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The Neoteric

1/9/22 8:41 PM

The Neoteric
Epic Inventor

The Neoteric is much more than your average inventor, they take the bleeding edge and go right over it. The
neoteric exerts their epic power in the form of unbound upgrades, a small set of extremely powerful
modifications that they apply to their inventions.

Prerequisites
Becoming a Neoteric is a truly difficult task, only the most intelligent and driven of inventors can even fathom
the knowledge necessary to create the things that they do. The neoteric must expand their mind to epic
heights to even ponder the complexity of their unbound upgrades, inventions so powerful that they can rival
the effects of Epic magic.
To advance as a neoteric, you must meet the following prerequisites (in addition to the multiclassing
prerequisites for your existing class).
• Inventor Level 20 - Only the most intelligent and driven of inventors have the mental acuity to pursue
the path of the neoteric.
• Slay an Epic Foe - At the DM’s discretion, you may be required to defeat a mighty opponent of
tremendous power. This enemy must be the greatest threat you have ever faced and represent a
tremendous achievement in your adventuring career. DMs are encouraged to make this foe a creature of
great power that pushes a character to its limits. The creature need not be defeated single-handedly but
should always be of considerable challenge.
• Epic Trial: Unbound Inventiveness - A neoteric is a creator of things that have yet to be imagined.
Inspiration, cunning, and creativity are just as essential to a neoteric as food, air, and water.
Occasionally, a burning desire to build inspires a powerful inventor, and a creation must be tested and
developed. The implications of this experiment are staggering. It may reveal a unique process to bind
magic to matter, or invent a secret alloy that allows for even more complex arcane machines. Whatever
the construction, its design must be unknown to any significant body of knowledge and be suitably
difficult as to take at least a year and a day to create a working and sustainable version. This test of skill
and ability pushes an inventor into a new mode of thinking: the way of the neoteric, whose genius and
skill can be used to improve upon their already ingenious upgrades beyond conception or understanding.
Level Prestige Class Features Proficiency Inventor Unbound Spells Spell Slots per
Bonus Upgrades Upgrades Known Spell Level
21st Ability Score Improvement, +6 10 0 15 4/3/3/3/2/1
Epic Feat, Boundless
Intellect
22nd Unbound Upgrades +6 11 1 17 4/3/3/3/2/1
23rd Ability Score Increase +7 12 1 19 4/3/3/3/2/1/1
24th Expansive Tinkering +7 13 2 20 4/3/3/3/2/1/1
25th Ability Score Improvement, +7 15 2 21 4/3/3/3/2/1/1
Epic Feat /1
26th Epic Inventor +7 16 3 23 4/3/3/3/2/1/1
Specialization /1
27th Ability Score Improvement +8 17 3 25 4/3/3/3/2/1/1
/1/1
28th Transcendent Artifice +8 18 4 27 4/3/3/3/2/2/1
/1/1
29th Ability Score Increase, Epic +8 19 4 29 4/3/3/3/2/2/2
Feat /1/1
30th Unyielding Prime Mover +8 20 5 30 4/3/3/3/2/2/2
/1/1
Class Features
As a neoteric, you gain the following class features.

Hit Points
Hit Dice: 1d8 per neoteric level
Hit Points per Level: 1d8 (or 5) + your Constitution modifier per neoteric level

Proficiencies
Saving Throws: You gain proficiency in a single saving throw of your choice.

Ability Score Improvement


When you reach 21st level, and again at 23rd, 25th, 27th, and 29th level, you can increase one ability score of
your choice by 2, or you can increase two ability scores of your choice by 1. You can’t increase an ability score
above 30 using this feature.

Epic Feat
When you reach 21st level, and again at 25th and 29th level, you may select one Epic feat from the Epic feat
list detailed in chapter 3. You may forgo taking an Epic feat to instead increase an ability score of your choice
by 4, or you can increase two ability scores of your choice by 2. You cannot increase an ability score above 30
using this feature.

Boundless Intellect
Starting at 21st level, your ingenuity expands. You can use a bonus action on your turn to expend a neoteric
spell slot to regain 1 charge of an Inventor Upgrade or magical item you're attuned to. If you expend a spell
slot of 2nd level or higher, the upgrade or item regains an amount of charges equal to the spell level expended.
Finally, your spellcasting continues to improve as you gain levels as a neoteric. You gain improved spell slots
per level, and can prepare additional spells from neoteric spell list according to your class progression table.
These spells are also considered inventor spells for you.

Neoteric Spell List


6th Level 7th Level 8th Level 9th Level
Globe of Invulnerability Etherealness Antimagic Field Gate
Guards and Wards Magnificent Mansion Antipathy/Sympathy Power Word Heal
Heal Mirage Arcane Clone Prismatic Wall
Magic Jar Regenerate Control Weather Time Stop
Move Earth Resurrection Demiplane True Polymorph
Programmed Illusion Simulacrum Mind Blank
True Seeing Symbol Telepathy

Unbound Upgrades
At 22nd level, your skill at designing arcane enhancements nears its apex in the form of unbound upgrades. At
this level, you learn one unbound upgrade and learn more as you advance as a neoteric. Additionally, each
inventor specialization gains two unique unbound upgrades that only they have access to. All of the Unbound
Upgrades are detailed at the end of the class. An item can only have a single unbound upgrade on it at a time.

Expansive Tinkering
At 24th level, your learnings of other inventor specializations and skills with tools expand. Whenever you
make an ability check with an Artisans' tool, you do so with Epic advantage. Additionally, you gain the first
three levels of an additional inventor specialization of your choice. When choose this secondary specialization,
you can also choose three unrestricted upgrades from that specialization of your choice. You ignore the level
requirement necessary for any of the upgrades you choose.

Epic Inventor Specialization


At 26th level, the skills you acquired as a mere inventor ascend to Epic proportions. You gain the following
features according to which specialization you chose when progressing as an inventor.

Gadgetsmith
You gain a special action on your turn that you can use to activate one of your gadgetsmith upgrades or to use
one of your gadgets. Additionally, over the course of Short or Long Rest you can create an unstable prototype
of another gadgetsmith weapon. This prototype is extremely volatile and can only maintain shape for 24
hours. Finally, as a bonus action on your turn you can quickly create one gadgetsmith unrestricted upgrade of
your choice. Once you've used this upgrade you cannot create that upgrade as a bonus action again until you
complete a Short or Long Rest.

Golemsmith
Your golems hit points expand as you gain levels as a neoteric. Your neoteric levels act as additional inventor
levels when determining your golems hit points. Additionally, your golem gains a special reaction detailed
below.
Defensive Protocol: When an allied creature within 10 feet of the golem takes damage from an attack, it can
lunge in front of the ally to take all of the attacks damage instead.
Finally, your golem gains the following additional features.
Adamantine Construction: Whenever your golem is critically hit, that hit is reduced to a normal hit.
Destructive Strikes: Your golem can make one additional attack whenever it takes the attack action, this
additional attack can be used to attack with an Oversized Weapon if you chose that upgrade.

Infusionsmith
You gain the following infusion.
Sentient Item: When you apply this infusion to a weapon, staff, rod, or your blasting rod it gains an
intelligence of its own allowing it to act of its own accord. As a bonus action on your turn, you can awaken the
item this infusion is applied to. The awakened item uses your Intelligence score to determine ability checks,
attack rolls, and saving throws, it also uses your proficiency bonus. As an attack action on your turn, you can
command the item to move up to 30 feet to an unoccupied space you can see, and as a apart of the same attack
action the item can cast any Inventor spell you know that requires one action or bonus action to cast, or you
can activate the item this infusion is applied to (i.e. make an attack with a weapon, or cast a Cantrip through
your Blasting Rod). An item with this infusion applied can also bear one additional infusion. When the item
casts a spell in this manner, it expends an inventor spell slot as normal. This infusion can only be applied to
one item at a time.
Additionally, as a reaction you can teleport to an unoccupied space adjacent to the item bearing this infusion.
You can choose to take this reaction at any point, it doesn't require a trigger.

Potionsmith
Whenever you deal damage, restore hit points, or grant temporary hit points Via your Empowered Alchemy
subclass feature, you can add your Proficiency bonus in addition to your Intelligence modifier. Additionally,
you can create a number of potions equal to your Intelligence modifier per Long Rest without expending a
spell slot. Finally, any potions you have that deal damage, restore hit points, or grant temporary hit points,
you roll four additional dice when determining that potions total. Creatures that would normally be immune
to the damage dealt by a potion, are instead resistant.

Thundersmith
The power of your Stormforged weapon increases as you gain power. When you reach 21st level, the
additional damage your Thundermonger feature deals increases to 11d6, 13d6 at 23rd level, 15d6 at 25th
level, 17d6 at 27th level, 19d6 at 29th level, and 20d6 at 30th level. Additionally, a number of times equal to
your Intelligence modifier per Long Rest you can reroll the dice of your Thundermonger damage without
expending a spell slot. When you reroll the dice in this manner, if the second result on a die is a 1, you can
treat it as a 3 instead. Finally, a number of times equal to your Intelligence modifier per Long Rest you can
deal full damage using your Devastating Blasts subclass feature.

Warsmith
You improve you Warplate Gauntlet and your Warsmith's Armor to new heights. The base AC of your
Warsmith's Armor increases by 3, and the damage dealt by your Warplate Gauntlet increases by two dice.
Also, whenever you take the attack action on your turn, you can either make a third attack with your
Warplate Gauntlet or activate an inventor upgrade applied to your Warplate Gauntlet or your Warsmith's
armor so long as that upgrade normally requires an action or bonus action to use. Finally, so long as you are
in your Warsmith's Armor, you are no longer required to breathe, drink, eat, or sleep, magic cannot put you to
sleep, you gain immunity to poison damage, immunity to the poisoned condition, and you can remain in your
armor when you take a Long Rest.

Fleshsmith.
Your vitality is fortified immensely, up to your Intelligence modifier times per Long Rest you can regain hit
points Via your Uncanny Vitality subclass feature without expending a hit die. Additionally, you gain one of
the following additional features depending on your Thesis of Flesh.
Perfection of Form: When you calculate the save DC for your Fleshsmith upgrades and abilities, you can
include half your Intelligence modifier rounded down in addition to the normal DC calculation. In addition,
the total number of attacks you can make as a bonus action now includes your neoteric level and you can
sacrifice two attacks from this pool to cast an inventor or neoteric spell that has a casting time of 1 action.
Perfection of Mind: Whenever you make a Wisdom (Medicine) check, you do so with Epic advantage and
you may use your Intelligence modifier rather than your Wisdom modifier to calculate the total. Additionally,
the pool of d8's you gain now includes your neoteric level. Finally, you can now expend a number of d8's equal
to your proficiency bonus + half of your Intelligence modifier rounded down.
Perfection of Creation: Your Adorable Critter's hit points now include your neoteric level and your
Constitution modifier. Additionally, you can command your adorable critter with your bonus action an
additional number of times equal to your neoteric level. Finally, your adorable critter gains the following
feature.
Adaptive Form: Over the course of a Long Rest, you can enhance the power of your adorable critter.
Choose up to three inventor upgrades that you know, these upgrades are now applied to your adorable
critter until you complete your next Long Rest.
Perfection of Technique: The number of times you can make a bonus action attack against a target you
pulled towards you, or you pulled yourself towards increases by an amount equal to your neoteric level.
Additionally, your Flaying Hook or Death Flail gain the following additional property.
Fleshgrinding: Whenever a weapon with this property successfully hits a living creature, you can
magically animate it (requiring no action) to begin burrowing into the target. While burrowing into a
target in this manner, the affected creature takes damage as if you had successfully hit it with the
weapon at the start of each of your turns. The burrowing continues for a number of rounds equal to your
Intelligence modifier. The creature affected by the weapon can use an action to attempt a Strength
(Athletics) check using your Inventor save DC to remove the weapon from itself. After the weapon has
finished burrowing or has been removed by the target, you can magically recall the weapon to your hand
as a bonus action.

Cursesmith
When you use your Unlimited Power subclass feature to increase the potency of your Forbidden Artifact, it
deals an additional number of damage dice equal to half of your Intelligence modifier rounded down rather
than two additional dice. While in its empowered state, your Forbidden Artifact deals vile damage rather than
its normal damage. Additionally, you gain one of the following benefits based on your Cursed Path choice.

Curse Bearer: Whenever you would suffer a drawback from one of your inventor upgrades while under the
effects of the Bane spell, you instead suffer no drawback. Additionally, you have the following spells added to
your neoteric spell list. These spells do not count against your spells known. If one of the spells gained is
already on the neoteric spell list, you can cast that spell once per Long Rest without expending a spell slot.
Neoteric Level Spell
21st Forbiddance
23rd Symbol
25th Mind Blank
27th Imprisonment

Curse Bringer: When you use your reaction to inflict the drawback of one of your inventor upgrades on a
creature within 30 feet of you, you can instead apply it to a number of creatures equal to your Intelligence
modifier rounded down that are within 60 feet of you. Additionally, you have the following spells added to
your neoteric spell list. These spells do not count against your spells known. If one of the spells gained is
already on the neoteric spell list, you can cast that spell once per Long Rest without expending a spell slot.
Neoteric Level Spell
21st Mental Prison
23rd Project Image
25th Feeblemind
27th Psychic Scream

Curse Eater: The damage dice of your natural weapon increase by one size (i.e. 1d4 becomes 1d6, 1d8
becomes 1d10, etc.). Additionally, when you would have disadvantage or Epic disadvantage on a saving throw
against a spell or magical effect, you can lose a number of hit points equal to the damage dealt by your natural
weapon as if you had hit another creature. After doing so, you no longer suffer disadvantage or Epic
disadvantage on the saving and you gain a bonus on that saving throw equal to half your Intelligence modifier
rounded down. Finally, you have the following spells added to your neoteric spell list. These spells do not
count against your spells known. If one of the spells gained is already on the neoteric spell list, you can cast
that spell once per Long Rest without expending a spell slot.
Neoteric Level Spell
21st Harm
23rd Finger of Death
25th Maddening Darkness
27th Gloom Pyre

Runesmith
Your knowledge and skills related to creating and placing runes expands. At 21st level, you can have an
additional rune marked (to six runes). At 28th level, you can have an additional rune marked (for a total of
seven runes). Additionally, when you use your Twin Flares subclass feature to activate extra runes or glyphs,
you can instead activate an amount of runes or glyphs equal to half your Intelligence modifier rounded down
rather than two. Finally, once per Short or Long Rest you can change the aspect of a glyph you know to the
aspect of a different glyph that you know as a bonus action. Doing this does not activate the affected glyph.

Relicsmith
Depending on which Ingenious Reliquary you chose at 3rd level, that reliquary gains one of the following
benefits.
Melee Weapon: Whenever your relic would deal fire damage, it instead deals righteous damage.
Additionally, the extra damage dealt by the relic increases from 1d6 to 2d8.
Ranged Weapon: Whenever you deal radiant damage with your relic, you can instead deal righteous damage.
Additionally, the obscene power of your relic enhances the distance of your ranged weapon attacks. The
normal range of your weapon is doubled.
Relic Lantern: The light produced by your lantern shines as bright as the closest stars. Your lantern now
produces a 60-foot radius of sunlight and it shines bright light for an additional 60-foot radius. Also, when you
use your bonus action to grant a creature within the light of the lantern temporary hit points, you can now
grant those temporary hit points to a number of creatures equal to half your Intelligence modifier rounded
down. Finally, when you roll for a creatures temporary hit points, you can roll one additional die.
In addition to the prior benefits, you also gain expanded spells based on the Ordained Path you chose at
3rd level. These spells do not count against your spells known. If one of the spells gained is already on
the neoteric spell list, you can cast that spell once per Long Rest without expending a spell slot.

Path of justice:
Neoteric Level Spell
21st Blade Barrier
23rd Divine Word
25th Earthquake
27th Meteor Swarm

Path of Salvation:
Neoteric Level Spell
21st Word of Recall
23rd Resurrection
25th Holy Aura
27th Mass Heal

Path of Penance:
Neoteric Level Spell
21st Find the Path
23rd Temple of the Gods
25th Control Weather
27th Foresight

Transcendent Artifice
At 28th level, the base knowledge of magic items you acquired as a mere inventor expands to super human
heights. You gain the ability to cast the Legend Lore spell at will without requiring components so long as
you use it to acquire knowledge about an item, you can attune to one additional magic item, and your Arcane
Retrofit feature can now apply to artifacts and sentient items but it cannot be applied to relics.

Unyielding Prime Mover


At 3oth level, your mastery over manipulating magic items reaches its apex. Whenever you have a magic
item with charges, you can expend charges from that item to regain neoteric spell slots. You can expend 2
charges for a 1st level spell, 3 charges for a 2nd level spell, 4 charges for a 3rd level spell, etc. Additionally,
you can apply two more inventor upgrades than normal to a single item. Finally, whenever an upgrade allows
you to cast a spell of 5th level or lower, you can now cast those spells using your neoteric spell slots in
addition to the uses allotted by the upgrade itself.

Unbound Upgrades
The first Unbound Upgrades shown are those specific to certain inventor specializations. When you reach
26th level, you can immediately swap one of your previously learned unbound upgrades for one of the
upgrades specific to your specialization. If you wish to learn the other specialization specific unbound upgrade,
you must choose whenever you next gain access to you next unbound upgrade shown on your class table.

Gadgetsmith Unbound Upgrades

Directive Shield - This small plate constructed of a multitude of spinning cogs is infused with immense
amounts of arcane magic. Once you attach this plate to a shield or similar item, it grants the following
benefits:

This item has 10 charges, it requires 2 charges to activate. Activating this upgrade requires the use of a bonus
action, or you may use your 26th level Gadgetsmith feature to do so. Upon activation, you gain a +3 bonus to
your AC, all ranged attack rolls against you are made with Epic disadvantage, and all allied creatures within
10 feet of you gain half cover. These benefits remain for a number of rounds equal to your Neoteric level. If
you expend all 10 of the items charges upon activation, all hostile creatures within 60 feet of you upon
activation do not add their proficiency bonus to attacks made against you for the same duration as the
previous effects.

Solenoid Bow Gun - You create an altered crossbow that is layered with a set of powerful arcane magnets with
each of the polarities being cranked up to dangerous heights. The weapons chamber contains an advanced
network of pipes and wires too complex for the average person to comprehend, and with a pull of the hair
string trigger the weapon propels a sharp crystal of pure magic at the target. The weapon has the following
base statistics:

Solenoid Bow Gun


Ranged weapon (advanced, crossbow)

Damage: 3d10
Damage Type: Force
Item Rarity: Extraordinary
Properties: Magical, Range, Two-Handed
Range: 1,500

This weapon has 30 charges, which can be expended to activate one of the following abilities the weapon
provides:
• 18 charges: You can cast the Tier 1 Epic spell Magic Bullet through the weapon, targeting a creature within
the weapons range.
• 18 charges: You can cast the Tier 1 Epic spell Sonic Boom through the weapon. The spell cannot be
countered if cast in this way.
• 18 charges: You can cast the Tier 1 Epic spell Antimagic Ray at one creature you can see within the weapons
range.
• 2 charges: You empower the next two attacks you make this weapon. While so empowered, your attacks
ignore all forms of cover, and deal an additional 2d12 arcane damage.

Golemsmith Unbound Upgrades

Arcane Absorption Protocol - When you apply this upgrade to your golem companion, it gains the following
feature.
Arcane Absorption - The golem has Epic advantage on saving throws against non-Epic spells and magical
effects. Additionally, the golem gains resistance to damage from non-Epic spells and if the golem succeeds on
a saving throw against a non-Epic spell that causes an ill effect on a successful saving throw, the golem
instead suffers no such effect. After the golem takes damage from a spell, it becomes empowered by the magic
that effected it. Until the end of the golems next turn, its attacks deal an additional two dice of damage, and
deal arcane damage rather than the damage it would normally deal.

Allied Protection Protocol - When you apply this upgrade to your golem companion, it gains the following
additional feature.
Allied Protection - When a creature friendly to the golem or its neoteric creator is reduced to 0 hit points,
the golem can use its reaction to teleport to an unoccupied space adjacent to the triggering ally. As a part of
the same reaction, the golem can expend up to 100 of its own hit points and heal the affected ally for the same
amount. After the ally is healed in this manner, it gains Epic advantage on all ability checks, attack rolls, and
saving throws until the start of the golems next turn. Finally, if the triggering ally cannot be returned to life
by normal means, the golem has its critical threshold reduced by 3, and deals additional thunder damage on all
its attacks equal to your Neoteric level against the creature that slew the triggering ally until that creature is
reduced to 0 hit points.

Infusionsmith Unbound Upgrades

Grand Foresight - When you apply this infusion to an item, you gain the following benefits as long as you have
the infused item on your person.
• You cannot be surprised.
• You gain immunity to the blinded condition.
• Creatures gain no benefits from flanking you.
Additionally, this infusion has 10 charges that be expended to cause the following effects.
Combat Insight - As a part of an attack action on your turn, you can spend 5 charges to gain Epic advantage on
all attack rolls you make on your current turn. Additionally, when you roll damage for an attack, you treat all
1's rolled as 3's and if the target would normally be immune to the damage dealt by the attack it is instead
resistant.
Foretold Retreat - As a reaction to being targeted by an attack, you can spend 2 charges to receive a vision of
the result. Rather than suffering the attacks potential effects, you can choose to teleport up to 30 feet to an
unoccupied space you can see furthest away from the triggering attacker.
Prophetic Warning - As a reaction to an ally within 60 feet of you being targeted by an attack, you can spend 3
charges to grant that ally insight into a vision of a potential outcome granting it a bonus to its AC equal to
your Neoteric level against a number of attacks equal to the amount of animated items you have under your
control.

Failsafe - This infusion must be applied to an allied creature. When the creature this infusion is applied to is
reduced to 0 hit points and falls unconscious, rather than making death saving throws the creature instead
ignores the unconscious condition for a number of rounds equal to your Neoteric level. Whenever the infused
ally takes damage, the neoteric must succeed on a Intelligence saving throw with a save DC equal to half of
the damage dealt rounded down. On a failed saving throw, the neoteric must choose to either have the
infusion on the creature end, or you can choose to lose an amount of hit points equal to the damage dealt to
the infused creature. If the infusionsmith chooses the latter option, they have Epic disadvantage on the next
saving throw made to maintain the infusion. On a successful save, the infusion is maintained.
Additionally, this item has 10 charges that the infusionsmith can spend on the following spells, targeting only
the infused creature. Once all of the charges have been expended, this item cannot regain charges for a
number of rounds equal to your Neoteric level.
• Heal (4 charges)
• Regenerate (5 charges)
• Power Word Heal (10 charges)

Potionsmith Unbound Upgrades

Immortality Elixir - You unlock the secrets of alchemical immortality. Once this potion is consumed, it cannot
be created again until at least 100 years have passed. The creature that imbibes this potions gains the
following benefits.
• You no longer age, nor can you be magically aged by non-Epic effects.
• Your body becomes more resilient, causing you to gain immunity to nonmagical bludgeoning, piercing,
and slashing damage. You also gain resistance to magical bludgeoning, piercing, and slashing damage
dealt by items of rare or lower rarity.
• Your hit point maximum increases by an amount equal to your inventor, and neoteric level. This bonus
increases as you gain additional neoteric levels.
• Your hit point maximum cannot be reduced by non-Epic effects, and when you are reduced to 0 hit
points, you do not make death saving throws and are instead rendered unconscious for a number of days
equal to half your Neoteric level unless you receive magical healing that would bring your current hit
point total beyond 0. Finally, if you are killed Via a non-Epic spell or effect that would make you more
difficult to raise from the dead, any spells cast to return you to life automatically succeed and require no
components.

Alchemical Overdrive Serum - You concoct a serum that enhances the drinkers combat effectiveness immensely
at the cost of its life force. The creature that imbibes this serum gains the following benefits for a number of
rounds equal to your Neoteric level.
• The imbiber gains resistance to all damage, Epic or not. Additionally, it gains immunity to nonmagical
damage.
• Any attack roll the imbiber makes that has a result of 9 or lower, is instead treated as a 10. Additionally,
when the imbiber rolls damage for an attack, it deals the maximum damage possible.
• The imbiber cannot be critically hit.
• If the imbiber has the ability to cast spells, they cast any spell of 1st level or higher as if it were cast at
one level higher.
After these benefits end, the creature that imbibed the serum must forcefully excrete the chemicals otherwise
it would simply die. The creature gains 2 levels of exhaustion, and loses a number of hit points equal to 10
times your Neoteric level. If the imbiber so wishes, it can use an action on its turn to flush the chemicals out of
its system early. When the effect ends in this manner, the imbiber only gains 1 level of exhaustion, and only
loses half as many hit points.

Thundersmith Unbound Upgrades

Stormforged Perfected - Your stormforged weapon reaches its peak. It gains a +1 bonus to all attack and
damage rolls (stacking with any existing bonus from Weapon Improvement or Arcane Retrofit), up to a
maximum of +5. Additionally, once per Long Rest when you expend a spell slot to use Storm Blast or
Lightning Burst, as a part of the action to use that ability you also cast the tier 1 Epic spell Sonic Boom
centered on the same target. Doing this damages your Stormforged weapon to such a degree that it requires
an action and a 3rd level spell slot to repair (you can expend the spell slot as a part of the action).

Concentrated Beam - You devise an alternate firing mode for your Stormforged weapon that concentrates the
immense elemental power into a disruptive beam. When you fire your weapon in this mode, you can only
make one attack, but, you concentrate on the beams intensity (as if concentrating on a spell) to maintain the
beam for up to 1 minute before activating it again. The beam takes the shape of a 2,000 foot long, 10-foot wide
line of lightning. Each creature that starts its turn in the affected area must succeed on a Dexterity saving
throw Vs. you Neoteric save DC taking the weapons damage, plus thunder monger damage, plus an additional
10d6 lightning damage on a failed saving throw, or half as much on a successful saving throw. If the damage
dealt from this beam reduces an affected creature to 0 hit points, it dies and is disintegrated. Also, as an action
on subsequent turns, you can change the direction of the beam. Finally, this beam ignores all forms of cover,
and immediately dispels any non-Epic magical barriers if they are blocking the beams path.

Warsmith Unbound Upgrades

Warplate Perfected - You take your warplate to its absolute peak, granting you the following benefits.
• You can only be critically hit on rolls of 20, if a creature has an expanded critical range, that creature
must roll a 20 on the d20 to gain the benefits of a critical hit.
• Whenever you would take 25 or less bludgeoning, slashing, or piercing damage from a non-Adamantine
weapon, you instead take 0 damage.
• Whenever you would be forced to move against your will, you can instead choose not to move.
Additionally, whenever you are within the effects of a Wall of Force spell or similar spell or magical
effect, you can attempt an Intelligence check Vs. the casters save DC to walk through it as if it were
difficult terrain.

Overclock Protocol - You install a mechanical system that sends you, and your warplate over their natural
limits. You can you an action to activate this upgrade, granting you the following for 1 minute. Once you use
this upgrade, it cannot be used again until you complete a Long Rest.
• Your speeds are doubled, you gain one additional reaction, you can make one additional attack with your
warplate gauntlet, and you gain Epic advantage on Strength, Dexterity, and Constitution saving throws.
• Attacks made with your Warplate Gauntlet, Integrated Weapons, Force Blast, or spells cast through
your Warplate deal Arcane damage rather than their normal damage.
• While this upgrade is active, you can choose to expend an Inventor or Neoteric spell slot to deal extra
arcane damage on the next weapon attack you make that hits, or the damage dealt of a spell you cast
through your Warplate. The extra damage is 2d8 for a 1st level spell slot, and an additional 1d8 for
every level above 1st to a maximum of 10d8 additional damage.

Fleshsmith Unbound Upgrades

Limitless Might - You have taken your personal mutations to their apex and have granted yourself the ability
to enter a rage-like state for 1 minute, granting the following benefits. After you use this upgrade, it cannot be
used again until you complete a Long Rest.
• Your Strength score increases by 6 to a maximum of 36, and you add your Neoteric level to your melee
weapon damage rolls. Additionally, your size category increases by 1.
• Whenever a creature hits you with a melee attack, it takes acid damage equal to your Neoteric level +
your Intelligence modifier.
• Your lifting, dragging, and carrying capacities are quintupled, and whenever you take the attack action
on your turn you can choose to replace one of those attacks with throwing an object such as large pieces
of debris, a creature, etc. The thrown object deals damage based on its size as detailed below.
Size Damage
Tiny 3d8
Small 3d10
Medium 4d12
Large 6d10
Huge 10d10
Gargantuan 12d12

Boundless Adaptation - You have taken regenerative and adaptive experiments to their apex, granting you the
following.
• At the start of each of your turns when you are below half of your maximum hit points, you regain a
number of hit points equal to your Neoteric level + your Intelligence modifier. If you are missing any
limbs when this regeneration activates, they regrow at the start of your next turn.
• You gain immunity to poison damage and the poisoned condition, you gain resistance to necrotic
damage, and you gain immunity to disease. Additionally, whenever you would be forced to make a
saving throw against the blinded, deafened, or paralyzed conditions you do so with Epic advantage.
• Whenever you take damage, you can use your reaction to become immune to that damage type until the
start of your next turn.

Cursesmith Unbound Upgrades

Vile Forms - You learn the secrets of some of the vile creatures that exist across the multiverse, allowing you
to access a fraction of their power. For 1 minute, you gain the benefits of one of the following forms.

Form of the Archfiend - You gain the following benefits for the duration of the form.
• Your creature type becomes fiend, and you gain immunity to fire and poison damage, and resistance to
acid, cold, and lightning damage.
• If you are reduced to 0 hit points while in this form, you do not die. Instead, you can choose for your
essence to travel back to the material plane where your body will reform at the start of your next turn.
• When you deal damage with your forbidden artifact, you deal additional hellfire damage equal to your
Neoteric level. Additionally, you sprout bat-like wings granting you a fly speed equal to your walking
speed

Form of the Elder Evil - You gain the following benefits for the duration of the form.
• Your creature type becomes aberration, and attacks with your forbidden artifact deal an additional two
dice of damage. Additionally, you can choose for your forbidden artifact to deal vile damage rather than
its normal damage.
• Whenever you make an attack with your forbidden artifact, you can target up to two additional creatures
that are adjacent to the initial target. You must roll to hit each creature, but the damage is the same for
each successful hit. Additionally, your forbidden artifact deals double damage to structures.
• Whenever you are forced to make a saving throw against a spell or magical effect, you can use your
reaction to expend an Inventor or Neoteric spell slot to add half your Neoteric level + the level of the
spell to the result of your saving throw.

Accursed Relic - You manage to make your forbidden artifact so obscenely powerful, that it becomes a relic.
When you choose this upgrade, you must first undertake a 24 hour ritual to imbue the item with power. After
the ritual, you gain Epic disadvantage on all ability checks, attack rolls, and saving throws for 8 hours. After
the ritual is complete, your forbidden artifact gains the following benefits.
• The item is considered a Relic for any effect that takes item rarity into account.
• The items attack and damage bonus increases to +5.
• Your Intelligence score increases by 2, to a maximum of 32.
• You can cast one of the following Epic spells through the item once per Long Rest: Bloodbane, Crimson
Winds of Havoc, Necrotic Cyst, or Storm of Torment
• If a creature other than you attempts to wield this weapon, it must make a saving throw against the
Finger of Death spell Vs. your Neoteric save DC with Epic disadvantage. On a failed save, the affected
creature takes the maximum damage possible.

Runesmith Unbound Upgrades

Glyph of Unbound Magic - You create a glyph specifically made to contain magic of any kind. When you mark
this glyph, you can choose a spell of up to 8th level from any spell list. Whenever this glyph is activated, its
wielder can cast the stored spell. This glyph can be activated a number of times equal to half your Neoteric
level.

Efficient Runes - You learn how to maximize the effectiveness of your runes. Each rune you mark can have its
active ability used a number of times equal to half your Neoteric level.

Relicsmith Unbound Upgrades

Holy Reliquary - You learn to imbue your reliquary with great holy power, granting one of the following based
on which reliquary you possess. If you possess more than one, you only gain the benefits of one of these
options.

Ranged Weapon - You can cast the Tier 1 Antimagic Ray spell through your relic once per Long Rest. The
range of the spell is equal to the maximum range of the ranged reliquary if the base distance is not higher.
Additionally, you can forgo one attack on your turn to cause all damage dealt by your ranged reliquary to be
righteous damage rather than its normal damage, and cause the attack to deal additional damage equal to your
neoteric level. Finally, the range of your reliquary is doubled.

Melee Weapon - You can cast the Tier 1 Sonic Boom spell through your reliquary once per Long Rest. When
you cast the spell in this manner, you make a single weapon attack as a part of its casting. Additionally, when
you hit a creature with your reliquary on your turn, you can choose to expend a Neoteric spell slot of 3rd level
or higher to mark the target. A marked creature cannot benefit from being invisible, has Epic disadvantage on
Dexterity (Stealth) checks, and has its speed reduced by 10. Finally, if the marked creature is an aberration,
celestial, fey, fiend, or undead it takes righteous damage rather than the attacks normal damage and it also
takes additional damage equal to your Neoteric level.

Relic Lantern - You can cast the Tier 1 Divine Intercession spell through your reliquary once per Long Rest.
When you cast the spell in this manner, you can choose to target a number of additional allies within the
lantern's affected area equal to half your Neoteric level. Additionally, while holding your lantern you can use
an action to extend your awareness to encompass the entire plane you currently occupy. When expend your
awareness in this manner, you learn the exact location of every aberration, fiend, or undead that is on the same
plane. Finally, hostile creatures that start their turn in the light of the lantern suffer a -2 penalty to their AC
and have Epic disadvantage on the first attack roll they make on their turn.

Righteous Relic - You imbue your divine relic with immense sacred power, granting the following benefits.
• You can cast the Holy Weapon spell through your relic a number of times equal to half your Neoteric
level per Long Rest. Additionally, the Holy Weapon spell counts as an Inventor spell for you, allowing
you to cast it with Inventor and Neoteric spell slots. Whenever you cast the spell without expending a
spell slot, it deals righteous damage rather than radiant damage.
• Once per turn whenever you deal damage, you can choose to have an allied creature within 60 feet of you
regain a number of hit points equal to your Neoteric level + your Intelligence modifier.
• While this relic is in your possession, you cannot be charmed, frightened, or possessed. Additionally, you
can choose a number of additional creatures that you can see within 60 feet of you to gain this benefit
equal to half your Neoteric level. When additional creatures gain this benefit, it only remains for 1
minute before you must use a bonus action to grant it again.

Non-Archetype Specific Unbound Upgrades

Spell Enhancing Trinket - This upgrade can be applied to any mundane item such as a necklace, ring, bracelet,
etc. or it can be applied to things such as armor, or even weapons. While wearing or wielding the upgraded
item, it acts as a spellcasting focus for your Inventor and Neoteric spells, and whenever you deal damage with
a Inventor or Neoteric spell, one of the damage rolls deals additional damage equal to your Neoteric level. In
addition, once per turn you can choose to have one damage die of an Inventor or Neoteric spell deal maximum
and double damage. Finally, whenever the target of one of your Inventor or Neoteric spells would take no
damage from its effects, you regain that expended spell slot.

Temporal Distortion Device - You create an upgrade that can manipulate, and distort the flow of time around it,
granting the following.
• While you have this item in your possession, you can add your Neoteric level to the result of your
Initiative rolls.
• You can cast the Gift of Alacrity, Slow, Rewind, Temporal Shunt, Time Ravage, and Time Stop spells once
per Long Rest without expending a spell slot. Additionally, these spells are considered Inventor and
Neoteric spells for you if they weren't already.
• As a bonus action on your turn, you can choose to gain the benefits of the Haste spell for a number of
rounds equal to half your Neoteric level. After you use this bonus action, you cannot do so again until
you complete a Short or Long Rest. After the effects run their course, you do not suffer the typical
fatigue caused by the spell.

Spell Absorbing and Turning Item - You create a minorly sentient upgrade that is purpose built to catch, and
return spells cast at you and your allies. You can use an action on your turn to deploy this upgrade, which
takes the shape of a small platinum orb. This orb has 3 charges, and can use its own reaction to expend them.
Whenever a spell is cast within a 120 foot-radius sphere of the orb, it spends a charge to cast the Counterspell
spell at 5th level. If the spell it attempts to counter is higher than 5th level, it uses your Intelligence modifier
to determine the bonus to the roll. Upon successfully countering a spell, that magic is absorbed and stored
until the initiative count of the original caster -5, where the stored spell is set off and cast with the original
caster as the target. Alternatively, when the item is deployed you can choose for it to expend all 3 of its
charges to cast the Tier Reverse Magic Epic spell on the first Epic spell cast in the affected area.

Omniversal Skeleton Key - You create extra-planar manipulation device that can be attached to any mundane
key or even a weapon. The upgrade can be used for the following.
• You can cast the Plane Shift spell a number of times equal to half your Neoteric level without expending
a spell slot. Additionally, the Plane Shift spell is considered a Neoteric spell for you. When cast without
expending a spell slot, you do not require the material components of the spell.
• You can cast the Gate spell a number of times equal to half your Neoteric level without expending a spell
slot. When you cast the spell in this manner, you are guaranteed safe passage for the first hour of your
time on the plane you exit to.
• The key can be used to unlock any door, no matter what plane, crystal sphere, or timeline said door
resides in. Additionally, whenever you use the key to unlock a door for the first time, you can choose for
the other side of the door to lead to another door on the same plane that you have seen before.

Minimus Containment Orb - You create an upgrade that contains a small crystal orb that holds a demiplane
inside. As an action on your turn, you can release this orb to a point you can see within 60 feet of you. Each
creature of your choice within 5 feet of that point must make a Charisma saving throw Vs. your Neoteric spell
save DC or be trapped in a permanent temporal stasis within the orbs demiplane. A creature in this temporal
stasis does not age, require air to breathe, food to eat, or liquids to drink. As an action on a subsequent turn,
you can release the orb again to a point you can see within 60 feet of you, and release any number of creatures
that you choose that are within the orb. If a trapped creature has an Intelligence score of 8 or lower upon
being released from the orb, that creature is charmed by the orbs wielder until it is reduced to 0 hit points, or
on a different plane.

Biological Enhancement Reactor - You create a miniscule magic reactor that can be attached to a set of armor or
a weapon. While attached, it grants the wearer or wielder the following benefits.
• The creature has Epic advantage on saving throws against spells, and other magical effects.
• The creatures movement cannot be reduced by mundane, or magical means and it ignores the effects of
difficult terrain.
• As a bonus action on its turn, the creature can shift its form into a phasing state for a number of rounds
equal to half your Neoteric level. While in this state, the creature can choose to teleport to an
unoccupied space it can see within the range of its normal movement instead of using normal movement
methods. Additionally while in this state, if the creature is teleported or plane shifted against its will, it
can use its reaction to immediately return to the space it formerly occupied.

Targeted Cloaking System - You create an upgrade that can cloak its user from one creature in particular. As a
bonus action, the user can designate a creature it can see within 120 feet of it. For 1 minute, the user is
completely invisible to that creature, not only is the user invisible to the creature, but the target loses all
memory of the users existence for the duration. If the user attacks the target creature while cloaked, their
attacks don't deal damage but instead, cause the targeted creature to lose hit points equal to the damage dealt.
While cloaked this manner, the user also cannot be affected or detected by any divination spells that can
determine its location, motives, history, or existence.

Arcane Harvester - You create an upgrade that can replicate the magical energy used to produce spells, but it
feeds off its users life force. A creature using this device must be able to cast spells, and when it does so, it can
choose to lose a number of hit points equal to 10 X the spells level to cast that spell instead of using a spell
slot. If a spell cast in this manner deals damage, it deals arcane damage rather than its normal damage as the
harvester reverts the spellcasters life force back into the fundamental energies that pervade existence.
Additionally, if the spell requires its target to make a saving throw, that targets first saving throw is made
with Epic disadvantage. Finally, hit points magically restored to the user are halved until all the hit points
lost to harvester have been recovered.

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