]

All of the following are class features of the Spellwright.

Weapon and Armor Proficiency: Spellwrights are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a spellwright’s gestures, which can cause his spells with somatic components to fail.

Spells: A spellwright casts arcane spells which are drawn primarily from the sorcerer/wizard spell list (but see Expand Class Spells). He can cast any spell he knows without preparing it ahead of time, much like a sorcerer. To learn or cast a spell, a spellwright must have the mental ability score chosen from Variable Casting equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a spellwright’s spell is 10 + the spell level + the spellwright’s chosen ability modifier.

Like other spellcasters, a spellwright can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Spellwright. In addition, he receives bonus spells per day if he has a high chosen mental ability score.

A spellwright’s selection of spells is extremely limited. A spellwright begins play knowing three 0-level spells and one 1st-level spell of your choice. At each new spellwright level, he gains one or more new spells, as indicated on Table: Spellwright Spells Known. At each level beyond, a spellwright can choose to learn a new spell in place of one he already knows. In effect, the spellwright "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A spellwright may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Unlike a wizard or a cleric, a spellwright need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.

Table: Spellwright Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 1
2nd 3 2
3rd 4 2 1
4th 4 3 2
5th 4 3 2 1
6th 4 3 3 2
7th 5 4 3 2 1
8th 5 4 3 3 2
9th 5 4 4 3 2 1
10th 5 4 4 3 3 2
11th 5 4 4 4 3 2 1
12th 6 4 4 4 3 3 2
13th 6 4 4 4 4 3 2 1
14th 6 4 4 4 4 3 3 2
15th 6 4 4 4 4 4 3 2 1
16th 6 4 4 4 4 4 3 3 2
17th 6 4 4 4 4 4 4 3 2 1
18th 7 4 4 4 4 4 4 3 3 2
19th 7 4 4 4 4 4 4 4 3 2
20th 7 4 4 4 4 4 4 4 3 3

Cantrips: Spellwrights know a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Expand Class Spells: Spellwrights actually have access to spells greater than simply sorcerer/wizard spells. At 1st level, they gain access to all 1st level spells from any full casters (any caster with 9th level spells). For example, a spellwright can gain cure light wounds from the cleric list. The spell counts as if it were from its original class list (such as counting as a druid spell for the changes in control weather if taken from the druid list), but they still are subject to the same arcane spell failure as normal.

At 3rd level and every odd level beyond up to 17th, a new tier of spells are unlocked, until 9th level spells from all lists are available at 17th level.

Variable Casting: Spellwrights arrive at their newfound powers in many different ways. Choose your Intelligence, Wisdom, or Charisma. All of the spellcasting and other effects of this class become based off that ability score. You also gain the following minor benefit based on your choice:

  • Intelligence: You gain all Intelligence skills as class skills.
  • Wisdom: You gain all Wisdom skills as class skills.
  • Charisma: You gain all Charisma skills as class skills.

Once selected, your choice cannot be changed.

Improved Scroll Use: The 2nd level spellwright is highly effective with scrolls. They may use their chosen mental ability score to determine spell DCs instead of the scroll's base DC. In addition, they may count the scroll's caster level is +1 higher (to a maximum of their own caster level). Every even level beyond, the caster level bonus rises by 1 to a maximum at +10 at 20th.

Scroll Swap: Once per day, the 2nd level or higher spellwright can expend a scroll while resting to refresh their spellcasting. They can choose to permenantly forget one spell known they have, and replace it with the spell from the scroll, provided they qualify to learn this spell normally. They may retain knowledge of this spell permenantly, it is swapped out as if they swapped a known spell when leveling up. A new scroll is needed to learn a new viable spell.

Spell Focus: At 2nd level, the spellwright gains Spell Focus (Spellcraft) as a bonus feat.

Countercast (Su): At 3rd level and beyond, whenever the spellwright successfully identifies a spell being cast they may take an immediate action and grant any ally within 30 ft (including themselves) a +1 insight bonus to saving throws and AC against that spell. At 6th and every three levels beyond, the insight bonus rises by 1 (to a maximum of +6 at 18th).

Anyspell: At 19th level, the spellwright can cast any spell from any full caster's spell list as if it were a known spell, expending a spell slot of the appropriate level. They may do this 1/day.

Campaign Information[edit]

Playing a Spellwright[edit]

Religion: Spellwrights who take a lot of divine spells may be religious, and they can easily substitute as clerics.

Combat: You are the classic no-armor spellcaster, be you black, white, red, or other.

Advancement: Spellwrights who take prestige classes advance their spellcasting, but remember their expanded class spell list is locked to whichever level they earned last. Spells above that level must come from the sorcerer/wizard list.

Spellwright Lore[edit]

Characters with ranks in Spellcraft can research Spellwrights to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Spellcraft
DC Result
10 Spellwrights are spellcasters with a broad class spell list. They can cast like wizards, druids, clerics, or more.
15 Spellwrights excel at scroll use, and if they identify your spell they can protect others from it.
20 Powerful spellwrights can sometimes cast any spell they need at any time.
30 Those that reach this level can research specific spellwrights, their spells known, motives, location, and other trivia.

Spellwrights in the Game[edit]

Adaptation: Use spellwrights to substitude to otherwise specific spellcasting classes, without concern of their other class features.


Back to Main Page3.5e HomebrewClassesBase Classes

Eiji-kun's Homebrew (5656 Articles)
Eiji-kunv
Article BalanceVery High +
AuthorEiji-kun +
Base Attack Bonus ProgressionPoor +
Class AbilitySpontaneous Arcane Spellcasting + and Spontaneous Divine Spellcasting +
Class Ability ProgressionFull +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level0 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillConcentration +, Decipher Script +, Escape Artist +, Knowledge +, Profession +, Speak Language +, Spellcraft + and Tumble +
Skill Points4 +
SummaryA generic spellcaster with access to all spell lists. +
TitleSpellwright +
Will Save ProgressionGood +