Prerequisite: Must be a follower of Rotman.
Followers have a path that they choose when Rotman takes them under their wing. Rotman trains his future avatars in one of his domains, Weaponsmith, Armorsmith, Crafter, Breaker, Destroyer, or Reforger.
- Weaponsmith. The Weaponsmith specializes in crafting weapons of many kinds, not only do followers of this path learn to craft exotic weaponry, but they also craft all weapons with the finest of measurements
The time it takes to craft weapons are halved, but you could instead choose to craft your weapon as exotic or mastery.- An exotic weapon is a weapon with a unique trait. (Ask your DM for examples.)
- A mastery weapon is a weapon crafted to the finest detail, giving it a +1 to both attack and damage.
- Armorsmith. Those that follow the path of the Armorsmith can also craft exotic armors, but they also take extra time to craft their armor perfecting the protection and allowing the armor to become easier to wear.
- When you finish smiting a full set of armor it can be used as if it were one tier lighter than it is. (Medium armor is concentered light etc.)
- Optionally, you could instead choose to smith an exotic piece of armor which is armor with traits or utility attached them. (Talk to your DM for examples)
The detail in your armor is matched only by the best crafters and designers around.
- Crafter. Crafters can create clockwork that some of the most skilled artisans would be envious of. Additionally, if they come across any mechanical devices along their way, they are skilled in understanding them for tweaking and altering them.
Crafters can easily make advanced small clockwork contraptions that can preform limited actions. In addition they can modify or tweak any mechanical devices or contraptions they encounter with ease.- When attempting to tamper with a mechanical device or machine you have advantage on your skill check.
- Crafter's Clockwork can preform many basic action any normal person can do, however they are limited in their mechanical design. You can choose to take 1 hour to create your clockwork contraption, when you do this you can pick 3 basic actions that your contraption will be able to preform. You can then pick either; a walking, swimming, climbing, or flying speed of 10ft. Your contraption is concentered tiny or small. it has 10 AC and 5hp. You can take an action to tweak or disable your contraption. If you tweak your contraption you can change one of its actions or it's speed type. If deconstructed you get back scrap that can be used for another contraption in the future, provided you obtain more materials.
- Breaker. Breakers are skilled in the art of taking things apart. they can use these skills to gain the advantage in combat allowing them to break an enemy's item they are wearing or holding. They can break any mechanical contraption they find to a state that it no longer works.
Breakers can use their skills in taking things apart into combat by breaking off armor from opponents reducing their AC. They can also make functional mechanical devices, no longer function.- When Successfully hitting a target wearing armor the Breaker can use their bonus action to make a contested STR or DEX check attempt to break off a piece of armor reducing the creature's AC by 1. Additionally, When landing a critical hit with a weapon attack you may choose to break a piece of armor instead of dealing extra damage, if armor is broken off in this way, the creature's AC is reduced by 3.
- When coming across a mechanical contraption or device, one trained in break can choose to break this device, making it no longer function. If the Breaker wants to take an extra 10 mins they can destroy it to a unfixable state.
- Destroyer. Although known to be dangerous Destroyers are actually the most precise of all the paths. Using their keen eye to see weakpoints in everything allowing them to destroy structures, environment, and their enemies for an advantage, both in and out of combat.
Destroyers use their keen eye to spot weakpoints in everything allowing them see weakpoints in structures, environments, and their enemies. Spotting a weakpoints allows you and your team to be more effective in combat, and bring out weaknesses in enemies.
- When looking for a weakpoint in the environment, (including but not limited to, structurers, terrain, and objects) you have advantage. See bellow for weakpoint options.
- While looking at a creature, you can try and find a weakpoint in them. This could be a physical or phycological weakpoint.
- if physical, you have advantage on attack checks, see bellow of weakpoint options.
- If phycological, the target has disadvantage on saving throws on any checks relating to their weakpoint. This could cause then to be frightened, charmed, stunned, or more. (very circumstantial, ask your DM for clarification).
- Weakpoints are considered creatures for targeting purposes. Weakpoints have a +5 to AC. All damage made against weakpoints are rolled twice, taking the higher number + the attacker's Proficiency Bonus. Weakpoint can be shared with allies to gain these benefits.
- Reforger. Specializing in rebirth or recreation of something the Reforgers are best at being able to piece back together anything that has been broken or torn apart. They are also skilled at taking something that has broken and reforging it better than it was before.
Reforgers can find scrap and junk and turn it into extraordinary equipment. They can improve gear past it's normal capabilities, and bring life back into something that was thought to be unfixable.- Scrap and what other would call useless, you can use to forge new weapons or armor. when creating armor in this way it is crafted with a +1 AC it's value. If a weapon instead it has a +1 to atk and damage.
- You can take equipment and reforge them, this takes 6 hours of total work time, but when finished it is forged better than it was previously. if it was a weapon, it's attack and damage is raised by 1. If it is armor, it's AC is raised by 2. Alternatively, if the equipment as a drawback you can remove it (For example, removing the disadvantage on stealth checks on heavy armor).
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