Sonic: Upon command, a sonic weapon emits a low thrumming hum. The sonic energy does not harm the wielder. The effect remains until another command is given. A sonic weapon deals an extra 1d6 points of sonic damage on a successful hit. Bows, crossbows, and slings so crafted bestow the sonic energy upon their ammunition.
Thundering Burst: A thundering burst weapon functions as a sonic weapon that creates a cacophonous roar like thunder upon striking a successful critical hit. The sonic energy does not harm the wielder. In addition to the extra sonic damage from the sonic ability (see above), a thundering burst weapon deals an extra 1d8 points of sonic damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d8 points of sonic damage instead, and if the multiplier is x4, add an extra 3d8 points of sonic damage. Bows, crossbows, and slings so crafted bestow the sonic energy upon their ammunition.
Even if the sonic ability is not active, the weapon still deals its extra sonic damage on a successful critical hit.
Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1.
Age. The typical lifespan of a Laputan is 150 years.
Alignment. Laputans tend to be Lawful, but spread across the spectrum from good to evil. Chaotic tendencies are heavily shunned ostracized, generally causing chaotic tending Laputans to become exiles.
Size. Laputans are taller and heavier than humans, standing a bit over 6 feet on average and weighing in around 250 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see 30’ in dim light as if it was bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Manatherealverse Native. You have an innate connection to the Manathereal Plane. You are able to cast a single 0 level cantip that you innately learn sometime during your childhood years. You have no power points. The spell can be cast once and is recovered after a short rest as your body naturally absorbs mana from the Manathereal Plane.
Language. You can speak, read, and write Common and Laputan.
Subrace. Ancient Laputan society learned ot prize the connection to the Manathereal Plane and thus spell casting was a desirable trait. Over the millinia, two base subraces formed, called NAME the casters and NAME the warriors.
Ability Score Increase. Your Wisdom or Intelligence score increases by 1.
Enhanced Manathereal Absorbtion. You recover spell points at an increased rate. To be determined.
Ability Score Increase. Your Constitution or Dexterity score increases by 1.
Manathereal Protection. You have the ability to expend your innate mana as a Bonus action in order to avoid any single melee hit or targeted spell effect that you are aware of.
Manacite refining is a process that involves smelting the raw manacite ore in a specialized mana powered crucible for 10 days. 10 pounds of Manacite ore will result in 1 pound of refined manacite.
These crucible range in size from 3’ around and designed to be on a workbench to an entire cavern 200’ across and enchanted to smelt manacite. The only known cavern sized smelters are currently located within the various dwarven mountains across the planet.
Powering a manacite crucible varies based on the size of the crucible and the age of the manacite ore. A typical workbench sized crucible can process 100 pounds of ore at once and has 5 cube slots, using one charge from each cube per day as it runs.
At the end of the process, the molten manacite ore seems to suddenly change consistency. The refined manacite falls to the bottom of the crucible passes through it and into a reservoir underneath where it solidifies.
The dross remaining in the crucible is mostly a high quality sand and is often used for glass making. Any other trace metals that were in the raw ore will solidify in clumps as it cools. These metals are predisposed to being enchanted and are highly sought after. From a 100 pound smelting of ore, you would be lucky to have an ounce of any other metal.
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute
This spell sends creatures into a magical slumber. Roll 1d12; the total is how many hit dice of creatures this spell can affect, starting with weaker creatures first. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points hit dice (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points hit dice, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points hit dice from the total before moving on to the creature with the next lowest hit points hit dice. A creature’s hit points hit dice must be equal to or less than the remaining total for that creature to be affected. Creatures with hit dice equal to or more than the casters spell casting class level are entitled to a Wisdom saving throw. On a failed save, the creatue is affected as above. On a successful save, the creature is unaffected.
Undead and creatures immune to being charmed aren’t affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 1d12 1d6 hit dice for each slot level above 1st.