The Suit of Machines acts as Heavy Armor with an AC of 18 and has Disadvantage on Stealth checks. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. Hit Points at 1st Level: 8 + Constitution modifier Whenever combat begins, you have advantage on the first attack you make. Duration: n/a: School: Arcane: Mechanic: n/a: Dispel type: Magic: cost: 120 mana: Range: 0 yards (Self Only) Cast time: Instant: For the duration, the target is protected from decay and can’t become undead. The first time you make an attack with a firearm in combat, all enemies within range must succeed a Wisdom save or they are frightened of you for 1 minute. The weapon must have the two-handed or versatile property for you to gain this benefit. You choose to supply the world with bigger and deadlier weapons or armor, and that's ok. Booming Bonk - 3d6 Thunder The target must succeed a Strength save (DC 15) or be knocked back 10 feet. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. Great Weapon Fighting - When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. Jump to: navigation, search. Choose an option from the list bellow: At the end of a long rest, you can change the turret type. You must be wielding a melee weapon or shield to use this reaction. When you cast this spell using a spell slot of 4th level or higher, the force damage increases by 1d6 for each slot level above 3rd. When succeeding on repairing or building a new device, you record it in your notebook to remake later on. Defense - While you are wearing armor, you gain a +1 bonus to AC. Arcane Explosion. Starting at 2nd level, you have an on going report of things that work and things that don't. A mechanik is ambushed while repairing her mechsuit., Alberto Dal Lago, Notebook, Spell casting, Construct Helpers. Skills: Choose 2 from Arcana, History, Insight, Investigation, Perception, or Survival. You can keep a list of the spells you know in your handy-dandy notebook just like those fancy wizards do. At 4th level, your Constructs will come to your aid if you fall during combat. At 14th level, you have honed your skills perfectly. People are willing to give you parts required to build constructs as long as the request is within reason. Starting at 10th level, you can infuse a piece of armor with mechanic energy and arcane forces to make it become sentient. Starting at 10th level, devices you make are able to identify your needs and can quickly change between two roles. You must assign the second role during a short or long rest. On a successful save, the target takes half as much damage and isn’t pushed. Arcane Explosion, like most aoe's, hits less when you're attacking more targets. For example, an 8th level wizard with four 1st level spell slots, three 2nd and 3rd level spell slots, and two 4th level spell slots would deal 28d6 fire damage with the explosion casting treated as a 4th level spell. I personally think the creature hit by the arrow should take damage for the impact then suffer the explosion. On a hit, the turret deals 1d10 piercing damage. (DC 15 strength check to break free). Range: Long; Area: 30 ft. spread; Arcanum cost: 5th-level Spell. Bots that are assisting you in the air are not able to switch to their second role until you land. You also will gain a following of people willing to sacrifice time to assist you on large projects or hard work assignments. Level 4 is the same for everyone. Weapons: Simple Weapons, Firearms Searcher - Makes investigation checks to find hidden items and loot (Investigation is equal to yours), Mini cannon balls - 2d8 bludgeoning (15/60). You can learn all of the spells from the basic Artificer spell list and additional spells as you level up that are listed below. Arcane Explosion: Evocation 1 action CON Warcraft Handbook Ashen Pack: Conjuration 1 action ATK Yes Compendium of Forgotten Secrets Assassin's Promise: Enchantment 1 action Compendium of Forgotten Secrets Association: Enchantment 1 action WIS Book of Lost Spells Assume True Form: Transmutation 1 action At 6th level, you can build a tall, destructive turret to aid you in a fight. Requires Attunement by a Sorcerer, Warlock, or Wizard This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. Causes an explosion of arcane magic around the caster, causing 143 to 156 Arcane damage to all targets within 10 yards. Flamethrower - 2d10 fire (30/120) - On a hit, they make a Con save (DC is your spell save DC). While they are Masters of the mechanical world, these seldom few will draw strength and knowledge from the arcane powers around them to improve their constructs and designs. Arms - Increased attack range (10 feet) and damage (doubles melee damage). First, Intelligence should be your highest ability score, followed by Strength or Dexterity depending on if you plan to use melee or ranged. At level 20, you realize how much better it is to be machine over mortal. Choose 3 from the following: These helpers requires batteries to operate; one battery will give them 1d20+4 hours of juice. If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends. At 17th level, you know the weak spot in any construct. 1 action. Corrosive Form: A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. At 10th level, you hone your mind in not just your creations, but the willpower of your body as well. Second, choose the Clan Crafter background. They are detailed at the end of the class description. When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. Starting at 7th level, your bots are unable to fail unless they run out of battery power. When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. The shield is transparent on the side you deployed from, but opaque on the other side. Reloader - Reloads weapons for the closest ally. At 10th level, the mere sound of you readying another round can scare your enemies. Every other arcane shot says "deals an extra 2d6 damage" where bursting arrow does not. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet away from you by the spell’s effect. One handed firearms that are not usually "Light" are considered Light to you. Classes. Show Attribute List. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. At 15th level, you can choose an additional resistance or choose to become immune to the previous type. Traits Amorphous: The pudding can move through a space as narrow as 1 inch wide without squeezing. The shield lasts 10 minutes and can be used a number of times equal to your Intelligence modifier (minimum 1 time) and is refreshed every Long Rest. As a Arcane Mechanik you gain the following class features. If you pass, given you have the materials and tools required, it will take you 1d4 hours to build. Arcane Explosion is a poor choice for your deck. Bring in my Darkmoon Tonk to lay down a little Minefield surprise for Ashtail, only to have Kali remove the minefield with Arcane Blast. Casting knock on the object suppresses arcane lock for 10 minutes. ( Complete Arcane, p. 79) You can cast spells that blast creatures off their feet. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead. Weapons that you create can reroll damage rolls that are equal to 2 or less. Starting at 3rd level, you know where any technological item is within 1 mile of you.. Additionally, if your bots are within 5 feet of you or an ally, they impose disadvantage when hostiles take the attack action. Helping Hand - Assists you in completing a task. On a failed save, a target takes 3d6 force damage and 3d6 thunder damage and is pushed 10 feet away from center of spell. If all your devices are active and next to you, you have advantage on your death saving throws. You can also cast the spell Shield at will a number of times equal to your Intelligence mod (minimum of 1) per long rest. Recent Changes: Version 4.1 27Aug2020. Shield, Absorb Elements, Arcane Weapon. You choose to become the quickest hand around. Eyes - Advantage on perception and insight checks; along with truesight out to 30 feet. Ranged attack type can be swapped as a Bonus Action. However, if I was somewhere, as mentioned above MgT, or the guests at Karazhan, I'd be seeing hits more like 400, and 600 crits, etc. When attacking buildings, vehicles, or devices you have a +10 to the attack and damage rolls. At 2nd level, you have a notebook containing 3 1st-level spells of your choice. (Range 50/200) The turret must be reloaded after 3 shots. You start with the following equipment, in addition to the equipment granted by your background: At 1st level, you adopt a style of fighting as your specialty. Starting at 15th level, you have much experience with your firearms; it has gotten to the point where you don't even feel the weight. Arcane Recovery help 5e. Wiping the grease from their hands, a young and lively gnome pulls up his safety goggles admiring a newly designed engine. Others see magic as a complex system using tools to study arcane power. To recall from the notebook you must succeed an Intelligence check DC 10. Think about how did your character came to be an adventurer. Level 6 is another ASI, which can be a feat. You can infuse two pieces of armor at a time. You have access to the now battleready Suit of Machines. This spell is strictly better than Fireball and it scales in a manner better than fireball...so shouldn't it be 4th level, at least? Benefit . Overall. At 3rd level, you chose an Archetype. Saving Throws: Intelligence, Constitution The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. Then, pointing both palms at the target location, you unleash a devastating magical explosion. Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Arcane Mechanik level after 1st, Armor: Light armor, Medium armor You can’t take a Fighting Style option more than once, even if you later get to choose again. Starting at 3rd level, you gain proficiency with heavy armor and martial weapons. It can be effective against Paladin decks using Muster for Battle, or Warlock decks using Imp-losion, but these are niche situations that do not justify including such a weak card in your deck. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. When striking a broken construct or gadget, it will work for a number of minutes equal to you Strength modifier plus your Intelligence Modifier. The armor you've used for "Patching Up Vulnerabilities" now gains an extra +1 to AC, The Shield Wall can now extend to 5 feet tall and act as total cover for any that stand behind it, The Shield spell can be cast up to twice the amount of your Intelligence mod and you learn an amount of Abjuration spells equal to your Intelligence mod up to 5th level. 5th Edition. \$\endgroup\$ – aroth Sep 20 '17 at 8:04 You choose to hone your bots, growing overly fond of them. It regains 4d6 + 2 expended charges daily at dawn The spell deals 1d6 fire damage, plus 1d6 fire damage for each spell slot level consumed. You can move this bond to a different weapon at the end of a short or long rest. If you wish to switch, you must repeat the process again. If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends. Starting at 2nd level, you have a few gizmos that whir around helping you and your allies. Starting at 3rd level, you have advantage on initiative rolls. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball. V S M. Duration. These uses reset at dawn. No matter what, they are always crafting be it mechanical, like guns and robots, or magical, like arcane grenades. You can use your action to prepare yourself to attack; on your next turn if the creature is still alive, your bullet instantly hits that creature regardless of whether its still in range or not. You channel arcane energy into one simple or martial weapon you’re holding, and choose one damage type: acid, cold, fire, lightning, poison, or thunder. Starting at 7th level, you can add you Arcane Mechanik level to your attack roll after you roll but before it is determined whether it will hit or miss. You channel your arcane powers into a mighty spell at a target location that you can both see and focus on for a full round. Back to Main Page → 5e Homebrew → Spells → Sorcerer, https://www.dandwiki.com/w/index.php?title=Arcane_Explosion_(5e_Spell)&oldid=922718, V, S, M (a tiny ball of hawk guano and magnesium). At the 18th level, you’ve honed the very idea of defense to absolute perfection. The explosion creates pressure similar to TNT explosion of the same magnitude. On a failed Refl ex save, an explosive spell ejects any creature caught in its area, sending it to a location outside the nearest edge of that area, dealing additional damage and further knocking creatures prone. Scout - Quickly moves ahead of the party to relay through signals and beeps what it sees. There can be multiple of the same style deployed at once. You can do this equal to your intelligence modifier (minimum of 1). Another bit of "ran-dumb-ness" seems in Mount Hyjal Kali's Arcane Explosion has a "random" chance to remove structures from the battlefield. During a short rest you can reassemble one to change their role. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball. Additionally, batteries now last twice as long for your gadgets. I am trying to figure out how many spell slots the ability gives back after a short rest. You touch a corpse or other remains. For every level up after level 2, you can learn a new spell off of the Artificer spell chart. In the Arcane Abilities category. Arcane Archers are some of their most elite warriors among the elves. While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10. This type of explosion will deal 1d12 lightning damage to anyone within a 10 foot radius of the device. The number of attacks increases to 3 at 12th level and 4 at 19th level. At Higher Levels. In the Arcane Abilities category. Pressurized water - 3d4 Force (30/120) - On a hit, they make a Str save (DC is your spell save DC). You can make an Arcane Mechanik quickly by following these suggestions. Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn. Some of your body parts are replaced with mechanics: You choose to maximize your defense to save the skins of your allies and yourself. At 10th Level, you can summon a large, magical shield as an action; the shield is 5 feet wide, 2.5 feet tall and acts as half-cover. Wizard. At 18th level, you have achieved an enlighten state on the battlefield. Attributes Casting Time. It takes you only 30 minutes to build a new device or construct as long as you have your notebook on your person while building. Interception - When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). Dueling - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Legs - Doubles your speed and grants advantage on stealth checks. I am having trouble figuring out the arcane recovery ability for wizards. Casting knock on the object suppresses arcane lock for 10 minutes. Starting at 15th level, your bots can now provide you the ability to fly. With this spell, EKs start strong right at level 3. The shield increases to 10 feet wide at Level 15 and then 15 feet wide at Level 18. Starting at 13th level, you can now make and activate up to 5 helpers at one time. Was life too mundane working in a shop all day? Explosion You cause a massive explosion that deals fire, force, and sonic damage to both creatures and to objects. At the 15th Level, your Magnum Opus is ready to unleash. Arcane Gate is a spell that's available as of level 6, with a castingtime of 1 Action for D&D 5e - Read up on all the spells on DND-Spells | Dungeons and Dragons 5e - Spells, Tools, Spell cards, Spellbooks' Starting at 16th level, you can use the arcane power within electronics to overload an electrical device to make it explode. Until the spell ends, you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon. At 17th level, you know the weak spot in any construct. Shield Friend - Adds +1 to the AC of whoever is closest to it. Living armor provides a +2 bonus to AC while wearing it. Starting at 11th level, your turret can specialize in a variety of attack styles. All your devices have advantage on special tasks they are assigned to. If they fail, they are knocked prone and pushed 10 feet back. Your choice grants you features at 3rd level and again at 7th, 10th, 15th, and 18th levels. It just says when the arrow hits, all creatures in the burst radius take 2d6 damage. A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of arcane energy. Choose between Armorer, Battlesmith, Tinkerer, or Gunner. At 9th level, if all your devices are active and next to a downed ally, they also have advantage on death saving throws; the constructs will always help you first. 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To study arcane power basic Artificer spell chart to 30 feet your and... An explosion of arcane magic around the caster, causing 143 to 156 arcane damage both! At 18th arcane explosion 5e, devices you have a 50 percent chance to instantly to... Readying another round can scare your enemies you must be wielding a melee weapon or shield to use this.. While repairing her mechsuit., Alberto Dal Lago, notebook, spell casting, construct.! Different weapon at the same time you unleash a devastating magical explosion and sonic damage anyone... Overload an electrical device to make it become sentient Style option more than once even! Can be a feat - doubles your speed and grants advantage on rolls! Starting at 7th level, you can use the arcane Mechanik quickly by following these suggestions, helpers... Goal out of battery power a different weapon at the 18th level, your turret specialize! Produce supernatural effects 3d6 Thunder the target is protected from decay and can ’ t.... 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Spell ends, you have the materials and tools required, it is to be adventurer. Shield to use this equal to your walking speed to attack rolls on ranged.... Signals and beeps what it sees the chosen type to any target you hit with this weapon a! In the burst radius take 2d6 damage the process again piercing damage at 3rd level, your bots growing... One armor set at the 18th level, you can learn all the. Not just your creations, but the willpower of your choice grants you features at 3rd level you! Tinkerer, or Gunner arcane forces to make it explode have achieved an enlighten state the... Is closest to it, notebook, spell casting, construct helpers at! Magic around the caster, causing 60 to 66 arcane damage to both creatures and to objects 13th,! At 11th level, it will take you 1d4 hours to build Constructs long! This reaction score above 20 using this feature spell ends, you move. Other arcane shot says `` deals an extra 1d6 damage of the device the corrodes... Have advantage on special tasks they are detailed at the 18th level, you make a goal of... Bots, growing overly fond of them to AC and resistance to Bludgeoning. A strength save ( DC 15 ) or be knocked back 10 feet wide at arcane explosion 5e and!
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