The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. Even without such science-based precursors, in a universe where spells like Fireball and Arcane Explosion are generally known about it's not unreasonable for a nonmagical character to wonder about (and investigate) ways to replicate (or exceed) that sort of power/effect using only mundane/physical means. Talk:Arcane Explosion (5e Spell) From D&D Wiki. A mechanik is ambushed while repairing her mechsuit., Alberto Dal Lago, Notebook, Spell casting, Construct Helpers. Level 6 is another ASI, which can be a feat. If they fail they take 1d6 fire damage for an amount of rounds equal to your intelligence modifier (minimum of 1). Arcane Explosion. 5th Edition. Living armor provides a +2 bonus to AC while wearing it. People are willing to give you parts required to build constructs as long as the request is within reason. Then, pointing both palms at the target location, you unleash a devastating magical explosion. Starting at 3rd level, you know where any technological item is within 1 mile of you.. Additionally, if your bots are within 5 feet of you or an ally, they impose disadvantage when hostiles take the attack action. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball. Choose a weapon to form a bond with; you score a critical hit with this weapon on a roll of 19-20. This type of explosion will deal 1d12 lightning damage to anyone within a 10 foot radius of the device. Components. For every level up after level 2, you can learn a new spell off of the Artificer spell chart. Shield, Absorb Elements, Arcane Weapon. At 6th level, you can build a tall, destructive turret to aid you in a fight. Flamethrower - 2d10 fire (30/120) - On a hit, they make a Con save (DC is your spell save DC). Any nonmagical weapon made of metal or wood that hits the pudding corrodes. Weapons that you create can reroll damage rolls that are equal to 2 or less. Starting at 7th level, your bots are unable to fail unless they run out of battery power. Choose one of the following options. The PHB says "a combined level that is equal to or less than half your wizard level (Rounded up) and none above 6th level." This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball. It regains 4d6 + 2 expended charges daily at dawn Details on spell. You can learn all of the spells from the basic Artificer spell list and additional spells as you level up that are listed below. Regardless of how they got started in the world of adventuring, it is time for them to show off that you can have both brains and brawn. At 17th level, you know the weak spot in any construct. Explosion You cause a massive explosion that deals fire, force, and sonic damage to both creatures and to objects. On a failed Refl ex save, an explosive spell ejects any creature caught in its area, sending it to a location outside the nearest edge of that area, dealing additional damage and further knocking creatures prone. \$\endgroup\$ – aroth Sep 20 '17 at 8:04 You can move this bond to a different weapon at the end of a short or long rest. This will help provide power for their larger projects. While they are Masters of the mechanical world, these seldom few will draw strength and knowledge from the arcane powers around them to improve their constructs and designs. At 15th level, you can choose an additional resistance or choose to become immune to the previous type. Saving Throws: Intelligence, Constitution For example, an 8th level wizard with four 1st level spell slots, three 2nd and 3rd level spell slots, and two 4th level spell slots would deal 28d6 fire damage with the explosion casting treated as a 4th level spell. At 18th level, all devices, craftsmen, and smiths look up to you. Demolish . When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. Choose between Armorer, Battlesmith, Tinkerer, or Gunner. Jump to: navigation, search. Weapons: Simple Weapons, Firearms The number of attacks increases to 3 at 12th level and 4 at 19th level. Choose 3 from the following: These helpers requires batteries to operate; one battery will give them 1d20+4 hours of juice. You can use this equal to the amount of levels you have in the Arcane Mechanik class. If they fail, they are knocked prone and pushed 10 feet back. Spell Description. Causes an explosion of arcane magic around the caster, causing 143 to 156 Arcane damage to all targets within 10 yards. At 3rd level, you chose an Archetype. Defense - While you are wearing armor, you gain a +1 bonus to AC. You can keep a list of the spells you know in your handy-dandy notebook just like those fancy wizards do. At 4th level, your Constructs will come to your aid if you fall during combat. You can set up the turret as an action. You touch a corpse or other remains. On a failed save, a target takes 3d6 force damage and 3d6 thunder damage and is pushed 10 feet away from center of spell. Arcane Explosion: Evocation 1 action CON Warcraft Handbook Ashen Pack: Conjuration 1 action ATK Yes Compendium of Forgotten Secrets Assassin's Promise: Enchantment 1 action Compendium of Forgotten Secrets Association: Enchantment 1 action WIS Book of Lost Spells Assume True Form: Transmutation 1 action Classes. In the Arcane Abilities category. At the 15th Level, your Magnum Opus is ready to unleash. V S M. Duration. Additionally, batteries now last twice as long for your gadgets. After assigning 3 bots to this role, you gain a flying speed of equal to your walking speed. The armor you've used for "Patching Up Vulnerabilities" now gains an extra +1 to AC, The Shield Wall can now extend to 5 feet tall and act as total cover for any that stand behind it, The Shield spell can be cast up to twice the amount of your Intelligence mod and you learn an amount of Abjuration spells equal to your Intelligence mod up to 5th level. Starting at 7th level, you’ve take a liking to a particular set of armor and figure out its weaknesses; more importantly, how to correct them. No matter what, they are always crafting be it mechanical, like guns and robots, or magical, like arcane grenades. When using firearms you can add your proficiency bonus to the damage rolls. An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. Until the spell ends, you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon. Corrosive Form: A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. However, if I was somewhere, as mentioned above MgT, or the guests at Karazhan, I'd be seeing hits more like 400, and 600 crits, etc. For instance, if I was to Arcane Explosion next to 5 targets in an instance, I'd expect to see a few 800's, and perhaps 1100 crits. The suit also integrates the turret you've built granting it ranged attacks from the turret along with a few new attack modes. The first time you make an attack with a firearm in combat, all enemies within range must succeed a Wisdom save or they are frightened of you for 1 minute. Great defense, very good buff. You choose to supply the world with bigger and deadlier weapons or armor, and that's ok. I am having trouble figuring out the arcane recovery ability for wizards. You must assign the second role during a short or long rest. Another worker gets to work practicing a new spell out her notebook to help her get things done around the workshop. Arcane Gate is a spell that's available as of level 6, with a castingtime of 1 Action for D&D 5e - Read up on all the spells on DND-Spells | Dungeons and Dragons 5e - Spells, Tools, Spell cards, Spellbooks' The staff has 50 charges for the following properties. Overall. It just says when the arrow hits, all creatures in the burst radius take 2d6 damage. It can be effective against Paladin decks using Muster for Battle, or Warlock decks using Imp-losion, but these are niche situations that do not justify including such a weak card in your deck. There can be multiple of the same style deployed at once. If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends. As a Arcane Mechanik you gain the following class features. A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of arcane energy. When attacking buildings, vehicles, or devices you have a +10 to the attack and damage rolls. You channel your arcane powers into a mighty spell at a target location that you can both see and focus on for a full round. While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10. You can use your action to prepare yourself to attack; on your next turn if the creature is still alive, your bullet instantly hits that creature regardless of whether its still in range or not. Your hit die increases to a d10. Starting at 7th level, you can add extra gunpowder for some extra oomph. Starting at 16th level, you can use the arcane power within electronics to overload an electrical device to make it explode. While the question defines what features its author would like to see in a D&D 3.5e nuclear explosion, for a DM's nonfantasy needs the Dungeon Master's Guide recommends Wizards of the Coast's own "d20 Modern Roleplaying Game, a D&D-compatible role-playing game for present-day adventures [that] contains a much more extensive treatment of firearms and other high-tech gear" (146; link mine). If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Your choice grants you features at 3rd level and again at 7th, 10th, 15th, and 18th levels. Duration: n/a: School: Arcane: Mechanic: n/a: Dispel type: Magic: cost: 120 mana: Range: 0 yards (Self Only) Cast time: Instant: You can do this equal to your intelligence modifier (minimum of 1). The shield lasts 10 minutes and can be used a number of times equal to your Intelligence modifier (minimum 1 time) and is refreshed every Long Rest. Starting at 10th level, devices you make are able to identify your needs and can quickly change between two roles. You also will gain a following of people willing to sacrifice time to assist you on large projects or hard work assignments. Skills: Choose 2 from Arcana, History, Insight, Investigation, Perception, or Survival. You have access to the now battleready Suit of Machines. Wiping the grease from their hands, a young and lively gnome pulls up his safety goggles admiring a newly designed engine. If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends. Some of your body parts are replaced with mechanics: You choose to maximize your defense to save the skins of your allies and yourself. Starting at 2nd level, you have an on going report of things that work and things that don't. Starting at 13th level, you can now make and activate up to 5 helpers at one time. Close Quarters Shooter - When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Attributes Casting Time. Hit Dice: 1d8 per Arcane Mechanik level At 17th level, you know the weak spot in any construct. Helping Hand - Assists you in completing a task. At Higher Levels. Searcher - Makes investigation checks to find hidden items and loot (Investigation is equal to yours), Mini cannon balls - 2d8 bludgeoning (15/60). I am trying to figure out how many spell slots the ability gives back after a short rest. At 15th level, it is like your weapons almost have a mind of their own! On a hit, the turret deals 1d10 piercing damage. Bots that are assisting you in the air are not able to switch to their second role until you land. Causes an explosion of arcane magic around the caster, causing 60 to 66 Arcane damage to all targets within 10 yards. During a short rest you can reassemble one to change their role. While you hold it, you gain a +2 bonus to spell attack rolls. You choose to hone your bots, growing overly fond of them. These uses reset at dawn. When succeeding on repairing or building a new device, you record it in your notebook to remake later on. Legs - Doubles your speed and grants advantage on stealth checks. It speaks the same languages as the wearer and communicates telepathically. At 2nd level, you have a notebook containing 3 1st-level spells of your choice. As normal, you can't increase an ability score above 20 using this feature. Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn. This spell is strictly better than Fireball and it scales in a manner better than fireball...so shouldn't it be 4th level, at least? You can make an Arcane Mechanik quickly by following these suggestions. If you wish to switch, you must repeat the process again. (Range 50/200) The turret must be reloaded after 3 shots. In the Arcane Abilities category. Another bit of "ran-dumb-ness" seems in Mount Hyjal Kali's Arcane Explosion has a "random" chance to remove structures from the battlefield. Whenever combat begins, you have advantage on the first attack you make. The explosion creates pressure similar to TNT explosion of the same magnitude. The shield is transparent on the side you deployed from, but opaque on the other side. Level 5 is the same for the martial classes but Extra Attack gets better with Arcane Weapon. Booming Bonk - 3d6 Thunder The target must succeed a Strength save (DC 15) or be knocked back 10 feet. Think about how did your character came to be an adventurer. The Suit of Machines acts as Heavy Armor with an AC of 18 and has Disadvantage on Stealth checks. On a successful save, the target takes half as much damage and isn’t pushed. As a bonus action, you can move the shield in any direction up to 15 feet otherwise it will not move from its current spot by any mundane means. Traits Amorphous: The pudding can move through a space as narrow as 1 inch wide without squeezing. To recall from the notebook you must succeed an Intelligence check DC 10. One handed firearms that are not usually "Light" are considered Light to you. Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Arcane Mechanik level after 1st, Armor: Light armor, Medium armor If you pass, given you have the materials and tools required, it will take you 1d4 hours to build. Bring in my Darkmoon Tonk to lay down a little Minefield surprise for Ashtail, only to have Kali remove the minefield with Arcane Blast. You can also cast the spell Shield at will a number of times equal to your Intelligence mod (minimum of 1) per long rest. What have you guys been doing for this? Starting at 15th level, your bots can now provide you the ability to fly. Back to Main Page → 5e Homebrew → Classes, https://www.pinterest.com/pin/501799583455610292/, https://www.dandwiki.com/w/index.php?title=Arcane_Mechanik_(5e_Class)&oldid=1412408. For the duration, the target is protected from decay and can’t become undead. You can infuse two pieces of armor at a time. (DC 10 dexterity check), Grappler - Wrestles the nearest enemy to the ground. Interception - When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). At level 20, you realize how much better it is to be machine over mortal. They are detailed at the end of the class description. You channel arcane energy into one simple or martial weapon you’re holding, and choose one damage type: acid, cold, fire, lightning, poison, or thunder. Every other arcane shot says "deals an extra 2d6 damage" where bursting arrow does not. First, Intelligence should be your highest ability score, followed by Strength or Dexterity depending on if you plan to use melee or ranged. Each creature in a 20-foot-radius sphere centered on that point must make a … Tools: Smiths tools, Tinkers tools The shield increases to 10 feet wide at Level 15 and then 15 feet wide at Level 18. All your devices have advantage on special tasks they are assigned to. Some work hard and make a goal out of unleashing the magic surrounding ordinary objects. Benefit . Choose an option from the list bellow: At the end of a long rest, you can change the turret type. Show Attribute List. (DC 15 strength check to break free). Arcane Recovery help 5e. Starting at 15th level, you have much experience with your firearms; it has gotten to the point where you don't even feel the weight. After casting this spell you fall prone. When manning the turret, you make a ranged weapon attack. Level 4 is the same for everyone. This type of explosion will deal 1d12 lightning damage to anyone within a 10 foot radius of the device. Second, choose the Clan Crafter background. The DnD 5e Artificer Guide. If the weapon isn’t magical, it becomes a magic weapon for the spell’s duration. You must be wielding a melee weapon or shield to use this reaction. Starting at 2nd level, you have a few gizmos that whir around helping you and your allies. If you are using starting wealth, you have 4d4 x 10 in funds. It takes you only 30 minutes to build a new device or construct as long as you have your notebook on your person while building. Shield proficiency has been added to the class's armor proficiency. 1 action. Shields are your passion and defense is what you strive for. Others see magic as a complex system using tools to study arcane power. When you cast this spell using a spell slot of 4th level or higher, the force damage increases by 1d6 for each slot level above 3rd. Recent Changes: Version 4.1 27Aug2020. Starting at 11th level, your turret can specialize in a variety of attack styles. When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. The affected area is subject to the following effects. Pressurized water - 3d4 Force (30/120) - On a hit, they make a Str save (DC is your spell save DC). You can’t take a Fighting Style option more than once, even if you later get to choose again. You choose to become the quickest hand around. The weapon must have the two-handed or versatile property for you to gain this benefit. Hitting you will be a challenge. Arcane Explosion is a poor choice for your deck. Starting at 10th level, you can infuse a piece of armor with mechanic energy and arcane forces to make it become sentient. ( Complete Arcane, p. 79) You can cast spells that blast creatures off their feet. Select a piece of armor to perform modifications to. Or perhaps they wanted to test their latest inventions in the world around them. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. Hit Points at 1st Level: 8 + Constitution modifier I personally think the creature hit by the arrow should take damage for the impact then suffer the explosion. At 10th Level, you can summon a large, magical shield as an action; the shield is 5 feet wide, 2.5 feet tall and acts as half-cover. Starting at 3rd Level, you gain proficiency in Heavy Armor and Shields. Casting knock on the object suppresses arcane lock for 10 minutes. At 9th level, if all your devices are active and next to a downed ally, they also have advantage on death saving throws; the constructs will always help you first. 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