5e - Artificer KibblesTasty GM Binder
Inventor v2.2 (The Alternate Artificer)
The dwarf sits at a workbench in a room littered with tools, painstakingly pulling out the final pieces of the wedded rune. With the thump and rumble of arcanic energy, the finished rune flashes from power, and the dwarf watches the golem come to life and emerge, a smile on his face of pride.
The troll hangs and roars as the gnome pulls a long iron tube from a holster on his belt. With a roar, a stream of energy erupts from the tube, and the troll's roar transforms into a panicked scream.
With a resounding crack of energy, a figure lands in the middle of the battlefield. The smoke clears, and a figure clad in glowing mechanical plates emerges in the background of the battle. A vibrant visor surrounds the shards. He lifts his gloves, and lightning shoots from them.
The inventor is inventive by nature. Like wizards, they see magic as an arcane system, deciphered and verified with the support of painstaking research and study.
However, inventors are focused on developing something new and beautiful. Spells are often too ephemeral and temporary for their tastes. Instead, they want to create something durable and necessary.
Cunning Creators
All inventors have a preference for a particular craft. Mastering the main method of a craft is considered by an inventor to be the first step towards progress, the invention of new methods and layouts. Inventors are architects and soldiers who research inventions, forming deadly shots, cunning devices, magical armor, and mechanical creatures.
All inventors reduce curiosity and ingenuity. For inventors, mysticism is an evolving art with a modern land of discovery and professionalism, and they progress with each passing year. Inventors value novelty and discovery. This temperament drives them to explore adventures.
In the sheltered ruins, beautifully crafted mirrors, perfectly suited to amplifying magic, hold the potential to salvage forgotten magics and forgotten magics. Inventors gain respect and popularity among themselves, uncovering new knowledge or inventing new ways of creating.
Intense Rivalries
The inventor's desire and knowledge of the inventor creates a strong desire for the discovery of new magic. The inventor who heard the news about the recent magic theme must act quickly to put it in front of the competitors. Goodwill inventors return the object in the middle of an adventure, or provide gold coins and wonderful things to those who have the object they want to hire. Kwil commits a crime without difficulty to get what he wants.
Almost all inventors have at least one rival. At the same time, inventors with similar philosophy and theory are united with free guilds. They share discoveries, verify the theory, and cooperate to go ahead of their rivals.
The inventor (also known as the alternative artist) was created by Kibblestry. Http: // www. PATREON. com/kibblestlasty supports additional Kibblestasty content and update.
The Inventor
level | Bonus by skill | habit | Famous spells | 1E | 2E | 3E | 4E | 5E | Renewal information |
---|---|---|---|---|---|---|---|---|---|
1E | +2 | Specialization of inventor, analysis of magic objects | — | — | — | — | — | — | — |
2E | +2 | Spell, Arcane Retrofit, tool expertise | 3 | 2 | — | — | — | — | — |
3E | +2 | Improvement of inventor's specialty and specialty | 4 | 3 | — | — | — | — | 1 |
4E | +2 | Improving skills | 4 | 3 | — | — | — | — | 1 |
5E | +3 | Experience of the inventor | 5 | 4 | 2 | — | — | — | 2 |
6E | +3 | Effective rebuilding, interdisciplinary knowledge | 5 | 4 | 2 | — | — | — | 2 |
7E | +3 | Master or owned by beautiful items | 6 | 4 | 3 | — | — | — | 3 |
8E | +3 | Improving skills | 6 | 4 | 3 | — | — | — | 3 |
9E | +4 | ─ | 7 | 4 | 3 | 2 | — | — | 4 |
10E | +4 | Improvement of magic vessels, r e-loading beautiful items | 7 | 4 | 3 | 2 | — | — | 4 |
11E | +4 | Magical research | 8 | 4 | 3 | 3 | — | — | 5 |
12E | +4 | Improving skills | 8 | 4 | 3 | 3 | — | — | 5 |
13E | +5 | ─ | 9 | 4 | 3 | 3 | 1 | — | 6 |
14E | +5 | Experience of the inventor | 9 | 4 | 3 | 3 | 1 | — | 6 |
15E | +5 | ─ | 10 | 4 | 3 | 3 | 2 | — | 7 |
16E | +5 | Improving skills | 10 | 4 | 3 | 3 | 2 | — | 7 |
17E | +6 | ─ | 11 | 4 | 3 | 3 | 3 | 1 | 8 |
18E | +6 | Technology to make beautiful things | 11 | 4 | 3 | 3 | 3 | 1 | 8 |
19E | +6 | Improving skills | 12 | 4 | 3 | 3 | 3 | 2 | 9 |
20E | +6 | Inventor | 12 | 4 | 3 | 3 | 3 | 2 | 9 |
Creating an Inventor
When creating an inventor's character, think about his career and craving for adventure. Is that character an enemy? What made the character became an inventor? Is it curiosity or invention, or is it the power caused by the invention? Did your character learn from another inventor, get a vision or inspiration to learn your skills?
Think about how your character is involved with the world and who he is. Talk to DMU about the guilds and association to which your character belongs.
Quick Build
If you follow the hints below, you can immediately become an inventor. In the gadgetsmith or Sandersmith pas, select the highest attribute dexterity, and then select Intelligence. For Golemsmith, InfusionMith, PotionSmith, then select Constition or Dexterity, and in Warsmith or FLESHSMITH The high attribute to the eyes is Conscription. Next, select the guild craft field.
Class Features
- Hit Dice: 1D8 for each inventor.
- 1st stage hit point: 8+ Your Conscription Measures
- A higher level hit: 1D8 (or 5) + your consTITUTION correction value for each inventor.
Proficiencies
- Shell: Light scale, medium scale
- Weapons: Easy weapons, hand crossbows, difficult crossbows.
- Tools: Thief tools and other favorite tools.
- Income role: Constitution, reason
- Skill Arcana, lie, situation judgment, research, medicine, nature, religion, dexterity.
Equipment
You start with the following equipment in addition to what you can from your career:
- (A) Lightweight crossbow and quarbar with 20 arrows, or (b) two simple weapons.
- (A) scale scale, (b) leather scale, (c) chain.
- Bandit's tools and Churchman's backpack
Inventor Specialization
At the first level, you can concentrate on a specific specialty: Gadgetsmith, Golemsmith, Infusionmith, Potionsmith, ThunderSmith, Warsmith, FLESHSMITH. The items picked up are unlocked at level 1 and level 3, 5, and 14.
Magic Item Analysis
From the first value, you can recognize the magic object and understand the secret. Understand artifiser's "Detect Magic" and "Identify" spells and use them as rituals without materials.
Tool Expertise
From level 2, the skill bonus is doubled for each of the skill tests that use the tools acquired in this class.
Arcane Retrofit
Furthermore, at the second level, it gains the ability to customize magic ammunition. For extended fans, rituals with +1/2/3 weapons (excluding the weapons of Relic and the sage), magic into artofiser weapons (weapons created to support subclass features and enhancements). You can move it. For example, a + 1 long sword can be turned into a long sword, a battle glove can be +1 battle gloves. This includes attack rolls and upgrades of weapons that perform damage and rolls (such as Warsmith Force Blast).
Of the attributes of the magic weapon, the bonuses for attacks and damage rolls cannot be virtually moved, and special weapons are destroyed.
Apart from this, a set of armor with a magic plus can be converted to armor AC, which is similar.
Additional Retrofits
For example, a difficult crossbow +1 is reborn as a lightweight crossbow + 1, or used with other magical armor and tools (for example, converts Adam Tine Chains Charf into Adam Tine Chain Shirts).
Spellcasting
As part of the magic research, you get the legal ability of tw o-level spells. The spells you study are related to changes in creatures and objects, or the creation of objects, and the range of guidance is limited.
Spell Slots
The inventor tables indicates how many spells-slots you have for the inventor spell with the first or more meaningful. To cast one of the inventor spells, you need to use a spell-connector or more. All spells consumed to end lon g-time entertainment will be updated.
Spells Known of 1st Level and Higher
You understand three spells of the first value you chose from the list of inventor spells. The "Famous Spell" column in the inventor's table shows when you study what you like from other inventor spells.
Each of these spells must have the meaning of having a spellslot. For example, when you reach the fifth value in this class, you can learn the first or second value new spells.
Furthermore, when you graduate from this class, you can select one of the inventor spells and change it from the list of inventor spells to another spell.
DC Savior's spell = 8 + your inventor price + mental correction value.
Correction of spell attacks = Price for your professionalism + modification of mind.
Spellcasting Focus
Arcana's focus can be applied as a bundle of the focus of the inventor spell. All types of Haunted Tricks are listed in Chapter 5 "Equipment" of "Player Directors".
Inventor's Spell Casting
The inventor is a person who is conscious of magic and is regularly interacted with magic, and it will actually lead to the possibility of using this knowledge as a caster, but it depends on how you want to approach the inventor spells. be.
Study other layouts without shy and adjust them to DM. From an active point of view, one claim is regarded as a specific material and focus for spells. < SPAN> Apart from this, a set of armor with a magical positive can be converted to an armor AC, which is similar.
For example, a difficult crossbow +1 is reborn as a lightweight crossbow + 1, or used with other magical armor and tools (for example, converts Adam Tine Chains Charf into Adam Tine Chain Shirts).
Specialization Upgrade
As part of the magic research, you get the legal ability of tw o-level spells. The spells you study are related to changes in creatures and objects, or the creation of objects, and the range of guidance is limited.
The inventor tables indicates how many spells-slots you have for the inventor spell with the first or more meaningful. To cast one of the inventor spells, you need to use a spell-connector or more. All spells consumed to end lon g-time entertainment will be updated.
You understand three spells of the first value you chose from the list of inventor spells. The "Famous Spell" column in the inventor's table shows when you study what you like from other inventor spells.
Customizing Inventor Upgrades
Each of these spells must have the meaning of having a spellslot. For example, when you reach the fifth value in this class, you can learn the first or second value new spells.
Furthermore, when you graduate from this class, you can select one of the inventor spells and change it from the list of inventor spells to another spell.
Ability Score Improvement
DC Savior's spell = 8 + your inventor price + mental correction value.
Arcane Reconstruction
Correction of spell attacks = Price for your professionalism + modification of mind.
Cross Disciplinary Knowledge
Arcana's focus can be applied as a bundle of the focus of the inventor spell. All types of Haunted Tricks are listed in Chapter 5 "Equipment" in "Player Directory".
The inventor is a person who is conscious of magic and is regularly interacted with magic, and it will actually lead to the possibility of using this knowledge as a caster, but it depends on how you want to approach the inventor spells. be.
Study other layouts without shy and adjust them to DM. From an active point of view, one claim is regarded as a specific material and focus for spells. Apart from this, a set of armor with a magic plus can be converted to armor AC, which is similar.
Wondrous Items Proficiency
For example, a difficult crossbow +1 is reborn as a lightweight crossbow + 1, or used with other magical armor and tools (for example, converts Adam Tine Chains Charf into Adam Tine Chain Shirts).
As part of magic research, you get the legal ability of tw o-level spells. The spells you study are related to changes in creatures and objects, or the creation of objects, and the range of guidance is limited.
Improved Magical Crafting
The inventor tables indicates how many spells-slots you have for the inventor spell with the first or more meaningful. To cast one of the inventor spells, you need to use a spell-connector or more. All spells consumed to end lon g-time entertainment will be updated.
You understand three spells of the first value you chose from the list of inventor spells. The "Famous Spell" column in the inventor's table shows when you study what you like from other inventor spells.
Wondrous Item Recharge
Each of these spells must have the meaning of having a spellslot. For example, when you reach the fifth value in this class, you can learn the first or second value new spells.
Furthermore, when you graduate from this class, you can select one of the inventor spells and change it from the list of inventor spells to another spell.
Study of Magic
DC Savior's spell = 8 + your inventor price + mental correction value.
Correction of spell attacks = Price for your professionalism + modification of mind.
Wondrous Item Mastery
Arcana's focus can be applied as a bundle of the focus of the inventor spell. All types of Haunted Tricks are listed in Chapter 5 "Equipment" in "Player Directory".
The inventor is a person who is conscious of magic and is regularly interacted with magic, and it will actually lead to the possibility of using this knowledge as a caster, but it depends on how you want to approach the inventor spells. be.
Peerless Inventor
Study other layouts without shy and adjust them to DM. From an active point of view, one claim is regarded as a specific material and focus for spells.
Gadgetsmith
Keep in mind that for some spells, your focus may be on artisan's tools, or that certain things you've made are ingredients for the spell. Instead of a "component pouch" with all the materials you need for a spell, you may have an "inventor's tool belt" with all kinds of devices you've made for your spells. All that matters for mechanical purposes is that they function the same and are used every day.
From rank 3 onwards, you choose an enhancement from the list at the end of the specialization and gain the good qualities listed in that enhancement's description.
At ranks 5, 7, 9, 11, 13, 15, 17 and 19, you choose an additional development. Unless the enhancement description states otherwise, you cannot choose an enhancement more than once. Each time you gain a rank, you may exchange one of the enhancements you have for another enhancement of equal value, i. e. the enhancement being replaced.
Gadgetsmith's Proficiency
In all cases, when an existing upgrade is replaced by a new upgrade (either by a subclass feature or when gaining a level), the new upgrade is selected as if the inventor was at the level when he received it. For example, if you are modifying a storm weapon and selecting all upgrades on the new weapon, a 5th value inventor can select one 3rd value upgrade and one 5th value upgrade, or two 3rd value upgrades.
Essential Tools
The adjustments for each inventor specialization are shown in the list at the end of the specialization, but you are sure to find ideas for variants that are not included in this list. Inventors have an insatiable desire for creativity! Feel free to consult your DM about possible upgrades.
- Check out the Advanced Toolkit for ideas and resources for playtesting.
- At 4, 8, 12, 16, and 19, you can increase your opportunity score of choice by 2 points, or increase your opportunity score of choice by 2 points and increase it by 1 point. Normally, you cannot increase your opportunity score. For a higher opportunity score of 20, this probability applies.
- At 6th level, you become adept at using magic to repair things. You have studied the repair spell and can use it however you like. In addition, you have studied the cure wounds spell. If you already know the cure wounds spell, you can choose another spell from the inventor spell list. When you cast the cure wounds spell, it has the ability to heal both systems and mundane targets.
Unlimited Smoke Bombs?
At 6th level, you can expand your knowledge into different areas. You can create one appropriate item from among the following: Thunder-forged tools, animate guns, explosive sticks, infested blacksmith, a bag of alchemical reagents and alchemical fire or acid, and unlimited blacksmithing.
Additional Upgrade
If you choose a forged gun, you gain experience for owning that gun and knowing how to make ammunition (if necessary). You cannot use infused weapons on other guns you have acquired in this class.
If the chosen one is lost or eradicated, you can arrange it into a new one by following the rules for creating the chosen object in the submitted subclass.
Recycle Gadgets
At 7th level, your knowledge of the work of magic objects means that you effectively ignore all class requirements regarding the use and use of magic objects.
In addition, you can simultaneously attune four magic items.
At 10th level, your skill in developing personal beautiful inventions allows you to prepare magic objects of higher quality than ordinary wheels. Creating magic objects takes twice as long as normal.
Extra Attack
Additionally, during extended entertainment, it takes 1 hour to develop magical objects, scrolls, and potions.
Combat Gadgets
From the 10th time onwards, you can charge spells with costs or uses at rest, if the costs or uses can only apply to spells. To recover the cost or uses, perform a 1-minute ritual and use a spell connector with a value equal to or higher than the degree of spell lock placed on the object.
Gadgetsmith Upgrades
Unrestricted Upgrades
The cost or uses recovered by the target are important to the adjudication of a single spell with support for the target.
At 11th level, your magical knowledge is so extensive that you can cast detect magic and identify spells at will without expending a spell connector.
In addition, you have advantage on all tests of the mind (Arcana) to understand the workings of magical traps, effects, and runes.
From the 18th meaning onwards, you can apply magical objects that would normally require influence as bonus effects.
In addition, you can attune five magic items at the same time.
At 20 levels, your head will come to think about new options and wise conclusions every day. Then, as a short or lon g-term entertainment, you can create a temporary improvement from your subclass. The request for this enhancement level should be 11th or less. This enhancement will be you until you end your short or lon g-term entertainment, and then you can r e-select a temporary enhancement with this ability support.
Gadshetz Miss is an inventor full of curiosity and invention geniuses. While other inventors have all the opportunities to spend all their careers to improve the only invention, Gadzhetsmit is not a terrible way.
Quick and clever gadgets do not catch their sleeves without another trick. Their thoughts are confirmed every time to support the cunning devices and solve the right case.
GadzetSmit has the ability to be inhabitants of any environment, but in principle, it tends to be curiosity and ant i-empathy for the freedom of experiments, curiosity and ant i-knowledge of knowledge and technology, and tend to be more irregular. be.
If you select this special skill at one level, you will be able to own networks, looters, whip, and Ruder's tools.
At the first level, we will master the creation of reusable main tools to survive the battle as a gajettia. You have the right item:
Teser hook. As an attack or impact, you can target airplanes, objects, and creatures with a radius of less than 20 feet. If the target is less than the accessories, you can arrange a power test (athletics) and catch it yourself. If the amount of issues is medium or large, you can pull it yourself, but this does not lead to capture. There are drawbacks in attacking the technique by this behavior.
By applying this spell as an effect of smoke, you can apply fog clouds to yourself without wasting the spell-connector. This continues the number of rounds equal to your spirit revision, and does not require concentration. If you apply a fog cloud in this way, you can enter the range of 5, 10, 15, and 20 feet in radius.
Equipment tools. Shock glove, instant baton, cyclic crossbow, bouncing tool, shock generator. This enhancement is not counted as continuous enhancements.
If you or the DM are concerned about unlimited use of flares, consider adding a bonus to eligibility for short rests based on usage. This should not affect mechanics, but the reason it's unlimited is to encourage players to use it freely in non-fibre situations.
At 3rd level, you're starting to master your primary tools and think about how to expand your arsenal. You gain one more enhancement per class level.
At 5th level, you gain one more additional enhancement, two more than the class table allows.
Starting at 3rd level, during and after a long rest, you can differentiate your gadget and create other gadgets. When you do, remove any upgrades you want to take and choose new ones.
You must choose an upgrade that is valid for the level at which you got it (for example, at 9th level, you can only have one upgrade that requires 9th level).
In addition, if your gadget is destroyed, you can use this ability to remake it with materials worth 20 gold.
Starting at 5th level, when you take the Attack action while moving, you can attack twice instead of once.
Starting at 14th level, when you take the Attack action, you can replace one attack by using a gadget that requires that action.
Air Mine
You create a clockwork contraption capable of creating a devastating explosion. You can use this device to cast Fragment or Thunder Mine without expending a spell slot. After using it, you cannot use this gadget again until you finish a short or long rest.
Variant: Power Fist
Rocking Weapon
You create a ranged weapon that is enchanted or constructed to bounce off of a target and return to your hand. You possess this weapon, which has the Skill, Thrown (30/90), and Special properties, and deals 1d8 piercing, piercing, or piercing damage (your choice when selecting this enhancement). This weapon can be Arcane Retrofitted.
Special: When you throw this weapon, you can aim it at two creatures within 10 feet of each other.
Taking advantage of its throwing properties, it returns to your hand after the attack.
Size adjustment belt
You create a waist with a creature volume dial. While wearing this waist, you can impose an increase / decrease spell without spending the spell connector. Once this device is used, it cannot be r e-installed until a short or lon g-term entertainment.
Evil Eater
Create a device that can eat the elemental loss that comes in. You can start this device and say "absorb the element" without using a spell connector, but you cannot apply this device again until a short or lon g-term entertainment.
Capture hook enhancement
Improve personal catching hooks and expand the exposure to 30 feet. Apart from this, the strength of the hook has enhanced, enhancing a tremendous creature and objects of a large or higher than averaging average small creatures and slim creatures within 5 feet.
Fixed spit
You make adjustments to create a cheerful flame explosion. As an effect, you can recognize Agana Salt scorch and spells without spells-connectors with the support of this device, but this device is re-applied until the short entertainment or long entertainment is completed. I have no ability.
Flash bullet
You create a device in a strong light category. As an effect, you can choose one point within a radius of 30 feet. Creatures within a radius of less than a radius of 20 feet from the intended point must prepare the stock with a preca or blind until the appropriate move is over. Once this device is used, it cannot be r e-installed until short entertainment or long entertainment ends.
Gravity switch
Create a switch to disable gravity. Spell-can be applied to play a decrease in the inventor without wasting the connector. Once this device is used, this device cannot be used again until a short or long entertainment.
Sliding cloak
You create a cloak that can slide in front of you while falling. If you do not lose legal abilities even if you fall more than 10 feet, expanding this cloak can reduce the falling speed to 30 feet during the round, which is not damaged by falling. If you fall to the ground in this way with a normal gravity, you can move to 2 feet horizontal each time you go down one foot.
Shock glove
You make a magic gun that can increase the power of the blow. You have this tool and have the nature of "agility", "lightness", and "special". You can get a 1D6 blow.
Special: When attacking, you cannot add personal value of professionalism. If the attack fails, you can add twice the price of professionalism to the throwing.
This enhancement can be used up to twice.
Your DM can have the Warmaster's Mighty Fist upgrade arrested in exchange for the Strike Glove. For upgrade purposes, the Impact Gauntlet and Power Fist should be interchangeable.
Start Cable Important: Requires a Shock Generator.
When you deal lightning damage once per turn with Kantra's support from the Shock Generator, you can add your personal psychic modifier to the damage dealt.
In addition, as an influence, you can make a DC10 Mental (Medicine) test to revive a friend who has lost their comprehension. If the check is successful, they are revived with 1 hit point and a number of temporary hit points equal to your artificer level, but suffer one drain.
Lightning Baton
You create a magical weapon that targets lightning. You possess this weapon.
This weapon has the Dexterity and Light properties. On a hit, it deals 1d4 piercing damage and 1d4 lightning damage. If the attack roll with this weapon is 20, the target must make a Constitution saving throw against the saving throw of your spell.
5th Level Upgrades
You can use this enhancement up to twice, with each enhancement being a separate item.
Mechanical Arm
You create a mechanical arm that gives you a secondary arm. This mechanical hand functions only when attached to the equipment you are wearing, but you can control it mentally without relying on the support of your hand. This mechanical hand has the ability to perform any kind of function that a normal hand can (holding objects, making attacks, interacting with the surrounding environment, etc.), but is effectively assigned no additional actions.
Crossbow Spider
Mechanically Famous | You can draw pictures of small mechanical creatures. When your long entertainment is over, you can make a mechanical acquaintance at the base and say "search for knowledge" without wasting a spell connector. Image of a Friend - Construct. This construct remains intense until you dismiss it or destroy it. Either way, it can be activated when your long entertainment is over. | Jumping Boots | Customize your own boots to support the mysterious Enhancer. While wearing these boots, your jumping magic will be effective. | Grid Launcher | You create a device that allows you to deliver a network to your target more effectively. During this update, the mesh's range of effect will be 20/60. |
---|---|---|---|---|---|
Cyclic Hand Crossbow | You create an improved hand crossbow. You own this weapon, including ammunition (range 30/120), lightness, specialty, and 1D6 penetration damage. | Special: This weapon has an integrated charger, so it does not require a free hand. As a part of the "attack" effect, this weapon attacks once in one turn, and if there is no disadvantage in this attack, you can cancel the disadvantage as a bonus effect and perform an auxiliary attack once with this weapon (there is also a disadvantage. ) | Shock generator | Shock generator | Shock generator |
- You can combine shock generators and shocking hooks. If your grapple is a creature, you can use a shocking grapple that has been supported by this creature as a bonus effect when grapple or grapple for yourself.
- Visual lens
- Incorporate glasses, goggles, and other devices to ensure other visibility to create a set of lenses that can see darkness and clouds. Up to 4, 5 meters away, haze, smoke, clouds, and no n-magical darkness can be seen as a simple view.
- Smoke cloak
Actions
Make a cloak that blends into the smoke. If you start a turn with smoke, keep the turn, cast spells, attack, or remain invisible until your opponent is defeated.
Hiking boots
You customize your boots and increase your travel speed. While wearing these boots, a long strider spell is activated.
Spider Cross Bow
Remodel the crossbow so that you can aim autonomously and shoot. As an impact, a small system can be developed. Once deployed, the small system can shoot as a bonus effect, and can attack with a range of 9/120 feet from the developed space. You do a spell attack, and if the attack hits, you will do 1D6 + your mental correction value. After 1 minute or 10 times, the effect is lost.
Once cast, it cannot be cast again until you graduate from long-term entertainment. If the spell has not been eradicated, you can expend one or more spell connectors to cast the spell early (if it has been eradicated, you cannot cast it again unless you renovate it or recreate it during a long rest).
STR
Dex
Con
Sign-in
9th Level Upgrades
Points
Cha
2 (-4)
14 (+2)
10 (+0)
1 (-5)
1 (-5)
1 (-5)
Poison immunity lost
Immunity to charmed, fatigue, fear, paralysis, petrification, poison
Senses passive perception 5
11th Level Upgrades
Languages
Flame Crossbow Ranged Weapon Attack: Hit with your spell attack modifier, range 30/120 feet, one visible task. Hit: 1d6 + your mental modifier, pierce defects.
Tie Rope
You create a rope that can revive and weave tasks. As an effect, choose one creature within a 30-foot radius. The task becomes immobile when your right hand ends, and you are asked to arrange a switch of Dexterity against the DC of your spell or freeze. If you hold the task at this point, it prepares a saving throw to save Dexterity on malfunction. The rope has the ability to limit only one task at a time.
Explosive Gloves.
Your gloves can generate huge kinetic forces when striking. When attacking with impact gloves, you can choose to be thrown back 10 feet in the opposite direction, or, as a bonus effect, to place a scope for force income or to be thrown back 10 feet by force. This trick does not start a skill attack.
You can use your attack to apply the effect of moving this gauntlet, even if you do not attack the task, in which case you can apply the movement in any direction (numbers up).
Smoky Graphics
When using the Smoke Saber, applying the bonus effect allows you to play Mirror Glue without wasting a spell connector. After you do this, you cannot repeat the spell until you finish your short or long entertainment.
1 (-5)
15th Level Upgrades
When using the Smoke Saber, you may play a desecration step without expending a spell connector. In that case, you cannot repeat the spell until you finish your short or long entertainment.
Arcane Nullifier
1 (-5)
After applying this device, you cannot use it until you finish your short or long entertainment.
Phased Key Holder
You create a magic device that controls ether the mystery. As an effect, with the support of this device, you can cast spells and "measurement doors" without waste.
Once this power is used, it cannot be reused until the long entertainment is over.
Delight gas
Make a more powerful composition in your smoked pony. When using a smoke saber, you can select a "smell cloud" spell instead of "fo g-like clouds" according to the contents of the rules. Until a short or lon g-time entertainment is over, you cannot repeat the spells of the odorous clouds.
Key chain with stopwatch
You make a magical stopwatch that controls the mystery of time. As an effect, the spell of "Hurry" or "Delay" can be applied to the stopwatch without consuming a spell connector.
1 (-5)
Golemsmith
Flight device
You create a device that can, for example, to fly wings that develop artificial origin. You can activate this device as a bonus effect or in response to a decrease. In any form, when you activate it, you will be assigned a 3 0-foot flight speed.
Lightning generator Important state: A shock generator is required.
Golemsmith's Proficiency
By adding assistance to lightning, it is converted to a personal shock generator. With the support of this generator, you can arbitrarily cast a lightning spell, and to overload the zip without wasting the spell slot. If the generator is overloaded, the generator cannot be applied for lightning until a short or lon g-time entertainment ends.
Mechanical Golem
In addition, those who reduce lightning with the support of the spell can add personal mental correction to one roll of the applied damage.
True eyesight lens is required: Vision lens
You can see the distance to 15 feet by improving and installing your visual lenses.
The versatile source of the destination
You create a versatile source of obstacles and turn them into weaknesses. As an effect, you can use this source on a plane to cast "knock" spells and "passage" without consuming a spell-connector.
Once this legal ability is used, it cannot be reused until the lon g-term entertainment is over.
Golem
- Empowerment bracelet
- You make a breath to expand your abilities. Spell-can be applied to play the reincarnation of the tensor without wasting the connector.
- You cannot use this abilities until you use this abilities and end your long entertainment.
Mechanically Famous | You can draw pictures of small mechanical creatures. When your long entertainment is over, you can make a mechanical acquaintance at the base and say "search for knowledge" without wasting a spell connector. Image of a Friend - Construct. This construct remains intense until you dismiss it or destroy it. Either way, it can be activated when your long entertainment is over. | Jumping Boots | Customize your own boots to support the mysterious Enhancer. While wearing these boots, your jumping magic will be effective. | Grid Launcher | You create a device that allows you to deliver a network to your target more effectively. During this update, the mesh's range of effect will be 20/60. |
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You create an improved hand crossbow. You own this weapon, including ammunition (range 30/120), lightness, specialty, and 1D6 penetration damage. | You create a collapsed rays. With this support, you can cast the decomposition spell without wasting the spell box. | You create a collapsed rays. With this support, you can cast the decomposition spell without wasting the spell box. | Golems Miss is an inventor who dedicates golems to forge and create true art. This is a thorough current advantage, even if they carefully plan and design, and, even if they have to compromise on materials. | There are various reasons why Gory manufacturers try to create an artificial life system. In many cases, it is a pure desire to forge perfect creatures for others, simply want to waste prey with them, or want to have a good friend every time. | Shock generator |
- By selecting this special skill at Level 1, you will learn blacksmithing and tool production skills.
- From the value 1, you can listen to your order and forge the golem of the mechanical device that protects you. This golem is under your rule, you can understand the language you speak, but you can't speak.
- The golem will follow your team as soon as it has a chance. In personal steps, you can verbally command the structure to go (this effectively requires no brakes if you do nothing) and give it an impact that requires your influence. Apart from this, you can also apply your reaction to deal with it. The golem will work with your team for the duration of the course. If you do not effectively give the golem a team, the golem will not take almost any action.
- The golem's skill level increases as your skill level increases. If the golem is killed, it can be revived in the normal way, such as with the support of a resurrection spell.
Golem Chassis
In addition, for long-term entertainment, if you have access to the body of a slain servant, it can be revived. When the entertainment ends and you repair it, it will be revived by half its own maximum hit points (rounded up). If the servant is not eligible for repair, you can exactly recreate the original system by spending 4 days of work (8 hours a day) and 100 gp of raw materials.
Warforged
During a short entertainment, it can recover hit points equal to your Mind modifier + your inventor level, and during a long entertainment, it can recover to full health. Healing spells cast on the golem ignore any restrictive healing systems.
The golem's base stats are as usual:
Quadrupedal
Armor Class 14 (natural armor)
Hit 5 + ([Constitution golem's modifier + 5] * inventor level)
Winged
Speed 30 ft.
STR
Launcher
Dex
Con
Specialized
Sign-in
Wisdom
Intelligent Oversight
Cha
14 (+2)
Autonomous Action
12 (+1)
12 (+1)
Magical Nature
4 (-3)
Perfected Design
5 (-3)
Golemsmith Upgrades
Unrestricted Upgrade
1 (-5)
Immunity to damage, poison, and extrasensory
Immunity to charm, fatigue, fear, and poison
Senses Passive Perception 7
Languages It can recognize the developer's tongue, but has no ability to speak it.
When creating a golem, you can give it a type prefix once, in the form of the base chassis you want to use for the golem. For example, if you choose warforged, your golem becomes a warforged golem, and it takes the warforged transformation into your own base stats.
Your golem is roughly humanoid, buying the resilience and skill this composition gives it. It has a base strength of 16 (+3) and gains the ability to carry a shield, a normal weapon, and a combat implement.
Normal weapons are considered as follows: Slam: Chance to hit +5 (Con + Skill), Range 5 ft., Task 1. Loss 1d4 + 3 (Con).
Your golem takes on a four-legged appearance. It is larger and more durable, better suited to charging into combat or sniffing out its developers. It has base stats of Huge, base strength and siz e-16 (+3), natural scal e-16, and spee d-35 ft.
Natural Gun: Chewing: Influence +5 (physical strength + skill), range 5 feet, assignment 1. Penetration damage of 1D10 + 3 (physical strength).
Your golem is made based on flight creatures. Small and lightweight, like other golems, it adheres to the wings of difficult systems. The basic value is small and the flight speed is 30 feet.
Consideration of natural weapons: Hitting rate +4 (physical strength + skill), range 5 feet, task 1. Penetration damage of 1D8 + 2 (physical strength).
Your golem is made like a mobile turret and takes over the barista and other starting devices. The basic treatment is 16 (+3), spee d-25 feet.
Natural Gun: Hit +5 (agility + skill), range 60/240 feet, 1 task. 1D10 + 3 (agility) penetration damage.
Your golem will provide a challenge for all expectations, and its design will be determined by your personal creativity. Although it is somewhat durable and weighing, it expands larger in cooperation with your transparent intention. Golem starts with basic status, but you can choose two gifts upgrades that are not counted for continuous upgrades.
Natural weapons are considered as follows: hit: 4 (physical strength + skill), range 5 feet, task 1. The loss due to the hit is 1D8 + 2 (physical strength).
From the third value, if you can help your target as a bonus effect, you can apply the effect of "help".
Furthermore, if the supporter (including your golem) applies the effect of "Help" to help attack a creature, the attack task is not 5 feet, but the ability to stay within the range of 30 feet. There is a possibility that the union will see and hear you.
From the fifth value, when introducing golem impacts and reactions, you no longer need to consume impacts and reactions in front of you to engage with golem, and the golem is within 60 feet of you. Meanwhile, he has the ability to work on transferred mental orders.
If the golem is not ordered to shock, it has the effect of "avoidance" in a duel.
Further five levels, golem's natural pistol overcomes the magical resistance and has immunity to attacks and damage with no magnification.
From the 14th level, golems have the ability to add their minds to all sel f-throwing attacks, skills tests, and saving brushes.
Alkan Barrage weapon.
Attach a hanging weapon to your target to make it more optimal and assault with Arkan Power. As an impact, golem has the ability to say magic missiles without wasting the spell connector. This spell does not include words or body components.
After applying, the gun has no ability to r e-apply until the inventor has completed a short or long entertainment.
When GOLEMOSMITE reaches 5 levels, the magic level of "Magic Rocket" is 2 levels. It rises again when it reaches 11 levels (3 levels) and 17 levels (4 levels).
Arcine Resonance
Make a magic essence connector and attach it to the golem core to spread the magic effect on yourself and the golem. You can arrange the spells only for you to act on your golem.
Proposal of protocol
5th Level Upgrade
Execute a reaction protocol to your target to defend the golem owner. Golem receives a militar y-style "protection".
Flame radio weapon.
You will attach a weapon to your golem. The effect is that Golem has the ability to cast a spell of "burning hands". DC income by this spell is equivalent to DC income by your spell. When casting a spell in this way, the spell does not include words or physical elements. Later, this tool has no ability to r e-apply until the inventor has completed a short or long entertainment.
When the golem Smite reaches 5 levels, the degree of spells in the "burning hand" increases to two levels. It rises again at the 11th level (up to the third level) and the 17th level (up to the fourth level).
Pressed agility
You create advanced gears and joints for golems. Your golem agility indicators increase by 2, and in effect, the golem increases the legal ability to perform instructions that require detailed exercise skills. If this experience later gains 16 or more golem agility, golem gains experience with bandit tools. If this experience is later instructed, if the golem agility is 18, you will gain a "secret" experience.
This enhancement can be received multiple times. The largest indicator of golem agility is 18.
Capture attachment
Attach a pair of pairs that change the shape by your choice. In order to capture, it is linked to two extra golem hands. Apart from this, your golem gains the same takeoff speed as the movement speed until this accessories are used for capture.
Rome scale
You can wear an armor suit that is difficult to your target and let the armor uniform. Your golem armor class is created by the armor class shown by equipment. Meanwhile, golems are integrated in this way and have the experience of owning this armor. The buil t-in armor can be replaced or removed at any time, but it takes twice as much time to remove the selected ones that resemble a normal uniform or armor.
9th Level Upgrades
If your gollemam is wearing a sad armor, the gollemam is drawn to the agility (secret).
Magic Essence
Pour magic essence into your golem so that you can synchronize with one magic at a time. As a result, golems can be synchronized with one magical one at a time.
Structural constitution.
You have strengthened your golem with a defensive layer and dual system. The "constitution", which is the indicator of his ability, increases by 2, increasing stability and strength. According to the instructions of this experience, if the golem constitution is 16 or more, you will have a salvation experience exceeding your constitution. Then, if the golem constitution 18 gains this experience, you will be overcome by throwing your income from death.
Roleplaying a Warforged Companion
This experience can be obtained multiple times. The largest indicator of the golem constitution is 18.
Regular power
You create an enhanced frame and energy key in your golem. The power indicator of your golem will increase by 2, increasing the legal ability to execute tasks that require strong power. After that, if the golem's physical strength is 16 or more to gain this experience, the golem gains the experience of throwing Saving Throw to Power. To outsource this experience, if the golem's physical strength is 18, you will gain exercise experience.
This experience can be obtained multiple times. The largest indicator of the power of the golem is 18.
11th Level Upgrade
Battle route.
Improve how to manage your target so that you can fight more effectively. Your golem can be purchased only once in a military method, such as fingers, duel, and fighting huge weapons.
Masking device
Attach the Arcane Cloaking Camouflage device to your target. By applying this device, golem can impose invisible to the spell connector without wasting it.
After installation, this device cannot be installed again until the inventor has completed a short or long entertainment.
Expansion edge
You will strengthen your golem to the maximum volume large in terms of increasing the category of volume per unit. If your golem grows to gain this enhancement, the golem is superior to the control of the force and the throwing savings, and the maximum number of golem hit points is 5 + ([Golem's physical strength corrected value. +6] * It becomes equal to the degree of inventor).
In this process, you can examine whether your golem has the best physiology for working as a mounting for this purpose. This update may be applied, but you cannot place a large golem or more.
15th Level Upgrade
Steel strength requirements: Large golem above average, golem physique 18.
You increase golem defense and stability. Your golem will be counted as a thre e-quarter support for creatures within a radius of 1, 5m (as long as with the attacker) or the creatures on it. Furthermore, while contacting the ground, you cannot move against your will.
Panel communication
By learning the esoteric basics of shield golems, you can understand how the shield golem protects the controller and apply it to your golem. Your golem gains the ability to cast protect tape without using spell rock. No material is required to cast spells in this way.
Once a spell, the golem cannot use the spell again until a short or long rest.
Powerful charge. You can select this upgrade twice.
You will improve the charge speed of the golem and increase the movement speed by 1 or 5 meters. After this improvement, if the movement speed of the golem is 12 meters or more, you will gain the ability to use the Force Strike after moving straight to the golem in a straight line before the attack; when the attack hits, the target is DC8 +. Golem skills + Golem Strength Modified Strength Save Roll must be performed on the ground.
- Sign of life. Inconformed: Launcher chassis.
- You have gained insight into the magic, marked the amount of Warfor Golem, and turned him into Warfor Companion. He gets 10 intelligence, 10 wisdom, and 8 charismatic points. This will allow him to execute, talk about objects, and memorize without directing directly.
- Get Saving Slow skills using intelligence and wisdom.
Infusionsmith
If you select the upgrade of your life, your Warfor Golem will be a friend who can learn, think, and have opinions. Think about how this will affect your exchange.
Basically, Warforgi's friends are still completely faithful to the Creator, but gain their own personality and thinking.
Overdrive
Infusionsmith's Proficiency
You create a special mode where your golem can exceed that limit. As an action, you can charge the golem of energy and give a rush effect on the number of rounds, equal to your intelligence revision. Once used, this action can only be used again after taking a long rest.
Air depth.
Infused Armament
You add a new mobile mode to your golem that makes it possible to fly like a complex machine wings or propeller. The flight speed reaches 30 feet.
Animated Weapon
Multi Gakuru-Protocol.
When your golem is used as an "attack", the golem has the ability to attack twice instead of one time.
Blasting Rod
Thunder Clatter requirements: Golem with a huge volume
Your golem has the ability to apply the junk of magical energy when you lower your legs by applying the size and magical nature that has grown personally. Your golem has the ability to change all thunder attacks with spells, and use a DC rescue to cast spells and the degree of inventor.
Infused Weapon
Golem transforms.
You attach wise functional parts that can reduce the volume of your golem. The golem has the ability to decrease to one volume, but is now rounded, and each movement speed is smaller by 10 feet. This process takes a minute to call or return.
Artificial origin. Important prerequisites: Signal of life.
Spell Manual
Your enhanced partner has begun to explore new things using your own opportunities and have a class degree you chose. The hardened partner has all the characteristics of the first meaning of the selected class. This does not include HP, hit rate, class skills (for example, if you choose a "hunter", you can only get "combat style" and "second wind").
This reinforcement can be selected a certain number of times, and each time you select it, you can receive the new degree of data and the characteristics of the first value of another class.
Learning Spells of 1st Level and Higher
Serious weapon
You can enhance the effect of golem's natural guns and give a fatal blow. When your golem attacks, you can get your experience from the attack. In this case, if the attack drops, the attack can be damaged by twice the cost of the professionalism.
Infuse Magic
General power
You connect your golem energy key to your personal soul so that you can use power, and you are yours.
The influence is that your golem will spend time from your spell slot and cast a familiar spell.
Extra Attack
Additionally, during extended entertainment, it takes 1 hour to develop magical objects, scrolls, and potions.
Empowered Infusions
You or your golem can abandon your impact and have others have a subsidy effect. This auxiliary effect has the ability to apply only for attacks (one weapon attack only), acorn, departure, shelter, and target use.
In a family, blacksmith is the most typical image of the inventor. While other inventors are busy with machinery and crafts, blacksmiths are the inventors who like mystery.
Benefits of Flexibility?
They are at the forefront of magic engineering and know the principle of using magic. Blacksmith-Konobler contains all reasons for calling a wizard a impulsive caster, these inventors can make magic carefully, and they thoroughly form a for several hours or long spells. Because I am satisfied with all possible possibilities and work on my mystery.
Infused Focus
The blacksmith's inventor has a magical swordsman, a Bubkinist character 2-intention of Bubkinist 2- with sticks and bags, and an absolute trick that has never been exhausted. Some will stand in the animated blade, other thing s-shooting from crossbows that are absolutely clear, but their overall content is to arrange themselves. Hard that introduces rhythm.
Selecting this firs t-level specialized field will give you the opportunity to work with jewelers and calligraphers.
Unrestricted Upgrades
Knowing the magic of tinker can emphasize the natural aptitude for writing scrolls with spells. Creating a scroll with a magic spell is half the normal required time and material cost.
In the first sense, you can make a powerful weapon to arrest him with you in the battle. At the end of lon g-term entertainment, select one from the following infusion. Injecting will work until the end of your appropriate lon g-term entertainment.
When you touch a close battle gun, the gun will be resurrected. You can carry a living gun and let it sleep, but in the finished appearance, you will swim near you. In the meantime, the resurrected gun is ready, you can attack them with the "attack" impact context, send them towards the target, but it is all attacks that commit to the direction of movement. Must be suitable for the same task as 1.
This special attack is considered an attack by a spell of a close combat with a range of 30 feet. This range is 15 feet when the gun contains heavy attributes, and 60 feet if the gun contains light attributes. When the attack falls, it gives the weapon weapon's cube + your spirit correction.
You will touch the no n-magical Bolban stick, sticks, rods, or wands to give you the ability to recite. Cut one spell that does not require concentration from the wizard list. After that, as an effect, you can apply an explosive bar to say this spell.
Once you make some losses to creatures or objects with your own explosive rod, you can add a personal revision value to the damage given by this target.
You touch the gun and cast the effect with a spell. In the meantime, this gun is fascinated, and only you-and you are the one.
A tool with a staff can be used as a simple gun, but with a useful feature: you can use your mind's personal modifier for throwing attacks and guns instead of your strength or dexterity modifiers.
Infecting a gun increases the damage cube once it has one, making it worth D12 (for example, an infected dagger's loss increases from D4 to D6).
At 3rd level, you receive spell guidance with two spells from a 1st value wizard of your choice. Your "spell guidance" is a repository of all the spells popular with you that are not related to inventor spells.
You cannot say these spells, and they are not provided in your list of popular spells, but if you want to research a new spell of an inventor, you can choose this spell from the spell list in your spell guide, not the list of inventor spells, and you can essentially say it during this time and during this time.
Magic Wand Spell Level
You can write down the inventor's spell in your spell reference as if you were copying it from a written spell. Each time you gain an inventor degree, you can add one wizard spell of your choice to your personal spell guide without doing anything. Each of these spells must be a meaning for which you have a spell slot, as shown on the Inventions table.
During your adventures, you may find other spells that you can add to your personal spell guide. For each spell meaning, this process takes 2 hours and 50 gold.
In addition, at 3rd level, you can add a personal spell guide to your magic item. During a special ritual that takes 1 minute, you can use the spell-connector to cast a simple spell, but rather than starting to work, the spell is stored in the subject for its next use.
Afterwards, any creature with spirit 6 or higher who has it will understand that it is essentially invested with mysticism and will have the ability to expend its stored magical energy to cast the spell.
The spell is used by your spell-modification, but in all other respects, the spell functions as if the creature who held the object had cast it. If you end an extended entertainment without expending any stored spells, the mysticism invested in something will disappear.
From the 5th value onwards, when you "attack" with a personal move, you can attack twice instead of once.
Also, at level 5, your "animation weapons" become stronger. When you infect or revive an enemy, you can infect or revive another weapon (2 infected weapons, 2 revive weapons, or 1 of each). Also, if you have a certain number of "weapons", you can attack each of them one by one, and the attack target can be the same or different.
If you cast a spell using an infuse magic or wand (upgrade magic wand or normal wand), you can cast spells using Radiant Wand as a bonus action.
If you have an animation weapon and an infected weapon, you can attack either one twice, but if you rely only on animation weapons, you can only attack. If you create two weapons, you can use one of them to attack different creatures to share the attacks as usual. Alternatively, you can animate close-distant heavy weapons and long-distant light weapons.
From the 14 levels, a powerful spell can be solved for the target. When casting a concentrated spell, the spell can be fixed to the target (eg, cane, sticks and weapons), and there is no need to maintain concentration. The spell lasts several rounds, equivalent to your intelligence revision value, and then the spell ends.
After using this ability, you must take a short or long rest before using it again.
5th Level Upgrades
Animation archer
You are mastering animation spells, and you can use the characteristics of "animated weapons" in a long range and ammunition wedding. The animated lon g-range weapon rises next to you and can attack the one in the radius of the weapon with a spell.
This attack gives weapons damage + your intelligence-correction when you hit. This weapon requires ammunition and can carry ammunition up to 30 units at a time.
Arkannaya Weapon
You are learning the ability to book yourself with a magical spell. You learn Magic Armor Spell. Under the influence of Magic Armor Spell, you can fix your intelligence instead of dexterity. This is only possible if other sources have not modified the intelligence to AC. In addition, it gains resistance to forced damage.
Real weapon
You can cast a weapon return spell without consuming a spell slot, but if you use this feature to a second weapon, the spell will immediately disappear from the use of this function.
If you cast a spell using the magic wand
You can make a new cane and invest the first value-spells, or more value in your wand in your spell guidance. This Bacillus does not generate options and has the ability to apply only. The spell must be the meaning of the inventor (when this enhancement) can be said. This stick has three charges.
The charge can be used only once, and you can cast the spells selected at the basic level. After a long period of this stick, all charge will be resumed.
This update can sometimes be selected, and everyone selects different spells.
Magic Bacillus, developed by upgrade-slot support at 3 levels, has the ability to cast only the first spells each time. At 5 levels, for example, upgrading two canes, you can cast the first spell and the second spell. Bacillus is all the same as upgrades of the third value, including when the update is replaced later, and is selected as if it has the ability to cast only the first value spell at the third value. Masu.
Experienced animation
You can strongly control the magic of animation guns, and attack with that support buys military manners. The attack by on e-handed guns in a close battle is "duel", the attack with tw o-handed guns in close combat is "battle with solemn weapons", and the attack with long range tools is "onion bow art."
Soul bond
You establish a special magical tie between yourself and other creatures. When one of the creatures connected with this ability fails, the spas blowing of wisdom, spirit, charismatic, and destruction fails, the other character is the failed scope that failed. He has the ability to arrange Savorska's personal scope. If this legal ability is used to throw a Saving Throw, the switch is replaced by 20. If the lab is replaced by this ability, it does not have the ability to r e-apply, but both creatures will not be completed in relation to short or long entertainment.
This relevance has the ability to be established with another creature at the end of lon g-term dating.
Protection Granite
You learned to put a protective spell on something. This is the same temporary hit point dispatch as your inventor's level. Those who have installed this one receive all temporary hit points, and the rest are stored in this spare, but they are lost when the creature is no longer installed.
The temporary hit point pool will be updated when the inventor who created it finished lon g-term entertainment.
Mobile spell
For example, by enchantment to what you wear, such as a scarf or cloak, you can climb the wall, catch enemies, and hack the castle. By consuming the firs t-level spell lock, you can gain physical strength and agility skills until a long rest. By consuming all the magic of the target, you can get more advantage in one check of this skill, and the effect stops immediately after the check.
Animation shield
9th Level Upgrades
You apply your animal magic to the shield. If you touch the shield when the long rest is over, the shield will come back and protect you until the next long rest. If you are equipped with a shield while the shield is protecting you, you get the advantage. You cannot benefit from both the resurrected shield and the shielded shield.
You have a busy shield, but you can use the reaction to dispatch it and protect your ally within a radius of 30 feet. You can impose this attack, but you will not benefit from animation shields until the next move.
Secret ammunition
Includes a special magic that gives a magical ammunition to a long gun. Weapon damage becomes power and no ammunition is required for shooting. If the weapon has a "drawer" attribute, the "drawer" will be gone.
Reflective weapon
Near-As long as you have a living room in the battle, if you attack a weapon, you can use the reaction to throw D8 and add it to your AC to prevent attacks. You may decide to prevent attacks after throwing. If you succeed in blocking such an attack with a melee weapon and the attack comes off, you can immediately attack the target once.
If you try to prevent attacks with weapons in this way, until the end of the next course, if you use the "attack" action, you can only attack with weapons and attack with a pas s-through weapon that prevents attacks. I can't.
Herming Shadow
You study the spell "Shadow Blade". If you have a blade enchanted by the "Shadow Blade" spells, you can attack as an enchantment weapon.
Small security ring
You create a security ring prototype. The creature with it can +1 that armor class.
Injecting evil.
If you are beaten with a metal weapon, you can cast a heat metal spell for the weapon. In addition, you study heat metal.
11th Level Upgrades
Ring of reaction
You create a trivial magical ring. Any creature wearing it has the ability to add your mental modifier to its own Dexterity gain rolls and initiative rolls.
Displacement Bind
As a bonus effect, when you are attacked with an infested or animated touch weapon, you can use the first value of the spell socket to teleport to an uninhabited area within a distance of 1. 5 meters before it returns to you. This spell can be used even if the attack misses its target.
Reactions to Weapon Spells
Arcane Weapon, Magic Weapon, Elemental Weapon, and Scorpion Weapon spells cast on animated or enchanted weapons affect all animated or enchanted weapons. In addition, Arcane Weapon, Magical Weapon, and Elemental Weapon spells can be cast on the weapon, even if it is already considered magical.
Spellsword's Technique
Weapon Enchantment Research
When you enchant a weapon with Arcane Weapon, Arcane Weapon, or Scorpion Weapon, the weapon deals an additional 1d4 force damage. Elemental weapon damage is increased by 1d4.
In addition, when making a Constitution saving throw to maintain concentration with an Arcane, Magical, Elemental, or Scorpion weapon, you gain advantage on the saving throw.
Explosive Armament Prerequisites Arcane Arment.
If you take damage, you can end the effect of your wizard's armor and cast Thunder Step without wasting a spellbox. Using Thunder Step in this way deals strength damage instead of lightning damage.
You cannot say these spells, and they are not provided in your list of popular spells, but if you want to research a new spell of an inventor, you can choose this spell from the spell list in your spell guide, not the list of inventor spells, and you can essentially say it during this time and during this time.
How to get high level spells?
Dimensional Pocket
15th Level Upgrades
Enchant the pockets of your equipment to hold much more than they appear to at first glance. The bag fits through a 15cm hole and can hold anything up to 50 pounds. It otherwise behaves the same as a purse.
Invisibility Cloak
You create an invisibility cloak. Equipping it allows a creature to cast invisibility an unlimited number of times without wasting a spell socket. No concentration is required when casting the spell in this way. It cannot be used again until the end of a short or long game.
Boiled Charm
High Level Wands & Rods
You cast a magical spell on your equipment, creating a limited version of an unexpected event without using any materials or spell slots. In this case, the spell caused by the unexpected life event must be a spell of the second value or lower, and will end if you end the long entertainment before the unexpected event occurs.
Potionsmith
If you cast an adventuring spell in this way, you can only cast it again after a long rest.
Spell Trap Ring
Potionsmith's Proficiency
Seal powerful magic into a nonmagical ring. You can use this ring to cast counterspells without spell lock. If you cast a counterspell this way and it is successful, the counterspell is stored in the ring. You can then cast the spell without spell lock, but if you don't do it before you finish a long rest, it will disappear.
Once you use this ring, you can only use it again after a long rest.
Alchemists and Potions
Magic Broom
You can turn your broom (or anything broom-like) into a flying broom. If you set a command word on your broom, it will obey only you.
Alchemical Reagents Pouch
Weapon Enhancement
When you strike a creature with your weapon, as a bonus action you can infuse the weapon with arcane energy, dealing an extra 3d4 power damage. When you use a weapon in this way, you can expend a 1st-level spell square to further increase the damage. The extra damage is 3d4 per 1st-level spell square, plus 2d4 for each spell level above 1st.
Instant Reactions
Mixed Media
When you use your action to cast a spell with an explosive stick, you can make a single-target attack with an animated or tainted weapon as a bonus action.
You create an explosive wand that can create a raging blade, and you can use your hybrid talent accordingly, attacking with an inanimate weapon in your other hand to create a raging blade and attack as a bonus action.
Alchemical Infusions
Bottle of Life
You learn a powerful magical infusion that infuses a creature with life energy. You can cast the regeneration spell without expending a spell slot. Once you have cast this spell, you can only use it again after a long rest. | Wand |
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1E | You can select this upgrade multiple times, choosing a different spell each time you perform this upgrade. |
2E | Highly animated objects |
3E | Third animation gun |
4E | The blacksmiths have the ability to rise even if they do not have a sufficiently high level, but hig h-level sticks and wands may be quite valuable. |
5E | Potion has the ability of a scientist who understands all the knowledge of the world or a reflective mirror that opens a hidden hidden nature. Their knowledge can be received in any chance, such as gratitude with fairies and free admission to the Royal Library. As a race, potions have all possibilities. |
If you select this specialty at one level, you will have the opportunity to own a furnace, alchemist's equipment, and a set of medicinal herbs.
Alchemy knowledge will give you a natural talent for cooking potions. Making potions with simple vessels will only take half time and cost.
When developing a potion manufacturer, you will immediately imagine the potions that appear in most D & Amp; D, from simple healing potions to the famous storm giant's famous power potions. However, it is not necessary to be a potion manufacturer, as the criteria for making potions do not apply to all classes.
Alchemists with specialized knowledge are clearly excellent in making potions, but these potions are not considered the core of the class.
At level 1, you have a bag with the necessary basic reagent. It's the same as the wizard has the ability to carry a bag containing parts. You can take out them by putting something that may be needed and using the opportunity to demand it. When you put on this bag, you use potion maker abilities. This bag is an alchemy tool for craft.
If you pollute your personal bag with a reagent, you can consume 50 gold and get the necessary supplies again, or spend one day and collect free of charge in a natural environment.
On Creativity and Catapults
Level 1 knows how to get the reaction immediately without complex operations, such as chopping, boiling, and cooking, which are important for more luxurious recipes.
In addition, you understand a considerable number of ways, so if you have some normal consumables, you can literally select a wide variety of things that can be collected in any field, and some props from a reagent bag. These results can be obtained.
Practiced Quaff
Select three appropriate things from alchemy acid, alchemy flame, reinforced smoke, healing draft, and poisonous gas. These reactions are not counted when calculating the number of upgrades that are popular with you.
Empowered Alchemy
At the third level, we will bypass the alchemy brewing process and find a secret that can create a huge magical effect by blowing your own magic directly into the potion. After a short time or endless fun, if you have an empty bottle at hand, you can select one or more appropriate spells and cast it with a spell slot.
Infusion Expertise
Game level
Potionsmith Upgrades
Unrestricted Upgrades
Tinki spells
1E
Healing of wounds, fog clouds, lubrication, heroism
2E
Nyoronyoro shells, fragments, minimum recovery, bow
3E
Brink, Aqua Breath, Smerry Cloud, Rush
4E
Stone skin, confusion
5E
Healing of wounds, fog clouds, lubrication, heroism
If you cast a spell in this way, the spell does not start working immediately, but flows into the potion.
If spells are effective or recovered, the creatures have the ability to use them or move them as effects on other creatures.
If the spell is aimed at an area of effect, you can literally throw the bottle up to 9 meters, breaking it on impact without doing any damage. The area of effect appears when the bubble breaks, and the effect is concentrated in the space where the bubble breaks. If the spell is aimed at a creature, you can treat the bottle as a ranged weapon. You use the bottle to turn a spell attack into a weapon attack.
4E
Spells that don't require concentration function in simple mode. Infused potions lose their power if not used until after a substantial extended entertainment.
You can gain auxiliary spells for your alchemical infusions through alchemical enhancement.
The trait says that you can literally throw a bottle of tincture up to 9 meters, but the trigger simply says that the effect begins where it breaks.
If you find another way to transport the bottle, such as the catapult spell from the inventor spell list or a real catapult, you can use those methods.
Additionally, at 3rd level, you gain the ability to consume potions and tinctures as a bonus effect.
Starting at 5th level, during your personal turn, when you use an instant reaction or alchemical infusion to inflict loss, inflict short-term hit points, or restore health, you can add your personal spirit modifier to the damage dealt or health restored.
Starting at the 14th value, if you create an alchemical flask at the end of a short-term or long-term entertainment, the first alchemical flask you develop does not require a spell lock for infusion, and you can choose an alchemical flask that you do not otherwise own. If you create this bottle, you will have a pretty valuable spell lock.
Alchemical Flame
As an impulse, you can create a reaction that creates a scorching flame. At a point with a 6 meter radius, you can quickly combine and cast reagents that create a scorching flame in a 1. 5 meter radius. Creatures in this area must make a dexterous throw against your spell acquisition DC or take 1d8 fire damage.
Damage increases by 1d8 at the 5th value (2d8), 11th value (3d8), and 17th value (4d8).
Alternatively, you can use a bonus action to prepare it as a ranged weapon in your possession until the end of the course, with thrown (20/60) and finesse properties, and dealing damage equal to the number of failed saving throws against the effect (but without adding your Power or Dexterity modifiers).
Alchemical Acid Instant Reaction
You can create a reaction to form a caustic acid. As an action, you can leave this combination of ingredients at a spot within a 20-foot radius, spraying the acid within a 5-foot radius. Creatures in this area must make a Dexterity throw against the DC to save against your spell or take 2d4 damage from the acid. This acid damage deals double damage to buildings and objects.
When you reach level 5 (4d4), level 11 (6d4), or level 17 (8d4), the damage increases by 2d4.
Additionally, you can use a bonus action to hold it as a ranged weapon, and until the end of your move, it has the properties of thrown (20/60) and finesse, dealing damage equal to the sparen's failure against the effect (but not your Constitution or Dexterity modifiers).
Instant Reaction Dragon Track (refresh only)
As an action, drink a bubble of reactive liquid that can instantly burst into a burst of elemental destructive energy. You can choose cold, fire, acid, or lightning. Cold and fire work in a cone of 10 feet; lightning or acid work at a range of 15 feet. Any creature within this range must make a Dexterity throw against your DC-save or take 1d8 damage from the chosen elemental type.
At level 5 (2d8), 11th (3d8), and 17th (4d8), the damage increases by 1d8.
Explosive Reaction Instant Reaction (increase only)
Creates a small destructive explosion. When you aim at a spot within a 20-foot radius, you cause an explosion as an action. Any creature within 10 feet of the target must make a throw against the Constitution DC to save your spell or take 1d10 damage from the shockwave of the explosion.
The damage increases by 1d10 when you reach level 5 (2d10), 11 (3d10), and 17 (4d10).
You can also use a bonus action to prepare it as a ranged weapon, which has the slow (20/60) and finesse properties until the end of its course, and deals damage equal to the failing effect of the save from (but not your power or dexterity modifiers).
Reactive Instant Enhanced Pair
You express a fresh instant reaction, a powerful amplification catalyst. Targeting a single point within a 6 meter radius will cause a burst of steam. Creatures within a 3 meter radius of the motivated point are likely to hold their breath and not inhale, but those who inhale the smoke temporarily gain 1d4 hit points, take 1d4 extra damage if properly hit with a striking weapon, and benefit if properly hit with a rescue roll. All other good features disappear at the end of your turn.
Temporary hit points and damage bonuses increase by 1d4 when they reach the 5th value (2d4), 11th value (3d4), and 17th value (4d4).
Delivery Device
Tune the strength of your reagents and design the optimal delivery device. You can target a point within a 12 meter radius and direct your direct reactions (including reactions gained through upgrades such as burst reactions) towards that point. This precision makes you better at targeting your effect than anyone else, allowing you to mechanically and skillfully cast creatures of your choice in the area of effect at your effect.
In addition, when making an attack roll from a potion or instant reaction, you can use your personal intelligence instead of your dexterity on the attack roll.
- Instant Frostbloom Reaction (Update Only)
- You create an endothermic reaction, causing a second frostbloom with devastating localized cooling. If you target a spot within a 20-foot radius, ice erupts on impact.
- Any creature in that area must make a dexterity roll against your spell acquisition DC or be pinned by the ice, taking 1d6 cold damage. The creature may use its influence to help the fighting force and be the first to break free of the ice.
The damage increases by 1d6 at the 5th (2d6), 11th (3d6), and 17th (4d6) values.
Instant Reaction to Healing Draught
As a bonus effect, you can create combinations that result in powerful magical recovery. After you create a draugr, you or another creature can use your influence to eat it or give it to a creature within a 5 meter radius before the start of your turn. The pebbles heal 1d8 hit points. If you have the quaff practitioner skill, you can use healing draught as a fraction of the bonus effect you use to cast it.
You learn a powerful magical infusion that infuses a creature with life energy. You can cast the regeneration spell without expending a spell slot. Once you have cast this spell, you can only use it again after a long rest. | Wand |
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1E | You study the alchemical process of creating a homunculus of Miano. You can cast the "Find a Friend" spell without wasting a spell connector and without needing any material components other than your alchemical reagents and blood (as described in the spell). An image of a friend is created by a construct or monster, and he has the ability to be noticed in a small form as you wish, but uses the health of any creature with the ability to be caused by a simple methodology. |
2E | Gain the ability to resist poison damage. |
3E | Long-term Exposure |
The duration of an alchemical infusion you use on a spell that requires concentration is increased by a number of rounds equal to your price of professionalism.
Reaction Duration
Your reactions that affect the motivated area are accumulated in this area before the start of your right hand. Any creature that falls or completes the personal step of the effect must repeat the switch behind the effect. You can choose not to have any reactions remain at the time of the impact that caused that reaction.
You learn a powerful magical infusion that infuses a creature with life energy. You can cast the regeneration spell without expending a spell slot. Once you have cast this spell, you can only use it again after a long rest. | Wand |
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1E | Gifter's Professionalism |
2E | Contact poison. This poison can be applied to one weapon or 10 ammunition, weapons and ammunition can further damage 1D4 poisoning, and the weapon can do 10 times to poison. |
3E | Inhalation poison. This poison can be used to change the reaction to the poison gas. By using this amount of poison, you can make the immediate reaction to the poison gas a radius of 6 meters, double the damage when rescue failed. |
Poison, which was not used before the next long rest, has lost its power, and it has no effect.
Secret of flight
Learn the secrets of blowing the ability to be released from gravity into alchemy tinkki. You can add the following spells to the list of spells that can be injected with alchemy:
You learn a powerful magical infusion that infuses a creature with life energy. You can cast the regeneration spell without expending a spell slot. Once you have cast this spell, you can only use it again after a long rest. | Wand |
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1E | Feather fall |
2E | float |
3E | jump |
When a long rest is over, you can make potions using feather fall without using spell locks.
Kibbles' Generic Spells
Secret of fire
Secrets of.
You learn the secrets of injecting fire into alchemy tinkki. You can add the following spells to the list of spells that can be injected with alchemy:
Game level
Spell of tinker
1E
The Implications
Fairy fire
5th Level Upgrades
2E
Dragon breath
3E
Fireball
9th Level Upgrades
Fairy fire potions can be made at the end of a long vacation without using a spell box.
Secret of frost
You learn the secrets of blasting the alchemy tinkki. You can add the following spells to the list of spells that can be injected with alchemy:
Game level
Spell of tinker
1E
Agatis armor
2E
KGE's cold smile
3E
Fast Freezer KGE
Agatis's armor potions can be created at the end of lon g-term entertainment without wasting the spell connector.
If you do not use kge, change "COLD" to "blizzard" and "Freeze" to "ICE STORM".
Almost all sets consisting of three spells, such as one, tw o-value, thre e-value spells composed of instant buffs, and spells that have a loss for a specific topic.
If you are not displayed here, spend the additional options with your DMU, in fact, you need for you.
11th Level Upgrades
Coat the gun.
You will learn how to coat any guns and ammunition of your instant reaction that starts the operation when it is acquired. As a bonus effect, you can use your own instant reaction for close combat pistols and ammunition. Until your course ends, coating this tool or ammunition and hitting it will cause an immediate reaction to the target. Creatures are mechanically losing and recovering in response to reactions, but generally prepare to switch income for additional effects.
It resumes well and has an immediate response that does not cause a loss. It has the ability to use through gun coating, but the loss of the gun is not delayed, which is likely to allow arrows from the flow of winds covered with healing draft if your follower strikes. is.
Adrenaline serum
You make a powerful serum. This serum can be used once as a bonus effect of the personal course. The use of this drug increases the number of rounds of the "intelligence" attribute (maximum +5) of the "intelligence" attributes (maximum +5) of the attribute of the ability and agility. Meanwhile, it is under the influence of adrenaline serum and gains excellent qualities as a hero. After that, the effect of serum disappears all at the start of the right course. When the effect ends, your speed is double and you cannot use adrenaline serum before moving right.
Explosive powder requirements: Explosive reaction
You succeeded in stabilizing and improving your explosion reaction. You can cook in mind-modifier in an explosion reaction that does not explode immediately. The explosion occurs only under the influence of the flame. These explosion reactions are activated for one minute and then loses power. The biggest loss obtained from the explosion of some explosive reactions is twice as high as one explosive reaction, but the structure is absolutely lost from several explosion reactions.
Aromatherapy.
Explosive powder requirements: Explosive reaction
Infusion of Stone
15th Level Upgrades
Use your alchemy arcanum to create a permanent granite. You can apply this granite in the process of creating a potion in place of a spell slot, up to the highest level of the spell slot you can say.
You can apply this granite once in place of a spell slot in a drink. Then resume this condemnation.
Potion of Mana
For a short entertainment, you can create a mana drink. The mana potion loses its own power if not used within an hour. As a result, the creature has the ability to use the mana potion to resume a connector of a spell of their choice, up to the third value.
Enhanced Reactions.
Improve your reactions, increasing their power. The cubes you throw to determine the harmful or healing effects of your reactions increase by one unit. That is, D4 becomes D6, D6 becomes D8, D8 becomes D10, D10 becomes D12.
Rocket Team
Thundersmith
Requirements: Explosive Reactions, Delivery Device, 9th Value Inventor
Combining your knowledge of explosives with your Delivery Device and Stabilization abilities, you can take it to its logical extreme.
You can choose any direct reaction that works for you as the desired load for your missiles. Rockets must be prepared in advance, and a number equal to your Mind modifier can be prepared at the end of a short or long rest. Unused rockets must be redone during entertainment due to their volatile ingredients, but you have the ability to store other loads used to make them.
Thundersmith's Proficiency
The missile is aimed at a location within a 500-foot radius, but the rescuer's DC-throwing is reduced by 2 for every 100 feet; the missile then uses the immediate reaction effect selected at the motivated location as the desired cargo.
You can substitute the immediate reaction effect to load the rocket with up to 1 pound of other needed supplies.
Stormforged Weapon
Requirements True Homunculus: Well-Known Homunculus
As your skill increases, you will be able to use the true magic of alchemy. You can create a homunculus in exchange for the spell "Find a Friend", but this spell requires ordinary materials.
Magic
Thunder Cannon
When making a healing soup, you can add more potent potions. This healing decoction restores the maximum value of any cubes you discarded when you regenerate health, and has a greater healing effect. After you have made an enhanced healing potion in this way, you cannot make it again until you finish a long rest.
Hand Cannon
Perfect Reaction
Firearms In a Campaign Setting
Requirements: 11th-level inventor
In a moment of perfect concentration, you can make an impeccable instant reaction. When you throw a cube with damage, hit points, or temporary hit points, you gain the maximum cube and do not throw it. Once you have made a perfect reaction, you cannot do it again until you finish a short or long rest.
Kinetic Hammer
Poles Infusion
Charged Blade
Requirements: 11th-level inventor
Stormforged Weapons
You can make a tincture as an action. After you do this, you cannot do it again until you finish a short or long rest. | Crazy Alchemy | Requirements: 15th-level inventor | You can combine the lasting effects of two potions into one potion. | Philosopher's Stone |
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You create a philosopher's stone to recreate the wonders of alchemy. As long as you have a uniform supply of metal, you can create up to 1 pound (50 gold pieces) of gold per day. In addition, you can use a Philosopher's Stone in place of diamonds worth 500 gp or less as an ingredient in spells, and although it is not consumed by its use, it loses its power for 24 hours. | Using the Philosopher's Stone, you can brew a special potion called the Exir of Life. This potion takes 8 hours to prepare and requires at least 2, 000 gold worth of polished diamonds. A creature who drinks the Elixir of Life stops aging after 4d4 years. A creature who drinks this elixir is subject to the effect of Death's Gate, which lasts until it takes effect. | You can create more powerful elixirs, adding an additional 1d4 years of recovery for each diamond used. | Lightning smiths are inventors who harness the primal powers of the elements, focusing their powers into great creations. Impressive and fearsome, these weapons inspire fear in their foes and awe in their allies. | The reasons for asking a blacksmith to create such a weapon are as varied as the creation itself. Some coldly analyze the destruction they capture, constantly trying to improve it and set a more optimal destruction, some only consider it as a tool, a means to an end, and some enjoy the poles of lightning that herald the weapon's terrible power. |
Many see this weapon as the dawn of a new era, but in reality, possessing this weapon is a complex and dark art, as difficult as its creation, and only those who have mastered this device can truly understand and master it. | Selecting this feat at 1st level gives you skill with the rudirshchik and blacksmith's tools. | If your weapon requires ammunition, you gain knowledge of how to forge ammunition and can use your smithing tools to create ammunition during a long rest. You can create up to 50 rounds of ammunition during a long rest, with materials costing 1 gold for 10 rounds. | Lightning smiths are inventors who harness the primal powers of the elements, focusing their powers into great creations. Impressive and fearsome, these weapons inspire fear in their foes and awe in their allies. | If you lose your storm weapon or want to make another, you can create one within 3 days (8 hours a day) for 200 gold coins in metal and other resources. When you create a new forged weapon, it can be the same or a different type, and can have the same or different enhancements. |
Choose one below and check its stats on the Thunder Weapon table. | You use the power of thunder to fire long distances with terrible power and limited accuracy. It shoots out with a thunderous bang, bringing fear to the battlefield. | After leaving the guided barrel, the weapon uses the power of thunder to fire a round with the full power of the gun, though its effective range is significantly limited. | In many campaign stories, firearms are absent, and in some, the choice of an inventor with a thunderer proves inappropriate, but keep in mind that the inventor is someone who works with magic and explores its boundaries as much as or even more than technology. | Lightning cannons do not necessarily need to be gunpowder, even if there is gunpowder, and can be implemented by using elemental power with the support of various magical technology carefully studied. In most cases, the tremendous intent is more magical than technology, but can be balanced depending on the environment. |
Instead of firing bullets with lightning power, you can store that power in your weapon so that you can attack with destructive power. | Create a blade that directly pours the power of the Arashi element into the blade, and destroys the hit. This weapon gives a lightning dame when using the ThunderMonger spell. | Gun name | In many campaign stories, firearms are absent, and in some, the choice of an inventor with a thunderer proves inappropriate, but keep in mind that the inventor is someone who works with magic and explores its boundaries as much as or even more than technology. | weight |
kinds | Features | After leaving the guided barrel, the weapon uses the power of thunder to fire a round with the full power of the gun, though its effective range is significantly limited. | In many campaign stories, firearms are absent, and in some, the choice of an inventor with a thunderer proves inappropriate, but keep in mind that the inventor is someone who works with magic and explores its boundaries as much as or even more than technology. | 15 pounds |
Within the impact range
Ammunition (range 60/180), both hands, loud volume †, storm charge*.
Lightning Pike
Hand cannon
Thundermonger
1D10 penetration power
5 pounds
Arrival
Stormcharged vs. Thundermonger
Ammunition (range 30/90), light, loud †, storm charge*.
Devastating Blasts
Kinetic hammer
Unleashed Power
1D10 penetration + 1D4 Rumble
Thundersmith Upgrades
Unrestricted Upgrades
10 pounds
Close
How to merge your weapons.
Hold both hands, hard, noisy †.
Charge Blade
1D6 penetration + 1D4 Thunder attribute
3 LBS | Close |
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3 | Skill, volume †. |
5 | Lightning pike |
9 | 1D8 penetration+1D4 Lightning |
13 | 10 pounds |
15E | Reach, both hands, loud †. |
(*) Storm charge. If you use the impact, bonus effect, or reaction to attack with a storm charge weapon, you can only attack once, regardless of the number of attacks that can be performed. Otherwise, if you can make a second attack with this effect, the weapon will add 3D6 lightning or lightning damage as the attack is delayed once.
(†) Thunder: Your weapon will sound thundering within 90m when you attack.
You create a loaded blade and attach it to the tip of the stick. This weapon does lightning attribute damage when you use Thunderbolt Spell.
At Level 3, your weapon's elemental power will be very strong, and you will do additional damage to lightning attributes when you hit.
If you hit the target with your forged weapon, you can further cause 1D6 lightning damage. Once this bonus damage is done, you can only r e-give it at your turn.
Level 5 (2D6), 7 (3d6), 9th grade (4D6), 11 (5D6), 13-1 grade (6D6), 15 (7D6), 17th grade (8D6), and 11th grade (9D6).
It is often asked why the characteristic of "storm charge" and how it interacts with "Thunder". Storm charge of "The functional characteristics of" (like the characteristics of the previous road) "-An" -An-class.
From the fifth sense, if you make a mistake when attacking with your own thunder, you can consider it as a creature that made a mistake in the loss of the thunder, but in this case only the middle of the bonus damage is applied. Damage in this way is counted as a use damage to the thunder.
From the 14th value, when damaging "Thunderbird" and "Arashi Weapon", we will transfer the number of damage cubes equivalent to your spirit correction using a spell connector, and The number of cubes equal to the level of the spell slot can be maximized. A fresh throw must be applied.
Customized tool.
By giving a pistol design to a tool that does not have the quality of ammunition, it can adapt to the type of secondary attack, and a pistol with a "ammunition" quality with a loaded knife. You can do it.
If you want to call it a knife, you won't be a partner, but it has the potential to make any composition, from bayonia to more exotic ones.
Mysterious lightning
As a result of a lon g-time investigation of the internal device of the height tool, you have learned the mystery of lightning and lightning, so you can actually study the appropriate spells and use it as an inventor's spell.
Inventor level
game
Lightning K
Crack K
thunder
Jump K
5th Level Upgrades
Fifteen
Break of the Sky
Spells-You can cast the spell of "Oshik Lightning K" without consuming a connector, and after a long entertainment, you can apply again without consuming the spell-connector. Also, after the fifth time, you can activate "Crackle K" without consuming the connector.
Expansion of irradiation range
Improve the impact radius of your gun. If your gun has the characteristics of "ammunition", the impact radius increases by 30 feet and the maximum impact radius is 90 feet. If your gun has two properties called "ammunition", you will receive the "range" property.
There is a characteristic of "storm charge", and it is often asked how it interacts with "Thunder". Storm charge of "The functional characteristics of" (like the characteristics of the previous road) "-An" -An-class.
From the fifth sense, if you make a mistake when attacking with your own thunder, you can consider it as a creature that made a mistake in the loss of the thunder, but in this case only the middle of the bonus damage is applied. Damage in this way is counted as a use damage to the thunder.
From the 14th value, when damaging "Thunderbirds" and "Arashi Weapons", we will use a spell connector to transfer the number of damage cubes (at least one) for your spirit correction. The number of cubes equal to the level of the spell slot can be maximized. A fresh throw must be applied.
Connected. by a Rope.
Customized tool.
By giving a pistol design to a tool that does not have the quality of ammunition, it can adapt to the type of secondary attack, and a pistol with a "ammunition" quality with a loaded knife. You can do it.
If you want to call it a knife, you won't be a partner, but it has the potential to make any composition, from bayonia to more exotic ones.
Mysterious lightning
As a result of a lon g-time investigation of the internal device of the height tool, you have learned the mystery of lightning and lightning, so you can actually study the appropriate spells and use it as an inventor's spell.
Inventor level
game
Level 5 (2D6), 7 (3d6), 9th grade (4D6), 11 (5D6), 13-1 grade (6D6), 15 (7D6), 17th grade (8D6), and 11th grade (9D6).
9th Level Upgrades
Crack K
thunder
Jump K
Fifteen
Break of the Sky
Spells-You can cast the spell of "Oshik Lightning K" without consuming a connector, and after a long entertainment, you can apply again without consuming the spell-connector. Also, after the fifth time, you can activate "Crackle K" without consuming the connector.
Expansion of irradiation range
Improve the impact radius of your gun. If your gun has the characteristics of "ammunition", the impact radius increases by 30 feet and the maximum impact radius is 90 feet. If your gun has two properties called "ammunition", you will receive the "range" property.
There is a characteristic of "storm charge" for lightning, and it is often asked how it interacts with "Thunder". Storm charge of "The functional characteristics of" (like the characteristics of the previous road) "-An" -An-class.
From the fifth sense, if you make a mistake when attacking with your own thunder, you can consider it as a creature that made a mistake in the loss of the thunder, but in this case only the middle of the bonus damage is applied. Damage in this way is counted as a use damage to the thunder.
From the 14th value, when damaging "Thunderbird" and "Arashi Weapon", we will transfer the number of damage cubes equivalent to your spirit correction using a spell connector, and The number of cubes equal to the level of the spell slot can be maximized. A fresh throw must be applied.
Customized tool.
By giving a pistol design to a tool that does not have the quality of ammunition, it can adapt to the type of secondary attack, and a pistol with a "ammunition" quality with a loaded knife. You can do it.
If you want to call it a knife, you won't be a partner, but it has the potential to make any composition, from bayonia to more exotic ones.
Mysterious lightning
11th Level Upgrades
As a result of a lon g-time investigation of the internal device of the height tool, you have learned the mystery of lightning and lightning, so you can actually study the appropriate spells and use it as an inventor's spell.
Inventor level
game
Lightning K
Crack K
thunder
15th Level Upgrades
Jump K
Fifteen
Break of the Sky
Spells-You can cast the spell of "Oshik Lightning K" without consuming a connector, and after a long entertainment, you can apply again without consuming the spell-connector. Also, after the fifth time, you can activate "Crackle K" without consuming the connector.
Expansion of irradiation range
Warsmith
Improve the impact radius of your gun. If your gun has the characteristics of "ammunition", the impact radius increases by 30 feet and the maximum impact radius is 90 feet. If your gun has two properties called "ammunition", you will receive the "range" property.
thunder
Warsmith's Proficiency
You improve your storm power weapon, allowing you to channel your power within a 5-foot wide, 60-foot long area. From the start of your own course, if you have not caused thunder loss, you can make a special attack as an impact. Each creature must get a Dexterity saving throw against your DC spell's conclusion or loss, taking the same bonus damage from the "thunderlord" from the lightning manifestation on a failed saving throw, or 2 less on a successful saving throw.
Warplate Gauntlet
This counts as a denial of damage from lightning strikers. When shooting this way, no cartridges are used.
Point Blank Key Stats: Handguns
If you are within 5 feet of an attacking creature, throwing a ranged combat attack does not gain superior quality. Separately, you can apply your own manual gun to your proficiency attacks.
Artificial Strength
Silencer. Not compatible with Echo Boom.
Warsmith's Armor
Upgrade your Stormgrad Gun with a Jamming Sound Module. Your offensive weapons lose the "Volume" property. Separately, you can use a spell-connector of the second value to charge the outlet and cast the spell of silence.
Note: Sound--and accordingly thunder--does not have the ability to pass through silencers and does not affect creatures within the range of its impact.
Absorb Strike
Add a meliorator to your storm gun to gather energy from the environment. In response to stomping lightning or thunder, you can say "absorb element" without wasting a spell-connector. At the same time, you can use the absorb bonus loss gained from elemental absorption on any applicable attack with the tool, including when attacking a tool with a long range.
Sound Movement Prerequisite: The storm drag gun can lose a loss.
Warsmith Armor
You extend the scales of your gun and apply the revolutionary power it emits. When attacking your storm tool, it will lose if it has lightning in its movement, but it will be thrown 5 feet from the target that created the storm. This trick does not initiate a skill attack. | AC | Requirements: 15th-level inventor | You can set two single-target storm guns at the same time as single-target or consecutive augmentations, equal to the maximum number of augments. If you hold the other weapon and attack, you can make a different attack as a bonus effect, but both use the same "Thunder" spell. If you apply modifiers to the bonus attack damage ability, you don't apply modifiers if the modifiers are not negative or if you don't have a "Combat 2-Weapon" combat model. | Storm foder gun can be charged with both hands. | Philosopher's Stone |
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Your Storms Suming-Tools will receive +1 on the throwing of attack and damage. This enhancement is not summarized as an advantage obtained from Arcane Retrofit, and has the ability to replace it as a share of the price of Stormforged Weapon Pistol by Arcane Retrofit. | 18 | Echo tree. It is incompatible with the silencer. | — | Put the assistance into a personal sandler and increase the loss of 1D6 given to him. | Harp spool |
You will develop an attack method that activates the harpoon attached to a firmly grabbed string. The normal range of this attack is 30 feet, the maximum range is 60 feet, which causes 1D6 penetration damage. This attack does not cause sander damage. This attack has the ability to target aircraft, objects and creatures. | The creature that hit the attack is pierced by a harpoon, but if the harpoon does not expose, it will be more damaged. In the meantime, the harpoon stuck is tied with a 6 0-foot string. If the tied side is dragged with the attached string with the attached string, the movement creature moves at half the speed if it is no longer in the category of on e-dimensional. | If the mission is more than medium while being tied in this way, the bonus effect can be applied to activate the reel effect and drag themselves into the space. Small or minimal creatures are drawn by you and stop associations. | — | — | The code can be cut as a candidate. |
This attack does not have the ability to r e-apply until it is exposed to "reel". | HEROP reveals that harp a creature means a rope connecting you with you. But you can apply it and match it with your abilities, they still have any chance to apply it, especially if they are more important. Almost all of the last Thunder's blacksmiths were recorded by the speaker "I can do it", and then the dragon. We recommend that you observe with care. | N/A | — | — | Definitely a roaring sound. Important condition: "Echo of thunder". |
Add an auxiliary amplifier to increase the impact and tremor due to the explosion of the weapon. The first task is closed at the end of the correct movement if the loss of "lightning" is received.
In addition, they must save wisdom against your DC-SPELL or arrange a switch to scare you for one minute. They have the chance to repeat this scope at the end of all their own strokes.
Saving creatures are immune to thunder for the right 24 hours if they are proved to be successful or end the effect.
Design Note:
- Arashi explosion.
- You can make a special attack with your own forged tools, and you can light the 3 0-foot conical as an effect. Each creature must arrange a switch of power or be defeated by half of the bonus damage of 1D6 + "thunder".
- This is counted as a "lightning striker" released. This shooting does not use cartridge.
Extra Attack
Additionally, during extended entertainment, it takes 1 hour to develop magical objects, scrolls, and potions.
Fully Customized Gear
Mortgage shell requirements: A storm tool with the characteristics of "ammunition".
Create an auxiliary flame mode that can be shot from a gu n-like gun. The task within the irradiation range is oath and the attack range is ranked. Apply the attack range to all creatures within 5 feet from the target point. The creature dropped by the task gets half of the "Thunderer" bonus damage in addition to the gun loss. Damage to this technique on the move is counted as a lightning striker damage.
What Does Your Armor Look Like?
If there is no shelter overhead, a creature will not be superior to the shelter in this flame system.
Warsmith Upgrades
Unrestricted Upgrades
Savage the Zip requirements: Lightning burst
When using Lightning Burst's legal forces, you can use a spell connector of the first or higher price to cast breakouts. Among them, a teleport is up to 60 feet in the direction of the lightning distance. Lightning can decelerate in any space in the orbit of lightning, but the lightning spike stops at the stopped location.
Shock Harpoon Key State: Harpoon coil
Once the creature shooting from the harpoon can be given a bonus effect, that is, shock. If you do not damage the "lightning strike machine" from the beginning of your course, you can lose as a loss of a lightning strike machine, just like bonus damage by the "thunderstorm". This is counted as a lightning striker's damage. Apart from this, tasks are required to arrange the scope of income according to their constitution in response to their spells DC-income, or to baffle until their right steps.
- After application, it must be produced a harpoon before it is possible to apply it.
- Sinaptic Reverse Association
- You can set up a loop of your aircraft on your gun, pump the energy of the Stormy Force gun, and enhance your reflexes.
Each time a weapon is damaged by lightning, the movement speed increases by 10 feet, and the bonus effect can be used as a "jerk" or "run" action. This effect lasts until the end of the course.
Thunder Jump
Quickly output alkan Thunder Energy, which satisfies the trained weapons. As an action, you can create a lightning pitch without consuming a spell slot. This is counted as a discard of your damage by Thunder.
After using this ability, it cannot be used again until short rest or long rest.
Back blast
3 LBS | Close |
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This will apply half of your destructive blast, in addition to half of your weapon damage (including your correction), as well as half of the lightning strike damage when you hit the missed target within 30 feet. | Stabilization |
5E | Mass overload required: Arashi or Bombing from Lightning |
9E | Inhalation poison. This poison can be used to change the reaction to the poison gas. By using this amount of poison, you can make the immediate reaction to the poison gas a radius of 6 meters, double the damage when rescue failed. |
13E | Weapon storm attacks and damage throwing bonuses increase +2 (totaled with existing weapons and total arcane retro fits), up to +4. < SPAN> Each time a weapon is damaged by lightning, the movement speed increases by 10 feet, and the bonus effect can be used as a bonus effect. This effect lasts until the end of the course. |
17E | Quickly output alkan Thunder Energy, which satisfies the trained weapons. As an action, you can create a lightning pitch without consuming a spell slot. This is counted as a discard of your damage by Thunder. |
After using this ability, it cannot be used again until short rest or long rest.
Back blast
After doing damage by moving, you can speak "Blast of Thunder" as a bonus action. This can be performed by the number of times that is equal to your intelligence revision value, and if you take a long rest, you will recover all the number of uses.
Diameter of the blast
This will apply half of your destructive blast, in addition to half of your weapon damage (including your correction), as well as half of the lightning strike damage when you hit the missed target within 30 feet.
Stabilization
When attacking with a lon g-range weapon, if you and your target are not moving from the last time you attack, you will get the advantage by the attack. In addition, if you are resting, it will not be advantageous when attacking with lon g-range weapons.
Mass overload required: Arashi or Bombing from Lightning
In this case, Storm Blast or Lightning Burst is not used in the spell slot and does not use ThunderMonger for this movement. The direction of this secondary ability matches the direction of the attack.
At the same time, you have to damage the forged weapon and take action before you can shoot again. To use this side ability, it is necessary to unlock as enhancement.
Masterwork Weapon Requirement: Weapon Improvement
Weapon storm attacks and damage throwing bonuses increase +2 (totaled with existing weapons and total arcane retro fits), up to +4. Each time a weapon is damaged by lightning, the movement speed increases by 10 feet, and the bonus effect can be used as a "jerk" or "run" action. This effect lasts until the end of the course.
Thunder Jump
3 LBS | Close |
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3 | Skill, volume †. |
5 | After doing damage by moving, you can speak "Blast of Thunder" as a bonus action. This can be performed by the number of times that is equal to your intelligence revision value, and if you take a long rest, you will recover all the number of uses. |
9 | 1D8 penetration+1D4 Lightning |
13 | This will apply half of your destructive blast, in addition to half of your weapon damage (including your correction), as well as half of the lightning strike damage when you hit the missed target within 30 feet. |
17E | Reach, both hands, loud †. |
Mass overload required: Arashi or Bombing from Lightning
In this case, Storm Blast or Lightning Burst is not used in the spell slot and does not use ThunderMonger for this movement. The direction of this secondary ability matches the direction of the attack.
At the same time, you have to damage the forged weapon and take action before you can shoot again. To use this side ability, it is necessary to unlock as enhancement.
Masterwork Weapon Requirement: Weapon Improvement
Air Mine
Battle Smith is an inventor who pours personal difficult talents into the invention and achieves one goal. The condition for that is both mercy and dangerous. Some blacksmiths want to turn their discoveries into a death and nightmare machine, while others want to be justice arbitrators.
Variant: Impact Gauntlet
Military blacksmith is a lawyer in principle, as few people are absorbed in this wonderful invention without their goals. As a rule, they act with the highest purpose, but in order to achieve that, they need power to correct the world's fraud or under their own iron shoes. And.
At the first level, you will get the skills of heavy armor, blacksmithing tools, and blacksmith tools.
If you complete this special skill at the first level, Warplate Gauntlet will be possible. This is a special thing, a miraculous thing that you can only tune. If you make a warprate gauntlet, you can add one appropriate upgrade: Power Fist, Force Blast, Marshall Grip. This upgrade is not counted as the total number of upgrades. You can make a number of gloves with different upgrades, but only one can update at once.
If Warplate Gauntlet is dirty, use 25 gold as a material for lon g-term fun to recycle, or to search and forge materials at 2 days (8 hours a day) without real cost. Can do.
You can use artificial power while equipped with Warplate Gauntlet.
You can dedicate a part of your heart to completely control the power of gloves as an effect when you put a glove or or. You can lower your current and best intellectual indicators to increase the current "power" skill and skills by only the same value, but the "power" skill and indicator can be increased. It is up to the same value as your "intelligence" skill indicator is located before using power. The introduction of artificial force can be terminated at any time, and when the glove is removed, it stops mechanically.
Level 5 Upgrades
At the third level, we have acquired enough knowledge about blacksmithing and arcaine craft, and use the collected resources to create a set of armor that expands the ability from a normal, unusable armor that does not use magic. Can do. This process takes 8 hours, and it is necessary to use blacksmiths and casting centers, including a warprate gauntlet (these do not require another attribute).
When you wear armor, your strength index increases by 2, and the maximum strength index is 22.
You can craft a new set of armor by pressing a set of collected and acquired materials, which actually cost 2000 gold and 8 hours.
You can craft a certain number of sets of armor, but at a certain point you can set from them, and it is possible to change the settings only during long-term interment. When creating a new set of armor, you can use any level you have taken in the class table, and use a number of reinforcements equal to the value in the class table.
When developing armor, you can create a listless plate as an inbuilt armor, a magically enhanced suit of equipment, a battle suit, or even a composition built into a corpse.
Armor Name
Weight
Power Required
Stone
Features
Battle Plate
65 lbs.
Lack
Heavy Scale, Strong Addition
Military Suit
14+Dex modifier (max 2)
20 lbs.
Medium Shell
Level 9 Upgrades
Integral Shell
14+Dex modifier (max 2)
Medium Scale, Strong Addition
(*)When you decide your carrying capacity and the weight you can slide, pull or lift, it's a strong addition at the same time.
If your armor is warplate or integral armor, you get a strong build. A strong addition means you are more of a time when deciding the load capacity and weight you can slide, pull or leave behind. Integral armor cannot be removed, but you concede virtually no fine when resting in it.
- Besides, if you are a small rise, with warplate, you become average.
- If you use adamantine or mitral, those qualities are transferred to the blacksmith's armor.
- When using Armor +1/+2/+3, they are transferred, but each +1 is listed as a gift increase in "Armor Class", i. e. the increase cannot be applied to resolve Armor +4 or whatnot.
The resistance budget is transferred and considered a free enhancement of "Resistance" for this, in the likeness of damage.
From the 5th value, you can attack twice, not once when making an "attack" in a personal move.
From the 14th value, you have mastered the "Blacksmith's Servant" armor composition. You can add one auxiliary enhancement to your armor, which does not count towards the number of enhancements you can have.
Also, during a long period of intertainment, you can change an update once to another of the same value, provided that there are no upgrades that consider external upgaits essential or inconsistent.
This document does not say anything about your armor except that the armor is similar, but it will definitely not look like a normal armor. Let's think about the difference in appearance: Is your strengthening a strong mechanical nature, or is it a magical nature? Is there a hinge, a glowing rune, or both?
Acceleration movement This enhancement can be used twice.
Armor authority decreases by 15 pounds. While wearing armor, the speed increases by 3 meters. This applies to all moving speeds wearing armor.
Level 11 Upgrades
Alcine Viser This update can be applied as many times as you want, and select a different option each time.
Enchard a personal visor. While wearing armor, you can get the appropriate effect. Select the effect when choosing an upgrade.
Select the effect when selecting an upgrade. If black is already visible, the scope of the field of view will be 18 meters.
It will not be affected by sunlight.
You don't have to urgently focus on fortun e-telling spells. This effect can only be applied to one spell at once.
Rolling that is blind while equipped with armor is advantageous regardless of choice.
Folding does not support the buil t-in armor
Army blacksmith's armor can be folded into a case so that it can be stored easily. In this form, armor is indistinguishable from a mere case, and the weight is 1/3 or less of a simple weight. As an influence, you can wear or take off your armor, and to deform as needed.
Projector Fire
Gain the ability to unleash the energy of flame. You can use flame bolts while equipped with a ward rate gauntlet, and you can access the spells that will be used in the future at an appropriate level while equipped with a ward rate gauntlet. :
Inventor level
game
3E
Flame hand
5E
Hot jet
9E
Flame ball
Army blacksmith's armor can be folded into a case so that it can be stored easily. In this form, armor is indistinguishable from a mere case, and the weight is 1/3 or less of a simple weight. As an influence, you can wear or take off your armor, and to deform as needed.
Level 15 Upgrades
Frame wall
17E
- Sacrifice
- Force Explosion
Upgrade your personal war Gauntlet so that you can perform special lon g-range attacks. These attacks are 1D8 + your mind modifier power damage, and the range is 18m.
You own this weapon at the highest level. When the attack is given, the spell attack can be used in exchange for your attack.
Pickup reel
Required Conditions Combat plate or internal grenade
Your shell of the blacksmith's warlord had a coil built into the glove. As an attack or exposure, you can focus on a plane, object, or creature within a 30-foot radius. If the task is huge or the least, you can arrange a shot test to pull it for yourself and seize it with a win. Similarly, if the challenge is huge or less, you can choose to be pulled to it, but this does not lead to a seize. This move produces a skill attack as well as a simple move.
Grapple Ring Hook
Your warlord buys a grip ring hook built into the glove. As an attack or exposure, you can focus on a plane, object, or creature within a 20-foot radius. If the task is small or less, you can arrange a strength (athletic ability) test to seize it as if you were pulling it yourself and catching it. If the task is medium or large, you can pull it yourself, but this does not lead to a seize. Attacks of skill with this move have a drawback.
Lightning Channel
You can redirect the cost of your suit towards your own attack. With the aid of this enhancement, you can apply "Inventor, Charge of Lightning" as a bonus effect without consuming a spell-connector. After that, this enhancement cannot be applied until you finish a short or long entertaining.
Fleshsmith
You can also use Lightning Loss until Force Blast Battion attacks.
Lightning Projector
You gain the legal ability to focus lightning energy. Meanwhile, wearing Warplate Gauntlet-gloves allows you to apply Shock Grip and access future spells at the appropriate level while wearing Warplate Gauntlet-gloves:
Fleshsmith Proficiency.
Inventor Level
Game
Thesis of Flesh
Lightning Projection K
Perfection of Form
Charge Lightning K
Lightning Bolt
Perfection of Mind
Jump K
17e
Uncanny Vitality
Celestial Burst K
Combat Vanity
Your Warplate Gauntlet highlights the wide range chances of a giant gun. While wearing a combat shield, you gain experience as if you owned a combat weapon.
Arcane Bioengineering
Power Fist... You can use this enhancement twice.
Extra Attack
Additionally, during extended entertainment, it takes 1 hour to develop magical objects, scrolls, and potions.
Perfection of Thesis
Special: When attacking, you cannot add the personal price of professionalism. If the attack falls, you can add twice the price of professionalism to the roll.
Fleshsmith Upgrades
Unrestricted Upgrades
This improvement can be used twice.
Your DM has an option to allow 1D6 damage and own a shock gloves instead of owning Finnaise. Drum hack and power fist should be replaced for upgrading.
Enhanced shell
Increase the structure and materials of the armor of the blacksmith warehouse. The armor class (AC) of blacksmith soldiers increases by one.
This enhancement can be used up to three times.
- Feeling shell
- You create an artificial origin integrated into your armor and give it a limited sense. This feeling helps in various relationships. While wearing armor, the indicators indicating the possibility of your "intelligence" and the largest indicator of "intelligence" will increase by 2. While wearing armor, you can blame it with telepathy.
- The guidance of artificial origin is an important condition.
- By improving the artificial origin built into the armor, you will be able to learn new experiences. Talking to Armor can get guidance effects when testing the abilities and wisdom of the mind.
Active camouflage
Active camouflage can be activated as an effect, and the suit can be mechanically blended into the surroundings. This continues until it is released. While active camouflage is activated, you can disguise slightly and hide yourself from the creature. By testing wisdom (perception), you can find that there is a defect in the visual visuals.
Critical protocol key state: detection shell
The intelligence of the armor tries to save life for you. If you are unconscious and cannot shock, cast a spell or have the effect of avoiding it. Spells can be cast only when you introduce armor enhancement. It has the ability to work like this for another movement that is equivalent to your heart's correction, but such control runs out of that ability, and it controls from a short or en d-o f-end entertainment. I do not have the ability to r e-acquire. If you are no longer incompetent or irresponsible, you will mechanically resume control.
Conditions that require a power drive: Power's explosion < SPAN> Your DM has the option that allows you to do 1D6 damage and own a shock glove instead of owning a finnaise. Drum hack and power fist should be replaced for upgrading.
Enhanced shell
Increase the structure and materials of the armor of the blacksmith warehouse. The armor class (AC) of blacksmith soldiers increases by one.
This enhancement can be used up to three times.
Feeling shell
You create an artificial origin integrated into your armor and give it a limited sense. This feeling helps in various relationships. While wearing armor, the indicators indicating the possibility of your "intelligence" and the largest indicator of "intelligence" will increase by 2. While wearing armor, you can blame it with telepathy.
The guidance of artificial origin is an important condition. | By improving the artificial origin built into the armor, you will be able to learn new experiences. Talking to Armor can get guidance effects when testing the abilities and wisdom of the mind. |
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Active camouflage | Active camouflage can be activated as an effect, and the suit can be mechanically blended into the surroundings. This continues until it is released. While active camouflage is activated, you can disguise slightly and hide yourself from the creature. By testing wisdom (perception), you can find that there is a defect in the visual visuals. |
Critical protocol key state: detection shell | The intelligence of the armor tries to save life for you. If you are unconscious and cannot shock, cast a spell or have the effect of avoiding it. Spells can be cast only when you introduce armor enhancement. It has the ability to work like this for another movement that is equivalent to your heart's correction, but such control runs out of that ability, and it controls from a short or en d-o f-end entertainment. I do not have the ability to r e-acquire. If you are no longer incompetent or irresponsible, you will mechanically resume control. |
Power drive requirements: Power's explosion Your DM has an option to allow you to apply a shock glove instead of owning 1D6 damage. Drum hack and power fist should be replaced for upgrading. | Enhanced shell |
Increase the structure and materials of the armor of the blacksmith warehouse. The armor class (AC) of blacksmith soldiers increases by one. | This enhancement can be used up to three times. |
Extra Arm & Perfection of Form
Feeling shell
You create an artificial origin integrated into your armor and give it a limited sense. This feeling helps in various relationships. While wearing armor, the indicators indicating the possibility of your "intelligence" and the largest indicator of "intelligence" will increase by 2. While wearing armor, you can blame it with telepathy.
The guidance of artificial origin is an important condition.
By improving the artificial origin built into the armor, you will be able to learn new experiences. Talking to Armor can get guidance effects when testing the abilities and wisdom of the mind.
Active camouflage
Active camouflage can be activated as an effect, and the suit can be mechanically blended into the surroundings. This continues until it is released. While active camouflage is activated, you can disguise slightly and hide yourself from the creature. By testing wisdom (perception), you can find that there is a defect in the visual visuals. | Critical protocol key state: detection shell | The intelligence of the armor tries to save life for you. If you are unconscious and cannot shock, cast a spell or have the effect of avoiding it. Spells can be cast only when you introduce armor enhancement. It has the ability to work like this for another movement that is equivalent to your heart, but such control exhausts that ability, and controls it from a short or en d-o f-end entertainment. I do not have the ability to r e-acquire. If you are no longer incompetent or irresponsible, you will mechanically resume control. | Conditions that require power drive: Power explosion |
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Each time the first spell-consuming a connector or higher, the charge equal to the level of the spell accumulates in your power, and the maximum number of charges is equal to half the mental correction value (rounded 5). When you cause a loss of a blitz, you can use the accumulated cost to consume additional 1D6 damage or transfer issues 5 feet away from you. | The cost that was not used within 1 minute after accumulation is lost. | Mechanical tightening of foaming: Built-in-In the shell | You gradually improve your own nuances. You get one of your power, agility, and constitution, one aid for the movement +5 feet, one aid for the degree of inventor, and throwing +1. |
Reactive coating key state: Battle plate | Your crust shows a partial hitting hit. You can apply your own reaction while attacking stabbing, penetrating wounds, and slash wounds, and reducing the loss to equal prices for professionalism. | Countermeasures | Attach your own armor to a specific appearance damage. Close acid, frost, flame, power, zip, necrosis, radiation, or loss of lightning. While wearing armor, you can compete with this type of damage. If you use this enhancement at least once, you need to select an image of another damage. |
Unrequite d-up suit Keis Tats: Battle Plate | Your crust shows a partial hitting hit. You can apply your own reaction while attacking stabbing, penetrating wounds, and slash wounds, and reducing the loss to equal prices for professionalism. | In addition to the above, while wearing armor, it adapts to the cool climate and hot climate, and adapt to a wide hill while wearing armor. | Ether creator |
Create an ether creator and supply it to the armor to enhance arc energy. There are six charges for the ethering staff, and you can purchase upgrades by applying spells. In principle, there is no entertainment to charge later, including upgrades, but all the spells may be applied, so one charge is used for the degree of spells. Spells can cast more than the maximum and consume more costs. When lon g-term retreat, it consumes all costs. < SPAN> The first spell-Each time the connector is consumed, the charge equal to the level of the spell accumulates in his power, and the maximum charge is equal to half the mental correction value (rounded 5). When you cause a loss of a blitz, you can use the accumulated cost to consume additional 1D6 damage or transfer issues 5 feet away from you. | Your crust shows a partial hitting hit. You can apply your own reaction while attacking stabbing, penetrating wounds, and slash wounds, and reducing the loss to equal prices for professionalism. | Mechanical tightening of foaming: Built-in-In the shell | You gradually improve your own nuances. You will get +5 feet for power, agility, and constitution, one aid for the degree of inventor, throwing +1 for the degree of inventor. |
Reactive coating key state: Battle plate | Your crust shows a partial hitting hit. You can apply your own reaction while attacking stabbing, penetrating wounds, and slash wounds, and reducing the loss to equal prices for professionalism. | Countermeasures | Attach your own armor to a specific appearance damage. Close acid, frost, flame, power, zip, necrosis, radiation, or loss of lightning. While wearing armor, you can compete with this type of damage. If you use this enhancement at least once, you need to select an image of another damage. |
One Enhancement
Unrequite d-up suit Keis Tats: Battle Plate
Empowered Relentless Attacks:
As a bonus effect of personal skills, you can provide yourself for one hour, and you can seal your personal military shields (however, those who are poisonous (but those who are poisonous will not be cured).
In addition to the above, while wearing armor, it adapts to the cool climate and hot climate, and adapt to a wide hill while wearing armor.
Ether creator
Create an ether creator and supply it to the armor to enhance arc energy. There are six charges for the ethering staff, and you can purchase upgrades by applying spells. In principle, there is no entertainment to charge later, including upgrades, but all the spells may be applied, so one charge is used for the degree of spells. Spells can cast more than the maximum and consume more costs. When lon g-term retreat, it consumes all costs. Each time the first spell-consuming a connector or higher, the charge equal to the level of the spell accumulates in your power, and the maximum number of charges is equal to half the mental correction value (rounded 5). When you cause a loss of a blitz, you can use the accumulated cost to consume additional 1D6 damage or transfer issues 5 feet away from you.
The cost that was not used within 1 minute after accumulation is lost.
Mechanical tightening of foaming: Built-in-In the shell
You gradually improve your own nuances. You get one of your power, agility, and constitution, one aid for the movement +5 feet, one aid for the degree of inventor, and throwing +1.
3 LBS | Your crust shows a partial hitting hit. You can apply your own reaction while attacking stabbing, penetrating wounds, and slash wounds, and reducing the loss to equal prices for professionalism. |
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3 | Countermeasures |
5 | Attach your own armor to a specific appearance damage. Close acid, frost, flame, power, zip, necrosis, radiation, or loss of lightning. While wearing armor, you can compete with this type of damage. If you use this enhancement at least once, you need to select an image of another damage. |
9 | Unrequite d-up suit Keis Tats: Battle Plate |
13 | As a bonus effect of personal skills, you can provide yourself for one hour, and you can seal your personal military shields (however, those who are poisonous (but those who are poisonous will not be cured). |
In addition to the above, while wearing armor, it adapts to the cool climate and hot climate, and adapt to a wide hill while wearing armor.
Ether creator
Create an ether creator and supply it to the armor to enhance arc energy. There are six charges for the ethering staff, and you can purchase upgrades by applying spells. In principle, there is no entertainment to charge later, including upgrades, but all the spells may be applied, so one charge is used for the degree of spells. Spells can cast more than the maximum and consume more costs. When lon g-term retreat, it consumes all costs.
If there is no charge in the ether, the ether can be exaggerated for the last strength, but the shield is still fixed, and the movement speed in the armor is equal to the equal number of rounds of the spell level. After doing this, you can't arrange it again until you finish the long entertainment.
Heads Up shows the required conditions: Arcane Visor, Sentient Armor
You can move from your wizard armor to the background of reflection objects and tracking objects:
When a creature tries to fulfill the effect of "hiding" from you, you can arrange a function test of wisdom (perception) according to it and drive away the thinking test.
If you accumulate agility in the face of the attack you want, you can reward the mental scope in return.
If a creature attacks you when you cast an attack from a long distance, you can cast the "real blow" spell on the creature.
Rigid road
The power given to the armor assigns the destructive power of a more skilled hunter to the debris of the blow. You can select three battle styles only once: "Duel", "Fight with huge weapons", and "Fight with two weapons", and get the effect of this battle mode while wearing armor. Can do.
Phase suit important: Combat suit
Wearing military uniforms gains fog steps and flashing abilities. Apart from this, as a shock, it can be frozen with no n-substances until its own movement is over, and can move between creatures and objects. If you end your movement from inside a creature or object, you have to move to a foresced no n-occupied space and will take 10 units to either the legs you need to move. This enhancement cannot be arranged again until you graduate from a short or lon g-time entertainment if you become an unbearable support for this enhancement.
recall
If Smith Armor is not installed, it can be hidden in the pocket dimension. You can call armor as an illuminated illumination. You can apply a bonus effect to return the armor to the pocket dimension.
Armor is in the dimension of pockets, but other opportunities do not act on armor and it is impossible to interact with Armor.
Camouflage device required: Active camouflage
If you do not move during your stroke with intense camouflage, you can apply your own reaction to use a mental test (secret) to "hide" effect. This test will be done with a defect if you are within 5 feet from other creatures or if you are attacked during the course.
You can overload camouflage to create more transparency without wasting the spell slot. Once you do this, you can't repeat this spell until you take a long rest.
5th Level Upgrades
Lightning Invent requirements: Lightning Channel
Every time you sing Lightning Inventor, you can treat the spell as a spell slot on one level.
Freeze Condencer is not compatible with other capacitors.
It can accumulate arcine energy and release it as an explosion of freezing energy. As an action, you can cast a cold conical without wasting spell slots and charge. The affected area will be unable to pass until the end of the next turn.
Once you use this skill, you cannot use it again after taking a long rest.
Flight
Incorporate magic power into Warmith Armor. While wearing Warmith Armor, the magic flight speed is 9m.
Integrated attack. An integrated armor or battle plate that is not compatible with the prerequisite iron grit.
Integrate the battle weapon into a blacksmith armor. When applying this upgrade, you need to have the weapon you want to integrate and choose where to place the weapon in the armor. Weapons cannot have attributes "weight". You own this weapon. As a bonus action, you can start your weapon.
You have to handle the weapon to handle it with one hand, but it will not be released. Once activated, you can use this weapon every time you perform an attack action, so you don't need a war p-friendly gauntlet's hands or gloves. This upgrade can be used multiple times by selecting a new weapon and a new position of the armor.
9th Level Upgrades
When an integrated weapon is activated, the weapon allows you to attack once. If you take the attack action during your own turn during activation, you can use bonus actions to make another attack with integrated weapons.
Iron Muscle requirements: integrated armor or battle plate.
Polymorph Shapes
You strengthen the structure of the armor and give the giant strength. While wearing armor, your current muscle strength will increase by 2 and the maximum muscle strength score will be 24.
Power Slam Condencer is not compatible with other condensers.
Stores kinetic energy and release it as a powerful burst power. You can fully use the movement speed as an action, and create destructive waves without wasting spell slots and charge when landing.
Once you use this enhancement, you cannot use it again after taking a long rest.
Steel Dexterity Key Stat: Steel Muscles. Not compatible with Integral Attacks.
11th Level Upgrades
Your grip and control over one of your gloves is improved beyond your physical body. Wearing the suit gives you the following excellent qualities:
You can apply huge volume weapons without penalty as a medium volume creature.
You can use weapons held in one hand as if you had two hands.
Phasic Engine Key State: Combat Suit
When you are hit by a storm, you can freeze your reaction in immaterial, missing attacks if they are not magical attacks and possessing flaws if they are magical attacks. Once you do this, you cannot do this again until you finish a short or long entertainment. This updates when you teleport or move to the Ethereal Plane.
Long Plate Key State: Battle Plate
While wearing a personal military shield, you establish a special listless armor that resists tannoe, piercing, and slashing damage from anything that is not mastic.
Sun Gun
You can equip your Warmite armor with a solar gun, firing devastating solar lasers. This ability allows you to fire destructive solar lasers.
15th Level Upgrades
After applying this ability, you cannot apply it again until you finish a long entertainment.
Virtual Interface Key Condition: Feeling of the Shell
If you use an artificial origin to increase the power indicator of "Strength", you will not lower the power indicator of "Intelligence" below your own natural maximum (even if you do not believe in "Sensual Armor").
The body blacksmith is a person who forces discomfort on people. Especially when you see them in the most impeccable living environment, when their similar expression actually meets your eyes, the thought "How would I improve it?" comes to your mind.
The special path of inventors who turn their creative talent inward. They take a certain point and want to make the body a better constraint. Very often they are aesthetics suited to a certain amount of meaning different from others, and find themselves in everything they do in execution.
The body blacksmith is, as a rule, more eccentric than inclined in a certain direction, but by including the most benevolent among them, it is possible to identify the only cause of his work not being considered illegal.
Selecting this feat at 1st level grants you experience in medicine and experience with tangier-tools (don't worry about the specifics of this feat).
In addition, you can do all the medical checks as intelligence checks (medicine). If you perform intelligence check (medicine) to stabilize the creature, the creature will recover one hit point.
Rules Tip: Two Weapon Fighting
At the first level, you choose an approach to your job, that is, the type of art. Select one from the following options:
Nature has created your shape. Choosing this path will enhance the "body mutation", but this will not be counted as the total number of strengthening.
When executing an "attack" action, you can use this enhancement to use this enhancement to perform additional attacks. This additional attack can be performed as an inventor level. You will recover all abilities at the end of the long rest.
Inventor Spell List
1st Level
- You know that perfection is one aspect of knowledge and to perfectly understand the body mechanism in both the inside and the outside. But most are inside. You gain medical experience. In addition, you get an improvement in "dissection", but this is not counted as the total number of improvements.
- There is a D8 supply equivalent to your inventor level. When recovering a creature chart or using intellectual tests (drugs), you can consume this D8 to recover additional physical strength or do additional damage. It can consume the equal amount of skill bonuses. This D8 recovers at the end of the long rest.
- From level 3, your body will always have the vitality that you can recover yourself. As long as you have one or more hit punt, you can select to consume a hit cube at the beginning of the course and recover the abandoned value + physical strength correction value (as usual if you consume a hit cube). If the number of hits is 0, this option can be used at the end of the course.
- Furthermore, recover the number of hit data equal to your constitutional revision value during short or long rest (in addition to the recovery data recovery during normal long rest).
- If you do not have limbs at the start of lon g-term rest, your limbs will recover at the end of the lon g-term rest.
- Further three levels can use Arcane Retrofit to convert bonuses of attacks or damage weapons from this subclass into natural weapons.
- From the fifth level, you will be able to attack twice instead of one time when you receive an "attack" by moving.
- From the 14th level, you will deepen your understanding of "physical scaffolding". The use of resources that give a "physical scaffold" recovers as much as your intelligence correction value when a short rest is completed.
- Charming Creature
- You experiment and create fascinating creatures. You create or transform a small CR 0 creature. This creature functions as the familiar "Find a Friend" spell, but does not disappear when reduced to 0 hit points, but simply falls unconscious. It cannot die completely until it is destroyed. If it starts unconscious, it regains all hit points and returns to consciousness. You can do this a number of times equal to your Intelligence modifier.
- You can reanimate the creature (and heal it if necessary) at the end of a short or long rest if something abnormal happens, without expending a spell slot or material component. The creature type is a construct.
- You can choose this enhancement multiple times.
- Not everything is what you want, so replace your seeing eyes. You can choose one of the following enhancements to benefit your vision:
- Blind vision (10 ft.)
- Darkness (60 ft.)
- You can see twice as far as your natural vision.
- You have the Perception skill.
- If you choose this enhancement again, you must choose a different boon.
- Dissect
- If you have a close-range weapon in your possession, as an action you can make a test of your Intelligence (medicine) ability with a DC equal to the weapon's class against any essence within reach. If the check is successful, you can deal damage to the creature equal to your weapon's damage cubes plus your Intelligence modifier. If you throw a 20-cube weapon, the damage is doubled.
- If you could normally make multiple attacks with the weapon as part of an attack, when you take this action you can apply an additional number of cubes equal to the number of attacks you could normally make as part of the attack (for example, if you have the Extra Attacks ability and take this action with a dagger, apply 2D4 + your Intelligence modifier).
- Crushing Grip
- You hold on to what you have once caught. Creatures you have caught or are holding have advantage when trying to break out of this state. In addition, you can deal damage equal to your modifier to creatures you have started to move, captured, or restrained by you.
- Additional eyes
- Why can you only see one direction? Make a run. You get the experience of "perception". If you already have this experience, the tests you will do with that support will be added twice as much as your experience. Apart from this, you are dominant in the wisdom check (perception) of the wisdom.
2nd Level
- By the mutation of the body, this enhancement can be added a certain number of times.
- You can improve your corpse, form a new division, or mutate by a grotesque experiment. Close one appropriate mutation:
- mutation
- Content
- Extrahand
- This hand can make a hand that has the ability to make hands, for example, to be stored or defeated.
- Auxiliary claws
- Apply 1D8 to penetration damage and obtain natural weapons considered to be a narrow weapon. You own this raw nail skillfully.
- Auxiliary tang
- Your Xing is made by natural tools that give 1D10 to penetration damage. You can use this tooth as a gun.
- Auxiliary tang
- You get the tentacles attached, but this is considered a natural tool and 1D6 is applied to a minor of the prime number with reach characteristics. You know how to handle this natural tool. Using this tentacle, you can control the flow (athletic ability) and the interaction with the object with an exposed radius of up to 10 feet.
- If you attack with support for the dignity of the surplus hands, you can attack the tools you have with one hand. Attack with both hands only if there are two or more applicable assistants for this purpose.
- Physical improvement
- Necessary conditions: Mutations of body to use
- You use the knowledge of the acquisited no n-human anatomy and damaged abilities to build an unnatural strengthening of the body mutation and give it a special force. The following table indicates which enhancement may get used to any other mutation.
- All enhancements have the effect of strengthening it. This effect is mechanical when you get 20 points when attacking with reinforcements, or when you can manually start the reinforced job by consuming a spell-connector only once or more. Is valid.
- Acquisition
- Qualification mutation
- effect
- Effect of enhancement
- Vampir
- Excess tooth
- Once you lose your extra teeth, you can suck your life from the victims and add 1D4 necrotic damage. If the target is a CR1/4 or higher creature, it will recover the hit point that is equal to the necrotic damage given.
3rd Level
- The adopted Kitus will be revised your constitution.
- Hell
- Additional teeth, assistive nails
- Once, on a personal move, you can apply the loss of teeth or claws and weave the claws with hellfire, and the attack deals an additional 1d6 damage.
- You deal an additional 1d6 damage.
- Poison
- Extra teeth, secondary claws
- Once on a move, once on a personal move, when you strike a creature with your natural weapon, you can inject poison, and the attack deals an additional 1d8 damage from the poison.
- The target must arrange a screw for income according to your DC-Constitution to Income with the spell or be poisoned for 1 minute. The target repeats the income rotation at the end of all of their attacks with every chance.
- Razor
- Extra teeth, secondary claws
- Your natural tool damage is one step higher (for example, from 1D10 to 1D12 for extra claws).
- You can maximize the time cube of damage by choosing a cube of damage.
- Merciless
- Extra Hand, Auxiliary Hoist
- You gain an auxiliary reaction that can only be applied to attack abilities that support this flesh mutation.
- You can make an auxiliary attack with your fleshiness adder as support. This attack only deals gun damage, and does not add your own modifier to the damage applied.
- Note that an enhancement can only be arrested once unless otherwise specified. In this case, all enhancements are considered mutually exclusive.
- Your authorized merciless attacks fit into the natural pistol cube or the pistol cube you have in your extra hand. This has the ability to become a pistol with two hangs only if you have two auxiliary hands.
4th Level
- Operation in the Field
- Some say that not all brass problems require emergency surgical intervention. But not for you. As an effect, you can restart a corpse far to its natural limit in place of yourself. You can immobilize creatures within a 5-foot radius, allowing them to use up to 50% (rounded up) of your inventor's Hit Dice. Each Hit Die is expended as a rule, but you can add greater significance to your Constitution modifier or your Spirit modifier.
- Repair of Flesh
- Your ability to manipulate flesh makes you a master at repairing broken creatures. When you cast the spell Cure Wounds, refresh a number of auxiliary wells equal to your Mind Modifier.
- Forbidden Knowledge
- You understand the arcane mechanics of the tell work called necromancy. You study the auxiliary spells listed in the following table:
- Inventor Level
- Spells Learned
- No Runnow, Incorrect Life
- Blind/Deaf, Dear Silence
- Life Transfer, Vampiric Touch
- Blind
5th Level
- Surprising horror requirements: 5 or more upgrades that change the body.
- The perfect figure you have created will scare lower creatures. You get a threatening skill. If you already have this skill, you can add twice the skill bonus.
- Mass mutation
- You develop a method of mutation. As a bonus action, you can transform into a large creature. The creature you chose within 9 meters of you who witnessed this must make a wisdom saving roll against your spel l-saving DC.
- You are a big one, but you can do 1D4 damage with natural weapons and mediu m-sized creatures and benefit from power checking (motor skills). You can return to normal size as a bonus action.
- Until you have to return, you can spend the number of rounds equal to your CONSTITUTION modification + Intelligency correction value as a large creature. You can't be a large creature until a short rest time or a long rest time. After a short rest time or a long rest time, all the rounds that are large creatures are restored.
- Mutation Mastery
- As I repeat the fine adjustment many times, I realize that my body is quite suitable for me. You can change yourself without using a spell slot. Once a spell is cast in this way, this improvement cannot be repeated with this improvement until a short or long rest.
- Second organs
- You recognize the ephemeralness of life to be dead, add the necessary functions and adapt yourself. No additional damage due to critical hit will not be received.
- Furthermore, if a fatal throwing is performed, the throwing can be replaced with 20.
- Subcutaneous plate
- The external skeleton is bulky, and the inner skeleton does not show much defense, so you must compromise. You will be given natural armor, and the basic AC will be 17 (modification of agility does not affect this number). At level 5, it becomes 18. When using a shield, the shield bonus can be applied as usual.
Expanded Toolbox
toxicity
Appendix A: Inventor Spells
1st Level Spells
Arcane Ablation
By mimic a kind of frog, you poison your blood. Once on the turn, a creature within 1 or 5 meters around you will get a poison damage that is equal to your Conscription modified value. If the damage is due to a bee attack, the damage will be doubled.
You can also give you a different skin color to inform the creature that it is not worth eating.
Arcane Weapon
Unnatural health
You are a powerful lighthouse. You can get one of the bes t-selling points with the addition of each inventor.
Awaken Rope
- Furthermore, if you recover one or two in a cube, you can throw a cube, which is required to apply a new lab, including one or two.
- Torgash with life
- You can be distributed with other creatures with your own related power. After all, you are a generous person. You can study the "transfer of life" spells and apply the spell-connector without wasting it. And, as you said the spell in this way, you can't repeat it with this enhancement, but don't end a short or long entertainment.
- Conditions that need acupoints: Intense intelligence
- The enormous knowledge of your anatomy can impress the dangers in front of you. As a bonus effect, if a target is used using a tool of a close combat, it can be forced to wash with the income according to the constitution-to-spell DC-income.
If the opponent continues, the deterrent effect is imposed until the right movement is over. If you hit the creature again while there is a creature under this feature, the creature will be stunned until your correct move is over. If the creature is already detained, you will be stunned until your correct movement is over. If the creature is already puzzled, it will end up in paralysis until the end of your correct movement.
- If the task is paralyzed by these attacks or the stimulus leaks to the income according to its constitution, it can be immunity for 24 hours.
- Required Conditions of Reflective Triill: Extra Hand
- If you lose your object within 5 feet from you, you can apply your own reaction and reflexively attack your extra hand. This attack is not added to the applied damage if the power and agility correction value is not negative.
No n-humble Renaissance technique: Outdoor surgery
Bond Item
You can sing the spell "Resuscitation" without consuming a spell-connector or material component. On some reason, the work is fatigue and fears you one minute later.
Extreme variant of Ephelvessent: Professionalism of the mutation
Fall
By using magic, you can increase your mutation to the limit. You study a polymorf spell, but you can only apply it yourself unless you understand from other sources. Apart from this, you can cast this spell without wasting the spell connector, but by doing so, you will not be able to arrange it again until you finish long entertainment.
According to balance, polymorph can transform into an animal. If you want to work hard with the DM on a form that uses beast status, it actually has the ability to be visually influenced by the ability to configure the form, which is an elegant highlight, but unlocking samples and psychics usually creates balance problems.
Returning Weapon
- Actual Void Key Condition: Acting Life
- Aim the missing related power. Then use the "Life Transfer" spell on the first damage to the creature towards the right minute, dealing 3d8 necrotic damage to the hulk and resuming hit points equal to the necrotic drop applied.
- Powerful Hulk Prerequisite: Powerful Mutation
- No longer has a limit to staying in high form for a long time.
- Black Magic
When using impact to restore welfare to another player, you can use up to 4d4 of your own hit points to increase the number of welfare restored by the same amount. A creature that receives this unnatural increase in actual power has advantage when attacking or throwing correctly.
Relentless Predator Prerequisite: Enhanced Flesh Casting Enhanced Flesh no longer requires a spell slot intrinsically, but may still be performed once in a course.
Returning Weapon
- Actual Void Key Condition: Acting Life
- Aim the missing related power. Then use the "Life Transfer" spell on the first damage to the creature towards the right minute, dealing 3d8 necrotic damage to the hulk and resuming hit points equal to the necrotic drop applied.
- Powerful Hulk Prerequisite: Powerful Mutation
- No longer has a limit to staying in high form for a long time.
- Black Magic
Important conditions for Best Eye: Best Eye
Seeking Projectile
If you ignore the highest quality of your eyes, you pointed out that some people look at others. In addition to normal eyesight, you get the true eyesight of 30 feet.
Unburden
Body first
2nd Level Spells
Imbue Luck
You have the legal ability to create a clone without wasting the spell connector. Materials are still needed. Second, as you cast this spell, you cannot recout again until you have a long entertainment.
UNCANNY STRENGTH NIGH T-Conditions: Physical strength 18 This enhancement can be obtained twice.
This enhancement can be received twice. Next, you can contain a small reinforcement of one hand and hold a tw o-handed pistol with one of the enhanced hands.
Lightning Charged
- Actual Void Key Condition: Acting Life
- You can be distributed with other creatures with your own related power. After all, you are a generous person. You can study the "transfer of life" spells and apply the spell-connector without wasting it. And, as you said the spell in this way, you can't repeat it with this enhancement, but don't end a short or long entertainment.
- If the hit point becomes 0 points, instead of losing understanding, you will earn the same number of damage that exceeds the current hit point. If you splash, your hit point will be 1 instead of 0, you keep your consciousness.
- tension
Arcine Ablation K.
Arcain Weapon K.
Awakening rope
Things to be connected
Thunderburst Mine
- Start
- You can be distributed with other creatures with your own related power. After all, you are a generous person. You can study the "transfer of life" spells and apply the spell-connector without wasting it. And, as you said the spell in this way, you can't repeat it with this enhancement, but don't end a short or long entertainment.
- Treat wounds
- Overlook the magic
mask
Retreat acceleration
Invention's fall
3rd Level Spells
Dispel Construct
False life
Fireburst Mine
- Start
- You can be distributed with other creatures with your own related power. After all, you are a generous person. You can study the "transfer of life" spells and apply the spell-connector without wasting it. And, as you said the spell in this way, you can't repeat it with this enhancement, but don't end a short or long entertainment.
- Treat wounds
- Overlook the magic
mask
Long straster
Invention's fall
4th Level Spells
Repair
Search shell K
bow
Anryk K
5th Level Spells
Vorpal Weapon
Invisible servant
Tensor Floating Disc
Multiclassing
Help
- Change yourself
- Secret rock
site
Feats
Dagger cloud
Dark vision
Innovator's Upgrade
Earthbound
Strengthening opportunities
Increase / reduce
Find a trap | Heat the metal |
---|---|
1E | Satisfy good luck |
2E | beat |
3E | Find an object |
Magical pistol | Magic EFA |
Further Inteactions
Magical aura
Mental Adaptability
Protection from poison
- See transparency
- Spider lobster
Golem Mentor
Thunder Mine K
Spread magic
Why Does this Exist?
Dou System K
Art Credits
- Elemental gun
- Prevent permanent
- Flame arrow
- Fire Mine transmits K
- Gas structure
- Glyph of deviation
- Transmission of life
- Lightning arrow
- Magic circle
- Unsupported
Fan Content Policy
Energy protection
Supported By
Dispatch
- Small servant
- Sandwall
- Water breathing
- Water walk
- Wind wall
- Alkan's eyes
- Death idol
- Creative
- Flame shield
- Freedom to move
- Great transparency
- Secret box Leomund
- Otirka's endurance area
- Repair K
- Stone shape
- Stone skin
- Painful
- Form of object
- Creation
- Save sample
- Legend
- Mislead
- password
- Expand experience probability
- telekinesis
- Teleportation circle
- Care Granite
- Bo par toapon k
- Stone wall
- The spell indicated by Bukok K is a spell of the user described in the appendix a "Invention's Spell".
- Need more inventors? Open your expanding set of tools for even more opportunities!
- You touch a worn armor or clothing object and bestow mysticism on it. A creature with an impregnated one temporarily gains 4 hit points while exposed. When these temporary hit points run out, you give one punt less hit points than the previous hit points gained from this spell (e. g. from 4 to 3) to the first creature on the right course until both the 1-e temporary hit points and the spell end.
- At higher levels: The initial number of temporary hit punts increases by 1 for each slot higher than 1 degree.
- You touch a weapon and bestow mysticism on it. While exposed to the spell, the gun is magical and there is no loss of any power bestowed on them. When you use this spell, pistols with the ammunition property no longer use ammunition when firing and do not need to be reloaded.
- At higher levels: If you use a 3- or 4-value spell slot, the duration of this spell is equal to 8 hours. For spells of 5th level or higher, the duration is equal to 24 hours.
- Classes: Inventor, Bard, Occultist, Ranger, Wizard, Wizard
- Appeal Time: 1 impact
- Irradiation Beam: touch
- Components V, S, M (10-60 feet of cord or rope, up to 1CP)
- Duration: Fast
- As an effect, you can touch a rope 10-60 feet long and choose from the appropriate variety once to wield with one team:
- Tie. The rope attempts to tie a creature of your choice within 20 feet of you. The creature must arrange for a supply for Dexterity or freeze to its limits until released. The creature has the ability to apply its impact to arrange for a sword of DC10 power, freeing itself or another creature within reach in the case of a splash. Add piercing damage 5 (AC10) to the rope and still release it without damaging the creature, stopping the impact and destroying the rope.
- Reinforce. The rope stretches 60 feet, tying the cover to any object or surface that can be tied to it, after which the rope becomes lifeless and hangs from the target.
- Grab. The rope stretches once enough that a creature cannot lay small or smaller in a radius equal to the length of the rope, and pulls it back into the hand. If this thing carries a creature, it must arrange for a pierce of more than its strength income. When splashed, it holds something, and when trouble occurs, it pulls it out of the creature.
- In the case of a more major level, when speaking this spell, you can use a spell connector of the second value or higher to select a chain in exchange for a rope. This spell has the same cheap effect, but has a DC15 and AC15, and cancels the diagonal damage when performing the "draw" effect. When applying fever or rope to the third value, this rope has a mystery for one minute and receives a DC15, AC20, and hit points 20.
- You touch the object of less than 100 pounds and make a association between you and him. In the meantime, the spell does not end, and can be returned to your hand as a bonus effect.
- If you withdraw, hold it, or put it on another creature, the charismatic prepares a riot to save the property of the object, and if it is found, the spell is that. Do not do in. If they have an object for more than a minute, make this range in plus.
- Forcibly change the direction of falling until the gravity changes and the course ends. You can arbitrarily select the falling object under the influence of gravity, and drop 500 feet until the spell irradiation is completed.
- If you are facing something at this point, you will be losing a fall, but you will keep the object or continue the plane according to the new direction, as in the normal standard You can control it, in principle, your movement is over and the gravity does not return to the normal position.
- Exposure time: 1 shock
- Exposure radius: Autonomous
- Component: V, S, M (magic that imposes spells).
- Duration: 24 hours
- Class: Inventor
- The impact radius of 1 km to 5 km, choosing what you do not have or unacceptable. The object flies linearly up to 90 feet in the selected direction, then falls on the ground, and stops early if it hits a hard plane. If that is a creature, it should be arranged for agility. If saving fails, the object stands out in the task and stops moving. If something hits something and it actually hits, 3D8 damage will be obtained by the hit.
- In the case of a more major level, if this spell is cast using a spell connector of 2nd value or higher, the maximum power of the spell that hits this spell is 5 pounds higher than 1st, and the loss is lost. Increase by 1D8.
- Time: 1 Impact
- Spectru: Autonomous
- Components: V, S, M (magic that imposes spells).
- Effect time: 24 hours.
- Class: Inventor
- You touch the weapon, giving it the 20/60 Throw property. If it already has the Thrown property, its range increases by 20/60. It also gains the Return property. After being thrown, the weapon automatically returns to the thrower's hand.
- Touching ammunition or a weapon with the Discard property gives it the Seek Target property. If you throw a long-range attack with this weapon, the attack gains advantage and you can add your spell's - modifier to the value of the cube. If at the same time the cube's value + your spell - modifier is reduced by 20 or more, the attack becomes a critical hit as if reduced by 20. After the attack is made, the spell ends.
- A creature you touch suffers no speed or dexterity check (concealment) penalties while wearing medium or heavy armor, and cannot be charged for overweight unless it is more than double its weight. Whatever it is, I charge it.
- Touch a weapon or item, absorbing a large amount of luck. If luck is invested in the weapon, the bearer can leave an extra D20 while the attack is being cast (even after the throw, until the outcome is determined). The creature can choose which of the D20 to use for the attack.
- If the spell is invested in a carry item, the bearer can choose to leave a D20 for the attack and use the attack or throw for that attack.
- Whichever option is chosen, the spell stops immediately upon casting the extra D20.
- Pronation Time: 1 action
- Action: Touch
- Components V, S, M (fragment used once at lightning range)
- Duration: 10 minutes
- Sends lightning energy to the creature. This energy is harmless to the creature, but creates a dangerous outbreak for other creatures nearby.
Whenever this creature attacks another creature with a near-battle attack, a spell with a beam of action stuns this creature with a near-gebary attack.
Changelog
Inventor v1.7
Inventor v2.0
Inventor v2.0.2
Inventor 2.0.3
Inventor 2.1
Inventor 2.1.1
Inventor 2.2
Golemsmith
- After this spell has been cast six times (maximum of 6d6 damage), the spell stops.
- At higher levels: This spell can be cast two more times for each entrenchment level above 2 until the spell ends (adding an additional 2d6 to the total damage).
- Appeal Time: 1 minute
- Action: Touch
Potionsmith
- Components V, S, M (any small nonmagnetic object destroyed when the spell is cast)
- Duration: 8 hours
- You can set a magic trap by equipping an object with an explosion spell. You can configure the item to explode when someone gets within 5 feet of it, or by verbal teaming with your reaction (you can detonate one or more mines).
- When the magic trap explodes, any creature within a 10-foot radius of the item's center must make a throw according to their constitution. If the throw fails, the creature takes 3d8 damage from the lightning, or half as much damage on a successful throw. If a creature is within the activation range of more than one lightning mine during its course, it takes half the damage from the effects of all subsequent mines.
- Magic mines must be placed at least 5 feet away from other mines, and they cannot be moved once placed. They explode on any attempt to move them unless the creator who placed them takes an action to disable them.
- You can attempt to purify any magic that revives structures within your action radius, rendering them inert. The target takes 4D10 damage and must make a Constitution saving throw or be confused for 1 minute. At the end of each course, the target can make another save. If successful, the spell ends. If the target had fewer than 50 hit points on a failure, they are reduced to 0 hit points.
- Duration: 1 minute
Thundersmith
- Action: Touch
Warsmith
- Components V, S, M (any small non-magnetic object that is destroyed when the spell is cast)
- Duration: 8 hours
- You can manipulate a magic trap by enchanting an object with an explosion spell. You can set this item to explode when someone comes within 5 feet of it, or by verbal teaming with your reaction (you can detonate one or more mines).
- When a magic trap explodes, each creature within 20 feet of the object must make a Dexterity save roll. On a failure, the creature takes 5d8 damage from the fire, or half as much damage on a success. If a creature is within range of one or more fire mines during its course, it takes half the damage of any subsequent mines' effects.
- Magic mines must be placed at least 5 feet away from other mines, and once placed, they cannot be moved. Any attempt to move them explodes until the creator who placed them disables them as an action.
- You touch the structure or inanimate object, healing it 10d6 hit points. At the same time, any parts or materials broken off from the structure or object are reattached, returning it to the state it was in before the hit points were lost.
- If the damaged position of a system or object is the result of aging, you can restore it to a state 10d6 years ago, provided that it was previously in the best state for the direction at this time (you only have the ability to improve or not change the state).
- At higher levels, the hit points healed increase by 2d6 (or the number of years healed) for each connector above the 4th rank.
- You touch the weapon and bestow its power upon it. During that time, the spell does not end, the gun sharpens beyond description, ignores opposition to oblique damage, buys the "siege" property, and deals double damage to inanimate objects such as buildings. If the gun's attack and damage throw modifiers are less than +3, a +3 is made to the attack and damage throw modifiers while the spell is exposed.
- In addition, if a creature remains hit at least 50 times due to a critical hit from this weapon, it is effectively decapitated and dies.
- If you attempt to freeze an inventor, the necessary conditions and skills are as follows:
Fleshsmith
- Required condition: 13th mind.
- Skills Learned: Arcana XP, Unwise Shell.
- When calculating spell slots on the Spell Slots table for multiclasses (such as Paladin or Ranger), add half the Inventor's value, rounded up or down.
- The Inventor has the ability to get a ton of utility from those with a place in the heroic deed, but this is an additional monster, and it comes with two baggage. First, it's an exploit that may say more about what the Inventor is drawn to in the game, and second, it's an exploit that uses the new mechanics introduced by the Inventor.
- In the case of these heroic deeds, such as Magic Initiate and Martial Adept, you'll find that the introduction of individuals from other classes has the ability to freeze the initiative part of the character expansion that supports the heroic deed. And heroic deeds are a great way to exert a little power without going into the Gonda path.
- You've built a personal mind into a relentless analysis machine. You can choose auxiliary enhancements from your list of subclasses. Improvements must be from an unlimited list. This update does not count towards continuous class upgrades.
- If the demon allows you to swap buffs, you may swap the buffs selected with this achievement, but they must actually be selected from whichever (or lower) category of claim that was the buff originally selected.
Spells
- This heroic action can be applied a certain number of times, and you may select an achievement above the highest value at any time, as specified in the following table:
- Time Selection
- Buff Level
- 1e