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