
Your research into Clark-tech has granted you knowledge to create magical items that are unobtainable to other artificers. When picking an infusion, along with the standard ones, you have the following options available:
KRYSPER Syringes
Prequisite: 4th level artificer, Clark-tech Hunter subclass.
Items: a small, transparent container with a needle attached to it.
The item has a number of shots equal to your proficiencity bonus. When infusing the item you select a benefit for every one of its shots.
- Keen Senses. The target has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
- Echolocation. The target has blindsight but it can’t use it while deafened.
- Fearless. The target has advantage on saving throws against being frightened.
- Strong Muscles. Melee attacks deals one extra die of damage when the target hits with it.
- Innate Spellcasting. The target selects 2 cantrips from the wizard spell list to learn. It uses your spell attack modifier and save DC.
- Regeneration. The target regains 2d4 hit points at the start of its turn, provided that it has at least 1 hit point. If the target takes acid or fire damage, it only regains half the amount of hit points. However if the target takes necrotic damage, this trait doesn't function at the start of the target's next turn.
- Strong legs. The target's long jump increases by 20 feet and its high jump by 10 feet, it can preform them with or without a running start.
- Amphibious. The target can breathe air and water.Hold Breath. The target can hold its breath for an additional 30 minutes.
- Spider Climb. The target can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
- Versitile Movement. The target selects a type of movement and gains a 10' speed in it. If the target already has that type of movement speed, then it is increased by 10'.
- Enhanced Reflexes. The target can take 1 additional reaction every round.
- Darkvision. The target gains darkvision with a 30' range.
- Improved Abilities. The target chooses one of its ability scrores. That ability score is increased by 1 to a maximum of 24.
As an action you can target one willing creature (including you) within 5 feet of you with the syringes and insert 1 shot into it. The target gains the benefit you selected for that shot. The target keeps that benefit until you either end the infusion, die, or remove the shot from the target. You can do that during a long rest, after which you gain the shot back, along with its benefit.
Irradiated Weapon.
Prequisite: 13th level artificer, Clark-tech Hunter subclass.
Item: A simple or martial weapon
When rolling for damage, this magic weapon deals an extra 2d10 radiant damage. Additionally the weapon can cut throught any nonmagical object that is not made of mythril or adamantine.
When you reach level 15, the wielder can use their action to raise the weapon above their head. When they do so it shines a bright green light for 30' and dim light for an additional 30'. Every creature illuminated by the bright light takes 8d6 necrotic damage or make a constitution saving throw against your spell save DC for half the damage. Once this feature has been activated, it cannot be used again until the next dawn.
When a creature finishes a long rest while in 60 feet of the weapon, he or she must succeed on a DC 10 constitution saving throw or take 1d4 necrotic damage and have his/her maximum hit points reduced by that amount. Having a piece of clothing or a silimar object on the surface of the weapon that the creature is touching grants it advantage on the saving throw.
Virtual Ammunition Box
Prequisite: Clark-tech Hunter subclass.
Item: A metal container at least 1 cubic feet in volume.
At every dawn, 20 pieces of ammunition appear in the container. You choose the type that appears, with the only restriction being that it cannot be magical. Pieces ammunition created this way disappear the next dawn.
Jetpack
Prequisite: Clark-tech Hunter subclass, 3rd level
Item: A set of medium or heavy armor
While wearing this armor, a creature gains 20' flying speed.
Bracelet of Light Distortion
Prequisite: Clark-tech Hunter subbclass, 5th level
Item: A bracelet or a wristlet
The wearer can cast the invisibility spell at will without expending a spell slot.
Grenade of Power
Prequisite: Clark-tech Hunter subbclass.
Item: A piece of gold worth at least 100 gp.
You imbue this piece of precious metal with a great force to hold and release. When you create this magic item you choose one of the following damage types: fire, force, poision, thunder. A creature can use its action to throw the item up to 60 feet away. When this happenes, the item explodes and all creatures within 15' of the its new location make a dexterity saving throw against your spell save DC. On a failed save they take 6d6 damage of the chosen type and half as much on a successful one. The infusion ends when the item explodes. As an action you can make a DC 15 investigation check on the place where the item exploded to recover half the gold that was used in its creation.
The damage of the item increases to 8d8 when you reach level 5, 10d10 when you reach level 9 and 12d12 when you reach level 15.
Hunter Shoutgun
Prequisite: Clark-tech Hunter subbclass, 3rd level.
Item: A finely carved wooden stick worth at least 250 gp.
You imbue this item with magical properties making it similar to your foundamental guns. This item has the same properties and improvements as your guns, except that it uses 2d8s in place of every d6s they would use. It also needs to be reloaded every 12 shots instead of every 20 and you need both hands to use it.
