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