Wondrous Item, very rare (requires attunement by a Besides the creator, who gains attunement through the cube's creation, this sentient cube requires an hour of meditation while touching the cube to make it your own with the previous owner's permission, if the previous owner is no longer alive, then it must be at the Cube's permission.)

Item Features

Metal Density Ratings(DR):

Density Rating 1-Light

Density Rating 2-Medium

Density Rating 3-Heavy

Density rating is the varying density of the metal used to create each cube, this affects the cube's weight and ability count, and in some cases what abilities the cube is capable of using.

Hit Points:

1d6(DR 1)+Con

1d8(DR 2)+Con

1d10(DR 3)+Con

Every level you can choose between increasing your Cube's hit points by one hit dice(+Con), or one ability/ability charge. 

Armor Class:

10(DR 1)

13(DR 2)

16(DR 3)

Cube traits:

Language: 1 language that the creator can speak

Weight: 0.3x(Cubic inches of the cube)*density rating

Speed:

40ft(DR 1)

30ft(DR 2)

20ft(DR 3)

Cube Classifications:

Observer(DR 1-2)-Information gathering

Light house(DR 1-2)-General use Cube

Protective(DR 2-3)-A defensive Cube

Attack(DR 1-3)-Weaponized Cube

Slug(DR 3)-A Cube that weaponizes it's own weight

Lug(DR 3)-A non-combatant Cube for carrying items

Classifications are simply titles to assist you in keeping track of what each cube's purpose is, and you may freely expand on these titles, just make sure you keep density ratings in mind when customizing your Artificer's Cube.

Base Ability Count:

DR 1 - 4 abilities/4 ability charges

DR 2 - 3 abilities/3 ability charges

DR 3 - 2 abilities/2 ability charges

You can sacrifice 10ft of movement to recharge 1 ability charge,  20ft for 2 ability charges, etc. After leveling up, if you so choose to increase your ability count and charges, you will no longer be able to sacrifice all of your movement to replenish all of your charges in a single turn, it will take multiple, but they will automatically recharge completely when you leave initiative.

Ability list:

Expand/Compress(DR 1-3) - Expand or compress your cube by a maximum of 1 cubic foot, but no smaller than a 1 cubic inch cube(1 charge)

         Elemental Attack(DR 1-3) - An attack using a set elemental type that deals 1d8(per charge spent) of damage. You can have multiple elemental attacks, but each can only deal 1 damage type and requires the spell slot of a ma.(1 charge minimum)

         Platform/Shield(DR 1-3) - Using a minimum of 3 cubes, you can create a surface of energy with an AC of 10, if the attack roll exceeds 10, the the shield will be broken and 10 will be subtracted from the attack roll. When used to carry anything, the platform can support 100 pounds times the number of cubes creating the platform, can last up to 1 minute on a single charge.(Every cube must spend 1 charge)

Carry(DR 1-3) - Increases a cube's carry weight to 300 pounds for up to 1 minute, cannot be simultaneously used with platform.(1 charge)

        Link(DR 1-3) - Seamlessly connects two or more cubes, combining their base carry weights(100lbs), only one involved cube needs the ability, but all involved cubes need to expend a charge.(1 charge each)

        Command Cube(DR 1-3) - When activated, it must be deactivated with an action, while active this ability prevents the cube's use of any other ability and can control up to 8  other cubes at a time, ordering cubes into formations or attack, if one of the cubes does not have the ordered ability, it cannot preform said said ability, the range of effect is equal the the command cube's speed.(1 charge to activate/deactivate) 

Mending(DR 1-3) - Self heals cube 1d8 per charge expended.(1 charge minimum)

Arcanic Sense(DR 1-2) - Allows advantage on arcana checks within 60ft of both the user and cube.(Passive)

         Shield(DR 2-3) - With a reaction of either the cube or it's user, the cube may move up to 5ft to summon a shield with 2d10 hp to protect the user, but it may not move when summoning a shield to protect itself.(2 charges)

Library(DR 2-3) - The cube can store 6(DR 2) or 4(DR 3) prepared spells, one spell at a time can be used as a bonus action on the user's turn.(1 charge per used spell)

Transparency(DR 1) - Cube becomes invisible for 1 minute per charge.(1 charge minimum)

        Rubics(DR 2) - Temperately split cube into 8 smaller parts, they share health and initiative, and can still simultaneously use other abilities collectively using abilities at the same time, but the cube may only split into the 8 parts and this cannot be double cast. Abilities such as Platform/Shield can be used between the 8 parts, allowing for a single cube to cast the ability, but after 1 minute, it's hit points reach 0, or you leave initiative , the 8 parts will come back together into it's original single cube without using any charges.(1 charge)

Slug(DR 3) - Cube throws itself at a target within 10ft, causing 1d10 of damage if the target does not succeed a DC 15 dex saving throw(1 charge and 10ft movement regardless of distance)

Heal(DR 1-3) - Heals a living target 1d20 hit points.(2 charges)

If your cube does not match an abilities density rating requirement, the cube cannot possess the ability.

Making Adjustments:

Adjustments must be made by a spell caster that succeeds both a DC 15 arcana and insight check, after succeeding the checks, the caster may make any adjustments by spending one spell slot of any level per adjustment. Increasing health or ability count/charges can only be done through this process by everyone but the creator, who does not need to succeed any checks, but still uses spell slots to make the adjustments, each adjustment requires the owner's approval. You can increase health or ability charges, change out abilities, but you cannot change Density rating without the cube reforged and reset to level 0.

Creating a Cube:

A cube can only be made by an artificer or a spell caster capable of making magic items, you must have the right amount of metal to make the cube, and 5 spell slots worth of raw magic(wild magic), the magic needs to be stored within the finished cube or a religious symbol to later be transferred into the cube, during it's creation, the cube's density and language are chosen, and the cube cannot be commanded by any other without permission from it's owner but still has the free will to act even without an owner, so you can make this into a character. Cubes come with the abilities levitate, for movement, blind sight, and telepathy with an adjustable range with a maximum of 60ft, but you cannot target a specific person as if speaking aloud.

Death of a Cube:

A cube can die if it fails 3 death saving throws, upon official death all creatures within 10ft take 1d10 force damage, if they fail a DC 15 dex saving throw, as the raw magic is released, but mending will heal the cube 1d8 hit points so long as it is cast before official death, after official death mending will not recover the cube's sentience, but the plain metal cube can be used to create a fresh Artificer's Cube of the same density rating given that it is not reforged.

Thank you for reading this far 

 

Notes: Besides the creator, who gains attunement through the cube's creation, this sentient cube requires an hour of meditation while touching the cube to make it your own with the previous owner's permission, if the previous owner is no longer alive, then it must be at the Cube's permission.

Jack_Lycan

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