Showing 26 of 26 entries
NameDescriptionTierFrameTypeCost
Type Defence3
Intercession ProtocolWhen a creature within melee range of the automaton makes an attack, the automaton can use its reaction to impose disadvantage on the attack roll.αLight, Standard, HeavyDefenceReaction
Regeneration ProtocolAs an action the automaton restores 2[d4|d6|d8] hit points to a willing creature within melee range. (?)α, β, γLight, Standard, HeavyDefenceAction
Sentinel ProtocolWhen an enemy enters the automaton's melee range, it can make an attack against that creature.αLight, Standard, HeavyDefenceReaction
Type Granade5
Ferric Exclusion ZoneThe automaton sanctifies a 20-foot-square area within 60 feet, creating concealed mines numbering equal to its Intelligence modifier (minimum of 1). Whenever a creature enters the zone, must make a Dexterity saving throw. On a success nothing happens and the mine remains; on a failure the mine detonates and deals [2|4|6]d6 force damage.α, β, γLight, Standard, HeavyGranadeAction
Ferric WebThe automaton throws a grenade that creates a [20|30|40]-foot-square area of difficult terrain.α, β, γLight, Standard, HeavyGranadeAction
Shroud of ObfuscationAs an action, the automaton deploys a smoke canister at a point within 30 feet, creating a 20-foot-radius sphere of heavily obscured smoke for 1 minute or until dispersed by strong wind. At γ level, the automaton and its allies can see through the smoke.β, γLight, Standard, HeavyGranadeAction
Starburst PowderThe automaton throws a flash grenade at a point within 30 feet, creating a 10-foot-diameter flash. Creatures in the area must make a Wisdom saving throw or become blinded. A blinded creature repeats the save at the end of each of its turns.βLight, Standard, HeavyGranadeAction
Thermal SuppressorThe automaton throws a cryogenic grenade within 30 feet, that creates a 10-foot-diameter area. Creatures in the area must make a Constitution saving throw. On a success, they are slowed; on a failure, they are immobilized until the end of the automaton's next turn.βLight, Standard, HeavyGranadeAction
Type Offence5
Auspex GuidanceAs a bonus action, the automaton adds 1d[4|6|8] to its next attack roll.α, β, γLight, Standard, HeavyOffenceBonus Action
Litany of RetrievalAs an action, the automaton launches a harpoon at a creature within 45 feet. The target must succeed on a Strength saving throw or be pulled up to [20|30|40] feet toward the automaton.α, β, γStandard, HeavyOffenceAction
PlatebreakerWhen the automaton hits a creature, it must succeed on a Constitution or Dexterity saving throw (GM's choice) or have its AC reduced by [1|2|3] until the start of the automaton's next turn. This effect doesn't stack.α, β, γLight, Standard, HeavyOffenceBonus Action
Thaumic Relay NetworkThe automaton becomes an arcane relay, allowing the artificer to cast spells from its position while within 60 feet of it. At γ level, allied spellcasters can do the same. The relay can be used a number of times equal to the automaton's Charisma modifier (minimum of 1).βLight, Standard, HeavyOffencePassive
Thaumic ShellsAs an action, the automaton switches to elemental rounds, choosing a damage type. The chosen damage type replaces the damage type of any weapon or transformation used by the automaton. This effect lasts until the end of combat or until the automaton uses this augment again to choose a different damage type. [?|?|?]α, β, γLight, Standard, HeavyOffenceAction
Type Refinements3
Amberite Coated FrameThe automaton's Armor Class increases by [2|4|6]. Only one instance of this augment can be applied to an automaton at a time.α, β, γStandard, HeavyRefinementsPassive
Focusing ArrayThe automaton's attack range is doubled.βLight, Standard, HeavyRefinementsPassive
Overcharged LocomotionThe automaton can take the Dash action as a bonus action.βLight, StandardRefinementsPassive
Type Transformation5
Armoured ChassisAs an action automaton transforms into a tank, reducing its movement by half and gaining resistance to all physical damage.βLight, Standard, HeavyTransformationAction
Ballistic ArtilleryThe automaton can use its action to transform into a mortar, becoming immobile. While transformed, it cannot use any other weapons. It can use its action to make a mortar attack, dealing [3|5]d8 fire damage. The attack affects a 10-foot-radius sphere. Each creature in the area must make a Dexterity saving throw, taking half damage on a successful save.β, γHeavyTransformationAction
Kinetic AegisAs an reaction, automaton transforms into a point-defense assembly, becoming immobile. While transformed, it can intercept [nonmagical|nonmagical and magical] ranged attacks, automatically causing the intercepted attack to miss. It can intercept a number of attacks equal to its Dexterity modifier. (?)β, γStandard, HeavyTransformationReaction
Marching ManufactorumAs an action automaton transforms into a mobile factory, allowing it to cast Fabricate without expending a spell slot. It can do so a number of times equal to its Intelligence modifier (minimum of 1), regaining all uses after a [long|short] rest. Można wejść do środka i pracować w trakcie drogiβ, γHeavyTransformationAction
Mobile BastionAs an action automaton transforms into a mobile shield, providing three-quarters cover. It loses all offensive capabilities and gains [resistance|immunity] to all physical damage.β, γStandard, HeavyTransformationAction
Type Weapon3
Inductor SanctusOn a hit, the attack deals [2|4|6]d6 lightning damage. Roll a d20; on a 10 or higher, the lightning jumps to the nearest creature within 10 feet, dealing 1d6 lightning damage less. Repeat, reducing the damage by 1d6 each time. The effect ends when the roll fails, no creature is within range, or the damage reaches 1d6.α, β, γLight, Standard, HeavyWeaponAction
Inferno ProjectorThe automaton spews flame in a 25-foot cone, dealing [2|4|6]d4 fire damage. Creatures in the area must make a Dexterity saving throw, taking half damage on a success.α, β, γLight, Standard, HeavyWeaponAction
Rotary CannonWhen you take the Attack action with this weapon, you can make [2|4|6] attacks instead of one. Each attack deals 1d6 piercing damage. A creature hit by two or more attacks in the same volley must succeed on a Constitution saving throw or become unable to take reactions until the start of its next turn.α, β, γLight, Standard, HeavyWeaponAction
Type Uncategorized2
Dodatkowe kostki obrażeń—————
Ommnissiah ProtectsTeamate nie może zostać targetem negatywnego efektu, obrażeń————