Bard's College Features:
The Observer's Chambers - Focus: Erast - +1 Spell Save DC
VINPC - Klak - Gain 1 Wizard Cantrip using highest mental stat. (Shocking Grasp)
Rock Gnome Features:
Languages: Common(Stone) and Gnomish(Common)
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Artificer's Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
Tinker. You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.
* When you create a device, choose one of the following options:
Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.
Cleric:
Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.
Spellcasting
Ritual Casting
Divine Focus (Holy Symbol)
Domain (Forge)
Each domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Forge Domain Spells:
1st -- Identify, Searing Smite
3rd -- Heat Metal, Magic Weapon
5th -- Elemental Weapon, Protection from Energy
7th -- Fabricate, Wall of Fire
9th -- Animate Object, Creation
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor and smith's tools.
Blessing of the Forge
At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.
Once you use this feature, you can't use it again until you finish a long rest.
4th Level ASI:
Master Engineer
Prerequisite: Rock Gnome
Your ability to tinker has expanded beyond small contraptions, and enabled you to enhance tools and other items with your innate magical knowledge.
Once per short or long rest you can select up to 2 non-magical items, and a splash weapon to augment. These items can be a weapon, armor, shield, splash weapon (Alchemist fire, Acid Vial, Oil (Flask), or Holy water) or tool kit. The following effects are gained until the next short or long rest and a single item cannot be affected more than once in this manner during this time.
* Weapon – This weapon has +1 to hit and deals +1 damage.
* Armor or Shield – This armor or shield provides +1 AC.
* Splash – Make a ranged weapon attack against the target, treating the splash weapon as an improvised weapon. On a hit, the target suffers the normal effects of the splash weapon. Hit or miss, the splash weapon then explodes. The target and each creature within 15 feet of it must succeed on a Dexterity saving throw equal to 8 + your proficiency bonus + your intelligence modifier, or take an additional 2 damage die of the splash weapon (for oil, they take an additional 10 fire damage when ignited)
* Tool – This tool set provides advantage to the check in which it is used.
Class/Racial Features & Traits
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