You can apply one unrestricted Golemsmith or Warsmith upgrade to yourself (as if you were the golem or the warplate). This can’t be an upgrade that increases your ability scores. Any ability the does the same thing as a feature from Modular Design doesn’t stack. (For example, you can’t take an upgrade that increases your AC by +1 if you already have Integrated Armor.)
Golemsmith Upgrades
Unrestricted Upgrade
Arcane Barrage Armament:You install a mounted armament on your golem, taking whatever form is most appropriate, which is charged with arcane power. As an action, the golem can cast magic missile through the armament, without expending a spell slot and requiring no components. Once the golem casts the spell in this way, it can’t do so again until you finish a short or long rest. When you reach 5th level in this class, the spell is cast as a 2nd-level spell, and it increases again when you reach 11th level (as a 3rd-level spell) and 17th level (as a 4th-level spell).
Defender Protocol:You build a protocol into your golem, instructing it to defend its master. The golem gains the Protection Fighting Style.
Ether Heart: You install a magical ether heart into your golem, because that seems like a good idea. Your golem gains 2 charges. It can expend 1 charge to cast any 1st-level spell you know, and it regains all expended charges when you finish a long rest.
Flamethrower Armament: You install an armament to your golem, taking whatever form is most appropriate, which is capable of producing powerful flames. As an action, the golem can cast burning hands through the armament, without expending a spell slot and requiring no components. The spell save DC is equal to your spell save DC. Once the golem casts the spell in this way, it can’t do so again until you finish a short or long rest. When you reach 5th level in this class, the spell is cast as a 2nd-level spell, and it increases again when you reach 11th level (as a 3rd-level spell) and 17th level (as a 4th-level spell).
Fine-Tuned Dexterity:You craft improved gears and joints for your golem. Your golem’s Dexterity score increases by 2, increasing its ability to perform tasks that require fine motor skills. If this upgrade increases the golem’s Dexterity to 16 or higher, it gains proficiency with thieves’ tools; if this upgrade increases its Dexterity to 18, it gains proficiency in the Stealth skill. You can select this upgrade multiple times, but you can’t increase the golem’s Dexterity above 18 using this upgrade.
Grappling Appendages: You install an additional pair of grappling appendages to your golem, which take a form of your choice. For the purpose of grappling, these appendages count as two additional free hands for your golem. Additionally, as long as your golem isn’t using these appendages to grapple, it has a climbing speed equal to its walking speed.
Heavy Armor Plating: You can incorporate a suit of heavy armor into your golem, allowing it to calculate its armor class as if it was wearing that armor. Your golem is proficient with the incorporated armor, and it has disadvantage on Dexterity (Stealth) checks until the armor is removed. You can remove the incorporated armor or incorporate a new suit of armor at any time, but it takes twice as long as it would normally take to don or doff the armor.
Structural Constitution:You have reinforced your golem with layers of protection and redundant systems. Your golem’s Constitution score increases by 2, increasing its stability and durability. If this upgrade increases the golem’s Constitution to 16 or higher, it gains proficiency in Constitution saving throws; if this upgrade increases its Constitution to 18, it has advantage on death saving throws. You can select this upgrade multiple times, but you can’t increase the golem’s Constitution above 18 using this upgrade.
Systematic Strength: You build an improved frame and power source for your golem. Your golem’s Strength score increases by 2, increasing its ability to perform tasks that require raw strength. If this upgrade increases the golem’s Strength to 16 or higher, it gains proficiency in Strength saving throws; if this upgrade increases its Strength to 18, it gains proficiency in the Athletics skill. You can select this upgrade multiple times, but you can’t increase the golem’s Strength above 18 using this upgrade.
Warfare Routines: You advance the control routines for your golem, allowing it to fight more effectively. Your golem gains one of the following Fighting Styles of your choice: Archery, Dueling, or Great Weapon Fighting
Warsmith Upgrades
Accelerated Movement: (You can apply this upgrade twice.) You reduce the weight of your armor by 15 pounds (to a minimum of 0 pounds). While wearing your armor your speed increases by 10 feet. This applies to all movement speeds you have while wearing your armor.
Adaptable Armor: You integrate deployable hooks and fins into your armor, augmenting its mobility. While wearing your armor you gain a climbing speed equal to your walking speed, and you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. Additionally, you gain a swimming speed equal to your walking speed.
Arcane Visor: (You can take this upgrade multiple times, selecting a different option each time.) You magically enchant your visor. You gain one of the following effects while wearing your armor; you pick the effect when selecting the upgrade. • You gain darkvision to a range of 60 feet. If you already have darkvision, the range of that darkvision is increased by 60 feet. • You can ignore Sunlight Sensitivity. • Divination spells no longer require your concentration to maintain. You can only use this effect on one spell at a time. Regardless of the selection, you have advantage on saving throws against being blinded while wearing your armor.
Collapsible: (Incompatible with Integrated Armor) Your Warsmith’s armor can collapse into a case for easy storage. When transformed this way the armor is indistinguishable from a normal case and weighs 1/3 its normal weight. As an action you can don or doff the armor, allowing it to transform as needed.
Construct Constitution: (Prerequisite: Integrated Armor) You gain resistance to poison damage and immunity to the poisoned condition. You have advantage on saving throws against diseases as well as spell effects that require a “humanoid” target.
Flame Projector: You gain the ability to unleash fire energy. While wearing your Warplate Gauntlet, you can cast fire bolt, and gain access to the following spells at the following levels while wearing your Warplate Gauntlet:
Inventor Level Spell
- 3rd burning hands
- 5th scorching ray
- 9th fireball
- 13th wall of fire
- 17th flame strike
Force Blast: You upgrade your Warplate Gauntlet to deliver a special ranged attack. This attack is a ranged spell attack that deals 1d8 + your Intelligence modifier force damage, and has a range of 60 feet. You are proficient in this weapon. When you take the attack action, you can use this ranged spell attack in place of any attack made.
Fortified Brace: (Prerequisite: Warplate) You build in systems to maximize defensive potential. As a reaction to taking damage, you can brace your armor, locking it in a defensive position. Until the start of your next turn, you gain resistance to all damage (Including the triggering damage) and any subsequent attacks made against you are made with disadvantage. On your next turn after taking this action, your speed is halved and you can’t take an action (you can still take a bonus action).
Grappling Hook: (Prerequisite: Warskin or Warsuit) Your Warsuit gains an integrated grappling hook set into your gauntlet. As an attack or as an action, you may target a surface, object or creature within 20 feet. If the target is Small or smaller, you can make a Strength (Athletics) grappling check to pull it to you and grapple it. Alternatively, if the target is Medium or larger, you can choose to be pulled to it (this doesn’t grapple it). Opportunity attacks provoked by this movement are made with disadvantage.
Grappling Reel:(Prerequisite: Integrated Armor or Warplate) Your Warsmith’s armor gains an integrated grappling reel set into your gauntlet. As an attack or as an action, you may target a surface, object or creature within 30 feet. If the target is Large or smaller, you can make a Strength (Athletics) check as if grappling normally to pull it to you and grapple it on success. Alternatively, if the target is Large or larger, you can choose to be pulled to it (this doesn’t grapple it). This movement provokes opportunity attacks as normal movement would.
Iron Fortitude: (Prerequisite: Integrated Armor) You gain an unnatural durability. When damage reduces you to 0 hit points, you make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, you drop to 1 hit point instead.
Lightning Channel: You are able to funnel your suit’s power into your attacks. You can use this upgrade to cast lightning chargedK as a bonus action without expending a spell slot. Once used, this upgrade can’t be used again until you finish a short or long rest. Additionally, you can apply the damage from lightning charged on your Force Blast ranged spell attacks.
Lightning Projector: You gain the ability to unleash lightning energy. While wearing your Warplate Gauntlet, you can cast shocking grasp, and gain access to the following spells at the following levels while wearing your Warplate Gauntlet:
Level Spell
- 3rd lightning tendril
- 5th lightning charged
- 9th lightning bolt
- 13th jumping jolt
- 17th sky burst
Martial Grip: Your Warplate Gauntlet grants you the ability to wield a wide variety of powerful weapons. You gain proficiency with martial weapons while wearing your Warplate Gauntlet.
Power Fist: (You can apply this upgrade twice.) Your Warplate Gauntlet becomes a melee weapon while you aren’t holding anything in it. You have proficiency in this weapon, and it has the Light and Special properties. It deals 1d8 bludgeoning damage. Special: When you make an attack roll, you can choose to forgo adding your proficiency bonus to the attack roll. If the attack hits, you can add double your proficiency bonus to the damage roll. You can apply this upgrade up to 2 times, making a separate weapon with the same properties the second time. Variant: Impact Gauntlet Your GM may allow you to take the Impact Gauntlet upgrade of the Gadgetsmith in place of a Power Fist, which is similar but deals 1d6 damage and has the finesse property. For the purposes of upgrades, Impact Gauntlets and Power Fists should be considered interchangeable.
Reinforced Armor: You can apply this upgrade up to 3 times. You reinforce the structure and materials that make up your Warsmith’s armor. Your Warsmith’s Armor’s Armor Class (AC) increases by 1.
Sentient Armor: You create an artificial personality integrated into your armor, giving it limited sentience. This sentience assists you in many ways. While wearing your armor, your Intelligence ability score and maximum Intelligence ability score are increased by 2. Your armor can understand and speak any language you can speak. You can communicate telepathically with it while wearing it.Talking Armor: How much of a personality Sentient Armor has is up to the player and GM. Functionally, it only enhances things that use Intelligence as written , but many people enjoy fleshing it out much further as a sentient item as a sort of NPC. This doesn’t extend what it does (unless the GM says it does, of course) but can be fun to interact with. It can be assumed to see what you see when you’re wearing it, but can’t provide assistance with ability checks without related upgrades.
FROM
Kibbles’ Compendium of Craft and Creation
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