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Rails Through Hell: Incantifier
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==<font size="5"><b>Traits and Features</b></font>== <b>Warforged</b> <ul> <li>+2 Int, +1 Con</li> <li>Size: Medium (6'5", 298 lbs)</li> <li>Speed: 30'</li> <li><b>Constructed Resilience.</b>You were created to have remarkable fortitude, represented by the following benefits:</li> <ul> <li>You have advantage on saving throws against being poisoned, and you have resistance to poison damage.</li> <li>You don't need to eat, drink, or breathe.</li> <li>You are immune to disease.</li> <li>You don't need to sleep, and magic can't put you to sleep.</li> </ul> <li><b>Sentry's Rest.</b> When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.</b> <li><b>Integrated Protection.</b>Your body has built-in defensive layers, which can be enhanced with armor.</li> <ul> <li>You gain a +1 bonus to Armor Class.</li> <li>You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.</li> <li>While you live, your armor can't be removed from your body against your will.</li> </ul> </ul> <br> <b>Warcaster</b> <ul> <li><b>Warcaster Magic:</b> You were born with an intrinsic ability to manipulate arcane energy, but you likely learned how to control this power through rigorous self-training or at the feet of a mentor. Whatever method you learned to control your focus, it fuels your spells and your link to mechanika.</li> <li><b>Focus Points:</b> Rather than spell slots, you use focus points to cast your spells. These points represent your innate ability to harness arcane energy. The Warcaster table shows how many focus points you have at each level. To cast one of your warcaster spells of 1st level or higher, you must expend a number of focus points equal to the level of the spell that you are casting. You can increase a spell's level in this way but cannot exceed the level shown in the Maximum Spell Level column of the Warcaster table. You regain 1 focus point every 10 minutes, and you regain all expended focus points when you finish a short or long rest.</li> <li><b>Preparing Spells:</b> You prepare the list of warcaster spells that are available for you to cast, choosing from the warcaster spell list. When you do so, choose a number of warcaster spells equal to your Intelligence modifier + your warcaster level (minimum of one spell). The spells must be of a level no higher than what's shown in the Warcaster table's Maximum Spell Level column for your level. You can change your list of prepared spells when you finish a long rest. Preparing a new list of warcaster spells requires time spent in meditation reflecting on arcane formulae: at least 1 minute per spell level for each spell on your list.</li> <li><b>Control Range:</b> Your control range is a measure of how far your arcane ability to interact with steamjack cortexes can reach. When an ability refers to your control range, this number determines whether a steamjack is within range or beyond it.</li> Control range = your maximum focus points Γ 10 feet</li> </ul> <ul> <li><b>Spellcasting Focus:</b> You can use a bonded mechanikal weapon as a spellcasting focus for your warcaster spells.</li> <li><b>Focus Manipulation:</b> At 2nd level, you learn how to channel the raw arcane energy to not only augment the considerable powers of your mechanikal weapons and armor, but also boost your own combat abilities. You can spend focus points for one of the following effects:</li> </ul> <ol> <li><i>Attack Bonus:</i> You can spend 1 focus point when you make an attack with a bonded mechanikal weapon to make the attack roll with advantage.</li> <li><i>Damage Bonus:</i> You can spend any number of focus points after you make an attack with a bonded mechanikal weapon to deal an extra 1d8 weapon damage per point spent.</li> <li><i>Reduce Damage:</i> If you are wearing bonded warcaster armor when you take damage, you can use your reaction and spend 1 focus point to reduce the damage by an amount equal to double your Proficiency Bonus.</li> <li><i>Shake It Off:</i> If you are suffering from a condition or enemy effect that can be ended with a successful saving throw, you can spend 1 focus point to make the saving throw with advantage.</li> </ol> <ul> <li><b>Steamjack Bond:</b> When you reach 3rd level, you develop the ability to forge lasting bonds with steamjacks. You must touch a steamjack and spend 10 minutes to forge your bond. You can use this feature to attune to one or more steamjacks, allowing you to communicate telepathically with it. A bonded steamjack obeys your commands to the best of its ability and acts on its own initiative in combat, but you determine its actions and decisions. If you are incapacitated in combat, all steamjacks bonded to you suffer backlash and become inert (see chapter 5, "Steamjacks"). If your bonded steamjack is ever destroyed, you can recover its cortex and fit it into a new chassis. This requires 8 hours of uninterrupted work and 250 gp in materials, whether or not any part of the old chassis is salvageable. If the steamjack's cortex is destroyed, you cannot recover your steamjack in this way, in which case your bond with that steamjack is severed and you can form a bond with a new steamjack. A bonded steamjack counts as an attuned item. You can voluntarily end your bond as a bonus action.</li> <li><b>Focus Allocation:</b> As a bonus action on your turn, you can allocate focus points to a bonded steamjack and in your control range. The maximum number of focus points you can allocate to a steamjack is limited by the quality of its cortex. You cannot allocate focus points to a steamjack that does not have a functioning cortex.During its turn, a bonded steamjack and in your control range can spend allocated focus points to use the Attack Bonus, Damage Bonus, or Shake It Off effect described in the Focus Manipulation feature. Focus points allocated in this way are lost after 10 minutes.</li> <li><b>Power Up:</b> Starting at 5th level, at the start of your turn, all your bonded steamjacks in your control range gain 1 focus point. A steamjack cannot gain a focus point from this feature if it does not have a functioning cortex. Focus from power up cannot exceed the maximum focus of the steamjacks cortex.</li> </ul> <br> <b>Arcanist</b> <ul> <li><b>Sharper Focus:</b> Beginning at 1st level, your maximum number of focus points increases by 1. Starting at 6th level, the focus cost of your spells decreases by 1 to a minimum of 1.</li> <li><b>Spell Manipulation:</b> Starting at 6th level, you learn how to channel focus to augment and modify the power of your spells. Once per round, you can spend focus points for one of the following effects:</li> </ul> <ol> <li><i>Enhanced Concentration:</i> When you are forced to make a Constitution saving throw to maintain concentration on a spell, you can spend 1 focus point to make the roll with advantage.</li> <li><i>Enhanced Damage:</i> When you roll damage for a spell, you can spend 1 focus point to reroll a number of damage dice up to your Intelligence modifier (minimum of one die). You must use the new rolls.</li> <li><i>Enhanced Range:</i> When you cast a spell that has a range of 5 feet or greater, you can spend 1 focus point to double the range of the spell.</li> </ol> <br>
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