Artificer
Base Class: Artificer

makes the war engiens and creatures for the necron race he can create and repire constructs made of metel he can upgrade mecanical benigns like the necrons make canoptek scarb swarms and additional bodys for the front lines 

astrual projection

error 8094

as an bounes action the bearer can slow down time just for the bearer 

giving the bearer more time to think /react/attack or block 

the time can be slowed all the way to a snails pas max  to 2x slower minume slowed speed 

this affect lasts as long the bearer is constrating the DM disids if it makes a wisdom roll in combate and desides the outcome 

astrule projection

while in a long rest the bearer can go into a study state in witch they can minpulate the creations/constructs 

after 6 hours the bearer will no longer be in the study state instead the bearer will be in a contuse state for the last 2 hour

the player and the DM deside how many long rests in the study state it will take to gain the following abilities 

minuplate the movment of a constructe  1

make a constructe do an action and move 1

control the constructe tempurely for 3 hours 1

shift in the the body of a sorregentv houst asron permently 1

all of the above can be done as an bounes action

magical tinkering

Magical Tinkering

At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

  • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
  • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
  • A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies

infusing item

Infusing an Item

Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).

Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.

You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.

If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

the player can only have 3 infused items at any time 

construction

repair constructe

a repair construct is made after at list 3 scrap metel fragments and 3 health you make 2d3 scarbs and the cryptek uses this ability the scrap metel is tranformed in to a repair construct that repairs the aromer are repair [heal] friendly metel made creatures like warforge,s and necrons and other constructes 

see repair constructe [canoptek scarb swarm ] date sheet for more information

sorregent houst

for 15 metel scrapes and 3 of the health of the bearer to make a copy os asron what is weaker then the origonal 

[can only have 2 maxs sorrengenrs at a time ]

 

 

creation of weaponary

morter creation

makes a morter for long range combat 

to make the morter you need to 25 scrap metal and 10 health 

see weapon card for weapon information 

god killing weapon creation

after requried study states the bearer can start to create god killing weapons

this weapon has a minimum range of 400 feet and a max range of 6km it is most effective at 4500 feet after that point it becomes less and less acurite 

see weapon card for more information 

this is only 1/4  of the god killing weapon 

it costs 15 health and 150 scrap metel it takes a week to make 

you have to roll a d20 if you get 9 or lower the piece of the weapon is a failed construction and the piece is not refuded 

and rombine 

learning creation

after a certen amount of study states the bearer will learn how to make god killing weapons 

the amount of stuidy states is desised by the DM

study state = 6 hours of a long rest 

gauss blaster creation

makes a gauss blaster 

for 6 scrap metel and 2 health 

see weapon card for more information

creation of a god

crypotrall creation

creates a crypotrall for 6 scrap metel and 4 health as an action 

the crypotrall is a bodyguard for the creator and it will have to die before the creator can get delt damge 

see the date sleet for more information on the creation 

magical tinkering

Magical Tinkering

At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

  • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
  • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
  • A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

end of the road

soul stealing

the affected target rolls a d6 and the soul stealer rolls a d8 how ever gets the higher number wins the soul

you do this as an action 

you can have up to 3 souls at one time stored you can release them at any time doing d4 damge per soul 

the damge is do in front of you to 30 feet 

you roll an unmodifide d20 to see if the souls hit there target 

nope

nope

eldrich lance pine

roll dex the DM desides if the pine successes or not 

the eldrich lance does half the normal damge after it normal rolls 

soul mending

roll a d20 the DM desides if it is successful or not 

if it is successful then the soul of the person you want to mend an object to is bound to it as if there mortal form 

the soul can now scream and say one sentence over and over 

the object is counted as a normal object 

if it fails the soul escapes and does d8 damge to the bearer 

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