The Stonewright

Plays like: the Artificer — the magitech maker; the city itself is your spellbook.
The Stonewrights are the charter-guild that built the world you’re standing in: the buried suns, the arc-locks, the magnerail’s spine, and above all the settings that put focus stones into ordinary hands. A Stonewright holds a real Reaching — a half-measure of the Current or the Binding, run through calloused fingers instead of raised palms — but their true power is the bench: they are the only Calling that can set a stone in the field, hurry a stone’s slow remembering, and leave the whole party carrying a piece of their craft. Play this if you want to be the one the fighter thanks after every fight, and the one the guilds are afraid of by the end.
“Any Binder can seal a door. I taught the door to seal itself, sold the fitting to the landlord, and licensed the pattern to the Coin. Which of us changed the street?” — Wrenna Halvech, Third Charter-Holder of the Stonewrights
Quick Build & Core Stats
Section titled “Quick Build & Core Stats”Quick build: High Intelligence, then Constitution, then Dexterity. Take tinker’s tools and jeweler’s tools; choose the Current for a gunwright’s arc-and-charge kit or the Binding for seals and lockwork; pick your Bench at 3rd level for your specialty.
- Hit Die: d8 (Hit Points: 8 + Con modifier at 1st level; 1d8 or 5 + Con modifier per level thereafter)
- Primary Ability: Intelligence (the hand that drafts is the hand that channels)
- Saving Throw Proficiencies: Constitution, Intelligence
- Armor Proficiencies: Light and medium armor, shields
- Weapon Proficiencies: Simple weapons; the coilbow and sidearm coil-pistol
- Tool Proficiencies: Tinker’s tools, jeweler’s tools, and one other artisan’s tool of your choice
- Skills: Choose 2 from Arcana, History, Investigation, Medicine, Perception, Sleight of Hand
- Starting Equipment: (a) ring-scale of drun-vel or (b) 45 GP; a coilbow or sidearm coil-pistol with two buried-sun cells; a simple weapon; your bench-satchel (tinker’s and jeweler’s tools, a working focus stone, a dozen striker-ward slivers); a guildhand’s pack and your journeyman’s papers
The Level 1–20 Table
Section titled “The Level 1–20 Table”| Level | Proficiency Bonus | Features | Field-Settings | Schematics Known | Max Working Tier |
|---|---|---|---|---|---|
| 1 | +2 | Reaching: the Working Line; Wright’s Hands | — | — | 1 |
| 2 | +2 | Field-Settings; Schematics | 2 | 3 | 1 |
| 3 | +2 | Bench (Path); Journeyman’s Seal | 2 | 3 | 2 |
| 4 | +2 | Ability Score Improvement | 2 | 3 | 2 |
| 5 | +3 | Sun-Vent | 3 | 4 | 3 |
| 6 | +3 | Bench feature | 3 | 4 | 3 |
| 7 | +3 | The Correction | 3 | 5 | 3 |
| 8 | +3 | Ability Score Improvement | 3 | 5 | 4 |
| 9 | +4 | The Short Rite | 3 | 6 | 4 |
| 10 | +4 | Bench feature | 4 | 6 | 4 |
| 11 | +4 | Stored Working | 4 | 6 | 5 |
| 12 | +4 | Ability Score Improvement | 4 | 7 | 5 |
| 13 | +5 | Twice-Measured | 4 | 7 | 5 |
| 14 | +5 | Bench feature | 5 | 7 | 5 |
| 15 | +5 | Ancestral Ear | 5 | 8 | 6 |
| 16 | +5 | Ability Score Improvement | 5 | 8 | 6 |
| 17 | +6 | Deep Vent | 5 | 8 | 6 |
| 18 | +6 | Living Workshop | 6 | 9 | 6 |
| 19 | +6 | Ability Score Improvement / Feat | 6 | 9 | 6 |
| 20 | +6 | Capstone: The Founder’s Light | 6 | 9 | 6 |
On costs — read this before you play. The bench does not exempt you from the ledger. Every Working you cast through the Current or the Binding adds its Tier to your Strain (cap 10 + twice your proficiency bonus, cleared on a short rest, Faith Die subtracted as always), with the 75% exhaustion threshold and Overchannel exactly as Chapter 6 says. What the Stonewright buys with craft is where some prices land: a Field-Setting pays its pittance at dawn, and a Sun-Vent pays in seals and grid-access instead of flesh. All light is lent. You just read the lease more carefully than most.
Class Features
Section titled “Class Features”Reaching: the Working Line
Section titled “Reaching: the Working Line”At 1st level, choose the Current (cyan) or the Binding (yellow). You hold a Reaching into that Order discipline, cast up to your Max Working Tier, and pay Strain as normal; your eyes emit your discipline’s color on every cast, steady and lit-from-within. Your Workings run through your tools as readily as your stone: a soldering line of plasma, a chalked seal that holds a hinge, a live coil coaxed back into tune. Your casting ability is Intelligence — your faith is that the drawn line is true, and the world agrees.
Wright’s Hands
Section titled “Wright’s Hands”You gain expertise (double proficiency) with tinker’s tools and jeweler’s tools. Whenever you make an ability check with any artisan’s tool in hand, you may treat it as the right tool for the job — proficiency applies even if the task properly wants a different kit, because you can improvise the missing tool from your satchel in a minute of tinkering. You may also perform cantrip-tier Workings of your discipline through any tool you’re proficient with, no focus stone required.
Field-Settings 2nd level
Section titled “Field-Settings 2nd level”This is your engine, and it belongs to your friends. When you finish a long rest, you may temporarily set enhancements — chalk-fine seal-lines, hair-thin coil windings, a stone snugged into a cold socket — into weapons, armor, and gear carried by any willing creatures you choose. Pick from your known Schematics (below); you may have a number of Field-Settings active equal to the table value, no more than one per object, and each costs you 1 point of Strain paid at the moment of setting (dawn work, cleared by your first short rest). A Field-Setting holds until your next long rest, until you dismiss it (no action, any distance), or until you exceed your maximum, in which case the oldest fails. A set stone or setting can be sundered as a called shot, per Chapter 9 — your craft is power worn openly.
Schematics 2nd level
Section titled “Schematics 2nd level”You know a number of Schematics shown on the table, chosen from this list; where a level is noted, you must be that level to learn it. You learn drafts the way the city taught you — from wrecks, patents, rivals, and rain-soaked notice boards.
- Keened Edge: a weapon gains +1 to attack and damage rolls. (9th: +2.)
- Ward-Lattice: a suit of armor or shield gains +1 AC.
- Set Stone: socket a bonded focus stone (yours or the bearer’s) into a weapon, armor, or worn item, granting its Chapter 9 discipline effect — no 50-seal fitting, no day at the bench. The crown jewel of the trade.
- Cell-Doubler: an arc-lock’s docked cell holds twice its shots; the coil-throat runs cool (no jam risk from a second shot each turn).
- Quickcoil: an arc-lock loses the loading property and its bearer may reload as a bonus action.
- Grip-Light: an item sheds bright light 20 ft. on command and its bearer sees through mundane darkness within that light as if it were day.
- Feather-Frame (5th): medium or heavy armor imposes no Stealth disadvantage and grants +5 ft. speed.
- Long-Ear (5th): two small items become a whisper-pair; their bearers can speak to each other quietly at up to a mile.
- Homing Line (9th): a thrown weapon or arc-lock slug returns or re-forms; its bearer ignores long-range disadvantage.
- Bound-Light Rim (9th): a shield’s bearer may use a reaction to give an adjacent ally +2 AC against one attack.
Journeyman’s Seal 3rd level
Section titled “Journeyman’s Seal 3rd level”Your papers are real and your bench is faster than the guild floor. You perform stone fittings at half cost and half time (25 seals and half a day), and your deliberate practice seasons stones at a craftsman’s pace: you can Tinge a clear stone in days rather than weeks, and carry a Tinged stone to Bonded in months of devoted bench-work rather than years — but only through your own Reaching, for only a caster’s practice can season a stone, and yours is the practice you own. And you hold the charter’s one hard rule in your hands every day: no stone may be bonded to the Hollow. A stone asked to remember an absence goes dark, and you know exactly whom to call when one crosses your bench.
Sun-Vent 5th level
Section titled “Sun-Vent 5th level”The big button, and it runs on the meter like everything else. As an action, or as part of casting a Working, you may dock a charged buried-sun cell into your stone-rig and vent it dry. Choose one:
- The cell pays. Cast one Working of up to your Max Working Tier and add no Strain — the ledger lands on the cell, which is spent to empty.
- Flare the settings. Every creature bearing one of your Field-Settings within 30 feet is wrapped in a half-second of your discipline’s light: each may immediately make one weapon attack or move half their speed as a reaction, and gains +1d4 on attack rolls until the end of your next turn.
Once you Sun-Vent, you can’t again until you finish a short rest. Off the grid, count your cells — this button is exactly as deep as your satchel.
The Correction 7th level
Section titled “The Correction 7th level”You see the failed line before the ink dries. When you or a creature you can see within 30 feet fails an ability check or saving throw, you may use your reaction to add your Intelligence modifier to the roll, possibly turning failure to success — you call the fix aloud, and the world drafts to your revision. You may do this a number of times equal to your Intelligence modifier (minimum 1), regaining all uses on a long rest.
The Short Rite 9th level
Section titled “The Short Rite 9th level”You can walk another soul through the Stone-Rite the way a master walks an apprentice through a first weld. Guiding a willing creature, you compress the days-long rebonding to a bonded stone into one hour of focused rite. You may also set or unset a stone in gear in one minute, anywhere, with the tools on your belt.
Stored Working 11th level
Section titled “Stored Working 11th level”When you finish a long rest, you may cast one Working of Tier 3 or lower into an object (paying its Strain then), where it waits. Any creature holding the object can release it as an action using your Intelligence for every roll; your discipline’s color flashes in their eyes, borrowed for a heartbeat. The Working keeps until used or until your next long rest.
Twice-Measured 13th level
Section titled “Twice-Measured 13th level”Measure twice, cut once — then measure again anyway. When you finish a short rest, you may swap one known Schematic for another you qualify for, and re-assign one active Field-Setting to a different object or bearer at no Strain cost.
Ancestral Ear 15th level
Section titled “Ancestral Ear 15th level”Stones talk to you. By touching any focus stone, you learn its stage, its discipline, and the broad shape of its history — whose hands, how long, how devoted. You may channel through any bonded stone as if it were a superior focus, even off-discipline, and you always know a dark stone for what it is before your skin touches it.
Deep Vent 17th level
Section titled “Deep Vent 17th level”Your Sun-Vent recharges on a short rest even without venting, and once per long rest you may Sun-Vent without a cell — your own bonded stone burns as the cell for one held breath, going clear for an hour afterward as it forgets, briefly, everything but you.
Living Workshop 18th level
Section titled “Living Workshop 18th level”Your Field-Settings are no longer chalk and hope; they are signed work. They cannot be sundered while you are conscious within 60 feet, and any bearer of one may use your Correction reaction once per long rest, spending from your pool, as if you were at their shoulder.
Capstone: The Founder’s Light 20th level
Section titled “Capstone: The Founder’s Light 20th level”You have reverse-drafted the one pattern the guilds swore was lost: the craft beneath the buried suns. Once per long rest you may Overchannel with no exhaustion cost when casting through any object you have personally built, fitted, or set. And given a season of downtime and materials worth 5,000 seals, you may raise a lesser sun — a grid-independent standing generator, small as a hearth, tireless as the deep — the first new light kindled since the Founding. What the Iron Coin, the Houses, and the people below will do about what you now know is the last chapter of your story, and it will not be quiet.
The Four Benches (Paths)
Section titled “The Four Benches (Paths)”The Coil Bench (the Gunwrights)
Section titled “The Coil Bench (the Gunwrights)”Concept: cell and coil, measured breath, the compressed THOOM of a door slamming in a vacuum — you are what an arc-lock dreams of being held by.
- 3rd — Proof of the Coil: You gain proficiency with all arc-locks. Choose one arc-lock as your proofed piece: its cell holds +2 shots, it never coil-jams, and you reload it as a bonus action.
- 6th — Measured Pair: You can attack twice, instead of once, when you take the Attack action with an arc-lock.
- 10th — Arc-Tap: Once per turn when you or an ally within 30 feet hits with an arc-lock you’ve proofed or Field-Set, you may ride the slug: pay as a Tier-1 Working (Faith Die applies) to add 1d8 lightning (Current) or to seal the target’s reactions until its next turn (Binding).
- 14th — The Railshot: Once per long rest, vent your proofed piece’s entire cell in one shot: a 60-foot line, 6d8 lightning damage, Dexterity save (DC 8 + proficiency + Int) for half. The silence afterward rings for a full breath.
The Setting Bench (the Lapidars)
Section titled “The Setting Bench (the Lapidars)”Concept: the Chapter 9 master — you speak the stones’ slow language, and you are how magic reaches everyone else’s hands.
- 3rd — Setter’s Eye: You gain Ancestral Ear’s stone-reading touch now (at 15th, yours reaches sight range). Discipline effects from stones you have set use a d6 instead of a d4, and their save DCs use your Intelligence.
- 6th — Cross-Seasoning: Your bench-craft transcends your own Reaching: during downtime you may season a stone toward any of the eight lawful disciplines by structured practice with a borrowed practitioner — or alone, at twice the time, coaxing the stone with your faith in its memory rather than your own. Never the ninth. You’ve seen a dark stone. You still see it.
- 10th — The Waking Stone: A creature bearing a stone you set is treated as rebonded to it instantly, and once per short rest may trigger its effect without spending a Hit Die — the stone remembers so well it barely needs asking.
- 14th — The Ancestral Hand: Stones you set can’t be sundered except by called shots at disadvantage against +5 DC. Once per long rest, as a reaction when combat begins, every stone-set ally within 30 feet may immediately use their stone’s effect, free — a chord of nine colors struck at once, and your signature on all of it.
The Standing Bench (the Works-Engineers)
Section titled “The Standing Bench (the Works-Engineers)”Concept: you build things that keep working after you stop touching them — frames, standing coils, and one day something the Dome would recognize as kin.
- 3rd — The Warden-Frame: Over a long rest you assemble a knee-high oath-metal construct: AC 14, HP 3 × your Stonewright level, your saves and senses, speed 30 ft. It acts on your turn (command as a bonus action), and can attack (arc-sting: your Int to hit, 1d6 lightning), carry, fetch, and work tools. Each dawn you may instead configure it as a standing coil — an immobile turret you place as an action: same AC/HP, fires your arc-sting at 60 feet each round on your bonus action. Rebuilding a destroyed frame takes a long rest and 25 seals.
- 6th — Two Hands at the Bench: While your frame is within 30 feet, you may maintain one additional Field-Setting (it lives in the frame’s chassis), and the frame can deliver your touch-range Workings and carry your Correction to allies it can reach.
- 10th — Standing Works: Your works stand: you may field the walker and a standing coil at once, and your frame projects a bound-light membrane — allies within 5 feet of it gain +1 AC.
- 14th — The Dome Writ Small: Once per long rest, your frame or coil unfolds a lesser dome: a 10-foot-radius shell of bound-light lasting 1 minute. Arc-lock slugs and Workings of Tier 2 or lower cannot cross it inward; your allies’ can cross outward freely. The city under the Dome, rebuilt at the scale of the people you refuse to lose.
The Plate Bench (the Ironclads)
Section titled “The Plate Bench (the Ironclads)”Concept: you stop building tools for other hands and become the tool. The last work leaves the bench wearing you — oath-metal and coil-wire sealed over your own heartbeat, a walking fortress or a strike-frame that answers to no grip but yours.
- 3rd — The Living Plate: Over a long rest, with 25 seals of oath-metal and coil-wire, you rebuild a suit of light or medium armor you are proficient with into your signature plate — coil-wound at every joint, a buried-sun cell socketed at the sternum, bonded to you the way a stone is bonded to a caster. While you wear it: it cannot be removed against your will, and you don or doff it as an action rather than the usual minutes; you count as proficient in it and may use your Intelligence modifier in place of Strength or Dexterity for any check or requirement the armor’s weight would impose; and you need no free hand and no held focus stone to cast your Workings, for the plate is your focus stone’s setting and your discipline’s light runs the seams. Then choose a model — the shape the work takes. You may rebuild the plate into the other model over any long rest.
- The Bulwark (Guardian): the fortress. Your plate mounts a pair of oath-metal war-gauntlets — a melee weapon you are proficient with that deals 1d8 force damage on a hit, uses your Intelligence for its attack and damage rolls, needs no free hand (you may still bear a shield), and marks its target: until the start of your next turn, that creature has disadvantage on any attack roll that doesn’t include you. The plate’s coil-bracing also grants you a flat +1 AC. You are the wall the fight breaks against.
- The Striker (Infiltrator): the strike-frame. Your plate mounts an integrated coil-lance — a ranged weapon (range 120 ft.) you are proficient with that deals 1d6 lightning damage, uses your Intelligence for its attack and damage rolls, and once on each of your turns deals an extra 1d6 of that damage on a hit. The frame’s powered stride grants you +10 ft. speed and advantage on Stealth checks while worn — a suit that runs quiet as a rumor and fast as a closing door.
- The Self-Weld (self-repair): both models mend faster than flesh — the Ironclad’s answer to a Calling with almost no healing in it. As a bonus action, you pulse the coil-windings and gain temporary hit points equal to your Stonewright level (they last until your next short or long rest and don’t stack with themselves). You may Self-Weld a number of times equal to your Intelligence modifier (minimum once) per long rest for free; beyond that, you weld again by spending a charged buried-sun cell or by paying as a Tier-1 Working (Faith Die applies). The plate will always mend, so long as you can pay the ledger or the satchel.
- 6th — The Driven Pair: You attack twice, instead of once, whenever you take the Attack action with your plate’s integrated armament (your war-gauntlets or your coil-lance). In addition, the plate learns to weld under fire: once on each of your turns, when you hit with that armament, you may patch a seam as part of the same attack — no action, no Self-Weld use spent — and gain temporary hit points equal to your Intelligence modifier, a quick mid-swing knit rather than a full re-knit. Unlike a full Self-Weld, these stack with temporary hit points the plate already grants you, up to a maximum total of your Stonewright level + your Intelligence modifier.
- 10th — Welded Works: Your plate is a bench you wear. You may maintain one additional Field-Setting, welded into the chassis (it may enhance the plate itself — its own armament, or a Ward-Lattice on the plate). And your model comes into its full craft: once on each of your turns, when you hit with your integrated armament, you may pay as a Tier-1 Working (Faith Die applies) to trigger your model’s signature.
- Bulwark: the blow rings the plate like a struck bell. The target and each enemy within 5 feet of it must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or be knocked prone, and you or an ally within 5 feet of you gains temporary hit points equal to your Intelligence modifier.
- Striker: the shot overloads. The target takes an extra 1d6 lightning damage and its speed is reduced by 15 feet until the end of your next turn — the strike that lands and the strike that keeps them from closing, in one pull of the coil-lance.
- 14th — The Perfected Plate: Once per long rest, as a bonus action, you overload the sternum cell and become, for 1 minute, the last argument your bench ever needed. You immediately Self-Weld at its full value, and for the duration your Self-Weld costs nothing and has no use limit — the plate re-knits each time you spend the bonus action on it. Your model’s overload also unfolds:
- Bulwark: you radiate a bound-light bulwark to 15 feet. An enemy that enters the radius or starts its turn within it must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or have its speed halved and be unable to move away from you until the start of its next turn; each ally within the radius gains +2 AC, and whenever you Self-Weld, each of them also gains temporary hit points equal to your Intelligence modifier. The city held at the scale of one body.
- Striker: your speed doubles, opportunity attacks against you automatically miss, your coil-lance’s once-per-turn extra damage now applies on every hit, and once on each of your turns one of your hits forks to a second creature within 15 feet of the target (a separate attack roll, your Intelligence to hit, for the coil-lance’s damage) — a strike-frame moving faster than the room can follow.