The lady in the water smiles at the frightened young fisherman. Though terrified, he shields his even younger brother and she is reassured of her choice and the noble heart that beats within his chest. From the wild waters she pulls the sword and offers it reverently. Tentatively he grasps the hilt, and with it, his power, his destiny, and the future of all that he loves.
The stone falls away and shatters letting light into the hidden tomb. The elven treasure hunter lowers herself in and coughs in the air left stagnant for centuries. Bones crack as she touches the floor, her torchlight reveals dozens of skeletal forms prostrated around a central dais and the resplendent crown that sits atop it. She mumbles about superstitious nonsense before greedily plucking the crown from bony fingertips. The crowning gems alight and a charming voice enters her ears, “Finally a new vassal, you and I have a lot of work to do”.
The young orc strains her eyes against the smoke and her ears against the chaos of her burning village for signs of life. Faintly she hears a whimper from whatever that “thing” is that fell from the sky and sprints through the blaze. Beneath the twisted metal she finds a strange man-creature in colorful garb soaked in blood. But as she lifts the rubble, he sputters “No! I’m done, and they’re coming. Take… Take this and swear to fight them.” The man-creature hands her a staff, puny in her hands. Confused she takes the staff and agrees to fight but as she does a cascade of lights flow through her and she stands in the same colorful garb as the man-creature. Stronger, faster, and even more confused than before, she sees something striding through the rubble, something old and dark and callous. Without an ounce of arcane knowledge she turns the staff towards it and scours it from the world in a rush of awe-inspiring light.
Wielders are the holders of objects of power, artifacts with vast untapped potential that can only be unlocked by the wise, the worthy, or the clever. They may have tracked down their artifact and worked tirelessly to obtain it, or it may have come to them by chance or destiny. Not spellcasters in their own right, wielders have obtained magical powers through their artifact and can use it as a raw arcane force or to augment and enhance their own physical prowess. Their artifact is bonded to them and them alone, until their death their artifact of power will be with them as a lifelong blessing or curse.
However they came to hold this power it now represents a choice and a burden. What will they use their newfound power for and who else is hungering for it? Wizards must study, warlocks make terrible bargains, and sorcerers must be born lucky. For those looking for an easy path towards power a bonded artifact is a tempting target, only the current living wielder needs dealing with. Artifacts might also carry with them a tradition of responsibility with a long lineage of wielders past. Will this new wielder carry on such traditions or end the chain? Will ancient rites be left to rot or will the new wielder take up the mantle and carry the burden?
When you make a wielder, ask yourself who they were before they acquired their artifact and what circumstances placed it in their hands? Did they actively search for this power? If so, what did they hope to accomplish with it? Did it fall into their lap by happenstance? If so, how has it changed the course of their life and was the change for the better or worse? Now that they have this artifact, what do they plan on doing with it? Are they planning on being altruistic? Or are there more self-centered aspirations in their hearts?
It’s also important to establish with your narrator where this artifact came from, even if such information is a mystery to your character. Is this object of power a relic of a bygone magical age? A pinnacle of magical achievement of some eccentric archmage? A gift from the gods bestowed on some ancient champion, or a dark power used to tempt some warlord into a demon’s service? Does anyone else know of the artifact? Is anyone looking for it, willing to die or kill for it?
Table: The Wielder
Level | Proficiency Bonus |
Features | Maneuvers Known |
Maneuver Degree |
Aritifact Charges |
Spells Known |
Spell Level |
Artifact Whispers |
---|---|---|---|---|---|---|---|---|
1 | +2 | Bonded Artifact, Magic Wielding, Wielder Archetype | — | — | 2 | 1 | 1st | — |
2 | +2 | Combat Maneuvers, Charged Exertion | 2 | 1st | 4 | 1 | 1st | — |
3 | +2 | Relic Art | 2 | 1st | 5 | 2 | 1st | — |
4 | +2 | Ability Score Improvement, Object of Notoriety | 3 | 1st | 6 | 2 | 1st | 1 |
5 | +3 | Extra Attack, Spellsword | 3 | 1st | 7 | 3 | 2nd | 1 |
6 | +3 | Archetype Feature | 3 | 1st | 8 | 3 | 2nd | 2 |
7 | +3 | Relic Art | 4 | 2nd | 9 | 4 | 2nd | 2 |
8 | +3 | Ability Score Improvement | 4 | 2nd | 10 | 4 | 2nd | 2 |
9 | +4 | Relic's Focus | 4 | 2nd | 11 | 5 | 3rd | 3 |
10 | +4 | Archetype Feature | 5 | 2nd | 12 | 5 | 3rd | 3 |
11 | +4 | Relic Art | 5 | 2nd | 13 | 6 | 3rd | 3 |
12 | +4 | Ability Score Improvement | 5 | 2nd | 14 | 6 | 3rd | 4 |
13 | +5 | Artifact Incarnate | 6 | 3rd | 15 | 7 | 4th | 4 |
14 | +5 | Archetype Feature | 6 | 3rd | 16 | 7 | 4th | 4 |
15 | +5 | Relic Art | 6 | 3rd | 17 | 8 | 4th | 5 |
16 | +5 | Ability Score Improvement | 7 | 3rd | 18 | 8 | 4th | 5 |
17 | +6 | Relic Art | 7 | 3rd | 19 | 9 | 5th | 5 |
18 | +6 | Archetype Feature | 7 | 3rd | 20 | 9 | 5th | 6 |
19 | +6 | Ability Score Improvement | 8 | 4th | 21 | 10 | 5th | 6 |
20 | +6 | Artifact Unleashed | 8 | 4th | 22 | 10 | 5th | 6 |
As a wielder, you gain the following class features.
Hit Dice: 1d8 per wielder level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bearer level after 1st
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: -
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Acrobatics, Arcana, History, Intimidation, Performance Persuasion, Religion, or Sleight of Hand.
You begin the game with 120 gold which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.
At 1st level you acquire a magical artifact that acts as the source of your power. Your artifact is bonded to you and any creature other than you that attempts to wear, wield, or otherwise use your artifact can only utilize it as its mundane equivalent. Artifacts are typically indestructible but if somehow your artifact is broken, destroyed, or separated from you, you always magically know what direction it is in and you can magically repair it once you finish a long rest with it.
Your bonded artifact can take many different forms, choose one of the following options when you first gain this feature, this choice cannot be changed.
Your bonded artifact is a simple or martial weapon of your choice. You gain a +1 bonus to attack and damage rolls made with your bonded artifact. This bonus increases by 1 when you reach your 5th Wielder level (+2), 11th Wielder level (+3), and 17th Wielder level (+4).
Your bonded artifact is a suit of armor, outfit, article of clothing, or an item that is otherwise worn. While wearing your bonded artifact you are magically protected and your armor class equals 10 + your spellcasting ability modifier + 2 and increases by +1 at levels 5, 9, 13, and 17. You can use a shield and still gain this benefit. In addition, you add the spell shield to your list of known wielder spells.
Your object of power takes the form of a wand, talisman, staff, or any other object that could normally be used as a spellcasting focus. You add +2 to the number of artifact charges your bonded artifact has. T his increases by +1 at levels 5, 9, 13, and 17.
A wielder’s magic and supernatural abilities come not from themselves but rather their bonded artifact and their connection to it.
The Wielder table shows how many charges your artifact has. To cast one of your wielder spells of 1stlevel or higher, you must spend a number of charges dependent on the spell’s level, shown on the table below. You can also cast a spell you know at a higher spell level by spending the appropriate number of charges. The maximum spell level you can cast is shown in the Spell Level column of the Wielder table. You regain all expended charges when you finish a short or long rest.
Table: Charges
Spell Level |
Charges |
---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
You know a 1st-level spell of your choice from the Wielder spell list.
The Spells Known column of the Wielder table shows when you learn more wielder spells of your choice. Each of these spells must be of a level that you are able to cast. For instance, when you reach 5th level in this class, you can learn one new spell of 1st- or 2nd-level.
Additionally, when you gain a level in this class, you can choose one of the wielder spells you know and replace it with another spell from the wielder spell list, which also must be of a level of which you can cast.
Spellcasting Ability
Your connection to your bonded artifact empowers your spellcasting, and depending on your chosen Archetype your spellcasting ability may be either Intelligence, Wisdom, or Charisma. You use the spellcasting ability shown in your Wielder’s Bond whenever a spell refers to your spellcasting ability. In addition, you use that ability modifier when setting the saving throw DC for a wielder spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your chosen ability modifier
Spell attack modifier = your proficiency bonus + your chosen ability modifier
Your bonded artifact acts as your spellcasting focus for your wielder spells.
At 1st level you bond with a powerful artifact, a connection shaped both by you and the power that courses through you. This choice grants you features when you choose it at 1st level and again at 6th, 10th, 14th, and 18th level.
At 2nd level, you gain the ability to use combat maneuvers. You gain proficiency with two combat traditions from the following list: Adamant Mountain, Biting Zephyr, Cutting Omen, Mirror’s Glint, Rapid Current, Sanguine Knot, Tempered Iron, Unending Wheel. You learn two maneuvers of your choice from traditions you are proficient with.
You gain an exertion pool equal to twice your proficiency bonus. You regain any spent exertion at the end of a short or long rest. The Maneuvers Known column of the Wielder table shows when you learn more maneuvers of your choice, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level.
Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree or lower.
At 2nd level, you learn that your willpower is linked to the power of your artifact, and that you can draw from it or empower it. At the start of your turn you can spend any number of your bonded artifact’s charges, if you do, you gain half that many exertion points (rounded down, up to a maximum equal to your exertion pool).
Alternatively, at the start of your turn you can spend any number of exertion points, if you do, your bonded artifact regains half that many spent charges (rounded down, up to your artifact charges limit).
Either through strength of will, a growing familiarity, or even just accidentally pushing the right buttons, you’ve unlocked a new utility of your bonded artifact. At 3rd level, you gain two relic arts of your choice. Your relic art options are detailed at the end of the class description. You gain an additional relic art of your choice at 7th level, 11th level, 14th level, and 17th level.
Additionally, when you gain a level in this class, you can choose one of the relic arts you know and replace it with another relic art that you could learn at that level.
As your bond with your artifact has grown, you’ve noticed a pull, a whisper in your mind giving you insights and skills beyond your own capacities. At 4th level, you gain an artifact whisper of your choice, the artifact whispers available to you are detailed at the end of the class description. The artifact whispers column of the Wielder table shows you when you gain more artifact whispers.
At 4th level the presence of your bonded artifact has not gone unnoticed and your relic gives you a certain amount of gravitas. When you gain this feature, your prestige rating increases by 1. In addition, whenever you fail a prestige check you may immediately roll 1d4 and add it to the result, potentially turning a failure into a success. If you succeed on a prestige check in this way, the character has heard of your bonded artifact, but not you.
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.
At 5th level, you can attack twice instead of once whenever you take the attack action on your turn.
At 5th level, whenever you cast a wielder spell as an action using your bonded artifact you may immediately make a weapon attack using a weapon you are holding.
At 9th level, you’ve learned to use your relic’s power to maintain your magic when your own focus lapses. Whenever you would lose concentration on a wielder spell due to failing a concentration check, you can expend one of your relic’s charges to automatically succeed on that concentration check instead.
At 13th level, your artifact’s strength has been unleashed either through careful study and discovery or by attaining a deeper bond through trust and practice. You gain benefits determined by your bonded artifact’s form:
Whenever you deal damage with your weapon of power you roll an additional damage die. (For example a longsword weapon of power would deal 2d8 slashing damage instead of 1d8 slashing damage.)
While wearing your armor of power you gain resistance to non-magical bludgeoning, piercing, and slashing damage.
The number of extra artifact charges gained from your font of power increases to twice your proficiency bonus.
At 20th level, your artifact’s power has manifested fully and you can access its power unfettered and unrestrained. You gain benefits determined by your bonded artifact’s form:
Attacks you make with your weapon of power ignore all resistances and immunities. In addition, once per turn when you hit a target with your weapon of power you may choose to expend one artifact charge to deal an additional 4d6 force damage.
While wearing your armor of power, as an action you can project a shield of impenetrable force that protects you until the start of your next turn by expending three artifact charges. While this shield is projected you are immune to all damage types.
You may cast up to 3 wielder spells with your font of power using a single action so long as each spell has a casting time of action or bonus action. You may resolve these spells in any order.
If a relic art has prerequisites, you must meet them to gain it. You can learn the relic art at the same time that you meet its prerequisites. A level prerequisite refers to your wielder level.
Your artifact transfers martial knowledge directly into your mind and reflexes. Choose and learn a combat tradition you don’t already know and immediately learn a combat maneuver from that tradition of a degree you can currently perform. You may select this relic art more than once, choosing a different combat tradition and maneuver each time.
Prerequisite: armor of power
The power within your armor can de-escalate and detract from even the thought of aggression.
You add the spell sanctuary to your list of known wielder spells. In addition, the artifact charge cost for you to cast the spell sanctuary is reduced by 1 (minimum 1).
Prerequisite: 7th level
You move in concert with your artifact and you find your athletic prowess enhanced by its power. You add your wielder spellcasting ability modifier to your basic melee damage and to your Athletics and Acrobatics checks.
Your artifact feels like a lifeline that keeps you going. As a bonus action, you may spend an artifact charge to gain a number of temporary hit points equal to 1d6 + your spellcasting ability modifier that remain for up to one hour.
A little arcane power can take your physical skills to a masterclass. Whenever you perform a combat maneuver that forces one or more targets to save against your combat maneuver DC, you can spend 2 artifact charges to increase that DC by 2.
Your bonded artifact’s power surges whenever you use it artfully, responding to the skills of a worthy wielder. Whenever you critically hit a creature with a weapon or spell attack using your bonded artifact, it regains up to one spent charge. Your artifact only responds to skill used against worthy opponents however, and you do not regain spent charges if the target has a CR lower than ¼ of your character level.
Prerequisite: enigmatist archetype, 7th level
These overloads aren’t a bug, they’re a feature! When you use a bonus action to perform a wild experiment you may choose the Overload result instead of rolling. In addition, you gain resistance to damage caused by the overload result of your wild experimentation feature.
Your artifact is bonded to you and stubbornly refuses to budge for other creatures. Other creatures find that your bonded artifact is fixed magically in place when they attempt to interact with it. Your bonded artifact obeys the laws of gravity but otherwise can hold up to 8,000 pounds of weight. A creature can use an action to make a DC 30 Strength check, moving your bonded artifact up to 10 feet on a success.
Prerequisite: enigmatist archetype
Your mind is constantly filled with the infinitely vexing puzzles of your artifact, the minds of others simply aren’t prepared. You add the spell searing equation to your list of known wielder spells. In addition, the artifact charge cost for you to cast the spell searing equation is reduced by 1 (minimum 1).
Your bonded artifact is either glamoured and disguised or otherwise appears mundane while not in active use. This guise can be seen through by making an Investigation check with a DC equal to 10 + your proficiency bonus + your spellcasting modifier, and it drops temporarily to reveal your artifact’s powerful nature whenever you cast a wielder spell through it.
Prerequisite: entrusted archetype, 7th level
As you release your spiritual artifact it splits into numerous mirrored images. You add the spell mirror image to your list of known wielder spells. In addition, when you animate your bonded artifact using your spiritual artifact feature, you may choose to cast the spell mirror image on your bonded artifact at 2nd level without expending any additional artifact charges as a part of the same bonus action. Spells you cast in this way are treated as if your bonded artifact cast them on itself.
Prerequisite: crowned archetype, 7th level
When you give someone “helpful advice,” you expect it to be followed. You add the spell suggestion to your list of known wielder spells. In addition, the artifact charge cost for you to cast the spell suggestion is reduced by 1 (minimum 1).
Prerequisite: ranged weapon of power
Your weapon can manifest magical ammunition made directly from the artifact’s power. Whenever you make an attack using your weapon of power you can choose to manifest and fire magical ammunition by expending an artifact charge. If you do, that attack gains an attack and damage bonus equal to your wielder spellcasting modifier. You can manifest this magical ammunition up to a number of times equal to your proficiency bonus, and regain all expended uses whenever you finish a short rest.
You unlock more of your artifact’s magical capabilities. Choose and learn two additional spells from the wielder spell list of spell levels you can currently cast. You may select this relic art multiple times.
Your artifact is strongly linked to a combat tradition and you find such maneuvers easier with it in your hands. Choose a combat tradition you know maneuvers in, you can spend artifact charges for maneuvers of your chosen tradition as if they were exertion points at a cost of one charge per exertion point, instead of expending 2 charges per exertion point as normal using your charged exertion feature. You may select this relic art multiple times, choosing a different combat tradition each time.
Prerequisite: melee weapon of power
Regardless of weight or aerodynamics your relic flies from your fingertips straight as an arrow and magically returns to them. Your weapon of power gains the thrown weapon quality with a range of 30/60. Whenever you make a thrown weapon attack using your weapon of power in this way it magically returns to your hand at the end of the attack. In addition, so long as your weapon of power is within 60 feet you can magically return it to your hand as a bonus action.
Prerequisite: font of power, 7th level
Your relic does not quite belong to this world and it can slip in and out of it easily. You add the spell misty step to your list of known wielder spells. In addition, the artifact charge cost for you to cast the spell misty step is reduced by 1 (minimum 1).
Your bonded artifact sparks and lashes out with barely contained energies. When you select this relic art choose one of the following damage types: acid, cold, fire, lightning, necrotic, psychic, or radiant. Once per turn when you deal damage to a target with a weapon attack or spell attack using your bonded artifact you can choose to deal an additional d6 damage of the chosen type. You may select this relic art multiple times and choose a different damage type each time. If you do, you may select any of your chosen damage types when you choose to deal additional damage.
Prerequisite: torchbearer archetype, 7th level
You stand on the shoulders of giants, the power of your transformation literally swells you to meet the expectations of those that came before. You add the spell enlarge/reduce to your list of known wielder spells. In addition, when you use a bonus action to enter your torchbearer form you may choose to cast the spell enlarge/reduce on yourself at 2nd level without expending any additional artifact charges as a part of the same bonus action. Spells you cast in this way end when you leave your torchbearer form.
Prerequisite: torchbearer archetype
You do not enter your torchbearer form with subtlety, and instead burst out with sound and fury. You add the spell thunderwave to your list of known wielder spells. In addition, when you use a bonus action to enter your torchbearer form you may choose to cast the spell thunderwave at 1st level without expending any additional artifact charges as a part of the same bonus action.
Prerequisite: crowned archetype
Your artifact empowers your natural authority, and others feel compelled to obey your words. You add the command spell to your list of known wielder spells. In addition, the artifact charge cost for you to cast the spell command is reduced by 1 (minimum 1).
Prerequisite: entrusted archetype
Your bonded artifact has a mind and voice all their own, and they can sometimes win people over where you could not. Whenever you fail on a Persuasion or Intimidation check, you may have your bonded artifact repeat the check potentially turning a failure into a success. The outcomes of these successes may differ at the narrator’s discretion, as it is the bonded artifact that has succeeded and not you.
When you gain access to a new artifact whisper, choose one of the following. Some whispers have requirements, you must meet those requirements before you choose that whisper.
Your artifact’s presence causes magic to surge with power and reveal itself. You add the spell detect magic to your list of known wielder spells and you may cast it using only a single artifact charge.
In emergencies when your own fortitude fails you can pull from the wellspring of power within your bonded artifact. Whenever you would fail a Constitution saving throw or suffer a level of fatigue you can expend every remaining artifact charge instead. If you do, your bonded artifact cannot regain charges for the next 24 hours. You cannot use this feature if you have no artifact charges remaining.
Prerequisite: armor of power
Your armor constantly works to keep you alive and comfortable. While wearing your armor of power you are immune to the effects of extreme cold and extreme heat.
The language spoken by the builders of your bonded artifact flows directly through your mind without all the trouble of learning it first so long as you hold your artifact. Select a language spoken by beings associated with your artifact (or ask your narrator for one if that information isn’t known to you), you learn how to speak, read, write, and sign your chosen language while you remain in contact with your bonded artifact.
Prerequisite: enigmatist archetype
Your artifact is an intellectually challenging puzzle you find other challenges easier to parse after you make a breakthrough. Whenever you use your enigma tinkering or unlock potential features to learn a spell or relic art, you gain an expertise die on all Intelligence checks for the next hour (this ability does not stack with itself).
Prerequisite: entrusted archetype
Your bonded artifact recalls some of the skills left dormant by time. Your bonded artifact gains proficiency in 3 skills of your choice. You may select this whisper multiple times, choosing different skills each time.
Information leaks into you from your bonded artifact and it surfaces in esoteric and unexpected skills. Choose and gain two skill specialties. You can select this whisper multiple times, choosing different skill specialties for different skills each time.
Prerequisite: crowned archetype
Your artifact instructs you in the wisdom you need to lead. You gain one Lesson of War from the marshal class for which you meet the prerequisites, using your wielder levels in place of any marshal level requirements. You may choose this artifact whisper more than once, choosing a different Lesson of War each time.
Your artifact tends towards sources of powerful magic like a compass points towards the true north. As an action you can use your artifact as a magical divining rod, if you do, it points in the direction of the nearest powerful source of magic on the plane. You may exclude powerful sources you are familiar with. Magical power sources that could draw your artifact include but are not limited to: spellcasters capable of performing 9th level spells, leyline convergences, artifact-tier magic items, gods, or ancient dragons.
Prerequisite: torch bearer archetype
Your torch bearer form is a bit frilly, lacey, and perhaps even pink. The transformation is very distracting as it involves a lot of posing while your wardrobe changes and colorful magic swirls around you. Any creature that witnesses you enter your torch bearer form makes all Perception checks to notice anything but you at disadvantage until you leave your torch bearer form.
Prerequisite: weapon of power
Both you and your weapon hunger and can be sustained through death. Whenever you kill a humanoid creature using your weapon of power you are invigorated and fed for the next 24 hours by their passage to the afterlife as if you had consumed a Supply.