BRS - Arcan Class

by Vogal

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The unveil of the Arcans

Arcan (English)

The Bugbear breathed heavily. He had been running breathlessly through the tunnels of the cave for too long, until he hid himself in a recess of that rocky hell. Never he, in his short life, had seen anything like that. That damn girl was alone. A girl with a slender body entered in that cave all alone, seeminly without care for her own life. For the whole group, when they spotted her, she seem an easy prey, just an assault at the ideal moment and the cat was in the bag; nothing more further and more false from what really happened. If it weren't for that pebble where he clumsily stumbled upon, his head would be rolling through those dark and damp corridors of stone, like all the others. The last thing he would have seen before been departed forever from his body, it would have been a faint flame igniting in the total darkness, a sickle appearing out of nowhere, and a subtle yet lethal slash severing every life in its path.
Huh? Footsteps. Something is approaching. Heavy like the echoes of the funeral bells in the darkness. Then the bugbear was holding his breath as much as he can. As a final try to keep himself alive, he was cutting that thread of air he has like it was the greater of betrayers. Something is approaching! It's here! It's huge, with luminous yet hollow eyes of the reaper. Then he heard only one thing, the voice of that girl saying: "Rook... kill him."

Unknown Travelers

The Unknown Travelers, the Silent Warriors, or the ones of arcane origin, later named Arcans. No one knows precisely where they come from or where they get their abilities. They are adventurers who do not attract much attention and, under an inattentive glance, appear to be beginners; but an expert eye can recognize the past of many battles reflected in their pupils. There are various legends about the origin of the Arcans; some say they are multiplanar travellers, others say they are forest spirits curious about cities, still others claim they are experiments born from the mind of some mad wizard, and others strongly maintain that they come from the world of dreams.

All-Rounded Warrior

These adventurers appear not to be a very social kin of humanoids, seeing them not say a word for days is not strange. They tend to be solitary, silent and emerging from who knows where very often; these are some few descriptions given by people who talk about them. But everyone agrees that the Arcans are warriors with surprising versatility and adaptability; it is not uncommon to see a merchant hire a group of these fighters and return home without a scratch, or even an innkeeper who is impressed by their ability to handle the chores, or a miner who is amazed to see that only a single basic explanation of the researched material, makes these adventurers capable of recognizing the raw metal by eye.
Art By Huke
Arcana
Level Proficiency Bonus Skills Arcane Points Arcane Limit
1st +2 Arcan Powers, Arcan Tarot, Arcan Survival 4 2
2nd +2 Soulflame 6 2
3rd +2 Soul Sentinel, Arcan Tarot 14 3
4th +2 Ability Scores Improvement 17 3
5th +3 Dreamsmith 27 5
6th +3 Arcan Tarot 32 5
7th +3 38 6
8th +3 Ability Scores Improvement, Major Arcana 44 6
9th +4 57 7
10th +4 Oniric Regeneration 64 7
11th +4 Arcane Attack (1d6) 64 7
12th +4 Ability Scores Improvement 64 7
13th +5 Dreams Traveler, Arcane Attack (2d6) 64 7
14th +5 Arcan Tarot 64 7
15th +5 Arcane Attack (3d6) 64 7
16th +5 Ability Scores Improvement 64 7
17th +6 Arcane Attack (4d6) 64 7
18th +6 71 8
19th +6 Ability Scores Improvement 71 8
20th +6 Oniric Weapon 71 8

Hit Points


  • Hit Says: 1d8
  • Hit Points at 1st Level: 8 + CON mod
  • Hit Points at Higher Levels: 6(1d8)+ Mod CON

Proficiencies


  • Armor: Light Armor
  • Weapons: Simple melee weapon, shield
  • Tools: 1 tools' set of your choice

  • Saving Throws: Dexterity
  • Skills: Perception and one skill to choose from Arcana, Athletics, Acrobatics, Intimidate, Animal Handling, Survival and Medicine.

Equipment

You start with this equipment, in addition to that obtained from your background:

  • (a) Melee Weapon or (b) Shield
  • 1 Melee Weapon
  • 1 Leather Armor
  • 1 tools' set of your choice
  • (a) Cards' set or (b) Dice set

Arcan Powers

Your multiplanar origins have changed your body and distorted your conception of reality. You gain dreamlike powers capable of manipulating reality and shaping objects to your liking.

Arcan Evocation

As a bonus action, by spending Arcan Points, you are able to shape a Primordial Puppet or an Arcan Weapon to suit your purposes. You are proficient with weapons you create with this skill. The properties of the puppet and weapons, and their respective costs in Arcan Points, are shown in the Arcan Arts paragraph listed at the end of this class.

Arcan Points

You have an internal reserve of dream energy that is dedicated to your Arcan abilities. Each Arcan Tarot explains what effects you can recreate and how you can spend these Arcan Points. The number of Arcan Points available to you is based on your level as shown in the Arcan Points column of the Arcana table. The total number of Arcan Points at your disposal returns to their maximum whenever you finish a long rest. The number of Arcan Points at your disposal cannot go below zero or exceed the maximum number.

Arcan Limit

Even if you can manipulate reality, your inexperience does not allow you to overturn its rules. It takes a lot of training and practice to become master of your Arcan skills. There is a limit based on your Arcan level of Arcan Points that you can spend all at once, as shown by the column in the Arcan table labeled Arcan Limit.

Arcan Puppeteer

A puppet summoned by you follows any order given by you to the best of its ability and listens to nothing other than you. With a bonus action, you can give an order to the puppet which it immediately carries out, without worrying about its survival. If the puppet is more than 30 feet away from you for more than 10 minutes, it immediately sets off in search of you, performing only the Dash, Disengage or Dodge actions. When the puppet is looking for you, it knows exactly where you are and if you are in another plane of existence, the puppet spontaneously performs its Dissipation action.

Arcan Tarot

Choose an Arcana Tarot: Tarot of the Star, Tarot of the Emperor, Tarot of the Chariot, Tarot of the Strength and Tarot of the Devil; each of them is listed in great detail at the end of the description of this class, in the Arcan Tarot paragraph. Each tarot gives you particular features and other features at levels 3, 6 and 14.

Arcan Survival

You gain proficiency in a saving throw depending on the Arcan Tarot you chose. You gain this proficiency only if this class is your first class. The proficiency gained on the saving throw are as follows:

  • Tarot of the Star: Intelligence
  • Tarot of the Emperor: Charisma
  • Tarot of the Chariot: Constitution
  • Tarot of the Strength: Strength
  • Tarot of the Devil: Wisdom

Soulflame

A deep breath, an iron concentration and a rapid blink of the eyelids. What you need to access the signature power of your class, the Soulflame. Starting from 2nd Level, by spending 2 Arcane Points with one action, you create an ethereal flame that generates from your eye that lasts up to an hour and you are focused on it. As long as you remain focused on the flame, you add your proficiency bonus to the results of your Wisdom(Perception) and Wisdom(Insight) checks. If you are proficient in one or both of these skills, add double your proficiency bonus to both skills instead.

Soul Sentinel

Starting from 3rd Level, your Soulflame sharpens your senses. As long as you are focused on your Soulflame you cannot be surprised while your not blinded and/or deafened, and other creatures don't gain advantage on attack rolls against you as a result of being unseen by you. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, blinded and/or deafened, you can act normally on your first turn, but only if you spend 3 Arcan Points with a reaction to activate your Soulflame.

Dreamsmith

Starting from 5th Level, you can make your arcane weapons durable over time. Whenever you summon an Arcan Weapon you are automatically attuned to it unless you have not free attune slots. As long as you are attuned to that arcan weapon, it loses its Ash Steel characteristic and you cannot summon other arcan weapons.

Major Arcana

Starting from 8th Level, by activating the Soulflame you awaken the hidden power of the Arcanas inside you by spending Arcan Points. Depending on the Major Arcana selected you obtain particular features. These features are effective for the duration of the Soulflame. You can choose the Major Arcana that is of a level equal to or lower than your level in this class. The types of Major Arcana, their features and their costs in Arcan Points are listed in the Major Arcana table.


Wisdom is the modifier for spells and cantrips used through this ability. You use your Wisdom modifier to determine your DC and your spellattack modifier.


  • Save DC = 8 + your proficiency bonus + your Wisdom modifier.
  • Spell attack modifier = your proficiency bonus + your Wisdom modifier.

Oniric Regeneration

Starting from 10th Level, your dream powers subvert the cause and effect of your injuries. With a reaction, by spending 2 Arcane Points, when you are about to take damage, you reduce that damage by an amount equal to 1d10 + your Arcan Level.

Arcane Attack

Starting from 11th Level, your mastery of crafting arcan weapons, and your affinity for landing blows with them, makes your strikes more lethal. If you are equipped with an Arcan Weapon or Arcan Extension that you created, when you deal damage, you can use your bonus action to spend 2 Arcan Points, If you do so, you deal damage bonus equal to 1d6. The damage bonus increase to a another d6 at 13th Level (2d6), and another d6 at 15th Level (3d6) and 17th Level (3d6).

Major Arcana
Arcan Level Major Arcana Feature obtained Cost
1 The Magician With one action you can cast a cantrip of your choice taken from the Wizard's and Sorcerer's spells list. 4
2 The Pope With one action you can gain cast a cantrip of your choice taken from the Cleric's spell list 3
3 The Star You gain advantage on Wisdom saving throws 4
4 The Lovers You have advantage on Charisma(Persuasion) checks 3
5 The Emperor You have advantage on Charisma(Intimidate) checks 3
6 The Justice With one action you can cast a 1st Level spell of your choice from the Paladin's spell list. You can use this feature a number of times equal to your proficiency bonus 4
7 The Hermit You have advantage on Wisdom(Survival) checks 3
8 The Death If you are going to 0 Hit Points for the first time, you go to 1 Hit Point instead 2
9 The Hanged Man You have advantage on Dexterity(Acrobatics) checks 3
10 The World With one action you can cast a cantrip of your choice from the Druid's spell list. 4
11 The Moon You gain Darkvision 30 feet 4
12 The Sun You gain True Sight 30 feet 4
13 The Fool With one action you can cast a cantrip of your choice from the Warlock's spell list. 4
14 The Judgment You have advantage on Intelligence(Investigation) checks 3
15 The Tower With one action you can cast a 1st Level spell of your choice from the Ranger's spell list. You can use this feature a number of times equal to your proficiency bonus 4
16 The Temperance You have advantage on saving throws 6
17 The Strength You have advantage on attack rolls 3
18 The Devil You have advantage on Charisma(Deception) checks 3
19 The Chariot Your speed increases by 10 feet 3
20 The Wheel Roll two d20s, depending on the result of each die you get the Major Arcana of the corresponding level. For every 20 rolled on the dice, you can choose a Major Arcana that is not The Wheel. If you roll the same number, you can choose two Major Arcana that are not The Wheel 6

Dreams Traveler

Starting from 13th Level, your can travel by the dreams of the people. With an action, by spending 7 Arcan Points you can cast the Dream spell with the following alterations:

  • You can choose a creature you don't know as the target of the spell if you have a body part, lock of hair, clipping from a nail or similar portion of that creature body or an object owned by that creature for more than a week;
  • You can target a number of willing creatures up to your proficiency bonus to be the messenger of the spell;
  • You cannot choose to make the messangers appear monstrous and terrifying to the target with its following effects;
  • You can choose that the target will not remember the dream at the end of the spell;
Tarot of the Star - Art By Aiden
  • You cannot choose the enviroment of the dream, neither the aspect of the messanger but they are crafted by the your Arcan Tarot as shown in the following table;
  • At the end of the spell you can decide to teleport all the messangers to a safe, hidden, and escapable location 1500 feet away from the target.

When you cast the spell in this way, you cannot cast it again until 7 days are passed;

Arcan Tarot Messanger Aspect Enviroment Aspect
All Tarots As the original but with Porcelain White skin and Pitch Black hair, equipment and clothes The floor has a checkered texture
Star Their eyes are of an intense and brilliant blue and on a cloth or object they wear it is present a white star insigna A desolate place where several colossal versions of your favorite weapon stand.
Emperor Their eyes are of an intense and brilliant green, they have pitch black and skeletal horns and on a cloth or object they wear it is present a white skull insigna A never ending graveyard where a throne made of razor bones stand and where only you can sit on unharmed
Chariot Their eyes are of an intense and brilliant gold, their hands (if they have any) are made of pitch black skeletal hand constructs and on a cloth or object they wear it is present a white 5-arm wheel insigna A neverendig cloudly sky with floating islands, where a Colossal Doll House stand on the central island
Strength Their eyes are of an intense and brilliant burnt caramel, they have a skeletal construct tail and on a cloth or object they wear it is present a white fist insigna A colossal and floating metal cube with checkered texture where each face have its gravity
Devil Their eyes are of an intense and brilliant crimson, their hands (if they have any) are made of pitch black skeletal hand constructs and they have devil-like horns A post-apocaliptic landscape where everything is covered by pitch black chains

Oniric Weapon

Starting from 20th Level, your mastery of creating arcane weapons transcends reality, you are able to summon an Arcan Weapon - Oniric Blade. The description and characteristics of this weapon are present in the Arcane Arts paragraph at the end of the description of this class.

Arcan Tarots

The Arcans are warriors who tend to adapt to the world around them and to their nature. Each Arcan in his life chooses a path to follow. A path where he shapes his dream abilities in order to survive as he sees fit and show those around them their innate fighting abilities.

Tarot of the Star

The Tarot of the Star are Arcans notorious for their determination. Many adventurers have testified that the Arcans of this Tarot seem to ignite themselves in the dark chaos of battle, like a sun that makes everything around them moved by an unknown force. By choosing this tarot you get the Dual Wielder (PHB) feat.

Double Blade

Starting from 3rd Level, when you summon an Arcan Weapon, you may additional 2 Arcan Points. If you do so, and you have both hands free, a copy of the newly created Arcan Weapon is created in your second hand. Additionally, you gain the ability to Summon an Improved Arcan Weapon with your Arcan Invocation.

Sharp Instinct

Starting from 6th Level, when surrounded by enemies, you have a natural instinct to sense danger. When you suffer a melee attack or must make a saving throw for a spell or ability, with a reaction you gain a bonus to your AC and the result of that saving throw equal to your proficiency. You can use this ability up to a number of times equal to your proficiency bonus per long rest.

Arcane Shooter

Starting from 14th Level, you are able to transform your Arcane Weapon into a fearsome ranged weapon. You gain the ability to summon the Arcan Weapon - Arcane Cannon with your Arcan Invocation. As a bonus action, by spending 6 Arcan Points, you can transform your Arcan Weapon into the Arcane Cannon. If you are equipped with the Arcane Cannon, you can spend 2 Arcane Points to transform it into an Arcan Weapon other than the Arcane Cannon.

Tarot of the Emperor

The Tarot of the Emperor is the Arcan Tarot dutiful to the leadership. You almost never need to go into battle, you have your constructs to do it for you.

Arcane Emperor

You may spend 1 Arcan Point to summon the Primordial Puppet instead of 2. You can also summon and control a number of Primordial Puppet equal to your proficiency bonus, spending 1 arcane point for each puppet summoned this way. Futhermore, the attacks of the puppets you control counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Puppet Commander

Starting from 3rd Level, you gain the ability to summon and control one Puppet Bishop with your Arcan Invocation. The characteristics of the Puppet Bishop are described in the paragraph Arcan Arts at the end of this class. Furthermore, with a bonus action, you can give an order to each puppet summoned through your Arcan Invocation.

War Servants

Starting from 6th Level, you gain the ability to summon and control one Puppet Knight. The characteristics of the Puppet Knight are described in the Arcan Arts paragraph at the end of this class. Furthermore, you can summon and control a number of Puppet Bishop equal to half your proficiency (minimum 1), spending 2 arcane points for each puppet summoned in this way.

Supreme Emperor

Starting from 14th Level, you gain the ability to summon and control one Puppet Rook. The characteristics of the Puppet Rook are described in the paragraph Arcan Arts at the end of this class. Furthermore, you can summon and control a number of Puppet Knight equal to 1/3 of your proficiency bonus (minimum 1), spending 3 arcan points for each puppet summoned in this way.

Tarot of the Emperor - Art By Gyworz

Tarot of the Chariot

The Tarot of the Chariot is famous not so much for his skills, but for his "mount". By choosing this taroc, you gain the Mounted Combatant (PHB) feat.

Arcane Knight

By spending 2 Arcane Points you transform the Primordial Puppet into an Arcan Mount (no action required). The details of the Arcan Mount are present at the end of this class in the Arcan Arts paragraph.

Improved Mount

Starting from 3rd Level, you gain the ability to spend, with one action, 3 Arcane Points to directly summon the Primordial Puppet transformed into the Arcane Mount.

Mount-Armor

Starting from 6th Level, while you are mounted on your Arcane Mount, you gain a bonus to your AC equal to your Constitution modifier.

Chariot Protection

Starting from 14th Level, your mount construct fights with you even against death. While you are mounted on your Arcan Mount, you have advantage on Dexterity or Strength saving throws to avoid falling from your mount and on death saving throws.

Tarot of the Chariot - Art By Nick-Ian
Tarot of the Strength - Art By Huke

Tarot of the Strength

The Tarot of the Strength is known for what distinguishes it, its strength. By choosing this tarot, you get the Unarmed Combat (TCoE) fighting style.

Arcan Extensions

By spending 2 Arcane Points, with an action, you can summon Arcan Extensions. The details of the Arcan Extensions are present at the end of this class in the paragraph Arcan Arts.

Mighty Blacksmith

Starting from 3rd Level, whenever you summon an Arcan Extensions you are automatically attuned to it unless you have not free attune slots. As long as you are attuned to them, those extensions lose the Ash Steel property. Furthermore, you can be attuned, at the same time, with both Arcane Extensions - Arm Form - and Arcane Extensions - Leg Form - as they were one object.

Extra Attack

Starting from 6th Level, you can attack twice instead of once, each time you take the Attack action on your turn.

Disruptive Force

Starting from 14th Level, you can spend 2 Arcan Points with a bonus action. If you do so, you transfom all your Arcan Extensions into Arcan Extension - Mithrill Limbs. The details of the Arcan Extensions - Mithrill Limbs are present at the end of this class in the paragraph Arcan Arts.

Tarot of the Devil

The Tarot of the Devil is the most mysterious and feared Arcan Tarot, some say that they are the embodiment of fear, or worse, of the devil. By choosing this tarot, you gain the Great Weapon Master (PHB) feat.

Hellish Appearance

By spending 2 Arcane Points (no action required) you gain a +2 bonus on your next Charisma(Intimidation), Charisma(Deception), or Charisma(Persuasion) checks.

All-Reaching Devil

Starting from 3rd Level, you gain the ability to summon the Improved Arcan Weapon and Arcan Extension with your Arcan Invocation.

Tarot of the Devil - Art By Unknown Artist

Arcane Connection

Starting from 6th Level, with a reaction, and spending 4 Arcan Points, if you control a Primordial Puppet and it is up to 30 feet away from you, you instantly exchange your position with that of the puppet. Moreover, if you control a Primordial Puppet, with an action you can see through your puppet's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the puppet has. During this time, you are Deaf and Blind with regard to your own senses.

Expiatory Pawn

At level 14, if you control a Primordial Puppet and take an amount of damage that brings you to 0 or fewer hit points, by spending 7 Arcana Points, with a reaction you can instantly exchange your position with that of the puppet, this cause the puppet to take that damage instead of you. If the puppet goes to 0 or lower Hit Points because of that damage, it will explode causing each creature up to 10 feet from it to make a Constitution saving throw against your Arcan Powers DC, taking 6d12 Force damage or half of it they succed. You can only use this ability once per short rest.

Arcana Arts

The Arcana Arts is an oniric magic that can manipulate reality to summon servants, weapons or mechanical constructs by the Arcans limited only by their immagination and expertise. This particular power is feuled by the Oniric Plane where all dreams and nightmares live.


Primordial Puppet

Humanoid Construct, Small Size, Unaligned


  • Armor Class 13
  • Hit Points 16
  • Speed 30 feet
  • Passive Perception 10

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 6 (-3) 10 (+0) 6 (-3)

  • Saving Throws Constitution
  • Skills Survival
  • Condition Immunity Unconscious, Charmed, Poisoned
  • Damage Immunity Poison
  • Senses Darkvision 60 feet
  • Languages Its Summoner's languages (Understands but does not speak)

Cost in Arcan Points: 2

Actions

Puppet's Claws. Melee Weapon Attack. Range 5 feet. +6 to hit. The puppet makes an attack with its claws, dealing 4 (d6) slashing damage on a success.

Absolute Loyalty. The puppet follows any order given by its summoner to the best of its ability and listens to nothing other than them. The latter, with a bonus action, can give an order to the puppet which he immediately carries out, without worrying about his survival. If the puppet is without its summoner for more than 10 minutes, it immediately sets off in search of him, performing only Dash, Disengage or Dodge actions. When the puppet is looking for its summoner, it knows exactly where it is and if the latter is in another plane of existence, the puppet spontaneously performs the Dissipation action.

Dissipation. If the puppet is ordered to leave, disappear, or take his leave, it dissolves into dust without leaving a trace.


Puppet Bishop

Humanoid Construct, Medium Size, Unaligned


  • Armor Class 15
  • Hit Points 32
  • Speed 30 feet
  • Passive Perception 13

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 16 (+3) 6 (-3) 10 (+0) 6 (-3)

  • Saving Throws Constitution
  • Proficiency Survival
  • Condition Immunity Unconscious, Charmed, Poisoned
  • Damage Immunity Poison
  • Senses Darkvision 60 feet
  • Languages Its Summoner's languages (Understands but does not speak)

Cost in Arcan Points: 2

Actions

Puppet's Claws. Melee Weapon Attack. Range 5 feet. +8 to hit. The puppet makes an attack with its claws, dealing 4 (d6) slashing damage on a success.

Equipment. When you summon this puppet you can decide whether this creature is equipped with a Longsword, Morning Star, or Flail. The puppet is proficient with that weapon and whenever he takes the Puppet's Claws action, as long as he wields the weapon, he attacks with it instead.

Absolute Loyalty. The puppet follows any order given by its summoner to the best of its ability and listens to nothing other than them. The latter, with a bonus action, can give an order to the puppet which he immediately carries out, without worrying about his survival. If the puppet is without its summoner for more than 10 minutes, it immediately sets off in search of him, performing only Dash, Disengage or Dodge actions. When the puppet is looking for its summoner, it knows exactly where it is and if the latter is in another plane of existence, the puppet spontaneously performs the Dissipation action.

Dasher. When the Puppet Bishop use its action to Dash, it can use a bonus action to use its Puppet's Claws or to shove a creature.

Dissipation. If the puppet is ordered to leave, disappear, or take his leave, it dissolves into dust without leaving a trace.




Puppet Knight

Humanoid Construct, Medium Size, Unaligned


  • Armor Class 19 (equipped with Shield)
  • Hit Points 45
  • Speed 40 feet

STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 16 (+3) 6 (-3) 12 (+1) 6 (-3)

  • Saving Throws Constitution, Dexterity
  • Skills Survival, Perception
  • Damage Resistances Acid, Cold, Fire, Lightning, Poison, and Thunder from magical sources
  • Damage Immunity Poison
  • Condition Immunity Unconscious, Charmed, Poisoned, Frightened
  • Senses Darkvision
  • Languages Its Summoner's languages (Understands but does not speak)

Cost in Arcan Points: 3

Actions

Puppet's Claws. Melee Weapon Attack. Range 5 feet. +8 to hit. The puppet makes an attack with its claws, dealing 4 (d6) slashing damage on a success.

Dissipation. If the puppet receives orders to leave, disappear, or take his leave, it dissolves into dust without leaving a trace.

Absolute Loyalty. The puppet follows any order given by its summoner to the best of its ability and listens to nothing other than it. The latter, with a bonus action, can give an order to the puppet which he immediately carries out, without worrying about his survival. If the puppet is without its summoner for more than 10 minutes, it immediately sets off in search of him, performing only dash and dodge actions. When the puppet is looking for its summoner, it knows exactly where it is and if the latter is in another plane of existence, the puppet spontaneously performs the Dissipation action.

Jumper. When the Puppet Knight use its action to Jump, it can use a bonus action to use its Puppet's Claws. Moreover, if it land on another creature space, that creature must succeed a DC 15 Strength Saving Throw or be pushed 5 feet away from that space and knocked prone. If succeed the Puppet Knight land on an unoccupied space near the creature instead.

Equipment. When you summon this puppet you can decide whether this creature is equipped with a Shield and a Long Sword, or is equipped with a Halberd or Double Axe. The puppet is proficient with that weapon and whenever he takes the Puppet's Claws action, as long as he wields the weapon, he attacks with it instead.

Puppet Knight - Art By Saberiii




Puppet Rook

Humanoid Construct, Huge Size, Unaligned


  • Armor Class 18
  • Hit Points 100
  • Speed 20 feet

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 20 (+5) 6 (-3) 10 (+0) 6 (-3)

  • Saving Throws Strength, Dexterity
  • Skills Survival, Athletics
  • Damage Resistances Bludgeoning, Slashing, and Piercing from non-magical sources. Acid, Cold, Fire, Lightning, Poison, and Thunder from magical sources
  • Damage Immunity Poison
  • Condition Immunity Unconscious, Charmed, Poisoned, Frightened
  • Senses Darkvision
  • Languages Its Summoner's languages (Understands but does not speak)

Cost in Arcan Points: 6

Actions

Puppet's Claws. Melee Weapon Attack. Range 5 feet. +10 to hit. one target. The puppet makes an attack with its claws, dealing 5 (d8) slashing damage on a success.

Multiattack The Puppet Rook makes three attacks: three with its Puppet Claws.

Dissipation. If the puppet receives orders to leave, disappear, or take his leave, it dissolves into dust without leaving a trace.

Equipment. When it is summoned, the Summoner can decide whether this creature is equipped with a Great Greatsword or Double Axe. The puppet is proficient with that weapon and whenever he takes the Puppet's Claws action, as long as he wields the weapon, he attacks with it instead.

Absolute Loyalty. The puppet follows any order given by its summoner to the best of its ability and listens to nothing other than it. The latter, with a bonus action, can give an order to the puppet which he immediately carries out, without worrying about his survival. If the puppet is without its summoner for more than 10 minutes, it immediately sets off in search of him, performing only dash and dodge actions. When the puppet is looking for its summoner, it knows exactly where it is and if the latter is in another plane of existence, the puppet spontaneously performs the Dissipation action.

Disruptive Force Whenever a creature takes damage from the Puppet Rook, it must make a DC 15 Constitution saving throw or it is thrown 5 feet in a direction of the Puppet Rook's summoner's choosing.

Oniric Breath (Recharge 5-6) As a replacement for the Puppet's Claw action, this creature can emit a breath of onirical fire. All creatures in a 20-foot cone in front of the Puppet Rook must succeed on a DC 15 Dexterity saving throw, on a failed save they take 3d12 Force damage and cannot make attacks or opportunity attacks until the end of their next turn, on a successful save they take only half of that damage.


Puppet Rook - Art By Studio Trigger

Arcan Weapon

Weapon


Cost in Arcana Points: 2

Properties

Mutable. You can choose any simple or martial weapon from the list of weapons provided by your DM, the Arcane Weapon gains that weapon's form and characteristics in addition to its own. The chosen weapon cannot have the Two Handed property and cannot be a Ranged Weapon.

Ash Steel. Whenever this weapon deals damage to a creature, or is not wielded by its summoner for more than 1 minute, the weapon dissolves into ashes without a trace.

Dissipation. The summoner of this weapon can spend a reaction to trigger this ability. When the ability is triggered this weapon dissolves into dust without a trace.


Improved Arcan Weapon

Weapon


Cost in Arcana Points: 2

Properties

Mutable. You can choose any simple or martial weapon from the list of weapons provided by your DM, the Arcane Weapon gains the form of that weapon and its a +1 magical weapon in addition to its own. The chosen weapon cannot be a Ranged Weapon.

Ash Steel. Whenever this weapon deals damage to a creature, or is not wielded by its summoner for more than 1 minute, the weapon dissolves into ashes without a trace.

Dissipation. The summoner of this weapon can spend a reaction to trigger this ability. When the ability is triggered this weapon dissolves into dust without a trace.


Arcane Weapon - Oniric Cannon

Weapon


Cost in Arcana Points: 6

Properties

Mode. When you summon this weapon, or your Arcan Weapon is transformed into the Oniric Cannon, you can choose whether this weapon has the Cannon Form or Gatling Form.

Cannon Form. This weapon looks like a 5 feet long metal cilinder with a 1 feet cubic base. It has the Range 40/200 feet, Two Handed and Heavy properties. Whenever you want to attack with the cannon, you can spend from 1 to 6 Arcan Points. If you do so, the weapon fires a projectile that deals 1d8 Force damage on hit for each arcan points spent in this way.

Gatling Form. This weapon appears as a 5 feet long cluster of 10 metal barrels with a 1 feet cubic base. It has the Range 20 feet, Two Handed and Heavy properties. Whenever you want to fire the gatling, you can spend from 1 to 6 Arcana Points. If you do, the weapon fires a barrage of projectiles in a 20 feet Cone. All creatures in the cone must succeed on a Dexterity saving throw against your Arcan Powers DC or take 1d6 Force for each arcane point spent in this way, on a successful save they take half of that damage.

Protector While you are equipped with this weapon, you benefit from three-quarter cover.

Dissipation. The summoner of this weapon can spend a reaction to trigger this ability. When the ability is triggered this weapon dissolves into dust without a trace.



Arcan Mount

Beast Construct, Large Size, without alignment


  • Hit Points Mirror Construct
  • Armor Class 16
  • Speed 18m

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 4 (-3) 10 (+0) 10 (+0)

  • Saving Throws Constitution, Dexterity
  • Skills Athletics, Perception
  • Condition Immunity Charm, Intimidate
  • Senses Darkvision
  • Languages His spellcaster's languages (understands but does not speak)

Arcana point cost: 2

Features

Multiattack. If its Summoner is 5th Arcan Level or higher, the Arcan Mount make two attacks: two with its Stomp or one with its Stomp and one with its Lethal Bite.

Sweeping Charge. If the construct moves at least 20 feet toward a creature and then hits it with a Lethal Bite or Stomp attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the construct can take the Stomp action against it as a bonus action.

Ideal Transport If its Summoner is 5th Arcan Level or higher, they can choose to attuning to the Arcan Mount when summoned. As long as the Summoner is attuned to it, he may choose to spend 3 Arcan Points with an action; if they do so, the Arcan Mount gains swim speed 60 feet. As long as the summoner is attuned to the Arcan Mount they can decide to spend 6 Arcan Points with an action, if they do so, the mount and all friendly creatures on top of it gain the benefits of the Spider Climb spell. The effects obtained by spending arcan points in this way last up to an hour.

Mirror Construct. The Arcan Mount has the same hit points as its Summoner and uses their proficiency bonus and modifiers for its attacks.

Absolute Loyalty. The Arcan Mount follows any order given by its summoner to the best of its ability and listens to nothing other than them. The Summoner, with a bonus action, can give an order to the Arcan Mount which he immediately carries out, without worrying about its survival. If the mount is without its Summoner for more than 10 minutes, it immediately sets off in search of them, performing only the Dash and Dodge actions. When the mount is looking for its Summoner, it knows exactly where they are and if the latter are in another plane of existence, the Arcan Mount spontaneously performs the Dissipation action.

Dissipation. If the mount is ordered to leave, disappear, or take its leave, it dissolves into dust without a trace.

Actions

Stomp. Melee Weapon Attack. Reach 10 feet. one target. Hit: (1d6 + 3) Bludgeoning damage.

Deadly Bite. Melee Weapon Attack. Reach 5 feet, one target. Hit: (2d8 + 3) piercing damage. The mount can only make this attack if its summoner is 5th Arcan Level or higher.

Cavalry Fire. Ranged attack. Range 40/200 feet. one target. Hit (1d6+3) Fire or Piercing damage (Summoner's Choice). The Arcan Mount's Summoner may spends up to 8 Arcan Points with a bonus action; if they do so, the Arcan Mount use its action to make a number of attack rolls equal to the arcan points spent in this way +1. The Summoner may choose a new target for each attack roll. From the third attack roll, the Arcan Mount gets a -2 penalty for each attack roll after the third one. The die for this attack increases by one level at Summoner's 5th Arcan Level (d8), and another level at Summoner's 10th (d10) and 17th (d12) Arcan Level.





Arcan Extensions

Mechanical Body Extension, Construct


Cost in Arcana Points: 2

Features

Mutable. When you summon this construct, you can decide whether it has an Arm Form or Leg Form.

Arm Form. The extension takes the form of powerful mechanical arms that cover or replace (in case of absence) your upper limbs. With them you can perform any action that you could do with your arms. You also gain advantage on all skill checks or Strength saving throws involving the arms.

Leg Shape. The extension takes the form of powerful mechanical legs that cover or replace (in case of absence) your lower limbs. With them you can perform any action that you could do with your legs. You also gain advantage on all skill checks or Dexterity saving throws that involve the legs.

Ashsteel. Whenever this extension deals damage to a creature, or is not wielded by its summoner for more than 1 minute, the weapon dissolves into ash without a trace.

Dissipation. The summoner of this extension can spend a reaction to trigger this ability. When the ability is triggered this weapon dissolves into dust without a trace.

Surprise Strike. If you have dealt damage to a creature, you can spend 4 Arcan Points with a bonus action. If you do so, a mechanical arm is created on top of this extension that attacks that creature, dealing 1d8+Mod Force damage on a success. The mechanical arm uses its user's statistics for attack rolls and successful attacks disappear.

Shield Form. If the Arcan Extensions are in Arms Form, you can spend 7 Arcana Points with a reaction. If you do so, the extension transforms into a 6-foot-tall, 4-foot-wide shield until the start of your next turn. All creatures up to 15 feet behind the shield gain the benefit of three-quarters cover and a bonus on saving throws against effects such as Fireball equal to the user's Strength modifier.

Mighty Legs. If the extension is in Legs Form, the user can spend 7 Arcana Points with a bonus action. If it does, the extension gets the shape of long rabbit legs. The user's height is increased by 30 cm and their movement speed and jump distance is increased by 30 cm per Strength stat. The transformation lasts 1 minute.

Stunning Limb. When you make an unarmed melee attack while equipped with this extension, you deal 1d4+your Strength modifier Bludgeoning damage. The die increases by one level at Summoner's 5th Arcan Level (d6), and another level at Summoner's 10th (d8) and 17th (d10) Arcan Level.

Oniric Armor. You gain a +1 bonus to AC if you wearing this construct.




Arcan Extensions - Mithrill Limbs

Mechanical Body Extension, Construct


Cost in Arcana Points: 2

Features

Improved Extension. This extension has the same features as Arcane Extensions in addition to its own.

Magic Strike. When you make a melee attack while equipped with this extension, you can choose to deal magical bludgeoning damage instead of normal damage.

Strength Armor. You gain a bonus to your AC equal to your Strength modifier.

Extended Limbs. While equipped with this construct, your reach is increased by 5 feet.

Rapid Finger Fire. With one action, while you are equipped with this construct in its Arm Form, you may spend up to 8 Arcan Points. For every two points spent this way, you may target a creature up to 60 feet away from you. Make a ranged attack against each target dealing 2d8+ your Strength modifier Force damage on hit.



Arcan Weapon - Oniric Blade

Weapon


Cost in Arcana Points: 2

Features

Mutable. You can choose any simple or martial weapon from the list of weapons provided by your DM, the Arcane Weapon gets that weapon's form and characteristics in addition to its own except damage and type of damage. The chosen weapon cannot be a Ranged Weapon.

Magic Edge. When you summon this weapon, choose a damage type: Lightning, Fire, Cold, Radiant, Necrotic. This weapon is a +3 magical weapon and deals 2d10 damage of the selected damage type.

Oniric Walk. You can spend 3 Arcan Points with a bonus action. If you do, you teleport up to 30 feet to an unoccupied space that you can see.

Magic Edge. When you summon this weapon, choose a damage type: Lightning, Fire, Cold, Radiant, Necrotic. This weapon is a +3 magical weapon and deals 2d10 damage of the selected damage type.

Dissipation. The summoner of this weapon can spend a reaction to trigger this ability. When the ability is triggered this weapon dissolves into dust without a trace.

 

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