inspired by "Internecion Cube" by Liam Vickers Animation ( https://www.youtube.com/watch?v=RgNz7ltN-Nk&list=PL3PVzoGiqA64l_Cl1ZjRleWKfSH7I5GSS )
Internecion Cubes are strange sentient AIs created to aid their owners in one way or another, whether that be for simple household help, medical processes, or even exterminating bothersome opponents. They are manufactured by Refinoc Biowaste Management, though it is kept under tight wrappings how exactly. While they all share some basic functions those branches specialize further as they grow stronger and continue to learn.
This class is supposed to be paired with the Internecion Cube race.
hit dice:
1d6
hit points at 1st level:
6+ you Constitution modfier
hit points at higher levels:
1d6(or 4)+your constitution modifier per level after the 1st
armor proficiencies:
none
weapon proficiencies:
none
tools:
none
saving throws:
Constitution
skills:
Choose two from the following: Athletics, Acrobatics, Sleight of Hand, Stealth, Investigation, Insight, Medicine, Perception, Survival, Intimidation
starting equipment:
Starting Modules:
All ICs start out with at least some basic functions, though their exact workings may vary.
Illumination: Choose between the 'Light' and 'Dancing Lights' Cantrip.
Matter Manipulation: Choose between the 'Prestidigitation' , 'Mending' and 'Thaumaturgy' Cantrip.
Dense Substance:
You have absorbed enough of the materials necessary to cast spells to have them considered provided as long as no cost is listed.
spellcasting:
Unlike most other magic users yours is a more scientific approach, your understanding about matter and its changes is what allows you to shape reality to your will.
Cantrips: At 1st level, you know one cantrips of your choice from the Internecion Cube spell list. You learn additional IC cantrips of your choice at higher levels, as shown in the Cantrips Known column of the IC table.
Spell Slots: The IC table shows how many spell slots you have to cast your IC spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
Spells Known of 1st Level and Higher: You know two 1st-level spells of your choice from the IC spell list. The Spells Known column of the IC table shows when you learn more IC spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the IC spells you know and replace it with another spell from the IC spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability: Intelligence is your spellcasting ability for your IC spells, since your study of matter is what allows you to manipulate it. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a IC spell you cast and when making an attack roll with one.
Learning new spells and cantrips: As your spellcasting comes from your deep understanding about intermolekular bonds and their reactions you can learn new spells and cantrips by observing or experiencing spells or cantrips. If you see a creature using materials(v,s,m) to cast a spell or cantrip and can sense the effects of the spell or cantrip in one way or another (smelling, hearing, seeing, etc), if it is in your IC spell list and you have at least one spell slot of the spell's level you can use a reaction to try and learn that spell. Make an intelligence skill check against the spell's level x2, on a succelsful throw you have learned that spell and can use it as usual.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
class features:
Integral Weapon: Once reaching 3rd level you have studied a weapon of your choice intently enoung to manifest it at a moments notice, keeping components stored away specifically for this purpose. As part of an attack action you can shape matter into any one non-artifact or sentient weapon consumed beforehand. It recalls after the attack is done unless otherwise removed.
subclass options:
Weapon of Mass Destruction:
Crafted specifically to rain ruin down upon enemies, weapons of war that will not hesitate to destroy people and land of their foes with no regards to morals.
Strength Of The Battlefield: You gain proficiency with strength saving throws and +1 to your Strength score.
Extra Attack: Beginning at 3th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Increased Brutality: At level 6, your spells increase in power. Add your proficiency bonus to damage done by your spells or attacks.
Action Surge: At level 14, on Your Turn, you can take one additional Action on top of your regular Action and a possible bonus Action.
Once you use this feature, you must finish a short or Long Rest before you can use it again.
Supporter:
Helpers, often in medical fields. As often as they may be built as healers, do not forget that poison oh so often comes from plants.
Doctor's Orders: You gain proficiency with Wisdom saving throws and a +1 to your Wisdom score.
Speed Surgery: Once reaching 3rd level you can heal wounds with a single touch by quickly rearranging the molecules of the creature touched. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your IC level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Speed Surgery, expending hit points separately for each one.
Life is an equation: At level 6, your healing increases in power. Add your proficiency bonus to healing caused by your spells or attacks.
Nanomechanical Enhancements: At level 14, you can use your action to choose up to 4 creatures within a 30ft radius that you can see (including yourself). All targets gain resistance to bludgeoning, piercing, and slashing damage for one minute or until you use your bonus action to end this feature. After you have used this feature, you have to finish a short or long rest to be able to use it again.
Spy:
Cities which fall from within face the fastest doom. They do not know who has struck, or even when exactly. Are their friends and family only pretending? Perhaps there is a Spy IC scheming away somewhere in the background, closer than you think, too familiar to harm and yet a total stranger.
Can't be caught: You gain proficiency with Dexterity saving throws and a +1 to your Dexterity score.
No escape: Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Your best friend: Starting at 6th level, the duration of all fear, charm, and charm-like effects caused by your IC spells is doubled. Creatures have disadvantage on saves against those effects. A charm-like effect includes any spell that a creature immune to being charmed would be immune to.
Bounty Hunter: Starting at 14th level, you improve your ability to pick out a specific taget. As a bonus action, choose one creature you can see within 30 feet of you. That creature is targeted by you for 1 minute. The feature ends early if the target dies, you die, or you are incapacitated. Until the feature ends, you gain the following benefits:
- You gain a bonus to damage rolls against the target. The bonus equals your proficiency bonus.
- Any attack roll you make against the target is a critical hit on a roll of 18, 19 or 20 on the d20.
- If the target dies, you regain hit points equal to your IC level + your intelligence modifier x2 (1/2 for negative modifiers) (minimum of 1 hit point).
You can’t use this feature again until you finish a short or long rest.
Level | XP | Proficiency Bonus | Abilities | 1st lvl spell slots | 2nd lvl spell slots | 3rd lvl spells | 4th lvl spell slots | 5th lvl spell slots | 6th lvl spell slots | 7th lvl spell slots | 8th lvl spell slots | 9th lvl spell slots |
---|
1 | 0 | +2 | Spell casting, Subclasses | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
2 | 300 | +2 | | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
3 | 900 | +2 | Subclass feature | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
4 | 2,700 | +2 | Ability Score Improvement | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
5 | 6,500 | +3 | | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | |
6 | 14,000 | +3 | Subclass feature | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | |
7 | 23,000 | +3 | | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 | |
8 | 34,000 | +3 | Ability Score Improvement | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | |
9 | 48,000 | +4 | | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | |
10 | 64,000 | +4 | | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | |
11 | 85,000 | +4 | | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 | |
12 | 100,000 | +4 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 | |
13 | 120,000 | +5 | | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 | |
14 | 140,000 | +5 | | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 | |
15 | 165,000 | +5 | | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 | |
16 | 195,000 | +5 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 | |
17 | 225,000 | +6 | | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | |
18 | 265,000 | +6 | | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | |
19 | 305,000 | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
20 | 355,000 | +6 | | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | |