Base Class: Artificer
Shard savants specialize in mid-ranged combat, they can be an unbreakable wall, a powerhouse shredding their enemies, or someone supporting from the side. It all depends on what crystals they put in their inventions.When you become a shard savant, you lose access to all cantrips, and can't gain cantrips from artificer levels.
Training
You gain proficiency in martial weapons
Crystal creation
You can no longer cast spells, but you still count as an artificer for attuning to magic items
During a short or long rest, you may create crystals to empower your various magical creations. You can have one of each of the 5 crystal types
Umbra: Shadow magic, specializes in debuffing and debilitating your foes.
Vita: Life magic, focuses on buffing, healing, and supporting you and your allies
Ventus: Wind magic, made to move you and your opponents around
Potentia: Force magic, deals damage, and lots of it
Cerritulus: wild magic, it can have a wide range of unpredictable effects
These crystals alter your inventions and require an action to slot in. (Replacing one for another counts as one action.)
As you level up, (at levels 5, 9, and 15) these crystals get more powerful.
Basic blaster
The backbone of any shard savant's arsenal, the Blaster deals 1d4 (2d4, 3d4, 4d4) force damage, and uses your INT modifier + proficiency bonus to hit. (Range: 30/60)
Umbra: On a succesful hit, targets to hit and AC are reduced by 1 (1, 2, 2) and their movement is reduced by 0 (0, 5, 10ft) until your next turn
Vita: You can heal an ally that's 5 (10,15, 15)ft away from the target by the amount of damage done. This cannot bring the ally past half of their maximum health.
Ventus: The basic blaster deals an additional 1d4 (2d4, 3d4, 4d4) nonmagical bludgeoning damage, and on a hit, it pushes the target up to 5 (5, 10, 10) ft away from you (str save vs spell save DC).
Potentia: You may make a bonus blaster shot as a bonus action. (both must be done in the same turn), you don’t add your proficiency bonus to the second shot.
Cerritulus: Roll a d6 and take that additional effect (before you attack)
1- you gain a -5 (-4, -3, -2) on your attack roll as the shot misfires.
2- The shot randomly turns and hits another creature within 30 ft instead (use the attack roll), you can reduce the effect by 0( 0, 5, 10)ft for a reaction.
3- The damage is divided by 3, but is dealt in a 10 (15, 20, 25)ft radius as a magical force explosion(use the same attack roll for each enemy)(no friendly fire)
4- nothing special happens
5- roll a d6 to determine which crystals effect is used for the shot, (Umbra=1, Vita=2, etc), if you roll a 6, you may choose which other crystal you want to use
6- you may choose which of these 6 effects you want to happen
Heavy Weapon
The Shard Savant's heavy weapon is their powerhouse for attacks. It packs a punch and has a larger range (120/160) 2d8 (3d8, 4d8, 5d8) force damage. However, this power makes it so you must spend a spell slot of 1st level or higher to fire (INT MOD+PROF= +to hit).
Umbra: Roll a contesting check against your target. You roll a d20+0 (+1, +2, +3) vs their consitution check. If you succeed in both the attack and check they are stunned until your next turn.
Vita: Instead of attacking, you may target an ally and heal them for 2d6 (4d6, 6d6, 7d10) health
Ventus: If the attack lands, you may move the recipient up to 20 (30, 40, 50) feet in any direction
Potentia: Roll 50% more d8's on the force damage
Cerritulus: Roll a d10, deal an extra d6 (2d6, 3d6, 4d6) of the type you land on
1=Acid, 2=Psychic, 3=Poison, 4=Fire, 5=Cold, 6=Necrotic, 7=Radiant, 8=Lightning, 9=Thunder, 10=Force
Shard armor
Shard armor is medium armor that gives you an AC of 14 +dex (max 2).
Umbra: Enemies move in difficult terrain when they are moving towards you and are 10 (15, 20, 30) or less ft away
Vita: At the start of your turn, you heal 1 (3, 5, 10) health.
Ventus: For an action, you may charge in any direction for up to 30 (45, 60, 75) feet. On your next turn, you cannot use this again, and your walking speed is reduced by 20 (15, 10, 5) feet.
Potentia: You become resistant to force damage, and you cant take damage from the magic missile spell.
Cerritulus: When you take damage, roll 1d4 (2d4, 3d4, 4d4), if the sum is even, you reduce the damage taken by that amount, if it's odd, you take that much extra force damage. The extra damage you take caps at 1/2 of the attack's damage
Shard sling
Starting at level 5, As an action, you can throw one of your crystals up to 30 feet. When used this way, you lose access to the crystal until your next rest, and the appropriate effect occurs. (Use INT bonus*2+PROF for the attack roll)
Umbra: The targeted creature loses 20(30, 40) feet of all movement types, and loses 3 (4, 5) AC until your next turn.
Vita: The targeted creature is healed 40 (60, 80) HP, and all other creatures within 10 feet are healed 20 (30, 40) HP
Ventus: The targeted creature is moved to anywhere you want it to within 200 (300, 400) feet
Potentia: The targeted creature takes 40 (90, 120) force damage
Cerritulus: An event of the DM's choice occurs
Unstable Crafting
Starting at level 5, at each of your long rests, you may disassemble a magic item and repurpose it. If you choose to do so, make a DC 15 intelligence check, and if yo succeed, the magic item is replaced by a magic item of the same or lower rarity and of the same type. (Eg. Swords become another weapon, armor becomes armor, and wondrous items become something similar, etc). Due to the unstable magic that is employed, you may not rebuild cursed items, or items you have rebuilt in the last 7 days.
(NOTE: DM's may let their players choose what item they wish to have)
Crystal Lifeline
Starting at level 9, whenever you take damage that would set you to 0hp, you may destroy two of the crystals you have, and you are reduced to 1hp instead. If you use your Vita crystal as one of the two, you heal to 1/2 of your max hp instead.
Overcharged
Starting at level 15, whenever you do a saving throw, you may use a crystal to gain advantage on that roll. If you succeed, nothing else happens. If you fail, the crystal is destroyed.
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