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Artificial

Artificial

Cultures composed entirely of artificial beings are unusual, but they are not unknown. In some cases, organic beings evolve to integrate themselves with technology before eventually completing the transformation to a fully robotic society. Others might be enclaves of androids who have deliberately created their own spaces, free from the prejudices of organic species–or, worse, opposed to them and dedicated to their destruction–and yet others may have somehow evolved as robotic people from the very start. There are even stories of artificial civilizations which abduct and assimilate beings from other cultures, turning them into machines. Of course, one does not need to be artificial to grow up in an artificial society; some organic beings may prefer the company of robots. 


Characters raised in the artificial culture share a variety of traits in common with one another.

I Know A Back Door. Your lifelong familiarity with robotics and computers gives you an intuitive sense of how they work. You get an expertise die when using hacking tools.

Pattern Recognition. You are so used to an environment where everything is ordered and in its place that something unusual sticks out to you like a sore thumb. You gain an expertise die  on Investigation checks and initiative rolls.

Surrounded By Tech. You gain proficiency in computers and Engineering, and an Engineering specialty in robotics.

Languages. You can read, sign, speak, and write Common and Machine.

Dizziness

Dizziness

-level (
)
Duration:

The target’s balance becomes unsteady.

Poison, potent

Poison, potent

You can use the poison in these vials to coat one slashing or piercing weapon or up to three pieces of ammunition. The poison retains its potency for 1 minute or until you hit with the weapon or ammunition.

When a creature takes damage from the coated weapon or ammunition, it makes a DC 14 Constitution saving throw or takes 2d8 poison damage and is poisoned until the end of your next turn.

Poison, advanced

Poison, advanced

You can use the poison in these vials to coat one slashing or piercing weapon or up to three pieces of ammunition. The poison retains its potency for 1 minute or until you hit with the weapon or ammunition.

When a creature takes damage from the coated weapon or ammunition, it makes a DC 13 Constitution saving throw or takes 2d6 poison damage and is poisoned until the end of your next turn.

Poison, basic

Poison, basic

You can use the poison in these vials to coat one slashing or piercing weapon or up to three pieces of ammunition. The poison retains its potency for 1 minute or until you hit with the weapon or ammunition.

When a creature takes damage from the coated weapon or ammunition, it makes a DC 12 Constitution saving throw or takes 2d4 poison damage and is poisoned until the end of your next turn.

Ether

Ether

You can use the chemicals in this flask to soak a rag or other small cloth item. An open flask of ether or an ether-soaked rag retains its potency for 1 minute or until you hit with it. While you are grappling a creature, you may make a special melee weapon attack against it using ether. On a hit, the creature makes a DC 12 Constitution saving throw or fall unconscious. The creature remains unconscious for 1 minute, until it takes damage, or until an action is used to shake or slap the creature awake.

Curare

Curare

You can use the poison in this vial to coat one slashing or piercing weapon, or up to three pieces of ammunition. The poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, it makes a DC 13 Constitution saving throw or is stunned until the end of its next turn.

Wonder

Wonder

A wonder is an unusual spellcasting focus such as a sacred flower that never wilts, a prismatic crystalized skull, or a polished burl that whispers with the language of the trees. If you lose a wonder, you can replace it as a ritual that takes 10 minutes and requires 5 gold worth of rare materials. You must be able to cast ritual spells to restore a lost wonder in this way. When you do so, any previous wonders created this way are destroyed.

Grimoire

Grimoire

These large and imposing tomes can function both as a spellbook and as a spellcasting focus.

Many spellcasters rely on a magical focus, an item that allows them to channel their power. Using a spellcasting focus allows a spellcaster to forgo many material components for their spells. A wide variety of items can be turned into magical foci, which fall into three primary categories:

Focus Tattoo

Focus Tattoo

Some spellcasters permanently mark their bodies with symbols of their deity, eldritch runes, or ritualistic symbols. You can apply a focus tattoo over the course of a long rest, after which it functions as a spellcasting focus. Focus tattoos draw on a bearer’s own magics, and must be attuned like a magic item in order to function and require an attunement slot (information on attunement is in Trials & Treasures). When you cast spells with a focus tattoo in this way, you must briefly touch your focus tattoo with your free hand.

Pagination