Relicwright

Relicwright

“Every masterpiece begins with a single Spark.”

The greatest wonders of Erosia were never accidents.

Some began as broken prototypes abandoned on cluttered workbenches. Others emerged from years of careful experimentation, countless failures, and the stubborn refusal to accept that something could not be built. Every legendary relic, every impossible construct, and every enchanted device that reshaped history first existed as a simple question.

What if?

Relicwrights are the master inventors, engineers, alchemists, and artisans of Erosia. They see magic not as an unknowable force to be revered, but as a material to be shaped through patience, craftsmanship, and inspired design. Where a Sigilwright studies the hidden laws that govern magic, the Relicwright asks how those laws can be forged into steel, distilled into crystal, or awakened within an object worthy of becoming legend.

To a Relicwright, no invention is ever truly finished. Every creation can be refined, every prototype improved, and every masterpiece surpassed by the next impossible idea. They travel the world searching for forgotten techniques, unusual materials, ancient relics, and extraordinary experiences, believing that inspiration is found wherever curiosity is allowed to flourish.

Yet every inventor learns the same lesson.

The greatest limitation is never imagination.

It is endurance.


Creating a Relicwright

As you create your Relicwright, consider the moment that first convinced your character that the impossible could become reality. Perhaps you rebuilt a shattered relic no one else believed could function again. Perhaps a childhood experiment unexpectedly succeeded, revealing a talent that would shape your life forever. Or perhaps failure itself became your greatest teacher, inspiring you to pursue perfection one invention at a time.

Consider where your inspiration comes from. Do you sketch endless designs in leather-bound journals? Do you collect strange materials from every land you visit? Are you a disciplined engineer who trusts careful calculation, or an impulsive inventor forever chasing the next impossible breakthrough?

Finally, ask yourself what legacy you hope to leave behind. Some Relicwrights dream of creating a single masterpiece worthy of remembrance for centuries. Others simply wish to solve problems no one else can solve. Whatever your ambition, every invention reflects something of its creator.

Your relics do more than function.

They remember.


What Makes a Relicwright Unique?

Every spellcaster shapes magic.

Every Relicwright shapes the world.

While other practitioners release magic through fleeting spells or divine miracles, the Relicwright gives magic permanence. Their creations become trusted companions, treasured heirlooms, and legendary artifacts passed from one generation to the next. Every engraved rune, polished gear, alchemical catalyst, and carefully balanced mechanism reflects countless hours of experimentation and refinement.

What separates a Relicwright from every other artisan is not simply technical skill.

It is inspiration.

Every masterpiece begins with a Spark—a carefully prepared ignition catalyst that transforms ordinary craftsmanship into extraordinary invention. A Spark is never wasted casually. Every one represents a deliberate choice to push a creation beyond conventional limits in pursuit of something greater.

The finest Relicwrights understand that true invention is never guaranteed.

Every breakthrough carries risk.

Every success invites another impossible idea.


Spark

A Relicwright’s greatest creations begin long before adventure calls.

During every long rest, a Relicwright returns to their workshop—or, more commonly, to the portable Spark Charging Cradle they carry wherever they travel. There they rebuild damaged ignition fuses, recalibrate crystal matrices, replace burned components, and prepare a fresh collection of Sparks for the coming day.

Each Spark is a handcrafted magical ignition catalyst consisting of a stabilized crystal core housed within a brass fitting and connected to a braided arcane fuse. While dormant, every Spark appears nearly colorless, displaying only a faint pearlescent shimmer.

When committed to an invention, the Spark awakens.

Its crystal floods with brilliant color as the invention itself draws forth the resonance it requires. The Relicwright does not decide what color a Spark becomes.

The creation reveals it.

Every Spark represents possibility waiting to become reality.

The question every Relicwright faces is never whether they have another idea.

It is whether that idea is worthy of another Spark.


Breakthrough

Every inventor dreams of a single moment.

The instant when countless failures, endless refinements, and stubborn determination finally align into perfect understanding.

Relicwrights call this moment a Breakthrough.

As a Relicwright invests Spark after Spark into their creations, inspiration builds until imagination can no longer be contained. When that pressure finally reaches its peak, one carefully crafted invention transcends every ordinary limitation, performing exactly as its creator always believed it could.

For one extraordinary moment, preparation, craftsmanship, inspiration, and magic become one.

A Breakthrough is never an accident.

It is the reward earned by those willing to continue creating long after others would have accepted defeat.


Quick Build

You can make a Relicwright quickly by following these suggestions. Intelligence should be your highest ability score, reflecting the precision, knowledge, and ingenuity required to master magical craftsmanship. Constitution is your next most important score, representing the endurance necessary to sustain repeated moments of inspired creation, while Dexterity benefits inventors who rely on delicate tools, precise engineering, and careful manipulation of intricate devices.

Choose the guild artisan or sage background if you envision a formally trained inventor, or consider backgrounds that emphasize exploration, craftsmanship, or discovery if your greatest lessons were learned beyond the workshop. Select artisan’s tools that reflect your preferred discipline, whether alchemy, smithing, engraving, tinkering, or another specialized craft.

As your career progresses, your greatest achievements will not be measured by the number of spells you cast, but by the creations that bear your mark and the impossible ideas you dared to bring into the world.


I think this front matter is noticeably different from the Sigilwright, despite the two classes being intellectual cousins. The Sigilwright seeks to understand magic. The Relicwright seeks to embody it. One pursues perfect knowledge; the other pursues perfect creation. That distinction comes through consistently in the introduction, the Spark explanation, and the Breakthrough narrative, giving each class its own unmistakable identity.

The Nature of Invention

Every class experiences Desire differently.

A Warbound tempers it through discipline. An Anointed transforms it into compassion. A Pactsworn bargains with temptation. A Sigilwright pursues understanding. A Relicwright creates.

To a Relicwright, Desire is not distraction or indulgence. It is the irresistible urge to improve what already exists. Every unfinished design suggests another refinement. Every successful invention inspires a better one. Every impossible idea challenges the inventor to prove that impossibility is only a temporary limitation.

This relentless pursuit of possibility shapes every aspect of a Relicwright’s life. Workshops overflow with abandoned prototypes that were not failures, but necessary steps toward something greater. Strange materials are collected not because they are valuable, but because they may someday solve a problem that has yet to be discovered. Every journey becomes an opportunity to learn a new technique, recover a forgotten design, or witness an invention no one else has imagined.

To a Relicwright, inspiration is never static.

It demands action.


The Weight of Possibility

The greatest challenge facing a Relicwright is rarely a lack of ideas. It is choosing which ideas deserve to become reality. Every invention requires time, effort, materials, and conviction. Every Spark committed to a creation represents a deliberate decision to invest in one possibility while setting countless others aside. Even the greatest inventors eventually learn that no lifetime is long enough to build everything they imagine.

Wisdom lies not in creating the most inventions. It lies in creating the right ones.


Inspired Creation

Every class pursues mastery through a different path. A Warbound perfects technique. A Veilwalker uncovers opportunity. A Bloodborn embraces the currents flowing within their soul. A Relicwright refines.

Each experiment teaches a lesson. Each failure exposes a hidden flaw. Each success reveals another question waiting to be answered. The cycle of invention never truly ends because every masterpiece expands the boundaries of what the inventor believes possible.

This pursuit ultimately leads to a moment every Relicwright seeks above all others. A Breakthrough. For one extraordinary instant, preparation, craftsmanship, imagination, and magic align perfectly. The invention performs exactly as its creator envisioned, revealing not only what it is, but what it was always meant to become.

A master Relicwright understands that the true reward was never the finished creation. It was becoming the kind of inventor capable of creating it.

Class Features

As a Relicwright, you gain the following class features.

Hit Points

Hit Dice: 1d8 per Relicwright level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Relicwright level after 1st.


Libido

Starting Libido: Your Proficiency Bonus + your Constitution modifier.

Libido at Higher Levels: Your Libido increases whenever your Proficiency Bonus increases. If your Constitution modifier changes, your maximum Libido changes by the same amount.


Proficiencies

Armor: Light armor, medium armor, shields

Weapons: Simple weapons

Tools: Thieves’ tools, tinker’s tools, and one type of artisan’s tools of your choice

Saving Throws: Constitution, Intelligence

Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand, and Survival.


Equipment

You begin with the following equipment, in addition to the equipment granted by your background:

  • Scale mail or leather armor
  • A simple weapon
  • A light crossbow and 20 bolts or any simple weapon
  • Tinker’s tools
  • Thieves’ tools
  • One set of artisan’s tools of your choice
  • A scholar’s pack or an explorer’s pack
  • A Spark Charging Cradle

Spellcasting

1st-Level Relicwright Feature

Your inventions channel arcane power through careful craftsmanship rather than instinct, devotion, or inherited talent. Every spell you cast is the culmination of meticulous design, transforming prepared tools, ingenious devices, and carefully calibrated mechanisms into vessels for magical energy. Whether assembling an alchemical apparatus, activating a rune-etched construct, or igniting an arcane catalyst, your creations produce effects that rival the greatest magical traditions of Erosia.

Cantrips

At 1st level, you know two cantrips of your choice from the Relicwright spell list. You learn additional Relicwright cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Relicwright table.

Spell Slots

The Relicwright table shows how many spell slots you have to cast your Relicwright spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Prepared Spells

You prepare the list of Relicwright spells that are available for you to cast, choosing from the Relicwright spell list.

The number of Relicwright spells you can prepare equals your Intelligence modifier plus half your Relicwright level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

Whenever you finish a long rest, you can change your list of prepared spells. Preparing a new list of spells requires time spent rebuilding prototypes, recalibrating magical mechanisms, replacing worn components, and refining the arcane formulae woven into your inventions.

Spellcasting Ability

Intelligence is your spellcasting ability for your Relicwright spells, as your mastery of magical engineering determines the effectiveness of your creations. You use your Intelligence whenever a Relicwright spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Relicwright 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

Spellcasting Focus

You can use tinker’s tools or any artisan’s tools with which you are proficient as a spellcasting focus for your Relicwright spells. Your tools, devices, and crafted implements provide the precision necessary to channel arcane energy into your inventions.

Ritual Casting

You can cast any Relicwright spell you have prepared as a ritual if that spell has the ritual tag.


Spark

1st-Level Relicwright Feature

Your ingenuity is fueled by a supply of handcrafted ignition catalysts known as Sparks. Each Spark represents a carefully prepared reserve of arcane potential, rebuilt during a long rest and carried with you in your Spark Charging Cradle until needed. Rather than expending raw magical energy, you commit Sparks to your inventions, empowering them to perform feats beyond ordinary craftsmanship.

You have a number of Sparks available to you as shown in the Sparks column of the Relicwright table. You regain all expended Sparks when you finish a long rest.

Some Relicwright features require you to expend one or more Sparks. You can expend only one Spark on a feature unless that feature states otherwise.

If a feature requires a saving throw, the save DC equals your Relicwright spell save DC.


Spark Recovery

When you finish a long rest, you spend time rebuilding damaged ignition fuses, recalibrating crystal matrices, and preparing fresh Sparks within your Spark Charging Cradle.

To determine how many Sparks you prepare, roll your Spark Die and add your proficiency bonus. You regain a number of expended Sparks equal to the total, up to your maximum number of Sparks.

Your Spark Die increases as you gain levels in this class, as shown in the Relicwright table.

Veiled. Spark functions as described above.

Unveiled. Each time you expend a Spark, you gain 1 Arousal. If a feature allows you to expend multiple Sparks simultaneously, you gain Arousal only once for that feature unless it states otherwise.


Sparkcraft

1st-Level Relicwright Feature

Your understanding of magical engineering allows you to imbue ordinary objects with subtle but lasting enchantments. These creations are simple by the standards of your greatest inventions, yet they demonstrate the ingenuity and precision that define every Relicwright.

Whenever you finish a long rest, or as an action while touching a Tiny nonmagical object, you can imbue it with one of the following magical properties:

  • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet. You can choose the color of the light when you create the effect.
  • The object continuously emits a recorded sound, phrase, or melody of your choice whenever a condition you specify is met. The recording can last up to 6 seconds.
  • The object displays a static image, written message, symbol, or simple pattern on one of its surfaces. The display remains visible until the property ends.
  • The object emits a harmless sensory effect, such as a faint scent, gentle warmth, coolness, vibration, or soft illumination.
  • The object performs one simple mechanical function that requires no moving parts beyond those already present, such as automatically unlatching a clasp, ringing a bell, winding a spring, or opening a shutter when a condition you specify is met.

A magical property lasts indefinitely until you replace it or dismiss it as an action. The property also ends if the object is destroyed.

You can maintain a number of Sparkcraft creations equal to your Intelligence modifier (minimum of one). Creating a new Sparkcraft effect beyond this limit immediately ends the oldest one.

Sparkcraft effects are magical but are not spells, and they cannot directly deal damage, restore hit points, or duplicate the effects of a spell.


Imbued Creations

2nd-Level Relicwright Feature

Your growing mastery of magical craftsmanship allows you to create enduring enhancements that awaken the hidden potential within ordinary objects. Through careful engineering, arcane calibration, and meticulous refinement, you can imbue equipment with magical properties that persist long after the work is complete.

At the end of a long rest, you can touch one or more nonmagical objects and imbue them with magical enhancements of your choice from the Imbued Creations available to you. An object must be in your possession throughout the imbuing process, and each object can bear only one Imbued Creation at a time.

The Relicwright table shows the maximum number of Imbued Creations you can maintain at one time. If you attempt to exceed this limit, you choose which existing Imbued Creation immediately ends.

An imbued object remains magical until one of the following occurs:

  • You finish a long rest and choose to replace the Imbued Creation.
  • You die.
  • You voluntarily end the Imbued Creation as an action.
  • The object is destroyed.

If an Imbued Creation requires attunement, the creature using the item must attune to it normally.

You learn additional Imbued Creations as you gain Relicwright levels. Whenever you gain a level in this class, you may replace one Imbued Creation you know with another for which you meet the prerequisites.

Unless an Imbued Creation states otherwise, the same enhancement cannot be applied to more than one object at a time.


Inventor Specialty

3rd-Level Relicwright Feature

No two Relicwrights pursue invention in the same way. Some devote themselves to constructing resilient companions capable of standing beside them in battle. Others refine restorative alchemy into lifesaving elixirs, while still others dedicate their craft to siege engines, arcane firearms, animated mechanisms, or relics of astonishing complexity.

As your skill grows, you commit yourself to an Inventor Specialty that reflects the discipline through which you express your greatest ideas.

Choose one of the following Inventor Specialties. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

  • Alchemical Savant
  • Construct Engineer
  • Runesmith
  • Siege Architect

Your specialty represents more than technical expertise. It reflects the philosophy that guides your work, the problems you seek to solve, and the legacy you hope your creations will leave behind.


Alchemical Savant

Some Relicwrights devote their lives to unlocking the hidden potential within living creatures. Through careful experimentation and tireless refinement, Alchemical Savants transform herbs, minerals, monster essences, and arcane reagents into remarkable concoctions capable of healing grievous wounds, enhancing physical abilities, and overcoming maladies that ordinary medicine cannot touch.

To an Alchemical Savant, every remedy is an invention. Every successful formula represents another step toward perfecting the delicate balance between magic and nature, while every failed experiment offers valuable insight that shapes the next discovery. Their workshops are filled with bubbling alembics, crystal vials, meticulously labeled ingredients, and journals documenting years of refinement.

Whether serving as battlefield physicians, wandering apothecaries, or pioneering researchers, Alchemical Savants believe the greatest inventions are those that preserve life, restore hope, and prepare their companions for challenges yet to come.

Alchemical Savant Features

Relicwright LevelFeature
3rdExperimental Elixirs, Field Chemist
7thPotent Mixtures
11thMaster Formula
15thPhilosopher’s Catalyst

Experimental Elixirs

3rd-Level Alchemical Savant Feature

Your research allows you to create extraordinary alchemical mixtures that produce magical effects when consumed or administered.

Whenever you finish a long rest, you create a number of experimental elixirs equal to your proficiency bonus. You choose each elixir’s formula from the Experimental Elixirs table. An elixir retains its potency until you finish your next long rest, at which point any unused elixirs lose their magical properties.

As an action, a creature can drink an elixir or administer it to another willing creature within 5 feet.

If an elixir calls for a saving throw, the save DC equals your Relicwright spell save DC.


Ability Score Improvement

4th-Level Relicwright Feature

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.

If your group uses the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.


Tool Expertise

5th-Level Relicwright Feature

Your years of experimentation have transformed practiced technique into instinctive mastery. You perform delicate work with remarkable precision, allowing you to accomplish tasks that few artisans could hope to replicate.

Choose one set of artisan’s tools or tinker’s tools with which you are proficient. Your proficiency bonus is doubled for any ability check you make that uses the chosen tool.

At 13th level, you gain this benefit with a second set of artisan’s tools or tinker’s tools of your choice.


Improved Spark

5th-Level Relicwright Feature

Your growing experience allows you to draw greater potential from every Spark you prepare.

Whenever a Relicwright feature requires you to expend a Spark, you can choose to overcharge the ignition catalyst. If you do, the feature gains any additional benefits described in its entry.

You can overcharge a number of Sparks equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Veiled. You can overcharge Sparks as described above.

Unveiled. Overcharging a Spark still causes you to gain Arousal from expending the Spark. If a feature causes additional Arousal when overcharged, it states so in that feature’s description.


Efficient Design

6th-Level Relicwright Feature

Years of experimentation have taught you that the finest inventions are not always the most complicated. Through careful planning and relentless refinement, you learn to accomplish more with every component you assemble and every Spark you prepare.

When you finish a long rest, choose one Relicwright spell you have prepared that has a casting time of 1 action and a spell level no higher than half your proficiency bonus (rounded up). Until you finish your next long rest, you can cast the chosen spell once without expending a spell slot. Once you cast the spell in this way, you can’t do so again until you finish a long rest.

Additionally, whenever you create or replace an Imbued Creation during a long rest, you may exchange one Imbued Creation you know for another for which you meet the prerequisites.

Experience has taught you that no design is ever truly final. Every completed invention offers another opportunity to refine your craft, discard an imperfect approach, or discover a more elegant solution.


Refined Craftsmanship

9th-Level Relicwright Feature

Your experience has taught you that remarkable inventions are rarely the product of inspiration alone. True mastery comes through countless refinements, each one bringing a creation closer to its intended purpose. By this stage of your career, your work displays a level of precision that few artisans can rival.

Whenever you finish a long rest, choose one of your Imbued Creations. That Imbued Creation gains one of the following benefits until you finish your next long rest:

  • If the imbued item grants a bonus to an attack roll, damage roll, Armor Class, or saving throw, increase that bonus by 1, to a maximum bonus of +3.
  • If the imbued item has a limited number of uses, it gains one additional use.
  • If the imbued item requires an action to activate, you can choose to activate it as a bonus action once before you finish your next long rest.

You can apply only one refinement to an Imbued Creation, and an Imbued Creation can benefit from only one refinement at a time.

As your understanding of magical engineering grows, your finest work is distinguished not by dramatic reinvention, but by the accumulation of countless subtle improvements. What others consider complete, you recognize as another opportunity to perfect the craft.


Ability Score Improvement

8th-Level Relicwright Feature

When you reach 8th level, and again at 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.

If your group uses the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.


Inventor Specialty Feature

11th-Level Relicwright Feature

You gain a feature from your chosen Inventor Specialty.


Ability Score Improvement

12th-Level Relicwright Feature

When you reach 12th 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.

If your group uses the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.


Master Artisan

13th-Level Relicwright Feature

Years of experimentation have taught you that true mastery extends beyond invention alone. Every tool has become an extension of your hands, allowing you to work with remarkable speed and precision under even the most demanding conditions.

Whenever you make an ability check using artisan’s tools or tinker’s tools with which you are proficient, you can treat a d20 roll of 9 or lower as a 10.

In addition, crafting or repairing a nonmagical object requires only half the normal time and cost, provided you have access to the appropriate tools and materials.

Your practiced eye also recognizes flaws invisible to others. You have advantage on ability checks made to identify manufactured objects, mechanical devices, traps, constructs, and magical items whose operation depends upon craftsmanship or engineering.


Refined Craftsmanship

14th-Level Relicwright Feature

A lifetime devoted to invention has taught you that true mastery lies not in creating more, but in creating better. Every mechanism is more efficient, every rune more deliberate, and every component serves its purpose with exceptional precision.

When you finish a long rest, you can refine one of your Imbued Creations. Choose one of the following benefits:

  • Increase a numerical bonus granted by the Imbued Creation by 1, to a maximum bonus of +3.
  • Increase the number of charges or uses granted by the Imbued Creation by 1.
  • If the Imbued Creation requires an action to activate, you may activate it as a bonus action once before you finish your next long rest.

An Imbued Creation can benefit from only one refinement at a time.

Your refinements remain until you finish your next long rest, when you may choose to maintain the same refinement or apply it to a different Imbued Creation.


Inventor Specialty Feature

15th-Level Relicwright Feature

You gain a feature from your chosen Inventor Specialty.


Ability Score Improvement

16th-Level Relicwright Feature

When you reach 16th 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.

If your group uses the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.


Perfected Spark

17th-Level Relicwright Feature

Your understanding of magical engineering has reached extraordinary heights. Every Spark you prepare is refined to near perfection, releasing its full potential with remarkable stability.

Once on each of your turns when you expend a Spark to activate a Relicwright feature, you can choose one of the following benefits:

  • The feature’s duration doubles, if its duration is at least 1 minute.
  • If the feature restores hit points, reroll any 1s or 2s on the healing dice, using the new rolls.
  • If the feature deals damage, add your Intelligence modifier to one damage roll.
  • If the feature requires a creature to make a saving throw, that creature has disadvantage on the first saving throw it makes against the feature.

You decide whether to apply this benefit when you expend the Spark.

Veiled. Perfected Spark functions as described above.

Unveiled. Using Perfected Spark does not cause additional Arousal beyond the Arousal gained for expending the Spark.


Masterwork Innovation

18th-Level Relicwright Feature

Your greatest creations stand among the finest magical works ever produced. Through exceptional craftsmanship and unwavering attention to detail, you have learned to push your inventions beyond conventional limitations.

Choose one Imbued Creation you know that does not already grant a bonus greater than +2. While you maintain that Imbued Creation, its numerical bonus increases by 1, to a maximum bonus of +3.

In addition, maintaining this perfected creation does not count against your maximum number of Imbued Creations.

Your masterwork reflects the culmination of decades of experimentation, refinement, and inspired craftsmanship. Even among accomplished Relicwrights, such a creation is regarded as a once-in-a-lifetime achievement.


Ability Score Improvement

19th-Level Relicwright Feature

When you reach 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.

If your group uses the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.


Living Legend

20th-Level Relicwright Feature

Your name has become synonymous with impossible invention. The greatest artificers, alchemists, engineers, and craftsmen across Erosia study your creations in the hope of understanding how such masterpieces could exist. Where others see the limits of magic, you see only another opportunity to build something greater.

Your mastery of Spark has reached its pinnacle. Whenever you roll initiative and have no Sparks remaining, you immediately regain a number of Sparks equal to your proficiency bonus.

In addition, once during each of your turns, when you expend a Spark to activate a Relicwright feature, you may choose not to expend that Spark. Once you use this benefit, you can’t do so again until the start of your next turn.

Veiled. Living Legend functions as described above.

Unveiled. The first time each round you would gain Arousal from expending a Spark, you may choose not to gain that Arousal. Once you use this benefit, you can’t use it again until the start of your next turn.

At the height of your craft, inspiration and experience become indistinguishable. Every invention bears the unmistakable mark of a master whose creations will outlive kingdoms, whose discoveries will inspire generations, and whose legacy will endure wherever ingenuity is valued.