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Inventor - GM Binder

This document outlines the Inventor base class, which allows players to craft technological marvels rather than using magic. As an Inventor, the player gains proficiency and features centered around invention and crafting. Their power increases as they gain levels, allowing for more complex creations like autonomous inventions or mechanical prosthetics. The class is focused on hands-on invention over other magical or intellectual pursuits.

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0% found this document useful (0 votes)
54 views14 pages

Inventor - GM Binder

This document outlines the Inventor base class, which allows players to craft technological marvels rather than using magic. As an Inventor, the player gains proficiency and features centered around invention and crafting. Their power increases as they gain levels, allowing for more complex creations like autonomous inventions or mechanical prosthetics. The class is focused on hands-on invention over other magical or intellectual pursuits.

Uploaded by

svrsek66
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We take content rights seriously. If you suspect this is your content, claim it here.
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The Inventor

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

Thomas Day | Inventor | Base Class


1
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.
Inventions Inventor's Focus
At first level, you have a pool of Invention Points equal to your At 3rd level, you choose whether to focus on Alchemy, Black
INT modifier + the number in the "Invention Points" column Powder, or Physics.
of the Inventor's Table. These points represent the mental
taxation required to craft an item, as well as the effort Ability Score Improvement
required to monitor and maintain an Invention. You can use
these points, along with Scrap and perhaps Clockwork When you reach 4th level, and again at 8th, 12th, 16th, and
Dynamos, to create unique items. A single Invention can have 19th level, you can increase one ability score of your choice
a maximum of INT modifier Invention Points invested in it, by 2, or you can increase two Ability Scores of your choice by
and you cannot create a new Invention while you have no 1, to a maximum of 20.
remaining Points, nor can you create and Invention with
more Points than you have remaining. When an Invention is Clockwork Dynamo
destroyed, or when you break it down, you regain all
Invention Points invested in it. At fifth level, you learn to craft Clockwork Dynamos, complex
There are three kinds of Inventions: Gadget, Equipment, and powerful pieces of clockwork that can power or add
and Autonomous. At 1st level, you can only create Gadget and features to a number of your other Inventions. When you gain
Equipment Inventions. Many parts of creating an Invention this feature at level 5, you add 1 Clockwork Dynamo to your
require an Invention Check, defined below. If an Invention inventory. A Clockwork Dynamo requires 8 hours of work and
calls for an attack roll or saving throw, unless otherwise 100 Scrap to create. After this, you must make a DC 12
stated, they are: Invention Check. On a failure, the attempt is ruined and half
of the scrap is lost. A Clockwork Dynamo must be wound for
Invention Attack Bonus: Your Intelligence Modifier + your minute to be useful, and stays wound for 24 hours, at which
Proficiency Bonus point it stops ticking and any Inventions it is installed in
Invention Save DC: 8 + your Intelligence Modifier + your becomes inoperable until it is wound again. You cannot
Proficiency Bonus construct a Clockwork Dynamo if you already have a number
Invention Check: Your Intelligence Modifier + your of Clockwork Dynamos equal to your Intelligence modifier.
Proficiency Bonus
Gadget and Equipment Inventions require 2 hours of work
to create for each 5 Scrap involved in their creation. You can
Versatile Craftsman
work on Inventions during Short and Long Rests, tracking When you reach fifth level, you gain Proficiency in two
the time spent toward the total. At the end of this time, you Artisan’s Tools of your choice. At 9th level, you gain
must succeed on an Invention Check against a DC of 10 + the Proficiency in two more.
number of Invention Points invested in it. On a failure, the
attempt is ruined, and half of the Scrap used in the attempt is Autonomous Inventions
rendered useless. Once created, an Invention cannot be
modified; your choices are permanent until it is destroyed or By the time you've reached sixth level, you've learned to craft
broken down. Inventions with a mind of their own, albeit a simple one. An
Autonomous Invention is a mechanical marvel that functions
only with the power of a Clockwork Dynamo. Creating an
Inventor's Ingenuity Autonomous Invention requires a minimum of Two
At second level, you learn to harness your mind in the midst Clockwork Dynamos and investing one Invention Point. The
of combat. Your wit, intelligence, and ability to think on the fly process of creating an Autonomous Invention requires 8
are represented by a pool of Ingenuity Points equal to your hours of work and 200 Scrap, plus an additional 100 for
INT modifier. You regain all Ingenuity upon completing a every Invention Point invested. Crafting an Autonomous
Long Rest. You can spend an Ingenuity to: Invention requires an Invention Check with a DC equal to 14
+ 1 for every Invention Point invested. The check is made at
Gain Advantage on an Attack roll. You must spend your the end of the process, and a failed check results in the
Ingenuity before the roll is made. attempt failing, and the loss of half of the Scrap used for that
Gain advantage on an Intelligence, Wisdom, or Charisma attempt.
skill check, or any Tool check. You must spend your
Ingenuity before the roll is made. Arcane Inspiration
For the next 10 minutes, you gain Proficiency with one
weapon, or with shields. Starting at sixth level, all of your Gadget and Equipment
For the the next hour, gain Proficiency in one set of Inventions count as magical for the purpose of overcoming
Artisan's Tools, Poisoner's Tools, or Thieves' Tools resistance and immunity to nonmagical attacks and damage.

Thomas Day | Inventor | Base Class


2
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Retrofit Inventive Armor
Beginning at ninth level, you can alter existing Inventions. By Beginning at fourteenth level, you can apply two Inventions to
spending 2 hours of work, you can add an additional property a single suit of armor, instead of just one. At 20th level, you
to an Invention, following the normal rules for crafting an can apply 3.
Invention, with the exception that you may ignore the rule
stating that you must add all properties at the same time. Edeficionado
When you reach seventeenth level, your extensive
Signature Mechanism understanding of mechanics and physics allows you to
By level ten, you've become so familiar with a particular quickly, easily and accurately tear down or construct
mechanism that you needn’t worry about the strain or buildings and structures. All damage you deal against objects
maintenance for it. Choose one property for a Gadget or and structures is doubled.
Combat Invention that does not require a Clockwork Dynamo You may also spend Scrap an time constructing a durable
and that you have built before. Adding this property to an building in an area, as long as you have room for it. You can
Invention no longer requires an Invention Point, though you do this during a Short or Long Rest, but work at half speed if
still must spend an amount of time and Scrap as if you had you do so, and must sleep for at least 4 hours of your Long
invested one. If you have any Invention Points currently Rest.
invested in Inventions with that property, you immediately For each 15 Scrap and 10 minutes spent, you can
regain all such Points. construct a 5x5 wall, floor, or ceiling with AC 20,
resistance to all damage, immunity to Psychic and Poison
Trapsmith damage, and 50 HP
Starting at thirteenth level, you gain Advantage to detect, and For each 10 Scrap and 10 minutes spent, you can
resistance to damage caused by, nonmagical traps. If one increase the AC of a wall or door by 1 and its HP by your
forces you to make a saving throw, you can use your Reaction level. You can do this once per door or 5x5 section of wall.
to gain advantage on that save. Against magical traps, you For each 10 Scrap and 10 minutes spent, you can grant
instead may add 1d4 to your check to detect, reduce damage any object or wall resistance to all damage, and immunity
dealt by 1d10, and may use your Reaction to add 1d4 to your to Psychic and Poison damage.
saving throw. For each 5 Scrap and 15 minutes spent, you can construct
In addition, you can spend an action to modify an existing a staircase that is up to 5 feet wide and rises up to 12 feet
in height, and has AC 15, 20 HP, and immunity to Psychic
nonmagical trap with 5 Scrap and an Intelligence (Thieves’ and Poison damage.
Tools) check against the Trap’s disabling DC. A successful For each 5 Scrap and 10 minutes spent, you can install a
check causes the trap to fail to trigger when you or any 3x3 window in a wall you have built. You can choose for
creature you choose when modifying would usually trigger it. this window to open, or to be permanently closed. The
window has an AC 10 and 5 HP, but for each additional
Clockwork Dynamist Scrap spent you can increase its AC by 1 or its HP by 5, to
a maximum of 3 additional scrap.
At thirteenth level, the maximum number of Clockwork For each 3 Scrap and 5 minutes spent, you can construct
Dynamos you can have is increased to INT mod + half of your a door with AC 15 and 20 HP. You can spend up to 3
Proficiency Bonus (rounded down). At 20th level, this additional Scrap to increase its AC by 1 and HP by 5 per
increases to INT mod + your Proficiency Bonus Scrap. You can spend an additional 2 Scrap and 5
minutes constructing a lock and matching key for the
Inventor's Acumen door.
By fourteenth level, your extensive experience in construction Any physical trap you construct in one of your buildings
and creation have granted you the ability to detect weakness requires half the gold, Scrap, and/or time to construct as
in the construction of physical bodies. You may spend an normal.
Ingenuity and use a bonus action to make an
Intelligence(Insight) check, contested by the
Constitution(Deception) check of a creature you can see
within 30 feet of you. This creature must be corporeal and
have a discernible anatomy, or be a Construct. If you succeed,
you score a critical hit against that creature with a natural
roll of 19 or 20 for the next minute or until you use this
feature on another creature, and may learn one of the
following pieces of information about that creature:
Its remaining Hit Points
Its current Armor Class
All Vulnerabilities
All resistances and Immunities
Thomas Day | Inventor | Base Class
3
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Arm Guard This Prosthetic replaces one arm. With it,
Mechanical Prosthetics your AC increases by 2. You also gain either a Claw or
Slam attack with this arm, which is a Strength-based and
Your inventive drive and passion for improvement have led does 1d6 Slashing or Bludgeoning damage.
you to construct replacements for your body itself. Due to the Combat Arm This Prosthetic replaces one arm. With it,
extreme complexity of organic bodies and the precision you gain a Claw or Slam attack, which is a Strength-based
required to make such prosthetics, these Prosthetics take melee attack that does 1d10 Slashing or Bludgeoning
quite a lot of time and resources to build, despite their small damage. In addition, your Strength score increases by 2,
size. A single Mechanical Prosthetic requires 800 Scrap, a to a maximum of 22. If you have one of the other arm
Clockwork Dynamo, and 16 hours of work, broken into prosthetics on your other arm, you can also use that arm’s
increments of no longer than 8 hours at a time. Claw or Slam attack when you use the Attack action to
At the end of this period, you must succeed on a DC 25 use this one on your turn.
Inventor Check, or else the attempt is ruined and you lose Precise Arm This Prosthetic replaces one arm. With it,
half of the Scrap used on it. You can then attempt to install your Dexterity score is increased by 2 to a maximum of
the Prosthetic on yourself. This process is a delicate one, and 22. Immediately before making a Dexterity-based attack
requires you to remove the body part to be replaced, often on your turn, you can use a bonus action to gain advantage
with help of another creature. The creature removing the on the attack roll. In addition, you gain a Claw attack with
body part must succeed on a DC 20 Wisdom(Medicine) this arm, which is a Dexterity-based melee attack. Finally,
check. If successful, the body part is removed and you you gain Advantage on dexterity checks made to work
permanently lose two of your highest Hit Dice. On a failure, with an handle very fine items such as locks or certain
the body part is removed and you permanently lose four of Artisan Tools.
your Highest Hit Dice. Lensed Eye This Prosthetic replaces one eye. With it, you
Finally, the Prosthetic must be attached. This requires both have Darkvision to a range of 60 feet, and can clearly
a DC 20 Wisdom(Medicine) check and a DC 20 Invention perceive details up to 1 mile away. It confers advantage on
Check, the latter of which is made with disadvantage if all Perception and Investigation checks, as well as checks
performed by someone other than you. If both succeed, the made to handle very fine items such as locks or certain
Prosthetic is attached successfully. If the Medicine check Artisan Tools. In addition, you can use a bonus action to
fails, the attempt is unsuccessful but may by attempted again, cause it to emit a cone of light, centered on you. This cone
and you permanently lose one of your highest Hit Dice. If the can be of any size up to 120 feet, in 10-foot increments,
Invention check fails, the attempt is unsuccessful. If the and the first half of the cone is bright light while the
Invention check fails by 10 or more, the Prosthetic is ruined second is dim. You can use a bonus action to change the
and must be re-created. cone to any 10-foot increment, up to 120 feet, or to narrow
You can break the prosthetic into Crafter’s Scrap normally. the cone to a 1-foot line with a length equal to its current
Hit dice lost in this way can only be regained if the body part cone size or back into a cone again, or to turn it off.
is regrown per the Regenerate spell. Iron Jaw This Prosthetic replaces your lower and upper
Each body part can only have one Prosthetic, and you can jaw, but not your tongue. Because of the complexities of a
have a maximum number of Prosthetics equal to your CON working mouth, both Medicine check DCs for this
mod. prosthetic increase by 1. You gain a Bite Attack, a
Ticking Heart This Prosthetic requires an additional Strength-based melee attack that does 1d8 Piercing
Clockwork Dynamo, the Medicine Check to remove it is damage. You can also grind up items with your teeth,
increased by 5, and if that check fails, you die. With this turning many common materials you can fit into your
Prosthetic, you gain Resistance to Poison damage, mouth into a fine powder. You also reduce the damage of
Immunity to Diseases, advantage on Constitution saving all Unarmed Strikes or Natural Attacks that connect near
throws, and advantage on Death Saving throws. In your face by 1d4. Work with your DM to determine how
addition, whenever you take Lightning Damage from often this occurs. For example, a punch might strike your
something other than a Cantrip, you gain a number of jaw and be reduced, but a bite attack rarely will bite your
Temporary Hit Points equal to your level. This Temporary own mouth. Finally, you gain Advantage on
HP is gained before the damage is dealt. Charisma(Intimidation) checks.
Arm Compartment This Prosthetic replaces a single Runner’s Legs This Prosthetic replaces both of your legs.
arm. With it, you can store up to 4 small objects that you Your land speed increases by 20 feet. Your jump distance
could hold in your hand such as a dagger or lock, or up to is doubled. You also gain a Kick attack, a Strength-based
4 Artisan’s tools. These objects are completely hidden and melee attack that does 1d6 bludgeoning damage.
cannot be located except by magic or by disassembling Combat Legs This Prosthetic replaces both of your legs.
your arm. Due to the hollow spaces, this arm grants you With it, your land speed increases by 5 feet and you gain a
advantage on checks made to swim on the surface of Kick attack, a Strength-based melee attack that does 1d12
water or to remain afloat. You also gain either a Claw or bludgeoning damage. If you move at least 20 feet in a
Slam attack with this arm, which is a Strength-based straight line before making this attack, you have
melee attack and does 1d6 Slashing or Bludgeoning advantage on the attack roll. In addition, you can
damage. Disengage as a bonus action.

Thomas Day | Inventor | Base Class


4
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.
Metal Skin This prosthetic replaces various large patches
of skin across your body. With it, your AC cannot be lower
than 16, and you have resistance to bludgeoning, piercing,
and slashing damage.
Projectile Claw This Prosthetic replaces one arm or one
leg. You cna use an action to launch its hand or foot up to
60 feet away from you and grab ahold of something. This
might be a cliff edge or rock face to make climbing trivial,
an item, or another creature. You can real your hand or
foot back to its normal place with a bonus action, even if it
is holding a relatively light object. If you choose to use this
Prosthetic against a creature, make a ranged attack roll
with a range of 30/60. On a hit, the creature is Grappled
by you and pulled 20 feet closer to you. While grappled
this way, you and your target can move normally, but
cannot move further apart from each other. You can use
an action or bonus action on your turn to make an
Athletics check with advantage contested by the other
creature’s Acrobatics or Athletics. On a success, you pull
the creature 20 feet closer to you.
Flamethrower This Prosthetic replaces one arm or your
upper and lower jaw. If it replaces your jaw this way, both
Medicine checks involved during the attachment process
are increased by 1 due to the complex nature of organic
mouths. With this Flamethrower, you can use an action to
emit flames in a 20-foot cone centered on you. Each
creature in this cone must succeed on a Dexterity saving
throw against your Invention DC. A creature takes 8d8
Fire damage + your INT mod on a failed save, or half as
much on a successful save. You can use this
Flamethrower up to INT mod times in between Long
Rests.

Thomas Day | Inventor | Base Class


5
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.
Gadget Inventions

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.

Thomas Day | Inventor | Base Class


6
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Equipment Inventions

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
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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.

Thomas Day | Inventor | Base Class


8
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Alchemic Focus

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.

Thomas Day | Inventor | Alchemic focus


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Alchemical Concoctions
Potions Bombs
Potions can be consumed with an action and confer some Bombs have a range of 30 feet and effect a 5-foot radius,
effect on the consumer. For each Invention Point in its recipe, forcing all creatures in that area to succeed on a Dexterity
a Potion applies one of the following effects. Which last for saving throw against your Invention DC. On a failure, the full
an hour unless otherwise stated. Each can be chosen only effect of the Bomb takes place. On a success, the damage is
once, unless otherwise stated. halved or the condition is not applied. Some Bombs require
different kinds of saves, each of which must be made
The Potion restores 2d4+2 HP. This effect is individually. If the sole effect of a bomb requires something
instantaneous. other than a Dexterity Save, no Dexterity Save is required at
The potion does 2d4+2 Poison damage. This is all.
instantaneous. Then, the imbiber must succeed on a CON For each different kind of save in a single Bomb, the cost of
Save against your Inventor DC or be poisoned for 1 hour. materials increases by 50 gold. For each Invention Point in its
The Potion grants +2 to one ability score, chosen when recipe, a Bomb applies one of the following effects. Each can
the Recipe is made. This effect lasts for 1 minute. be chosen only once, unless otherwise stated.
The Potion hardens its drinker’s skin, granting a +1 bonus
to AC. The Bomb’s radius increases by 5 feet.
This Potion grants Advantage on all checks of a single The Bomb does 1d8 Acid, Cold, Fire, Lightning, or Poison
skill, chosen when the Recipe is made. This can be damage.
selected multiple times, choosing a different skill each If the Bomb does damage increases that damage by 1d8.
time. You may select this multiple times, to a maximum of three
The Potion cures all poisons affecting its drinker. This total times.
effect is instantaneous. This Bomb requires a Constitution saving throw and
The Potion cures all diseases afflicting its drinker. This Poisons the target for 1 minute, or Incapacitates the
effect is instantaneous target until the start of your next turn. At the end of each
The Potion alters its drinker’s body. The drinker gains a of its turns, a creature may repeat this save, ending the
natural attack; Bite (piercing), Claws (slashing), Hooves Poisoned condition on itself on a success. Choose which
(Bludgeoning), Horns (Piercing), or Slam (bludgeoning), of these two effects is used when you create the Recipe.
chosen when the Recipe is made. This is a Strength-based The Bomb restrains the target. The target may use an
melee attack the drinker is proficient in that does 1d8 action to make an Acrobatics or Athletics check against
damage of the appropriate type. You can select this up to your Invention DC, ending the effect on a success.
one additional time. If you do, either the damage die This bomb requires a Wisdom saving throw. On a failure,
becomes 1d10, or the natural attack becomes Quills effected creatures are Charmed by you for 1 minute. A
(piercing), a Dexterity-based ranged attack with a range of creature has advantage on this save if it is hostile to you or
40/80. your allies. A creature can repeat this save at the end of
The Potion increases the imbiber’s speed by 10. This can each of its turns, ending the effect in itself on a success.
be selected multiple times. This bomb requires a Wisdom saving throw. On a failure,
The Potion grants resistance to Acid, Cold, Fire, effected creatures or Frightened by you for 1 minute. A
Lightning, or Poison damage, chosen when the Recipe is creature can repeat this save at the end of each of its
made. This requires 75 gold worth of additional materials. turns, ending the effect in itself on a success.
The Potion grants Darkvision with a range of 30 feet. This bomb creates an obscuring mist in a 20-foot radius.
The Consumer does not need to breathe. This mist heavily obscures the area for 30 seconds, and
then lightly obscures the area, after which time it
dissipates. The mist can be dispersed by a sufficiently
Why do I need Invention Points to strong wind.
This Bomb requires a Constitution saving throw. On a
craft Recipes? failure, effected creatures are Blinded and Deafened for 1
The Inventor class walks a fine line between giving minute. On a success, it is instead Blinded and Deafened
players the ability to create anything they want, and until the end of your next turn. A creature can repeat this
giving players the ability to create everything they save at the end of each of its turns, ending the effect in
want.
While it might not make as much sense in the
itself on a success.
fiction, requiring Invention Points keeps the
This Bomb requires a Dexterity or Strength saving throw,
Alchemist or Inventor from simply creating
chosen when its Recipe is created. On a failure, an
everything at once. It's a game balance issue. effected creature is knocked prone.
To help alleviate this, however, Alchemists get
additional Invention Points, so they can have a fair
number of Inventions and Concoctions

Thomas Day | Inventor | Alchemic Focus


10
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Black Powder Focus

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.

Thomas Day | Inventor | Black Powder Focus


11
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When the Mortar fires, it sends a projectile 300 feet into
Experimental Ammunition the air. At the start of your next turn, the projectile explodes
in an 80-foot high, 20-foot radius column centered on the
Starting at level eleven, you can craft different kinds of point you chose. All creatures in that area must succeed on a
ammunition. Each different kind requires an additional 20 Dexterity saving throw against your Invention DC, suffering
Scrap per 10 bullets. When you load your Firearm, you 10d6 Piercing and 10d6 Fire damage on a failed save, or half
choose whether to load normal or Experimental bullets, and as much on a successful save.
the order in which they are loaded.
Hollow Points deal an additional 1d6 damage.
Armor-Piercing Bullets ignore resistance or immunity to
nonmagical weapon attacks.
Rubber Bullets deal bludgeoning (and not piercing) Aspects of the Inventor and
damage, and if a Rubber attack reduces a creature to 0 hit archetypes
points, that creature falls unconscious and is stable. The Inventor has three Archetypes, and each of
Beacon Rounds do normal damage, but if they hit grant them serves a different role to enhance an aspect
advantage on the next attack roll made against that of the class. The Inventor embodies Complexity,
creature before the end of your next turn. Preparation, and Intelligence.
If you are proficient with Alchemist’s Supplies, you can Complexity is not necessarily a good thing, but
craft Elemental Bullets, that deal an additional 1d4 Acid, is necessary for class that seeks to be versatile and
Cold, Fire, Lightning, or Poison damage. You choose the offer unique choices.
damage type when you craft the bullets. Preparation is a double-edged sword. If an
Inventor has a strong idea of what awaits them and
Sharpshooter’s Call has time to create, they can make any encounter or
challenge much easier. Conversely, an Inventor
By fifteenth level, you've developed an incredibly accurate eye. without lengthy time to craft might feel like they
When you make an attack with a Firearm during your turn, can't use their full abilities, and an Inventor with no
you can spend an Ingenuity to make the attack a Called Shot, idea of what's coming might not feel confident in
which targets a specific body part, to some effect. what to build and will lean towards creating
combat-focus Inventions, as combat is a reliable
Head: The attack is made with Disadvantage. On a hit, the part of the game itself.
creature is stunned, and until the end of your next turn all Finally, Intelligence of course represents the
attacks against it critically hit on a natural 19 or 20. intelectual capacity of the character. A high
Eye- The attack is made with Disadvantage. On a hit, the Intelligence score lends itself very well to the
creature is blinded for 1 minute. The creature can attempt Inventor mechanically and thematically, and allows
a CON save at the end of each of its turns, ending the the player to either show off their real-world brains,
condition on a success. or live out the fantasy life of a super-genius like
Hand: On a hit, the creature drops whatever it is holding. Tony Stark or Bruce Wayne.
Arm: On a hit, the creature has disadvantage on all attacks The Alchemic Focus greatly expands the
that use that arm until the end of your next turn. versatility of the Inventor, but also expands its
complexity. It is ideal for players who like
Torso: On a hit, the creature is knocked prone, or pushed managing resources and want to add a touch more
back 10 feet (your choice) fantasy to their Inventor, and expands upon the
Legs: On a hit, the creature is knocked prone, or its Speed is preparation aspect of the Inventor.
reduced by half for 1 minute (your choice) The Black Powder Focus does not expand on the
Inventor's versatility as much as the Alchemist, but
Mortar is also not as complicated. It can be thought of as
the "combat spec" of the Inventor, and is capable
Beginning at level eighteen, you can craft a powerful weapon of high damage from long range, but sacrifices its
that can cause damage over a large area, but is unable to precious Invention Points to do so. This Focus
attack the area near it. This Mortar requires 1 Invention leans heavily into the Combat pillar of Dungeons
Point invested, 100 Scrap, 8 hours of work, and requires a and Dragons
DC 15 Invention Check. On a failure, half of the Scrap is The Physicist Focus is the simplest of the Foci. It
rendered useless, the attempt is ruined, and the mortar is appropriate for players who don't want to add on
explodes, dealing 2d12 Fire damage to you. The projectile to the complexity of the base class, or for those
fired by a Mortar requires 1 hour and 20 Scrap to create, and who want to use their limited Invention Points for
no check. It cannot be modified by Experimental the options presented in the base class. Because
Ammunition. its abilities all derive from the character's quick
The Mortar requires an action to securely anchor in the assessment of its surroundings, this archetype
ground. Once placed, it cannot be moved unless an action is greatly expands on the Intelligence aspect of the
used to dislodge it. While operating a Mortar, you may use a Inventor.
bonus action to choose a point within 1000 feet of the mortar,
but no closer than 300 feet. The Mortar requires an action to
load and an action to fire.

Thomas Day | Inventor | Black Powder Focus


12
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Physicist Focus

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.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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