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Scadrial Handbook _ GM Binder_compressed

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Published by PDF runner, 2024-02-25 11:11:26

Scadrial Handbook _ GM Binder_compressed

Scadrial Handbook _ GM Binder_compressed

Fire and Ice When you reach 11th Key level, you learn to compound your strikes. Once per turn, when you take the attack action and hit a target with at least two unarmed strikes, you can impose one of the following effects, provided you are tapping or storing charges in your brassmind: Immolate. If you are tapping your brassmind at a rate of 3 or more charges per round, the target must succeed a Constitution saving throw or be set on fire for 1 minute. An immolated creature takes 2d8 fire damage at the start of its turn and repeats the saving throw at the end of its turns. Another creature within 5 feet of the target can use an action to put out the fire. Frostbite. If you are storing in your brassmind at a rate of 3 or more charges, the target must succeed on a Constitution saving throw or its speed is halved until the end of its next turn. Elemental Soul When you reach 14th Key level, your command of heat grants you the following benefits: Fire Soul. While you are tapping your brassmind at a rate of 4 or more charges per round, your body radiates immense heat. You automatically ignite any objects not being worn or carried within 1 foot of you. Whenever a creature within 10 feet of you hits you with a melee attack, it takes 2d8 fire damage. Ice Soul. While you are storing in your brassmind at a rate of 4 or more charges, you emanate immense cold. You automatically freeze all open water within 1 foot of you into ice. Whenever a creature within 10 feet of you hits you with a melee attack, it takes 1d6 cold damage. Elemental Burst Beginning at 17th Key level, you learn to unleash extreme temperatures. You know the following techniques: Overheat. While you are tapping your brassmind at a rate of 5 or more charges per round, you can use your action to make a melee attack against a creature you can see. On a hit, the target takes 8d8 fire damage, and must succeed on a Constitution saving throw or be blinded until the end of its next turn. Flash Freeze. While you are storing in your brassmind at a rate of 5 or more charges, you can use your action to make a melee attack against a creature you can see. On a hit, the target takes 4d6 cold damage, and must make a Constitution saving throw. On a failed save, it has disadvantage on ability checks and saving throws made with Strength or Dexterity until the end of its next turn.


49 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Skimmer Key Feruchemists who tap iron can increase their weight, becoming extremely heavy or light. Expert Skimmers use this weight shift to seamlessly transition between leaping long distances or crushing opposition. The best of them can be one-person armies who exploit the conservation of momentum to their advantage. First Level Proficiencies When you choose this Key at 1st character level, you gain the following proficiencies: Armor Medium armor, shields Weapons Battleaxes, mauls, warhammers Saving Throws Strength, Dexterity Skills Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, and Survival. Ironmind Starting at 1st Key level, you gain a special metalmind called an ironmind. You are keyed to your ironmind and you can use it as detailed by your Feruchemy feature. When you begin storing charges in your ironmind, you gain the following effects for the duration: You become one weight class lighter for every 2 charges of your store rate. You have a -2 penalty on Strength checks and saving throws for each charge of your store rate. You have disadvantage on attack rolls made with heavy weapons. When you begin tapping charges from your ironmind, you gain the following effects each round until you stop: You become one weight class heavier for every 2 charges of your tap rate. You have a +2 bonus to Strength checks and saving throws for each charge of your tap rate. If you are moved against your will, you only move half the distance. Refer to the weight class table (Chapter 1: Running a Game) for your normal weight class. Some of your features may require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows: Skimmer save DC = 8 + your proficiency bonus + your Strength modifier Brawler Starting at 1st Key level, you fight best with the weight of your own body. While you are not storing charges, you roll a d6 in place of the normal damage for your unarmed strikes; otherwise, you roll a d4 instead. When you make an attack with an unarmed strike, you can make an additional unarmed strike with a bonus action. Light Weight Beginning at 2nd Key level, while you are storing charges in your ironmind, your speed and jump distance increase by five feet for each charge of your store rate, provided you are not wearing heavy armor. Iron Punch Starting at 3rd Key level, while you are tapping your ironmind at a rate of 1 charge per round, the damage die for your unarmed strikes becomes a d8. The die size increases by 1 for each charge you tap above 1, up to a d12. For example, tapping your ironmind at 2 charges per turn will transform your unarmed strikes’ damage die into d10s. Additionally, you roll twice as many bonus dice against constructs and structures you hit with your unarmed strikes provided you are not storing charges in your ironmind. Feather Weight By 3rd Key level, you can instinctively shift your weight to lessen the impact of a fall. When you are falling, you can use your reaction to reduce the fall damage you take for by 5 for each charge you are storing in your ironmind. As part of this reaction, you can change your store rate before you reduce the fall damage you take. Weight Shift At 7th Key level, you learn to bolster your body’s density to lessen the impact of an attack. When you are hit by an attack you can see, you can use your reaction to tap charges from your ironmind to reduce the damage you take. If you were already tapping charges, you can use this reaction to change the tap rate. You must choose to use this reaction before you know how much damage you take. You reduce the damage taken by five times the number of charges you are tapping. If you reduce the damage to zero, you can make one unarmed strike against the attacking creature. You can use this feature once and regain the ability to do so when you have stored charges in your ironmind and regained at least 1 charge.


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