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# The Platinum Seal The Platinum Seal is a Artificer subclass for dwarves who take the Mark of Warding in Eberron. When the Mror dwarves began exploring their ancient, underground cities, they discovered the Daelkyr, and The War Below began. The Daelkyr corrupted the mind and bodies of those it encountered. To combat this, a sect of House Kundarak traveled to the Shadow Marches to train with the Gatekeeper druids and learn their ancient traditions for holding Xoriat at bay. These traditions, blended with the Mark of Warding, and so The Platinum Seal was born.
##### Platinum Seal Features | Artificer Level | Feature | |:---:|:---:| | 3rd | Tool Proficiency, Platinum Seal Spells, Arcane Anchor | | 5th | Psychic Vault | | 9th | Vvaraak's Denial | | 15th | Grounding |
#### Tool Proficiency When you adopt this specialization at 3rd level, you gain proficiency with glassblower's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. #### Platinum Seal Spells Starting at 3rd Level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Platinum Seal Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. ##### Platinum Seal Spells | Artificer Level | Spell | |:--:|:--------:| | 3rd | Calm Emotions, Charm Person | 5th | Detect Thoughts, Warding Wind | 9th | Wall of Water, Counterspell | 13th | Guardian of Nature, Fire Shield | 17th | Synaptic Static, Antilife shell \columnbreak #### Arcane Anchor At 3rd level, you learn how to create arcane anchors. You gain the ability to use your dragonmark to create & fuel your arcane anchor. You haveve a number of uses equal to 1+ half your level rounded down. Intelligence is your spellcasting ability for these abilities, and your spell DC is equal to 8 + your proficiency bonus + your Intelligence Modifier. Using woodcarver's tools or glassblower's tools, you can take an action and expend one use of your dragonmark and magically create an arcane anchor and deploy it. As part of this action, you pick from one of two modes for it to be in: Body or Mind. Your anchor lasts for one minute, or until you end it as a free action Body: When you chose this mode pick a point within 15 feet, the anchor burrows into the ground and creates 15-foot-radius dome of magical energy. If any domes overlap, the most recent dome takes precedence. The dome has the following properties: * Any difficult terrain inside the dome is treated as normal terrain for friendly creatures. * When you choose this mode, pick Strength, Dexterity, or Constitution. Whenever a friendly creature enters the dome, they gain proficiency in saving throws for that ability. They then loose proficiency in a saving throw of their choice they have proficiency in. This effect ends if they leave the dome. Mind: When you chose this mode, pick a willing creature within 15ft. Your anchor attaches to that creature, providing them with the following benefits: * As a bonus action, the creature can cast _Sanctuary_ on themselves once. * When you choose this mode, pick Intelligence, Wisdom, or Charisma. The creature the anchor is attached to gains proficiency in saving throws for that ability. They then loose proficiency in a saving throw of their choice they have proficiency in. #### Psychic Vault Your mind can't be read magically unless you allow it. In addition, you gain an additional use of your Artificer Infusion. This infusion can only be used to recreate effects of an _**Amulet of Proof Against Detection and Location**_ #### Psychic Intrusion At 5th level, your study of the mind's defenses lets you penetrate them . You know the _Encode Thoughts_ cantrip. If a thought strand is stored in a _Leomund's secret chest_, the duration of the strand does not decrease, and resumes once removed. \pagebreak #### Vvaraak's Denial At 9th level, your mark's powers grow to prevent powerful creatures and effects. Each mode of your arcane anchor gains an additional property that can be triggered after the anchor is already deployed. Body: As an action you can spend two uses of your mark to cast _Magic Circle_, ignoring its casting time, centered on a body anchor. If a creature is inside the circle and would be trapped, it makes a Dexterity saving throw vs your Spell DC. If it succeeds, it is pushed outside the circle. Either way, all other affects from the anchor end. Mind: As a reaction, when a creature you can see a with one of your mind anchors is targeted by a spell, you can spend 2 uses of your mark to cast _Counterspell_ as if you were in the space as the creature targeted by the spell. #### Grounding Starting at 13th level, your arcane anchor becomes more versatile. As a bonus action, you can move one of your anchors to a new location or creature. At the same time, you can choose to have it switch modes. In addition, each of your modes gains an additional property that can be activated. Body: As a bonus action, you can spend two uses of your mark to cause all friendly creatures within the radius to gain advantage on all Strength and Dexterity checks and saving throws made to escape, or avoid, grapple and restricted checks, till the end of your next turn. Mind: As a bonus action, you can spend two uses of your mark to cause all creatures with a mind anchor to gain advantage on saving throws made to resist the charmed or frightened condition, and to resist possession or mind control, until the end of your next turn.
by tsotomusic