Add crafting rules to Augmentation

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Merith-TK 2025-01-27 22:03:57 +00:00
parent fd24eb987c
commit 3e7f01c2d3
2 changed files with 11 additions and 4 deletions

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@ -20,10 +20,9 @@
- **Force Repulsion Enhanced**: When the wielder uses the Force Repulsion ability, the damage increases to the total amount of energy absorbed rather than just half. The target must now make a Strength saving throw (DC 17) to avoid the damage, or take full damage on a failed save. - **Force Repulsion Enhanced**: When the wielder uses the Force Repulsion ability, the damage increases to the total amount of energy absorbed rather than just half. The target must now make a Strength saving throw (DC 17) to avoid the damage, or take full damage on a failed save.
- **Cover Creation**: As a bonus action, the wielder can expend any amount of energy up to 40 points to create a barrier of force energy, extending up to 15 feet out, and 10 feet up. The Barrier has an AC of Zero, and an HP equal to the points used to create it. This energy creates a barrier that grants total cover to any creature behind it for 1 minute. The barrier dissipates early if it takes damage equal to the energy spent to create it. Any creature that comes in contact with the barrier must make a Strength saving throw (DC 17) or be pushed back 5 feet. - **Cover Creation**: As a bonus action, the wielder can expend any amount of energy up to 40 points to create a barrier of force energy, extending up to 15 feet out, and 10 feet up. The Barrier has an AC of Zero, and an HP equal to the points used to create it. This energy creates a barrier that grants total cover to any creature behind it for 1 minute. The barrier dissipates early if it takes damage equal to the energy spent to create it. Any creature that comes in contact with the barrier must make a Strength saving throw (DC 17) or be pushed back 5 feet. Creatures cannot move through the barrier.
Additionally, the wielder can adjust the size of the barrier, reducing its dimensions down to a minimum of 5 feet in either direction. To determine the adjusted size, the wielder makes a Perception check (DC 15). On a success, the barrier can be resized to the desired dimensions within the allowed range, without compromising its integrity.
Additionally, the wielder can adjust the size of the barrier, reducing its dimensions down to a minimum of 5 feet in either direction. To determine the adjusted size, the wielder makes a Perception check (DC 15). On a success, the barrier can be resized to the desired dimensions within the allowed range, without compromising its integrity.
- **Shared Protection**: As a reaction, when an ally within 30 feet of the wielder takes damage, the wielder can choose to absorb half of that damage. The shield grants the wielder temporary hit points equal of the damage absorbed, reducing the damage dealt to the ally by the same amount. This ability can be used three times per long rest. - **Shared Protection**: As a reaction, when an ally within 30 feet of the wielder takes damage, the wielder can choose to absorb half of that damage. The shield grants the wielder temporary hit points equal of the damage absorbed, reducing the damage dealt to the ally by the same amount. This ability can be used three times per long rest.

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@ -8,6 +8,14 @@ Enhanced Augmentations represent the pinnacle of Kybrs ingenuity and resource
> Note: Artificers may either have **1 Greater Augment** OR **2 Lesser Augments** for balancing purposes until a proper crafting system can be implemented for these augments > Note: Artificers may either have **1 Greater Augment** OR **2 Lesser Augments** for balancing purposes until a proper crafting system can be implemented for these augments
## Crafting Rules
- Quality is determined by a Dexterity Check
- Critical Failure: Augmentation Fails to craft. If perfroming maintence the item is destroyed.
- Standard Roll: DC determined by the DM based off the bond between the Crafter and the creature the augment is intended for.
- Base DC of 15, however can be altered at DM Discression
- Critical Success: Augmentation is at its strongest state and persists indefinately, not requiring recreation or maintnence.
## **Basic Augmentations** ## **Basic Augmentations**
Basic Augmentations are simple yet essential creations, designed to act as flexible tools or stepping stones for more advanced augmentations. They are quick to assemble, requiring minimal resources and effort, and can serve as placeholders or fulfill specific minor functions. Basic Augmentations are simple yet essential creations, designed to act as flexible tools or stepping stones for more advanced augmentations. They are quick to assemble, requiring minimal resources and effort, and can serve as placeholders or fulfill specific minor functions.
@ -99,4 +107,4 @@ Basic Augmentations are simple yet essential creations, designed to act as flexi
- **Mechanics**: - **Mechanics**:
- **Effect**: The artificer stores a cantrip they know into this device. Any creature can activate it as an action, casting the cantrip as though the artificer cast it. - **Effect**: The artificer stores a cantrip they know into this device. Any creature can activate it as an action, casting the cantrip as though the artificer cast it.
- **Limitations**: The Spell Capacitor can only hold one cantrip and is destroyed when used. - **Limitations**: The Spell Capacitor can only hold one cantrip and is destroyed when used.
- **Extra**: If the artificer has the Spell Storing Item feature, they may expend a use to forgo the short rest requirement when creating this item - **Extra**: If the artificer has the Spell Storing Item feature, they may expend a use to forgo the short rest requirement when creating this item.