*cloudkill*, *teleportation circle* |
\*This spell is found in *Xanathar's Guide to Everything*
\pagebreak
___
___
> ## Personality Core
>*Small construct, any alignment*
> ___
> - **Armor Class** 13 (natural armor)
> - **Hit Points** equal to your Intelligence modifier + five times your level in this class
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|10 (+0)|14 (+2)|10 (+0)|10 (+0)|10 (+0)|
>___
> - **Saving Throws** Constitution, Intelligence
> - **Skills** Perception +2, and see below
> - **Damage Resistances** cold
> - **Damage Immunities** poison, psychic
> - **Condition Immunities** poisoned
> - **Senses** darkvision 30 ft., passive Perception 12
> - **Languages** speaks, reads, and writes (if it can) the languages you speak
> ___
>
> ***Additional Abilities.*** The core starts with two Core Traits (see the end of the subclass description). It gains an additional Core Trait at both 5th and 15th level, and two additional ones at 9th level.
>
> ***Bound to my Creator.*** The core increases its ability scores at the same time and in the same way as you. It may take feats instead at your Dungeon Master's discretion.
>
> ***Glowing Eye.*** The core sheds bright light in a 15-foot radius and dim light for an additional 15 feet. It can use a bonus action to change this to dim light in a 10-foot radius, completely off, or back to usual.
>
> ***Shutdown.*** The core doesn't need to sleep. Instead, it enters an inactive, shut down state for 4 hours. After resting in this way, it gains the same benefit that a human does from 8 hours of sleep.
>
> ***Thrown.*** The core is considered to be a simple melee weapon with the thrown (range 20/60) property. On a hit, it deals 1d6 bludgeoning damage. Whether this attack hits or misses, if it was thrown, it becomes incapacitated and can't move. These effects end at the end of its next turn.
>
> ***Rail Required.*** Unless mounted on a management rail, the core's speed is 0 ft., it is considered prone, and it has disadvantage on Dexterity saving throws. If it is being held by a creature, that creature can make the saving throws for it if it chooses to.
>
> ***Skilled.*** The core has proficiency in two skills of your choice.
>
> ***Specialized.*** When the core is created, you may choose to increase any of its ability scores, up to a total increase of 4, which can be spread out however you wish. If you do so, you must then decrease one ability score by that many. Constitution cannot be altered in this way. Its ability score and skill modifiers increase accordingly.
>
> ### Actions
> ***Slam.*** *Melee Weapon Attack:* +Strength modifier to hit, reach 5 ft., one target. *Hit:* 6 (1d12) bludgeoning damage. This attack cannot be used if the core has less than 5 ft. of movement left.
#### Wake-Up Call
At 3rd level, you learn how to create a personality core that is formed by harnessing magical energies and binding them into a mechanical form.
Whenever you finish a long rest and your smith's tools are with you, you can form this personality core in an unoccupied space within 5 feet of you. You are able to carry and attack with this core without needing a free hand, although how you do so is up to you. If you already have a personality core from this feature, the first one immediately shuts down and becomes a normal object. You may choose to reanimate a core that has shut down instead of manifesting a new one. In this case, the core you were using before shuts down as usual, and the new core reawakens, with all its memories from before it shut down.
The personality core is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Personality Core stat block. You determine the personality core’s appearance, which includes a colored 'eye' in the centre of a chassis, often made of metal. Some portal engineers make cores with handles, making them easier to carry, while others paint the sphere to a design of their liking.
In combat, the personality core shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, or Help action.
If the *mending* spell is cast on it, 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 you expend a spell slot of 1st level or higher. The personality core returns to life with all its hit points restored.
At the end of a long rest, you can create a new core if you have your smith's tools with you. If you already have a core from this feature, the first one immediately perishes.
You can spend 10 gp and two hours with your smith's tools to fill a 30-foot square area with management rails, metal strips that attach to walls, ceilings or other supports and hang a personality core from them. This effectively allows a core to go anywhere in that area. If a core is attached to the rail, it doesn't shut down if it otherwise would (although it does if it is taken off the rail), and can take long rests by engaging in light activity, rather than needing to shut down.
\pagebreak
#### Want You Gone
At 5th level, your experiments have yielded a device capable of constructing gateways between two areas. You gain a *rod of portals* for free, which counts as a spellcasting focus for you. When using this *rod of portals*, you can choose to create both portals as a bonus action, or as a reaction if the use would prevent fall damage, rather than as an action. You also add your Intelligence modifier to the DC of the check required to avoid falling into a portal.
Additionally, your research has begun to branch out into ways to make maneuvering both faster and safer. When you would create a portal with your *rod of portals*, you may instead create gel as though you used a full measure of *movement gel*. You can use the device in this way a number of times equal to half your artificer level, rounded down, and regain all expended uses when you finish a short or long rest.
#### You Wouldn't Know
Starting at 9th level, you have learned how to create a new type of movement gel, a secret kept by only the most skilled portal engineers: type 3, often known as corrosion gel. You can create this from your *rod of portals* using your Want you Gone feature. It has the following benefits:
* Any area with this applied takes 2d10 acid damage each round at the end of your turn for four turns after you apply the gel.
* When you create it, you can target a creature with this gel as a ranged spell attack. They must make a Dexterity saving throw with a DC equal to your spell save DC. On a failure they take 1d10 acid damage and take 1d4 at the end of their next turn as it lingers. A creature takes half as much damage and the gel does not linger on a success.
#### Still Alive
By 15th level, you have fully enhanced the abilities of your *rod of portals* and core companion:
* You have infused your core with abilities that allow it to defy gravity, giving it a fly speed of 30 ft. and allowing it to hover.
* As a bonus action, you can create two portals using the *rod of portals* on any flat surface. You regain the ability to do so when you finish a long rest.
#### Core Traits
The following traits can be applied to your core at certain levels, as shown in the Personality Core stat block. If a core trait has a level as a prerequisite, you must reach that level in this class before adding it to your core. When it references an ability score as a prerequisite, it is referring to the core's ability score. You can't take a trait multiple times, unless it says otherwise.
***Arms.*** Your core has two arms, and can manipulate objects (and, therefore, weapons). Its speed is 15 feet when it is detached from a management rail. This cannot be taken with the Legs trait before 5th level.
\columnbreak
***Cantrip.*** The core can cast one cantrip from the artificer, bard, cleric, druid, sorcerer, warlock or wizard class. Its spellcasting ability depends on which spell list the cantrip is from: Intelligence for artificer or wizard, Wisdom for cleric or druid, and Charisma for bard, sorcerer, or warlock. If it learns the Mending cantrip and casts it on itself, it can only restore 2d4 hit points, rather than 2d6.
***Improved Weapons (Prerequisite: 5th level, a Weapon trait).*** Choose one Weapon trait. If you chose the Spray Weapon trait, it deals an additional 1d4 damage. The Ranged Weapon trait deals an additional 1d6 damage, and the Melee Weapon trait deals an additional 1d8 damage. This trait can be taken multiple times.
***Inspiring (Prerequisite: Charisma of 13 or higher).*** The core gains one Bardic Inspiration die, as in the Bardic Inspiration class feature of the bard. This trait can be taken multiple times.
***Labyrinthine Recall.*** The core can perfectly recall any path it has traveled.
***Legs.*** Your core has a walking speed of 30 feet, even when not attached to a management rail. This cannot be taken with the Arms trait before 5th level.
***Melee Weapon.*** The core has a built-in blade, lightning baton, or similar. It can make a melee attack as an action, with Strength as its attack modifier. On a hit, it deals 1d8 damage of a type of your choice, which cannot be poison or psychic.
***Puzzler.*** The core has advantage on Intelligence checks made to create or solve a logic puzzle, such as a riddle or maze.
***Ranged Weapon.*** The core has a built-in gun, bow, or blowgun. It can make a ranged attack with a short range of 60 feet and a long range of 120 feet as an action, with Dexterity as its attack modifier. On a hit, it deals 1d6 damage of a type of your choice, which cannot be poison or psychic.
***Specialised.*** Choose two skills. The core gains proficiency in both of them. Its proficiency bonus is doubled for any ability check it makes that uses either of the chosen proficiencies.
***Spellcasting (Prerequisite: Cantrip trait).*** The core can cast one 1st-level spell of your choice from the spell list of the class it chose the cantrip from, using the same spellcasting ability modifier. It regains the ability to do so after it finishes a long rest. This trait can be taken multiple times. If taken at 5th level or above and this trait has already been taken, the spell can be 2nd level. If taken at 9th level or above and this trait has already been taken twice, the spell can be 3rd level. If taken at 15th level or above and this trait has already been taken twice, the spell can be 4th level.
***Spray Weapon.*** The core can fire bullets, fire or bolts of light in a spread. As an action, it can fire projectiles in a 15 ft. cone or a 5 by 30 ft. line (your choice). Targets must make a Dexterity saving throw with a DC of 10 + the core's Dexterity modifier + its proficiency bonus or take 1d4 damage of a type of your choice, which cannot be poison or psychic.
\pagebreak
> ##### Portal Engineers in Your World
>
> It's important to consider what kind of role and background your character has when playing a portal engineer, due to how unique its devices and abilities are.
>
>If you're playing in a world such as Ravnica or Eberron, with many artificers, your character may simply be one of a group of artificers using tried-and-tested techniques. Your inventions could appear clean, with your core custom-built to allow for adaptations such as arms, legs, weapons, and personal flourishes.
>
> On the other hand, if you're playing in a world with very few artificers, such as the Forgotten Realms, then you are most likely a unique person out of a unique few, trying to achieve a goal for the first time or tinkering with instructions from an old spellbook. Your core could appear haphazard, made of wood or scrap metal, and take in a few strange magical abilities through a lucky side effect of the technique you used to create them.
## New Magic Items
Portal engineers throughout history have created some strange, little-known magic items. Following is a list of them.
### New Magic Items A-Z
These new magic items are presented in alphabetical order.
#### Movement Gels
*Wondrous item, uncommon*
___
One measure of these colorful, thick gels is enough to cover 5 square feet of surface. You can use any amount of it as an action, applying it to a flat surface within 5 feet of you. Alternatively, you can throw all the remaining gel, which lands in a rough square, at a flat surface within 60 feet of you with no obstructions between you and it. Depending on the circumstances, your Dungeon Master may require you to roll a Dexterity check to see if it lands correctly. Gels remain on their surface for 1 hour before losing their potency. They can also be washed off with water or a similar liquid as an action.
At your Dungeon Master's discretion, some surfaces may be too smooth or innately magical or mechanical for this to be used on them.
There are different types of movement gels, detailed below:
***Type 1.*** While on this blue gel, often known as repulsion gel, a creature can jump twice its normal high jump without needing to move 10 feet on foot immediately before, and four times their normal high jump if they do move as usual. If a creature hits this after falling, then they take no damage from it and may choose to instantly start moving up to the altitude they were formerly at, bouncing off the gel.
This type of gel can be applied to an object with a surface area of no more than the remaining gel as an action, causing the object to bounce 5 feet in the air and move 5 feet in a random direction on initiative count 10 until it wears off or is washed off. This cannot be used on creatures other than Small or smaller constructs.
***Type 2.*** While on this orange gel, often known as propulsion gel, a creature's speed is multiplied by four. Additionally, if they move at least five feet on this and jump (or hit Type 1 *movement gel*), they instantly make a long jump equal to four times their normal long jump distance, without needing to make a check (which is in addition to the enhanced high jump if they hit Type 1 *movement gel*).
***Type 4.*** This grey gel, often known as conversion gel, allows a *rod of portals* to create portals on its area. If applied to a surface every two hours for a twenty-four hour period, this effect becomes permanent.
***Type 5.*** This purple gel, often known as adhesion gel, places any creature on it under the effects of the *spider climb* spell.
#### Rod of Portals
*Wondrous item, rare*
___
This rod consists of a length of metal with two colorful crystals on each end. As an action or bonus action, this gun can create a portal on a surface with Type 4 *movement gel* applied, provided the user can see it and no objects are obstructing the path between the rod and the surface. This portal appears as an opaque, shimmering oval, 7 feet tall, with a color the same as the end which created it. If this feature is used again, it creates another, similar portal, of the other color, although now each one appears as an outlined, oval-shaped view onto the outside of the other portal, and a creature small enough to fit through can move through it as though they were simply adjacent to the new space.
If opened directly underneath a creature, then they must succeed on a DC 10 Dexterity saving throw or fall in. A creature can choose to fail this saving throw voluntarily. Additionally, if an effect, such as the Approach or Flee options of the *command* spell, causes a creature to move towards or away from an object, they can move towards the portal if it would take them in that direction should they move into it.
#### Boots of the Heavens
*Wondrous item, uncommon*
___
You take no damage from falling while wearing these surprisingly light iron boots, provided you aren't incapacitated.
\pagebreak
## Artificer Infusions
The following option is added to the Replicate Magic Item artificer infusion.
#### Replicate Magic Item
Using this infusion, you replicate a particular
magic item. You can learn this infusion multiple
times; each time you do so, choose a different
magic item that you can make with it, picking
from the Replicable Magic Items tables below. If
a table has a level in its title, you must be of at
least that level in this class to choose an item
from the table.
In the tables, an item’s entry tells you whether
the item requires attunement. See the item’s
description in the *Dungeon Master’s Guide* or the *Portal Engineer* document for
more information about it, including the type of
object required for its making.
If you have *Xanathar's Guide to Everything*, you can choose from among the common magic items in that book when you pick a magic item you can replicate with this infusion.
##### Replicable Magic Items (10th-Level Artificer)
|
Magic Item | Attunement |
|:---------:|:-:|
|
*Boots of the heavens* | No |
\columnbreak
> ##### Credits
>
> Created in [GM Binder](https://www.gmbinder.com/), using the silver-blue custom XGTE theme by Draco ([u/AeronDrake](https://www.reddit.com/user/aerondrake/)).
> Made by [u/a2a3a2a3](https://www.reddit.com/user/a2a3a2a3/).
> Portal and Portal 2 created and owned by Valve.
>
> ##### Art
> [Scientist](https://www.jaestudio.com/characters?lightbox=dataItem-j6cgra923) by [Jason Engle](https://www.jaestudio.com/)
> [Meet the Cores 3](https://www.youtube.com/watch?v=suOYQJhkFzU) by [Harry101UK](https://www.youtube.com/channel/UCUJXm3LMFLSEe_A2IBf8GwQ)
> Page stains by [u/FallenWyvern](https://www.reddit.com/user/FallenWyvern/)