Using AI to Make Adventures (5e Sourcebook)/Character Class Features

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This is the next part to Using AI to Make Adventures (5e Sourcebook)/Character Classes.

We are going to try and create character class features using OpenAI playground.

In the input box, we will keep the class description and features generated so far.

We will instruct for more details of each class feature in turn, with the exception of Spellcasting, which will just follow the normal Sorcerer or Bard format.


Technoflux[edit]

At 1st level, you learn the study of technoflux. This is the ability to turn the energy of magic into the energy of technology and vice versa. You can cast the cantrips mage hand or prestidigitation.
At 1st level, you can cast mage hand or prestidigitation at will as a bonus action. Also choose one cantrip from the wizard spell list and add it to your list of technomage spells known.

Technochant[edit]

This took a few attempts, as it mostly returned badly designed spellcasting features that demonstrated the garbage in/garbage out principle (I shuddered each time it said "once per long rest").

I like the following output, as it incorporated some of the class backstory. The mechanics don't make a lot of sense, but I feel it can be adapted.

At 1st level, you learn the technochant, an ancient song of magic that humans sang before the Coming of the Experimenter. The song, sung in the tongue of the Experimenter, infuses your spells with a magic that erases technology. This magic is a fun way to add a sci-fi twist to any magic item that isn't supposed to be in a technological setting. The spell is also useful for disabling certain traps that trigger on magic.
To cast the spell, you must speak the technochant as a bonus action. If a spell is cast in the same action as the technochant, the spell gains the following additional effect:
1st-level spells: If the spell is not an attack roll or involves making an attack roll, the spell has advantage.
2nd-level spells: All saves against the spell are made with disadvantage.
3rd-level spells: The spell targets are vulnerable to the spell.
4th-level spells: If the spell requires a saving throw, the save DC is increased by 2.
5th-level spells: If the spell requires a saving throw, the save DC is increased by 3.

Study Proficiency[edit]

I generated a number of outputs, and they all did things with skills, such as gaining proficiencies or expertise. In the end I chose:

The Experimenter has blessed you with an inquisitive mind and an ability to learn new things. You gain proficiency in either Arcana, History, Nature, or Religion.
In addition, you gain proficiency in one tool of your choice.

Better Research[edit]

The outputs were varied, from additional spells, to extra proficiencies, to advantages on certain skill checks.

I decided I wanted the feature to incorporate technology, since none of the outputs really did this, so I specified this in the instruction.

You can use your action to cast either detect magic or detect poison and disease.
In addition, you can use your action to cast detect magic or detect poison and disease using a technological device, such as a mobile computer or a smartphone.
In addition, you can use your action to cast detect magic or detect poison and disease using a technological device, such as a mobile computer or a smartphone. If you are using a technological device, you can use detect magic to find technological devices within 60 feet of you.
If you are using a technological device, you can use detect poison and disease to locate diseases and poisons within 60 feet of you.
Finally, you can use detect magic to locate technological devices within 60 feet of you.
Finally, you can use detect poison and disease to locate diseases and poisons within 60 feet of you.

Technomage Tradition[edit]

To guide things along, I added this text to the input:

=== Technomage Tradition ===
At 2nd level, you choose an archetype that you strive to emulate. Both are detailed at the end of the class description. Your choice grants you features at 2nd, 6th, 10th, 14th and 18th level.

Then I asked for some names. Results included:

  • Technomage of the Arcane Arms
  • Technomage of the Arcane Forge
  • Technologist
  • Mageologist
  • Technomage Scholar
  • Technomage Innovator
  • The Technomancer
  • The Machinist

I like Technomage Innovator and Technomage of the Arcane Forge.

I instructed that these archetypes be completed. It gave Innovator a theme of making devices; Arcane Forge also gave similar results. I decided to merge those together.

Technomage Innovator[edit]

Technomage Innovators are well-versed in technology and scientific fields, using their knowledge to create magical items that can do amazing things.

Imprint Device[edit]

At 2nd level, you learn to imbue an object with magical energy.

You touch a non-magical object and magically give it sentience and mobility, transforming it into a Tiny clockwork device, a homunculus, or another creature of your choice. The creature is friendly to you and your companions. It understands your languages and obeys your commands. See the "Homunculus Servant" sidebar for its statistics.

When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.

If you command the creature to do something that would result in its premature death, it can make a Wisdom saving throw to end the command as a free action.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Your homunculus uses the same size, speed, and AC as in the Monster Manual.

Technological Items[edit]

At 6th level, you gain the ability to craft technological items. You learn two 1st-level spells from the wizard spell list. Choose one of these spells to be a technological item. You can craft this item using your technological item feature. You gain an additional technological item at 8th, 12th, 16th, and 19th level. All of your technological items are detailed in "Technological Items" at the end of the class description. Whenever you gain a level in this class, you can replace one of the wizard spells you learned from this feature with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots. You can craft technological items, including a technological item that you gain from this feature. You can create two of your technological items as part of a long rest, as long as you have access to your laboratory or technological item supplies. You can only use this feature once per long rest. Your technological items can be used a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses of an item when you finish a long rest. At 18th level, you can use your technological items a number of times equal to half your proficiency bonus (rounded up) + your Intelligence modifier.

Technological Item Improvement[edit]

Starting at 10th level, you can use your intelligence and understanding of technology to create a technological item that is more powerful than the original, allowing you to use it a number of times equal to your Intelligence modifier + your proficiency bonus (a minimum of once). This improvement can be done as part of a long rest. In addition, you can use your technological item features to create one additional technological item at 13th, 16th, and 19th level.

Tinker's Understanding[edit]

At 14th level, your tinkering and crafting abilities become so great that you can create a technological item with only 10 minutes of tinkering. In addition, you learn one 4th-level spell from the wizard spell list. You can craft this spell into a technological item using your technological item feature.

Innovator Spellcasting[edit]

At 18th level, you gain the ability to cast spells from another class. Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You gain the spellcasting feature of that class, using Intelligence as your spellcasting ability. You can use your technology to cast your spells from this class.

Evaluation[edit]

  • Playground understands the themes of the class and creates appropriate features.
  • It mimics the formatting and mechanics of 5th edition D&D, as several sources such as Homebrewery seem to be in its training data.
  • It does not understand what makes a good or balanced feature due to garbage in/garbage out, so further editing is required.
  • It was able to produce many features all at once, particularly when asked to complete an archetype. Advantage: the features may share a context or mechanics. Disadvantage: my feelings is that such results may be close to existing classes. So my preference is to create features one at a time.
  • It was able to incorporate themes of the class into the features.
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