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.
School of Applied Magics: The Orbiter Part 2
School of Applied Magics: The Orbiter Part 3
School of Applied Magics: The Orbiter Part 4
Updated 7/23/23:
- Summoning an orbiter requires a Bonus Action. It’s summoned within 5 ft of you and can move as part of that action.
- If an orbiter is successfully hit by an attack or failed a saving throw that would damage it, it must make a successful Intelligence saving throw to avoid damage or be destroyed.
- Your orbiters are now immune to Poison and Psychic damage.
- If a orbiter is forced to make a saving throw, it adds your wizard level to the roll.
Updated 7/29/23:
- For the Extend function, clarified that it can be used with a 1st-level spell or higher instead of just a “spell.”
- You can now also cast 1st-level or higher spells from one of your orbiters instead of just cantrips.
Updated 8/1/23:
- The Analyze function now requires an action.
- Regain all orbiter uses after Short or Long rest, instead of just a Long rest.
- Updated the Augment description to clarify it can be used after casting a spell from one of your orbiters, then spending a protocol die to activate it.
- Added that each orbiter lasts until dismissed, destroyed, or after you finish a Long rest.
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