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Numeriamancer


Hit Points

Hit Dice: d8 per Numeriamancer level
Hit Points at first Level: 8+con modifier
Hit Points at Higher Levels: d8+Con modifier

Proficiences

Armor: Light Armor, Medium Armor, Sheilds
Weapons: Simple weapons, fire arms
Tools: tinker's tools
Saving Throws: constitution, intelligence
Skills: Arcana, History, investigation, Medicine, Nature, Perception, Slight of Hand

Overview & Creation

At third level An artificer may choose to follow the path of a Numeriamancer. These magic users are interested in the Numeria, ancient technology that blur the line between technology and magic, an area Artificers already explore.


Class Features

At 3rd level they chose the specialist “Numeriamancer”   Tool Proficiency. Tinkerer’s tools. If you already have this choose another set of tools.     Numeriamancy. At the following levels instead of learning spells they take these Feats:   3rd level: Identify Numeria, Hot Zone detect, Complicated Device Operation   5th level: Recharge Numeria, Biomechanical Nature   9th level: 4th cypher, Disable Device   13th level: Relic reconstruction   17th level: Construct Relic   Identify Numeria. At 3rd level the artificer knows enough about the characteristics to determine the use of a cypher or relic based on a battery of nondestructive tests. These tests take a short rest to perform. They can tell the user how to activate it and what it is likely to do. To identify any numeria they need 10 minutes and sacrifice any spell level 1 or higher. Spell slots are regained after a long rest.   Complicated Device Operation. Some complexes and dungeons may have technology so large and complicated it is more than a relic, and may have extraordinary powers or functions. The Numeriamancer has a chance to understand how to operate it toward a desired function. DC30 investigation check and a short rest expended studying the device. Lower the DC by 1 for each level of Numeriamancer the character has.   Hot Zone Detection. A Numeriamancer is schooled in all of the tell-tale signs of contamination from numeria, their energies, fluids, or accidents. A DC 17 Investigate check is made for an area 100’x100’. Success means they have seen some evidence that the area is a hot zone or warm zone or clear of any hazards. For each spell slot they sacrifice they can scan 2x a larger area (200'x200' for one slot, 400'x400' for two, and so on). They will know a danger is present and it's general location, but not what the danger is. (cypher based monsters, nano machines, radiation, dimensional rift, etc) Spell slot is regained after a long rest.   Recharge Numeria. At 5th level the artificer can recharge a spent cypher for 1 more use or a depleted relic for one more use. They actually need to draw on their magic and they can do this by spending a spell slot and using a short rest to cast the magic energies into the item. This does not work on injections, pills, liquids or salves. It takes a long rest to gain back the spent spell slot.   Biomechanical nature. At 5th level the Numeriamancer can attempt to guess the motivation, function, behavior or capabilities of various cypher infused mutants and monsters on a Nature or Arcana check DC = 6+CR of the enemy.   4th Cypher. At Ninth level the artificer can have on their person a 4th cypher without ill effect. They spend a spell slot and they can carry it for 12 hours. If they spend 2 spell slots they can do it to another medium or smaller creature. Larger creatures require an additional spell slot for each size category. They regain the spell slot after a long rest.   Disable Device. At 9th level you have enough knowledge to attempt to deactivate a cypher or relic safely without causing a mishap that could cause more damage than when it was just working. The attempt will take 5 minutes and DC15 arcana skill check.   Relic Reconstruction. At 13th level the artificer can attempt to fix a depleted relic. This is a DC16 arcane check and takes 2 days of work. If successful the relic will work 1d4 more times. This requires 5000gp of materials, and they must expend a spell slot. They regain the spell slot after a long rest. If they fail the check they must spend the 2 days and spell slot again, they can reuse the materials.   Construct Relic. Using a combination of magic, cyphers and experience working with these mysterious devices the Numeriamancer can attempt to make a relic. The Numeriamancer needs 25,000 gold worth of materials, 6 cyphers of any type, and a week of uninterrupted work. To construct the device takes a DC20 Arcana check. Failure means the relic will not function, the materials and cyphers are spent. The successful device will have a depletion of a 1 on a d10 each time it is used. Relics that can be constructed this way (Arcana of the Ancients page) :

  1. Cypher bag (p.60)
  2. Cypher stabilizing suit (p.61)
  3. Endless Coil (p.69)
  4. External Skeleton (p.70)
  5. Hover belt (p.81)
  6. Launcher (p.86)
  7. Liquid Sword (p.86)
  8. Machine steed (p.87)
  9. Skull Blaster (p.109)
  10. Thunder Cannon (p.118)
  11. 1 piece of iron flesh (p.49)

 


Starting Equipment

Tinker's tools     Staff, club, quarter staff, sling, light crossbow & 20 bolts   or   flintlock pistol & 10 bullets     2 small metal boxes, traveling clothes, boots   Light armor or Sheild


Spellcasting

Can use any spell marked with (M) for material component. Must have tools in hand to produce the affects of the spell. See the Artificer Spell list.   Spells and spell casting is the same for other artificers, however the Numeriamancer has learned to funnel their innate power into cyphers to power and control them by sacrificing spell slots.


Created by

Agent 6.

Statblock Type

Class Features

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