Base Class: Artificer
Chrono-technicians, otherwise known as Chronotechs, are artificers that wish to tinker and manipulate time and fate itself. Often pursued by agents of order, artificers of this variety excel in stealth and espionage, honing their ability to bend potentiality to stay one step ahead of those that frown upon their research. Chronotech is the youngest of artificer traditions, and its versatility is one that is still being explored by those brave enough to gaze into the depths of time.
Tool Proficiency
3rd-level Chronotech feature
You gain proficiency with weaver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Chronotech Spells
3rd-level Chronotech feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Chronotech Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Chronotech Spells
| Artificer Level | Spell |
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3rd |
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5th |
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9th |
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13th |
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17th |
Weavestrider Drones
3rd-level Chronotech feature
Whenever you finish a long rest, you can magically activate two weavestrider drones crafted from woven metallic fibers you touch. The initial creation of each drone takes one hour, which can be completed as part of a long rest. As an action, you can activate all available weavestrider drones within 30 feet of your current position, moving each of them up to their speed as part of this action.
As a bonus action on each turn that they are active, you can connect your consciousness to an individual weaverstrider drone, enabling you to see and hear through it as if you were in its space. You can also expend your bonus action to cast a cantrip you know that has a casting time of one action from a drone you can see or from a drone you are connected to. Cantrips cast in this fashion can only be cast if you have not cast a cantrip this turn. Weavestrider drones take the dodge action automatically, unless you use your bonus action to command them to take one of their other available actions.
You can rebuild a destroyed weavestrider drone by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to accelerate to time surrounding the drone as if you had taken the time to completely rebuild the drone. Weavestrider drones created in this way are active once more and are returned to 1 hit point.
Creating a weavestrider drone requires you to have weaver's tools on your person, and any drone you create with this feature lasts until it is destroyed or until you activate a number of drones that exceeds your maximum available number of drones.
When you reach certain levels in this class, you can activate more drones at the end of a long rest: three at 6th level and four at 15th level. Each drone takes one hour to create.
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Weavestrider Drone Tiny construct Armor Class 18 (natural armor) Hit Points 15 (3d8) Speed 15 ft. (walking, climbing, flying) STR
4 (-3)
DEX
18 (+4)
CON
14 (+2)
INT
1 (−5)
WIS
14 (+2)
CHA
6 (−2)
Saving Throws Dex +4 plus PB, Con +2 plus PB Skills Acrobatics +4 plus PB, Stealth +4 plus PB, Perception +2 plus PB Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, poisoned, frightened Senses darkvision 60 ft., passive Perception 12 Languages understands the languages you speak Challenge — 1 equals your bonus Vigilant. The drone can’t be surprised. Actions Weavestrider's Reach. Spell Attack: The connection between you and the drone allows you to cast a known cantrip with a casting time of one action from the drones location using your spell attack modifier. Repair (3/Day). The magical mechanisms inside the drone restore 1d6 + PB hit points to itself or to one construct or object within 5 feet of it. Far Sight. Your vision connects to the drone allowing you to see and hear through the drone. This action can be used in tandem with Weavestrider's Reach and Repair. |
The Perfect Time
5th-level Chronotech feature
Your understanding of time and timing allows you and your allies to strike at the perfect time. Whenever you deal damage to a creature, you can deal an additional 1d8 damage of the attacks damage type to the target a number of times equal to your Intelligence modifier per long rest. You can use this feature as a reaction to add the damage to an attack made by an ally within 10 feet of you. The damage increases to 2d8 at 9th level and 3d8 at 15th level.
Caught in a Moment
9th-level Chronotech feature
You've developed a masterful sense towards the flexing of the weave of time, enhancing the effectiveness of the spells you cast. Whenever you cast a spell using your weaver's tools as the spellcasting focus that forces a saving throw, targets effected by the spell have disadvantage on the save.
Alternate Ending
15th-level Chronotech feature
Your understanding of the concept of time allows you to glimpse alternate futures, creating ways for you to change your fate:
- You have advantage on saving throws against spells and effects that cause the stunned condition.
- You can cast contingency without expending a spell slot, without preparing the spell, and without material components, provided you use weaver's tools as the spellcasting focus. Once you cast the spell with this feature, you can’t cast that spell with it again until you finish a long rest. If the contingency spells effect is activated, it cannot be cast again until 1d4 days have passed.
When cast using this feature, contingency can be cast on yourself or on an ally. If this spell is cast on you, then the spell effect associated must be from the Artificers spell list. If cast on an ally, the spell effect must be one that the ally knows.
This spell can only be active on one creature at a time.
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