Wunderschmied A New Core Class for the D&D 5e Roleplaying System The Wunderschmied Level Proficiency Bonus Features Wands Trinket Points Max Spell Level ? 1st +2 Wands, Trinket 2 4 1st ─ 2nd +2 Efficient Crafter 2 6 1st 3rd +2 Expertise, Use Magic Device 3 14 2nd 4th +2 Ability Score Improvement 3 17 2nd 5th +3 Blended Trinkets (2 spell lists) 3 27 3rd 6th +3 Expertise 4 32 3rd 7th +3 Additional Trinket (2 trinkets) 4 38 4th 8th +3 Ability Score Improvement, 4 44 4th 9th +4 Expertise 4 57 5th 10th +4 Blended Trinkets (all spell lists) 5 64 5th 11th +4 Staves (6th level) 5 73 5th 12th +4 Ability Score Improvement 5 73 5th 13th +5 Staves (7th level) 5 83 5th 14th +5 Additional Trinket (5 trinkets) 5 83 5th 15th +5 Staves (8th level) 6 94 5th 16th +5 Ability Score Improvement 6 94 5th 17th +6 Staves (9th level) 6 107 5th 18th +6 Special Properties 6 114 5th 19th +6 Ability Score Improvement 6 123 5th 20th +6 Artifact 6 133 5th A maker of magical staples and oddities aike, the Wunderschmied (or, wonder smith) is a casting class unlike any other. Rather than learning and preparing spells to cast... Rather than innately knowing spells thanks to their birthright or ancestral heritage... Rather than having access to magic due to either a relationship or a contract with some entity of great power... Rather than following any of those paths to magical prowess and power, the wunderschmied draws power from within, from without, or from both, to bring to life a number of enchanted objects, objects which they use to similar effect as a wizard, cleric, sorcerer, or druid might cast spells. And one should not mistake them for tinkerers, artificers, or alchemists. While the wunderschmied may dabble in any or all of those arts, their power does not lie within clockworks, herbs and poultices, nor potions and reagents. Instead, they craft items of divine or arcane power, sometimes blending the two... usually for their own use, but ocassionally to give or sell to another. CLASS FEATURES As a wunderschmied, you gain the following class features. HIT POINTS Hit Dice: 1d6 per wunderschmied level

1d6 per wunderschmied level Hit Points at 1st Level: 6 + your Constitution modifier

6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wunderschmied level after 1st PROFICIENCIES Armor: None (you are proficient with any magical armor you have crafted)

None (you are proficient with any magical armor you have crafted) Weapons: None (you are proficient with any magical weapon you have crafted)

None (you are proficient with any magical weapon you have crafted) Tools: Any three Saving Throws: Constitution, Charisma

Constitution, Charisma Skills: Choose three from Animal Handling, Arcana, Deception, History, lnsight, Intimidation, lnvestigation, Medicine, Nature, Perception, Performance, Religion, and Survival

Equipment You start with the following equipment, in addition to the equipment granted by your background: Any simple weapon

Any three Tools (excluding vehicles) with which you have proficiency

(a) a dungeoneer's pack or (b) an explorer's pack

(a) a priest's pack or (b) a scholar's pack Wands Beginning at first level, you can craft the number of wands shown for your wunderschmied level in the Wands column of the Wunderschmied table. Each wand can store a single cantrip from any spellcasting class list. Constitution is your spellcasting modifier for these spells. These wands do not require attunement, and they do not have charges, but may be used at will. If you have a free hand, you can draw a wand as part of the action used to cast the spell. Otherwise, it requires your Item Interaction, or an Action, to stow or draw a wand. Crafting a new wand takes one hour, which can be done over the course of a short rest. If you craft a new wand and you already have the number of wands listed for your level, the oldest wand crumbles to dust and is replaced by the new wand. These wands only work for you, no one else (including another wunderschmied) can make use of them. Trinket At first level you have mastered the art of crafting a magical trinket for personal use. You can only have one trinket at a time. Beginning with 7th level, you can craft a second trinket, and at 14th level you can craft up to five. Crafting a new trinket takes one hour, which can be done over the course of a short rest. You can make virtually any mundane item into a trinket, including an amulet, a ring, a cloak, a pair of dice, a musical instrument, a lucky coin, a walking stick, or virtually anything else. The only limitation is that you cannot make a piece of armor, shield, or weapon into a trinket. If you craft a new trinket and you already have the maximum number for your level, the oldest trinket loses all invested magic. These trinkets only work for you, no one else (including another wunderschmied) can make use of them. Each trinket can replicate the effects of a number of spells from a single spell list (i.e. all spells in a single trinket must be on the Cleric spell lits, or the Sorcerer spell list, or the Wizard spell list). At 5th level you can have spells from two spell lists in a single trinket, and at 10th level you can add spells from all spell lists into a single trinket. The maximum level of any single spell imbued into a trinket is listed in the Max Spell Level column of the Wunderschmid table. You can have a trinket store a more powerful version of a spell, but it will always be cast at that level (if you add a third level magic missile to a trinket, it will always be cast at third level, and it uses the spell cost of a third level spell). You are limited to the total number of spells in all your trinkets, based on your Trinket Points listed in the Trinket Points column of the Wunderschmied table, and the Trinket Spell Cost in the following table: Trinket Spell Cost Spell Level Trinket Points 1st 2 2nd 3 3rd 5 4th 6 5th 7 As an example, at 3rd level, you have 14 trinket points and are limited to a single trinket, with spells from a single class' spell list, and a maximum of second level spells. So you could have seven first level spells (7x2=14) stored in the trinket, or three second level spells (3x3=9) and two first level spells (2x2=4) stored in the trinket, or any other combination of first and second level spells which adds up to no more than 14 points. Each spell in a trinket can be cast once per day. You can store the same spell in the trinket more than once, to be able to cast it more than once per day. You can also store the same spell at different levels in the trinket, to cast it at different strengths as desired. When casting a spell from one of your trinkets, you must be in possession of, and attuned to, the trinket, and it must be wielded, worn, or carried in a manner appropriate to its form. All spells gain a Material component of the Trinket (which is not consumed), and Charisma is your spellcasting modifier for casting spells from your trinkets. Otherwise, follow all of the standard rules for casting a spell from an item (the spell uses its original casting time, you must concentrate on it if it requires concentration, and so forth). Your trinkets only work for you, no one else (including another wunderschmied) can make use of them. Efficient Crafter At 2nd level, you begin to become a more efficient crafter. You can reduce the time required to craft any mundane or magical device. For crafting mundane items, rather than producing up to 5GP per day, add together your Constitution and Charisma ability score modifiers (minimum 6) and that is the number of GP you can produce in a day. If you have assistants working with you, they also add that same amount to the daily progress. To craft magic items (outside of the items you create with your class abilities), multiply that number by 5 (minimum 30), and that is the progress you make per day. If you have assistants working with you, they also add that same amount to the daily progress. Finally, you do not need a formula describing the construction of the item (you create your own!), nor do you need to be a spellcaster with spell slots, nor do you need to be able to cast any spells that the item can produce. You do have to meet the level requirements determined by an item's rarity. Expertise At 3rd level you gain expertise in one skill of your choice and one tool of your choice. You gain expertise in another skill and another tool at 6th level, and again at 9th level.

Use Magic Device By 3rd level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Staves Beginning with your 11th level in the wunderschmied class, you can craft special staves which allow you to cast more potent spells. At 11th level, you are limited to 6th level spells in your staves. At 13th level you can craft staves with 6th or 7th level spells. At 15th level you can add 8th level spells to your staves, and at 17th level you can craft 9th level spell staves as well. Each stave you craft can store a single spell. You can always craft a stave with a lower level spell which has been enhanced to higher levels - such as a 6th level magic missile, or an 8th level cure wounds. While you can craft any number of staves desired, you may ony activate a limited number of them each day. Starting at 11th level, you can activate one stave of each level you can craft. At 19th level you can activate a second 6th level stave each day, and at 20th level you can activate a second 7th level stave each day. Activating a stave requires it to be held in one hand, and uses the same action type as casting the spell stored within it. Staves do not require attunement, but they only work for you, no one else (including another wunderschmied) can make use of them. Crafting a new stave requires 10 hours of downtime, which cannot be part of a short or long rest; and you must provide any material components required by the spell. Even if the material components are not normally consumed by casting the spell, they are consumed when crafting your stave. If they are normally consumed when casting the spell, you must provide 10 of each component, all of which are consumed while crafting the stave. Once a stave is crafted, it replaces any Material or Somatic components with itself (it is not consumed in the casting). Special Properties Once you attain 19th level as a wunderschmied, all permanent (non-consumable) items you create have special properties and quirks. If you craft a common item it will have one of the two - you pick whether you roll for a special property or a quirk. An uncommon item has one of each, determined randomly. A rare item gains a third, you can choose whether you roll for an additional special property or quirk. A very rare item has two of each. And a legendary item has three of each. When determining special properties, replace '20: Roll twice, rerolling any additional 20s.' with '20: This item gains sentience, use the tables on pp214-26 of the DMG to determine its abilities and personality.' Artifact As the ultimate expression of the wunderschmied, you create an Artifact. On attaining 20th level, you can create an artifact found within the DMG, another source book, or create something new. You must work with your Dungeon Master to determine what your artifact is capable of, and what form it takes. It could be small, like a trinket or weapon or armor, or it could be massive like a flying castle. Wunderschmied Items The following items can only be crafted by a wunderschmied, but can be used by anyone who meets the requirements for attunement. Animated Weapon Rare, Very Rare (+1), Legendary (+2)

Requires attunement by someone proficient with its use. An animated weapon can take three commands, issued as a bonus action by its attuned master; Defend, Attack, or Move. If it has received no other commands it will default to ‘Defend’. The animated weapon has an Armor Class equal to (5 plus your level), and hit points equal to (twice your level). Both of those are determined at the time it is crafted, and do not increase as you gain levels. It is immune to area effects, it is only affected if it is individually targeted by an attack, effect, or spell. It has a speed of 5’ and a fly speed of 30’. It adds your Proficiency Bonus and Charisma modifier to attack rolls, and your Constitution modifier to damage rolls, and deals the weapon’s base damage. The weapon is considered magical for bypassing resistances. Defend is the dancing weapon’s default mode. It attacks the first creature which tries to move within its reach each round. If it deals any damage to a creature with one of these attacks, that creature’s movement speed is reduced to 0 until the end of its turn. It will not attack its attuned master, but it will attack his allies.

is the dancing weapon’s default mode. It attacks the first creature which tries to move within its reach each round. If it deals any damage to a creature with one of these attacks, that creature’s movement speed is reduced to 0 until the end of its turn. It will not attack its attuned master, but it will attack his allies. If the dancing weapon is commanded to Attack a target, it will move to (and follow) its target and attack it each round until it receives another command or its target is dead. It can double move if necessary, but it cannot do so and attack in the same round.

a target, it will move to (and follow) its target and attack it each round until it receives another command or its target is dead. It can double move if necessary, but it cannot do so and attack in the same round. The Move command will simply compel the dancing weapon to move to a desired location. It can move twice per round (for a total of 10’ on land or 60’ if flying). While ‘moving’ it will not attack any targets. Floating Shield Very Rare, Legendary (+1)

*Requires attunement This shield will hover within it attuned master's space, and provide a +2 bonus to Armor Class as it attempts to intercept any incoming attacks. It also has a chance of blocking incoming magic missiles, causing the spellcaster to make a ranged spell attack roll with advantage against the target, instead of automatically hitting.