Homebrew Arcana Technician Species Details

"It floated though vast miasmas of magical force, drifting places that no living thing dared attempt existing.  Deep within the elemental chaos of the Inner planes.  Simply studing the flow of Arcana, without fear, without judgment.  The Arcana Technicians exist in a world of their own, one never truly knows what they are thinking or even seeing."

Spell Technicians are beings of living stone.  Made of a special material known as Arcanite that acts as conduit connecting them to the weave and allowing them to cast unique spells and giving them a huge pool of magic power.

Small Body Big Minds

Spell Technicians stand around 4 foot, they have hard obsidian skin animated by a core of glowing Arcanite.  They have vast intellect and very high constitution.  They either lack the ability to lie or see no point in it.  Very serious creatures often lost in thought, they rarely joke and show very little emotion outside of their love of discovery.

A Timeless Perspective

Spell Technicians can live well over 2000 years, giving them a broad perspective on the interplay between magic and society.  They see most races as fleeting temporary expressions of the Arcana.  They are highly religious and worship a plane of magic unknown to petty mortals.  They believe that magic originates in a plane that permeates all things known as the Warp Flux.  They believe themselves manifestations of a holy intellect that is in the process of analyzing itself.

The Warp Fluxes Influence

 Different locations are thought to have different connections to the warp flux, They are searching Fearun for a Spell Forge Node.  A holy node of power which they can harness to alter the very properties of reality.  They wish to ascend via the spell forge into the Warp Flux.  Although they are a peaceful race many scholars theorize that a side effect of thier accension will be the annihilation of this plane of existence.

 

Arcana Technician Traits

Your Spell Tech is blessed by Arcana in the following ways

Blessed by Arcana

the Arcana Technician is blessed by magic gaining +1 to spell attack, spell save dc, and Arcana. The Arcana Tech also gains 3 extra attunement slots. At level 3 gains access to all spell classes and negates need for preparation,  however  the Spell Tech must make reparations to the Warp for the use of its power, this act takes 8 hours and cost 1 gold.  You may take a long rest at the same time as your reparation ritual.  If it is missed more than two days then start the Death Clock and roll 1D10 at midnight.
                                                 ----------------Possible Outcomes-----------------       
***Each effect is continuous and stacks each night, player rolls for an added effect each night up to the 4th night then on the 5th day missed you wither and die at midnight***
1.Permanent Loss- lose some of your ability score permanently (roll a D6-1.Wis, 2. Int, 3.Dex, 4.Con, 5.Str, 6.Cha)Loose 1 ability point, each time this happens the lose is increased by 1
2.
Spell Atrophy-You may only use half you spell slots for upcoming day, if you miss your reparations a second time you will lose access to all spell slots, a third time and you will lose the ability to use Warp Nodes, on the forth day missed you will never cast a spell again
3.Major Hit Point
loss-take 1d6 permanent damage for every day your reparations have been missed.  On the 3rd day missed roll d12 instead of d6. On 4th day roll D20.
4.Sacrifice-Lose a vital body part of your choice every day missed until 4th day then DM chooses
5.Offering-Lose all uncommon items that you have ownership of whether on your person or not, on the 2nd day loose all rare items, 3rd very rare, 4th legendary
6.Minor Hit point Loss-take 1d12 damage at midnight of the first night. 2d12 randomly during the second day, 3d12 on the third, 5d12 on the forth
7.A little luck-  Nothing happens, the warp grants you a reprieve
8.
Feat Eater-Lose 1 feat each day till the 4th then lose all feats left
9.Kill Kill Kill- You must kill a fellow party member each day, if you have no more party members you must kill at least 6 npcs per day in place of a party member. (npcs must be either opposite alignment or  must be an even number of good and evil  if you are neutral alignment)  if you fail to meet your quota then you die
10.Reset-Gain back all loses and reset the counter of reparations missed to 0, you have 24 hours to make reparations or the Death Clock resumes.

Ability Score Increase

Your Wisdom, Intelligence, and constitution increase by 2 while your charisma decreases by 4. 

Age

The Spell Techs age seems to have no known limit

Alignment

Neutral, morality means little to the spell tech

Size

Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Speed

Your base walking speed is 30 feet.

TrueSight

Nothing remains hidden from your senses

Warp Flux Expertise

You have expertise in the Perception, and Arcana.

*At level 2 gain your wisdom modifier in Flux Nodes, at level 5 you gain 1+ your wisdom modifier in nodes, at level eleven you gain 3+ wisdom modifier, at level sixteen 5+ your wisdom modifier, and at level twenty you gain 8+ your wisdom modifier.

Flux Node Spending
*Level 5, nodes may be spent to cast a spell.  You must spend 1 node per spell level used.
*Level 11, you may spend three nodes to charge a luck or class related point such as ki or bardic inspirations.
*Level 16, nodes may be spent to nullify a spell directed at you, costs 2 nodes per spell level used against you.

Elemental Origin

You are resistant to fire and ice damage and are vulnerable to psychic and necrotic damage.

Astral Meditation

You don't need to sleep but resting your active mind is not without purpose, you focus your breath and release yourself from thought and meditate in place of a short rest.  Sometimes you awake fully recharged in 5 hours and others you spirit drifts across other planes of existence temporarily forgetting you physical form.  On a long rest roll 1d4+4 for hours spent in meditation

Languages

You can speak, read, and write Common, Primordial, Ethereal, and Abyssal.  You may cast Language Comprehension three times per short rest

Stone Skin

Your skin is naturally resistant to physical attacks.  Natural unarmored AC 12 and 4 extra hp per level up

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