Inventor - GM Binder
Inventor - GM Binder
N
ot every individual possessed of great Proficiency Invention
intelligence is interested in the magics Level Bonus Features Points Cl
studied by Wizards, or the internal Craftsman's Scrap,
awakening of Psions. Some become great 1st +2
Inventions
1 Hit
architects or merchants, others Hit D
mathematicians or physicists. Others 2nd +2 Ingenuity 1 Hit P
prefer the hands-on approach of crafting 3rd +2 Inventor's Focus 2
Hit P
items of great complexity and versatility. These Inventors mo
craft technological marvels that would only otherwise be 4th +2
Ability Score
2 Pro
possible with the use of magic; ingenious Inventions that Improvement
range from grappling hooks to traps, or even to walking Armo
mechanical servants. 5th +3
Clockwork Dynamo,
3 Weap
Versatile Craftsman He
6th +3 Autonomous Inventions 3 Tools
Art
The Inventor 7th +3
Inventor's Focus
4 Savin
Feature Skill
8th +3
Ability Score
4
Pe
Improvement
Sta
9th +4
Retrofit, Versatile
5 (a
Craftsman bo
10th +4 Signature Mechanism 5 (a
tw
11th +4
Inventor's Focus
6 a
Feature 15
Ability Score
12th +4
Improvement
6
Cr
13th +5 Trapsmith, Dynamist 7 When
Inventor's Acumen, vario
14th +5
Inventive Armor
7 parts
Tools
15th +5
Inventor's Focus
8 On
Feature Scrap
Ability Score you s
16th +5
Improvement
8 Scrap
succe
17th +6 Edificionado 9 and y
Inventor's Focus from
18th +6
Feature
9 the D
Ability Score
You
19th +6
Improvement
10 into S
if the
20th +6 Mechanical Prosthetics 10 they a
conve
in the
G
adget Inventions usually take an action to use Additional Invention Points
or set, and may have a simple trigger such as a
pressure plate or tripwire. These kinds of You can spend additional Invention Points during creation to
Inventions usually serve some sort of out-of- add one of the following features for each additional point:
combat purpose, but can be weapons in their Add one of the base functions to it (for example, you could
own right, or may be a kind of trap. create a trap that knocks its target prone and then does
A basic Gadget Invention requires 1 damage)
Invention Point and 15 Scrap to create and 5 Scrap for each Increase the radius of bright and dim light by 40 feet.
Invention Point after the first, and requires an action to be Increase the range of Darkvision by 30 feet.
used or set. If the Invention has a trigger, an action must be Grant the Invention a 5-foot radius or 10-foot cone. You
used to reset it each time it triggers. A Gadget Invention can can spend multiple Invention Points while applying this
be placed on the ground or a wall, and you can make an property, increasing its size by 5 each time.
Intelligence(Sleight of Hand) check to try and hide it; a Increase the effective range of the Invention by 30 feet (for
Wisdom (Perception) or Intelligence (Investigation) check example, you could fire a grappling hook at an enemy to
opposed by your check is needed to detect the trap. A Gadget try and pull them towards you).
Invention can only be activated/triggered by a creature Increase the distance of the pull or push by 10 feet.
holding it or within 5 feet of it. A Gadget Invention can do one If the Invention would grapple a target, it instead restrains
of the following: Increase the damage die done by the Invention by one
Emit 40 feet of Bright light and an additional 40 feet of (2d6 to 3d6, etc)
dim light. This can be turned on or off as an action. If the Invention would deal damage on a failed save, it now
Grant its user Darkvision with a range of 30ft. does half damage on a successful save.
Grant a 1d4 bonus on a single kind of Strength or
Dexterity skill check, such as athletics or acrobatics, Clockwork Dynamo Features
chosen upon creation. You can install a single Clockwork Dynamo while creating
Force a creature to succeed on a Dexterity Saving Throw the Invention to add one of the following features to it:
or else take 2d6 Bludgeoning, Piercing, or Slashing
damage, chosen upon creation The Invention resets itself automatically at the start of
Force a creature to succeed on a Constitution saving each of your turns if it was triggered.
throw or else be Poisoned for 10 minutes. A creature can If the Invention would grant a bonus die on a skill check, it
repeat this save at the end of each of its turns to it. instead grants advantage for that skill check.
The wielder can use an an action to make a Strength- If the Invention would deal damage, and if you are
based melee weapon attack. Inventors are proficient with proficient with Alchemist's Supplies and have some
this attack. On a hit, the target takes 1d10 bludgeoning, available, you can choose for the Invention to deal Acid,
piercing, or slashing damage, chosen upon creation. Cold, Fire, Lightning, or Poison damage instead.
Force a creature to succeed on a Dexterity saving throw or
else be grappled by the Invention, Pushed or Pulled 5 feet,
or be knocked prone. A creature grappled by the Invention A Fiery Example
can attempt an Acrobatics or Athletics check as an action Alston is a 5th-level Inventor with 18 Intelligence
on each of its turns to free itself. who wants to create a Flamethrower. He eventually
The device functions as a breathing apparatus, with a 1- works out that he wants the Flamethrower to work
hour supply of air. A creature wearing this device does not as follows:
need to breathe as long as the Device has air in it. The air Using an Action, the Flamethrower engulfs a
must be used in 1-minute increments, and you must spend 10ft cone in fire. All creatures in that area must
5 minutes and succeed on a DC10 Invention check to refill succeed on a DC 15 Dexterity saving throw or else
Grant Advantage on a single specific task, such as scaling take 2d6 Fire damage, or half as much on a
a cliff, cutting glass, or carving stone. success.
This Invention requires a total of 4 Invention
points and a Clockwork Dynamo, as it does damage
based on Dexterity Saves, works in a cone, does
Can my Invention do...? half damage on a successful save, and does Fire
The purpose of the Inventor Class is to allow damage. Alston needs to be proficient in
players to create tools and playstyles that they want
Alchemist's Supplies to build this, and the creation
to use. To this end, you should think of Inventions process requires a total of 30 Scrap and 10 hours
as inclusive with regards to their ability. If there is
of work, as well as a DC 14 Invention Check. After
something you want to build that isn't covered by
creating it, Alston has 3 Invention Points he can
the options presented here, or that conflicts use to build other Inventions.
slightly with these rules, work with your DM to
create the Invention you want to create.
E
quipment Inventions pertain to weapons Clockwork Dynamo Features
and armor, and despite the name might
have uses not directly related to combat. You create a Multi-Weapon. Choose two kinds of weapons.
Nearly all Equipment Inventions modify Crafting this item requires a Clockwork Dynamo and
existing weapons or armor, rather than additional scrap equal to half the base gold cost of the
being new items themselves. You can place most expensive weapon. You may convert the Multi-
up to two modifications onto a single Weapon from one of the chosen weapons into the other.
weapon, with each Invention Check being made separately, Doing so does not require any action or item interaction.
though they must be added at the same time. A suit of armor You may spend an additional Invention Point to choose a
can only have one modification at a time. An Equipment third kind of weapon that the Multi-Weapon can transform
Invention requires 10 Scrap if applied to a weapon, or 20 if into.
applied to armor. All Equipment Inventions require 1 You can install a Clockwork Dynamo to modify a crossbow
Invention Point. to remove the Loading property.
You can install a Clockwork Dynamo to modify a crossbow
Weapon Inventions to alter the Ammunition property. Such a crossbow still
requires ammunition to fire, but can fire up to INT mod
You can modify a melee weapon to have the Weighted times before requiring a hand to reload. You can use a
Property, A creature wielding a Weighted weapon has bonus action to reset this count back to INT mod. You may
advantage on Shove attempts. A Weighted weapon weighs spend an additional Invention Point to also remove the
one-and-a-half times as much as a normal weapon of its Loading Property from the crossbow.
type.
You can modify a weapon or shield to have the Armor Inventions
Mechanized Concealment property. A weapon with this
property can be transformed with an action into a You can modify a suit of medium or heavy armor to double
relatively innocuous form such as a cane, bracer, or it's wearer's carrying capacity while being worn.
harness. An Investigation or Perception check that meets You can add ablative plating to a suit of armor. That armor
or exceeds your Invention DC reveals the item is more grants +3 AC while worn, but loses this bonus after its
than what it seems, but won't reveal the item's true form. wearer is damaged by an attack. When this bonus is lost,
You may install a Clockwork Dynamo to when you craft the armor loses the modification and you regain the
this item to reduce its transformation time to a bonus invested Invention Point.
action, unless the weapon is Heavy. A Multi-Weapon, a You can modify a suit of armor to remove its penalty to
Weighted Weapon, or a Firearm cannot be given the Stealth checks, if any. You can add this modification to a
Mechanized Concealment property. suit of armor even if it has another modification. Both
You can modify a melee weapon to have the Thrown Invention Checks are made separately, and must be
property. A light weapon has a range of 30/60, a non-light applied at the same time.
weapon has a range of 20/40, and a Heavy weapon has a You can modify a suit of armor to reduce the time needed
range of 10/20. to don or doff it to 1 Action for light armor, 30 seconds for
You can modify a weapon that has the Thrown property to medium armor, or 1 minute for Heavy armor.
return to its thrower's hand once per turn after being
thrown. Catching the weapon is part of the attack and Clockwork Dynamo Features
requires no additional action. You can install a Clockwork Dynamo to modify a suit of
If you are proficient with Glassblower's Tools, you may armor to increase the walking speed of its wearer by 10.
add a lens-based sight to a ranged weapon, either granting You can install a Clockwork Dynamo to modify a suit of
it a +1 bonus to attack rolls, or increasing its range by light or medium armor to grant +1d4 to its wearer's
30/60 (chosen when you create this Invention) Dexterity saving throws.
If you are proficient with Alchemist's Supplies, you may You can install a Clockwork Dynamo to modify a suit of
modify a weapon to deal an addition 1d4 of Acid, Cold, medium or Heavy armor to grant +1d4 to its wearer's
Fire, Lightning, or Poison damage (chosen when you Strength saving throws.
create this Invention) on the next number of attacks equal You can install a Clockwork Dynamo to modify a suit of
to twice your INT mod. After the weapon has made these armor. Such a suit of armor doubles its wearer's jump
attacks, this modification is removed from the weapon distances, as long as it has a running start.
and you regain the invested Invention Point. You can install two Clockwork Dynamos, spend an
additional Invention Point, and spend an additional 250
Scrap to modify a suit of armor with large mechanical
wings, granting the user a fly speed of 30 feet, or 25 feet if
it is heavy armor. This flight must end on a surface;
otherwise you fall. You may install an additional
Clockwork Dynamo to remove the landing restriction.
Thomas Day | Inventor | Base Class
7
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Autonomous Inventions
A
n Autonomous Invention is a mechanical
marvel that functions entirely by the power of Autonomous Invention
Clockwork Dynamos. You must use two
Clockwork Dynamos and two Invention Points Modifications
to create one. The creation process requires 24 When you create an Autonomous Invention, you can invest
hours of work, in increments no greater than 8 additional Invention Points. For each additional point spent,
hours per day, and 100 Scrap for each Invention you can add an additional feature. Unless otherwise stated,
Point invested. At the end of this process, you must make an each can be chosen only once.
Invention Check against a DC of 13 + the total amount of
Invention Points invested. Its land speed increases to up to 30 feet (you can make it
On a failure, the invention is functional, but one of the lower if you wish). You can select this multiple times,
features you gave it does not function. This feature is always increasing its land speed by 5 each additional time.
its Combat Intelligence if it has it, or is determined randomly It gains a Combat Intelligence, able to distinguish between
by the DM. You do not know that the Invention is flawed until friend and foe, and will not attack allies unless ordered to
you use it for the first time. If you fail by 5 or more, instead do so. Its Intelligence becomes 5, it learns one language
the attempt is ruined and you lose half of the Scrap used. you know (though the Invention cannot speak), and will
While within 5 feet of an Autonomous Invention, you (and obey your spoken commands in this language. It will obey
only you) can use an Action to turn the Invention On or Off. no-one else, unless they mimic your voice, requiring a
If an Autonomous Invention is reduced to 0 HP, it Deception check against your Invention DC.
collapses. If you have access to its body, you can repair it with Its Auto-Attack becomes a ranged weapon attack based on
8 hours of work and Scrap equal to half of the original Dexterity with a range of 60/120.
amount of Scrap spent to create it. At the end of this period, it The damage of its Auto-Attack increases by 1d6.
regains all of its HP. Its sight range increases by 60 feet, or it gains Darkvision
You can repair an Autonomous Invention by spending 1 with a range of 30 feet.
hour and 50 Scrap to restore 10+your INT mod HP, and can Its AC increases by 4. You can select this up to two times.
do this during a Short Rest. Due to the complex nature of the Its HP increases by 10 + its CON mod + your INT. You can
Automoton, the Mending cantrip cannot repair it. select this multiple times.
When you create an Autonomous Invention, you assign a One of its physical scores increases by 2, to a maximum of
12, a 14, and a 16 to its three physical ability scores. 20. You can select this multiple times.
You can construct your Invention to be Small saize. Doing
so lowers all of its physical Ability scores by 2, but it costs
one less Invention point to create.
Autonomous Invention Clockwork Dynamo Features
Medium or Small Construct, Unaligned
You can install a Clockwork Dynamo to grant the
Armor Class 13 + y
Invention a Fly or Swim speed of 20. For each additional
Hit Points 30 + z + Inventor's INT Invention point spent, one of its movement speeds
Speed 10ft. increases by 10.
If you install a Clockwork Dynamo, the Invention can
attack twice, instead of once, on each of its turns.
STR DEX CON INT WIS CHA
X (+x) Y (+y) Z (+z) 3 (-4) 3 (-4) 3 (-4)
Why do Inventions not have names?
I could offer up names for all the mechanical do-
Condition Immunities Charmed, Frightened, Poison, dads available, such as mechanized gauntlet or
Unconscious boomerang weapon, but the ultimate idea of the
Damage Immunities Poison, Psychic Inventor lies in customization.
Senses 60 ft of normal sight and hearing If I say that an attack roll-based Invention is
Languages - called mechanized gauntlet, everyone will think of
it as only a gauntlet. Maybe you want a metal vest
Actions with an empowered chest bump, or you have a
Jack-In-The-Box that hits with a boxing glove when
Auto-Attack Melee Weapon Attack: +(x + Inventor's its song finishes.
Proficiency) to hit, reach 5ft., one target. Hit 4+x If I name the modular components of Inventions,
(1d6 + x) bludegeoning, piercing, or slashing that inherently leads players to believe that they
damage (chosen upon construction). The must be some way or another. Instead, I'd rather
Autonomous Inventions makes this attack against players make their own devices, and then name
the nearest creature to it, determined randomly if those!
there are multiple possible targets.
Y
ou've spent time researching and creating not
only physical, but alchemic creations. Just as Alchemic Fortitude
much a science as engineering, Alchemy is the
study of turning one substance into another, or By level eleven, your repeated experience with alchemy and
combining several to some effect. The ultimate potions has strengthened your fortitude livened your spirit
goal of many Alchemists is to discover the Elixir when exposed to them. Whenever you consume a Potion of
of Life, which is rumored to grant imortality. any kind, you gain Temporary Hit Points equal your Inventor
level, rounded up. In addition, you gain resistance to Poison
damage.
Alchemixer
When you choose this Focus at third level, you gain Philosopher's Stone
Proficiency in Alchemist’s Supplies. If you already have
Proficiency in Alchemist’s Supplies, you double your Through much research and many complex experiments, you
Proficiency while using them, instead. In addition, your have uncovered the Recipe for the most treasured alchemical
Invention Point pool increases by 1. It increases by 1 again at creation of all: The Philosopher's Stone.
7th, 11th, 15th, and 18th level. Starting at level fifteen, you can craft a single Philosopher's
Stone by spending 24 hours of work, broken into 8-hour
increments over three consecutive days. A Philosopher's
Alchemic Concoctions Stone's creation requires an investment of 4 Invention Points
Starting at third level, you can draft recipes for various and and 1,000 gold. At the end of each 8-hour crafting
Alchemic Concoctions, which you can create when you have session, you may make a DC 20 Intelligence(Alchemy
a materials and time. Creating an Alchemic Recipe requires 4 Supplies)check. At the end of the entire 24-hour crafting
hours of work and or more Invention Points. Once created, period, you must make a DC 30 Intelligence(Alchemy
you can create a Concoction that does what its recipe Supplies) check, reduced by 2 for each prior successful
specifies. check. On a failure, the attempt is ruined, and all materials
The process of creating a Concoction requires 30 gold used on this attempt are lost. On a success, you craft a
worth of supplies per Invention Point in its Recipe, and 1 Philosopher's Stone. You can never have more than one
hour of time. You may create multiples of the same Philosopher's Stone, but may create a new one if yours is
Concoction at a time, but you only roll one check to create destroyed or lost.
them if you do so- the entire batch fails or succeeds at once.
At the end of this hour, you must make an Intelligence Philosopher's Stone
(Alchemist's Supplies) check. A failed check ruins the
attempt, but a successful check results in a Concoction which Unique Wondrous Item (Requires Attunement by the
will be usable after brewing for an additional 23 hours alchemist who created it)
(therefore the entire process requires 24 hours before you
have a usable Concoction). While the Philosopher's Stone is on your person, you are
All Concoctions remain usable for one week. For each day immune to all effects that would change your shape (such
after this week, Concoctions have a cumulative 20% chance as Polymorph), unless you allow yourself to be changed.
of failing. This chance is shared for all Concoctions of a
single batch; either all stay potent or are spoiled at once. You also become immune to the Charmed, Paralyzed,
You can choose to destroy the Recipe for a Concoction. Petrified, and Poisoned conditions. You gain advantage on
When you do, you regain all Invention Points invested in that
Recipe, and all Concoctions made using this Recipe lose their all Alchemist's Supplies checks and Constitution saving
potency after you complete your next Short or Long rest. A throws.
Recipe cannot be destroyed for one week after being created.
There are two kinds of Concoctions: Potions and Bombs, Finally, your Constitution score increases by 2, to a
which are detailed later. maximum of 22.
Grenadier
Beginning at level seven, you can throw Bombs up to 60 feet. Elixir of Life
At eighteenth level, you've crafted the ultimate alchemical
Alchemical Eye pursuit, above and beyond a philosopher's stone: the Elixir of
Life. You no longer age, nor will you ever suffer ill effects due
When you reach level eleven, you can use an action to Identify to old age. You no longer need eat, drink, breathe, or sleep.
Potions, Poisons, and alchemical substances without fail. You gain immunity to Poison damage, the Poisoned condition
and all diseases, and resistance to Necrotic damage. Finally,
your Constitution score increases by 2 to a maximum of 24.
T
he iron and brass often employed by other While constructing the Firearm, each of the following can be
Inventors are fine metals, of course, but some added for an Invention Point. Unless otherwise stated, each
prefer to get their point across with a much of these can be added only once
humbler metal: lead. Inventors who work with
black powder are well aware of its explosive The damage of the Firearm is increased to d12.
potential, and have learned to put it to use. The range increment is increased by 50/150. This can be
added any number of times
The Reload score is increased by 1. This can be added up
Gunsmithing to five times, for a maximum Reload of 6.
Beginning when you choose this Focus at third level, you can The Misfire Score is decreased by 1. This can be added
craft weapons of incredible power, range, and lethality. You any number of times, but can never make the Misfire
are proficient with all Firearms you create, which are Exotic lower than 1.
Ranged Weapons. All Firearms deal half of their damage as The Firearm becomes 1-handed. You can not add this to a
Piercing and the other half as Bludgeoning. In the event of an Firearm whose damage is d12 or higher.
odd amount of damage, the extra 1 goes to Piercing. All The range of the Firearm’s sound is reduced to 60 feet.
Firearm shots can be heard from up to 300 feet away, or If there are two or more creatures in a line relative to you
further away by especially perceptive creatures. Firearms use within the weapon's short range, you can attempt to strike
Bullets as ammunition. You can craft 10 Bullets for 5 Scrap, them each with one shot as an action. Make an Attack roll.
and can craft 60 Bullets in an hour. The most basic form of Compare your result to the AC of each creature in the line,
Firearm you can create is the Rifle. starting with the first and moving further as you go. When
you reach a creature against whom you miss, the line
ends. Each creature you hit takes damage from your
Firearm (Rifle) Firearm as normal.
Damage Range Misfire Reload Properties
Ammunition, Loading,
Trial And Error
1d10 100/300 3 1
Two-Handed By seventh level, your time working with blackpowder and
explosives has toughened your skin and increases your
tolerance for heat. You gain resistance to Fire Damage.
Misfire represents the likelihood that a Firearm will break
down while firing. If the natural attack roll of a Firearm is Fastest Hand
equal to or less than its Misfire score, the attack always Starting at level seven, you ignore the Loading property on
misses, and the Firearm is Damaged. All attack rolls with a Firearms, and you can reload Firearms as bonus action
Damaged Firearm are made with Disadvantage, even if its instead of an action. When you use the Attack action on your
user has Advantage to otherwise cancel it out. A Damaged turn to attack with a Firearm, you can attack with that
Firearm can be repaired with an Action and an Inventor’s weapon twice, instead of once. At 11th level, you can spend
Check against a DC of 15+ its Misfire score. If a Damaged an Ingenuity to make a third attack with disadvantage.
weapon misfires, it is broken and unusable.
Reload represents how many shots a Firearm can fire
before needing to be reloaded as an action. Black Powder Bomb
You can craft Firearms by spending 8 hours, Invention At eleventh level, you can spend 1 hour of work and 25 Scrap
Points and Scrap. For each invention point you put into crafting a Blackpowder Bomb. A Blackpowder Bomb can be
crafting a Firearm, it costs 75 Scrap. A Rifle costs 1 thrown up to 30 feet away and explodes in a 10-foot radius.
Invention point. You can spend additional Invention Points to Each creature in that radius must succeed on a Dexterity
alter the Firearm from its base Rifle form. A Firearm’s saving throw against your Invention DC. On a failure, they
Misfire Score can never be below 1. You can also increase its take 4d8 Fire damage, or half as much on a success. When
Misfire Score by 1.5 (rounded down) to add an additional you create a Blackpowder Bomb, you may choose to give it a
feature without spending an Invention Point, but the cost and fuse to delay its explosion. A fuse can delay a Bomb’s
DC of the Firearm is still treated as if you had spent a Point. detonation by as long as a minute, and can be made to be any
As with all Inventions, at the end of the crafting process, length of time (divided into rounds) up to that. A creature that
you must succeed on an Invention check against a DC of 10+ can reach a Bomb can use an action to snuff out the fuse,
the number of Invention points invested in the Firearm. On a stopping the detonation.
failure, the attempt is ruined, half of the Scrap is lost, and you
take 1d10 fire damage as the weapon explodes.
W
hile other Inventors create more and more
items to supplement their Inventions, the Precise Shot
Physicist's understanding of the natural laws
of the world allow them to be less dependent By level eleven, your mind is able to quickly calculate the
on their Inventions in combat. The Physicist is exact angle and trajectory necessary for a clear path to your
preternaturally skilled at plotting out target. Your weapon and natural attacks ignore half and
trajectories, angles, forces, and velocities, and three-quarters cover.
uses this information to strike their enemies in critical weak
points, or to avoid incoming attacks. Evasion
Starting at eleventh level, you can nimbly dodge out of the
Pure Genius way of certain area effects, such as a red dragon's fiery breath
When you choose this Focus at third level, your pool of or an ice storm spell. When you are subjected to an effect that
Ingenuity Points increases by 1 + the Invention Point number allows you to make a Dexterity saving throw to take only half
shown on the Inventor Table. damage, you instead take no damage if you succeed on the
saving throw, and only half damage if you fail.
Angular Precision An Object At Rest
Starting at level three, your understanding of trajectory and
angular momentum allows you to predict and avoid the path Beginning at fifteenth level, you regain INT Ingenuity Points
of harm, or to more accurately aim and angle your attacks. when you complete a short rest.
You have more options with which to spend your Ingenuity
Points. If one of these confers advantage or disadvantage on Critical Aim
a roll, the Ingenuity must be spent before the roll is made. By the time you've reached level fifteen, your ability to
You may only use one Ingenuity per attack. pinpoint weaknesses and precisely aim them has increased
Gain advantage on a Dexterity saving throw greatly. When you make an attack roll, you can spend up to
Force an attack roll made against you to be made with INT Ingenuity Points. For each point you spend, the
disadvantage requirement for a critical hit decreases by one. For example,
You may use your Intelligence, instead of Strength or if you spend three Ingenuity, the attack can crit on a 17, 18,
Dexterity, for this attack. You must spend your Ingenuity 19, or 20. This ability stacks with Inventor’s Acumen.
before making any roll for this attack.
If you roll a 1 or 2 on a damage die, you may reroll that Ricochet
die.
If an attack would miss you, you can change the target of At eighteenth level, your instinctive understanding of
that attack to a creature within 5 feet of you. The attack geometric trajectories and impact-force calculations have
might hit the new target. reached their peak. When you hit with a ranged weapon
attack, you may spend an Ingenuity to choose a creature or
An Object In Motion hard object within 30 feet of the target. You may make an
attack roll against that target, doing damage normally on a
Beginning at level seven, your speeds increase by 10 feet. hit. You may repeat this process up to two more times (for a
grand total of 4 attacks), but each attack roll after the second
Conservation of Energy is made at disadvantage, and the process ends as soon as you
miss.
Also at seventh level, when you would be subjected to Cold,
Fire, or Lightning damage, you may spend an Ingenuity to Equal and Opposite
gain resistance to that damage type until the start of your
next turn. Reaction
Conservation of Mass Starting at eighteenth level, your intellectual ability to observe
the physical forces around you allow you to begin a counter-
Finally at seventh level, you gain advantage on checks and attack before your opponent even knows they've missed.
saves made to force your movement, such as against the When you are missed by a melee attack, you may spend an
Thunderwave spell. You may also spend an Ingenuity to gain Ingenuity to use your reaction to make a melee attack,
advantage on a Grapple or Shove check, either as the Grapple attempt, or Shove attempt against the attacker.
aggressor or defender.