Author: Mprez.Angy

I love to blog.

In shadows deep, where demons creep, An artificer stands, their secrets to keep. With gears and sparks, they craft the light, A bane to darkness, ready to fight. Celestial weapons in hand, they soar, With every strike, they settle the score. Inventive mind and heart so bold, In a world of chaos, their story unfolds. A hero forged from metal and flame, In the dance of battle, they carve their name. (From Alice) Some artificers specialize in crafting weapons and tools imbued with holy energy, designed to target demons and other fiends. These Demon bane artificers are skilled exorcists, able…

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Sounds like a fascinating concept. Let’s call this subclass **Clockworker**. Clock workers could gain abilities related to summoning and controlling divine machines, such as **Heavenly blueprints**, where they gain access to schematics for divine devices, or **Mechanical miracles**, which allows them to summon mechanical creatures or equipment to aid them in combat. How does that sound? Sure! Here’s the full layout for the **Clockworker** subclass: ### Clockworker Subclass Features **1. Divine Toolbox (Level 3): ** Gain access to divine blueprints for mechanical devices. You can build one device each day, taking 1 hour and costing 10 gold pieces. **2. Heavenly…

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**Tool master** Here’s a quick overview: **Toolmaster Subclass Features:**1. **Tool Proficiency:** Gain proficiency with power tools and improvised weapons. You can use power tools as melee weapons that deal 1d8 damage.2. **Mechanical Precision:** At level 3, you can add your proficiency bonus to attack rolls made with power tool weapons.3. **Overdrive:** At level 7, you can spend a bonus action to enhance your power tool for one minute, increasing its damage by 1d4 and allowing it to bypass resistance to non-magical damage.4. **Master Craftsman:** At level 10, you can create temporary mechanical constructs or traps using your tools during a…

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**Arcane Shot**: **Level:** 1st-level evocation **Casting Time:** 1 bonus action **Range:** Self **Components:** V, S **Duration:** Instantaneous **Effect:** When you make a ranged weapon attack, you can choose to cast this spell. On a hit, the target takes an extra 1d6 force damage. Additionally, the target must succeed on a Strength saving throw or be pushed back 10 feet. You can use this spell once per turn as part of your attack.

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**Cube of Binding**: **Level:** 2nd-level conjuration **Casting Time:** 1 action **Range:** 30 feet **Components:** S, M (a small cube made of crystal) **Duration:** Concentration, up to 1 minute **Effect:** You create a magical cube that traps a small evil outsider within it. The target must make a Wisdom saving throw. On a failed save, the creature is trapped inside the cube and cannot escape until the spell ends or is dispelled.

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: Gaze of the Mechanic Prerequisites: Rogue level 5, proficiency with mechanical devices Benefit: While wearing mechanical goggles, you can see the weaknesses in evil foes. When you make an attack against an evil creature, you can add your proficiency bonus to the attack roll and damage roll once per turn. Additionally, you gain advantage on checks to identify vulnerabilities or traps associated with evil creatures.

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**Vehicle Saboteur** **Prerequisites:** Spellcasting ability, proficiency with vehicles **Benefit:** When you cast a spell that targets a vehicle, you can choose to disable it temporarily. The vehicle becomes incapacitated for 1 minute or until it takes damage. Additionally, you gain advantage on checks to identify weaknesses in vehicles and their mechanisms.

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**Sanctified Conversion** **Prerequisites:** Paladin/Cleric level 10 **Benefit:** You can convert a simple weapon into a relic imbued with holy energy, granting it the ability to dispel or hinder evil magic. To convert a simple weapon into a relic, you must spend 1 hour in prayer and contemplation, and expend 100 gold pieces worth of materials. When welding the weapon you deal + 1d6 extra radiant damage and you gain advantage against all magic attacks.

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Here’s a spell creation based on your request: **Magic Turret Barrage** **Level:** 5th-level evocation **Casting Time:** 1 minute **Range:** Self (100-foot radius) **Components:** S, M (a small crystal orb) **Duration:** Concentration, up to 10 minutes **Effect:** You conjure a number of magical turrets within range, each capable of firing energy bolts at enemies. You gain a number of turrets equal to one half their caster level. that float around you at a certain distance whenever a foe gets within 120 feet within a turrets range they get hit with a single magic missile. Each turret may shoot a magic missile…

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