Class
Armor: Light armor*, medium armor, heavy (but not) shields (from cleric)
Weapons: Simple weapons*
Proficient Tools: Alchemist’s supplies, Glassblowers, Computer tools, Herbalism kit, Leatherworking tools, Poisoner kit, Smith tools, Thieves’ tools, and Tinker’s tools
Saving Throws: Int
Skills: Arcana, Perception, Investigation, Nature, Medicine, Slight of Hand, Insight and Mechanism (Int)
Expertise: Tinker’s tools
Languages: All known
Immunity: Poison and disease
Cantrips (3 cleric) guidance, mending, and toll the dead
Spells Known ()
Spell Slots (2 cleric; 1st)
sanctuary and bless
Spell Level ()
Racial bonus:
+1 to Str, +1 to Int, and +1 to stat of choice (wis) cannot go above 20
Racial Ability:
Advantage to detect poison and disease
Fast learner that will be able to quickly pick things up after being shown two visuals.
Exotic prof: Kite shield
Kite shield +2 shield. As a reaction you can add a +2 AC to an ally or yourself when relevant.
All slashing damage that Met wields is -2. Lose proficiency with martial weapons that are slashing.
Ritual Casting
You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
I can make that
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With the right tools, you are able to craft any (common) item needed for the situation to solve an issue. Depending on what is being crafted it takes a duration of 1 minute and up to craft. This item lasts until you make another item using this ability. You are unable to sell these items. You are able to do this crafting up to your casting modifier per short or long rest. [requires tool prof otherwise roll with a DC 15 - artificer level] (common does upgrade to uncommon and to rare eventually)
I can fix that
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You are able to repair things faster than normal, reduce material costs and time spent on repairing items.
Magic Crafter
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You are able to craft magic items. This requires materials, spells, and is dependent on the DM and what you are trying to make. [Remind DM]
Constructed Resilience.
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You were created to have remarkable fortitude, represented by the following benefits:
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
You don’t need to eat, drink, or breathe.
You are immune to disease.
You don't need to sleep, and magic can't put you to sleep.
Sentry's Rest
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(36 hour/12 hour). To gain the benefits of a long rest, you must spend at least 12 hours in a doing light activity, such as reading, tinkering, researching, or keeping watch, rather than sleeping. You no longer need to sleep and can't be forced to sleep by any means.
Integrated Protection
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Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Blessing of the Forge
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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.
Armor Class
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Forge Touched
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The Shroud
Once per long rest, during the long rest, you may attempt a 1d20 roll to determine if any Divination magic would have affected you within the past 24 hours. These rolls cannot be modified by other effects outside of this effect.
If used in general to determine whether the Shroud was triggered, 1-10 is failure, 11-20 is success.
Failure: You cannot tell if any Divination Magic was used on you, and you know that you failed.
Success: You can tell whether Divination Magic was used on you, and you know that you succeeded.
If used specifically to check if an entity you are aware of used Divination magic that would have affected you, the following modifiers apply.
The success range increases to 6-20.
The roll will be done by the DM, without the number being seen.
Failure: You DO NOT THINK that Divination Magic was used on you by that specific entity, but you will not know if you failed or not.
Success: You know whether Divination Magic was used on you by that specific entity, but you will not know if you succeeded or not.
Work in Progress
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You always know the number of hours left before the next sunrise or sunset.
You always know which way is north.
super chromatic eye
Double Proficiency *
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If you have double proficiency you gain an additional +1 on rolls
Detect Magic
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Eyes shift and are able to detect magic for 1 minute. Can break up the time portion.
Factory Reset:
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As your systems are used they become updated and upgrade to better perform the intended tasks for your next attempt. You do not increase your proficiency in skills and tools like normal humanoids when you would leveling up, instead in session (or DM determined relevant RP Sessions), you use a skill or tool you make a skill or tool check at the end of the session for the same skill or tool. If you meet the relevant DC you increase your proficiency bonus given in the skill or tool by 1.
Base Prof. gain DC 15 skill check.
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Class/Racial Features & Traits