117 lines
8.3 KiB
Markdown
117 lines
8.3 KiB
Markdown
This section lists additional augments available for mechanists to learn and use. See the Augment class feature in the Player’s Guide for a full description of how these effects work. Some augments can be used by the Fleshsmith subclass on the body of the mechanist, their flesh-forged servitors, or living allies. These are denoted as Living Body (Fleshsmiths Only).
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## Storing
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Item Requirement: Shield or Living Body (Fleshsmiths Only)
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You imbue an item with the ability to absorb a Small or smaller object that is at least one size smaller than it. While absorbed, the object cannot be damaged. The absorbed object disappears and can be called from or returned to the imbued item as an action. If the imbued item is destroyed, any absorbed item appears within 5 feet of the destroyed item. When a Fleshsmith imbues a living body, there might be no sign of the item, a prominent lump, or even a kangaroo-like pouch.
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At Higher Levels. Once you reach 9th level in the mechanist class, the imbued item can absorb a Medium or smaller object. Once you reach 15th level in the mechanist class, the imbued item can absorb a Large or smaller object.
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## Auspicious
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Item Requirement: Four Leaf Clover, Rabbit’s Foot, Stone, or Similar Object
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You imbue an item with the ability to store and share luck. If you have 5 or fewer Luck while holding the item, you can transfer any number of Luck that you possess into the item. The item can hold a number of Luck up to your **INT** modifier. As a bonus action, you expend 3 Luck from the item to gain 1 Luck or transfer 1 Luck to another creature that you are touching.
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At Higher Levels. Once you reach 9th level in the mechanist class, you need only expend 2 Luck from the item to gain or transfer 1 Luck.
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## Barring
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Item Requirement: Shield, Weapon, or Living Body (Fleshsmiths Only)
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You imbue an item with defensive foresight. While holding it in one hand, you can use your reaction to increase your AC by 2 until the end of your next turn. When a Fleshsmith imbues a living body with this augment, its arms gain boney ridges, wooden growths, or dense fur.
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At Higher Levels. Once you reach 9th level in the mechanist class, the AC bonus increases to +3 instead of +2.
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## Duplicative
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Item Requirement: Any Medium or Smaller Object
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You make a duplicate of an item you touch. The duplicate is nonmagical, regardless of the original item. The total value (in gold pieces) of the duplicated item can’t be more than 10 × your mechanist level. The duplicate lasts until you finish a long rest.
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## Galvanizing
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Item Requirement: Blanket, Healer’s Kit, Holy Symbol Staff, or Object Associated with Healing
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You imbue an item with the ability to transfer some of your life force to another creature. As an action, while holding the item in one hand and touching another living creature, you can roll any number of your hit dice. The creature regains hit points equal to half the result, rounded down. The effect recharges after you finish a long rest.
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## Poisoning
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Item Requirement: Weapon or Living Body (Fleshsmiths Only)
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You imbue an item with the capacity to inject a deadly venom. When the wielder successfully attacks with a weapon, it deals an additional 1d6 poison damage. When a Fleshsmith imbues a living body, the target gains glands that spread poison on their weapons or natural attacks.
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At Higher Levels. Once you reach 9th level in the mechanist class, the damage increases to 2d6 poison.
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## Qualified
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Item Requirement: Medium or Smaller Equipment That Can Be Worn or Carried.
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You imbue an item with the capacity to grant proficiency with a skill or tool to a creature that carries it.
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At Higher Levels. Once you reach 15th level in the mechanist class, the item grants proficiency and expertise, doubling the wielder’s **PB**.
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## Reaching
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Item Requirement: Weapon or a Living Body (Fleshsmiths Only)
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You imbue an item to increase your reach by 5 feet when wielding it. When a Fleshsmith imbues a living body, they add tentacles, vines, or similar appendages that increase reach and that can wield weapons. These additional limbs do not allow the target to wield additional weapons.
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At Higher Levels. Once you reach 15th level in the mechanist class, the bonus to reach increases to 10 feet.
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## Remote Viewing
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Item Requirement: Goggles, Glasses, Spyglass, or Similar Equipment; or Object with a Transparent Surface
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You imbue an item with magical capabilities to see over great distances. While you touch the item, you can use an action to create an invisible sensor within 1 mile of you that lasts for up to 10 minutes. You can see and hear through the sensor, and it otherwise behaves as the clairvoyance spell. While the augmented item is activated, you can use an action to deactivate it. The effect recharges once you finish a long rest.
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## Sheltering
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Item Requirement: Door, Structure, or Vehicle
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You imbue an item with the ability to create a place of safety. When you activate this item, it creates a doorway to an extraplanar space. You and anyone you allow can pass through the doorway, up to a maximum of 5 + your **INT** modifier Large or smaller creatures. The space appears as a comfortable, furnished inn with enough food, water, and fodder to sustain the creatures in it for one day. As an action, you can evict any creature in the extraplanar space. Evicted creatures appear within 5 feet of the doorway and cannot re-enter the space. The effect recharges after you finish a long rest.
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## Sustaining
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Item Requirement: Armor or Jewelry
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You imbue an item with the ability to protect the wearer from dangerous environments. While wearing the item, the user can breathe normally in any environment, does not need to eat, and has advantage on saves to avoid exhaustion.
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At Higher Levels. Once you reach 15th level in the mechanist class, the item grants immunity to exhaustion.
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## Transcribed
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Item Requirement: Book, Glasses, Googles, Scroll, Scroll Tube, or Tablet
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You imbue an item with the ability to store written information. As an action, you can store the written contents of a single nonmagical book, letter, or scroll. The item will not store magical writings, pictures, or drawings. Written magical traps are automatically triggered if the item targets writing containing a magical symbol, ward, or dangerous rune.
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While carrying an item that contains written information, you can recall the contents of the work flawlessly (though you don’t gain the ability to comprehend languages you don’t already know). As an action, you can replace the stored information in an imbued item with another written work that you touch the item to.
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## Understanding
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Item Requirement: Circlet, Googles, Hat, Helm, Spectacles, or Living Body (Fleshsmiths Only)
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You imbue an item with the ability to understand any spoken or written language. When a Fleshsmith imbues a living body, the creature gains an additional set of eyes or sensory appendage.
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## Vigorous
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Item Requirement: Armor, Cloak, Necklace, or Ring
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You imbue an item to grant abundant health. While wearing this item, you have advantage on saves to resist disease and poison.
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At Higher Levels. Once you reach 9th level in the mechanist class, you also gain resistance to poison damage. Once you reach 15th level in the mechanist class, you also gain immunity to disease.
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## Controlled
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Item Requirement: Item that Requires a Roll to Determine an Effect
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You imbue an item with the ability to generate more favorable random effects. While rolling dice to determine the effect produced by the augmented item, you can roll the dice twice and choose which result you want to use. If you roll the same result on both rolls, you can ignore the result and choose which effect occurs from any of the listed possibilities. This augment affects die rolls like the d8 used to determine the creature resulting from a bag of tricks or the d100 used to determine the effect of a wand of wonder. This augment doesn’t affect ability checks, attack rolls, or saves made with the item.
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## Focused
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Item Requirement: Spell Focus
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You imbue a spellcasting focus with superior casting potential. Spells cast with the spell focus have a +1 bonus to spell attack rolls, and **DC**s made to resist effects of spells cast using the focus are increased by 1.
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At Higher Levels. Once you reach 9th level in the mechanist class, the bonus to spell attack rolls increases to +2. At 15th level, it becomes +3.
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