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