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Autera: Unique Weapons
\pagebreakNum ## Luminous Arsenal ### Unveiling the Mysteries of Laser Weapons Greetings, seeker of arcane knowledge and technological wonders, and allow me, Master Artificer Devereaux, to unveil to you the enigmatic world of laser weapons within the realm of Autera. As you delve into the annals of these esoteric marvels, cast aside your expectations of mere machinery and welcome the uncharted union of magic and innovation that defines these extraordinary instruments. In Autera, the term "laser weapon" carries an air of reverence, for it stretches beyond mundane nomenclature to embrace a fusion of ancient arcana, elemental energies, and the captivating dance of plasma. To speak the words is to conjure images of ethereal beams cutting through the very fabric of reality, guided by principles that bridge the gap between the arcane and the scientific. Let us venture into the heart of these rarities, where wonder and peril entwine in a delicate dance. Imagine, if you will, holding within your grasp a laser weapon, a true marvel of artifice and imagination. Yet, my dear reader, the journey does not conclude with its acquisition, for mastery over these creations demands a unique blend of expertise—a tapestry woven from the threads of rigorous science and an intuitive connection to the arcane currents. The peril of these weapons is as real as their potential. Their radiant beams speak of unadulterated lethality, turning even the most formidable adversaries into smoldering remnants of their former selves. But heed the shadows that accompany such brilliance, for the very innovation that empowers these creations also births instability. The cauldron of invention is not yet fully tempered by time's hand, and the consequences of wielding such nascent power remain shrouded in uncertainty. \columnbreak
Each laser weapon emerges as the progeny of master gunsmiths, who are, in essence, artists of the arcane. Their craftsmanship is an intricate symphony—a blend of inscribed sigils, attuned conduits, and meticulously calibrated crystals. To find these artifacts in the market is akin to discovering a fleeting glimpse of a celestial dance, for their appearance is as rare as it is awe-inspiring. Before you venture further, oh seeker of laser and energy weapons, be prepared to navigate treacherous waters. The power contained within these instruments is awe-inducing, capable of reshaping the course of battle and leaving an indelible mark upon history. Yet, remember that you tread upon uncharted grounds, where peril matches potency. From the photon's hum of the Radiant Edge to the interplay of arcane and steel within the Ethereal Gladius, these weapons are the embodiment of Autera's unique blend of magic and innovation. Inscribing these reflections, I, Master Artificer Devereaux, seek to elucidate the enigma of laser weapons as a beacon for the intrepid. Yet, do keep in mind, dear reader, that the chronicle of laser weapons remains an ongoing saga. The pages of discovery are not yet fully transcribed, and those who take these instruments in hand become authors of their own destiny in the ever-evolving tale of Autera.
\pagebreakNum ## Melee Weapons These close-quarters marvels epitomize the fusion of arcane energies and cutting-edge technology. Each swing or thrust of a melee laser weapon is a dance of light and power, as the radiant or elemental energies they emit carve through the air. From the elegant sweep of the Photon Saber to the brutal force of the Plasma Maul, these weapons bring forth a symphony of energy in the heat of battle, striking with both potency and finesse. ### Laser Sword (Lightsaber-like) **Damage**: 1d8 radiant damage **Range**: Melee (5-foot reach) **Special Ability**: When you hit a target with this weapon, you can choose to deal either radiant or slashing damage. On a critical hit, the target takes extra damage equal to the weapon's damage dice. ### Laser Dagger **Damage**: 1d6 radiant damage **Range**: Melee (5-foot reach) **Special Ability**: On a hit, the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of its next turn. This ability can be used once per short rest. ### Photon Saber **Damage** 1d8 radiant damage **Special Ability**: On a critical hit, the target must succeed on a DC 13 Constitution saving throw or be blinded until the end of its next turn. ### Nova Blade **Damage**: 1d10 fire damage **Special Ability**: On a hit, the target makes a DC 14 Dexterity saving throw or catches fire, taking 1d6 fire damage at the start of each of its turns until it takes an action to extinguish the flames. ### Aetherial Gladius **Damage**: 1d6 force damage **Special Ability:** On a hit, the target must succeed on a DC 12 Strength saving throw or be pushed 10 feet away from you. \columnbreak ### Voidstrike Katana **Damage**: 1d8 necrotic damage **Special Ability**: On a hit, the target must succeed on a DC 15 Constitution saving throw or have its movement speed halved until the start of its next turn. ### Celestial Cutlass **Damage**: 1d8 radiant damage **Special Ability**: Once per long rest, you can use a bonus action to channel the sword's celestial energy. On your next hit with the sword, you deal an additional 2d8 radiant damage. ### Stellar Rapier **Damage**: 1d8 piercing damage **Special Ability**: When you hit a target with this sword, you can expend a charge to make a second attack as a bonus action. ### Ebonblade Scimitar **Damage**: 1d6 necrotic damage **Special Ability**: On a successful hit, you gain temporary hit points equal to half the necrotic damage dealt. ### Radiance Longsword **Damage**: 1d10 radiant damage **Special Ability**: As a reaction, you can expend a charge to add a +2 bonus to your AC against a single melee attack. ### Arcane Sabre **Damage**: 1d8 force damage **Special Ability**: Once per long rest, you can use an action to cast the Misty Step spell without expending a spell slot. ### Lunar Greatsword **Damage**: 2d6 slashing damage **Special Ability**: On a hit, you can expend a charge to deal an additional 1d8 cold damage and impose disadvantage on the target's next attack roll.
\pagebreakNum ## Pistols Compact and deadly, laser pistols are the epitome of versatility. Favored by quick-draw rogues and battle-hardened warriors alike, these handheld devices project focused beams of destructive energy. A pull of the trigger sends forth lethal rays, searing targets with radiant, elemental, or arcane fury. The Nova Pistol and Celestial Beam Pistol stand as prime examples, each harboring a unique blend of power and precision. ### Photon Revolver **Damage**: 1d8 radiant damage **Range:** 60 feet **Reload**: 6 shots (Reload 1 round) **Special Ability**: On a hit, the target is illuminated with radiant energy, granting advantage on the next attack roll against it before the end of your next turn. ### Plasma Six-Shooter **Damage**: 1d6 fire damage **Range:** 40 feet **Reload:** 6 shots (Reload 1 round) **Special Ability**: On a hit, the target takes an additional 1d4 fire damage at the start of its next turn due to lingering plasma burns. ### Arcane Revolver **Damage:** 1d10 force damage **Range**: 80 feet **Reload:** 6 shots (Reload 1 round) **Special Ability**: The weapon's bullets shimmer with magical energy. On a hit, the target's speed is reduced by 10 feet until the start of your next turn. ### Void Repeater **Damage**: 1d6 necrotic damage **Range**: 70 feet **Reload**: 5 shots (Reload 1 round) **Special Ability**: On a hit, the target must succeed on a DC 12 Constitution saving throw or suffer disadvantage on its next attack roll. ### Solar Magnum **Damage**: 1d12 radiant damage **Range**: 100 feet **Reload**: 4 shots (Reload 1 round) **Special Ability**: On a hit, you can choose to expend two rounds of ammunition to deal an additional 1d6 radiant damage to the target. \columnbreak ### Cryo Peacemaker **Damage**: 1d8 cold damage **Range**: 50 feet **Reload:** 6 shots (Reload 1 round) **Special Ability:** On a hit, the target must succeed on a DC 13 Constitution saving throw or have its speed reduced to 0 until the start of your next turn. ### Phase Dueler **Damage:** 1d10 force damage **Range:** 90 feet **Reload:** 6 shots (Reload 1 round) **Special Ability: This weapon's energy bullets can partially phase through cover. Attacks made with this weapon ignore half cover. ### Chrono Quickdraw **Damage:** 1d8 psychic damage **Range:** 75 feet **Reload:** 5 shots (Reload 1 round) **Special Ability:** On a hit, the target must succeed on a DC 14 Wisdom saving throw or have its reaction suppressed until the start of your next turn.
\pagebreakNum ## Rifles Ranged warfare is forever changed by the advent of laser rifles. These long-barreled marvels project concentrated beams of energy that bridge the gap between the mundane and the magical. As bolts of radiant or elemental force streak through the air, laser rifles like the Aether Scattergun and Arcane Pulse Rifle become the weapons of choice for those who seek to strike foes from afar while harnessing the might of the arcane. ### Photon Blaster **Damage:** 2d6 radiant damage **Range:** 60 feet **Reload:** 1 charge (6 charges per reload) **Special Ability**: On a critical hit, the target is blinded until the end of its next turn. ### Plasma Rifle **Damage:** 2d8 fire damage **Range:** 120 feet **Reload:** 1 charge (4 charges per reload) **Special Ability:** On a hit, the target makes a DC 13 Dexterity saving throw or catches fire, taking 1d6 fire damage at the start of each of its turns until it takes an action to extinguish the flames. ### Arcane Disruptor **Damage**: 2d4 force damage **Range:** 80 feet **Reload:** 1 charge (8 charges per reload) **Special Ability:** Ignores resistance to force damage. On a critical hit, the target must succeed on a DC 14 Constitution saving throw or be stunned until the end of its next turn. ### Void Beam Emitter **Damage:** 2d10 necrotic damage **Range:** 100 feet **Reload**: 1 charge (5 charges per reload) **Special Ability**: On a hit, the target must succeed on a DC 15 Constitution saving throw or have disadvantage on its next attack roll or saving throw. ### Solar Flare Cannon **Damage:** 3d6 radiant damage (cone, 60-foot) **Range**: 40 feet **Reload:** 1 charge (3 charges per reload) **Special Ability:** Once per reload, the wielder can choose to overcharge the cannon, dealing an additional 2d6 radiant damage but causing the weapon to misfire on a roll of 1. \columnbreak ### Cryo Beam Gun **Damage**: 2d8 cold damage **Range**: 80 feet **Reload**: 1 charge (6 charges per reload) **Special Ability:** On a hit, the target must succeed on a DC 12 Constitution saving throw or have its movement speed halved until the end of its next turn. ### Phase Pulse Pistol **Damage**: 1d10 force damage **Range**: 120 feet **Reload**: 1 charge (8 charges per reload) **Special Ability**: Ignores half and three-quarters cover. Once per reload, the wielder can activate a "Phase Shift" mode, allowing them to target creatures on the Ethereal Plane for one round. ### Singularity Slicer **Damage**: 2d6 force damage **Range**: 100 feet **Reload**: 1 charge (5 charges per reload) **Special Ability**: On a hit, the target must succeed on a DC 14 Strength saving throw or be pulled 10 feet closer to the wielder. ### Ethereal Annihilator **Damage:** 2d8 force damage **Range:** 90 feet **Reload:** 1 charge (6 charges per reload) **Special Ability**: Deals full damage to creatures on the Ethereal Plane. Once per reload, the wielder can choose to deal an additional 1d6 force damage that bypasses resistances. ### Chrono Disruptor **Damage:** 2d6 psychic damage **Range**: 70 feet **Reload**: 1 charge (7 charges per reload) **Special Ability**: On a hit, the target must succeed on a DC 15 Wisdom saving throw or have its movement speed reduced to 0 until the start of its next turn.
\pagebreakNum ## Grenades The realm of destruction is reshaped by laser-infused explosives and grenades. These devices are not mere tools of annihilation, but manifestations of arcane artistry. The Plasma Grenade bursts forth in a blaze of fiery brilliance, the Quantum Flashbang bends time and perception, and the Nanite Dispersal Bomb melds poison and acid into a deadly brew. These explosives are the epitome of the potential locked within the marriage of magic and technology. ### Plasma Grenade **Damage:** 4d6 fire damage (area: 20-foot radius) **Special Ability:** Targets caught in the blast must succeed on a DC 15 Dexterity saving throw or take half damage. Additionally, the area becomes difficult terrain due to lingering plasma residue. ### Quantum Flashbang **Damage:** None (area: 10-foot radius) **Special Ability:** Creatures caught in the blast must succeed on a DC 14 Constitution saving throw or be blinded and deafened for 1 minute. They can repeat the saving throw at the end of each of their turns, ending the effect on a success. ### Singularity Grenade **Damage**: 3d8 force damage (area: 15-foot radius) **Special Ability**: Targets caught in the blast must succeed on a DC 16 Strength saving throw or be pulled 20 feet toward the center of the explosion. ### Nanite Dispersal Bomb **Damage:** 2d6 acid damage and 2d6 poison damage (area: 20-foot radius) **Special Ability**: On a failed DC 15 Constitution saving throw, creatures caught in the blast have their movement speed halved for 1 minute as nanites impede their mobility. \columnbreak ### Temporal Anomaly Charge **Damage**: 2d8 force damage (area: 30-foot radius) **Special Ability:** Targets caught in the blast must succeed on a DC 17 Wisdom saving throw or be aged by 1d4 decades, suffering disadvantage on Strength and Dexterity checks for 1 minute. ### Gravity Well Mine **Damage**: 4d10 force damage (area: 15-foot radius) **Special Ability**: Creatures caught in the blast must succeed on a DC 18 Strength saving throw or be knocked prone and pulled 10 feet toward the center of the explosion. ### Electromagnetic Pulse Bomb **Damage**: None (area: 30-foot radius) **Special Ability:** All creatures and objects caught in the blast must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. Technological devices, including constructs and certain magical items, must succeed on the saving throw or be disabled for the same duration. ### Plague Catalyst Grenade **Damage:** 2d6 poison damage and 2d6 necrotic damage (area: 20-foot radius) **Special Ability:** Creatures caught in the blast must succeed on a DC 15 Constitution saving throw or have disadvantage on attack rolls and ability checks for 1 minute due to exposure to a debilitating toxin.
\pagebreakNum ## Canons For those who believe that more is better, large laser guns offer a devastating showcase of power. These weapons of substantial size project torrents of energy capable of reshaping the battlefield itself. From the volatile Plasma Cannon to the precision-focused Void Annihilator, these guns unleash a concentrated torrent of energy that turns any confrontation into a dazzling display of raw might. ### Ion Cannon **Damage:** 5d8 force damage **Range:** 150 feet **Reload:** 1 charge (2 charges per reload) **Special Ability:** On a hit, the target must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. ### Ion Lance **Damage**: 4d10 lightning damage **Range:** 500 feet **Reload**: 1 minute (after firing) ### Particle Disruptor **Damage**: 5d8 force damage **Range:** 800 feet **Reload:** 2 minutes (after firing) **Special Ability:** On a hit, the target must succeed on a DC 17 Constitution saving throw or be stunned until the start of your next turn. ### Aetheric Cannon **Damage**: 8d12 radiant damage **Range**: 1200 feet **Reload**: 5 minutes (after firing) **Special Ability:** The cannon creates a 30-foot cone of radiant energy. Creatures in the area must make a DC 18 Dexterity saving throw or take double damage and be blinded until the end of their next turn. ### Plasma Mortar **Damage**: 6d10 fire damage (area: 40-foot radius) **Range**: 1000 feet **Reload**: 3 minutes (after firing) **Special Ability**: The explosion leaves behind lingering flames that deal 2d6 fire damage to creatures entering the area until the start of their next turn. \columnbreak ### Void Singularity Cannon **Damage**: 8d8 necrotic damage **Range**: 1500 feet **Reload**: 5 minutes (after firing) **Special Ability**: The cannon creates a 20-foot radius sphere of negative energy. Creatures caught in the area must succeed on a DC 19 Constitution saving throw or take half damage and have their hit point maximum reduced by an amount equal to the damage taken until they finish a long rest. ### Eclipse Beam Emitter **Damage** 10d6 radiant damage (cone, 100-foot) **Range:** 800 feet **Reload**: 6 minutes (after firing) **Special Ability**: The cannon projects a blinding cone of radiant energy. Creatures in the area must make a DC 20 Dexterity saving throw or be blinded for 1 minute. They can repeat the saving throw at the end of each of their turns, ending the effect on a success.
\pagebreakNum ## Shields & Defense ### Laser Ward Amulet **Description:** This amulet shimmers with a faint laser-like energy, offering protection against incoming attacks. **Effect**: While wearing this amulet, you have resistance to radiant damage. ### Photon Barrier Bracelet **Description**: This bracelet emits a soft hum and projects a faint, shimmering barrier of energy around you. **Effect**: Once per short rest, you can use a reaction to activate the bracelet, granting yourself temporary hit points equal to your level plus your Intelligence modifier. ### Celestial Reflection Mirror **Description**: This intricately designed mirror seems to capture and reflect beams of light in captivating patterns. **Effect**: As a bonus action, you can activate the mirror to create a shimmering aura around yourself. Until the start of your next turn, you gain a +2 bonus to AC against ranged attacks. ### Arcane Resonance Armor **Description**: This set of laser-infused armor pulses with arcane energy, granting you enhanced protection. **Effect**: While wearing this armor, you gain a +1 bonus to your AC. Additionally, when you are hit by a melee attack, the attacker takes 1d4 force damage. \columnbreak ### Luminous Shield **Description**: This kite-shaped shield glows with a soft, soothing light that wards off hostile forces. **Effect**: While wielding this shield, you can use a reaction to impose disadvantage on a single attack roll targeting you or an ally within 10 feet. ### Radiant Ward Ring **Description**: This ring radiates a warm light and offers enhanced protection against harmful energies. **Effect**: While wearing this ring, you have resistance to necrotic damage. Additionally, you can use an action to cast the Protection from Energy spell (necrotic) once per long rest. ### Aetheric Deflector Cloak **Description**: This cloak is interwoven with threads of aetheric energy, providing extra protection against incoming attacks. **Effect**: While wearing this cloak, you can use your reaction to gain a +2 bonus to your AC against a single melee attack. This bonus lasts until the start of your next turn. ### Ethereal Mirror Shield **Description**: This small handheld mirror shield reflects light and energy attacks, offering unique protection. **Effect**: As a reaction, when you are targeted by a ranged spell attack or ranged weapon attack, you can attempt to reflect the attack back at the attacker. Make a ranged spell attack roll or ranged weapon attack roll, using your own attack bonus. If successful, the attack targets the original attacker instead.
\pagebreakNum ## Feats Greetings, bold adventurers whose hearts beat to the rhythm of innovation, and allow me, Master Artificer Devereaux, to unveil the very essence of acquiring mastery in the art of laser weaponry within the realm of Autera. As we embark upon this exploration of feats, understand that the secrets to harnessing the profound power of laser technology are as varied as the myriad threads that weave the fabric of our reality. The pages before you are adorned with the diverse paths through which one may attain the knowledge and skills required to forge and wield these potent tools. In the realm of Autera, where the arcane interweaves with technological ingenuity, the siren call of laser weaponry beckons those with the courage to venture beyond the ordinary. These feats encapsulate the distinct avenues through which individuals can attain the prowess that sets them apart. Each feat unfurls a testament to the unique nature of those who strive for mastery over the fusion of magic and technology, and the rich rewards they reap through their unwavering dedication. ### Arcane Artificer Within these chronicles, you shall unravel the saga of the **Arcane Artificer**, a path guided by intellect and craftsmanship. Masters of intricate creation, these individuals delve into the heart of laser technology, transforming mere mechanisms into conduits of power. Their expertise in Tinker's Tools and magical enchantment imbues laser weapons and items with unique potential, making them artificers of unparalleled brilliance. ### Laser Scholar Direct your gaze to the lore of the **Laser Scholar**, those who tread the path of arcane knowledge. Armed with proficiency in Arcana, these seekers understand the resonance between magic and light. They channel their insight to create laser focuses, infusing their creations with the power of Eldritch Blast and augmenting their ability to cast the spell. Laser Scholars are the custodians of radiant fury, both creators and wielders of brilliance. ### Master Of Light & Heat Behold the saga of the **Master of Light and Heat**, whose journey is written in the stars. Those who possess the prerequisite wisdom find themselves touched by celestial alignment. These rare few manifest their connection through crafting laser weapons that blind adversaries, basking in the very radiance that empowers them. Born of the aurora's brilliance, they are the children of starlight, with resistance against the celestial powers that they manipulate. \columnbreak
### Energized Bloodline Now, delve into the narrative of the **Energized Bloodline**, a tale rooted in ancestry. These individuals trace their lineage to an ancient bloodline infused with light and plasma energies. Through this connection, they imbue their laser creations with a touch of their heritage, manifesting an aura of dazzling light that can blind foes and enhance their potency. The Energized Bloodline is a testament to the bond between lineage and innovation. ### Borne Of The Aurora Look to the heavens and witness the tale of those **Borne of the Aurora**, chosen by celestial bodies. Through this alignment, they gain the ability to craft laser weapons that blind adversaries with radiant energy. Their creations reflect the very cosmos, and the alignment bestows upon them resistance to the radiance that courses through their veins. Borne of the Aurora are celestial artisans, crafting weapons of light. ### Resonant Nexus Finally, immerse yourself in the chronicle of the **Resonant Nexus**, where exposure to unique convergences of energy alters destinies. These individuals are linked to the vibrations of the universe, channeling resonances through their laser creations. With a touch, they weave laser weapons that transcend resistance, and wield sonic energy with uncanny precision. Resonant Nexus bearers are the harmonizers of power and innovation. In Autera, the journey into laser weaponry knows no bounds, for these feats illuminate the paths that diverse souls can traverse. As I, Master Artificer Devereaux, etch these words upon parchment, remember that your journey begins by choosing the feat that resonates with your essence. Embrace the empowerment it bestows, forge your legacy, and illuminate the chronicles of Autera with your unique story of mastery.
\pagebreakNum ## Feats Greetings, seekers of the extraordinary, and allow me, Master Artificer Devereaux, to illuminate the path to mastery in the realm of laser weaponry within the confines of Autera. As we embark upon this arcane journey, it is imperative to recognize that the secrets to harnessing the power of laser technology are as diverse as the very essence of the cosmos itself. These feats, born from bloodlines, celestial alignments, and resonant connections, offer insight into the myriad ways one may acquire the skills to craft and wield these potent tools.
### Arcane Artificer *Prerequisite: Intelligence 13 or higher* You have delved into the intricate fusion of magic and technology, mastering the secrets behind laser weaponry. #### Benefit: * You gain proficiency with Tinker's Tools. * You can spend 1 hour and 50 gold pieces' worth of materials to create a laser weapon or item (as determined by the DM). The item remains non-magical, but its laser properties function as intended. * When you use Tinker's Tools to repair a damaged laser weapon or item during a short rest, you can restore it to full functionality.
### Laser Scholar *Prerequisite: Intelligence 14 or higher* You have dedicated yourself to understanding the elusive principles that govern laser technology, enabling you to harness its power. #### Benefit: * You gain proficiency in Arcana. * You can expend 10 minutes and 50 gold pieces' worth of materials to create a temporary laser focus. While attuned to this focus, you can cast the Eldritch Blast cantrip as if it were a laser weapon, dealing force damage and using your Intelligence modifier for attack and damage rolls. * When you cast Eldritch Blast using the laser focus, you can add your proficiency bonus to the damage roll. \columnbreak ### Master of Light and Heat *Prerequisite: Intelligence 15 or higher* You have achieved a profound understanding of the interplay between light, energy, and magic, enabling you to forge potent laser weapons and items. #### Benefit: * You gain proficiency in Arcana and Tinker's Tools. * You can create laser weapons and items with a crafting time equal to half the normal time and a cost reduction of 25%. Additionally, you can infuse these creations with magical properties, spending twice the usual time and resources to make them magical items.
\pagebreakNum ### Energized Bloodline *Prerequisite: Charisma 13 or higher* You bear the legacy of an ancient bloodline that carries a connection to the energies of light and plasma, enabling you to manipulate laser technology. #### Benefit: * You gain proficiency in Arcana. * You can expend 1 hit die during a short rest to imbue a laser weapon or item you create with magical energy. The item gains a +1 bonus to attack and damage rolls and deals an additional 1d6 radiant damage or 1d6 fire damage (your choice). * You have advantage on saving throws against being blinded by radiant or light-based effects. * As an action, you can create a 15-foot radius aura of dazzling light centered on yourself. Creatures within the aura must succeed on a DC 14 Constitution saving throw or be blinded until the end of their next turn. You can use this ability once, regaining use after a long rest. *
### Borne of the Aurora *Prerequisite: Wisdom 13 or higher* Born under the rare alignment of celestial bodies and infused with their brilliance, you possess an innate affinity for the crafting and wielding of laser weaponry. #### Benefit: * You gain proficiency in Perception. * When you create a laser weapon or item, you can infuse it with celestial energy. It gains a +1 bonus to attack and damage rolls and has a 10% chance to blind the target on a hit. The target must succeed on a DC 14 Constitution saving throw or be blinded until the end of its next turn. * You can cast the Daylight spell once per long rest without expending a spell slot. * You have resistance to radiant damage. \columnbreak ### Resonant Nexus *Prerequisite: Constitution 13 or higher* Exposure to a unique convergence of energies has forever changed you, allowing you to tap into the resonant vibrations of the universe and mold them into laser technology. #### Benefit: * You gain proficiency in Investigation. * Once per short rest, when you create a laser weapon or item, you can channel the resonant energies through it. The item gains a +1 bonus to attack and damage rolls and ignores resistance to force damage. * As an action, you can create a 30-foot cone of sonic energy that deals 4d6 force damage on a failed DC 14 Constitution saving throw. Half damage is taken on a successful save. You can use this ability once, regaining use after a long rest. * You have advantage on saving throws against being deafened.
\pagebreakNum ## Energy Cells Greetings, inquisitive minds who seek to fathom the intricate nature of laser weaponry within the enigmatic realm of Autera. Prepare to traverse the mesmerizing expanse of energy cells—the pulsing heart that fuels the luminous might of these weapons. As you delve into the mysteries of these rare and coveted power sources, I, Master Artificer Devereaux, shall serve as your guide through the radiant labyrinths of creation, sustenance, and potential. At the core of every laser weapon lies an energy cell—a reservoir of arcane vitality that grants life to the beams of light and power. These energy cells are not mere commodities; they are the essential lifeblood that courses through the veins of these remarkable contrivances, converting raw energy into the scintillating brilliance that cleaves through the fabric of reality itself. Thus, understanding the nature of these cells is paramount to comprehending the intricate dance between magic and innovation. Energy cells, much like the stars that adorn our skies, possess varying degrees of brilliance and potency. In your journey, you shall encounter three distinct echelons of energy cells—each bestowed with its own unique attributes, reflecting their rarity, craftsmanship, and the raw might they infuse into your arsenal. \columnbreak ### Standard Energy Cell: As the foundational tier, the Standard Energy Cell stands as the introductory conduit to the realm of laser weaponry. Crafted with meticulous precision, these cells provide a glimpse into the potential that lies within. When equipped to a weapon, their humble might shines with a duration that fuels melee weapons for an extended span or grants ranged weapons a modest number of radiant discharges. The Standard Energy Cell, while the most accessible, is not to be underestimated, for it unveils the very essence of what laser weaponry can achieve. ### Advanced Energy Cell: The Advanced Energy Cell emerges as the beacon of progress, bearing an infusion of heightened energy and resonance. By harnessing the secrets that elevate its craftsmanship, this cell extends the duration of melee weapons and imparts a greater multitude of radiant discharges to ranged weaponry. It is a testament to the craftsmanship of the masterful artificers who forge its existence—a testament to the fusion of innovation and magic that elevates the power of laser weapons to astounding heights. ### Fusion Cell: At the zenith of the energy cell hierarchy stands the Fusion Cell—a pinnacle of awe-inspiring potential reserved for the titanic and awe-inspiring canons and colossal weapons. These cells house an unparalleled influx of energy, allowing them to empower lasers of unprecedented magnitude and ferocity. When harnessed within the heart of these immense contrivances, the Fusion Cell ushers forth beams that can reshape the very course of battles and alter the destiny of worlds. In your pursuit of mastery, remember that energy cells are not mere commodities; they are conduits to the sublime, vessels that connect the raw arcane currents to the mortal realm. Harness their brilliance, wield their might, and be ever mindful of their scarcity. As you embark on this journey, guided by my insights and the radiant tapestry of energy cells, know that the power to shape the very essence of Autera lies within your grasp. \pagebreakNum