The Barod Cube is for the Artificer with no home. A solid cube made entirely of a dull metal. Each side of the cube has a door, allowing access to the interior. Each side has a door with a a different shape and are seamlessly integrated into the metal surface of the cube. The metal used to construct the cube is sturdy and durable, giving it a strong and robust appearance.The six-sided cube connects to a demi-plane, and creates a work space for the Artificer to craft in. The cube prevents any noise or magical interference from entering the plane in which it reside, however anyone holding the cube can be heard by anyone inside the cube. You may work with the knowledge that your experiments will not have any effect on the prime material plane.
At 2nd level, and every 2 levels after that the Artificer gains access to a new room in the cube with a maximum number of rooms of 6 at level 12. When the Artificer gains a new room it is choosen randomly by the DM. The Artificer can spend a number of charges to change a room (see list below).
The cube is active for 1 hour/ Artificer level + their Inteligence Modifer. The Artificer can extend the time the cube is active by (1 hour = 1 charge). All equipment, items, and anything stored in a room is saved. However, if the Artificer changes a room and needs an item from a stored room he must reopen the room to get the item.
Each room has all the basic equipment needed for that room's purpose. Any materials, components, special equipment, and fuel sources must be brought into the cube. Each room has a max area of 50' cubic feet and is semi mutible to the needs of the Artificer. As an example, if you need a chain and a pully system the room creates it, however you cannot alter the purpose of a room. The Artificer can move through the number of room they have access to, however if they want to change a room they must exit to make the change and re-enter the cube.
Any crafting check made in the cube has advantage, and crafting time is reduced by 50%.
At 5th level, an Artificer can bring in a number of people equal to 1/2 his level plus his inteligence modifier. An unwilling creature muct make a DC (15) Wisdom Save to resist entering the cube. (2 charges)
- Tinker's Shop (-) This is the first default room and does not require a charge to change a room back to it.
- Alchemist Lab (6 charges)
- Jewlers Lab (6 charges)
- Blacksmith Shop (6 charges)
- Carpenter's Shop (6 charges)
- Living Quarters (4 Charges)
- Library (6 charges) This room is empty but the Artificer can add books to it as they Adventure
- Kitchen (4 charges) Food stored in Kitchen does not spoil
- Bathhouse (9 charges) comes with runing water in both hot and cold [nobody knows how it does this]
- Vault/ Storage (12 charges) The Artificer can add things to the vault simple by touching the item to the cube and saying the command word [fuin] To retrieve an item the vault must be active. The artificer can either enter the vault or speak the items name and the command word [Gôtha]
- Armory (12 charges) The Artificer can store weapons and armor. If the room is active the Arficer can retrieve an item by saying the name of the item and the command word [ectha]
- Arcanem (18 charges)
Notes: Attunement by Artificer 2nd level or higher, Artificer
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