̶͊͐T̷̆͒h̵̠̋ė̴͝ ̴͖͂Č̵̊r̵̀imson
Ability Score Increase
Your Int score increases by 5, and your Wis score increases by 5
Ability Score Decrease
-5 Con
Age
F̸̂̉ì̵͝l̸̉͗e̴͂͝ ̶̅̀ć̸͒o̴̔rrupted̷̋̕
Size
Dragonborn are taller and heavier than humans, standing well over 12 feet tall and averaging almost 250 pounds. Your size is Medium or large.
Speed
Your base walking speed is 45 feet and a fly speed of 15 feet.
̶̅̀Co̴̔͐r̷̅͝r̵̓͝u̴͒̈́p̴̽͘t̴̉ed Ancestry
Crimson Void Scaled True Vorpal 15 by 30 ft. line (Int. Check)
You have Corrupted Ancestry. Choose one type of Void or Old One from the Ancestry table. Your breath weapon and damage resistance are determined by the DM
Celstial Breath Weapon
You can use your action to exhale destructive energy. Your Corrupted ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Int or Wis modifier + your proficiency bonus. A creature takes Xd6 damage on a failed save, and half as much damage on a successful one. The damage increases with level and X is your current level. After you using your breath weapon; your weapons and spells deal up to your level in Corrupted ancestry damage for one min. You can do this up to half your prof mod (Min of 1/ Rounded Down), you can’t use it again until you complete a short or long rest.
Disclaimer: this bonus damage doesn't stack with itself but, increase the duration.
Warning: the more you use this the more you lose yourself.
Damage Resistance
You have resistance to the damage type associated with your ancestry.
Languages
You can speak, read, and write Common and Vox Maki.
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Magical Tinkering
At 1st level, you learn 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.
Spellcasting
You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don't appear to be casting spells in a conventional way; you look as if you're producing wonders using mundane items or outlandish inventions.
Tools Required
[–]
You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves' tools or some kind of artisan's tool—in hand when you cast any spell with this Spellcasting feature (meaning the spell has an 'M' component when you cast it). You must be proficient with the tool to use it in this way. See chapter 5, "Equipment," in the Player's Handbook for descriptions of these tools.
After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.
The Magic of Artifice
[–]
As an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you're using a tool to perform the spell effect. If you cast cure wounds using alchemist's supplies, you could be quickly producing a salve. If you cast it using tinker's tools, you might have a miniature mechanical spider that binds wounds. When you cast poison spray, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special.
The same principle applies when you prepare your spells. As an artificer, you don't study a spellbook or pray to prepare your spells. Instead, you work with your tools and create the specialized items you'll use to produce your effects. If you replace cure wounds with heat metal, you might be altering the device you use to heal—perhaps modifying a tool so that it channels heat instead of healing energy.
Such details don't limit you in any way or provide you with any benefit beyond the spell's effects. You don't have to justify how you're using tools to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters.
Cantrips (0-Level Spells)
[–]
At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.
When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.
Preparing and Casting Spells
[–]
The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
[–]
Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting
[–]
You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
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Origin: +4 to DEX, INT, and WIS to a max of 28 anc can increase the Cap
Skills: Gain proficiency in any three skills of your choice; if you have proficiency in performance you can upgrade it to expertise
Tools: you gain proficiency in one tool/kit/instrument of your choice
Starting Locations: Any but the Void
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Sesh 0 Boon
Remove downside to Race
Bonus attument = to Charisma
Sesh 0 dragon origin
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Ability Score Improvement (Lvl 4 +2 Int +Skill Expert +1 Cha)
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Skill Expert (Prof: Religion Exp: Investigation)
You have honed your proficiency with particular skills, granting you the following benefits:
Increase one ability score of your choice by 1, to a maximum of 20.
You gain proficiency in one skill of your choice.
Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Ability Score Improvement (Lvl 8 +2 Cha +Resilient +1 Cha)
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Resilient (Charisma)
Choose one ability score. You gain the following benefits:
Increase the chosen ability score by 1, to a maximum of 20.
You gain proficiency in saving throws using the chosen ability.
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Crusher +1 Con
You are practiced in the art of crushing your enemies, granting you the following benefits:
Increase your Strength or Constitution by 1, to a maximum of 20.
Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.
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Polearm Master
You can keep your enemies at bay with reach weapons. You gain the following benefits:
When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.
While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
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Prototype Model P-11A50C | Codename: Durandal
Veil-Crossed Legacy of T̶̠͒h̶̿͆a̷̰̿l̶͗̈́z̸͙̈́ė̸̛n̸͆
Sentient (?) Wondrous Mana-Golem - Requires Tri-Slot-Attunement By A Pure-Artificer
Rarity: A̸r̶t̶i̴f̶a̸c̸t̷
Mana Golem Statblock:
Large Construct
Armor Class 23
Hit Points 7 + your Intelligence modifier + 13 times your artificer level (the Mana-Golem has a number of Hit Dice [d10s] equal to your artificer level)
Speed 30 ft., fly 30 ft.
STR: 24 | DEX: 16 | CON: 24 | INT: 16 | WIS: 8 | CHA: 8
PB Equals your bonus
Saving Throws Str +7 plus PB, Con +7 plus PB
Skills Athletics +7 plus PB, Arcana +3 plus PB x 2, Perception +3 plus PB
Damage Resistances Force
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses blindsight 120 ft., passive Perception 13 plus PB
Languages The same as the Artificers
Entwined Essence. The various weapons, armor, and components of the Mana Golem can be affected by Infusions despite already being magical, but each part can only be affected by one Infusion at a time.
In addition, the Mana Golem can use and attune to magical items, sharing attunement slots with the Artificer when doing so, and when a part of the Mana Golem is infused, it does not count towards your current number of active infusions
You can infuse a number of parts on the Mana Golem equal to your normal maximum of Infused Items (as seen in the Infused Items column of the Artificer table)
Any infusions that require attunement still occupy attunement slots.
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Constructed Commander. The Mana-Golem can use its bonus action to command any construct or object under the Artificers control as though it was the Artificer, so long as that creation has not been operated this turn. If the Mana-Golem uses its bonus action in this way, the Artificer cannot use theirs to operate the same creation that turn.
This allows the Mana-Golem to control Steel Defenders, Eldritch Cannons, Homunculi, and other similarly behaving creations. In addition, all such creations gain resistance to force damage.
Pilot Seat. When the Artificer mounts the Mana Golem, the Artificer is granted full cover so long as the Mana Golem is not unconscious. While mounting the Mana Golem, the artificer can perform repairs in the following way:
• If they cast the mending spell on it, it regains 2d12 hit points.
• If the Mana Golem has died within the last hour, they can use their smith's tools as an action to revive it over the course of an hour by expending a 3rd level spell slot.
• If it has been more than an hour since the Mana Golem died, it can be revived over the course of a long rest.
Polychrome Chrome. Whenever the Artificer and the Mana Golem complete a long rest together, the Artificer can choose to change the energy attunement of the Mana Golem.
The Artificer can choose acid, cold, fire, or lightning. If they do, all references to force damage or resistance within the Mana Golems statblock are changed to the chosen damage type until the end of the next long rest.
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Actions
Multiattack. The Mana Golem makes two Arcane Assault or Buster Blast attacks, or one of each.
Arcane Assault. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 1d10 + PB force damage, and is affected by your choice of either Psionic Containment Protocol or Sonic Shockwave.
Buster Blast. Ranged Weapon Attack: your spell attack modifier to hit, range 30/120., one target. Hit: 1d6 + PB force damage, and is affected by your choice of either Psionic Containment Protocol or Sonic Shockwave.
Field of Force (Recharge 5-6). The Mana Golems Cosmicore™ symbol turns to pure white as it emits a 30-foot radius defensive field around itself until the start of its next turn. All damage that the Mana Golem and their allies take while within this field is reduced by 4d4 + PB.
Cascading Cannon (Recharge 6). The Mana Golems Cosmicore™ symbol turns to pitch-black as it chooses either a 60-foot cone or a 5-foot wide, 90-foot long line. All creatures within the chosen area must make a Dexterity saving throw against your spell save DC, taking 36 (8d8) force damage on a failed save, or half as much damage on a successful one.
Attack Modifications
Psionic Containment Protocol. If the target moves 5 feet or more before the start of your next turn, they take 9 (2d8) psychic damage and the effect ends. If the target is already affected by Psionic Containment Protocol, it instead takes 9 (2d8) psychic damage and keeps its current effect.
Sonic Shockwave All creatures within 5 feet of the target take 9 (2d8) thunder damage.
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Ambrosia godhood moment:
Lucky
You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.
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Actor
PHB
p165
Skilled at mimicry and dramatics, you gain the following benefits:
Increase your Charisma score by 1, to a maximum of 20.
You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
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Domain of Introspection
Reveri
Divine Domain - Attunement by one who possesses divinity
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Confront the Past
You can Attune to this domain up to 4 times, unlocking more abilities and a +1 to Wisdom to your Wisdom Score per Attunement. If this would put you past your Wisdom cap gain +5 hp instead.
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Reflection of Thought
You become immune to the Charmed and Frightened conditions as your thoughts have no time to be swayed by outside forces. In addition, as an action, you spend Faith Points equal to the amount of Conditions that your allies are under and end those conditions while they are in the range of your Road to Paradise or Diluted Paradise features.
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Knowledge of Beginnings and Ends
When you make a D20 Test that uses your Intelligence modifier, you can chose to spend 2 Faith Points(no action required) to grant yourself Disadvantage on that D20 Test. This roll can not be affected by any other features. When the D20 Test is concluded, record the higher result as a Memory Die, as Soraeya and all of their Seraphim can replace any D20 Test made by them before their next long rest. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
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Will to Question It All
Your hit point maximum increases by your Wisdom Modifier when you level up. (This is added to every previous level ups you've gained). You gain proficiency in Wisdom Saving Throws. Once per day, when you would be reduced to 0 hit points or outright die, you are reduced to 1 hit point instead. When this happens enter a state of focus for 1 minute, where the bonus gained from Road to Paradise is applied to Saving Throws as well
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River of Memories
When in initiative, you can give yourself the Stunned Condition until the start of your next turn, as you enter a Cocoon of Contemplation. You gain temporary hit points equal to your Wisdom score x 10 and Resistance to all damage. If any temporary hit points remains gained from this feature, regain 1d4 + your Proficiency bonus of Faith points. As part of a short rest you can enter this Cocoon as well without being stunned as part of the short rest. You can use this ability a number of times equal to half your Proficiency bonus(rounded down).
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Domain of Pursuance
Noctua
Divine Domain - Attunement by one who possesses divinity
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Endless Pursuit
You can Attune to this domain up to 4 times, unlocking more abilities and a +1 to Dexterity to your Dexterity Score per Attunement. If this would push you past your Dexterity Cap gain +5 move speed instead
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For My Own Purpose
If you moved more than 30 feet before taking the attack action, at the end of your turn you can chose to convert all of your remaining Movement Speed into temporary hit points.
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Mark of Pursuance
You may expend 1 Faith Point to imprint the Mark of Pursuance a creature you successfully hit with a melee or spell attack for 1 minute. Your critical threshold against the target is reduced by 1 for every Imprint(Brand, Mark, Hex, etc.) on the target up to a maximum of your Dexterity modifier + Proficiency bonus.
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Burning Starlight
When you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You don't benefit from this feature if you have the Incapacitated condition.
Whenever you or one of your Seraphim successfully hit a creature with a melee or spell attack, you gain 10 feet of movement speed. This movement does not provoke opportunity attacks. If the attack occurs on a turn that isn’t your own, you may immediately move up to that amount of speed during that turn. Your movement speed is reverted at the end of initiative.
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Fervor that Burns Reason
Those marked by you are not out of your reach. You gain True Sight and know the location of any creature marked by your Mark of Pursuance(as long as you are on the same plane of existence), or Imprinted by you. As a bonus action, you may expend 3 Faith Points to mark a creature with a Mark of Fervor. For 1 minute, that creature cannot resist any damage you deal and gains no benefit from cover against you.
Once per long rest, when you hit a creature with a critical hit, you may expend 10 Faith Points(no action required) to activate the following ability. After doing so you cannot gain Faith Points and gain disadvantage on all attack rolls until you long rest.
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Slay the Ɇ₦Đ
Those marked by you are not out of your reach. Time, Space, Paradise, Entropy, Order, Chaos. They are all just domains Time and Space pursue the nothingness they predate, Paradise pursues perfection, Entropy pursues creation. Order and Chaos each other. Everything can be the object of Pursuit
You teleport directly to a creature you can see, regardless of distance or barriers, and make one melee weapon attack against it. This attack carries the weight of your authorship and destiny. Before resolving damage, all effects you have placed upon the target immediately end. The attack still applies all of its normal and additional effects. The attack deals an additional 10d6 True Radiant damage, plus 1d6 True Radiant damage for each effect that was ended in this way. If this attack scores a critical hit, you may immediately make additional attacks against the same target, up to a number equal to your proficiency bonus.
This ability ignores resistance, immunity, and any effects that would prevent teleportation.
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Seraphim templates (bacially asi and feats i can give to a summon)
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Furies: Expertise in Stealth, +30ft base movement speed. Half of Soraeyas' INT mod (Rounded Down) added to Furies DEX mod.
Unseen Punisher: The Furie can use their bonus action to roll for stealth, and while unseen can choose to go invisible as a free action, for up to one minute at a time. While successfully within stealth, The Furie gains an extra 2d8 Radiant Damage to their next damage roll.
Brand of Torment: As an action, the Furie can mark one creature within 5ft of itself for the unquestionable punishment of heaven. The Furie will always know in which direction their branded target resides, so long as they are on the same plan as them.
Any Seraphim, or Soraeya herself, that deals damage to a target deals an extra 3d8 Radiant Damage. Additionally, the brand can be consumed by a seraphim, or Soraeya after attacking the target, to double the damage of their damage instance.
This mark lasts for one hour, afterwards it dissipates harmlessly. There can only be one active Brand of Torment at a time.
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Scion: +2 to AC, +5 DR to all damage. Half of Soraeyas' INT mod (Rounded Down) added to Scions STR and CON mod.
Sworn Protector: As a Bonus action, this Seraphim can target a willing creature and claim it as Guarded. To a Guarded Unit, so long as they are within 10 ft. of the Scion, the Scion can choose to take all target attack rolls made against the target, and instead have it affect itself. Additionally, while within 10ft of the Scion, the guarded target has advantage on Dexterity saving throws. This condition lasts until another unit is selected to be Guarded.
Counter stance: When the Guarded target has an attack roll made against them, As a reaction, the Scion can teleport to their guarded target, and set their AC to 10. If an attack hits above their AC, duel them, rolling their attack roll against the target attack roll. If the duel is lost, the attack goes through, hitting the Scion instead. if not, the attack fails, and the Scion gets to use the same attack roll against the attacker, if they are within range.
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Goddess of Paradise stuff
Road to Paradise: To stand by you is to walk the path towards unified bliss. For every Ally within 15ft. Of you, gain +1 AC. Every ally that is within your Coherency Aura, as a Reaction, can replace their AC with yours for the attack instance.
I have 13 faith tokens as my max
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The domain
Weakened though you may be, invoking your Divine concept
You may bring forth an Imperfect Paradise as an action, selecting a space within 5ft. Of yourself. Diluted Paradise expands from that space, up to an 80ft radius (minimum of a 10ft radius). Diluted Paradise lasts for one minute, before ending. In order for Diluted Paradise to remain active, Soraeya must remain inside it for the duration, otherwise the effect automatically ends.
When summoning Diluted Paradise, choose up to two Edicts to impose on those within. These effects last until Diluted Paradise ends, or anyone inside leaves the area.
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Deathless: All allies within Diluted Paradise cannot die. Whenever their HP would be set to 0, it is set to one instead. Additionally, allies cannot go unconscious while in Diluted Paradise. However this effect causes Diluted Paradise to last only half its duration. (5 Rounds)
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Timeless: Any ally within Diluted Paradise cannot be forcefully removed from Diluted Paradise, and is unaffected by forced movement. Additionally, anyone within Diluted Paradise cannot shift planes, teleport, or move out of the range of Diluted Paradise, finding a barrier stopping them if they tried. Diluted Paradise itself, and the area at which it has taken effect, cannot be changed or moved by anything, unless Soraeya allows it.
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Grandiose: Diluted Paradise Range can be increased by any amount, up to 300ft.
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Succor: All allies starting their turns within Diluted Paradise may choose to roll one Hit die+Constitution Modifier, even if they do not have any hit dice available, and heal for the amount rolled.
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Revel: At the start of each round, select a spell from your known spell list, and apply it to either all enemies, allies, or both until the end of the round. Spells applied to enemies must make the spells required saving throw or to hit in order to be affected. For spells with to hit, the spell manifests near the targets, and they do not gain any benefit from full or half cover. At the end of the Round, the effects of the spell expire, if they have not already, and you must select a new spell at the start of the next round that you have not already used on this feature. Spells applied this way lose effect outside the area of Diluted Paradise. Spells used this way do not expend spell slots.
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Decree of Damocles: Once per Round, you may issue a one word command to all within Diluted Paradise. Any who go against your one word command is surrounded by radiant swords, and take 1d10+your spellcasting ability modifier in radiant damage. Every time a Command is broken while within this instance of Diluted Paradise, the damage taken by the swords increases by 1d10, up to a maximum of 5d10.
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Jaunt: As a bonus action, any ally within Diluted Paradise may teleport to any space within Diluted Paradise that isn’t already occupied by another creature or structure.
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LITERALLY JUST A COPY AND PASTE OF ARTIFICER AND MY 2 SUBCLASSES (the main thing to note for martial stuff is I use int for magic weapons and I can have 20 casts of whatever 1 spell in my list from 1st to 3rd lvl)
Battle Smith
EFA
Command a Construct Guardian
A Battle Smith is a combination of protector and medic, an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are accompanied by a Steel Defender, a protective companion of their own creation.
Level 3: Tools of the Trade
EFA
You gain the following benefits.
Tool Proficiency. You gain proficiency with Smith's Tools. If you already have this proficiency, you gain proficiency with one other type of Artisan's Tools of your choice.
Weapon Crafting. When you craft a nonmagical or magic weapon, the amount of time required to craft it is halved.
Level 3: Battle Smith Spells
EFA
When you reach an Artificer level specified in the Battle Smith Spells table, you thereafter always have the listed spells prepared.
Battle Smith Spells
Artificer Level Spells
3 Heroism, Shield
5 Shining Smite, Warding Bond
9 Aura of Vitality, Conjure Barrage
13 Aura of Purity, Fire Shield
17 Banishing Smite, Mass Cure Wounds
Level 3: Battle Ready
EFA
Your combat training and your experiments with magic have paid off in two ways.
Arcane Empowerment. When you attack with a magic weapon, you can use your Intelligence modifier, instead of your Strength or Dexterity modifier, for the attack and damage rolls.
Weapon Knowledge. You gain proficiency with Martial weapons. You can use a weapon with which you have proficiency as a Spellcasting Focus for your Artificer spells.
Level 3: Steel Defender
EFA
Your tinkering has borne you a companion, a Steel Defender. You determine the defender's appearance and whether it has two legs or four; your choices don't affect the defender's game statistics.
The defender is Friendly to you and your allies and obeys you. It vanishes if you die.
The Defender in Combat. In combat, the defender acts during your turn. It can move and take its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action. If you have the Incapacitated condition, the defender acts on its own and isn't limited to the Dodge action.
Restoring or Replacing the Defender. If the defender has died within the last hour, you can take a Magic action to touch it and expend a spell slot. The defender returns to life after 1 minute with all its Hit Points restored.
Whenever you finish a Long Rest, you can create a new defender if you have Smith's Tools in hand. If you already have a defender from this feature, the first one vanishes.
Cartographer
EFA
Chart Advantageous Courses through Turmoil
Cartographers are the premier navigators and reconnaissance agents. Using their creations, Cartographers can highlight threats, safeguard allies, and carve portals to distant locations.
Level 3: Tools of the Trade
EFA
You gain the following benefits.
Tool Proficiency. You gain proficiency with Calligrapher's Supplies and Cartographer's Tools. If you already have one of these proficiencies, you gain proficiency with one other type of Artisan's Tools of your choice (or with two other types if you have both).
Scroll Crafting. When you scribe a Spell Scroll using the crafting rules in the Player's Handbook, the amount of time required to craft it is halved.
Level 3: Cartographer Spells
EFA
When you reach an Artificer level specified in the Cartographer Spells table, you thereafter always have the listed spells prepared.
Cartographer Spells
Artificer Level Spells
3 Faerie Fire, Guiding Bolt, Healing Word
5 Locate Object, Mind Spike
9 Call Lightning, Clairvoyance
13 Banishment, Locate Creature
17 Scrying, Teleportation Circle
Level 3: Adventurer's Atlas
EFA
Whenever you finish a Long Rest while holding Cartographer's Tools, you can use that tool to create a set of magical maps by touching at least two creatures (one of whom can be yourself), up to a maximum number of creatures equal to 1 plus your Intelligence modifier (minimum of two creatures). Each target receives a magical map, which constantly updates to show the relative position of all the map holders but is illegible to all others. The maps last until you die or until you use this feature again, at which point any existing maps created by this feature immediately vanish.
While carrying the map, a target gains the following benefits.
Awareness. The target adds 1d4 to its Initiative rolls.
Positioning. The target knows the location of all other map holders that are on the same plane of existence as itself. When casting a spell or creating another effect that requires being able to see the effect's target, a map holder can target another map holder regardless of sight or cover, so long as the other map holder is still within the effect's range.
Level 3: Mapping Magic
EFA
You gain the following benefits.
Illuminated Cartography. You can cast Faerie Fire without expending a spell slot, outlining the affected creatures as if in ink. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Portal Jump. On your turn, you can spend an amount of movement equal to half your Speed (round down) to teleport to an unoccupied space you can see within 10 feet of yourself or within 5 feet of a creature that is within 30 feet of you and holding one of your Adventurer's Atlas maps. You can't use this benefit if your Speed is 0.
Level 4: Ability Score Improvement
EFA
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Artificer levels 8, 12, and 16.
Level 5: Subclass feature
EFA
You gain a feature from your Artificer Subclass.
Battle Smith: Level 5: Extra Attack
EFA
You can attack twice instead of once whenever you take the Attack action on your turn. You can forgo one of your attacks when you take the Attack action to command your Steel Defender to take the Force-Empowered Rend action.
Cartographer: Level 5: Guided Precision
EFA
Once per turn, whenever you cast a spell from your Cartographer Spells list or hit a creature affected by your Faerie Fire with an attack roll, you can add your Intelligence modifier to one damage roll of the spell or attack.
In addition, taking damage can't cause you to lose Concentration on Faerie Fire.
Level 6: Magic Item Tinker
EFA
Your Replicate Magic Item feature gains the following options.
Charge Magic Item. As a Bonus Action, you can touch a magic item within 5 feet of yourself that you created with Replicate Magic Item and that uses charges. You expend a level 1+ spell slot and recharge the item. The number of charges the item regains is equal to the level of spell slot expended.
Drain Magic Item. As a Bonus Action, you can touch a magic item within 5 feet of yourself that you created with Replicate Magic Item and cause the item to vanish, converting its magical energy into a spell slot. The slot is level 1 if the item is Common or level 2 if the item is Uncommon or Rare. Once you use this feature, you can't do so again until you finish a Long Rest. Any spell slot you create with this feature vanishes when you finish a Long Rest.
Transmute Magic Item. As a Magic action, you can touch one magic item within 5 feet of yourself that you created with Replicate Magic Item and transform it into a different magic item. The resulting item must be based on a magic item plan you know. Once you use this feature, you can't do so again until you finish a Long Rest.
Level 7: Flash of Genius
EFA
When you or a creature you can see within 30 feet of you fails an ability check or a saving throw, you can take a Reaction to add a bonus to the roll, potentially causing it to succeed. The bonus equals your Intelligence modifier (minimum of +1).
You can take this Reaction a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
Level 8: Ability Score Improvement
EFA
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9: Subclass feature
EFA
You gain a feature from your Artificer Subclass.
Battle Smith: Level 9: Arcane Jolt
EFA
When either you hit a target with an attack roll using a magic weapon or your Steel Defender hits a target, you can channel magical energy through the strike to create one of the following effects:
Destructive Energy. The target takes an extra 2d6 Force damage.
Restorative Energy. Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 Hit Points to it.
You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once per turn. You regain all expended uses when you finish a Long Rest.
Cartographer: Level 9: Ingenious Movement
EFA
When you use your Flash of Genius, you or a willing creature of your choice that you can see within 30 feet of yourself can teleport up to 30 feet to an unoccupied space you can see as part of that same Reaction.
Level 10: Magic Item Adept
EFA
You can now attune to up to four magic items at once.
Level 11: Spell-Storing Item
EFA
Whenever you finish a Long Rest, you can touch one Simple or Martial weapon or one item that you can use as a Spellcasting Focus, and you store a spell in it, choosing a level 1, 2, or 3 Artificer spell that has a casting time of an action and doesn't require a Material component that is consumed by the spell (you needn't have the spell prepared).
While holding the object, a creature can take a Magic action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires Concentration, the creature must concentrate. Once a creature has used the object to produce the spell's effect, the object can't be used this way again until the start of the creature's next turn.
The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.
Features & Traits