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A Guide to Arcane War Machines
\pagebreak ## Arcane War Machines The machines presented here are the product of the mixing of engineering and magic. They are fueled by magic and make use of *arcane charges*. *Arcane charges* are condensed magic. There are six kinds of *arcane charges*: *reduced arcane charge*, *minor arcane charge*, *lesser arcane charge*, *arcane charge*, *antimagic charge*, and the *mythic arcane charge*. Spells cast using *arcane charges* do not require concentration and usually have a specified duration. ##### Reduced Arcane Charge This type of *arcane charge* can be used to cast specified cantrips. These are extremely common and are mostly used in firearms. ##### Minor Arcane Charge This type of *arcane charge* can be used to cast specified 1st level spells. These are the most common type of arcane charge and are mostly found on vehicles that are swift and small as they are lighter and easy to carry and load. ##### Lesser Arcane Charge This type of *arcane charge* can be used to cast specified 2nd level spells. These are uncommon and can be found primarily on turrets. ##### Arcane Charge This type of *arcane charge* can be used to cast specified 3rd level spells. These are rare and are used by bulkier vehicles such as the Arcane Engine. ##### Mythic Arcane Charge This type of *arcane charge* can be used to cast specified 4th or 5th level spells. These are extremely rare and a prize to covet. A vehicle must be specifically built to use a *mythic arcane charge*. ##### Antimagic Charge This type of *arcane charge* is used to disable magical effects, zones, and vehicles. When firing the *antimagic charge* you can choose a target within 120 feet of the vehicles arcane focus. Make a ranged weapon attack against that target. On a hit the target is hit by the shell. The target takes 3d6 magical piercing damage and the area around where the *antimagic charge* landed is considered under the effect of the *Antimagic Field* spell for 1 minute, or until the antimagic charge is disarmed or destroyed. The charge has 20 HP and an AC of 12. To disarm it the creature disarming it must make a successful DC 14 Sleight of Hand check. \columnbreak ### Arcane Engine *Wondrous item, rare* This item appears to be a large, rectangular, metal crate fixed to a set of treaded wheels. There is a hatch on the side that allows passage in and out of the vehicle. Three Medium or smaller creatures can fit within it. At the front of the vehicle is a viewpoint and a steering mechanism. Here a creature can pilot the vehicle. Near the center within the vehicle is a seat where the creature sitting there can manage the vehicles armaments. The Arcane Engine has a tube fixed to the top of the vehicle that acts as the arcane focus for the effects cast from the Arcane Engine. The Arcane Engine is a Large object with the following statistics: **Armor Class:** 20 **Hit Points:** 240 **Speed:** 30 ft. **Damage Immunities:** poison, psychic The Arcane Engine is vulnerable to dead magic zones, the spell *Antimagic Field*, and can be disabled by *Dispel Magic* cast as a 7th-level spell for 24 hours. To be used as a vehicle, the arcane engine requires one pilot. While the arcane engine's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 6 hours of breathing, divided by the number of breathing creatures inside. The arcane engine sinks in water. The pilot driving the vehicle can use an action to move the vehicle up its movement speed. The gunner can utilize an *arcane charge* which can be used as their action to do one of the following: - Cast *Fireball* at 3rd level at a target within range from the Arcane Engines arcane focus. - Cast *Lightning Bolt* at 3rd level from the Arcane Engines arcane focus. After using the *arcane charge* the gunner must reload it as an action on their next turn. If a third person is present they can instead use their action to load the *arcane charge* instead.
\pagebreak ### Aero Channeler *Wondrous item, very rare* The Aero Channeler was designed to channel the power of the elemental plane of air in order to propel it through the air. This item appears to be a long, metal body with flat wings attached onto the sides. There is a seat built into the top of the vehicle. From this seat a creature can pilot the vehicle and make use of a *minor arcane charge*. Fixed near the front of the vehicle is an arcane focus for the vehicles spells. The Aero Channeler is a Large object with the following statistics: **Armor Class:** 19 **Hit Points:** 180 **Speed:** 20 ft., fly 80 ft. **Damage Immunities:** poison, psychic The Aero Channeler is vulnerable to dead magic zones, the spell *Antimagic Field*, and can be disabled by the spell *Dispel Magic* cast as a 7th-level spell for 24 hours. To be used as a vehicle, the Aero Channeler requires one pilot. If the Aero Channeler is on the ground the pilot must move it 20 feet in one turn using its entire land speed in order to use its fly speed. The pilot can use their action to either move the vehicle or to use its *minor arcane charge*. - Cast *Magic Missle* at 1st level at targets within range from the Aero Channeler's arcane focus. - Cast *Ice Knife* at 1st level at a target within range from the Aero Channeler's arcane focus. After using the *minor arcane charge* the pilot must reload it as a bonus action on their next turn. ### Antimagic Turret (AM Turret) *Wondrous Item, very rare* This item appears to be a stationary cannon. There is a seat built onto the back of it. The cannon of this turret is an arcane focus for the turrets spells. The Antimagic Turret is a Large object with the following statistics: **Armor Class:** 17 **Hit Points:** 130 **Speed:** 0ft. **Damage Immunities:** poison, psychic The Antimagic Turret is vulnerable to dead magic zones, the spell Antimagic Field, and can be disabled by the spell Dispel Magic cast as a 5th-level spell for 24 hours. The AM Turret can utilize a *lesser arcane charge* which can be used by the creature piloting the turret. The pilot can use their action to use the *lesser arcane charge*. - Cast *Melf's Acid Arrow* at 2nd level at a target within range from the AM Turret's arcane focus. - Cast *Scorching Ray* at 2nd level at a target within range from the AM Turret's arcane focus. After using the *lesser arcane charge* the pilot must reload as a bonus action on their turn. Additionally, instead of loading a *lesser arcane charge* as a bonus action, the pilot can load an *antimagic charge* as an action instead. When firing the *antimagic charge* you can choose a target within 120 feet of the AM Turrets arcane focus. Make a ranged weapon attack against that target. On a hit the target is hit by the shell. The target takes 3d6 magical piercing damage and the area around where the *antimagic charge* landed is considered under the effect of the *Antimagic Field* spell for 1 minute, or until the *antimagic charge* is disarmed or destroyed. The charge has 20 HP and an AC of 12. To disarm it the creature disarming it must make a successful DC 14 *Sleight of Hand* check. ### Arcane Bombardier (AB) *Wondrous Item, very rare* This item appears to be a large stationary cannon pointed vertically.. There is a seat built onto the back of it. The cannon of the arcane bombardier is an arcane focus for the AB's spells. The AB is a Large object with the following statistics: **Armor Class:** 18 **Hit Points:** 200 **Speed:** 0ft. **Damage Immunities:** poison, psychic The bombardier is vulnerable to dead magic zones, the spell Antimagic Field, and can be disabled by the spell Dispel Magic cast as a 7th-level spell for 24 hours. The bombardier can utilize a *mythic arcane charge* which can be used by the creature piloting the bombardier. Additionally, any spell cast from the arcane bombardier gains an additional 300 feet to the spells range. The pilot can use their action to use the *mythic arcane charge*. - Cast *Ice Storm* at 5th level at a target within range from the bombardiers arcane focus. - Cast *Earthbind* at 2nd level at a target within range from the bombardiers arcane focus. The spells effect last for 1 minute. After using the *mythic arcane charge* the pilot must reload as an action on their next turn.
\pagebreak ## Arcane Weaponry ### Dragonwork Rifle *Weapon (rifle), very rare* You have a +2 bonus to attack and damage rolls made with this magic weapon. The wielder of the rifle can as an action unleash a burst of dragon fire from the rifle in a 15 foot cone. All creatures in this cone must make a DC 15 Dexterity saving throw. On a failed save taking 3d6 fire damage, and half as much on a successful save. After using this property of the rifle the wielder cannot do so again for 24 hours. ### Eldritch Revolver *Weapon (revolver), uncommon* You have a +1 bonus to attack and damage rolls made with this magic weapon. This gun comes with the capacity to be loaded with *reduced arcane charges*. The wielder can do so as a bonus action. The wielder can then as an action expend the loaded *reduced arcane charge* to cast *Eldritch Blast*. ### Shatterbomb *Wondrous item, uncommon* A shatterbomb can be thrown out to a range of 60 feet. When a shatterbomb lands it activates and acts as if the spell *Shatter* was cast at the point it landed. If a shatterbomb lands within a creatures space, that creature can use their reaction to throw it back. To throw it back the creature must make a successful DC 16 Dexterity saving throw. ##### Weapons Rifles and Revolvers do not add your Dexterity modifier to their total damage. | Name | Cost | Damage | Weight | Properties | |:---:|:-----------:|:---:|:-:|:---:| | Rifle | 100 gp | 2d8 piercing | 6 lb. | Ammunition (range 90/360), loading, two-handed | | Revolver | 40 gp | 2d6 slashing | 3 lb. | Ammunition (range 60/240) | | | | | | | ##### Art Credits [Cover](https://www.reddit.com/r/BattlePaintings/comments/30gbry/night_fight_eastern_front_world_war_ii_by_f/) [Page 2](https://www.reddit.com/r/BattlePaintings/comments/18v3ap/the_battle_of_kursk_julyaugust_1943_3107x1443/) [Page 3](http://steambakes.com/ww2-paintings/)