Shattered Heir Image

Your soul is intertwined with machinery, magnetism, and forbidden arts, culminating in a destiny written by cosmic decree.

Stage 1 – Mechanicus

Your bond with machinery and magnetism deepens.

  • Clockwork Touch:
    You learn the Mending and Spare the Dying cantrips. If you already know either, you can choose another cantrip from the Wizard or Artificer spell list. Additionally, you can cast Spare the Dying once per day without expending a spell slot.

  • Stability of Steel:
    You can spend 8 hours to create a magically enhanced prosthesis for a willing creature. This does not cost you one of your tinkering slots.
    You can support up to three active prostheses at a time. If you exceed this number, the oldest prosthesis loses its magic and becomes mundane.

Stage 2 – Master of Life and Death

You remember the forbidden arts you once commanded.

  • Undead Analysis:
    As a bonus action, you can recall detailed information about the weaknesses and resistances of any undead creature within 90 feet of you.

  • Eldritch Canon Overload:
    You upgrade your eldritch cannon:
    Once per long rest, when an undead creature within 30 feet of your cannon drops to 0 hit points, your cannon can unleash a pulse that permanently destroys that creature if its Challenge Rating is less than or equal to your level.

Stage 3 – Sent by Celestial Decree

You are no longer merely a being of flesh and machine — you are a living decree of cosmic will.

  • Resilience Beyond Death:
    You gain resistance to necrotic damage.

  • Cosmic Retraction:
    Once per long rest, when a friendly creature within 60 feet of you is reduced to 0 hit points, you can immediately teleport that creature up to 30 feet to an unoccupied space you can see and stabilize it.

  • Time Anomaly:
    When you use Cosmic Retraction, you bend time around you. Each creature of your choice within 15 feet must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or be affected as if by the slow spell.

    • Creatures can repeat the saving throw at the start of each of their turns, ending the effect on themselves on a success.

    • The anomaly moves with you for up to 1 minute.

    • Creatures that succeed on the saving throw are immune to the anomaly’s effects for the next 24 hours.

Shattered Heir Image

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