Synthari
Age: You are immune to magical aging effects. You do not age.
Speed: Your base walking speed is 40 feet.
Constructed Resilience: You were created to have remarkable fortitude, represented by the following benefits:
-You have advantage on saving throws against being poisoned, and --You have resistance to poison damage.
-You don't need to eat, drink, or breathe.
-You are immune to disease.
-You don't need to sleep, and magic can't put you to sleep.
Sentry's Rest: 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.
Repair (Equal to prof): The magical mechanisms inside you restore 2d8 + prof hit points to itself or to one construct or object within 5 feet of it.
Rend: 1d8 + STR mod Force Damage ----> 1d12 + STR with Simple Weapons Expert
Augmented Soul: You have a natural affinity for augmentation due to your artificial nature. You gain the following benefits:
-You can attach a weapon to your hand. Once you have attached a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated.
-You can attach armour to yourself, the armor attaches to you and can't be removed against your will. It also expands to cover your entire body. The armor replaces any missing limbs, functioning identically to a limb it replaces.
-You gain the ability to attach potions to yourself. The maximum number of potions you can attach equals your proficiency bonus.
Spectral Shift: As an bonus action, you can momentarily tap into the ethereal plane, shifting your form to become partially spectral. You can choose a space within 500ft that you can see, and teleport to it. You gain the following benefits until the start of your next turn:
Resistance to all damage except force damage.
You have advantage on Dexterity saving throws.
= Equal to PB
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Feats
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Strong Will
(Prerequisite: 20 in Intelligence, Wisdom or Charisma) Grants advantage on INT, WIS, CHA saves
War Caster
PHB
p170
Prerequisite: The ability to cast at least one spell
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Gunner Feat
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Class features
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Item Augmentation
Starting at 1st level, you know the construction of items and how they function. You gain the ability to augment a non-magical item.
When you take a short or long rest, you can choose a number of non-magical items equal to your Intelligence or Wisdom modifier (Minimum of 1) to augment. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence or Wisdom modifier (minimum of one object). If you try to exceed your maximum, the oldest augment immediately ends, and then the new augment applies. The item must be non-magical and cannot be removed from the creature or structure once it has been augmented otherwise it loses its augmentation. Augmentation requires 1 hour of uninterrupted work.
To augment an item, you must have a set of artisan's tools in your hands. If you are augmenting another creature's equipment then they must be willing and present during the process.
Choose one of the following augmentations for each item;
Crystallise: The item becomes unnaturally hard and diamond-like, if the item was armour then it grants +1 to AC, or if the item was a shield or another piece of equipment then it grants +1 to saving throws.
Magnetic: The item becomes magnetic, it becomes attracted to other items with the same augment, if the item is attached to another magnetic item then it undergoes the spell effect of an Immovable Object. If the Item was a weapon then it gains a +1 to attack rolls as it attempts to attach to the target.
Spell Conduit: The item becomes a conduit of magic, if a spell of 3rd level or lower is casted within 10ft (That doesn’t come from this item) of the item then roll a d6. On a 6, the spell is absorbed into the item and it loses this augmentation. If this augment is on an arcane focus, then you can choose to cast a spell without a spell slot once per short rest.
Utility Enhancement: The item gains a unique utility feature, tailored to its nature. For example, a backpack could gain an extra-dimensional pocket, a rope could become stronger and self-tying, or a set of lockpicks could grant expertise in Thieves' Tools checks.
Enchanting Replication
At 2nd level, you possess the ability to replicate a magical item that possesses at least one feature or trait (including bonuses such as +1, +2, or +3, which are considered traits). To perform this replication, you must spend one hour in direct contact with the chosen magical item. You can replicate a magical item a number of times equal to your proficiency modifier at a time; if you try to exceed your maximum, the oldest replicated item is immediately destroyed. Upon completion of the replication process, you gain an identical copy of the magical item. If the item requires any saving throw DCs or relies on a spellcasting modifier, you use your own respective values instead of those associated with the original item. You must attune to the item in order to use it, and if another creature tries to attune to the replicated item the item is destroyed. It is important to note that you cannot replicate magical items that are tied to a specific class, grant an Ability Score Increase (ASI), or have specific requirements which must be met in order to wield or attune to them. You cannot replicate Artifacts.
Augmenters Rite
At 3rd level, you choose the type of Augmenter you are, each of which is detailed at the end of the class's description. Your choice grants you features at 6th level and again at 10th and 14th level. Example subclasses; Augmenter of Souls, Augmenter of Metamorphosis, Augmenter of Curses.
Ability Score Improvement
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.
Tool Expert
Starting at 5th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. You can use your proficiency bonus when attempting to use an Artisan's Tools with which you are not proficient (You cannot double your proficiency with this feature). However, the tool must still be appropriate for the task at hand.
Augmenters Rite Feature
At 6th level, you gain a feature granted by your Augmenters Rite choice.
Ethereal Nexus (1)
Starting at 7th level, your connection to the mystical energies of the Ethereal plane allows you to attune to a greater number of magical items. You gain an additional attunement slot, you cannot use this additional attunement slot for any item except for your Enchanting Replication item. This increases to two additional attunements at 13th level and three additional attunements at 17th level.
Ability Score Improvement
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.
Augmenters Rite Feature
At 10th level, you gain a feature granted by your Augmenters Rite choice.
Soul Resurgence
Starting at 11th level, your mastery over Enchanting Replication grants you the ability to cheat death itself. When you are reduced to 0 hit points, you can expend a replicated item (Doesn’t have to be attuned to you) from your Enchanting Replication feature to instantly regain 1 hit point instead.
Ability Score Improvement
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.
Ethereal Nexus (2)
Starting at 13th level, your connection to the mystical energies of the Ethereal plane has become stronger and more. You gain two additional attunement slots, you cannot use these additional attunement slots for any item except for your Enchanting Replication item. You gain three additional attunements at 17th level.
Augmenters Rite Feature
At 14th level, you gain a feature granted by your Augmenters Rite choice.
Augmentation of Vitality
At 15th level, you unlock the Augmentation of Vitality feature, which enhances your life force through the attunement of magical items. You gain a bonus to your Wisdom, Charisma, and Intelligence saving throws equal to the number of items you are currently attuned to.
Ability Score Improvement
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.
Ethereal Nexus (3)
Starting at 17th level, your connection to the mystical energies of the Ethereal plane have reached its peak and allows you to bypass your physical body. You gain three additional attunement slots, you cannot use these additional attunement slots for any item except for your Enchanting Replication item.
Ability Score Improvement
When you reach 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. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.
Unleashed Arcanum
At 20th level, you reach the pinnacle of your augmentation; allowing the Ethereal planes energies within you, unlocking the Unleashed Arcanum feature. Once per long rest, as an action, you can activate Unleashed Arcanum. For the next minute, your spellcasting abilities are greatly enhanced, granting you the following benefits:
Arcane Mastery: Your spells ignore resistance to their damage types, and your spell attacks score critical hits on a roll of 19 or 20.
Mystic Resilience: You gain advantage on all saving throws against spells and other magical effects. In addition, any damage you take from spells is halved.
Magical Item Surge: You gain a bonus to your spell attack rolls and DCs equal to the amount of replicated items you are attuned to.
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Subclass Features
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Augmenter of Metamorphosis
At 3rd level, you gain the extraordinary ability to assimilate magic items into your own body. The process of assimilation requires a short or long rest and the presence of a non-consumable magic item of uncommon rarity or lower. During the one-hour assimilation process, you must engage in meditation and concentration, channelling your magical energy to merge with the item. Once the assimilation is complete, you permanently gain the benefits of the magic item and you lose an attunement slot. This includes its passive effects, ability score bonuses, and any additional abilities it provides. The number of magic items you can assimilate at a time is equal to the amount of attunement slots you have, and they count as replicated magic item attunement for the purpose of abilities and features. As you grow in power, your assimilation capabilities expand. At 6th level, you can assimilate rare magic items, and at 10th level, you can assimilate very rare magic items. Finally, at 14th level, you can assimilate legendary magic items, pushing the boundaries of your own mastery. However, the more items you assimilate, the greater the influence they exert on your psyche. The collective unconsciousness of the assimilated objects can create internal struggles. At the discretion of the Dungeon Master, you may be required to make Wisdom saving throws (DC is 10 + amount of assimilated items) to resist their influence. Failure to resist results in conflicts between your own desires and the echoes of the absorbed items; until you use the Assimilation feature again the DM can take control of your body at any time and make you use your action to do something that the items would want. E.g. An item that has a vengeful background may make you attack someone who reminds the item of their previous
Metamorphic Fusion
At 3rd level, as a complement to your Assimilation ability, you gain the extraordinary power of Metamorphic Fusion. This ability allows you to integrate an assimilated magic item into your physical form, altering your body and augmenting your capabilities in unique ways. As a bonus action, you can activate Metamorphic Fusion and choose one of the magic items you have assimilated to fuse with your body. The chosen item reshapes your form, incorporating its properties and aesthetics. The effects of Metamorphic Fusion are directly relevant to the item you are currently assimilated, allowing you to utilise its abilities while benefiting from your own Enchanter Class modifiers and DCs instead of the item's. Additionally, if the assimilated item has charges, you can choose to expend hit dice instead of a charge to activate its abilities. For example, when fused with a Wand of Fireball, your fingertips become surrounded by flames, and you can cast fireball by expending the item's charges or your hit dice, using your Enchanter Class DC for its saving throw. If the assimilated item provides a passive effect, such as the stealth enhancement of a Cloak of Elvenkind, you gain the benefits of that effect immediately upon activating Metamorphic Fusion. If the assimilated item provides an active ability or requires activation, such as the explosive spellcasting of a Wand of Fireball, you must choose the item upon activation or use your bonus action to switch to that specific effect. Once switched, you can use the active ability during your turn, following the normal rules for activating magic items. You can switch between assimilated items as a bonus action. It is important to note that if the assimilated item is forcibly removed or destroyed from your body through amputation or another effect, the fusion ends immediately, and you revert to your normal form.
Harmonic Resonance
At 6th level, your mastery over the assimilated magic items reaches a new level, granting you the ability to harmoniously resonate with their essence. This attunement allows you to tap into the collective power of your assimilated items, enhancing your own capabilities and further blurring the line between yourself and the magic you have absorbed.
Whenever you successfully hit a creature with a spell or weapon attack, you have the option to expend one or more charges from a single assimilated magic item. By doing so, you can unleash additional damage of a type associated with the assimilated item. The amount of additional damage is calculated by adding the total number of charges expended plus 2d8.
While you have at least one assimilated magic item, you gain a bonus to your AC equal to the amount of assimilated magic items.
You can now assimilate rare magic items, expanding the range of possibilities for your assimilation abilities.
Echoing Presence
At 10th level, your assimilation abilities manifest in a new form as Echoing Presence. This feature allows you to tap into the echoes of the assimilated items, creating a powerful aura that influences the battlefield and enhances your interactions with magic. You gain the following benefits;
You emanate an aura of resonating magic with a radius of 10 feet. Any hostile creature that starts its turn within the aura's range must make a Wisdom saving throw against your Enchanter Class DC. On a failed save, the creature's next spell or magical effect targeting you or your allies within the aura has advantage on its saving throw or the creature has disadvantage on its attack roll.
Whenever you or another creature successfully resist a spell or magical effect while within the aura, you gain advantage on your next spell attack roll or weapon attack before the end of your next turn.
You can choose to use an action to spend 1 minute in deep concentration. This concentration grants you the ability to cast the detect magic spell without expending a spell slot.
Your connection with the assimilated items grants you advantage on ability checks made to identify or analyse magical items, as well as the ability to determine their properties and functions even without casting identify.
You can now assimilate very rare magic items, expanding the range of possibilities for your assimilation abilities.
Enigmatic Fusion
At 14th level, your assimilation abilities reach their pinnacle with the extraordinary power of Enigmatic Fusion. This feature allows you to achieve a profound unity with the assimilated magic items, granting you unparalleled mastery over their combined might and weaving them seamlessly into your being.
You gain the following benefits;
You can now assimilate legendary & artefacts, items of incredible power and rarity, into your body.
While you are fused with an legendary & artefact, you gain immunity to the damage types associated with that artefact.
Once per long rest, as a bonus action, you can unleash the true potential of your assimilated artefacts. For 1 minute, you gain the benefits of all the assimilated magic items and artefacts you currently have assimilated, as if you were wielding all of them simultaneously. During which, you can also expend charges or uses from the assimilated items and artefacts without depleting their actual charges or uses. Additionally, any damaging effect from your fused items ignore resistances and vulnerabilities.
Features & Traits