School of Applied Magics: The Orbiter (Complete) A 5E Wizard Subclass that Utilizes Arcane Drones

School of Applied Magics: The Orbiter


Advanced Training

2nd-level School of Applied Magics: The Orbiter feature

You learn the True Strike cantrip, which does not count against the number of wizard cantrips you know. For you, it can be cast as a Bonus Action and you can give Advantage to an ally instead of yourself.

You gain proficiency in Cartographer’s tools, Tinker’s tools, or Smith’s tools (your choice).

You add your Dexterity modifier plus your Intelligence modifier to your AC while you’re not wearing armor or wielding a shield.

Orbiter

2nd-level School of Applied Magics: The Orbiter feature

You create Tiny constructs called orbiters that obey your commands. You can create and have active, at any given time, a maximum number of orbiters equal to your Proficiency Bonus.

As a Bonus Action, you can use your artisan’s tools to materialize an orbiter within 5 ft of you and move it as part of that action.

Structure. Each orbiter has 1 hit point, AC 18, a flying speed of 30 ft, darkvision up to 60 ft., is immune to Poison and Psychic damage, and if an orbiter is forced to make a saving throw, it adds your wizard level to the roll.

Each orbiter lasts until dismissed, destroyed, or after you finish a Long rest.

If an orbiter is successfully hit by an attack or fails a saving throw that would damage it, it must make a successful Intelligence saving throw (DC 10 + half the damage received) or be destroyed. On a success, the orbiter takes no damage.

Avatar. When casting a cantrip or 1st-level spell or higher, you can cast it from one of your orbiters.

On your turn, you can move one orbiter with a Bonus Action.

You regain all uses after finishing a Short or Long Rest.

Protocol Dice

You start with four protocol dice (d8) that your orbiters can use to perform functions. At higher levels, you gain more protocol dice: 6th level (6), 10th level (8), and 14th level (10).

You spend a protocol die when instructed or when told to roll it and add the result to a roll. The “functions” below use your protocol dice.

You regain all protocol dice after finishing a Short or Long Rest.

Functions

Analyze. As an action, you can make an Intelligence (Investigation or Arcana) check from one of your orbiters by spending one protocol die, rolling it, and adding the result to the ability check.

Extend. Once per turn, when you can cast a 1st-level spell or higher from one of your orbiters, double the spell’s normal range by spending one protocol die. If the spell causes damage to a target, the target only takes half damage.

Optimize. Once per turn, when you can cast a spell from one of your orbiters that forces a target to make a saving throw, spend one protocol die, roll it, and subtract the result from each target’s roll.

Augment. Once per turn, when you cast a 1st or 2nd-level spell from one of your orbiters, spend one Protocol Die and cast the spell at the highest available spell slot for your current wizard level. You do this without spending a spell slot.

Orbiter Control

6th-level School of Applied Magics: The Orbiter feature

As a Bonus Action, you can materialize and move up to two orbiters at the same time.

On your turn, when you cast a cantrip from one of your orbiters, you can cast the same cantrip again from a second orbiter as part of the same action.

Improved Orbiter

10th-level School of Applied Magics: The Orbiter feature

Protocol Upgrade. Your protocol dice upgrade to d10s.

Flight Mode. When two active orbiters are within 5 ft of you, your movement speed is replaced with a flying speed of 30 ft, and they move with you without requiring a bonus action.

Carriers. You can command two orbiters together to carry a Medium sized or smaller object or willing/incapacitated creature.

Expanded Functions

Pierce. Once per turn, when you cast a 1st-level spell or higher that requires a spell attack roll from one of your orbiters, spend one protocol die and add the result to the roll.

Shatter. Once per turn, as an action, you command one of your orbiters to blast a debilitating beam at a target within 30 ft, forcing it to make a successful Constitution saving throw using your spell save DC. On a failed save, spend one protocol die and subtract the result from the target’s AC. The effect lasts until the end of the target’s next turn. On a success, there is no effect.

Blast. Once per turn, when you cast a 3rd-level spell from one of your orbiters, spend one protocol die to cast it without spending a spell slot.

Orbiter Fleet

14th-level School of Applied Magics: The Orbiter feature

When combat starts, if you don’t have any more orbiter uses or protocol dice, you regain two of each.

You can materialize and move up to four orbiters at the same time.

Improved Carriers. You can command four of your orbiters to carry a large-sized or smaller object, or a willing/incapacitated creature.

Fleet Movement. Whenever any of your active orbiters are within 15 ft of you, they automatically move with you as part of your movement instead of you having to use a bonus action to move them. If they are more than 15 ft away from you, you must move closer or use a bonus action to bring them within range.

Aerial Control. As an action, you can command each of your active orbiters to make a spell attack roll with your Spellcasting modifier against separate targets or the same target within 30 ft of you. On a hit, the target(s) takes 2d8 force damage.

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