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🤖🔍📲 The smell of burnt metal and decayed wood fills your nostrils as you cautiously navigate the chaotic remnants of what seems to be a gnome's workshop turned scrapyard. Strewn about are discarded gizmos, piles of rusted gears, and the occasional flash of arcane energy from some unspent magical gadget.

As the dust settles after your final confrontation with the mad gnome wizard, a soft glow captures your attention. Amongst the piles of debris and discarded inventions, there lies a cube-like contraption. Covered in an intricate web of buttons, dials, and small screens, the device almost seems to be... alive?

You cautiously approach, your artificer instincts buzzing with curiosity. As if sensing your presence, mechanical legs suddenly emerge from the cube's underside, elevating it slightly. The front panel reshapes itself, displaying a digital interface that emits a soft chime, seemingly greeting you. Etched prominently on its side is the word "M.A.G.I.C.", and beneath it, the full title reads: "Mechanical Artificer's Guardian Incorporating Cognition." You notice a space below where a creator's name should have been, but someone has taken great care to erase any trace of it. 🤖🔍📲

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M.A.G.I.C Companion

Wondrous item, rare (requires attunement by a artificer)

This cube-like contraption, covered in buttons, dials, and small screens, displays an array of readings. As you near it, mechanical legs emerge, positioning a digital interface upfront that warmly greets you. The word "M.A.G.I.C." is etched on its side, accompanied by the title: "Mechanical Artificer's Guardian Incorporating Cognition." Below this inscription, a creator's name once existed, but it has been meticulously scraped away.

When you attune to this wondrous item, the M.A.G.I.C Companion activates. This mechanical construct is friendly to you and your allies and follows your commands. Its statistics incorporate your proficiency bonus (PB). Its appearance may vary, but this has no effect on its stats.

In combat, the M.A.G.I.C Companion takes its turn immediately after yours, sharing your initiative. It can move and react on its own. By default, it takes the Dodge action. To command it otherwise, use a bonus action. If you're incapacitated, it acts freely.

Casting Mending on it restores 2d6 hit points. If deactivated within the last hour, you can use your artificer's tools and expend a 1st-level spell slot to revive it within 5 feet. It reactivates after 1 minute with full hit points.

After a long rest, with your artificer's tools, you can reset the M.A.G.I.C Companion. Any existing companion deactivates upon initializing a new one. If you fall, it deactivates.

Artificial Intelligence Scanning. The M.A.G.I.C Companion has 5 charges and regains all expended charges at dawn.

As an bonus action, the user can command the M.A.G.I.C Companion to expend a charge and scan a creature or an area within a 20-foot radius centered on a point of their choice within 60 feet. Upon doing so, the user gains advantage on their next attack roll or saving throw against the scanned target or within the scanned area, provided it's made within the following minute.

  • Attack Rolls - If, after scanning, the user lands an attack on the scanned target, the Companion's insights refine their precision, expanding their critical hit range to 18-20 for that weapon until the end of their next turn. Conversely, if the user misses an attack post-scan, the Companion's feedback results in a -1 penalty to attack rolls with that weapon until the end of their next turn.
  • Saving Throws - If the user succeeds on a saving throw against an ability or effect from the scanned creature, the Companion's assessment allows the user to add 1d4 to their next saving throw made against that creature until the end of their next turn. However, if the user fails a saving throw post-scan against the creature, they suffer a -1 penalty to their next saving throw against that creature until the end of their next turn.

M.A.G.I.C Companion

Small construct, unaligned

Armor Class: 12

Hit Points: 19 (3d6 + 9)

Speed: 30 ft.

STR 8(-1)

DEX 14(+2)

CON 16(+3)

INT 16(+3)

WIS 10(+0)

CHA 6(-2)

Saving Throws Dex +4 (includes PB)

Skills Perception +2 (includes PB)

Damage Immunities poison

Condition Immunities poisoned

Senses passive Perception 12

Languages Understands the languages of its attuned creature but can't speak

Proficiency Bonus (PB) As per the artificer’s level

Actions

Dodge. By default, the M.A.G.I.C Companion takes the Dodge action. The artificer can command it to take another action using their bonus action.

Scan. As an action, the user can command the M.A.G.I.C Companion to expend a charge and scan a creature or area within 60 feet. The user gains advantage on their next attack roll or saving throw against the scanned target or within the scanned area, provided it's made within the following minute.

Repair

Mending Repair. Casting the Mending spell on the Companion restores 2d6 hit points.

Revival. If deactivated within the last hour, an artificer can use their tools and expend a 1st-level spell slot to revive the M.A.G.I.C Companion. It comes back to life after 1 minute with full hit points.

Reset. After a long rest, with artificer's tools, the M.A.G.I.C Companion can be reset. Initializing a new one deactivates any existing companion.

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