Lopak Kaj
Cleric Option 1: Orcic Devotant
The Orcic Devotant is a cleric who has dedicated themselves to the worship and service of the Orc Gods: Uthri, Valaria, Zalreth, and Dromak. Through their unwavering devotion, they channel the divine powers and blessings bestowed upon them by these deities. They embody the unique aspects and attributes of each Orc God, wielding their powers to protect their allies, inspire greatness, and shape the world according to the will of the gods.
Channel Divinity: Blessings of the Orcic Pantheon
At 2nd level, you gain the ability to tap into the blessings of the Orcic Pantheon. As an action, you can expend a use of your Channel Divinity to grant yourself or a willing creature within 30 feet one of the following blessings:
1. Uthri's Blessing: The target gains temporary hit points equal to your cleric level + your Wisdom modifier. Additionally, their weapon attacks deal additional radiant damage equal to your Wisdom modifier for 1 minute.
2. Valaria's Blessing: The target gains advantage on ability checks and saving throws based on Charisma or Dexterity for 1 minute. Additionally, they have resistance to psychic damage.
3. Zalreth's Blessing: The target gains advantage on Dexterity (Stealth) checks and Dexterity saving throws for 1 minute. Additionally, they can use their reaction to impose disadvantage on an attack made against them or an ally within 5 feet.
4. Dromak's Blessing: The target gains a bonus to their next ability check, attack roll, or saving throw equal to your Wisdom modifier. Additionally, they gain advantage on Intelligence or Wisdom ability checks for 1 minute.
You regain your expended uses of Channel Divinity when you finish a short or long rest.
Domain Spells:
1st Faerie Fire, Identify
3rd Enhance Ability, Gentle Repose
5th Counterspell, Glyph of Warding
7th Banishment, Fabricate
9th Geas, Legend Lore
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of a type associated with one of the Orc Gods: radiant (Uthri), psychic (Valaria), poison (Zalreth), or force (Dromak). When you reach 14th level, this extra damage increases to 2d8.
Avatar of the Orcic Pantheon
At 17th level, you become a vessel of the Orcic Pantheon's divine power. As an action, you can transform into an avatar of your chosen Orc God, gaining the following benefits for 1 minute:
· Uthri's Avatar: You gain resistance to bludgeoning, piercing, and slashing damage. Your weapon attacks deal additional radiant damage equal to your cleric level, and you have advantage on saving throws against spells and other magical effects.
· Valaria's Avatar: You have advantage on Charisma (Persuasion) checks and gain proficiency in all Charisma-based skills if you don't already have them. You can cast the spell "Dominate Person" once without expending a spell slot. You regain the ability to do so after finishing a long rest.
· Zalreth's Avatar: You gain advantage on Dexterity (Stealth) checks and become invisible to any creature that relies on darkvision to see you. You can cast the spell "Mislead" once without expending a spell slot. You regain the ability to do so after finishing a long rest.
· Dromak's Avatar: Your Intelligence and Wisdom scores increase by 4, to a maximum of 24. You gain proficiency in all Intelligence and Wisdom saving throws if you don't already have them. You can cast the spell "True Polymorph" once without expending a spell slot. You regain the ability to do so after finishing a long rest.
Once you use this feature, you can't use it again until you finish a long rest.
Cleric Option 2: Technomancer
As a Technomancer, you are a cleric devoted to Dromak, the Divine Innovator. You harness the power of creation, ingenuity, and progress to reshape the world through advanced technologies and groundbreaking inventions. Dromak's influence flows through you, granting you the ability to channel divine energy into your technological creations and push the boundaries of what is possible.
Domain Spells:
1st level: Identify, Expeditious Retreat
3rd level: Arcane Lock, Heat Metal
5th level: Glyph of Warding, Lightning Bolt
7th level: Fabricate, Leomund's Secret Chest
9th level: Creation, Skill Empowerment
Artificer's Blessing
At 1st level, you gain proficiency with artisan's tools of your choice: smith's tools, tinker's tools, or another tool set related to your technological expertise. Additionally, you gain the ability to imbue your creations with divine power.
Whenever you finish a long rest, you can touch a non-magical object and infuse it with divine energy, transforming it into a magical item until your next long rest. The object must be of a size and shape that you can hold or wear. The DM determines the specific nature of the item, but it should be related to your chosen artisan's tools and reflect the innovative and transformative aspects of Dromak's influence.
For example, if you chose smith's tools, you might infuse a mundane hammer, turning it into a Hammer of Dromak that grants a +1 bonus to attack and damage rolls, or you might create a pair of gauntlets that grant a bonus to Strength (Athletics) checks. Work with your DM to determine the specifics of the infused items and their effects.
Channel Divinity: Inventor's Inspiration
Starting at 2nd level, you can use your Channel Divinity to tap into Dromak's divine inspiration, granting you or an ally an advantage on an ability check or saving throw related to crafting, invention, or technological manipulation. As an action, you can use your Channel Divinity and choose one creature you can see within 30 feet of you. That creature gains advantage on the next ability check or saving throw they make within the next minute.
Arcane Augmentation
At 6th level, your connection to Dromak allows you to enhance your technological creations with arcane energy. Whenever you use your Artificer's Blessing feature to infuse an object, you can choose to imbue it with additional magical properties. The object gains one of the following benefits:
The object grants resistance to a specific damage type of your choice.
The object provides advantage on saving throws against spells and magical effects.
The object increases a specific ability score by 2 while it is wielded or worn.
Choose one of these benefits when you infuse the object, and it retains the benefit until your next long rest.
Innovation Unleashed
At 17th level, your mastery of technological innovation reaches its zenith. You gain the following feature:
Eternal Dynamo: Your connection to Dromak's divine power becomes permanent, fueling your own potential and that of your technological creations. Whenever you infuse an object using your Artificer's Blessing feature, the object retains its magical properties beyond your next long rest. Additionally, you can now infuse two objects with divine energy after each long rest instead of only one.
Artificer Option: Divine Innovator
As an Artificer who follows the path of the Divine Innovator, you draw upon the divine essence of Dromak, the god of creation, ingenuity, and progress. Your connection to Dromak fuels your inventive mastery and drives you to push the boundaries of what is possible. You embrace change and seek continuous improvement in all aspects of your craft, reflecting the dynamic nature of Dromak's creations.
Inventive Mastery
Starting at 3rd level, your inventive mastery grants you additional benefits when using your Artificer features.
You have an innate understanding of advanced crafting techniques and materials. Whenever you create a magic item using your Infuse Item feature, the item gains additional properties or bonuses. For example, a magic weapon you create might have an extra damage die, or a magic suit of armor might grant additional resistance to a specific damage type. These enhancements reflect your mastery of artifice and your ability to push the boundaries of what magic items can achieve.
When you use your Flash of Genius feature to boost an ability check or saving throw made by yourself or a creature you can see, you can choose to imbue the subject with a surge of inspiration. The target gains advantage on the check or saving throw and can reroll any 1s on the dice.
Steel Companion
At 3rd level, your tinkering expertise has granted you the ability to create a faithful companion known as the Steel Companion. The Steel Companion uses the statistics of the Steel Defender. You determine its appearance and whether it has two legs or four, with no effect on its game statistics.
The Steel Companion acts on your initiative count and takes its turn immediately after yours. It can move and use its reaction independently, but on its turn, it only takes the Dodge action unless you use a bonus action to command it to take another action from its stat block or another action you specify. If you are incapacitated, the Steel Companion can take any action of its choice, not limited to Dodge.
If the Mending spell is cast on the Steel Companion, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and expend a spell slot of 1st level or higher. The Steel Companion returns to life after 1 minute with all its hit points restored.
Steel Defender
Medium construct
Armor Class: 15 (natural armor)
Hit Points: 2 + your Intelligence modifier + 5 times your Artificer level
Speed: 40 ft.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 14 (+2) 4 (−3) 10 (+0) 6 (−2)
Saving Throws: Dexterity + your proficiency bonus, Constitution + your proficiency bonus
Skills: Athletics + your proficiency bonus, Perception + your proficiency bonus (x2)
Damage Immunities: Poison Condition Immunities: Charmed, Exhaustion, Poisoned Senses: Darkvision 60 ft., passive Perception 10 + (2 x your proficiency bonus) Languages: Understands the languages you speak
Vigilant. The Steel Defender can't be surprised.
Actions
Force-Empowered Rend. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + your proficiency bonus force damage.
Repair (3/Day). The magical mechanisms inside the Steel Defender restore 2d8 + your proficiency bonus hit points to itself or to one construct or object within 5 feet of it.
Reactions
Deflect Attack. The Steel Defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the Steel Defender.
Additionally, as you progress in levels, your Steel Companion gains additional benefits:
At 6th level, the Steel Companion gains a +1 bonus to its AC and attack rolls.
At 14th level, the Steel Companion's Force-Empowered Rend attack deals an additional 1d8 force damage.
At 18th level, the Steel Companion gains a +2 bonus to its AC and attack rolls, and its Force-Empowered Rend attack scores a critical hit on a roll of 19 or 20.
Ever-Changing Creations
At 6th level, your creations become infused with the essence of change. Whenever you create a magic item or artifice, you can choose to imbue it with the ability to adapt and transform.
When activating an item that you have created or modified, you can expend an appropriate spell slot to modify its properties or effects. The level of the spell slot you expend determines the extent of the modifications you can make. For example, if you expend a 1st-level spell slot, you can make minor adjustments to the item's abilities or effects. If you expend a higher-level spell slot, you can make more significant modifications or introduce entirely new effects.
The specific modifications and effects that you can apply to the item are subject to the approval of your Dungeon Master, and they should be in line with the item's nature and intended purpose. The modifications should reflect the dynamic and ever-evolving nature of your creations, allowing you to tailor their capabilities to suit different situations or challenges.
For example, if you have a magic staff that normally casts a fireball spell, by expending a 3rd-level spell slot, you could modify it to instead cast a lightning bolt spell or empower the fireball to deal additional damage. If you have a magical suit of armor, you could expend a 2nd-level spell slot to grant it resistance to a specific type of damage for a limited duration or enhance its protective capabilities.
It's important to note that these modifications are temporary and tied to the activation of the item. Once the effect expires or the item is deactivated, it reverts to its original state. You can modify the item's properties and effects again by expending another appropriate spell slot when activating it.
This feature allows you to adapt your creations to meet changing circumstances, making your magical items versatile tools in your arsenal. It reflects the dynamic and ever-changing nature of Dromak's creations, ensuring that your artifices remain flexible and never stagnant in the face of evolving challenges.
Remember to consult with your Dungeon Master to determine the specific modifications you can apply and to ensure they are balanced and aligned with the game's rules and setting.
Masterful Adaptation (14th level)
At 14th level, your mastery over the ever-changing nature of your creations reaches its peak. You have become a true visionary of innovation and progress, able to harness the full potential of your artifice.
Whenever you use your Infuse Item feature, you can choose to infuse an additional item or construct without expending an additional infusion slot. Additionally, you can now change the infusions on your items or constructs as a bonus action, rather than spending 1 hour to do so.
Furthermore, you have gained the ability to unleash the transformative power of your creations in a spectacular display of ingenuity. As an action, you can activate Masterful Adaptation to initiate the Adaptive Field. The Adaptive Field lasts for 1 minute and has the following effects:
You and all friendly creatures of your choice within 30 feet of you gain temporary hit points equal to 5 times your artificer level at the start of their turns. These temporary hit points stack with any other temporary hit points they already have.
You and all friendly creatures within the Adaptive Field have advantage on saving throws against being frightened, charmed, or paralyzed.
Whenever a creature within the Adaptive Field makes an attack roll, they can roll a d4 and add the number rolled to the attack roll or saving throw. They can do this a number of times equal to your Intelligence modifier (minimum of 1).
Once you use this feature, you can't use it again until you finish a long rest.
Artificer's Legacy
At 18th level, your mastery as an Artificer becomes legendary, and you gain the ability to create a truly extraordinary artifact that bears your mark. This artifact becomes an extension of your own abilities, a testament to your unparalleled craftsmanship, and it counts as a magical item of your choice. The Artificer's Legacy ability enhances this artifact even further, granting it incredible power and versatility.
When you create your Artificer's Legacy artifact, you can infuse it with one of your available Artificer infusions without counting it against your total number of infusions. The infusion applied to the artifact is permanent and cannot be changed. Additionally, the artifact gains the following benefits based on your choice of infusion:
Enhanced Power: If you choose an infusion that grants additional damage or combat-related effects, your Artificer's Legacy artifact becomes a truly formidable weapon. It gains a bonus to attack and damage rolls equal to your Intelligence modifier. Furthermore, whenever you hit a creature with an attack using the artifact, it takes an extra 2d6 damage of the infused type (force, radiant, etc.).
Augmented Functionality: If you choose an infusion that enhances utility or provides additional features, your Artificer's Legacy artifact becomes a versatile tool beyond compare. It gains a number of charges equal to your Intelligence modifier (minimum of 1). You can use these charges to activate the infused features of the artifact. The artifact regains all expended charges when you finish a long rest.
Limitless Potential: If you choose an infusion that grants additional magical properties or buffs, your Artificer's Legacy artifact becomes a wellspring of magical energy. It gains the following benefits:
You can use your Intelligence modifier instead of the required spellcasting ability modifier for any spells cast using the artifact.
You can activate the infused properties of the artifact without expending a use of your Infuse Item feature. Additionally, you can activate two infused properties at the same time, using a bonus action to activate the second property.
Whenever you roll hit points for a level-up, you can choose to use the maximum value instead.
The Artificer's Legacy artifact is a true masterpiece, an embodiment of your unmatched craftsmanship and innovation. It reflects your unique playstyle and preferences, providing exceptional power and utility in your hands. As the creator of this legendary artifact, you leave an indelible mark on the world of artifice, and its very existence inspires awe and admiration among those who witness its prowess.
Cantrips:
Thunderous Strike
Evocation Cantrip
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous
You imbue your weapon with the thunderous might of the Orc Gods. Make a melee weapon attack against a creature within your reach. On a hit, the target takes 1d8 thunder damage, and if it is a Large or smaller creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you.
Burning Ember
Evocation Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You hurl a small, fiery ember at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage.
Shadowed Veil
Illusion Cantrip
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute
You shroud yourself in a veil of shadows, making it difficult for others to perceive you. For the duration, you have advantage on Dexterity (Stealth) checks, and any creature that attempts to make an attack roll against you has disadvantage if you are in dim light or darkness.
Echoing Chant
Enchantment Cantrip
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: 1 round
You utter a resonating chant that echoes throughout the area. Until the end of your turn, your next melee weapon attack deals an additional 1d6 thunder damage, and all creatures of your choice within 10 feet of you have disadvantage on their next saving throw.
1st-level Spells:
Radiant Blast
Evocation 1st-level spell
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A radiant beam of energy streaks towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 radiant damage.
Blessing of Resilience
Abjuration 1st-level spell
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch a willing creature, infusing them with the blessings of the Orc Gods. The target gains temporary hit points equal to 1d10 + your spellcasting ability modifier. Additionally, the target has advantage on saving throws against being frightened or charmed.
Warrior's Fury
Transmutation 1st-level spell
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: 1 minute
You channel the primal fury of the Orc Gods, fueling your combat prowess. For the duration, your melee weapon attacks deal an additional 1d6 force damage.
Resounding Command
Enchantment 1st-level spell
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 round
You issue a booming command that resonates through the air, compelling a creature of your choice within range to obey. The target must succeed on a Wisdom saving throw or be charmed by you until the end of its next turn and follow your verbal commands to the best of its ability.
2nd-level Spells:
Mighty Leap
Transmutation 2nd-level spell
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: 1 minute
You channel the raw strength of the Orc Gods, granting yourself incredible leaping ability. For the duration, your jump distance is tripled, and you have advantage on Strength (Athletics) checks made to jump.
Thunderous Wave
Evocation 2nd-level spell
Casting Time: 1 action
Range: Self (30-foot cone)
Components: V, S
Duration: Instantaneous
You unleash a powerful wave of thunderous force from your outstretched hands. Each creature in a 30-foot cone must make a Dexterity saving throw. On a failed save, a creature takes 4d6 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half damage and isn't pushed.
Searing Brand
Evocation 2nd-level spell
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You create a searing brand of divine energy and hurl it at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 fire damage and must make a Constitution saving throw. On a failed save, the target is also blinded until the spell ends. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends.
Inventor's Gaze
Divination 2nd-level spell
Casting Time: 1 action
Range: Self
Components: V, S, M (a small magnifying lens)
Duration: Concentration, up to 1 minute
Your eyes glow with a keen sense of observation and discovery. For the duration, you have advantage on Intelligence (Investigation) checks and Wisdom (Perception) checks that rely on sight. Additionally, you can read and understand any written language, regardless of whether you have encountered it before.
3rd-level Spells:
Ethereal Step
Conjuration 3rd-level spell
Casting Time: 1 action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
You tap into the ethereal realm and briefly step into it, allowing yourself to traverse distances with ease. For the duration, your movement speed is doubled, and you can move through creatures and solid objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.
Fury of the Horde
Evocation 3rd-level spell
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You call upon the spirits of the orcish horde, channeling their collective rage and battle prowess. For the duration, you gain the following benefits:
You have advantage on melee weapon attack rolls.
Your melee weapon attacks score a critical hit on a roll of 19 or 20.
Whenever you score a critical hit, the target takes additional damage equal to your Wisdom modifier.
Molten Armor
Abjuration 3rd-level spell
Casting Time: 1 action
Range: Self
Components: V, S, M (a piece of obsidian)
Duration: Concentration, up to 1 hour
You summon a protective armor of molten rock that surrounds your body. For the duration, you gain the following benefits:
Your AC increases by 2.
Any creature that hits you with a melee attack takes 2d6 fire damage.
When a creature hits you with a melee attack, you can use your reaction to cause fiery eruptions. The creature must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
Spiritual Assault
Necromancy 3rd-level spell
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Your weapon becomes infused with necrotic energy, turning your strikes into spiritual assaults. For the duration, your weapon attacks deal an additional 2d8 necrotic damage. Additionally, whenever you reduce a creature to 0 hit points, you regain hit points equal to half the necrotic damage dealt by this spell.
4th-level Spells:
Ingenious Replication
Conjuration 4th-level spell
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small gear)
Duration: Concentration, up to 1 hour
You tap into the divine ingenuity of Dromak, creating an exact duplicate of a non-magical object within range. The duplicated object must be no larger than a 5-foot cube. The duplicate functions identically to the original, and it remains for the spell's duration or until dispelled. If the duplicated object is destroyed, the duplicate also disappears. This spell cannot duplicate magical items or objects made of precious materials.
Vibrant Fury
Evocation 4th-level spell
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Your connection to the fierce power of the Orc Gods surges through you, infusing your body with vibrant energy. For the duration, your melee weapon attacks deal an additional 2d6 radiant damage. Additionally, whenever you hit a creature with a melee weapon attack, you regain hit points equal to half the radiant damage dealt.
Shadow's Shroud
Illusion 4th-level spell
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You envelop yourself in a shifting veil of shadows, becoming difficult to perceive. For the duration, you gain the following benefits:
You have advantage on Dexterity (Stealth) checks.
Attacks against you have disadvantage if the attacker relies on sight.
You can use your bonus action on each of your turns to teleport up to 30 feet to an unoccupied space you can see in dim light or darkness.
Uthri's Adamantine Arsenal
Transmutation 4th-level spell
Casting Time: 1 action
Range: Self
Components: V, S, M (a small piece of adamantine)
Duration: Concentration, up to 1 minute
You call upon Uthri's mastery of artifice to enhance your weapons and armor. For the duration, your melee weapon attacks deal an additional 2d6 damage, and your AC increases by 2. Additionally, you have resistance to bludgeoning, piercing, and slashing damage. This spell doesn't stack with other effects that increase AC.
Valaria's Luminous Inspiration
Enchantment 4th-level spell
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You invoke Valaria's muse-like influence, inspiring creativity and granting artistic prowess to a willing creature of your choice within range. For the duration, the target gains the following benefits:
Advantage on ability checks and saving throws related to artistic or creative endeavors.
Their spellcasting ability, if applicable, is considered one level higher for determining spell effects and the save DC of their spells.
Once per turn, when they deal damage with a spell or weapon attack, they can choose to add an additional 1d6 radiant damage.
Zalreth's Shadow Step
Conjuration 4th-level spell
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
You harness Zalreth's mastery of shadows and secrets, briefly phasing into the Shadowfell. For the duration, you gain the following benefits:
You have advantage on Dexterity (Stealth) checks and Wisdom (Perception) checks made in dim light or darkness.
You can use your bonus action to teleport up to 30 feet to an unoccupied space you can see in dim light or darkness.
If you are in dim light or darkness, you can make one weapon attack as a bonus action on each of your turns.
5th-level Spells:
Ethereal Blades
Transmutation 5th-level spell
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You channel the arcane essence of Valaria, transforming your weapon into a shimmering ethereal blade. For the duration, your weapon attacks deal an additional 2d8 force damage, and they are considered magical for the purpose of overcoming resistances and immunities. Additionally, creatures you hit with a weapon attack must succeed on a Wisdom saving throw or be blinded until the spell ends.
Transcendent Artistry
Enchantment 5th-level spell
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V, S
Duration: Concentration, up to 1 minute
You harness the divine artistic power of Valaria, imbuing the surrounding area with an ethereal beauty. For the duration, any creature that starts its turn within the radius must succeed on a Wisdom saving throw or be charmed by you until the spell ends. A creature charmed by this spell idolizes your artistic abilities and will not willingly harm you. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Mystic Revelation
Divination 5th-level spell
Casting Time: 1 action
Range: Self
Components: V, S, M (a crystal ball or a silver mirror worth at least 1,000 gp)
Duration: Concentration, up to 10 minutes
You tap into the hidden knowledge granted by Zalreth, unraveling the mysteries of the world around you. For the duration, you gain the following benefits:
You have truesight, allowing you to see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them.
You have advantage on Intelligence and Wisdom ability checks and saving throws.
You can use your action to gain detailed insights into a target creature or object within 30 feet. The DM reveals information about the target, such as its current status, vulnerabilities, resistances, and immunities, or any hidden or secret information relevant to it.
Dromak's Inventive Breakthrough
Conjuration 5th-level spell
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a small gear and a piece of parchment)
Duration: Instantaneous
You channel Dromak's boundless curiosity and inventive mastery, unraveling the mysteries of a magical or mechanical construct. Choose a non-living construct, such as a golem or magical device, within range. The target must make an Intelligence saving throw. On a failed save, the construct is temporarily disrupted and stunned until the end of its next turn. Additionally, you gain insight into its mechanisms and vulnerabilities, granting you advantage on attack rolls and ability checks made against the target until the end of your next turn.
Uthri's Resilient Vigor
Abjuration 5th-level spell
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You invoke Uthri's divine fortitude, imbuing a willing creature you touch with extraordinary resilience. For the duration, the target gains the following benefits:
They have resistance to all damage except psychic damage.
If they drop to 0 hit points but are not killed outright, they drop to 1 hit point instead. This effect can only occur once per casting of the spell.
They have advantage on Constitution saving throws and death saving throws.
Zalreth's Veil of Deception
Illusion 5th-level spell
Casting Time: 1 action
Range: Self
Components: V, S, M (a small piece of black silk)
Duration: Concentration, up to 1 hour
You tap into Zalreth's mastery of trickery and illusion, shrouding yourself in an enigmatic veil of deception. For the duration, you gain the following benefits:
You have advantage on Dexterity (Stealth) checks and Charisma (Deception) checks.
You can use your action to cast the disguise self spell without expending a spell slot or requiring material components.
When a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to impose disadvantage on the attack roll.
Level 6 Spells:
Uthri's Forge of Annihilation
Evocation 6th-level spell
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V, S, M (a small piece of adamantine and a blacksmith's hammer)
Duration: Concentration, up to 1 minute
You channel the destructive power of Uthri's forge, creating a searing vortex of annihilation centered on yourself. For the duration, the area within 30 feet of you becomes a blistering inferno. Each creature of your choice that starts its turn within the area or enters it for the first time on a turn takes 6d10 fire damage. Additionally, objects and structures within the area have their hardness halved and take double damage from fire-related sources. Creatures and objects that are resistant or immune to fire damage have their resistances or immunities bypassed.
Valaria's Symphony of Perfection
Enchantment 6th-level spell
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V, S
Duration: Concentration, up to 1 minute
You invoke Valaria's essence of aesthetic perfection, creating an ethereal symphony that permeates the area around you. For the duration, all allies within 30 feet of you gain the following benefits:
They have advantage on ability checks, attack rolls, and saving throws.
They can use their reaction to make an additional opportunity attack when a creature they can see moves out of their reach.
They gain temporary hit points equal to your cleric level at the start of each of their turns.
Zalreth's Veil of Shadows
Illusion 6th-level spell
Casting Time: 1 action
Range: Self
Components: V, S, M (a small piece of obsidian)
Duration: Concentration, up to 10 minutes
You tap into Zalreth's mastery of shadows and deception, shrouding yourself in an impenetrable veil of darkness. For the duration, you gain the following benefits:
You have advantage on Dexterity (Stealth) checks, and you can attempt to hide even when only lightly obscured.
You are immune to being charmed or frightened, and any attempt to magically discern your thoughts or location has disadvantage.
When you make an attack roll against a creature, you have advantage if it is in dim light or darkness, and it has disadvantage on its saving throws against your spells cast from the darkness.
Level 7 Spells:
Dromak's Eureka Moment
Divination 7th-level spell
Casting Time: 1 action
Range: Self
Components: V, S, M (a small gear and a piece of parchment)
Duration: Instantaneous
You channel Dromak's boundless curiosity and inventive genius, experiencing a sudden surge of insight and discovery. You gain knowledge of the most efficient solution to a problem or challenge you are currently facing. This solution could involve a complex invention, a hidden path, or the unraveling of a mystery. Additionally, you gain advantage on any ability checks, attack rolls, or saving throws related to implementing this solution for the next hour.
Uthri's Adamantine Citadel
Conjuration 7th-level spell
Casting Time: 1 hour
Range: 300 feet
Components: V, S, M (a miniature adamantine fortress worth at least 10,000 gold pieces, which the spell consumes)
Duration: 24 hours
You call upon the mastery of Uthri's craftsmanship to create an impregnable citadel made of adamantine at a point you can see within range. The citadel occupies a 60-foot cube and is equipped with magical defenses. The citadel has the following properties:
It is immune to all damage and cannot be dispelled by any means.
It has four entrances, each guarded by a gate that can only be opened by creatures you designate.
It is equipped with traps and barriers that impose disadvantage on attack rolls against creatures inside.
It is furnished with comfortable living quarters, a workshop, and an armory containing magical weapons and armor.
The citadel is staffed by loyal constructs that follow your commands.
You can designate up to six creatures to be unaffected by the citadel's defenses and freely enter or leave.
Valaria's Transcendent Masterpiece
Enchantment 7th-level spell
Casting Time: 1 hour
Range: Touch
Components: V, S, M (rare pigments and precious gemstones worth at least 5,000 gold pieces, which the spell consumes)
Duration: Permanent
You tap into Valaria's transformative power of artistry, enhancing an object or construct you touch with unparalleled beauty, functionality, and magical properties. The target object becomes a masterpiece of craftsmanship, gaining the following benefits:
It is considered a magical item and can be attuned to by a creature.
It gains a +3 bonus to attack and damage rolls made with it.
It has its hardness increased by 5 and gains resistance to all damage.
It can be used as a spellcasting focus, allowing the wielder to cast spells without requiring material components.
It can be commanded mentally by its attuned owner and can perform tasks autonomously within its capabilities.
Level 8 Spells:
Dromak's Eureka of Innovation
Transmutation 8th-level spell
Casting Time: 1 action
Range: Self
Components: V, S, M (a small gear and a vial of quicksilver)
Duration: Concentration, up to 1 hour
You channel the boundless curiosity and inventive mastery of Dromak, infusing your mind with unprecedented ingenuity. For the duration, you gain the following benefits:
You have advantage on Intelligence (Investigation) checks, Wisdom (Perception) checks, and all skill checks related to invention, problem-solving, or technological understanding.
You can create a minor magical invention or construct with a combined value of up to 2,000 gold pieces using available materials. This invention remains functional for the duration or until it is destroyed.
You can cast spells from the Artificer spell list as if you were a 5th-level Artificer, using your spellcasting ability modifier.
Uthri's Adamantine Arsenal
Conjuration 8th-level spell
Casting Time: 1 action
Range: Self
Components: V, S, M (a small adamantine ingot)
Duration: Concentration, up to 1 minute
You call upon the mighty craftsmanship and mastery of Uthri to summon a powerful arsenal of adamantine weapons. For the duration, you gain the following benefits:
Your melee weapon attacks deal an additional 2d10 slashing damage.
Your melee weapon attacks score a critical hit on a roll of 19 or 20.
You have resistance to bludgeoning, piercing, and slashing damage.
As a bonus action on each of your turns, you can create a spectral weapon in an unoccupied space within 5 feet of you. The weapon lasts until the spell ends and counts as a magic weapon with a +3 bonus to attack and damage rolls.
Valaria's Symphony of Perfection
Enchantment 8th-level spell
Casting Time: 1 action
Range: Self
Components: V, S, M (a small vial of rare pigments)
Duration: Concentration, up to 1 minute
You invoke Valaria's transcendent beauty and artistic mastery, transforming yourself into a living masterpiece. For the duration, you gain the following benefits:
Your Charisma score increases by 4, to a maximum of 24.
You have advantage on Charisma checks and saving throws.
You gain proficiency in all Charisma-based skills if you don't already have it.
Once per turn, when you deal damage to a creature with a spell of 1st level or higher, you can deal an additional 2d6 radiant damage.
Level 9 Spells:
Dromak's Ever-Changing World
Illusion 9th-level spell
Casting Time: 1 hour
Range: 1 mile
Components: V, S, M (a tiny interlocking gear set)
Duration: 24 hours
You tap into Dromak's boundless creativity and forge a connection with the very fabric of reality. You reshape the world within a 1-mile radius centered on a point you can see. The changes can be as subtle as altering the weather or as drastic as rearranging the landscape. The effects include:
Changing terrain features, such as creating hills, chasms, or rivers.
Altering the climate, causing storms, fog, or intense heat.
Modifying the properties of objects or structures.
Transforming the appearance of creatures or objects within the area.
Creating illusory structures, disguising entrances, or creating hidden passages.
These changes are illusory but appear and function as real to those affected by them. They persist for the duration or until dispelled.
Uthri's Flames of Creation
Evocation 9th-level spell
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V, S, M (a vial of liquid fire)
Duration: Concentration, up to 1 minute
You channel Uthri's divine essence and become a living forge of destruction. Flames erupt from your body, engulfing the area in a 30-foot radius. For the duration, you gain the following benefits:
You emit bright light in a 30-foot radius and dim light for an additional 30 feet.
Creatures within the bright light take 6d10 fire damage at the start of their turn if they fail a Dexterity saving throw.
You have resistance to fire damage and immunity to the heat produced by the flames.
You can use a bonus action on each of your turns to hurl a 5-foot-wide line of fire up to 120 feet. Each creature in that line must make a Dexterity saving throw, taking 8d10 fire damage on a failed save or half as much on a successful one.
Valaria's Celestial Ode
Enchantment 9th-level spell
Casting Time: 1 action
Range: Self
Components: V, S, M (a rare gemstone worth at least 5,000 gold pieces)
Duration: Concentration, up to 1 hour
You channel Valaria's unparalleled artistic talent and evoke the pure essence of beauty and grace. Your presence becomes a beacon of inspiration and enlightenment. For the duration, you gain the following benefits:
You become immune to all forms of damage and conditions.
Any hostile creature that starts its turn within 60 feet of you must succeed on a Wisdom saving throw or be stunned until the start of its next turn.
You have advantage on all ability checks, saving throws, and attack rolls.
Whenever you cast a spell of 1st level or higher, you regain hit points equal to the spell's level + your Charisma modifier for each creature of your choice within 30 feet of you.