|Level||Proficiency Bonus||Features||Max Spell Level||Max Elements|
|2nd||+2||Fragmancer Paradigm, Philosopher's Notes||1||1|
|3rd||+2||Parallel Thinking, Rewired Brain||1||1|
|4th||+2||Ability Score Improvement||2||1|
|6th||+3||Philosopher's Notes, Rewired Brain||2||2|
|8th||+3||Fragmancer Paradigm feature, Ability Score Improvement||3||2|
|12th||+4||Rewired Brain, Ability Score Improvement||3||3|
|14th||+5||Fragmancer Paradigm feature, Philosopher's Notes||3||3|
|16th||+5||Ability Score Improvement||4||3|
|18th||+6||Philosopher's Notes, Rewired Brain||4||3|
|19th||+6||Ability Score Improvement||5||3|
Creating a Fragmancer
Fluff. To do.
You can make a fragmancer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Strength or Dexterity. Second, choose the Sage (or the Cloistered ScholarSCAG) background. Third, choose Fire to be programmed into the gauntlet.
As a fragmancer, you gain the following class features.
- Hit Dice: 1d8 per fragmancer level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: ld10 (or 5) + your Constitution modifier per myoshidius level after 1st
- Armor: Light armor
- Weapons: Simple weapons, Elemental Gauntlet
- Tools: One type of artisan's tools of your choice, alchemist's tools
- Saving Throws: Constitution, Intelligence
- Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Nature, Perception.
You start with the following equipment, in addition to the equipment granted by your background:
- any simple weapon of your choice
- (a) dungeoneer's pack or (b) explorer's pack
- (a) studded leather armor or (b) chain shirt
- tinker's tools
If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4 x 10 gp to buy your equipment.
Multiclassing and the Fragmancer
If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose fragmancer as one of your classes.
Ability Score Minimum. As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already a fragmancer.
Proficiencies Gained. If fragmancer isn't your initial class, here are the proficiencies you gain when you take your first level as a fragmancer: light armor, elemental gauntlet, tinker's tools.
Frangerian Technology. You can use the spell slots you gain from the Spellcasting class feature of other classes to cast fragmancer invocations of elements you have prepared, instead of spending the use of that invocation.
The fragmancers use a special item called The Elemental Gauntlet. The gauntlet is a mixture between a tool and weapon used for science. Due to its high level of technology, it looks like a magic item for those that can't comprehend its inner workings. The gauntlet's main purpose is to gather matter around the user and break it into fragments (also called atoms in other worlds) and use these fragments to form other kinds of matter. These kinds of matter are formally called elements.
Using a gauntlet in one hand prevents you from using a weapon or shield on that hand. You can still hold small objects, but not firmly.
At level 1 you can construct your first gauntlet, using alchemist's tools, a workweek and 50 gp worth of material that you buy with a smith and at the market. You can also instead buy or find one at any government office or school in Frangere for 200 gp. Initially you are able to use only one gauntlet, but there are features that allow you to learn how to use two at the same time. If that happens, you can construct your second gauntlet using the same process, or buy your second. The Off-Hand Gauntlet section details what can be done with a second gauntlet.
The Gauntlet is made of a Platinum-Iridium alloy, being very resistant to several types of corrosion, having a great resistance to impact and having a melting point high enough to withstand the creation of fire and plasma without melting itself.
The gauntlet is used to cast the so called elemental invocations, abilities that use science to control the reality. Elemental invocations are spells for simplicity sake, and the words "invocation" and "spell" migh be used interchangeably, but fragmancers always say that "invocations are not magic, but science!". They are spells only for the ignorant folk who doesn't understand enough about the complexity of the tool. You can check all invocations at the end of the class's description. Your fragmancer always knows every invocation.
Preparing and Casting Invocations
Fragmancers can't choose all the spells they can cast. They program elemental formulas into their gauntlets and each element programmed comes with a fixed list of spells. Fragmancers don't have spell slots, they can only cast each spell in the fixed list once before a Long Rest. However, you can't cast every spell in the list right at level 1, you can only cast spells that go up to a certain spell level, and this max spell level increases as you gain leveis in this class, as shown in the Max Spell Level column of the Fragmancer table.
Additionally, as you progress in levels, you can also have more than one element programmed in the gauntlet, increasing the number of spells you can cast, as shown in the Max Elements column of the Fragmancer table. You can't program the same element more than once.
When you finish a Short Rest, you can choose an element per hour spent resting to be programmed in the gauntlet. Upon finishing a Long Rest (or 8 hours), you can choose as many elements as you'd like to be programmed in the gauntlet. Programming isn't a strenous activity and the player can enjoy the effects of resting even when they spend the whole rest programming.
You can also erase an element programmation from your gauntlet without spending any time and then spend time to program another element in its place. Programmed elements stay programmed into the gauntlet's system until they are erased (unless stated otherwise).
The Fragmancers need a gauntlet to cast invocations, and it's considered an arcane focus for their fragmancer spells.
The group of "Unbound" invocations is a list of invocations that are available for you to cast regardless of the elements programmed.
Intelligence is your spellcasting ability for your fragmancer invocations; your understanding of the scientific theory allows you to wield invocations masterfully. You use your Intelligence whenever a fragmancer invocation refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a fragmancer invocation you cast. However, when making an attack roll, you use your Strength or Dexterity modifiers, for melee and ranged attacks, respectively.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Dexterity or Strength modifier
Casting in Armor
Because of the mental focus and movement required when using a gauntlet, you must be proficient with the armor you are wearing to cast an invocation. You are otherwise too distracted and physically hampered by your armor for casting.
The elements programmed and the invocations that can be cast are tied to a gauntlet. A second gauntlet is treated separately, with its own elements programmed and invocations that can be cast, however your total number of elements programmed adds the number of elements programmed in both gauntlets. With two gauntlets also comes the ability to repeat elemental programmings, as long as they are programmed into different gauntlets. This gives you the ability to cast each spell in that element's list twice before a Long Rest, but also counts as two elements to determine the amount of elements you can program.
Transferring a gauntlet to another person, or even stealing one, also transfers all the programming and invocations that it has. However, you can't cast invocations that you don't have the level required, even if you have access to a gauntlet with them already programmed.
Fragmancers can only use a single gauntlet, but there are two ways to allow you to use an off-hand gauntlet:
- The Invocator's Paradigm sub-class
- The Dual-Wielder feat
Sometimes a player may cast an invocation in which the gauntlet gives information to the player. The gauntlet talks through code, using vibrations, shocks, temperature, light, sounds, and other kinds of signal, to convey the information and if the caster has least 1 fragmancer level they can decipher these signals. This code is called lexi-aurum.
As an example, if you are a 6th-level fragmancer, you may program a maximum of 2 elements out of 6 (Earth, Water, Air, Fire, Veles and Chaos). You also have access to invocations that don't use any elements, which are Unlock, Compass and Clock, Substance Identification and Critical Vision. All of those, except for the last one, are cantrips and can be cast at will.
Let's imagine you programmed Earth and Fire into your gauntlet. These elements give you the cantrips Fire Bolt and Earth Shield, that can be cast at will and the spells Hellish Rebuke, Propulsive Flame, Continual Flame, Catapult, Fists of Garron and Maximilian's Earthen Grasp each of which can only be cast once before a Long Rest.
At 2nd level, you choose a Fragmancer Paradigm, a philosophical path that shapes how you think and fight, each of which is detailed at the end of the class's description. Your choice grants you features at 2nd level and again at 8th and 14h level.
The options of choice are the Virtualization Paradigm, Purification Paradigm, Invocator's Paradigm and Forensics Paradigm, each of which is detailed at the end of the class description.
At 2nd level, you gain proficiency with Navigator's Tools or Thieves’ tools or any type of artisan's tool of your choice. Also choose one of your tool proficiencies. You halve the time you take to create non-magical items using that tool. If you pick a proficiency that already benefits from this feature, you decrease it to 1/3 of the time, then if you pick it again, to 1/4 of the time, then 1/5 and so on.
At 6th, 10th, 14th and 18th levels, you gain both effects again, choosing one more tool to gain proficiency and one more tool you are proficient to decrease the time.
At 3rd level, whenever you make an Intelligence check, you can make as many rolls as you want, as long as each roll is made with a different skill, and all rolls are considered part of the same action. The DM determines the rolls that are relevant to the situation.
At level 3, you can understand math and logic beyond language barriers. When you are hearing or reading a humanoid language that you don't speak, you can infer what one or other word mean, but never the full sentence. Your vast knowledge about linguistics also lets you identify which language they are speaking even if you don't speak it, as long as the language isn't secret.
At this level and every third level (6ht, 9th, 12th and so on), you learn 1 humanoid language of your choice. Whenever you gain a level in this class, you may change one of the humanoid languages you know for other.
Additionally, you may add a bonus to your Intelligence rolls that is equals to the number of languages you speak, whenever the roll requires to remember facts about people, language and culture.
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.
When you reach 5th level you have spent so many nights working tirelessly that your vigor greatly increases. You can now work or travel 12 hours a day without feeling tired or sleepy, as if you were working or travelling for only 8 hours. You also gain all the benefits of a Long Rest with only 6 hours of rest.
Starting at 7th level, whenever you speak all the languages that a creature speaks (considering that it speaks at least one language), you gain advantage on spell attacks made against that creature.
Starting at level 20, you can cast the spell Legend Lore once without spell slots and without the material components. You must wait 7 days before you can do so again.
Bag of Memories
Starting at 2nd level when you choose this paradigm, you gain the ability to carry objects virtually. Using an action, you can fragment a medium or smaller object, transforming it into dust, and store it inside the gauntlet as a piece of information. Using another action, you can reconstruct the item again, and remove it from the gauntlet's memory storage. You have to be holding the item with the gauntlet to fragment it and it appears in your hand when you reconstruct it.
You can also use an action to gain information from the gauntlet about an object stored in its system, as if you were handling the object physically, but you can consider this manner of getting information much faster. If you had a book you'd need to flip through every page to find a specific information, but the gauntlet could find it in seconds.
Additionally, you can also transfer anything that is stored virtually in your gauntlet to the gauntlet of another fragmancer of the Virtualization Paradigm.
The gauntlet's total capacity of memory is 18kg/40lb worth of objects. Trying to store an object fails when there isn't any space left; The memory is not stored and the object isn't destroyed.
This capacity improves as you progress in levels, increasing by 4,5k/10lbs at 5th level and again at 8th, 11th, 14th and 17th levels.
The information inside the gauntlet have no impact on the weight of the character or the things that they carry whatsoever.
At level 8, you gain the ability to convert an item into instructions of how to craft it. While working with the information stored in the gauntlet, you may choose to destroy the information of an item to create a blueprint of said item, that explains how to craft it, which materials are necessary to craft it, which tools are needed, etc.
For non-magic itens, you just need to spend 8 hours working with the info and you get a blueprint of it. For magic itens, you start with an 8 hours minimum of work and add 8 hours if the item rarity is common or higher, then more 8 hours if the item is uncommon or higher, and so on, adding 8 hours for each level of increasing rarity.
The blueprint only exists virtually inside the gauntlet (without weighting anything) and only you can access it. To have a physical blueprint, you'd need to transcribe it.
At level 14, you gain the ability to remove a single non-magical item from the gauntlet but still keep its info inside the gauntlet, therefore duplicating it. You can use this feature once, and then you need a Long Rest to restore its use.
You are on your way to become a master metallurgist. Starting at 2nd level, you know the name of any metal just by looking at it, even magic metals and alloys, and you also know whether or not it's magical, and whether or not it's an alloy.
You start to better understand how to refine the element of Metal; you learn how it works and how to best make use of it.
Starting at 2nd level when you choose this paradigm, you may purify the metal of an object or surface using this feature. You spend the time specified in the table below to purify 4kg/9lbs of metal, turning it into another more refined metal. For example, if you use this feature to purify 4kg/9lbs of Copper, you spend 3h to transform it into Iron.
You need to touch the area composed of metal throughout all of the process. If you purify a metal this way, the purification becomes irreversible.
Most common metals
|Metal||AC||Cost/lb||Made From||Time required|
* Adamant is hard but brittle, bludgeoning attacks have advantage against an item made of Adamant and the item is vulnerable to bludgeoning and fall damage.
Whenever you program Metal into your gauntlet, the metal in question is Lead, the least pure metal. Any metal invocations will create objects made of lead.
Starting at 8th level, you may use this feature to purify your metal element, causing your invocations to create objects made of more purified metals. For example, the invocation Metallic Barricade creates a wall made of lead, that has an AC of 14. If you purify the metal programming to a more refined metal like copper, Metallic Barricade will instead be made of copper and have an AC of 16.
Use the table from the Purify Metal feature to see how much time you need to program the gauntlet in order to advance its metal element from one grade of metal to the next.
Purifying the metal programming is irreversible, and to downgrade the metal of your invocations you'll need to erase the metal element from the gauntlet (as a free action) and start the programming over from Lead.
Effects of the purification on each Metal invocation:
Conjure Barrage increases its range by 5 feet for each level of purification after lead.
Heat Metal deals 2 additional damage to its target for each level of purification after lead.
The wall created by Metallic Barricade has the correspondant metal's AC.
Conjure Volley deals 1 additional damage to its target for each level of purification after lead, and if the metal is silver or higher, the damage counts as dealt by a magical weapon.
At 8th level you also add the invocation Armory Confection to the list of Metal spells. Following is a description of how it changes with the Purify Invocations feature.
The armor created by Armory Confection increases the protection it gives the wearer based on the level of the metal.
At 14th level, if you have Veles programmed into your gauntlet, you can increase the AC bonus of an armor by 1. Only one piece of armor can have this effect, casting this again ends the effect on the previous armor.
At 14th level, you also add the invocation Blade Barrier to the list of Metal spells. Following is a description of how it changes with the Purify Invocations feature.
Blade Barrier duration increases by 10 minutes for each level of purification after lead, and if the metal is platinum or higher, any creature fails the saving throw of the spell automatically.
Starting at 2nd level when you choose this paradigm, you become more attuned to your invocations and to magic. You can now use an off-hand elemental gauntlet, which means that when choosing the elements you can program in the gauntlet, two of them can be the same element, as long as you program them in separate gauntlets. You can read more about using and off-hand guntlet in the Off-Hand Gauntlet section at the beginning of the class description. You also gain proficiency in Arcana if you don't already have it.
Starting at 8th level, you upgrade your elemental power. Choose one of the four basic elements: Fire, Water, Earth or Air. While you are using 2 gauntlets, that element is always programmed in your off-hand gauntlet and doesn't count towards the number of maximum elements you can have programmed.
Starting at 14th level, you gain the following benefits:
- You gain the Metamagic options Distant Spell, Heightened Spell and Quickened Spell.
- You gain 6 sorcery points (these points are added to any sorcery points you have from another source but can be used only on the 3 Metamagic options above). You regain all spent sorcery points when you finish a long rest.
Starting at 2nd level when you choose this paradigm, you become expert at material and chemical analysis, specially when related to crimes. You learn the cantrip Substance Identification and gains proficiency in Investigation.
Crime Scene Analysis
Starting at 8th level you become expert at analysing crime scenes. You gain Expertise with Investigation.
Starting at 8th level if you have the blood of a creature, you can use it to cast Hunter's Mark with that creature as target, while ignoring the range, without spending spell slots and using your gauntlet as spellcasting focus. The spell also requires no concentration and stays up for the entire duration or until dispelled. You can use this feature once per creature and you restore all uses after a Long Rest.
Starting at 14th level your senses become attuned to detect illusions and hidden things. While you have Veles programmed into the gauntlet, you gain the following benefits:
- +5 bonus to your passive Wisdom (Perception) score;
- +5 bonus to your passive Intelligence (Investigation) score;
- Whenever you make a check related to detecting or resisting the effects of illusions, or to find anything hidden, you make it at advantage.
List of Elemental Invocations
Below you find the complete list of invocations. The title of each list represents the element that has to be programmed into the gauntlet to gain that list of spells. Unbound invocations aren't tied to any element and are available regardless of the element programmed. Invocations marked with a * are custom and can be found in this link. Invocations marked with a ** are spells that are official but may have been slightly modified.
|Compass and Clock*||0||divination|
|Freedom Of Movement||4||abjuration|
|Armor Of Agathys||1||abjuration|
|Snilloc's Snowball Swarm||2||evocation|
|Fists of Garron*||1||transmutation|
|Maximilian's Earthen Grasp||2||transmutation|
|Detect Magic||1||divination (ritual)|
|Tenser's Floating Disk||1||conjuration (ritual)|
|Ray Of Enfeeblement||2||necromancy|
|Cabalistic Vest*||3||abjuration (ritual)|
|Magic Missiles||1 (Cast as a 3rd-level spell)||evocation|
|Wild Bolt Storm*||5||evocation|
|Silence**||2 (Cast as a 3rd-level spell)||illusion (ritual)|
|Heat Metal||2 (Cast as a 3rd-level spell)||transmutation|
|Wrath Of Nature||5||evocation|
|Adhesive Goo Cover*||3||conjuration|