Technician Core Class: Inscriptor
The Inscriptor
The Inscriptor's skills are almost always in demand on Dunia, given how versatile they are. Their skills are crucial in ensuring the magically-operated repulsor engines function on magecraft hoverships, operating arcane machines like golems, and keeping the gears of magecraft machinery operational. They also manipulate magic differently in that most of it is through writing. They still retain the knowledge of magical invention and a spark of genius that few others possess. The Inscriptor's school of thought still chooses magic usage but also some more practical tools at their disposal.
Archetype Overview
Channeler
The Channeler acts as a medium between Dunia, The Spirit World, and The World Between Worlds, shepherding wayward spirits of the dead and helping them along their journey to the Spirit World. A Channeler sees Undead, Abberations, and Mutants as unfortunate results of the dissonance and conflict between the planes of existence, their tortured spirits and energy altered by the Karithat-Aldawi's magical fallout, and aims to correct this discord and chaos through guidance. They are learned in the science and arts of channeling magic to contact the dead and alter the pathways that magic flows through. When the Channeler contacts the dead or summons them, it does so with the guarantee that the Ka of the lost soul will be able to move onwards to the Spirit World, thus the agreements between the Lost Spirits and the Channeler are formed.
Magewright
Magewrights throughout the years have been known for their inventiveness, but they have a few mainstay gadgets that they operate. The Magewright's bread and butter is the Force-Seeker launcher, which functions similarly to a missile launcher with which they can target enemies. The Magewright is exceptionally strong against aerial targets and has a lot of displacement abilities that it can use, while also providing defensive capabilities for allies and vehicles.
Shaper
The Shaper continues the long-practiced art of stoneshaping that the Khaladim mages performed many millennia ago. They pulled constructs from the very materials of the ground and rocks around them, creating magical automata comprised of wealdstone, a reinforced composite that is augmented by magic and is substantially more resilient than stone normally would be. Some of the inventions of the ancient Khaladim mages still exist to this day. The Shaper has several different constructs that they can utilize in their toolkit to overcome or create obstacles, through clever means or brute force.
Player Equipment Category
Hit Points
Hit Dice: D8
Starting HP: 8 + CON Modifier
Hit Points at Higher Levels: 1d8 (or 5 if averaged) + your CON modifier per Inscriptor level after 1st
Hit Dice: D8
Starting HP: 8 + CON Modifier
Hit Points at Higher Levels: 1d8 (or 5 if averaged) + your CON modifier per Inscriptor level after 1st
Proficiencies
Armor: Light Armor, Medium Armor
Weapons: Simple Weapons, Crossbows, Firearms (Simple), Marksman Rifles
Tools: Tinker's Tools, Alchemist's Kit
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Perception, and Religion.
Armor: Light Armor, Medium Armor
Weapons: Simple Weapons, Crossbows, Firearms (Simple), Marksman Rifles
Tools: Tinker's Tools, Alchemist's Kit
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Perception, and Religion.
Starting Equipment
Tinker's Tools, Alchemist's Kit, Arcane Records, Arcane Stylus
(a) Baseline Medium Armor and one Common Resistance Mod
or
(b) Baseline Light Armor and one Recurve Crossbow, plus 20 Bolts
(b) Dungeoneer's Pack
or
(a) Explorer's Pack
(a) One Simple Mundane 2-handed Longarm and 4 Spare Magazines, or a Wingrave Model 95 with 4 Spare Magazines
or
(b) Two matching Mundane 1-handed Sidearms and 6 Spare Magazines
or
(c) One Mundane 1-handed Sidearm and 8 spare magazines with a Reflex Sight mod
(a) A Common rarity or lower Versatile Simple Melee Weapon
or
(b) Two Common rarity or lower 1-Handed Simple Melee Weapons
Ammunition matching the above weapon's spare magazines and one loaded magazine per weapon
Tinker's Tools, Alchemist's Kit, Arcane Records, Arcane Stylus
(a) Baseline Medium Armor and one Common Resistance Mod
or
(b) Baseline Light Armor and one Recurve Crossbow, plus 20 Bolts
(b) Dungeoneer's Pack
or
(a) Explorer's Pack
(a) One Simple Mundane 2-handed Longarm and 4 Spare Magazines, or a Wingrave Model 95 with 4 Spare Magazines
or
(b) Two matching Mundane 1-handed Sidearms and 6 Spare Magazines
or
(c) One Mundane 1-handed Sidearm and 8 spare magazines with a Reflex Sight mod
(a) A Common rarity or lower Versatile Simple Melee Weapon
or
(b) Two Common rarity or lower 1-Handed Simple Melee Weapons
Ammunition matching the above weapon's spare magazines and one loaded magazine per weapon
Features
1st Level
Spellcasting
As a student of arcane magic, you have a set of arcane records containing spells you have studied, and the required symbols and channels for magic to course through, but you are only just starting on your journey to become a master of inscription.
Cantrips
At 1st level, you know two cantrips of your choice from the Inscriptor spell list. You learn additional Inscriptor cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Inscriptor table.
Arcane Records
At 1st level, you have arcane records containing six 1st-level Inscriptor spells of your choice. Your arcane records are the repository of the Inscriptor spells you know, except your cantrips, which are fixed in your mind. You use an arcane stylus to write into these records.
This stylus has a well of magical energy that is built into it with a special component, a core. This core usually is simply a magical component that has been grafted into a metal writing utensil with a pointed tip. The Arcane Stylus serves as your casting focus.
The number of Stylus Charges you have is equal to half your Inscriptor level plus your Intelligence Modifier. These Stylus Charges are shown in the Inscriptor Table. The Stylus recovers half of its missing charges, rounded down, upon finishing a Short rest, and all of its charges upon finishing a Long rest.
Preparing and Casting Spells
The Inscriptor table shows your Volatility Threshold you have with which to cast your spells of 1st level and higher. To cast one of these spells, raise your volatility by the same amount as the spell's level. Your volatility threshold is equal to 6 plus your Inscriptor level. When you go above half your Volatility Threshold, you can incur a backfire penalty.
You prepare the list of Inscriptor spells that are available for you to cast. To do so, choose a number of Inscriptor spells from your arcane records equal to your Intelligence modifier + your Inscriptor level (minimum of one spell). The spells must be of a level you have learned.
For example, if you're a 3rd-level Inscriptor, you have learned two 2nd level spells. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it at 1st-level or 2nd-level but raise your volatility according to the level it was cast at. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you are not in combat. Preparing a new list of Inscriptor spells requires time spent studying your arcane records and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your Inscriptor spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an Inscriptor spell you cast 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
Ritual Casting
You can cast an Inscriptor spell as a ritual if that spell has the ritual tag and you have the spell in your Arcane Records. You don’t need to have the spell prepared.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your Inscriptor spells. By default you have the Arcane Stylus as your spellcasting focus.
Learning Spells of 1st Level and Higher
Each time you gain an Inscriptor level, you can add two Inscriptor spells of your choice to your arcane records for free (For playtesting, we will use the 5e Artificer's table). Each of these spells must be of a level you are capable of learning, as shown on the Inscriptor table. On your adventures, you might find other spells outside of this list that you can add to your arcane records (see the “Arcane Records” sidebar). To add them to your repertoire, you must expend resources or magical components matching the listed requirements to be able to properly replicate the writing.
Inscribe Objects
As an Inscriptor, you are capable of etching the channels for magic spells to course through without needing to perform the motions or utter the words using the Arcane Stylus. You write the form, the trigger mechanism, and the strength behind the spell itself. You can apply one spell to any object, worn or held, even something as simple as a stone from a river, and using these objects does not require attunement. You may inscribe as many objects as equal to your Proficiency Bonus, but each inscribed object must have a different spell associated with it.
Inscribing an object consumes one charge of the Arcane Stylus.
The maximum spell charges that can be applied to the object is half your Inscriptor Level plus your Intelligence Modifier, divided by the spell's level. The level of inscribed spells can be increased when you learn spells of higher levels.
As an example, if you are at level 5 with an Intelligence Score of 16, you may only have 3 objects inscribed, but may have the equivalent charges of 5 1st level spells or 2 2nd level spells for each object.
The Arcane Stylus has an integrated font of power that allows you to inscribe an object with a spell of your choice without raising your volatility, but you can only inscribe spells from your Arcane Records, and will only be able to change the inscriptions on an object once completed or change which object is inscribed after finishing a long rest. Inscribed objects regain their charges after completing a long rest as well.
If the Inscribed Object falls into the possession of an opponent and they intend on using it, you can deactivate them at will, preventing unwanted usage. Other times, you may intend on handing it to the enemy and misleading them into thinking they will use it against you or someone else, to have it deliberately cast the spell on them instead of their intended target.
Unleashing Inscribed Spells
Inscribed spells on objects can have various triggers that complete the spell and apply its effects, just like a spell cast. When you inscribe the object, you determine its trigger mechanism. The following list contains the trigger mechanisms you know how to write at 1st level. For example, if you want to use Magic Resonance as a trigger for Shield on an inscribed object that activates when any spell is cast, you'd specify as such during Inscription. Inscribed objects inherit your spellcasting modifier and DC for anyone using them and they inherit the action requirements. If the spell requires concentration, the wielder of the object must concentrate on that spell.
2nd Level
Arcane Calligraphy
Your penmanship's style is beginning to take form. Starting at 2nd level, you may perform actions specific to the Inscriptor. Your Arcane Stylus has a font of power that you may use to perform specific actions at the cost of a Stylus Charge.
Circle of Power (Bonus Action)
You create a circle of power with a radius of 15 feet from the point you wrote the inscription which lasts until the end of your next turn, using one Stylus Charge. Any damaging attacks, spells, or actions taken by you or your allies while standing inside the circle add a bonus equal to your Intelligence modifier to their attack and damage rolls. This does not apply to leveled spells or cantrips cast from magic items or inscribed objects.
The radius of the Circle of Power increases to 30 feet at 11th level Inscriptor, and 45 feet at 18th level inscriptor.
Well of Healing (Bonus Action)
You create a Well of Healing with a radius of 15 feet, emanating from the point you wrote the inscription, which lasts until the end of your next turn, by consuming two Stylus Charges. When you create the inscription, you and any allies standing in the radius are healed for your Proficiency Bonus plus your Intelligence Modifier in HP. You and your allies starting or ending their turns in the radius heal for the same amount. You may also apply this effect to other targets of your choice inside the radius.
The radius of the Well of Healing increases to 30 feet at 11th level as an Inscriptor, and 45 feet at 18th level as an Inscriptor.
Recharge Magecraft Devices
Using a Stylus Charge you may recharge Magecraft devices such as Magecraft Flywheels, Rotors, and Repulsor Engines. This applies to any magecraft device.
3rd Level
Archetype Features
At 3rd level, you choose an archetype from the list available that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 5th, 9th, and 15th levels.
Channeler
Magewright
Shaper
4th Level
Ability Score Improvement or Feat
Choose an ASI or feat this level
5th Level
Archetype Features
Channeler
Magewright
Shaper
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
6th Level
Arcane Cipher
You are capable of a high degree of analysis when it comes to the application of magic to objects. Starting at 6th level, you have advantage on ability checks to identify magic. You are also now able to determine the school of magic, the nature of the magic, and the spell used if you use a Stylus Charge.
7th Level
Energy Surge
When unleashing a damaging spell with an inscribed object, you can reroll any 1's or 2's in the damage roll, as many as equal to your Intelligence Modifier, at the cost of a Stylus Charge, but you must use the new rolls.
8th Level
Ability Score Improvement or Feat
Choose an ASI or feat this level
9th Level
Scalar Arcane Attunement
Starting from 9th level, you may attune as many magic items as equal to your Proficiency Bonus. At 9th level, you can attune up to four items.
Archetype Features
Channeler
Magewright
Shaper
10th Level
Additional Calligraphy Actions
Your understanding of how magic moves through channels has deepened, and you are now able to counteract it using specific actions starting at 10th level.
Dispelling Ward (Action)
As an action, with your Arcane Stylus, you create a magic circle on the ground centered on you with a radius of 15 feet that cancels out hostile magic or can dispel magic effects when you use a command word of your choice as a Reaction. You consume two Stylus Charges to create this circle and it lasts up to 10 minutes or until dismissed.
For example, if you place a cursed object within the Dispelling Ward, you can end the curse when you speak your command word as it counts as hostile magic. If the object is a magic item, the curse temporarily stops while it is inside the circle, allowing the cursed magic item to be unequipped.
This will also affect opponents casting within the circle and prevent them from casting a spell up to a level equal to your Intelligence Modifier.
Spells cast at levels higher than your Intelligence Modifier require an ability check and consume one Stylus Charge. If the target in the radius is casting a spell at a level greater than your Intelligence Modifier, make an Arcana check using your spellcasting ability.
The DC that you must beat equals 10 + the spell's level. On a success, the target's spell fails and has no effect.
The Ward's radius increases to 30 feet at 11th level Inscriptor, and 45 feet at 18th level Inscriptor.
11th Level
Emboldened Calligraphy
The power of your Calligraphy actions are increased at this point, doubling their values as detailed in the actions.
12th Level
Ability Score Improvement or Feat
Choose an ASI or feat this level
13th Level
Imbue Charges
Starting at 13th level, you can recharge your Stylus Charges by raising your own volatility. For each charge restored, raise your volatility by 1.
14th Level
Overcharged Casting
Starting at 14th level, at the expense of using Stylus Charges you may increase the level of your next spell cast by up to 2 spell levels beyond your highest spell level, you must use a Bonus Action to do so. For one spell level higher, consume Two Stylus Charges, and for two spell levels higher, consume Four Stylus Charges.
Spells cast at higher levels using this method raise your Volatility by the same amount as the spell's level.
As an example, you may, as a 14th level Inscriptor, upcast one of your 4th level spells to 6th level at the cost of Four Stylus Charges while increasing your volatility by 6, or as a 17th level Inscriptor, upcast what would be a 5th level spell to a 7th level spell, increasing your volatility by 7. Spells upcast using this method still follow the rules as outlined in the Magical Volatility and Recovery article.
15th Level
Archetype Features
Channeler
Magewright
Shaper
16th Level
Ability Score Improvement or Feat
Choose an ASI or feat this level
17th Level
Inscription Restoration
At 17th level, you can now restore charges to inscribed objects using your Stylus. Restoring object charges consumes Stylus Charges equal to the spell's level multiplied by the number of charges.
18th Level
Masterful Calligraphy
Your precise penmanship with your stylus is unmatched. The values of your Calligraphy actions are tripled as detailed in their descriptions.
19th Level
Ability Score Improvement or Feat
Choose an ASI or feat this level
20th Level
Concurrent Channel Manipulator
At 20th level, before moving on your turn, you may use your Movement, Bonus Action, and Action all at once to activate your choice of your held or worn Inscribed Objects simultaneously, while raising your volatility by the number of objects used. You may use this feature once per long rest.
Archetype Features
Channeler
3rd Level
Extraplanar Power
Your extensive knowledge of the occult and the dead grants you the ability to contact other planes of existence, to perform tasks such as exorcising otherworldly entities, warding against the undead, or even channeling the fury of thousands of tormented souls into a concentrated attack. You gain new Calligraphy actions when you choose this archetype at 3rd level.
Soulflare Lantern (Bonus Action)
You inscribe any lantern with your Stylus, which then emits a magical bright pale blue light, powered by the lost, in a 30 foot radius, with a dim light extending out to 60 feet from the source. Undead, abberations, and mutants are highlighted by swirling wisps in the radius of it, each emitting dim light in a 10 foot radius. The affected targets must make a Wisdom saving throw against your Spellcasting DC or be blinded while inside its inner radius and driven back from the inner radius as long as it is lit. If the affected target starts its turn inside the radius, it will attempt to leave the radius. The Soul Lantern stays lit for 1 hour, and while it is lit you can cause it to flare up as a bonus action, burning the affected targets in its inner radius for 2d6 radiant damage at the cost of one Stylus Charge. To relight the Soulflare Lantern, you must expend one Stylus Charge or activate it after finishing a long rest at will.
The radiant damage from the Soul Lantern's effects increase to 4d6 at 11th level Inscriptor, and 6d6 at 18th level Inscriptor.
The Twilight Vespers (Action)
You draw a magic emblem in the air with your Stylus and it opens a focal point for the lost to channel through, their haunting songs fill the air as a torrent of souls passes through the thinning veil. Using this action, you create a 30x5 foot beam at a point you can see at the cost of two Stylus Charges. When a target enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in wisps that tear its essence apart, and it must make a Constitution saving throw against your Spellcasting DC. If it is Undead, an Aberration, or a Mutant, it takes 2d8 radiant damage on a failed save, or half as much damage on a successful one. If it is a living target, it takes 2d8 necrotic damage.
This action requires concentration and can be channeled for up to 1 minute, but you may increase the duration by consuming one additional Stylus Charge as a Bonus Action.
Targets entering it for the first time on their turn or starting their turn there have their movement halved. As a Bonus Action, you may move the beam up to 60 feet from its current location, but it must be within 60 feet of you. When relocating the beam, you may decide its new orientation.
When you reach 11th level Inscriptor, you may summon up to two independent beams that each do 4d8 damage in a 45x5 foot line, and when you reach 18th level Inscriptor, you may summon up to three independent beams that each do 6d8 damage in a 60x5 foot line. Additional beams can be relocated all with the same Bonus Action. Summoning additional beams requires two addtional Stylus Charges for each summoned beam.
Additional Channeler Spells
When you choose this archetype at 3rd level and obtain the ability to cast a spell matching the spell level outlined in the table below, you learn the specified additional spells for free and add them to your Arcane Records. These spells are considered as always prepared.
Spell Level | Spells
5th Level
Soul Amplifier
Starting at 5th level, targets struck by your Channeler's Calligraphy actions are now marked by soul wisps of The Lost until the end of your next turn, and take additional damage from attacks from you and your allies. Living targets take 1 unmitigated Necrotic Damage from each attack that hits, whereas Undead, Aberrations, and Mutants take 1 unmitigated Radiant Damage.
This increases to 2 damage when you reach 11th level Inscriptor, and 3 damage when you reach 18th level inscriptor.
9th Level
Carceri of The Damned (Action)
You illustrate chains in the air as an Action and tether a target to a point you can see with a ghostly chain, which extends up to 20 feet. Using this Calligraphy action consumes one Stylus Charge. Targets are tethered for a duration of 1 minute, but you may increase the duration by consuming additional Stylus Charges, extending the duration by 1 minute for each charge consumed.
The moment the target attempts to leave the radius, they must make a Strength saving throw as an Action against your Spellcasting DC. If they succeed, they break the chain and can move freely. If they fail, they are pulled back to the middle of the circle and take 2d6 unmitigated Bludgeoning damage. While a target is restrained by the ghostly chain they have disadvantage on any attacks they attempt to make and are silenced until they break free or the duration ends.
When you reach 11th Level Inscriptor, you may tether up to two separate targets, and they are pulled to a point of your choice, and the number of targets increases again to three separate targets when you reach 18th Level Inscriptor. Additional targets tethered consume additional Stylus Charges.
Call Upon The Lost (Action)
You call forth a manifestation of The Lost as an Action. It manifests in an unoccupied space that you can see within range at the cost of three Stylus Charges. This corporeal form uses the Lost Spirit stat block. The creature disappears when it drops to 0 hit points or after an hour. The summoned spirit is an ally to you and your companions. In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger. Targets hit by the Lost Spirit are marked.
The damage of its actions deal and the number of attacks that the summoned spirit can make are increased at 11th level Inscriptor, and increased once again at 18th level Inscriptor.
15th Level
Vengeance of the Lost
When you or an ally reduces a target to 0 HP while it is under the effects of one of your Calligraphy Actions, the soul wisps that were surrounding it seek out another hostile target of your choice within 60 feet and mark them, making them glow in a 10 foot radius. This glow is visible even through magical darkness and makes invisible targets visible. This applies the Soul Amplifier effects to the target until the end of your next turn.
Back to the Archetype Overview
Magewright
3rd Level
Magecraft Equipment
When you choose this archetype at 3rd level, you are granted the following equipment, are proficient with any vehicle that falls under the Magecraft category, and are also proficient with Launcher class weapons. Each of these devices can restore all of its charges with one Stylus Charge per device. If in combat, a Bonus Action and one Stylus Charge are needed.
Force-Seeker Launcher - A missile-launcher-style ranged weapon, strapped to your shoulder leaving both hands free, which fires a sort of homing, helical arcane projectile, dealing 2d4 Force damage on a successful attack. This projectile can curve its trajectory however the user likes. You are considered proficient with this weapon and use your Intelligence Modifier when making an attack roll with this device. It has a range of 90 feet and a long range of 180 feet. If you spend your Bonus Action to lock on to targets with the launcher before moving on your turn, you can attack your chosen targets with advantage on your next volley with it.
If you miss your intended target when making an attack, you may redirect the Force-Seeker by spending a Stylus Charge to activate the targeting channels in the launcher and choose another target further than the intended target. Make an attack roll without your Proficiency Bonus against the second target.
It has a number of charges equal to your Proficiency Bonus, and can recharge all of its uses when you consume a Stylus Charge. If in combat, you can use a Bonus Action to recharge the Launcher, consuming 1 Stylus Charge to recharge it completely. You restore all Force Seeker-Launcher charges upon finishing a Long rest.
The number of projectiles it can fire at once increases to two at 5th level, three at 11th level, and four at 17th level as an Inscriptor. The additional projectiles in an attack do not cost additional charges. This is considered one volley.
You can individually 'lock on' to the same number of targets as projectiles, or choose to fire all of them at once, or split the number of projectiles between targets. Like Eldritch Blast, you must make a separate attack roll for each projectile.
Deflector System - A magical shield-emitting harness that allows you to redirect magical and nonmagical ranged projectiles as a Reaction while it is active.
To activate it, you can use a Free Action and one of its charges, and it will remain active until the end of your next turn. While active, it raises you and your allies' Evasion by a number equal to your Proficiency Bonus plus your Intelligence Modifier. Any allied target within a 15 foot radius of you receives these benefits.
If a ranged projectile misses you or an allied target inside the radius, as a Reaction, you may make a ranged counterattack using your Intelligence Modifier against the attacker dealing half the damage the attacker would have dealt. This shield automatically redirects Magic Missile back at the attacker if a Reaction is used.
This device has a maximum number of charges equal to your Proficiency Bonus and you can use a Stylus Charge to recover all Deflector System uses as a Bonus Action while in combat. You regain all charges of the Deflector System after finishing a Long Rest.
The radius of protection increases to 30 feet at 11th level Inscriptor, and 45 feet at 18th level Inscriptor.
Rune-Charged Plating (Action)
You have the ability to inscribe paneling with your Arcane Stylus now, applying resistance runes when you touch them with it. You may consume 1 Stylus Charge per panel or internal part on a vehicle to protect it against damage from magic attacks once, reducing damage taken from cantrips and spells by half. This may be done at any point outside of combat.
If you are in combat, you may apply this to as many panels or internal parts as is equal to your Proficiency Bonus as an Action, spending 1 Stylus Charge per panel. Once the damage has been halved, it loses its charge.
Rune-Charged Plating loses its charges after 1 day and must be inscribed again the next day to obtain these effects.
The amount of attacks each panel can absorb increases to 2 charges at 11th level Inscriptor, and each has 3 charges at 18th level Inscriptor, allowing each panel to resist half of the damage taken from cantrips and spells a number of times equal to the charges.
Additional Magewright Spells
When you choose this archetype at 3rd level and obtain the ability to cast a spell matching the spell level outlined in the table below, you learn the specified additional spells for free and add them to your Arcane Records. These spells are considered as always prepared.
Spell Level | Spells
5th Level
Magecraft Vehicle Schematics
Beginning at 5th level, you learn three Magecraft vehicle-based schematics from the list below, choosing one from each of the following categories. When you reach 11th level and 18th level Inscriptor, you get to choose three more from this list again at those levels.
Runic Reinforcement (Reaction)
As a Reaction, you may consume a number of Stylus Charges to grant stacks of Armored Elemental Resistance to a chosen target you can touch, up to a number of stacks equal to your Proficiency Bonus. When you apply this effect, you choose the damage type it resists. The effects last until your next rest or until applied to another target. This functions the same as Elemental Resistance mods for armor, eliminating dice of a matching damage type that do not beat the Armor Grade.
You may also inscribe one set of clothing or armor using your arcane calligraphy during a Long or Short rest, or during your daily preparations to grant the Armored Elemental Resistance effect until your next rest. When you inscribe another set of clothing or armor, the previous inscriptions dissipate.
When you reach 11th level Inscriptor, you can apply this effect to up to two sets of armor or clothing, and when you reach 18th level Inscriptor, you can apply this effect to up to three sets of armor or clothing. When you apply the Runic Reinforcements to another set, it removes the effects from the first set they were applied to.
9th Level
Additional Magewright Equipment
Starting at 9th level, as a magewright, you now have magically crafted several more gadgets with which you can displace targets or objects.
Magecraft Launch Pad - You have built a placeable, circular device about the size of a thrown discus, which launches targets entering its 5 foot radius upwards 30 feet. You carry several of them with you at any time. The device can be thrown up to 15 feet plus 10x your Strength Modifier (minimum of 0) in feet away from you as a Bonus Action, and activates upon landing or attaching to a surface. Once attached, only you can remove it. It can be placed on any vertical surface like a wall, wherein its area of effect changes to a 30x5 foot line, pushing things in a line away from the wall. It can lift a large, medium, or small creature or an object weighing up to 1000 lbs. The launch distance can be determined during placement.
Allied targets that enter the area and are lifted have the effects of feather fall and glide until they land when using this device. Hostile targets entering it are launched into the air and suspended for 1 round if they fail a Strength saving throw against your Spellcasting DC.
If there is a ceiling or a surface that is at or within the distance of the area of effect, a hostile target that failed its save takes falling damage for each 10 feet traveled when they collide with the ceiling or another surface. After the suspension period is over, a hostile target falls the same distance or is dropped down, and falls prone, taking falling damage for each 10 feet traveled.
Its power persists for 10 minutes or when you shut it off at will. After it powers off, it takes a free object interaction to retrieve again, but each of the Launch Pads only has one charge at a time. This charge is restored after finishing a Long rest without needing to expend a Stylus Charge. You have a number of these devices equal to your Proficiency Bonus and can restore all of their charges at once by expending a Stylus Charge as a Bonus Action.
The number of rounds hostile targets are suspended increases to 2 rounds and its launch distance to 45 feet at 11th level Inscriptor, and 3 rounds and its launch distance to 90 feet at 18th level Inscriptor.
Repulsor Field Emitter - You have built a device that generates a powerful shockwave, centered on you, which repels hostile targets around you and displaces them. As an Action, activate the device, sending all hostile tiny, small, or medium targets inside a 20 foot radius 20 feet back in a straight line away from you, all targets in the radius must make a Strength saving throw against your Spellcasting DC or be pushed back. This device stores a number of charges equal to your Proficiency Bonus, and you may restore all of its charges by expending 1 Stylus Charge. Otherwise, the device regains all of its charges upon finishing a Long rest.
Aerial targets hit with this are launched for 3 times the distance, have disadvantage on their Strength saving throw against its effects, are knocked out of the sky, and fall once they reach the maximum distance traveled, taking falling damage for the total distance traveled.
You can choose to instead make an attack roll against a single target of your choice from up to a distance of 90 feet away from you, launching them 20 feet away from you in a straight line, for which they must also make a Strength saving throw against your Spellcasting DC or be launched. Using the attack method, the target can be tiny, small, medium, or large.
The distance launched increases to 30 feet when you reach 11th level Inscriptor, and 45 feet at 18th level Inscriptor.
15th Level
Long-Range Seekers
The range of your Force-Seeker Launcher has been increased to 180/360 and now has advantage on attacks against vehicles. If your target is a vehicle or an aerial target, you add your Intelligence Modifier to the damage rolls for each projectile.
Force Modifier Runes
Your understanding of force manipulation has deepened to the point you can alter how your devices apply primary and secondary effects. Starting at 15th level, you have developed and inscribed special reactive runes on your devices that respond to additional commands.
Deflector System - If an opponent attacks you or an ally in melee while inside the active device's radius, you can use your Reaction to knock them prone and prevent the attack, dealing the damage they would have dealt back as Thunder damage. They must make a Strength saving throw against your Spellcasting DC or be knocked prone and take damage.
Force-Seeker Launcher - Upon a successful attack, you may now choose to push or pull a target in a direction of your choosing, up to 5 feet + 5x your Intelligence Modifier. There are no saves for this but you use up an additional Force-Seeker Launcher charge when you do so.
Magecraft Launch Pad - You can reverse the direction of the Launch Pad to pull objects or targets towards it as a Bonus Action. Targets in the air have disadvantage against the saving throw. A suspended target automatically fails the Strength saving throw. If the target was an enemy that was suspended in the air, it slams them against the ground, knocking them prone, dealing falling damage for every 5 feet traveled.
Repulsor Field Emitter - You can instead choose a direction targets move for the same distance you would have launched them otherwise. Targets in the air have disadvantage against the saving throw. This uses up an additional Repulsor Field charge.
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Shaper
3rd Level
The Shaper's Specialty
When you choose this archetype at 3rd level, you obtain several new skills pertaining to construct creation and control. You also obtain several constructs which you can summon or dismiss at will using your Arcane Stylus.
Repair Constructs
You may repair and restore the HP of summoned constructs as an Action using a Stylus Charge for 1d6 + your Intelligence Modifier in HP. You may use additional Stylus Charges to restore more HP, up to a number equal to your Proficiency Bonus. You must be within 5 feet of a summoned construct to perform this Action. The amount healed per Stylus Charge increases to 2d6 + your Intelligence Modifier at 11th level Inscriptor, and 3d6 + your Intelligence Modifier at 18th level Inscriptor.
Summon Constructs
You may summon one construct using Stylus Charges, you can increase the damage or HP of a summoned construct by using additional Stylus Charges. If you are in combat, you must use an action to summon one. Your Construct will last a duration of 1 hour. The damage of summoned constructs doubles at 11th Level Inscriptor, and triples at 18th Level Inscriptor.
If you already have a summoned construct, to summon another, you must dismiss the active one.
As a Bonus Action, you can mentally command any Construct you made with this feature if the Construct is within 500 feet of you. You decide what action the Construct will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the Construct only defends itself against hostile targets. Once given an order, the Construct continues to follow it until its task is complete or it expires.
All summoned Constructs are immune to necrotic, poison, and psychic damage and cannot be charmed, exhausted, frightened, paralyzed, petrified, or poisoned.
Choose two Constructs from the list below at this level, and gain an additional Construct from the list at 5th, 9th, and 15th levels. Their statblocks are included in the links.
Additional Shaper Spells
When you choose this archetype at 3rd level and obtain the ability to cast a spell matching the spell level outlined in the table below, you learn the specified additional spells for free and add them to your Arcane Records. These spells are considered as always prepared.
Spell Level | Spells
5th Level
Enhanced Arcane Connection
Your connection to your summoned construct has improved, starting at 5th level, the Attack command can be issued twice for any constructs under your control once per turn at the cost of your Action.
9th Level
Journeyman's Command
Starting at 9th level, you may have up to two summoned constructs at a time, when summoned, they can be the same kind or two different constructs, you can issue different individual commands to two different summoned constructs as a Bonus Action once per turn. Constructs now stay around for a full 24 hours.
If you already have two summoned constructs, to summon another, you must dismiss one.
15th Level
Masterful Command
Starting at 15th level, you may have up to three summoned constructs at a time, and may issue different individual commands to all three of the summoned constructs as a Bonus Action once per turn. Summoned constructs now stay operational until you dismiss them but you may only have 3 at a time. Additionally, you may now inscribe your constructs like other objects as outlined in the Inscribe Objects feature, unleashing their spells using the trigger system.
If you already have three summoned constructs, to summon another, you must dismiss one.
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