Peaking beneath the layers of your capabilities, you discover that the way you have been enchanting objects is not as efficient as it could be. With a little bit of practice, and a few minor hiccups, you redesign your magical tinkering ability from the ground up.
Replaces the Magical Tinkering Class Feature by improving the quality to scale per level. You've learned how to invest a hearty spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny non-magical object as an action and give it one of the following magical properties of your choice:
- Luminescent: The object sheds bright light up to a 10-foot radius and dim light up to an additional 10 feet. You can choose the color of the light.
- Reverberant: The object when activated for the first time will begin to record a message or sound for 6 seconds. The object when activated any subsequent time will begin to emit the recorded message or sound. It can be heard up to 20 feet away.
- Redolent: The object emits a consistent odor of your choice. You must have experienced it before. You can have the chosen odor detectable up to 20 feet away. You can choose the pungency of that particular odor to be no greater than what you have experienced.
- Melodic: The object emits a consistent nonverbal sound (crashing of waves, creaking floorboards, incoherent whispers, or the like) of your choice. You must have experienced it before. You can have the chosen sound detectable up to 20 feet away. You can choose the volume of that particular sound to be no greater than what you have experienced.
- Inflammable: The object instantaneously snuffs out its existing fire, or ignites itself in magical fire. You can chose how much of the object is ignited/extinguished (the wick of a candle, or the like). Removing the magical property does not extinguish the fire, or re-ignite the object, and any current magical fire converts to non-magical fire.
- Radiative: The entire object heats or cools to a harmless temperature of your choice.
- Apparent: A static visual appears on the object's surface. You can choose if the entire object is affected, or just portions. This visual can be a simple low resolution picture, a few common colors and shades without any gradients between them, simple lines and shapes, or a mixture of these elements, as you like. You can set the opacity of the visual on the object.
The chosen property lasts indefinitely, or until you die. As an action, you can touch the object and end a property early.
You can bestow magical properties on to multiple objects, touching one object to bestow one property each time you use this feature. This does not make the object itself magical.
The maximum number of properties you can have bestowed at once is equal to your Proficiency Bonus plus your Intelligence Modifier (minimum of one property). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies. The number of properties allowed on a tiny object is currently 1.
Some magical properties can be constrained by conditions to activate them. When touching an object to bestow a magical property, if able, you can also attach a following activation condition:
- Pressure Sensitive: Activates through being squeezed/squashed by a force.
- Vacuum Sensitive: Activates if exposed to abnormal low pressure.
- Impact Sensitive: Activates from an impulse of kinetic force, such as a smacking the object against something, or vice versa.
- Temperature Sensitive: Activates if it becomes unpleasantly/abnormally hot, or cold, or both.
- Light Sensitive: Activates if submerged in darkness, or is exposed to bright light, or both.
- Sound Sensitive: Activates if there is no noise, or an abrupt loud noise, or both.
Starting at 3rd level:
- The maximum size of the object allowed is increase to small.
- The maximum number of properties allowed for tiny objects is increased to 2. Small objects can hold 1.
- The following magical properties have been evolved/added:
- The maximum range of Luminescent has increased to 20 feet of bright light, and 20 feet of dim light. You can now choose to have the object activated to toggle the light on/off.
- The maximum range of Redolent and Melodic has increased to 30 feet. You can now choose to have the object activated to toggle the property on/off.
Starting at 5th level:
- The following magical properties have been evolved/added:
- The length of the recorded message or sound for Reverberant has been increase to 30 seconds. It can be heard up to 30 feet away.
- The object under the affect of Inflammable cannot be lit or snuffed out by non-magical means. Apart from being completely submerged in water for one round, or exposed to strong wind for one minute.
- The quality of Apparent has increased, you can use a more advanced medium resolution image, and a variety of uncommon colors with some simple gradation between them. You can now choose to have the object activated to toggle the property on/off.
- Inscriptive: A static text appears on the object's surface. You can choose if the entire object is affected, or just portions. This text can be in any language you know, or you can copy from some text that you can see. You can choose the color, size, font, and format of the text, or a mixture of these elements, as you like. You can set the opacity of the text on the object.
- Cleanable: The object becomes clean by shedding any filth/dirt/dust from it, or becomes dirty by attracting any dirt/filth/dust around. You can choose if the entire object is affected, or just portions.
- The following activation conditions have been evolved/added:
- Point Sensitive: Activates if a certain place of your choice is pressed on the object.
- Charge Sensitive: Activates if struck by electricity/lightning.
- Toxin Sensitive: Activates if exposed to harmful disease, or poison, or both.
- Creature Sensitive: Activates if it comes into contact with a creature.
Starting at 9th level:
- The maximum size of the object allowed is increase to medium.
- The maximum number of properties allowed for tiny objects is increased to 3. Small objects are increased to 2. Medium objects can hold 1.
- You can now attach a magical property to magical items that have not been attuned to.
- You can optionally use your bonus action to touch and attach a magical property to an object.
- For a magical property to be activated, you have up to 2 activation conditions. They can work together as an OR function, or an AND function.
- From now on, unless otherwise stated, all magical properties can be chosen to have the object activated to toggle the property on/off.
- The following magical properties have been evolved/added:
- The new maximum temperature that Radiative can reach, can be as hot as boiling water (approx 100°C (212°F)), and can be as cold as ice (approx 0°C(32°F)). You can now also choose if the entire object is affected, or just portions.
- The maximum range of Luminescent has increased to 30 feet of bright light, and 30 feet of dim light. You can instead have the property produce a cone of light from a point of your choice on the object, which creates up to 60 feet of bright light, then 60 feet of dim light. You can set the color of the light to change from an activation, or to control the color of the light. You can also set the light to phase through multiple colors, you can set it to strobe, blink, or a mix.
- The maximum range of Reverberant, Redolent, and Melodic has increased to 60 feet.
- The length of the recorded message or sound for Reverberant has been increase to 1 minute. You can now choose to have the object activated to record a message or sound, replacing what was previously stored. You can also choose the sounds the object is able to hear, and you can remove any background noise from the recording.
- The quality of Apparent has increased, you can use a more complex high resolution image, and a variety of rare colors with some advanced gradation between them. You can use more advanced lines and shapes. The can choose to have the object activated to change the colors, shapes, or image, or a mix, as you like.
- Enchanted: The object is now considered magical. If HP is considered, it is doubled. If AC is considered, it is increased by 2.
- Tractive: The objects sliding friction is increased up to 10 times (no greater than rubber against rubber), or decreased by 10 times (no less than ice against ice). You can choose if the entire surface of the object is affected, or just portions.
- Tasteful: The object changes to a flavor (buttered popcorn, apple juice, or the like) of your choice. You must have experienced it before. The chosen flavor gives off a subtle odor. You can choose the intensity of that particular flavor to be no greater than what you have experienced, and you can have add to the existing flavor of the object, or replace it. Pieces that are bitten off and chewed retain the flavor for up to a minute, or until swallowed. If an "object" consists of many smaller cereal-like-pieces, they are all under the affect as long as no individual piece gets further than 10 feet from the center of the "objects" mass.
- Texturable: The object feels like it has a different texture (rough sandpaper, slimy moss, or the like) of your choice. You must have experienced it before. You can choose if the entire object is affected, or just portions.
- Flexible: The object becomes slightly more elastic (to make a pillow softer), or more rigid (paper can be written on while holding).
- Vibratile: The object vibrates at a consistent rate of you choice. It can be used for practical applications... but you're not going to do that. You can choose to have the object activated to have some control, of your choice, over the intensity and speed of the vibrations.
- The following activation conditions have been evolved/added:
- You can now choose the approximate amount of pressure required to activate Pressure Sensitive,the approximate amount of vacuum required to activate Vacuum Sensitive, the approximate amount of force required to activate Impact Sensitive, the approximate range of temperature required to activate Temperature Sensitive, the approximate intensity of light required to activate Light Sensitive, the approximate volume of sound required to activate Sound Sensitive, and the approximate intensity of lighting required to activate Charge Sensitive.
- You can choose the required races, levels, or classes, or a mix to activate Creature Sensitive.
- Range Extend: Only works with another activation condition set to an AND function. Extends any "contact" requirements to be a range detection of up to 10 feet.
- Time Sensitive: Activates when a certain length of time has passed of your choice. You can also set it to loop through a timeline of your choice.
- Command Sensitive: Activates if chosen word is said within 30 feet of the object.
- Distance Sensitive: Activates when it gets further than a chosen distance from yourself, or another object of your choice that has magical properties. The distance you can set can be no greater than 120 feet.
- Velocity Sensitive: Activates when it reaches a speed of your choice.
Starting at 15th level:
- The maximum size of the object allowed is increase to large.
- The maximum number of properties allowed for tiny objects is increased to 4. Small objects are increased to 3. Medium objects are increased to 2. Large objects can hold 1.
- You can optionally use your object interaction to touch and attach a magical property to an object.
- You can now have up to 3 activation conditions.
- You can spend 50gp worth of components (such as gem dust, rare metals, or the like), and 10 minutes to permanently affix the magical properties to a tiny object. 100gp and 30 minutes for a small, 200gp and 1 hour for a medium, and 500gp and 2 hours for a large. The object is no longer bound to you, and frees up the magical property slots it was originally occupying. These objects cannot have any magical properties added to them in any way. You can only remove these magical properties by casting dispel magic at 4th level or higher, allowing you to bestow magic on them once again.
- You can now set a single magical property to have 2 outputs depending on how the condition is met. (For example, using the one Radiative property, you can set it to become hot from one activation condition, and now additionally, to become cold from a different activation condition)
- The following magical properties have been evolved/added:
- The new maximum temperature that Radiative can reach, can be as hot as the internal of a small campfire (approx 800°C (1470°F)), and can be as cold as the lower stratosphere (approx -55°C(-67°F)). These new temperatures can be harmful if unsafe, discretion is advised. You can choose to have the object activated to have limited control, of your choice, over the temperature.
- Smoldering: The object emits a consistent flow of smoke, sparks, or a mix of your choice. You can choose if the entire object is affected, or just portions. You can have the smoke spew out cosmetically, or fill a 5-foot radius sphere, that fills up to a radius of your choice that is no greater than 30 feet, at a slow rate of 5 feet per minute. You can choose the transparency and color of the smoke. The sparks can shoot out cosmetically, or at a radius of your choice no greater than 30 feet. You can choose the intensity, density and colors of the sparks.
- Windswept: The object emits a consistent flow of wind of your choice from one side of the object that is no stronger than a moderate wind speed (20 mph). You must also pick a different side, not necessarily the opposite side, for the equal suction flow. If there is any particulate matter being sucked by the flow, when it reaches the object it travels around it to the point where flow emits. You can set an activation to have some control, of your choice, over the intensity of the wind.
- Detonatable: The surface of the object explodes. Each creature within 5 feet of the object must make a DC 12 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half damage on a success. The damage is increased by 1d6 for each size greater than tiny, up to a maximum of 5d6 for a large object. If the object is being worn or carried, they must make a DC 16 Dexterity saving throw, or the object flies off 10 feet in a random direction. You may choose that the damage uses less d6's, but it can be no less than 1d6. It is strongly recommended to set an activation, but not required. You can have the explosion sound detectable no less than 60 feet away, up to a maximum of 200 feet away. This property is automatically removed once it has been activated, and cannot be added again until 1 round has passed.
- Shatterable: The object attempts to self-destruct. The object takes 2d8 force damage. The damage is increased by 2d8 for each size greater than tiny, up to a maximum of 8d8 for a large object. You can choose if it makes a sound if it succeeds to destroy the object, and a sound if it fails, it can be detectable up to a range of your choice that is no greater than 60 feet away. This property is automatically removed once it has been activated, and cannot be added again until 24 hours have passed.
- The following activation conditions have been evolved/added:
- You can choose several places required to be pressed to activate Point Sensitive, up to a maximum of 3 points of contact.
- You can choose the exact creatures to activate Creature Sensitive. You must have met them before, and the activation cannot be fooled by illusions.
- You can have Time Sensitive activate at a chosen time of the day.
- Instead of activating Command Sensitive with just one word, you can choose a phrase, no longer than 3 words to activate the condition. Additionally you can choose that the condition activates only if the command is spoken with the intent to activate the magical property.
- You can instead choose a creature, an object, or place you are familiar with to set Distance Sensitive to. You can also have it activate by being within a certain distance of your choice, as close as touching. The maximum distance is increased to be no greater than 240 feet.
Starting at 20th level:
- The maximum number of magical properties you can have bestowed is doubled.
- The cost to permanently affix the magical properties to an object is divided by 5.
- The permanently affected objects now require a casting of dispel magic at 5th level to remove the magical properties.
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