The Replicator Class: Spells

by awaveringspeck

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Replicator Class: Spellcasting

The same power source that allows the replicator class to Replicate also gathers enough arcane energy to cast spells. Perhaps because of this connection, the replicator spell list includes several spells that utilize their replicants directly. Check out some of these spells below.

Replicator Spells

Flash

1st level Illusion


  • Casting Time: 1 action
  • Range: 60 ft. / 10ft. sphere around a contruct
  • Components: V, S, M (a construct you control)
  • Duration: Instantaneous

You cause a blinding light to erupt from a construct you control. A number of creatures equal to your spell-casting modifier within a 10 ft. radius of the construct must make a Dexterity Spell save. On a failure, they are blinded until your next turn.

Reality Warp

1st Level Transmutation


  • Casting Time: 1 reaction
  • Range: Replicant Network
  • Components: V, S, M (a replicant you control)
  • Duration: Instantaneous

When you cast this spell, a creature within 10 ft. of a replicant you control who has just rolled an ability check, attack roll, or saving throw may reroll. That creature must take the second roll.

Succor of the Construct

2nd Level Abjuration


  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: V, S, M (at least 1 construct you control)
  • Duration: 8 hours

Choose a creature within range. You and that creature gain 5 temporary hit points for each construct you currently control for the duration (minimum of 5 hit points).


At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you may choose one extra creature for each level above 2nd.

For information about Replicator, see the Replicator Class!

Overload

3rd Level Evocation


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S, M (rod of copper, iron, brass, or bronze)
  • Duration: Concentration, 1 minute

For the duration, one construct that you can see that is under your control becomes a conduit for your magical energy and loses all abilities except the Static Shock feature: any creature that starts its turn or moves within 10 ft. of the construct must succeed on a Dexterity Spell Save or be stunned until your next turn. Once a creature succeeds on this saving throw, it is immune to this effect for 24 hours.


As a bonus action, you may direct this construct to move up to 20ft. It takes its turn directly after yours.

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Composite Construct

Medium Construct, Your Alignment


  • Armor Class 13 + the level of the spell (Natural Armor)
  • Hit Points The combined hit points of the sacrificed replicants
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 9 (-1) 10 (+0) 4 (-3)

  • Saving Throws DEX +1 plus PB, Con + 3 plus PB
  • Skills Athletics + 3 plus PB, Perception + 0 plus PB
  • Damage Resistances poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands the languages you speak
  • Proficiency Bonus equals your Proficiency Bonus

Replicant Ability. Choose an ability from one of the replicants used to generate this construct. This construct retains that ability. Any such abilities are upgraded to match this construct. For example, if flyerbot was used to fuel this construct and its replicant ability was chosen, this construct gains a flying speed of 30ft instead of 20ft; if healerbot was chosen, the construct gains an extra 20 hit points (plus Overclock) to its base hit points; if reacherbot was chosen, this construct has a reach of 10ft. on attacks; if icerbot was chosen, Self-Destruct's fire damage changes to cold and creatures must make a save against their movement speed being halved instead of being knocked prone; etc. Talk to your DM about what abilities your chosen replicant can add.


Actions

Piston. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. On Hit: 1d8 + PB bludgeoning damage.


Reactions

Self-Destruct. When the construct takes damage, it may choose to explode. Any creatures within 10 ft. must make a Dexterity Spell Save. On a failure, a creature takes 3d8 piercing damage and 3d8 fire damage, and is knocked prone. On a success, the creature takes half damage and suffers no other effects. When the construct uses Self-Destruct, it is destroyed.

Sacrifice for Power

3rd Level Transmutation


  • Casting Time: 1 action
  • Range: 90 ft.
  • Components: V, S, M (up to 4 constructs you control)
  • Duration: Concentration, up to 10 minutes

When you cast this spell, destroy at least 2 and up to 4 replicants you control within range. The components of these replicants are reorganized into one medium or large construct which has hit points equal to the combined value of the hit points of all constructs sacrificed in this way. This construct has a Piston attack, a Self-Destruct reaction, and retains an ability from one replicant used in its creation.


In combat, the construct shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or another action. If you are incapacitated, the construct can take any action of its choice, not just Dodge.


At Higher Levels: Add a new replicant ability for each level cast above 3rd.


See the Composite Construct stat block to the left.

Image Credits

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