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Great Mark of Making

“What I don’t think you realize, is that I Cyborg


see a potential creation in everything. At 14th level, your influence over machinery has allowed you
That clock over there? Could become a to augment your abilities with your creations. You choose one
clockwork drone, with a little input of the following benefits, which can be changed during a long
from myself” - Elias d’Cannith, Inventor rest. At 19th Level, you can have two benefits at a time.
While Artificers require tools to invent machinery, Bearers of Augmentations
the Great Mark of Making can use pure willpower to form Name Effect
objects from their surroundings, or simply out of thin air. Armoured +2 To AC
Your creations are manifestations of your imagination, and Artificial Strength Score Increases by 2
your familiarity with the power of artifice gives you a certain Might
influence over magic items in general.
Artificial Dexterity Score Increases by 2
Agility
Inventor’s Expertise
Artificial Constitution Score Increases by 2
At 1st Level, both your knowledge of magical items and your Fortitude
tinkering abilities are magically enhanced. You add double
your proficiency bonus to Intelligence (Arcana) and Dexterity Mental Intelligence Score Increases by 2,
(Sleight of Hand) Checks. Database
Enhanced Gain Proficiency with unarmed strikes, which
Duplicate Object Strikes now deal 1d6 + (Strength or Dexterity)
Bludgeoning Damage
At 1st Level, you can create a convincing duplicate of a tiny
object, as an Action. This duplicate is identical in appearance, Automobile Speed Increases by 10ft
size, and weight, but does not share it’s magical properties, if
it has any. The DC for identifying the duplicate is equal to Disenchant
your spell save DC. The object lasts a number of days equal at 18th Level, you can use your power over magic items to
to 1d4 + Your Charisma Modifier. Once you use this ability, remove enchantments from an object. As an action, you can
you cannot use it again until you finish a long rest. touch a magic item, expending sorcery points according to
the table. You and the owner of the item (or the item itself, if
Formulate Weapon the DM deems it sentient) make opposed charisma checks. If
At 6th Level, you have gained the ability to instantly create a you succeed, the item loses all its magical properties.
weapon. As a bonus action, you can spend 2 sorcery points to Disenchantment
roll on the table, and the resulting weapon appears in your
hand (You always have proficiency with the weapon you Item Rarity Point Cost
create). You can +1 to this roll for each extra sorcery point Common 1
you spend during this creation, to a maximum of +4. No Uncommon 3
matter the weapon type, it is magical, with a +1 bonus to
attack and damage rolls. This bonus increases to +2 at 12th Rare 5
level, and +3 at 18th. The weapon lasts until you finish a short Very Rare 8
or long rest
Legendary 12
Weapon Created Is Sentient +4
1d6 + Bonus Weapon
1 Dagger
2 Shortsword
3 Javelin
4 Quarterstaff
5 War Pick
6 Longsword
7 Battleaxe
8 Pike
9 Maul
10 Greatsword

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