Using the magical power of The Narrator's quill, you have shared your mind with multiple others. These minds hold much power, but also have a strong will of their own. You might be able to harness some of this power to aid you, or it may overwhelm you causing terrible catastrophes!
Your mind homes multiple other powerful minds. You gain the following traits while you use your Borrowed Eyes feature.
Creation of the Architect. If the Mind of Davkur agrees to assist you in making one of his devices, you can choose to create a device with which you have the proper materials to create during a short rest. At the end of a short rest you can make a Dexterity (Tinker's tools) check with the DC equal to the activation DC of the item, on a success the item is created. On a failure you must roll on the Device Mishap Table to determine the result.
Technology of the Architect. You may attempt to harness the technology of Davkur. Make a DC 12 Dexterity saving throw when you activate Borrowed Eyes, on a success you are able to use a special device of Davkur's imagination. For the duration you can choose to harness Davkur's instinct, using his muscle memory to accurately use his devices. You can attempt to activate a device of Davkur's creation, make a Dexterity (Sleight of Hand) check to determine whether or not you can use the device, on a failure you must roll on the Device Misuse Table and you must make a Dexterity Saving throw with the same DC as per the Mindscape of the Architect. The DC of this check is determined by the magic item.
Mindscape of the Architect. When you use an ability granted to you by the Mind of Davkur, you must make a Dexterity saving throw with the DC determined by the feature. On a failure, the Mind of Davkur will take over your body and act for you for the remaining duration.
Dexterity is your spellcasting ability for any spell that you cast through these traits.
Switch of the Architect
5th-level trait (Power Source, Attachment - 250 gp)
As an action you can activate the Switch on a DC 15 Dexterity (Sleight of Hand) check, as part of the action used to activate the Switch you attach the Switch to a willing creature. You can also attempt to attach the Switch to an unwilling creature, you fail if your check to activate this item is less than the targets Passive Perception.
As a reaction when a creature with a Switch attached to it targets a creature, you can use the Swap feature of the Switch. The creature can change their target to another creature within range after the swap. If they are unable to find another creature within range after their swap, their action or bonus action used to target a creature is wasted.
As a reaction when a creature with a Switch attached to it is targeted or about to take damage, you can use the Swap feature of the Switch. If another creature is in the location of the creature that provoked this reaction after the swap, that new creature becomes the target or takes the damage instead of the original creature.
Swap. You can swap the position of two creatures that have a Switch attached to them if both creatures are within 90 feet of you. You can use this property a number of times equal to your proficiency bonus. You regain all expended uses of this after you complete a long rest. This feature is considered a second level spell of which you cast to activate, requiring no spell slot.
3 Tiny | 1 Med |
2 Small | 1 Med |
2 Med | 1 Large |
2 Large | 1 Huge |
2 Huge | 1 Garga |
d6 | Curse |
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1 | When I see something useful, I can't think about anything but how to borrow it. |
2 | No one must ever learn that I removed the previous two council members. |
3 | It's not stealing if I need it more than someone else. |
4 | I gave up everything to get where I am, and nothing will take my position from me. |
5 | Few people know the real me. |
6 | I tend to assess my relationships in terms of profit and loss. |