Chapter 3 - Frangere
| Population | Capital | Area km² | Language | Demonym(s) |
|---|---|---|---|---|
| 39 600 000 | Tinto | 9 500 000 | Frange | Frangerian |
Frangere
Frangere is a technology driven country. The Frangerians are people devoted to science and knowledge, they try to understand and explain the world. They are known for having the better schools in the world. And most people in Frangere dream of becoming a Fragmancer, a Scientist Mage that uses Science to fight. The Fragmancers are also the ones that lead all the researches that try to understand and explain the universe they live in.
Frangmancers explain the universe through the existence of fragments (or elementary particles) that compose all the matter in the universe. They believe that in an elementary level you are no different from a rock. Using a Powerful Item they understand and control these fragments. Fragmancers have a deep understanding of Physics, Chemistry, Geography, Math and some could argue even Magic, however, as a rule of thumb, Frangerians don't believe in magic (even though they refer to somethings as magic, it's actually science), gods or anything they can't explain, but for people from the other countries, any sufficiently advanced technology is indistinguishable from real magic.
The archetypes range from Scientists to Wizards.
The Elemental Gauntlets
The elemental gauntlets are the current technologic wonder, allowing the scholars to manipulate the fabric of reality, understanding it better and discovering more information. The gauntlets gather elements near to the user, breaks them into fragments and rearrange them into new elements. More details of the gauntlets on the Fragmancer class section.
Basic Elements
The basic elements are the fragments (Zineth, S'hi, Huna, Itálamo) and the main elements (Earth, Fire, Water, Air, Veles, Chaos, Zineth Salt, S'hi Oil, Huna Smoke and Itálamo Light).
Intermediate Elements
The intermediate elements are all the 3 fragment compounds, all the 3 fragment dynas and the substances that are composites of main elements.
Advanced Elements
The advanced elements are all the others. It includes derived substances, the metals and any other substance you can think of.
Tungsten Coins
About 1 year after the first modern Gauntlet was created, when the first personal gauntlets started to be created, the Government released their anti-exploit plan. Now gold, silver and many other high value materials were considered as valuable as an everyday item, due to a possible easy manufacturing that wasn’t yet invented, using the gauntlets.
And all coins in the country would have to be changed into new ones, made of Tungsten. Tungsten is the metal with highest melting point and the coins had specific formats. To make the coins the government used the biggest furnace in the country and a very specific and complicated process to model the tungsten into the shape of the current coins.
After that the government hosted money-switching events throughout the country to remove the old gold coins from circulation. Also after that the value of a item were dependant mostly on the amount of work needed to craft it. The economy suffered with the sudden change but after a few months the country was running fine again.
| Name | Old Value | Description |
|---|---|---|
| Tiny Coin (tc) | 1 cp | Circular, small coin |
| Square Coin (4c) | 1 sp | Rounded square coin |
| Big Coin (bc) | 1 ep | Circular, big coin |
| Triangular Coin (3c) | 1 gp | Rounded triangular coin |
| Star Coin (sc) | 1 pp | Rounded 7-pointed star |
Schools
Spread around the country there are lots of common Gauntlet courses, usually taking at least 4 or 5 years. Usually they are focused on groups of elements and they teach you everything about them and the cools things you can do with them. In some cities, people have entire Schools focused on specific elements and also to research new ones and how to make new things with them. Usually all of these schools also study the gauntlet and how to upgrade it. All current existing schools are listed in below along with the professionals they train and which elements they are specialized in.
Some "Instructing Centers" can be found around the country, they usually resemble small schools, with faster and shallow courses. They are regarded as low quality education by the government and scientists in general. But for some people that can't afford high quality education, that's the only option. Fragmancy is considered to be a business of the most intelligent or most rich (which in most part is equivalent), and low social class folk are often encouraged to follow career paths other than fragmancy.
Wogharts Wizardry School
| Degree | Elements |
|---|---|
| Wizard | Fire, Chaos |
| Arcanist | Veles, Arcana |
| Fulmen | Air, Lightning |
Nero Chemistry University
| Degree | Elements |
|---|---|
| Chemist | Azote, Slime, Combustion, Crystallization |
| Pharmacist | Sugar, Salt, Water, Alcohol |
Excavators University
| Degree | Elements |
|---|---|
| Geologist | Earth, Stone, Explosive Powder |
| Gemologist | Topaz, Ruby, Emerald, Sapphire, Opal, Amethyst |
Unuk Alchemy Academy
| Degree | Elements |
|---|---|
| Purifier | Lead, Tin, Iron, Copper, Silver, Gold |
| Synthesizer | Rubber, String, Plastic, Paper |
To Do
Add more things.
Class: Fragmancer
Science
According to the current science, everything is made up of Elementary Particles called Fragments. We can’t see elementary particles, but they combine themselves into elements of nature, and those we can see and touch. There is a huge amount of elements and more are being discovered or created. And using a special item called Elemental Gauntlet, the fragmancers can manipulate particles to create any element they want.
The Element Gauntlet
It’s an item collectively made by the best scientists in the history. The original idea was proposed by scientist Dalton Mathison, as a weapon-like item that could gather matter and transform it. Many researches were made on the topic and, 11 years later, a group of 5 scientists managed to create the first working prototype. More 11 years after, a project developed by a group of 9 scientists established the blueprint of the modern Gauntlet. And after more 60 years of technological evolution, we reached the final version of the Gauntlet, and in total, 116 scientists have contributed with the invention and upgrade of the Gauntlet.
To create a gauntlet it’s necessary a really specific environment and tools, usually only found in universities and research centers (commonly owned by the government), and a lot of very expensive and rare materials.
That’s why the gauntlet is a rare sight, only on the hands of 2.3% of the population (25 300) and mostly on the hands of the upper class society (87% of 25 300, 22 000 people). Of those 25 300, 19% have two gauntlets and 4% have three or more, making a total of 32 000 gauntlets.
But this Gauntlet that we are talking is the perfect version, that wields any element and supports every ability. More simple and affordable versions of the Gauntlet are also found throughout the country, in several shapes and sizes, and different degrees of affordability, known as lesser Gauntlets and on the hands of 25 million people (63%), of which 94% are middle class citizens and 6% lower class.
Consequences of Gauntlet Usage
To be able to use the gauntlet effectively, you need to be a fragmancer or ex-fragmancer, because to be able to use it, you have to understand the science behind it, otherwise you can expect some weird behaviors. Characters that aren't fragmancers can still try to use the gauntlet, but they roll a die to decide what happens when they do it. Roll a 1d8 to see what happens.
| Number | Effect |
|---|---|
| 1 | An fire explosion occurs at the gauntlet's opening, dealing 2d4 damage to the user and pushing them 3m/10ft. Anything else close to the explosion takes 2d6 of fire damage and is also pushed 3m/10ft |
| 2 | The gauntlet freezes completely, locking the user's hand inside |
| 3 | The gauntlet releases acid that falls to the ground in a pool |
| 4 | The gauntlet releases a lightning that shocks the user for 1d6 damage and hits the closest creature or object for 1d6 of damage |
| 5 | Salt drops from the gauntlet's opening and falls to the ground |
| 6 | The gauntlet releases a strong stream of wine from its opening, dealing 2d4 damage to any target hit and pushing 3m/10ft |
| 7 | An slime explosion occurs at the gauntlet's opening, it is sticky and everything in a 3m/10ft radius is caught on the slime and needs a DC 12 Athletics check to get free. The slime is flammable and also can be washed away with water |
| 8 | The gauntlets emits a high noise of gear's moving but nothing happens |
The Fragmancer
| Level | Proficiency Bonus | Features | Formulas Known | Max Elements |
|---|---|---|---|---|
| 1st | +2 | Gauntlet Proficiency | 2 | 1 |
| 2nd | +2 | Scientific Transmutation | 4 | 1 |
| 3rd | +2 | Multi Function, Fragmancer Paradigm, Rewired Brain | 6 | 2 |
| 4th | +2 | Ability Score Improvement | 8 | 2 |
| 5th | +3 | Fragmancer Paradigm | 10 | 2 |
| 6th | +3 | Reality Grasper | 12 | 3 |
| 7th | +3 | Flash Of Genius | 14 | 3 |
| 8th | +3 | Ability Score Improvement | 16 | 3 |
| 9th | +4 | Fragmancer Paradigm | 18 | 4 |
| 10th | +4 | Last Step, Lightning Thoughts | 20 | 4 |
| 11th | +4 | Fast Learner | 22 | 5 |
| 12th | +4 | Ability Score Improvement | 24 | 5 |
| 13th | +5 | ─ | 26 | 6 |
| 14th | +5 | Gauntlet Upgrade | 30 | 6 |
| 15th | +5 | Fragmancer Paradigm | 34 | 7 |
| 16th | +5 | Ability Score Improvement | 38 | 8 |
| 17th | +6 | ─ | 42 | 9 |
| 18th | +6 | Reality Grasper | 46 | 10 |
| 19th | +6 | Ability Score Improvement | 50 | 11 |
| 20th | +6 | Master of Knowledge, Science Mage | ∞ | 12 |
Creating a Fragmancer
To create a fragmancer, you have to be a good student. You can make up a story of why you, as a child, wanted (or didn't want) to become a fragmancer when you grew up, but in the end you took a course in a school of Fragmancy. Choose a course that studies the elements that you'd like to use, but it's not necessary, you can learn new elements through lots of books and you can even travel to other schools, or even learn new elements by yourself. If you want, you can even choose to be self taught and not have gone to any school, but this is not an easy task, so create a fitting backstory for your character explaining how they took so long to learn all by themself.
Quick Build
You can make a fragmancer quickly by following these suggestions. First, put your highest ability score in Intelligence, Strength or Dexterity. Second, choose the [not defined] background. Third, choose the elements Fire and Water.
Class Features
As a fragmancer, you gain the following class features.
Hit Points
- Hit Dice: 1d10 per fragmancer level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: ld10 (or 6) + your Constitution modifier per fragmancer level after 1st
Proficiencies
- Armor: Light armor, medium armor, shields
- Weapons: Elemental Gauntlet, simple weapons
- Tools: Two types of artisan's tools of your choice
- Saving Throws: Constitution, Intelligence
- Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Acrobatics, Athletics
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) dungeoneer's pack or (b) explorer's pack
- (a) studded leather armor or (b) scale mail
- a shield and an Elemental Gauntlet.
The Elemental Gauntlet
At the first level you start with an Elemental Gauntlet, it's considered a magic item (but not for the Fragmancers) that requires the user to be a fragmancer for attunement, because, to be able to use it, you have to understand the science behind it, otherwise you can expect some weird behaviors. Characters that aren't fragmancers can still try to use the gauntlet, but they roll a die to decide what happens when they do it.
The Gauntlet main purpose is to gather matter around you and break it into fragments and reshape these fragments into new kinds of matter. On the formulas table, or the elements description, you can figure out which kind of matter is necessary for you to create it. But if you have Air and Earth, you can create anything.
Using a gauntlet prevents you from using a weapon or shield on that hand, you can still hold objects, but not firmly.
You start with only a single gauntlet, but you can buy a second one at any government office or school from Frangere. It is worth 500 3p (triangular coins), but if you have/had a high position working for the government, or if you know someone who has/had, you may get a few discounts. The gauntlets are actually not that expensive to make, but the government increases the price to discourage its usage.
Fragmental Knowledge
When you begin your journey as a Fragmancer, you know 2 elemental formulas by heart and you can choose one of them to already be programmed in your gauntlet. This number increases as you gain levels, check the class table on the "Formulas Known" column. These elemental formulas are the ones you may program into your gauntlet, without them you don't have enough information to be able to program the element into it. Once per level, you can change the list of elements you know.
Also, at level 1, you can only know the formulas of the fragments and Main Elements.
Gauntlet Modes
Every Gauntlet has 3 modes: Blaster, Jet and Melee.
Blaster Mode
Your Gauntlet has and Input and Output. By closing the Output, you can gather elements inside the gauntlet and create pressure. When you open the output, a shot is released. It may have additional effects depending on the element. The damage and range of the shot grows as you charge more and more.
As an action in combat you can charge your gauntlet and shoot it (as an attack that uses Dexterity) with ranges of 9m/18m (30ft./120ft.) and 1d4 + your Dexterity modifier of elemental damage. You can, however, spend your action only charging. For each turn charged, your shot gains an additional 3m/6m (10ft./20ft.) and gains additional damage equal to your Intelligence modifier. You can have a maximum of 3 charges in a single shot.
Jet Mode
As you open your Gauntlets Input and Output at the same time, you create a jet of the programmed element that hits any creature in a cone of length 4,5m/15ft and 3m/10ft. wide. from the gauntlet. The jet requires an attack that uses Dexterity and deals 1d6 + your Dexterity modifier of elemental damage. The creature also is subjected to side effects depending on the chosen element (wet if water, burning if fire, dirty if earth, etc.)
Melee Mode
Only opening the Output of your gauntlet, still allows it to collect resource, but without any shooting power, the element packs on the opening of the gauntlet (if you chose a solid element), or forms pool in the ground (if liquid), or forms a cloud (if gas). Choosing any plasma has the same effect as the jet but with no range. If you chose a solid element, you can make a rough shape of any weapon, and your attack and damage will be the same as if you were using that weapon. You can only make forms of light simple weapons, you can't throw your weapon.
Optionally, if you chose a solid element, you can spend time out of combat to shape the form of your weapon. Each 10 minutes spent increase the damage of the attack equal to your Intelligence modifier, to a maximum of 2 times. Changing to a different mode (and changing back) resets the shape to a rough one.
Out of Combat
Out of combat you can use your gauntlet to create necessary material for everyday uses. Check the rules below of gauntlet programmation. When an element is programmed, you can create a volume of 27000cm³/1ft³ (a cube that has edges of size 30cm/1ft) multiplied by the element volume constant in 6 seconds using the melee mode. The other options create double that amount, but they release with a strong force, and thus are not suited to create materials indoors.
Gauntlet Proficiency
Starting at level 1, you are proficient with your Gauntlet and can add your proficiency bonus to any action using it.
Gauntlet Programmation
You can spend 10 minutes to program an element into your gauntlet. This will make your gauntlet gather resources and create it. If you have more than one gauntlet, you can spend double that time to program both, and you may program a different element for each. Check the class table to see how many formulas you know, these known formulas are the ones you can program into the gauntlet. The Max elements column defines how many elements your gauntlet can have programmed at the same time.
Example, let's imagine you have 2 gauntlets, 4 fragmancer levels, and you know this 8 elements: Earth, Fire, Air, Water, Veles, Chaos, Lead and Lightning. You decide to program Earth and Fire into the first gauntlet and only Water into the second. The first gauntlet takes 20 minutes to be programmed and the second only 10.
Scientific Transmutation
Starting at level 2, you can transmute any material that you touch with the gauntlet into another material that has the exact same formula, but with a different organization. For example, you can transform Lead ( Formula: SZS) into Quicksilver (Formula: SSZ) and vice-versa. Check the transmutation groups table, any element can be transmuted into any other element in the same transmutation group (Every line is a different group).
Using this procedure, you can't:
- Transmute an element into a derived element;
- Transmute an element into a mixture of elements.
For each 10 minutes you spend performing the procedure, you can transform a volume of 3375cm³/0.125ft³ (a cube that has edges of size 15cm/0.5ft) multiplied by your level. The material stays on its new state, unlike the ability "Minor Alchemy" from Transmutation Wizards (because this is a scientific procedure and not a magic one).
Multi Function
Starting at level 3, you upgraded your gauntlet to be able to handle more than 1 element at a time. You create the elements separately, and you can release them separate or mixed. Some reactions may occur when mixing elements, check the recipes table to know. If you can program all the elements from a recipe, than you know the recipe. You can only create effects from recipes you know.
You also unlock Intermediate Elements.
Fragmancer Paradigm
At 3rd level, you choose a Fragmancer Paradigm, a philosophical path that shapes how you act and fight, each of which is detailed at the end of the class's description. Your choice grants you features at 3rd level and again 5th level, 9th and 15th level.
Ability Score Improvement
When you reach 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Rewired Brain
At level 3, you can understand math and logic beyond language barriers. When you are hearing a language for the first time, you can infer what a few words mean, but never the full sentence. Spending time with speakers allows you to learn the language, and at the end of a long day you can understand and speak simple sentences. Make a History (Int) check (DC 18) at the end of every day of learning, and on the first success, you can add that language to your list of languages known.
Reality Grasper
Starting at level 6, you can understand reality to a point of maximizing the effects of your gauntlet. You can charge 2 times faster and shape your weapon 2 times faster. Whenever you generate an element now, double the quantity generated. You also take half the time to program your gauntlet.
Flash Of Genius
Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 9m/30ft of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
Last Step
When you reach 10th level, you unlock Advanced Elements.
Lightning Thoughts
At level 10, your brain works extremely fast. In your mind, it seems as if seconds turn into minutes allowing you a lot of time to think. All your checks to recall knowledge become free actions.
Fast Learner
When you reach 11th level, you gain 3 proficiencies. Choose 1 skill from Arcana, History, Nature, Insight or Perception, any saving throw and a tool proficiency.
Gauntlet Upgrade
Starting on 14th level, you can charge your gauntlet 3 additional times and you can shape the form of your element 3 additional times.
Reality Grasper
Starting at level 18, you can understand reality even more, in a deeper level, maximizing your gauntlet processes even more. You can charge 4 times faster (instead of 2) and shape your weapon 4 times faster (instead of 2). Whenever you generate an element now, triple the quantity generated (instead of doubling). You also take 1 quarter of the time to program your gauntlet (instead of half).
Master of Knowledge
At 20th level, you know every possible formula.
Science Mage
Starting at level 20, you can recreate any Artificer, Sorcerer, Wizard or Warlock spell you see of 5th level or lower using your gauntlet as arcane focus (if necessary). Once you saw the spell, you need to cast it at least one time, as a training, and then you will always know it and it will always be prepared for you. Your spell slots are the same as a 20th level Artificer. You always use your Intelligence to cast these spells.
Fragmancer Paradigms
Each fragmancer choose a paradigm that aligns with their philosophy, mindset and fighting style. Here are a few options of paradigms for your character.
Fitness Paradigm
Chess Boxing
You deviated a little from your science path to study the body. At 3rd level, you gain proficiency with heavy armors. You also can create weapons that are not light using your gauntlet (but you can still use them as if they had the light property).
Weapon Throw
When you reach 5th level, you gain the ability to throw the elemental shape that you are using with your melee mode. Make an attack and roll the damage as if you were making a close range attack. Your range is 3m/6m (10ft/20ft) multiplied by your Intelligence modifier. Your weapon doesn't need to have the thrown property. You can instantly replace your weapon with another of rough shape as a free action.
Alchemy Smith
At 9th level, you can create elemental armors. You can spend 4 hours divided by the element volume constant to create an elemental armor for you or any other character. You can only make elemental armors with solid elements. The elemental armor is not magical, and is classified as a Half Plate.
- If the element chosen is not a metal: The armor's has AC of 15 + Dexterity modifier. It doesn't require any minimum strength, weighs 20kg/40lb. The user doesn't have disadvantage on Stealth rolls.
- If the element chosen is a metal: The armor's has AC of 12 + molecule size of the metal*. It doesn't require any minimum strength, weighs 20kg/40lb. The user has disadvantage on Stealth rolls.
* The molecule size of metal is the amount of fragments in the molecule. Lead (SZS) has size 3; Tin (SZSZ) has size 4; etc.
Whetstone Touch
At 15th level, you already shaped your melee weapon so many times you became an expert. You can shape the form of your weapon during combat, as a bonus action. Note that this feature overlaps with the Reality Grasper feature, making you gain twice the upgrades using only a bonus action. Also your Alchemy Smith skill now makes elemental armors with +1 AC.
Blaster Paradigm
Blaster Cannon
You chose to become a master at shooting things with your gauntlet. At 3rd level, you can combine the melee and blaster modes of the gauntlet. You can create a cannon of any solid material around the gauntlet using the melee mode. If you have the elements Fire or Combustion programmed into your gauntlet, you can use your blaster mode to shoot a solid element and, with the aid of your cannon, you can add 1d3 damage to your attack. Your cannon breaks after 1 day of usage without maintenance or after a full charge shot.
Since the cannon is a rough shape that you made using the melee mode, you can shape it. Every time you shape it, increase the damage bonus in 1d3.
Cannoneer
At 5th level, you gain a bonus of +2 to your AC when using the Blaster Cannon.
Master Blaster
At 9th level, the damage bonus of your Blaster Cannon increases from 1d3 to 1d4.
Gauntlet Dance
At 15th level, you gain proficiency with Acrobatics, if you don't already have it, and whenever you make an Acrobatics check using your gauntlet, double the proficiency bonus.
Health Paradigm
Survival of the Smartest
Starting at 3rd level, whenever you choose to spend Hit Dice, you add your Intelligence modifier to the roll instead of your Constitution modifier.
Combat Medic
Starting at 5th level, you can use an action to make a Nature (Int) check (DC 14) against a creature. If you succeed, your character now knows the creature's weak points. Attacks you make against that creature have advantage and deal double the damage (criticals deal triple damage).
Living Brain
Starting at 9th level, whenever you choose to spend Hit Dice, you add your Constitution modifier and your Intelligence modifier to the roll.
Healthy Diet
Starting at 15th level and whenever you level, you add your Constitution Modifier two times to your rolls that increase maximum Health. If your character doesn't eat properly, you lose this bonus for next level. If your character starves, decrease their maximum health by a roll of your Hit Die + your Constitution modifier.
Mind Paradigm
Obsessive Study
You study so much that you often spend hours or even days without eating and/or sleeping properly, and this is reflected on your health. At 3rd level, you can increase your Intelligence score at a cost of a less eficient recovery. Your Intelligence score increases by 2, but when you rest and choose to spend Hit Die, add -2 modifier to the roll. You may repeat this bonus again at 5th, 9th and 15th levels, giving you max +8 points of Intelligence score but -8 modifier on recovery rolls. You can increase your Intelligence score above 20 using this feature.
If you don't choose this bonus, you may instead, at 3rd level (and 3rd level only), choose two skills from Arcana, History, Investigation, Nature and Religion.
Actual Know-all
At level 5, you can choose one of these proficiencies:
- 2 languages;
- 2 weapons;
- Any tool of your choice.
Big Brain
At 9th level, your Intelligence is so high that it shows physhically through loss of hair. When you reach level 15th, you will be completely bald. Your head also gets slightly bigger. This incredible intelligence also allows you to substitute your Wisdom or Charisma for Intelligence during a check or saving throw. You can use this ability once for Wisdom and once for Charisma and it restarts after a long rest.
Actual Know-all
When you reach level 15, you can choose again one of these proficiencies:
- 2 languages;
- 2 weapons;
- Any tool of your choice.
Creativity Paradigm
Creative Genius
You become more smart and creative with the elements you use, causing them to be more effective. Starting at level 3, whenever you pick new formulas to learn, you can instead pick formulas of elements you already know. Elements you picked more than one time gain a bonus of +1 when making a damage roll for each additional time you picked it. Any element can have a maximum of 4 picks (+3 bonus damage).
You also double your proficiency bonus when making an insight check using elements that you picked more than 1 time.
Perceptive Intelligence
At level 5, whenever you see a character use a class specific feature that you don't have, you can spend an action to make a Perception Check (DC 15) and on a success, you gain that feature. Using Perceptive Intelligence again replaces the acquired feature. You can't use feature you don't have enough level to use (but you can still acquire it).
Voice of Experience
When you reach level 12, you can choose two skills from Animal Handling, Insight, Medicine, Perception, Survival.
Grand Perception
At 15t level, you can have up to 3 acquired features using your Perceptive Intelligence feature.
Popularity Paradigm
Falling in Love
Starting at 5th level, the player can make people fall in love with them. If the target wasn't damaged by the character or any of its allies, the player can try to seduce the target. The target has to succeed on a Wisdom saving throw (DC 12 + player's Intelligence modifier) or falls in love with the player. The player or any of their allies have advantage on Charisma rolls against the target, the target will trust them and be helpful to them and the target won't harm them. This effect is not magical and thus the target can fall out of love if the DM decides that it's appropriate.
Psychic Weapon
At 9th level, the player combines their knowledge of the matter with their knowledge of people's mind to create a Psychic Weapon. If you have the Psychic Energy programmed into your gauntlet, you can make an attack (using the Blaster Mode), against a creature, that deals 1d8 + your Intelligence modifier as Psychic damage and the target must succeed on a Wisdom saving throw (DC 12 + player's Intelligence modifier), or becomes Unconscious. You can make this attack again after a short rest.
Psychic Gatling Gun
At 15th level, the damage of your Psychic Weapon drops to 1 + your Intelligence modifier but you can use it an unlimited amount of times.