Bert's Crazy Shit
O lord of the stalwart, blessed by those intentioned and likeminded in cause, your chosen path has guided you thus far and for that, a boon has been bestowed upon you. A gift from the deepest forge within the great library sits upon your shoulders, guiding you and your new hand towards a grander light. Be not the navigator, but the star which carves their path one ilm at a time.
You have come into possession of the forge's very heart, which pulses an alien beat within the palm of your right hand, with it you feel enabled to provide what your allies need in their furthered journey. It is by your hand that they will be equipped for the perils that shall likely follow.
hit dice:
Artificer
hit points at 1st level:
Artificer
hit points at higher levels:
armor proficiencies:
Heavy Shields
weapon proficiencies:
Unarmed Strikes
tools:
Smith's Tools. If you have this, you may select another tool proficiency besides this.
saving throws:
Artificer
skills:
Vehicle Profeciency: The Arcubus
starting equipment:
spellcasting:
Runic Guidance
Starting at third level, the heart of the forge softly beats alongside your very own heart. In tandem and twin you gain a set of spells detailed below in the Lodestar Spells List. These are considered always prepaired and can be used when a runic socket is expended through the gauntlets matrix. They do not count against the number of spells you may prepare.
class features:
The Magic of Invention
Your daughter has taught you much in your time, how the monsters once thought worthless to your people became the foundations of many firm armors and some of the finests. As you adventure, you may find materials of vast power and energy. Let them be the fuel that guides your party by consuming them through the Lodestar imbedded within the gauntlet. These items, once consumed provide a limited resource known as Rubrick Dementia. The process can only be done during downtime or at rests where permitted. Once enough Rubrick Dementia is absorbed through the Lodestar, combining it with materials found or premade items is as simple as writing the runes needed into the item as finely as possible. Please consult the Conversions table for items and their Rubrick Dementia in exchange as you consume more resources for their overall values. You are limited in the amount of Rubrick Dementia you should absorb at any time and therefore are limited to a maximum of Rubrick Dementia equal to your level in the hundreds.
In order to make a magic item, you must know of its material component needs, its steps and its Rubrick Dementia, either reasonably via background/character, or via Experimentation explained below. Once an item is learned/discovered, you cannot discover it again during experimentation.
Experimental Designs
Begin work on a brand new invention, with your intention at heart and Rubrick Dementia in your fingertips, it is time to raise forth a new wonder. When deciding to experiment, decide on the amount of Rubrick Dementia and the materials you would like to use and expend both over a period of time equal to 25Ru/hour. There is no maximum value of Rubrick Dementia you can allot to an Experiment, but be mindful of your personal maximum. During any rest, you are able to expend 1/4th of the time on your current experiment. You cannot create or manifest any new items while you are experimenting. During downtime, you can expend an equal amount of time to what you would be expected to be awake for on your experiment. Once complete, you will be required to roll for a Test Run. Your bonuses are equal to your spell attack roll for this check. If the Test Run is failed, up to 3/4th of the time spent on the project will be lost and must be respent. The materials are never lost and an experement can be redrawn at any time for a refund of 1/4th the time spent on the next Experiment. Once you have finished a Test Run, you learn the general material costs and Ruberick costs for the item you have made and can recreate it for those costs if applicable.
subclass options:
Shining Palm of the Lodestar
You have been given a relic, and with it a power you do not yet fully understand. What you do know is that with your newfound sense of the world around, you can protect those you care about. Guiding the strikes of it weilder, the Lodestar imbues its weilder with a Stellar Die. This Stellar Die starts equal to 1d6 and increases by one die step when each time you gain a spell level to a maximum of 2d6. When striking with your right arm, you are profecient with unarmed strikes. This punch deals your Stellar Die's bludgeoning damage, and uses your intelligence modifier for both attack and damage rolls, and is considered magical. When you strike a creature in this way, you can decide to use your bonus action to create a Runic Spark. This Runic Spark consumes a spell slot to add your Stellar Die for damage of any elemental type to your attack.
When critically striking a creature with the Shining Palm of the Lodestar, you gain a single Rubrick Dementia in addition to your damage.
You gain the following benefits while attuned to The Lodestar's Palm:
-The arm attaches itself to you, and otherwise cannot be physically removed so long as you are not dead or you remove it yourself.
-You can use the The Lodestar as your spellcasting focus by crushing the runes inserted into its knuckles and as any set of tools you are profecient in
-Up to your profeciency bonus times per day, you may use the cantrip Control Flames to superheat The Lodestar as the source of your fire. This can be used as a portable heat source per the requirements of the Smith's Tools. If done-so, it lasts up to 8 hours per instance.
Tinkering with Grand Designs
The Lodestar is only part of what guides you, the rest is creativity and the machinations you can decidedly cram into the arms small profile. Grand Designs go hand-in-hand with your Experimentations. As you level and grow, you will discover new Grand Designs to affix to The Lodestar's chassis, your right arm, you will likely come to manifest far more than you will ever be able to use at one time, however changing them out is as easy as a little downtime and a set of Smith's Tools. During any long rest, you may retrofit The Lodestar with any Grand Designs equal to your profeciency bonus at any time.
At 3rd level, with the help of the Hammerfords, you start with three Grand Designs to choose from:
The Grappling Hook:
Mounted to the arm, the Grappling Hook can be launched at a target to do a multitude of things. Some of the following are simply ideas, and a general layout for various abilities, ideas may be suggested and it is encouraged:
-If a target ends their turn within 30ft of you, you may make a spell attack roll against the target as a reaction. If successful, the target is considered dazed* until they attempt to leave the 30ft radius around you in any direction. If they do so, an action is required to oppose via strength against your spellsave DC or be released.
-As a bonus action shoot an object up to 30ft away and connect to it, this can be used as a rope for all intents and purposes. If the object is lighter than the user it will move 30ft per turn to the user. If it is heavier, the user moves 30ft per turn towards the object. If the connected object is a creature, it may be pulled towards you. It may choose to contest the pull. If a pull is contested, the attacker must succeed a strength or althethics check against their opponent, otherwise they are pulled 15 feet towards their opponent. If the defending creature fails, it is pulled 15ft closer and is knocked prone. Either way, the target is considered disconnected from the grappling hook after being pulled in this way.
-If a stone or brick is affixed to the grappling arm it may be used as a weapon for an attack. You are considered profecient for this attack and it uses intelligence for all purposes. If the stone or brick connects, it breaks apart leaving the target *dazed for up to 1d4 rounds. The damage for this is considered non-magical bludgeoning and equal to your Stellar Die.
The Daedalus Shield:
This shield replaces any you may have equipped and provides you all of the general bonuses of a shield with a few special perks to make it better.
-As an action, you may deploy the shield on any floor, ceiling, or wall within 60ft of you. It may occupy the space of other creatures with no negative downsides for the creature and once placed deploys a larger shield for cover on the battlefield. The shield must be picked up from its location manually to deactivated as a bonus action, and has HP equal to half your HD (rounded up). It is resistant to all forms of damage besides force and acid to which it is vulnerable to both. Infused with Rubrick Dementia, the shield projected in this way regenerates after a long rest and cannot be reused once expended. It counts as full cover and cannot be moved through from either the front or back.
-The benefits of this shield are NOT lost while using weapons or attacks when it otherwise should.
-While deployed, other creatures may pick it up from the back and move with it as if through difficult terrarian. All damage towards the creature carrying the shield is instead directed to it if the carrier is struck from the front.
The Arcane Gambit Drive:
All energy is made equal, even if the arcane is flavored with an element, all sources are truly equal in the eyes of science. When struck by any source of arcane energy, you may take a reaction to attempt to absorb the damage to retrofit it to better suit your needs. After all, how are you meant to make your people their covetted possessions without magic? When attacked by an arcane source, forgo the attack step of your opponents spell attack and roll your Stellar Die + Intelligence + Profeciency and reduce the incoming damage received by that total. This total is then converted to Arcane Energy and can be used to empower your other Grand Designs in unique ways as they are discovered. Any unused Arcane Energy remaining after a long rest is converted to Rubrick Dementia for your furthered research. Below is how Arcane energy can be used currently:
-If used on The Daedelus Shield, restore HP equal to the number of Arcane Energy points expended. This may be done as a free action so long as you are touching the Grand Design.
-If used on The Grappling Hook, deal damage equal to the expended amount of Arcane Energy to a target connected to the claw of The Grappling Hook as part of the connection. This damage is lightning damage for the sake of resistances.
Extra Attack:
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn. You may expend your Runic Spark on either the first or second attack, but not both, and must be decided upon at the time of the individual attack.
*Dazed: When a creature is dazed, all attacks made by them are made at disadvantage, their movement is halved, and dexterity cannot apply to their AC for any incoming attacks.
Spell Level | Spells |
---|
1st | Arms of Hadar, Tenser's Floating Disk |
2nd | Heat Metal, Borrowed Knowledge |
3rd | Bestow Curse, Remove Curse |
4th | (CS) Gubaen's Sloop (Demension Door+), FabricateRS |
5th | Animate Objects, (CS) Cannons of The Arcubus |