BerzerkerUnit
2019-12-30, 05:39 PM
Very rough, I’ll format it later.
Artificer Specialization: High Sinner
Bonus Proficiencies:
Martial Weapon Proficiency
Tinker’s tools or one other if you already have this Proficiency.
Bonus Spell Preparation
1 Thunderous Smite, Animal Friendship
2 Locate Animals/Plants, Silence
3 Feign Death, Stinking Cloud
4 Locate Creature, Deathward
5 Hold Monster, Awaken
Specialization Features
Prototype
At the end of a long rest you can choose 1 nonartifact weapon with the two-handed and/or Heavy property and convert it into the technomagical marvel known as Sinner’s Gear. If the chosen weapon is magical , its normal magical properties are suppressed until you use this feature on a different weapon, or the device falls into disrepair.
These massive weapons are designed to bring down the mightiest foes. As a Sinner’s Gear the weapon deals an additional die of its damage. Any character proficient with the base weapon can wield your Sinner’s Gear however the additional damage is limited to a d4 in any hands but your own.
While very potent, Sinner’s Gear occasionally require maintenance when they outperform specification. See the Disrepair and Backlash sidebar.
Disrepair and Backlash
Whenever a Sinner’s Gear deals a critical hit it falls into disrepair, functioning as a normal weapon of its type until you spend an action to perform maintenance (sharpening blades and tightening screws). You can prevent the weapon from entering disrepair by absorbing the shock with your own body. This backlash damage is equal to the highest result among the rolled damage dice.
For example: if a Great Sword were the base the rolled damage would normally be 3d6. If the dice of a critical hit came up 5,5,4,3,1,1, the backlash would be 5.
Sinner’s Gear can benefit from the infusions detailed below.
Drive Attacks
At 5th level you learn to temporarily draw out the maximum potential of a Sinner’s Gear allowing you to perform Drive Attacks. As an action you can perform a Drive Attack affecting an area. Targets must succeed on a Dexterity Saving Throw or suffer the damage of your attack.
All Sinner’s Gear can perform a Drive Charge.
Which Drive Attacks you can perform depends on the weapon your Sinner’s Gear is based on.
Great Sword/Great Axe/Maul/Halberd can all perform the Smash and Reaver Drive Attacks.
Pike can perform the Thrust Drive Attack.
Bows and Crossbows can perform the Pierce and Blast Drive Attacks
The Draigshot can perform Pierce and Burst Drive attacks.
Your Sinner’s Gear always enters a state of disrepair when a Drive Attack is used unless you choose Backlash Damage.
Drive Attack Descriptions
Smash: 10ft cube adjacent to wielder
Reaver: 15ft cube centered on wielder
Pierce: 30ft line originating at wielder
Blast: 30ft cone originating at wielder(requires 6 ammo)
Thrust: up to 30ft line originating at the wielder, wielder moves with the attack and ends in a space adjacent to attack’s end point
Arc: A line of any shape can be drawn within the weapon’s short range
Burst: A 15ft cube within range
Hazard: A 5ft cube in range, the weapon lingers in the area until the beginning of your next turn when it returns to your space. Creatures that enter the area or start their turn there must make the saving throw against your Drive Attack or again suffer full damage on a failure or half on a success
Overtune
Beginning at 9th level you can Overtune your Sinner’s Gear, you may choose to have it deal a critical hit when you roll a 19. Additionally, it roars and whines when you perform Drive Attacks and targets must succeed on a Wisdom Save vs your Spell DC or become frightened for 1 minute. Affected targets can repeat the saving throw at the end of their turn.
Extra Attack
Beginning at level 15 you may now attack twice when you take the attack action on your turn instead of once.
New Infusions
Elemental Ignition Shells
Requires level 6
This infusion creates an elemental delivery system that can can be mounted on any weapon. It stores a number of shells equal to the creator’s Intelligence modifier. The type of energy the Shells contain is determined at the time of their creation.
Multimodal Weapon
This Infusion can be applied to any two weapons. The two combine into a single device which functions as one weapon until a bonus action is used to transform it into the other. If one of these weapons is magical and the other is not, the latter weapon becomes magical for the duration of their pairing, however it lacks any special properties or bonuses of the first weapon. If either weapon is made into a Sinner’s Gear, the other is as well.
Shock Absorption
This infusion is often part of a set of counterweights and springs. It is designed to reduce the strain of wielding Sinner’s Gear. Reduce the backlash damage of any Sinner’s Gear by half to a minimum of 1.
Taboo Shattering Schema
Requires Level 11
This infusion transforms a set of leatherworking or alchemist tools into a storage system for creature parts.
As an action, you can make a DC 15 Alchemy Lab or leatherworking tool check to preserve parts from the corpse of any non-humanoid that’s been dead for less than 1 minute. You can keep an inventory of up to 5 different creatures. Beyond 5, preserving a new creature component requires you to eliminate one of the others.
When you create a Sinner’s Gear with your Prototypes feature you can incorporate one of these parts into your weapon.
As an action you can cause your weapon to replicate one of the creature’s Actions (excluding Multiattack). Use your own attack bonus or Spell save DC but all other aspects of the Action duplicate those found in the creature’s entry.
In the event the attack has an ongoing effect such as the grappling coils of a Giant Constrictor Snake or Petrification of a Cockatrice, it persists until the target ends the effect or dies.
You can use this effect once and the component becomes inert until you complete a long rest.
Using this ability causes your Sinner’s Gear to undergo a wild transformation, twisting its form and sheathing it in the flesh and spiritual elements of the creature incorporated. It may grow eyes, teeth, or stretch unnaturally to form tentacles as necessary. After using this ability it falls into a state of Disrepair and you cannot take Backlash Damage to prevent it.
New Equipment and Common Magic Items
Smoke Grenade- 10gp. You can detonate one of these devices at your feet as a bonus action to create a 15ft cube of of heavily spiced smoke that lingers in its space for 1 minute unless moved by weak winds (traveling 10ft per round) or dispersed by a moderate or strong winds. The smoke provides total concealment. Creatures that enter the cloud that track by scent have disadvantage on all checks to track for 1 hour.
Compass Beacon- 1500gp. This item typically looks like a 3 ft long steel cylinder capped with a gemstone of some kind. Compasses can be attuned to the gemstone and will always point to it if they are within 1 mile. Each additional compass increases the cost of this item by 150gp.
High Grade Ration- 10gp. these nutrition dense wafers are filled with a proprietary blend of dried monster entrails and bone meal that enhance the body’s ability to recover from fatigue. Each High Grade Ration contains a full day’s worth of nutrients and allows you to treat 4 hours of sleep like 8. You can only benefit from 1 high grade ration per day. They’re better with hot sauce.
Auto-Grapple- 50gp. As an action you fire a grappling claw at a target up to 40 feet away and the device immediately reels you to the target. If you fire at an unsecured object weighing less than you, the object is pulled to you instead. You can use this device 5 times before it needs to be replaced. The DM may require an Athletics check to determine if you hit a small or moving target. If the target is a creature, it opposes the roll with Athletics or Acrobatics as normal.
Sleep Poison- 30gp. This toxin is similar to what the Drow use but maintains its effects whether inhaled, injected or ingested. An exposed creature must succeed on a DC 13 Constitution save or fall asleep. This is not a magical slumber, persistent loud noise or disturbance will awaken the creature at the end of its next turn.
Longarm
This weapon is composed of a cored steel cyclinder and a wooden stock. An iron shot the size of a walnut is placed in the cylinder with a packed alchemical mixture that detonates to propel the shot at remarkable speed.
The accuracy of these weapons varies depending on quality but the most common are accurate out to 120 feet. The damage is 1d12 piercing. They have the 2 handed, heavy, and loading properties. And a minimum strength requirement of 13. If a creature does not meet the minimum strength required attacks are made with disadvantage.
Artificer Specialization: High Sinner
Bonus Proficiencies:
Martial Weapon Proficiency
Tinker’s tools or one other if you already have this Proficiency.
Bonus Spell Preparation
1 Thunderous Smite, Animal Friendship
2 Locate Animals/Plants, Silence
3 Feign Death, Stinking Cloud
4 Locate Creature, Deathward
5 Hold Monster, Awaken
Specialization Features
Prototype
At the end of a long rest you can choose 1 nonartifact weapon with the two-handed and/or Heavy property and convert it into the technomagical marvel known as Sinner’s Gear. If the chosen weapon is magical , its normal magical properties are suppressed until you use this feature on a different weapon, or the device falls into disrepair.
These massive weapons are designed to bring down the mightiest foes. As a Sinner’s Gear the weapon deals an additional die of its damage. Any character proficient with the base weapon can wield your Sinner’s Gear however the additional damage is limited to a d4 in any hands but your own.
While very potent, Sinner’s Gear occasionally require maintenance when they outperform specification. See the Disrepair and Backlash sidebar.
Disrepair and Backlash
Whenever a Sinner’s Gear deals a critical hit it falls into disrepair, functioning as a normal weapon of its type until you spend an action to perform maintenance (sharpening blades and tightening screws). You can prevent the weapon from entering disrepair by absorbing the shock with your own body. This backlash damage is equal to the highest result among the rolled damage dice.
For example: if a Great Sword were the base the rolled damage would normally be 3d6. If the dice of a critical hit came up 5,5,4,3,1,1, the backlash would be 5.
Sinner’s Gear can benefit from the infusions detailed below.
Drive Attacks
At 5th level you learn to temporarily draw out the maximum potential of a Sinner’s Gear allowing you to perform Drive Attacks. As an action you can perform a Drive Attack affecting an area. Targets must succeed on a Dexterity Saving Throw or suffer the damage of your attack.
All Sinner’s Gear can perform a Drive Charge.
Which Drive Attacks you can perform depends on the weapon your Sinner’s Gear is based on.
Great Sword/Great Axe/Maul/Halberd can all perform the Smash and Reaver Drive Attacks.
Pike can perform the Thrust Drive Attack.
Bows and Crossbows can perform the Pierce and Blast Drive Attacks
The Draigshot can perform Pierce and Burst Drive attacks.
Your Sinner’s Gear always enters a state of disrepair when a Drive Attack is used unless you choose Backlash Damage.
Drive Attack Descriptions
Smash: 10ft cube adjacent to wielder
Reaver: 15ft cube centered on wielder
Pierce: 30ft line originating at wielder
Blast: 30ft cone originating at wielder(requires 6 ammo)
Thrust: up to 30ft line originating at the wielder, wielder moves with the attack and ends in a space adjacent to attack’s end point
Arc: A line of any shape can be drawn within the weapon’s short range
Burst: A 15ft cube within range
Hazard: A 5ft cube in range, the weapon lingers in the area until the beginning of your next turn when it returns to your space. Creatures that enter the area or start their turn there must make the saving throw against your Drive Attack or again suffer full damage on a failure or half on a success
Overtune
Beginning at 9th level you can Overtune your Sinner’s Gear, you may choose to have it deal a critical hit when you roll a 19. Additionally, it roars and whines when you perform Drive Attacks and targets must succeed on a Wisdom Save vs your Spell DC or become frightened for 1 minute. Affected targets can repeat the saving throw at the end of their turn.
Extra Attack
Beginning at level 15 you may now attack twice when you take the attack action on your turn instead of once.
New Infusions
Elemental Ignition Shells
Requires level 6
This infusion creates an elemental delivery system that can can be mounted on any weapon. It stores a number of shells equal to the creator’s Intelligence modifier. The type of energy the Shells contain is determined at the time of their creation.
Multimodal Weapon
This Infusion can be applied to any two weapons. The two combine into a single device which functions as one weapon until a bonus action is used to transform it into the other. If one of these weapons is magical and the other is not, the latter weapon becomes magical for the duration of their pairing, however it lacks any special properties or bonuses of the first weapon. If either weapon is made into a Sinner’s Gear, the other is as well.
Shock Absorption
This infusion is often part of a set of counterweights and springs. It is designed to reduce the strain of wielding Sinner’s Gear. Reduce the backlash damage of any Sinner’s Gear by half to a minimum of 1.
Taboo Shattering Schema
Requires Level 11
This infusion transforms a set of leatherworking or alchemist tools into a storage system for creature parts.
As an action, you can make a DC 15 Alchemy Lab or leatherworking tool check to preserve parts from the corpse of any non-humanoid that’s been dead for less than 1 minute. You can keep an inventory of up to 5 different creatures. Beyond 5, preserving a new creature component requires you to eliminate one of the others.
When you create a Sinner’s Gear with your Prototypes feature you can incorporate one of these parts into your weapon.
As an action you can cause your weapon to replicate one of the creature’s Actions (excluding Multiattack). Use your own attack bonus or Spell save DC but all other aspects of the Action duplicate those found in the creature’s entry.
In the event the attack has an ongoing effect such as the grappling coils of a Giant Constrictor Snake or Petrification of a Cockatrice, it persists until the target ends the effect or dies.
You can use this effect once and the component becomes inert until you complete a long rest.
Using this ability causes your Sinner’s Gear to undergo a wild transformation, twisting its form and sheathing it in the flesh and spiritual elements of the creature incorporated. It may grow eyes, teeth, or stretch unnaturally to form tentacles as necessary. After using this ability it falls into a state of Disrepair and you cannot take Backlash Damage to prevent it.
New Equipment and Common Magic Items
Smoke Grenade- 10gp. You can detonate one of these devices at your feet as a bonus action to create a 15ft cube of of heavily spiced smoke that lingers in its space for 1 minute unless moved by weak winds (traveling 10ft per round) or dispersed by a moderate or strong winds. The smoke provides total concealment. Creatures that enter the cloud that track by scent have disadvantage on all checks to track for 1 hour.
Compass Beacon- 1500gp. This item typically looks like a 3 ft long steel cylinder capped with a gemstone of some kind. Compasses can be attuned to the gemstone and will always point to it if they are within 1 mile. Each additional compass increases the cost of this item by 150gp.
High Grade Ration- 10gp. these nutrition dense wafers are filled with a proprietary blend of dried monster entrails and bone meal that enhance the body’s ability to recover from fatigue. Each High Grade Ration contains a full day’s worth of nutrients and allows you to treat 4 hours of sleep like 8. You can only benefit from 1 high grade ration per day. They’re better with hot sauce.
Auto-Grapple- 50gp. As an action you fire a grappling claw at a target up to 40 feet away and the device immediately reels you to the target. If you fire at an unsecured object weighing less than you, the object is pulled to you instead. You can use this device 5 times before it needs to be replaced. The DM may require an Athletics check to determine if you hit a small or moving target. If the target is a creature, it opposes the roll with Athletics or Acrobatics as normal.
Sleep Poison- 30gp. This toxin is similar to what the Drow use but maintains its effects whether inhaled, injected or ingested. An exposed creature must succeed on a DC 13 Constitution save or fall asleep. This is not a magical slumber, persistent loud noise or disturbance will awaken the creature at the end of its next turn.
Longarm
This weapon is composed of a cored steel cyclinder and a wooden stock. An iron shot the size of a walnut is placed in the cylinder with a packed alchemical mixture that detonates to propel the shot at remarkable speed.
The accuracy of these weapons varies depending on quality but the most common are accurate out to 120 feet. The damage is 1d12 piercing. They have the 2 handed, heavy, and loading properties. And a minimum strength requirement of 13. If a creature does not meet the minimum strength required attacks are made with disadvantage.