November 13, 2015

The Enhanced

Notes from the Palm: This is entirely designed to emulate Mega Man, Iron Man, and any other sort of  "guy that shoots lasers from his hands". It has been playtested, though not extensively, and seems to work quite well in it's current form. The new pact Boon and Invocations are built to support the idea of an "Arm cannon", and all the neat stuff that allows a "Super fighting robot" to do.

The Enhanced

The path to power often lies across a mire of hardship and strife. For many, that can mean years of hard study and practice; for some, it can mean deals with people or entities that man was not meant to deal with. For a small few, though, their power is thrust upon them, often against their own wishes. It is from this small group of individuals that the Enhanced pull their ranks.
    The Enhanced are warlocks with a peculiar patron, that of one of the whirring, clicking entities of Mechanus. In most cases, an enhanced is a righteous, law-abiding individual who suffer's some form of ignominious or horrific near death; the servants of Mechanus collect the poor soul, craft him a new, powerful body, and bestow upon him great power. Rarely, they will offer a sprig of divine inspiration to one who has lost all hope, and that inspiration allows the chosen one to craft the means to change his life.
    Whatever the case may be, the Enhanced are uniformly odd and alien when viewed by common folk, seeming to share much more in common with golems than man.

Enhanced Expanded Spells
Spell Level  Spells
1st
magic missile, shield 
2nd
enhance ability, scorching ray
3rd
haste, lightning bolt
4th
fabricate, locate creature
5th
destruction wave, wall of force

Summon Armor
At 1st level, you gain the ability to summon a suit of armor. As a bonus action, this armor appears on your person, fitted and ready to go. You are proficient with this armor, it has no strength requirement, and you suffer no drawbacks from sleeping in this armor. It always appears as a full-body suit of heavy, fully-sealed plate armor made of some alien material, but its ability to protect you grows as your warlock level grows.
     You may dismiss your armor as a bonus action. You may summon any version of your armor for which you meet the level prerequisite. Should you obtain suit of magical armor, you may integrate its abilities into your armor plating; doing so requires a ritual that requires 8 hours, after which your armor plating gains the magical enchantment. You may only integrate one magical suit of armor at a time, and you must still attune to it, if required.

Armor Plating
Warlock Level
Armor Class (AC)
Type
1st
14 + Dex modifier (max 2)  Medium
5th
15 + Dex modifier (max 2)  Medium
7th
16  Heavy
9th
18  Heavy

Probability Matrix
At 6th level, your mental capacity receives a profound upgrade. Following a short or long rest, select either Intelligence or Wisdom based skills. You add half your proficiency bonus to all skills of that type that you are not proficient in until you again a short or long rest.
     Additionally, your benefactors offer you the chance to augment your intelligence at the cost of your emotions. Upon reaching 6th level, you may swap your Intelligence score and your Charisma score; this process takes 24 hours, and is permanent. Should you choose this, your pact magic, invocations, and all other warlock features that utilize Charisma now instead use Intelligence instead.

Ablative Coating
At 10th level, your armor begins to generate a field of ablative energy. Following a short or long rest, select two of Radiant, Lightning, or Force damage. While you are wearing your armor plating, your gain resistance to the chosen damage type until you use this ability again.

Omni-Cannon
At 14th level, you unlock the full power of your enhanced frame. As an action, you may fire a massive blast of energy in a 10-foot wide 120-foot long line. Each creature in this area must make a Dexterity saving throw. On a failed save, the creature takes 5d10 Radiant and 5d10 force damage, or half as much on a successful one. After using this ability, you must take a short or long rest before you can do so again.


New Pact Boon
Pact of the Arm
You gain a special spell focus that fuses to your one of or both of your arms: A magical gauntlet, a pair of palm-mounted focusing crystals, an arm-mounted crossbow, whatever it may be. Whichever form it takes, its function is to focus your spell attacks, granting them additional power.
    Any time you make a ranged spell attack, it gains a +2 to attack roll. Your Arm focus does not inhibit your normal use of that hand or arm, but that hand must be free in order to use your focus. Additionally, you gain one cantrip that uses a ranged spell attack from any class list.


New Invocations
Energetic Blast
Prerequisite: 7th level, Pact of the Arm feature
You may focus powerful elemental energies through your Arm Focus, charging your eldritch blast. When you cast eldritch blast, you may choose for it to deal Radiant, Lightning, Fire, or Force damage.

Focused Blast
Prerequisite: 9th level, Pact of the Arm feature, eldritch blast cantrip 
You can divert additional energy into your Arm when you focus your eldritch blast on a single opponent. If all of your beams target a single creature when you cast eldritch blast, you may use your bonus action to create one additional beam targeted at this creature.

Charged Blast
Prerequisite: 12th level, Pact of the Arm feature
You may spend a bonus action to charge energy into your Arm focus. If you do so, the next spell you cast that deals damage deals an additional die of damage to each target or creature affected by the spell.

32 comments:

  1. Nice!

    Hey, in terms of the Magitech II Pack, will you be bundling the last pack into it?

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    1. I think I still could, but I haven't yet. Do you think that would be beneficial or redundant?

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    2. Yes. IMO, keep adding a few new things to it every few months, then after 4 or 5 updates, design a cover, fill it with fluff, and release it as an unofficial Magictech Players Guide.

      Oh, and as a side-question, do you have any intention of doing an Artificer class?

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    3. This update is very nearly a book by its own merits: over 20 pages of MFoV content, with its own table of contents (without the classes from the previous update).

      The artificer and warforged from eberron occupy a special place in my heart, but they've both been prototyped in Unearthed Arcana, and I don't want to write something that will be made obsolete by the real McCoy. That's why I love out Magitech Upgrade system. It's simple, flavorful, and original. It's an optional subsystem with interaction in a good portion of our material that won't become obsolete, while being easy to import if you want it and easy to avoid if you don't. I've been considering creating a magitech inventor similar to the artificer but focusing on this system, but I haven't stumbled across mechanics unique enough to get it out the door.

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    4. No reason not to (unless there's something I can't see)!

      I see. Seems legit!

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    5. I probably won't be including the 1st Magitech Update in this one, but if I release a 3rd one, it'll include everything from all 3, forming a proper book.

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  2. Is the armour immune to effects that would damage or destroy it?

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    1. According to the rules, I don't think it would be. However, it's very quick to summon it anew, so I doubt damaging it will be a problem for long in most circumstances

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    2. Correct. Assume it is functionally similar to Pact Weapon: you certainly CAN break it, but it doesn't really matter.

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  3. Am i right hat this is another one of submortimer's? i seem to recall seeing it on GIiantITP.

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    1. You are correct. You'll notice that this one was written by the Palm. Instead of making an announcement update all it's own, I decided to write it in at the beginning of the Magitech Update, which won't drop for another week - Submortimer is our very own Palm of Vecna, and we're unbelievably happy to have him

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  4. Would charged bast make it so that each eldritch blast attack does an extra d10 damage then you know that this would make it so it would deal 12d10, a round, at level 12

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    1. At 12th level you get 3 beams which can target different creatures. Charged blast allows you to add an extra die of damage to each creature hit, allowing you to deal 2d10 against 3 different creatures. This is a respectable amount of damage, but be aware that it's not the same thing as dealing 6d10 against 1 creature, which has a lot more 'stopping power' (and it's certainly not the same as 12d6 - wherever you got that number)

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    2. This is correct. If you shot three creatures with a Charged blast, each would take 2d10 damage. If all thee beams hit the same creature, it would only take 4d10 damage.

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  5. Just thinking out loud here, tell me if I'm wrong. 6 sorcerer blood magus, 12 warlock enhanced, 2 tempest cleric. 20 charisma, agonizing blast, charged blast energetic blast. So turn 1 get into best position and charge, turn 2 twin spell eldritch blast for 6 beams doing 12d10 at +10 damage (blood draught from earlier in the day) and use channel divinity for max damage. Sounds right for a 20th lvl character to me.

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    1. The +10 would be per beam so total +60

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    2. Let's check through the effects:

      Blood Magus: Bood Draught: +5 to all spells
      Blood Magus: Twin Spell: Target a second creature with the attack
      Enhanced: Agonizing Blast: +Cha to Eldritch Blast Damage
      Enhanced: Charged Blast: Lightning damage with Eldritch Blast
      Enhanced: Energetic Blast: +1d10 on Eldritch Blast
      Tempest: Channel Divinity Destructive Wave: max damage

      If eldritch blast deals 4d10s at 20th level, we're talking 5d10+10 maximized = 65 lightning damage (if all your beams hit) on 2 separate targets. That's pretty respectable.

      You could get 6 beams, dealing 6d10 + 10 on each target, but this requires another invocation (Focused Blast) which you don't have room for in your build. Also, this build will almost completely tank all other class features and its own HP for the sake of dealing high cantrip damage. Moreover, it's damage is reliant on rolling hits 10-12 consecutive times! I think you'll find that, in actuality, your damage will be at least 25% lower than the estimates here.

      The Palm has written a pretty fun base class that you might be interested in called the warmage which specializes in cantrips (this will probably released sometime next week.)

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    3. Mmm ok I was misinterpreting the invocation. I look forward to the new class.

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    4. Also, per Sage Advice, I don't think you can Twin Eldritch Blast, even if the beams all target the same creature

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    5. You are correct, I've become so used to this house rule all 4 Dungeon masters i know use, I guess a better name for it would be double spell because we boosted twin spell.

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  6. Cool! If I see you starting it, I'll send over some of my Magitech stuff. Its not ready for this update, but it should be ready for the next!

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  7. Fascinating brew! Questions.

    If someone heat Metals the armor can you resummon it to dismiss the effect?

    Do the higher level heavy armors have no Dexterity Bonus available?

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    1. Yes, dismissing and resummoning the armor brings it back new, without conditions like heat metal effecting it.

      The higher level spells do not provide a Dexterity bonus to armor class, in much the same way that heavy armor does not.

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    2. To be fair, I'm not altogether certain that I would let Heat Metal affect it in the first place, since it's made of "alien material". I wouldn't make a stink about a DM that would let it, though.

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    3. To be fair, I'm not altogether certain that I would let Heat Metal affect it in the first place, since it's made of "alien material". I wouldn't make a stink about a DM that would let it, though.

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  8. I have an Idea for the omni-canon. Instead of locking it in as a 10X120 foot beam, you could have the option of having it be a 60 foot cone instead. So when they get the feature they pick cone or beam. I based the number 60 off of the dragonborn breath weapon being twice as long as a beam than as a cone. I am also looking into other areas of effect that could work, like making it an omni-explosion, essentially a sphere centered on the user, or a tall cylinder centered on the user, but I dont know what size to make them to be balanced. And if you wanted instead of at lvl 14 locking it into one of these options, you could either let them all be open to be chosen in the moment, or have it be a "pick two: type scenario. What do you think?

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  9. By comparing fireball and lightning bolt, I have determined that the radius of the sphere should be 1/5 the length of the beam, making the radius ~ 24 feet, which rounds out to 25 feet quite nicely.

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  10. Do you think being an Undying Light Warlock with the 7th level pact invocation Energetic Blast for the damage bonus stacked with Agonizing Blast would be too powerful? (Undying Light warlocks add their charisma modifier to Radiant Damage, and Agonizing Blast let's a warlock add their charisma mod on a hit with eldritch blast, so the two would stack for 2d10+16 at 7th, assuming an 18 in char.)

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    1. Your mileage may vary, but as a DM, I generally frown on builds which make use of adding the same ability score to damage more than once. AFIK, there's no hard-and-fast rule that states they don't stack, but it probably wouldn't pass at my table.

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    2. Alrighty, I see that. I'll probably just take the 7th level invocation and lose agonizing blast, in favour of just using fire or radiant.

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