Repeating crossbow 5e3/19/2024 The homunculus delivers a spell you cast that has a range of touch. Hit: 1d4 + PB force damage.Ĭhannel Magic. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. It can't use this trait if it's incapacitated.įorce Strike. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Proficiency Bonus (PB): equals your bonusĮvasion. Languages: understands the languages you speak Senses: darkvision 60 ft., passive Perception 10 + (PB x 2) Skills: Perception +0 plus PB x 2, Stealth +2 plus PBĬondition Immunities: exhaustion, poisoned Hit Points: 1 + your Intelligence modifier + your artificer level (the homunculus has a number of Hit Dice equal to your artificer level) If you or the homunculus dies, it vanishes, leaving its heart in its space. The homunculus regains 2d6 hit points if the mending spell is cast on it. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge. That action can be one in its stat block or some other action. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. See this creature's game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places. The homunculus is friendly to you and your companions, and it obeys your commands. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons. You determine the homunculus's appearance. The item you infuse serves as the creature's heart, around which the creature's body instantly forms. You learn intricate methods for magically creating a special homunculus that serves you. Item: A gem or crystal worth at least 100 gp In addition, the wearer can’t be surprised, provided it isn’t incapacitated. While wearing this helmet, a creature has advantage on initiative rolls. The bonus increases to +2 when you reach 10th level in this class. This magic weapon grants a +1 bonus to attack and damage rolls made with it. Enhanced DefenseĪ creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item. In addition, the creature ignores half cover when making a spell attack. While holding this item, a creature gains +1 bonus to spell attack rolls. Item: A rod, staff or wand (requires attunement) The creature must have occupied that space at some point during the current turn. While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. Item: A pair of boots (requires attunement) The wearer must have a hand free to use the tool. The wearer can add its Intelligence modifier to any ability checks it makes with the integrated tool. The armor can have only one tool integrated at a time. The tools remain integrated in the armor for 8 hours or until the wearer removes the tools as an action. Armor of Tools (UA)Īs an action, a creature wearing this infused armor can integrate into it artisan’s tools or thieves’ tools. The armor regains 1d6 expended charges daily at dawn. If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.The wearer can expend the armor's charges in the following ways: The replacements function identically to the body parts they replace. If the wearer is missing any limbs, the armor replaces those limbs - hands, arms, feet, legs, or similar appendages.The armor can't be removed against the wearer's will.When thrown, the gauntlet detaches and flies at the attack's target, then immediately returns to the wearer and reattaches. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing.The wearer's walking speed increases by 5 feet.The wearer of this armor gains these benefits: Item: A suit of armor (requires attunement) Spell-Refueling Ring Arcane Propulsion Armor
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