Magitek Toolkit
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Ability Time: 1 hour
Range: 2m
AoE: Single
Duration: Instantaneous
Requires: Level 2
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You learn how to produce exactly the tool you need using Magitek techniques.
With Tinker's Tools in hand, you can magickally create one set of Artisan's Tools in an unoccupied space within 2m of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magick, the tools are nonmagickal, and they vanish when you use this feature again.
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Arcane Firearm
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Ability Time: 10 minutes
Range: Touch
AoE: Single
Duration: 24 hours
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When you're not content with the physical guns that you have...
You know how to turn a wand, staff, or rod into an arcane firearm using Woodcarver's Tools, carving special sigils into it. This creation requires 10 minutes of uninterrupted work, which can coincide with a short or long rest. The sigils disappear from the object if you later carve them on a different item, or after 24 hours have passed.
Aside from the normal uses of the item, if a damaging spell of 1st-Level or higher is cast with this used as a focus, it deals an extra 1d8 damage. Also, an arcane firearm is considered to be a Firearm weapon and can shoot a blast of arcane energy. When used in this way, it has a range of 24m/100m, and it has the Fatal (d12), and Firearm properties. Further, it uses the wielder's Intelligence modifier to determine the attack bonus and the damage bonus. The damage dice is 1d10 Arcane damage.
You can spend 10 minutes teaching a creature the exact mechanism by which the arcane firearm fires (can be done during the creation of it). Provided that their Intelligence score is no less than 13, they can now use their proficiency bonus when making an attack roll with this instance of the arcane firearm.
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Destructive Blast
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UPGRADE
Requires: 4 points in Engineer
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... And even more discontent because of the lack of explosions.
The bonus damage added to damage dealing spells is now 1d10. The damage dice of your arcane firearm is now 2d6, its range increases to 50m/200m, and it gains the optional Burst Fire (4m) property and the Fatal (d10) property.
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Flash of Genius
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Ability Time: 1 reaction
Range: 10m
AoE: Single
Duration: Instantaneous
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"I really am that smart!"
You gain the ability to come up with solutions under pressure.
Reaction Trigger: When you or another creature you can see within 8m of you makes an ability check or a saving throw.
Effect: You can use your reaction to add your INT modifier to the roll.
You can use this once every long rest.
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Stroke of Brilliance
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UPGRADE
Requires: 4 points in Engineer
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"You can thank me later."
You can now target a creature within 20m.
Also, you can now use this feature a number of times equal to your INT modifier (minimum of once). You regain all expended uses when you finish a long rest.
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Magitek Enhancement
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Ability Time: 10 minutes
Range: Touch
AoE: Single
Duration: 24 hours
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Who said Magitek enhancements couldn't be artistic?
Similar in style to writing Spell Scrolls, you have learned to manipulate the Mist as you inscribe magickal formulae to enhance items.
By using Calligrapher's Tools, you can spend 10 minutes of uninterrupted work (e.g. during a short or long rest) to briefly enchant an item, by writing runes, sigils, or glyphs onto it. Choose from one of the following enchantments:
Enhanced Attack (weapon): +1 bonus to attack and damage rolls.
Enhanced Defense (armour, shield): +1 bonus AC.
Enhanced Movement (footwear): +4m speed. Your jump distance is doubled while you are wearing this footwear.
A creature can only wear or wield one of your enhanced items, otherwise, none of the enchantments function for them. Furthermore, you can only have one item enchanted in this way; the markings fade on your previous enchantment if you try to enchant more than this. The markings also fade after 24 hours have passed.
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Superior Inscriptions
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UPGRADE
Requires: 4 points in Engineer
Requires: Level 11
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Sometimes the pen is mightier than the sword... and the gun.
Your enhancements have improved to the following:
Enhanced Attack (weapon): +2 bonus to attack and damage rolls.
Enhanced Defense (armour): +1 bonus to AC. Choose a damage type other than SLASH, PIERCE, or BLUNT. The creature Resists that damage type while wearing this armour.
Enhanced Defense (shield): +1 bonus to AC. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to take half damage and push the attacker up to 4m away if the creature is Large or smaller.
Enhanced Movement (footwear): +6m speed. Your jump distance is tripled while you are wearing this footwear.
You can only have a number of items enchanted in this way equal to your half of INT modifier (rounded up); if you try to exceed this maximum value, the oldest enchantment fades as the new one applies.
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Eldritch Cannon
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Ability Time: 1 minute
Range: Touch
AoE: Single
Duration: 8 hours
Restrictions: You cannot learn this skill if you have learned Magitek Armour or Steel Sentinel
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You become a master artillerist, using your prowess in magitek to create a weapon that can strike down your foes and protect your allies – the Eldritch Cannon.
You learn how to create a magickal cannon. Using Woodcarver's Tools or Smith's Tools, you can take one minute to magickally create a Tiny eldritch cannon in your space, where it remains hovering near your shoulder.
Once you create a cannon, you can't do so again until you finish a short or long rest. You can have only one cannon at a time and can't create one while your cannon is present. The cannon is a magickal object. Regardless of size, the cannon has an AC of 18 and HP equal to five times your Fusilier level. It is immune to POISON damage, PSYCHIC damage, and all conditions. If it is forced to make an ability check or saving throw, treat all of its ability scores as 10 (+0). If the Mending cantrip is cast on it, it regains 2d6 HP. It disappears if it is reduced to 0 HP or after 8 hours. You can dismiss it early as an action.
When you create the cannon, you determine its appearance. You also decide which type it is, choosing from the options on the Eldritch Cannon table.
When you first create the cannon, it is Synchronised with you. This means that it will float near you in your space, and will move as you move.
On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 20m of it. As part of the same bonus action, you can direct the cannon to move up to 6m to an unoccupied space. Moving it away from your space Desynchronises it from you, causing it to remain in that space until you move it to another willing creature's space as part of the movement from this bonus action to Synchronise it with them. While the cannon is Desynchronised, it floats 1m off the ground, and cannot cross an elevation change of 3m or more.
Cannon |
Activation |
Flamethrower |
The cannon exhales fire in an adjacent 6m Cone that you designate. Each creature in that area must make a DEX saving throw, taking 2d8 FIRE damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. |
Force Ballista |
Make a ranged spell attack (attack bonus = your proficiency bonus + your INT modifier), originating from the cannon, at one creature or object within 40m of it. On a hit, the target takes 2d8 FORCE damage, and if the target is a creature, it is pushed up to 2m away from the cannon. |
Protector |
The cannon emits a burst of positive energy that grants itself and each creature of your choice within 4m of it a number of temporary hit points equal to 1d8 + your INT modifier (minimum of +1). This temporary HP doesn't stack with itself. |
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Augment: Demolition
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UPGRADE
Requires: Level 9
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You pump even more power into your cannon; it's shots become even more deadly, and you now have the ability to cause it to self-destruct.
The cannon's damage rolls all increase by 1d8. The temporary hit points provided by the Protector increases by 1d8.
As a bonus action, you can command the cannon to detonate if you are within 40m of it. Doing so destroys the cannon and forces each creature within 6m of it to make a DEX saving throw. On a failed save, they take 6d6 FORCE damage and are pushed 4m away from the cannon and knocked
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On a successful save, they take half damage.
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Augment: Defensive Field
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UPGRADE
Requires: 7 points in Engineer
Requires: Level 14
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With the power of magitek, your cannon now emits a protective force field that inhibits projectiles from harming you or your allies while they remain in it.
You and your allies (including the cannon itself) have half cover while within 6m of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magickal protection that the cannon emits. Furthermore, you can now make two Eldritch cannons with this ability (either the same or different), and can command both of them using the same bonus action.
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Magitek Armour
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Ability Time: 1 hour
Range: Touch
AoE: Single
Duration: Instantaneous
Restrictions: You cannot learn this skill if you have learned Eldritch Cannon or Steel Sentinel
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You become a master metallurgist, able to augment a suit of armour to be light on your feet, and yet still provide the incredible defence that can allow you to wreak havoc on the battlefield – the Magitek Armour.
Your metallurgical pursuits have led to you making armour a conduit for your magitek endeavours. By using Smith's Tools and Jeweller's Tools, you can turn a suit of heavy armour into magitek armour over the course of 1 hour (e.g. during a short or a long rest).
You are proficient in wearing your magitek armour. Further, once you wear it, the magitek armour attaches to you and can't be removed against your will. It also expands to cover your entire body, and it replaces any missing limbs, functioning identically to a body part it is replacing.
The armour continues to be magitek armour until you doff it, you don another suit of armour, or you die. It doesn't take as long to turn a suit of armour into magitek armour if it has been made into one in the past 5 days – it only takes 10 minutes to do so instead of the usual 1 hour.
The magitek armour has the following features:
Thunder Gauntlets. Your gauntlets count as a simple melee weapon, with a reach of 4m, and it deals 1d10 SONIC damage on a hit, as a thunderous sound echoes as you strike. The thunder can be heard out to 30m away. Once per turn, when you hit with this attack, you can force the creature to make a STR saving throw or else get pushed 2m or knocked
(your choice). You use your INT modifier to determine the attack bonus and the damage bonus.
Lightning Launcher. A gemlike node appears on one of your armoured fists or on the chest (your choice). It counts as a simple ranged weapon with the Firearm property, with a normal range of 30m/100m, and it deals 1d6 LIGHTNING damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 LIGHTNING damage to that target. You use your INT modifier to determine the attack bonus and the damage bonus.
Powered Steps. Your walking speed increases by 2m.
Second Skin. The armour's weight is negligible, and it becomes formfitting and wearable under clothing. If the armour normally has a strength requirement or imposes disadvantage on DEX (Stealth) checks, the magitek armour doesn't.
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Augment: Overshield
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UPGRADE
Requires: 7 points in Engineer
Requires: Level 14
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You've upgraded your Magitek Armour to create a permanent overshield feature, forcing creatures to go through that before even harming you.
Your magitek armour gains the following feature:
Overshield. While you are wearing your magitek armour, you can erect a defensive field around you. At the start of each of your turns, you gain temporary HP equal to half of your Fusilier Level (rounded down) + your INT modifier. This temporary HP does not stack with itself, and you lose the temporary HP if you doff the armour. Otherwise, it lasts indefinitely.
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Augment: Rocket Booster
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UPGRADE
Requires: Level 9
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You can now achieve temporary bursts of flight through installed rocket boosters in the footwear of your Magitek Armour.
Your walking speed from Powered Steps increases by another 2m.
Furthermore, you gain 10m of Flying speed, but you must end your movement on the ground, or else you fall. This Flying speed cannot be increased, such as by using the Dash action, except by using this ability.
As a bonus action, you can activate your rocket thrusters, which triples the Flying speed granted by this ability, and grants you the Hover benefit until the end of your next turn, allowing you to end your Flying movement in the air. You can use this a number of times equal to your INT modifier, which replenishes on a short or long rest.
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Steel Sentinel
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Ability Time: 1 hour
Range: Touch
AoE: Single
Duration: Instantaneous
Restrictions: You cannot learn this skill if you have learned Eldritch Cannon or Magitek Armour
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You become a master robotics magiteknician, forging an automaton who is your faithful companion, supporting you and your allies through thick and thin – the Steel Sentinel.
Your tinkering has borne you a faithful companion, a steel sentinel. It is friendly to you and your companions, and it obeys your commands. You use Smith's Tools and Calligrapher's Tools to make this, and this creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. See this creature's game statistics in the Steel Sentinel stat block. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.
In combat, the Steel Sentinel shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block (see HERE) or the Dash, Disengage, Help, Hide or Search action.
If the Mending cantrip is cast on it, it regains 2d6 HP. If it has died within the last hour, you can use your Smith's Tools and Calligrapher's Tools over the course of a minute to revive it, provided you are within 2m of it. The Steel Sentinel returns to life after 1 hour with all its HP restored.
If you already have a Steel Sentinel from this ability and you create a new one, the first one immediately perishes.
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Augment: Protector
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UPGRADE
Requires: 7 points in Engineer
Requires: Level 14
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Your Steel Sentinel becomes even better at defending itself and your allies.
Your Steel Sentinel gains a +4 bonus to its AC.
Also, the Steel Sentinel's Repair action now heals for 6d8 + 6 HP.
The Steel Sentinel's Rend action now deals an extra 2d8 FORCE damage.
Furthermore, the range of its Deflect Attack increases to 6m. Also, whenever it uses its Deflect Attack, the attacker takes FORCE damage equal to 1d12 + your INT modifier, as a swift burst of energy strikes melee combatants and shoots ranged ones.
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Augment: Healing Ray
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UPGRADE
Requires: Level 9
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You have learned the skill to equip your Steel Sentinel with the ability to manipulate the Mist to heal allies.
Your Steel Sentinel gains the extra action option below (X = your INT modifier):
Healing Ray (X/day). The Steel Sentinel emits a gentle green ray of life towards a creature within 20m. That creature regains HP equal to 4d8 + your INT modifier. The ray then diverges, aiming against up to another two creatures within 10m of the target, healing for half of the amount each.
Constructs are not affected by this ability, and the healing effect is reversed against Undead.
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