( Complete Arcane, p. 79) You can cast spells that blast creatures off their feet. 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. You choose to supply the world with bigger and deadlier weapons or armor, and that's ok. It regains 4d6 + 2 expended charges daily at dawn You must be wielding a melee weapon or shield to use this reaction. For the duration, the target is protected from decay and can’t become undead. Ranged attack type can be swapped as a Bonus Action. The suit also integrates the turret you've built granting it ranged attacks from the turret along with a few new attack modes. All your devices have advantage on special tasks they are assigned to. Starting at 15th level, your bots can now provide you the ability to fly. At 14th level, you have honed your skills perfectly. Starting at 16th level, you can use the arcane power within electronics to overload an electrical device to make it explode. At the 18th level, you’ve honed the very idea of defense to absolute perfection. Traits Amorphous: The pudding can move through a space as narrow as 1 inch wide without squeezing. After assigning 3 bots to this role, you gain a flying speed of equal to your walking speed. The spell deals 1d6 fire damage, plus 1d6 fire damage for each spell slot level consumed. Living armor provides a +2 bonus to AC while wearing it. Choose a weapon to form a bond with; you score a critical hit with this weapon on a roll of 19-20. When striking a broken construct or gadget, it will work for a number of minutes equal to you Strength modifier plus your Intelligence Modifier. (DC 10 dexterity check), Grappler - Wrestles the nearest enemy to the ground. 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. You can’t take a Fighting Style option more than once, even if you later get to choose again. 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. The staff has 50 charges for the following properties. Shield Friend - Adds +1 to the AC of whoever is closest to it. Choose 3 from the following: These helpers requires batteries to operate; one battery will give them 1d20+4 hours of juice. Duration: n/a: School: Arcane: Mechanic: n/a: Dispel type: Magic: cost: 120 mana: Range: 0 yards (Self Only) Cast time: Instant: Talk:Arcane Explosion (5e Spell) From D&D Wiki. Searcher - Makes investigation checks to find hidden items and loot (Investigation is equal to yours), Mini cannon balls - 2d8 bludgeoning (15/60). 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. 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. 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. Starting at 10th level, devices you make are able to identify your needs and can quickly change between two roles. When manning the turret, you make a ranged weapon attack. Think about how did your character came to be an adventurer. Jump to: navigation, search. Shields are your passion and defense is what you strive for. You can set up the turret as an action. At 2nd level, you have a notebook containing 3 1st-level spells of your choice. 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). Level 6 is another ASI, which can be a feat. Shield proficiency has been added to the class's armor proficiency. You can also cast the spell Shield at will a number of times equal to your Intelligence mod (minimum of 1) per long rest. At the end of a long rest, the armor grants +1 to AC and resistance to either Bludgeoning, Piercing, or Slashing. Scout - Quickly moves ahead of the party to relay through signals and beeps what it sees. If you pass, given you have the materials and tools required, it will take you 1d4 hours to build. If you wish to switch, you must repeat the process again. Arcane Recovery help 5e. Prerequisite. The weapon must have the two-handed or versatile property for you to gain this benefit. Explosion You cause a massive explosion that deals fire, force, and sonic damage to both creatures and to objects. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball. 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. 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. Hit Dice: 1d8 per Arcane Mechanik level During a short rest you can reassemble one to change their role. Casting knock on the object suppresses arcane lock for 10 minutes. The DnD 5e Artificer Guide. Level 4 is the same for everyone. (Range 50/200) The turret must be reloaded after 3 shots. At 18th level, you have achieved an enlighten state on the battlefield. Causes an explosion of arcane magic around the caster, causing 143 to 156 Arcane damage to all targets within 10 yards. Spell Description. You can keep a list of the spells you know in your handy-dandy notebook just like those fancy wizards do. You also will gain a following of people willing to sacrifice time to assist you on large projects or hard work assignments. Arcane Explosion, like most aoe's, hits less when you're attacking more targets. Some work hard and make a goal out of unleashing the magic surrounding ordinary objects. At 10th level, the mere sound of you readying another round can scare your enemies. 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. Components. To recall from the notebook you must succeed an Intelligence check DC 10. Arms - Increased attack range (10 feet) and damage (doubles melee damage). 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. It just says when the arrow hits, all creatures in the burst radius take 2d6 damage. These uses reset at dawn. Wiping the grease from their hands, a young and lively gnome pulls up his safety goggles admiring a newly designed engine. Classes. Eyes - Advantage on perception and insight checks; along with truesight out to 30 feet. People are willing to give you parts required to build constructs as long as the request is within reason. 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. Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn. There can be multiple of the same style deployed at once. Bots that are assisting you in the air are not able to switch to their second role until you land. Starting at 3rd level, you have advantage on initiative rolls. Select a piece of armor to perform modifications to. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You can infuse two pieces of armor at a time. At 17th level, you know the weak spot in any construct. Defense - While you are wearing armor, you gain a +1 bonus to AC. When using firearms you can add your proficiency bonus to the damage rolls. At 6th level, you can build a tall, destructive turret to aid you in a fight. 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 1st level, you can fix gadgets by hitting it until it works. You can use this equal to the amount of levels you have in the Arcane Mechanik class. One handed firearms that are not usually "Light" are considered Light to you. You touch a corpse or other remains. When attacking buildings, vehicles, or devices you have a +10 to the attack and damage rolls. You have access to the now battleready Suit of Machines. Hit Points at 1st Level: 8 + Constitution modifier 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. I am having trouble figuring out the arcane recovery ability for wizards. Tools: Smiths tools, Tinkers tools Or perhaps they wanted to test their latest inventions in the world around them. In the Arcane Abilities category. For every level up after level 2, you can learn a new spell off of the Artificer spell chart. Starting at 3rd Level, you gain proficiency in Heavy Armor and Shields. Weapons: Simple Weapons, Firearms You can move this bond to a different weapon at the end of a short or long rest. Shield, Absorb Elements, Arcane Weapon. Wizard. 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. 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. At Higher Levels. Whenever combat begins, you have advantage on the first attack you make. What have you guys been doing for this? I personally think the creature hit by the arrow should take damage for the impact then suffer the explosion. Starting at 18th level, you can designate a bullet for a creature within range. Choose one of the following options. Starting at 2nd level, you have an on going report of things that work and things that don't. On a hit, the turret deals 1d10 piercing damage. Casting knock on the object suppresses arcane lock for 10 minutes. 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. This will help provide power for their larger projects. Starting at 7th level, you can add extra gunpowder for some extra oomph. Choose an option from the list bellow: At the end of a long rest, you can change the turret type. If all your devices are active and next to you, you have advantage on your death saving throws. 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. 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 defense, very good buff. When succeeding on repairing or building a new device, you record it in your notebook to remake later on. Demolish . First, Intelligence should be your highest ability score, followed by Strength or Dexterity depending on if you plan to use melee or ranged. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball. Some of your body parts are replaced with mechanics: You choose to maximize your defense to save the skins of your allies and yourself. 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