Quantum Engineers In Thune
Engineers of Thune come from or have been trained in low magic worlds they call realities you everywhere but most of you live on the water and on the ocean. Pirate frigate palaces are the places that rights and luxuries close to what your used to. How when they are ready to fight you will bring such weapons.
Jaberwoky a somewhat lose affiliation of the elite the united states has to offer each vowing to hunt down and the evil magic priests who killed their president
And the second half video game Aces in the highest percentile of skill in one game or another now comanding untold magic and the thinking Dred Chaos that has wiped out demon armies, when just two months ago they were in high-school and colledge making jokes about references to fantasy RPGs
The poem titled Jaberwoky wasn’t nonsense it was about the legions and legions of soldiers of all species who would hunt down and heirophant terrorists.
The eyes that bite are the rune bands made from skulls that cast the eye bite spell
The claws that catch were once human hands before each member transformed themselves into something even worse than the monsters they would fight.
The eyes of flame are green flame the eyes change first when they chose to embrace the dred chaos inside them that was once chained into near oblivion
These jaberwokys also come weilding their own magic swords as well
Creating Your Quantum Engineer
When creating your Engineer its important to consider a few key questions such as what sort soldier you are. Are you an air force ranger who got caught up in an classified military program or a teenager who beet the militaries secret challenge and figured out how to be a wizard in reality
You also need to consider what your role in your squad is are you more of a healer, gunner, or a mystic balistic specialist,
Finally you want to consider how you see the world in your relationship to the world. Are you ready to shoot down magi yerrorist forces in other planes. Or are you looking for a chance to be a real live dragon shape changer
Perhaps you are somebody you will seize your enemies weapons for yourself. Or are you just some struggling gamer trying to figure out how your few precious games can help you survive in a strange world.
You may not survive long enough to make it home but do you realy wish to leave when the magi terrorists who plotted devastion in your country could be moments from death once you figure out their location.
The magic world tried to keep secrets from and your country paid dearly for that. However now you have a few secrets of your own.
Quick build
You can make a Quantum Engineer quickly by following these suggestions. First decide if you want to be a a socercery, Support, or heavy combat engineer.
Charisma should be your highest ability score if you become a sorcery focused engineer charisma will also dictate the spell save DC and Ranged Combat bonus.
Inteligence should be your second most important trait.
Finally make dexterity and Constitution your second best scores.
Second, choose if you want military training for extra attacks or if you want the power of Dred Chaos.
Third choos the two video games that will enhance your game play style
Finally think over one or two think Fast options that could possibly help you.
Class Features
As a Quantum Engineer, you gain the following class features.
Hit Points
Hit Dice: 1d10 per ranger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Smith tools, Caligraphers Tools,
Saving Throws: Inteligence, Dexterity
Skills: Choose four from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival, Arcana, History, Religion, Acrobatics
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) scale mail or (b) leather armor
(a) two shortswords or (b) two simple melee weapons
(a) a dungeoneer’s pack or (b) an explorer’s pack
A quantum rifle they are proficient with
Spell slots per level
1. 1 (///)
2. 1 (////)
3. 1 (////) , 2(//)
4. 1,(////), 2(///)
5. 1, (////), 2(///), 3 (//)
6. 1, (////), 2 (///), 3 (///)
7. 1,(////), 2 (///), 3(///), 4(/)
8. 1, (////), 2 (///) , 3(///), 4(//)
9. 1 (////), 2 (///), 3(///), 4(///)
10. 1 (////), 2(///), 3(///), 4, (////), 5 (/)
11. 1 (////), 2(///), 3(///), 4, (////), 5 (//)
12.1 (////), 2(///), 3(///), 4, (////), 5 (//) 6: /
12. 1 (////), 2(///), 3(///), 4, (////), 5 (//) 6: /
13. 1 (////), 2(///), 3(///), 4, (////), 5 (//) 6:/, 7: /
14. 1 (////), 2(///), 3(///), 4, (////), 5 (//) 6:/, 7: /
15. 1 (////), 2(///), 3(///), 4, (////), 5 (//) 6:/,
7: /, 8: /
16. 1 (////), 2(///), 3(///), 4, (////), 5 (//) 6:/, 7:/, 8:/
17. 1 (////), 2(///), 3(///), 4, (////), 5 (//) 6:/, 7:/, 8:/, 9:/
18. 1 (////), 2(///), 3(///), 4, (////), 5 (///), 6(/) 7: /8:/, 9:/
19. 1 (////), 2(///), 3(///), 4, (////), 5 (///), 6 (//), 7(/), 8,(/), 9, (/)
20. 1 (////), 2(///), 3(///), 4, (////), 5 (///), 6 (//), 7(//), 8,(/), 9, (/)
- Fighting style, Bland Warrior
- . High Voltage <1d4> /Game On +2
- Think Tank Feature, / Dred Chaos 1
- Ability score Boost , /Think Fast.
- High Voltage <2d4> Extra attack
- Think Tank Feature./ Dred Chaos 2
- High Voltage <3d4>/ Game On +3
- . [Ability Score Boost] /Think Fast
- Think Tank Feature/ Dred Chaos 3
- Fancy Shooting Irons /Game On +4
- High Voltage <4D4>
- .Ability Score Boost. /Think Tank
- . Think Fast./ Game On + 5
- High Voltage <5D4> Dred Chaos 4
- . Think Tank Feature
- .Ability Score Boost /Think Fast
- . High Voltage <6d4> /Game On +6
- . Think Tank Feature / Dred Chaos 5
- . Bland Reckoning
- Epic Boon
Core Abilities Break Down
- Fighting Style: You get the Millitant Fighting style. This lets you add your Charisma modifier to any attack and damage with with one specific kind of weapon.

- Bland Warrior: Normally the bland will try to erase magic and bring harm to magic casters in some way, but Bland Wariors can cast magic through Science this turns them into walking Einstein lenses that can do the folowing in the bland.
- You can cast 3rd and higher level magics that can’t be naturally counter spelled but are looked at differently by others. Only direct damage spells can be counterspelled by other mages.
- You can understand magic in scientific terms and vice versa alowing you to enchant complex items like smart phones:: You can grant any complex item any number of enchantments as long as you have the skills to Smith them in.
- You can understand magic principles in ways that let you through logical extrapulation deduce what kinds of new spells are going to be most powerfull. ::All your 1st level hand made spells 2d4 more points damage
- Elements of the bland like wild magic areas, dead or anti magic areas dont stop you zone of mystic safety.
- Only purly destructive elements of magic can be dispelled by other forces including the Bland
- Normally a bland walker needs to rest for 19 minutes before casting another spell but you can cast as many as your proficiecncy modifier without needing to rest for ten minutes.
- And if you arn’t playing a bland walker you abstract any machine you want In Thune either way all your machinery will perfectly survive the process of becoming a magic relic.

- You are considerd a bard who can cast all illusion and divination spells on your own with zero technology.
- You can load a 2nd level spell slot into the battery of your quantum rifle and the result will that quantum rifle can now stun foes with an attack role of 19-20
- Game On: The properties of ability are listed in the table below.
- High Voltage: The proerties of this feature is listed below

- Dred Chaos: Instead of getting a fighting style and extra attacks you can instead call on the power of your inner black dragon when you do so you can roll for random effects to happen more information is listed below but at this moment you can switch over
- Think Tank Feature: Groups of engineers are called think tanks and ech one presesents its own sub class features.
- Ability score boost : This works like it does for other classes.
- Think Fast: These are features you can take when you have this option more info is listed below.
- Extra Attack: at 5th level you get this ability as a fighter advantedge.

- Fancy Shooting Irons: you know how to up grade you quantum rifle in a few different ways please choose your two faivorite.
- First choose one of these
- Staff of sages: The system now ignores 2d4 worth of drain
- Electric Revolver: Your riffle now shoot bullets and your damage is done in d6 damage instead of D4s aditionaly you can shoot four times without needing to coll down.
- Destiny blade: your rifle comes with a cutlass <1d8+1>blade and the telegramp feature but this teceramp does 2d4 extra damage when used in melee
- Dragons Eye Gauntlet: you can create a second wheel of 4 separate dred chaos options to happen then from now on the impact of dred chaos is always doubled however an individual subject can only be targeted a dred chaos malady up to four times.
- First choose one of these

- Next choose one of these.
- Quantum genius crystal processor: gain two more picks from the high Voltage programs list.
- Twisted music notes: When you use an are effect with your quantum riffle you also do 1d4 psychic damage for every 2d4 of electric damage you do.
- Playing with strange numbers: instead of normal shot select a damaging first level spell. You now can fire that spell at will. At profiency 3 its now the 2nd level version of that at proficiency four you fire that spell at 3rd level.
- Mathmetic Maddness: For each increment of Dred Chaos you have your spells and quantum riffle now do an aditional 1d4 psychic damage however you can only do bonus psychic damage when you have advantedge on a target.

- Bland Reconning: Now count up all the permanent magical feats and traits you have. This number is equal to your Dred Force.
- Your dred force number is the number of spells you can cast side by side to eachother without getting tired
- Your Dred Force number also represents the number of students you can train to do magic and the number of abstracts you can make in a year
- You are an Einstein lenses that can imbue others with knowledge to a numberbof spell equal to your dred force.
- Your type now changes to dragon and once per day you can true polymorph into a dragon with a CR equal to half your dred force value but not greater than your number of class levels. Your Alighnment remains the same though.
- If you put half your stuff away in a private cash and just leave it there next month there will be more gold in that pile equal to the initial investment multiplied by half your dread force number. But from this moment on you can only use gold from that pile to rebuild your nest
- Only Virgins have blood that will allow for children to be born who become dragon sorcerer’s and not dragon shapechangers
- You need to fly to the dred realms of nightmares each night to eat a demon who’s CR is is equal to your proficiency modifyer
- If you have gold and or magic treasures worth at least your dred force value times 1000 you can set those treasures aside so that you can sleep in them shed a dragon skin and live on for 500 more years.

- If you have a dred force value less than 12 you instead can polymorph yourself into an abjurer wizard and you a now considerdvto be an abjurer wizard of 2/3 your class level and you are now the head of an elite wizard family.
- You add all abjuration spells to your list of spells known.
- You contain all the factual knowledge of all your spell casting ancestors and gurdian spirits. This knowledge remains in a demiplane of a family library any member of your family can acess once per day. This demiplane let’s you grant a wish spell for free once a year
- Orders of elves, dwarves, and gnomes now study under you so as to keep the world in better order. Each of these groups has a clan of warriors to assist you on adventures.
- Epic Boon: you get an epic boon of your choice and the ability to keep secret about yourself you wish
- However from this moment on anytime you don’t share vital information and work to save the world tou ability to keep secret about yourself disappear for a weak.

Think Fast options.
- Your brain works at magicaly advanced speeds and makes extremely and highly sophisticated connections between neurons. The average person may not understand you but feel free to select any of these options however often you when ever you get a think fast feature
- Ranger favored terrain selection
- Ranger favored enemy feature
- You get a special trade out option that allows you when you wish to trade out 1d4 of your high voltage power for a special add on
- You deal 1d4 more electric damage with you with your High Voltage ability.
- Black Alchemy: grant an object + 1000 gold enchantment feature once a weak
- Black Pharmacolodgy: choose a monster ability of a creature who’s who CR is equal to or less than your proficiency modifier. You can now use that monster ability on a roll of 5 or 6 each round to get it back.

- Jub jub boon: electric arrow. You now shoot arrows of from your jub jub machine that do 1d8+1 points of electricity each selection add a +1 to hit and damage with with the arrow
- Raven Wire Writting Desk: you get two spells known to your list + four sorcery points one magic relevant feat and two metamagic abilities.
- King Maker: you can now use Black Alchemy once more a weak

- Nightmare Circus: the max CR you can choose for adopting monster abilities is is raised two points higher
- Eddison Ace Combat Training. One feat of your choice two prestige bonuses and two skills training
- Eureeka five prodigy training. Expertise in two skills knowledge of two skills two languages learned two tools sets mastered.
- On meta magic xosts on less sorcery point to use
- One use of the action surge feature
- One use of the second wind feature.
- Jaberwoky Black Burret training: 6000 gold in prestige bonuses
- Jub jub special: two uncomon magic items two spells known two sorcery points one metagmagic ability

Game on.
- You are trained a on video game devices that covertly grant tour other Jub Jub Self certain abilities and gifts once those are are copied over in a digital format they then transfer to your soul as well and you can acess the same ability.
- You start out with two load outs of your choice then get a new one whenever you get a Game On Feature
- Please keep in mind that you can only cast spells you have spell slots for
- Also keep in mind that you can only have feats in equal measure your proficiency bonus from this load out
- More over you only get one one item per point in your proficiency.
- Finally at level 3 you get uncomon acess, You get acess to rare items at level 5 at level 10 you get acess to very rare weapons from your to very rare items. At level 15 you gain acess to legendary items in your loadout.
- Your Raven Wire. Jub Jub game sphere let’s store two game cartridges at once one old school and one new school each capable of being holgraphicly projecting what’s going on around them.
- Select your two favorite game load outs and have fun

- L1: Legend of Zexxa:
- spells known,// Jump Evocation orb burning hands cure wounds sheild mage armor Acid Arrow, see invisibility Fireball, revivify lightning bolt. polymorph, Stone Skin, disintegrate, banishment. Heal teleportation, plane shift. Time stop

- Feets: sheild expert, Sentinel, mobility
- Gear. On ritual book that also grants you knowledge acess to the life domain spells, returning boomerang of mage hand. Gauntlets of oger power. The Valiant. Sheild of spell reflection.
L2: Super Maxxo Brothers
- Spells Evocation orb, Jump, flame sphere, spider climb catapult enlarge, animal afinity fly, fireball, revivify polymorph, stone skin,Cone of Cold, Fire sheild. Teleport, Plane shift, shape change
- Feats charger, athlete, mobile, grappler, dungeon delver.
- You have features like a monk of 1/4 your level.
L3: Castlevaxxa

Feats: Sharpshooter, crossbow expert. Defensive duelist. Mobile, fighting style single weapon style.
- Gear: one holy Avenger in whip form, one gaunlet of endless throwing blades one hand crossbow that grants you the ability to shhot holy mist pellets that deal 2d6 radiant damage per shot.
- You have features like a paladin 1/4 your actual level
L4: Mexa Max

- Spells ice knife , burning hands Evocation orb, Magic Missle, spiritual weapon, animal afininity, fly , lightning bolt summon construct, teleport.
- You gain acess to ever spell written by jaberwoky and the material components for it
- You get 2000 gold worth in specialty equipment of your choice per proficiency modifyer
L5: XeXris
This game is so simple and elegant it takes it can be downloaded and then takes up 1/2 a slot.
- Spells: Levitate Catapault, Haste, Slow, Fly, Disintegrate, Wall of Force, Telekensis,
- Feats: Alert, Keen Mind, Observant, Skilled, Lucky
- You get one more bonus action per turn.
L6: Puxx Out
- Feats: Athlete, Durable, Charger, Tavern brawler, Mobile.
- You gain one more daily use of action surge.
- You can make one more attack per round if you are level 10
- You are a monk of 1/4 your level
L7: Strexx Fighter xx

- Spells: Mage armor Evocation orb, Expiditous Retreat, Jump. Fire ball, fly, haste, lightning bolt. Blink, Telekinesis
- Feats: Charger, Mobile, Tavern brawler, War caster, Spell Sniper
- You are a Monk 1/4 your level
- You can cast all the above listed spells useing only a verbal component
- You can concentrate on two spells at once.
L8: Dungeons and Dragons Eye of the Beholder

Please Note: The Enchantments On this Game is So Powerful it Takes Up two slots
Spells: Shocking Grasp, Mage hand,Minor Ilusion, freezing ray ,magic missle, find familiar, identify, invisibility sudgestion, haste, fireball lightning bolt, polymorph, scrying, Stone Skin, Cone of Cold, Conjure Elemental, chain lightning, Mass Sugestion, Teleport, Plane Shift, Dominate Monster, Power Word Stun, Wish, Time Stop.
Gear: Robe of Eyes, Ring of Spell Storing, Staff of the Magi,
Feats: Warrior Caster, Spell Sniper, Ritual Book, Elemental Adept <electric>
Special: You can cast all the above spells with just the the Verbal and Somatic components.
- You ate also considerd to a wizard and evoker of 1/4 your actual level.
L9: Pax Man
This game is so simple and elegant that it can be downloaded then after that you have one extra game slot when your not useing this classic
This game also only takes up one 1/2 a game slot. When you are useing it.
- Expiditous Retreat, Haste, Fear, revivify Dimension Door, Banishment
- Feats: Mobile, Charger, Dungeon Delver.
- Special: you can always draw and ingest a consumable item as one whole bonus action
- You are considerd to be a cleric of 1/4 your level
- Monsters of a CR of less than your proficiency modifier will be afraid of you when you invest a health potion. You can use this affect 4 times a day.
- Special: you can always draw and ingest a consumable item as one whole bonus action
L10: Xorx Online

This game also only takes up one 1/2 a game slot. When you are useing it.
This text based RPG has conquered some spooky places and has come out more powerful
Spells: all cleric cantrips. Bless, Aid, Healing Word, Cure wounds, Spiritual Weapon. Revivify, Beacon of Hope. Dispel Magic Mass Healing Word. Spirit Gurdians, Gurdian of faith, Banishment, Commune, Hollow, Legend Lore, Scrying, Raise Dead, Dispel Good and Evil, Flame Strike, Greater Restoration Heal, Heros feast, True Seeing, Conjure Celestial, Plane Shift Regenerate, Control weather, True Resurection.
Feats: War Caster, Healer, Inspiring leader, Medium Armor Master, Sheild Master
Gear: Mantle of spell resistance, Ring of Spell storing, Mace of Disruption. Sheild +1, Chainmail of Necrotic Resistance.
Special: Your are considerd a Full Cleric of the life domain of 1/4 Your level.
High Voltage

- You mind has been trained on linking up to a quantum computers random number generation ability
- When these ar hooked up to electric vandigraph generators the electric arcs edited can be controlled by the mind if said mind know special number sequences quantum computer
- Doing this converts the whole system into an Eighnstein lenses that alows your own natural force of observation to cause the system to shoot out electricity aligned with your thoughts

- This collective system is called a quantum riffle. Jaberwoky basic quantum riffle is about the size of an electric razer that can discharge a tiny electric pulse of ball lightning 120 feet that then does 1d4 points of electric damage on impact
- As this is a very complex but purely mechanicle object anybody can use it at its most basic level. But because of the mental link the rifle uses your inteligence bonus is used for both attacking and damaging. What this means is that this is a martial weapon with these properties
- Intelectual: this device Senses the electric signals in your brain and responds to them use your inteligence to add both for hit bonus and damage bonus.

- Complex. If this object breaks it can only be fixed through magic.
- Abstract Relativity Boson Manipulator or ARBM: This objects warps the density of the bland so that magic thrives better. Anti magic disappears within a 5 foot area around this object buts spells can’t be dispelled around it either
- Arcane: When you hold this object you dont need to use material components to spells unless they cost 1 gold or more aditional this object acts as Arcan focus for all arcane classes.

- Every Quantum Engineer gets a special quantum rifle computer system that does a host of different magical things these systems have Jub Jub Familiars existing as an AI that complete a full registration process when one finds the right engineer. And without the Ability to work with these beings they they would have no magi force to deal with magical threats.
- Quantum rifle system. /Intellectual, Arcane ARBM/ 120 feet 1d4 electricity damage
- As anyone develops their mind they will get better with transmitting electricity but Jaberwoky use military training and ones own natural force of will grants others the abilities to pull off feats of mental exertion.
- When this happens the Engineer can’t walk anywhere and must concentrate on their weapon but when they do this they can through military training send their rifle into overdrive and beginning at level 2 and again on levels 5, 7, 11, 14, and 17 you over drive feature gets a boost of 1d4 untill you reach level 17 where it does a total of 7d4 damage a shot after the first two shots you make connect though the system need to cool down for one full round.
- Thus to offset this need modulator programs are often installed into quantum riffle this lets them do lots of things.

This is a List of All the Modulator Programs you can get.
Please note that you can only shoot once per round when you use a modulated strikes
- Harsh electro arcane emp wave: one shot damage goes out in a thirty foot cone and the drain on the voltage is 1D4 points electrical damage
- Soft electromagnetic wave pulse: you electromagnetic wave now causes confusion for one round. Drain 1D4
- Electromagnetic strobe: you electromagnetic wave now can dispell magic as a 6th level spell. Drain 1D4
- Electromagnetic cannon. Volt is now a 60 foot line that can also stun for one round <save constitution DC /11 + inteligence mod// <drain 2d4>
- Ball lightning strobe pulse: Your shot explodes into a 10 foot radius burst that Stuns consenting vehicles and puts to sleep all non-sentient electrical equipment for one round. <Drain 2D4>
- Anti enchantment jamming feild. A 2 twenty foot radius circle now centered around you does damage to anybody who uses an enchanment spell or spell like ability on somebody in the circle. Like wise the spell is also cancelled drain< 3d4>
- Telegram whip arcan electricity forms into a solid like substance. You can now make melee whip atacks that will do + 1d4 more electricty.

DRED CHAOS
- You Not only weild chaos Magic but a form of it called Dred Chaos
- Your Jub Jub Familiar isn’t a host but a shadow and all the power and magic you were supposed to have in life thankfully they found you in a form you could accept.
- Regardless of if your jub jub is an AI. Video game chatecture or electric device your working with a ball of sentient chaos energy.

- The form something on your personal apear to just be a stormy black cloud in the mirror. And each time you deal damage with a spell or your quantum rifle you can choose one of these four effects to happen. When you roll randomly
- Each time your Dred Chaos grows by one point you can roll again to affect a different target that you also damaged with a spell or rifle. Or you could roll again to see if their is a new bonus affect to manifest on the same target.

- Choose you four favorites from the list.
- Melodious Chaos: subject is confused for eon round
- Blistering chaos: Subject takes 2D6 fire damage
- Sickening Chaos: subject is poisoned
- Growing Chaos: Subject is affected as withbthevfear spell
- Beutifull Chaos: Subject is Charmed

- Singing Chaos: all your alies get 1d6 inspiration from watching this happen
- Deflectective Chaos: All alies gain the bless spell for one minute
- Scintillating Chaos: bright rainbow colors blind subject for 1 round.

- Digital chaos: a hologram of a skeleton with the statistics of of a skeleton apear next to you for three rounds
- Jungle Chaos: An entangle spell takes affect.
- Humiliating Chaos: Subject is affected by the reduce affect in the enlarge reduce spell for one round.
- Helpful chaos: subject is banished to demiplane of cartoons for two rounds.
Please note that for every mark of chaos you bear Disguising yourself will be that much harder and adds a +1 to ability to look like a regular person.
The alter self spell solves that problem even with that tiny dark green energy runes of power apear around you as you cast a spell you get one for each mark of chaos you have. Aditionaly perception to catch you castingva spell with these is 20 minus the number of chaos marks you have.

Your subjects get a will saving throw to resist this affect but you can force the affect on them but when you do you roll on this chart to see what happens with you.
- 6: Roll twice on this list and permanently learn one 1st level sorcerer of your choice. That now manifests as a Tiny black and green tattoo on your body.
- 1: for the next day your pupils glow green you cant disguise yourself well <disadvantage> but you can intimidate with greater ease <advantedge>
- 2: the purple mist radiates from you as you cast a spell. You now do psychic damage instead of electrical damage with your rifle for the next hours.
- 3: For the next 10 minutes an emulus of a werewolf follows you and does what you say
- 4: For the next month a tiny bead of magical chaos energy orbits you and whenever you need to make a third Death Saving throw you always roll with advantedge. But also for the next month that bead of energy will whisper to you and your friends whenever your in conversation together. Treat the energy beadvas a level one Nomad in terms with 12s for all stats in terms of what she knows and can talk about.
- 5: For the next year you have small black dragon wings. You do have the option to make these bigger or even functional as a Think Fast option later on. If you roll a 5 again you also gain one of these features for a year <think Fast can get you permanent wings with a fly speed of 30 feet>
- Acid breath glands that let you shoot a line of acid. <Think Fast can make this into a biological acid quantum rifle for you that now does acid damage and changes things with chaos magic>

- Dragon scales on parts of your body. <think Fast can let you get a permanent +1 natural armor with this>
- Dragon tail: this is a short tail that is mainly cos metic but with–<think Fast it can become permanent and grant you a free extra slot for you to wear s special object called a tail ring>–
- Dragon Magic: Green mist runes float by you as you cast spells or speak harshly. < think Fast let’s you get permanent dragon fear. All hostile foes with CR equal to half your proficiency modifier now must make saves or be over come with fear.
- Dragon Claws and Fangs these are mostly cosmetic but will have the tavern brawler with Think Fast you get of a multi atack option. You will get two claws and one bite attack from a claw or fang does 1d4 points plus strength or Dex damage.
- And remember if you choose to just one Think Fast option will get you all of these all at once. You will also get acess to the alter self spell which can be used to retract or unsheath all these features.

Its important to note that these are electrical devices and thus they have batteries a first level spell is all that necesary to recharge one of these batteries but with a higher level spell like a third level spell you add 1D4 per two spell levels granted. This can alow you to do more damage and avoid issues of draining
You can also add a 5th level spell for a 2d4 spike instead but its a good idea not to go higher than that to help the battery.
The AI Familiar is automaticaly backed every 6 hours onto an abstract server system aditionaly Jaberwoky Will messenger you a new devise in 3 to 5 business days if the other one gets broken
Its also important to note that a Jub Jub spirit can use all your spells at night to fix things even without the aid of a magical devise.
