Second, choose the Clan Crafter background. When succeeding on repairing or building a new device, you record it in your notebook to remake later on. On a successful save, the target takes half as much damage and isn’t pushed. 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. 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. 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. Bots that are assisting you in the air are not able to switch to their second role until you land. People are willing to give you parts required to build constructs as long as the request is within reason. 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. After casting this spell you fall prone. For every level up after level 2, you can learn a new spell off of the Artificer spell chart. If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends. To recall from the notebook you must succeed an Intelligence check DC 10. I personally think the creature hit by the arrow should take damage for the impact then suffer the explosion. At the 18th level, you’ve honed the very idea of defense to absolute perfection. The DnD 5e Artificer Guide. There can be multiple of the same style deployed at once. Casting knock on the object suppresses arcane lock for 10 minutes. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball. At 6th level, you can build a tall, destructive turret to aid you in a fight. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. At the 15th Level, your Magnum Opus is ready to unleash. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. What have you guys been doing for this? Shield, Absorb Elements, Arcane Weapon. Choose a weapon to form a bond with; you score a critical hit with this weapon on a roll of 19-20. Level 6 is another ASI, which can be a feat. Scout - Quickly moves ahead of the party to relay through signals and beeps what it sees. 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. 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. Requires Attunement by a Sorcerer, Warlock, or Wizard This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. Every other arcane shot says "deals an extra 2d6 damage" where bursting arrow does not. It just says when the arrow hits, all creatures in the burst radius take 2d6 damage. ( Complete Arcane, p. 79) You can cast spells that blast creatures off their feet. 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. Weapons: Simple Weapons, Firearms Arcane Recovery help 5e. Starting at 3rd Level, you gain proficiency in Heavy Armor and Shields. Classes. You touch a corpse or other remains. Starting at 15th level, your bots can now provide you the ability to fly. 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. Your choice grants you features at 3rd level and again at 7th, 10th, 15th, and 18th levels. Starting at 16th level, you can use the arcane power within electronics to overload an electrical device to make it explode. You can also cast the spell Shield at will a number of times equal to your Intelligence mod (minimum of 1) per long rest. You can set up the turret as an action. If they fail, they are knocked prone and pushed 10 feet back. Saving Throws: Intelligence, Constitution You can’t take a Fighting Style option more than once, even if you later get to choose again. Range: Long; Area: 30 ft. spread; Arcanum cost: 5th-level 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 Choose an option from the list bellow: At the end of a long rest, you can change the turret type. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. On a hit, the turret deals 1d10 piercing damage. At 17th level, you know the weak spot in any construct. These uses reset at dawn. (DC 15 strength check to break free). If the weapon isn’t magical, it becomes a magic weapon for the spell’s duration. With this spell, EKs start strong right at level 3. If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends. Jump to: navigation, search. Machine Gun Burst - 3d6 Piercing (25/100), Shotgun Blast - 2d10 Piercing (15ft cone), Tear Gas Launcher - Creatures in range must make a Constitution Save (DC 15) or be blinded until the target’s next turn (45/180; 20-foot radius). At 15th level, it is like your weapons almost have a mind of their own! Bring in my Darkmoon Tonk to lay down a little Minefield surprise for Ashtail, only to have Kali remove the minefield with Arcane Blast. Great defense, very good buff. At 18th level, you have achieved an enlighten state on the battlefield. 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. 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. Searcher - Makes investigation checks to find hidden items and loot (Investigation is equal to yours), Mini cannon balls - 2d8 bludgeoning (15/60). Ranged attack type can be swapped as a Bonus Action. Shields are your passion and defense is what you strive for. 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. It speaks the same languages as the wearer and communicates telepathically. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. Your hit die increases to a d10. Arcane Explosion, like most aoe's, hits less when you're attacking more targets. Show Attribute List. Until the spell ends, you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon. At 10th level, you hone your mind in not just your creations, but the willpower of your body as well. Some of your body parts are replaced with mechanics: You choose to maximize your defense to save the skins of your allies and yourself. At 18th level, all devices, craftsmen, and smiths look up to you. Arcane Explosion: Rank 2; 120 mana Instant: Causes an explosion of arcane magic around the caster, causing 57 to 64 Arcane damage to all targets within 10 yards. 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 Demolish . Some work hard and make a goal out of unleashing the magic surrounding ordinary objects. The PHB says "a combined level that is equal to or less than half your wizard level (Rounded up) and none above 6th level." Flamethrower - 2d10 fire (30/120) - On a hit, they make a Con save (DC is your spell save DC). You can keep a list of the spells you know in your handy-dandy notebook just like those fancy wizards do. Choose one of the following options. 5th Edition. Skills: Choose 2 from Arcana, History, Insight, Investigation, Perception, or Survival. The Suit of Machines acts as Heavy Armor with an AC of 18 and has Disadvantage on Stealth checks. You can make an Arcane Mechanik quickly by following these suggestions. 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. If you pass, given you have the materials and tools required, it will take you 1d4 hours to build. 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. Attributes Casting Time. They are detailed at the end of the class description. Starting at 16th level, you can use the arcane power within electronics to overload an electrical device to make it explode. 1 action. Level 5 is the same for the martial classes but Extra Attack gets better with Arcane Weapon. If you wish to switch, you must repeat the process again. Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn. Then, pointing both palms at the target location, you unleash a devastating magical explosion. Traits Amorphous: The pudding can move through a space as narrow as 1 inch wide without squeezing. The staff has 50 charges for the following properties. First, Intelligence should be your highest ability score, followed by Strength or Dexterity depending on if you plan to use melee or ranged. Starting at 3rd level, you gain proficiency with heavy armor and martial weapons. Arcane Explosion is a poor choice for your deck. Spell Description. At the end of a long rest, the armor grants +1 to AC and resistance to either Bludgeoning, Piercing, or Slashing. You can move this bond to a different weapon at the end of a short or long rest. 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. Another bit of "ran-dumb-ness" seems in Mount Hyjal Kali's Arcane Explosion has a "random" chance to remove structures from the battlefield. Great Weapon Fighting - When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. 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. Shield Friend - Adds +1 to the AC of whoever is closest to it. You can learn all of the spells from the basic Artificer spell list and additional spells as you level up that are listed below. Each creature in a 20-foot-radius sphere centered on that point must make a … Arcane Explosion. Shield proficiency has been added to the class's armor proficiency. Casting knock on the object suppresses arcane lock for 10 minutes. 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. Think about how did your character came to be an adventurer. Duration: n/a: School: Arcane: Mechanic: n/a: Dispel type: Magic: cost: 120 mana: Range: 0 yards (Self Only) Cast time: Instant: 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. Prerequisite. Eyes - Advantage on perception and insight checks; along with truesight out to 30 feet. Additionally, batteries now last twice as long for your gadgets. If you are using starting wealth, you have 4d4 x 10 in funds. On a failed save, a target takes 3d6 force damage and 3d6 thunder damage and is pushed 10 feet away from center of spell. If all your devices are active and next to you, you have advantage on your death saving throws. Spell Description. The spell deals 1d6 fire damage, plus 1d6 fire damage for each spell slot level consumed. 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. I am having trouble figuring out the arcane recovery ability for wizards. Components. You choose to hone your bots, growing overly fond of them. Wizard. Starting at 2nd level, you have a few gizmos that whir around helping you and your allies. Recent Changes: Version 4.1 27Aug2020. Others see magic as a complex system using tools to study arcane power. Arms - Increased attack range (10 feet) and damage (doubles melee damage). The affected area is subject to the following effects. All your devices have advantage on special tasks they are assigned to. Starting at 18th level, you can designate a bullet for a creature within range. At 2nd level, you have a notebook containing 3 1st-level spells of your choice. When using firearms you can add your proficiency bonus to the damage rolls. When striking a broken construct or gadget, it will work for a number of minutes equal to you Strength modifier plus your Intelligence Modifier. (Range 50/200) The turret must be reloaded after 3 shots. As normal, you can't increase an ability score above 20 using this feature. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. Living armor provides a +2 bonus to AC while wearing it. 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. Starting at 7th level, you can add extra gunpowder for some extra oomph. You have a +1 bonus to attack rolls on ranged attacks. Or perhaps they wanted to test their latest inventions in the world around them. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. The shield is transparent on the side you deployed from, but opaque on the other side. At 3rd level, you chose an Archetype. Hit Dice: 1d8 per Arcane Mechanik level \$\endgroup\$ – aroth Sep 20 '17 at 8:04 Details on spell. 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. You choose to supply the world with bigger and deadlier weapons or armor, and that's ok. At level 20, you realize how much better it is to be machine over mortal. The weapon must have the two-handed or versatile property for you to gain this benefit. After assigning 3 bots to this role, you gain a flying speed of equal to your walking speed. When manning the turret, you make a ranged weapon attack. Pressurized water - 3d4 Force (30/120) - On a hit, they make a Str save (DC is your spell save DC). Hitting you will be a challenge. Starting at 10th level, you can infuse a piece of armor with mechanic energy and arcane forces to make it become sentient. Causes an explosion of arcane magic around the caster, causing 143 to 156 Arcane damage to all targets within 10 yards. You must be wielding a melee weapon or shield to use this reaction. I am trying to figure out how many spell slots the ability gives back after a short rest. Starting at 10th level, devices you make are able to identify your needs and can quickly change between two roles. Starting at 7th level, your bots are unable to fail unless they run out of battery power. Booming Bonk - 3d6 Thunder The target must succeed a Strength save (DC 15) or be knocked back 10 feet. 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? At Higher Levels. 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. In the Arcane Abilities category. Dueling - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. 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. Starting at 2nd level, you have an on going report of things that work and things that don't. Helping Hand - Assists you in completing a task. Starting at 3rd level, you have advantage on initiative rolls. (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). You touch a point and infuse an area around it with holy (or unholy) power. Hit Points at 1st Level: 8 + Constitution modifier Reloader - Reloads weapons for the closest ally. Dungeons and Dragons (D&D) Fifth Edition (5e) Spell - Arcane Hand - You create a Large hand of shimmering, translucent force in an unoccupied space that... You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. You start with the following equipment, in addition to the equipment granted by your background: At 1st level, you adopt a style of fighting as your specialty. Level 4 is the same for everyone. Starting at 11th level, your turret can specialize in a variety of attack styles. 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). At 15th level, you can choose an additional resistance or choose to become immune to the previous type. Select a piece of armor to perform modifications to. During a short rest you can reassemble one to change their role. Benefit . While you hold it, you gain a +2 bonus to spell attack rolls. Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Arcane Mechanik level after 1st, Armor: Light armor, Medium armor Talk:Arcane Explosion (5e Spell) From D&D Wiki. 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. You choose to become the quickest hand around. 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. This type of explosion will deal 1d12 lightning damage to anyone within a 10 foot radius of the device. Legs - Doubles your speed and grants advantage on stealth checks. Back to Main Page → 5e Homebrew → Spells → Sorcerer, https://www.dandwiki.com/w/index.php?title=Arcane_Explosion_(5e_Spell)&oldid=922718, V, S, M (a tiny ball of hawk guano and magnesium). Defense - While you are wearing armor, you gain a +1 bonus to AC. Arcane Explosion (5e Spell) - D&D Wiki Arcane Explosion (5e Spell) 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. Arcane Archers are some of their most elite warriors among the elves. No matter what, they are always crafting be it mechanical, like guns and robots, or magical, like arcane grenades. 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. You have access to the now battleready Suit of Machines. You can do this equal to your intelligence modifier (minimum of 1). Whenever combat begins, you have advantage on the first attack you make. 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. Overall. You can infuse two pieces of armor at a time. 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. One handed firearms that are not usually "Light" are considered Light to you. At 14th level, you have honed your skills perfectly. This will help provide power for their larger projects. The suit also integrates the turret you've built granting it ranged attacks from the turret along with a few new attack modes. This type of explosion will deal 1d12 lightning damage to anyone within a 10 foot radius of the device. 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. Tools: Smiths tools, Tinkers tools Starting at 13th level, you can now make and activate up to 5 helpers at one time. 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. Wiping the grease from their hands, a young and lively gnome pulls up his safety goggles admiring a newly designed engine. At 17th level, you know the weak spot in any construct. The shield increases to 10 feet wide at Level 15 and then 15 feet wide at Level 18. Explosion You cause a massive explosion that deals fire, force, and sonic damage to both creatures and to objects. A mechanik is ambushed while repairing her mechsuit., Alberto Dal Lago, Notebook, Spell casting, Construct Helpers. For the duration, the target is protected from decay and can’t become undead. This can only apply to one armor set at the same time. The explosion creates pressure similar to TNT explosion of the same magnitude. 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' In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet away from you by the spell’s effect. The number of attacks increases to 3 at 12th level and 4 at 19th level. As a Arcane Mechanik you gain the following class features. At 4th level, your Constructs will come to your aid if you fall during combat. Choose 3 from the following: These helpers requires batteries to operate; one battery will give them 1d20+4 hours of juice. Causes an explosion of arcane magic around the caster, causing 60 to 66 Arcane damage to all targets within 10 yards. If they fail they take 1d6 fire damage for an amount of rounds equal to your intelligence modifier (minimum of 1). Starting at 7th level, you can add you Arcane Mechanik level to your attack roll after you roll but before it is determined whether it will hit or miss. You must assign the second role during a short or long rest. Weapons that you create can reroll damage rolls that are equal to 2 or less. You can use this equal to the amount of levels you have in the Arcane Mechanik class. Choose between Armorer, Battlesmith, Tinkerer, or Gunner. Another worker gets to work practicing a new spell out her notebook to help her get things done around the workshop. An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. When attacking buildings, vehicles, or devices you have a +10 to the attack and damage rolls. V S M. Duration. You also will gain a following of people willing to sacrifice time to assist you on large projects or hard work assignments. At 1st level, you can fix gadgets by hitting it until it works. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. At 10th level, the mere sound of you readying another round can scare your enemies. Was life too mundane working in a shop all day? 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. Lightning damage to anyone within a arcane explosion 5e foot radius of the same languages as the request within. A +10 to the damage rolls that are not usually `` Light '' are considered Light to you an... 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