Inventor

by WarrenTheHero

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The Inventor

Not every individual possessed of great intelligence is interested in the magics studied by Wizards, or the internal awakening of Psions. Some become great architects or merchants, others mathematicians or physicists. Others prefer the hands-on approach of crafting items of great complexity and versatility. These Inventors craft technological marvels that would only otherwise be possible with the use of magic; ingenious Inventions that range from grappling hooks to traps, or even to walking mechanical servants.

The Inventor
Level Proficiency Bonus Features Invention Points
1st +2 Craftsman's Scrap, Inventions 1
2nd +2 Ingenuity 1
3rd +2 Inventor's Focus 2
4th +2 Ability Score Improvement 2
5th +3 Clockwork Dynamo, Versatile Craftsman 3
6th +3 Autonomous Inventions 3
7th +3 Inventor's Focus Feature 4
8th +3 Ability Score Improvement 4
9th +4 Retrofit, Versatile Craftsman 5
10th +4 Signature Mechanism 5
11th +4 Inventor's Focus Feature 6
12th +4 Ability Score Improvement 6
13th +5 Trapsmith, Dynamist 7
14th +5 Inventor's Acumen, Inventive Armor 7
15th +5 Inventor's Focus Feature 8
16th +5 Ability Score Improvement 8
17th +6 Edificionado 9
18th +6 Inventor's Focus Feature 9
19th +6 Ability Score Improvement 10
20th +6 Mechanical Prosthetics 10

Class Features

Hit Points


  • Hit Die: 1d6 per Inventor level
  • Hit Points at 1st Level: 6 + Your Constituion modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Inventor level after 1st.

Proficiencies


  • Armor: Light and Medium
  • Weapons: Simple Weapons, Warhammers, Hand Crossbows, Heavy Crossbows
  • Tools: Smith's Tools, Tinker Tools, and one other Artisan'sTools of your choice
  • Saving Throws: Constitution, Intelligence
  • Skills: Choose 3 from Arcana, Investgation, Insight, History, Perception, Medicine, Nature, Religion, Sleight of Hand

Starting Equipment

  • (a) studded leather armor and a light crossbow with 20 bolts, or (b) a chain shirt and a warhammer
  • (a) one simple weapon or (b) two daggers
  • two sets of Artisan's Tools you are proficient with
  • a Dungeoneer's Pack or an Explorer's Pack
  • 15 Scrap

Crafting Scrap

When you select this class at first level, you can break down various nonmagical items and tools into useful component parts. To do so, you must make an Intelligence(Tinker's Tools) check against a DC 12.

On a success, you break down the item into an amount of Scrap equal to half the gold value of the item. On a failure, you still break down the item, but only gain half as much Scrap (one-quarter of the item's value). This check is always successful if you are breaking down one of your Inventions, and you regain all of the Scrap the Invention was crafted from. If that Invention had a Clockwork Dynamo, you recover the Dynamo without breaking it into Scrap.

Your DM may rule that some items cannot be broken down into Scrap if they are too simple to be "broken down" further, if they are not made from materials useful for crafting, or if they are made of a poor quality material. The process of converting an item into Scrap takes 1 hour for every 250 gold in the item's value. 20 Scrap weigh one pound.

Thomas Day | Inventor | Base Class

Inventions

At first level, you have a pool of Invention Points equal to your INT modifier + the number in the "Invention Points" column of the Inventor's Table. These points represent the mental taxation required to craft an item, as well as the effort required to monitor and maintain an Invention. You can use these points, along with Scrap and perhaps Clockwork Dynamos, to create unique items. A single Invention can have a maximum of INT modifier Invention Points invested in it, and you cannot create a new Invention while you have no remaining Points, nor can you create and Invention with more Points than you have remaining. When an Invention is destroyed, or when you break it down, you regain all Invention Points invested in it.

There are three kinds of Inventions: Gadget, Equipment, and Autonomous. At 1st level, you can only create Gadget and Equipment Inventions. Many parts of creating an Invention require an Invention Check, defined below. If an Invention calls for an attack roll or saving throw, unless otherwise stated, they are:


  • Invention Attack Bonus: Your Intelligence Modifier + your Proficiency Bonus
  • Invention Save DC: 8 + your Intelligence Modifier + your Proficiency Bonus
  • Invention Check: Your Intelligence Modifier + your Proficiency Bonus

Gadget and Equipment Inventions require 2 hours of work to create for each 5 Scrap involved in their creation. You can work on Inventions during Short and Long Rests, tracking the time spent toward the total. At the end of this time, you must succeed on an Invention Check against a DC of 10 + the number of Invention Points invested in it. On a failure, the attempt is ruined, and half of the Scrap used in the attempt is rendered useless. Once created, an Invention cannot be modified; your choices are permanent until it is destroyed or broken down.

Inventor's Ingenuity

At second level, you learn to harness your mind in the midst of combat. Your wit, intelligence, and ability to think on the fly are represented by a pool of Ingenuity Points equal to your INT modifier. You regain all Ingenuity upon completing a Long Rest. You can spend an Ingenuity to:

  • Gain Advantage on an Attack roll. You must spend your Ingenuity before the roll is made.
  • Gain advantage on an Intelligence, Wisdom, or Charisma skill check, or any Tool check. You must spend your Ingenuity before the roll is made.
  • For the next 10 minutes, you gain Proficiency with one weapon, or with shields.
  • For the the next hour, gain Proficiency in one set of Artisan's Tools, Poisoner's Tools, or Thieves' Tools

Inventor's Focus

At 3rd level, you choose whether to focus on Alchemy, Black Powder, or Physics.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1, to a maximum of 20.

Clockwork Dynamo

At fifth level, you learn to craft Clockwork Dynamos, complex and powerful pieces of clockwork that can power or add features to a number of your other Inventions. When you gain this feature at level 5, you add 1 Clockwork Dynamo to your inventory. A Clockwork Dynamo requires 8 hours of work and 100 Scrap to create. After this, you must make a DC 12 Invention Check. On a failure, the attempt is ruined and half of the scrap is lost. A Clockwork Dynamo must be wound for minute to be useful, and stays wound for 24 hours, at which point it stops ticking and any Inventions it is installed in becomes inoperable until it is wound again. You cannot construct a Clockwork Dynamo if you already have a number of Clockwork Dynamos equal to your Intelligence modifier.

Versatile Craftsman

When you reach fifth level, you gain Proficiency in two Artisan’s Tools of your choice. At 9th level, you gain Proficiency in two more.

Autonomous Inventions

By the time you've reached sixth level, you've learned to craft 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 Autonomous Invention requires a minimum of Two Clockwork Dynamos and investing one Invention Point. The process of creating an Autonomous Invention requires 8 hours of work and 200 Scrap, plus an additional 100 for every Invention Point invested. Crafting an Autonomous Invention requires an Invention Check with a DC equal to 14 + 1 for every Invention Point invested. The check is made at the end of the process, and a failed check results in the attempt failing, and the loss of half of the Scrap used for that attempt.

Arcane Inspiration

Starting at sixth level, all of your Gadget and Equipment Inventions count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Thomas Day | Inventor | Base Class

Retrofit

Beginning at ninth level, you can alter existing Inventions. By spending 2 hours of work, you can add an additional property to an Invention, following the normal rules for crafting an Invention, with the exception that you may ignore the rule stating that you must add all properties at the same time.

Signature Mechanism

By level ten, you've become so familiar with a particular mechanism that you needn’t worry about the strain or maintenance for it. Choose one property for a Gadget or Combat Invention that does not require a Clockwork Dynamo and that you have built before. Adding this property to an Invention no longer requires an Invention Point, though you still must spend an amount of time and Scrap as if you had invested one. If you have any Invention Points currently invested in Inventions with that property, you immediately regain all such Points.

Trapsmith

Starting at thirteenth level, you gain Advantage to detect, and resistance to damage caused by, nonmagical traps. If one forces you to make a saving throw, you can use your Reaction to gain advantage on that save. Against magical traps, you instead may add 1d4 to your check to detect, reduce damage dealt by 1d10, and may use your Reaction to add 1d4 to your saving throw.

In addition, you can spend an action to modify an existing nonmagical trap with 5 Scrap and an Intelligence (Thieves’ Tools) check against the Trap’s disabling DC. A successful check causes the trap to fail to trigger when you or any creature you choose when modifying would usually trigger it.

Clockwork Dynamist

At thirteenth level, the maximum number of Clockwork Dynamos you can have is increased to INT mod + half of your Proficiency Bonus (rounded down). At 20th level, this increases to INT mod + your Proficiency Bonus

Inventor's Acumen

By fourteenth level, your extensive experience in construction and creation have granted you the ability to detect weakness in the construction of physical bodies. You may spend an 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

Inventive Armor

Beginning at fourteenth level, you can apply two Inventions to a single suit of armor, instead of just one. At 20th level, you can apply 3.

Edeficionado

When you reach seventeenth level, your extensive understanding of mechanics and physics allows you to quickly, easily and accurately tear down or construct buildings and structures. All damage you deal against objects and structures is doubled.

You may also spend Scrap an time constructing a durable building in an area, as long as you have room for it. You can do this during a Short or Long Rest, but work at half speed if you do so, and must sleep for at least 4 hours of your Long Rest.

  • For each 15 Scrap and 10 minutes spent, you can construct a 5x5 wall, floor, or ceiling with AC 20, resistance to all damage, immunity to Psychic and Poison damage, and 50 HP
  • For each 10 Scrap and 10 minutes spent, you can increase the AC of a wall or door by 1 and its HP by your level. You can do this once per door or 5x5 section of wall.
  • For each 10 Scrap and 10 minutes spent, you can grant any object or wall resistance to all damage, and immunity to Psychic and Poison damage.
  • For each 5 Scrap and 15 minutes spent, you can construct 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 and Poison damage.
  • For each 5 Scrap and 10 minutes spent, you can install a 3x3 window in a wall you have built. You can choose for this window to open, or to be permanently closed. The window has an AC 10 and 5 HP, but for each additional Scrap spent you can increase its AC by 1 or its HP by 5, to a maximum of 3 additional scrap.
  • For each 3 Scrap and 5 minutes spent, you can construct a door with AC 15 and 20 HP. You can spend up to 3 additional Scrap to increase its AC by 1 and HP by 5 per Scrap. You can spend an additional 2 Scrap and 5 minutes constructing a lock and matching key for the door.
  • Any physical trap you construct in one of your buildings requires half the gold, Scrap, and/or time to construct as normal.
Thomas Day | Inventor | Base Class

Mechanical Prosthetics

Your inventive drive and passion for improvement have led you to construct replacements for your body itself. Due to the extreme complexity of organic bodies and the precision required to make such prosthetics, these Prosthetics take quite a lot of time and resources to build, despite their small size. A single Mechanical Prosthetic requires 800 Scrap, a Clockwork Dynamo, and 16 hours of work, broken into increments of no longer than 8 hours at a time.

At the end of this period, you must succeed on a DC 25 Inventor Check, or else the attempt is ruined and you lose half of the Scrap used on it. You can then attempt to install the Prosthetic on yourself. This process is a delicate one, and requires you to remove the body part to be replaced, often with help of another creature. The creature removing the body part must succeed on a DC 20 Wisdom(Medicine) check. If successful, the body part is removed and you permanently lose two of your highest Hit Dice. On a failure, the body part is removed and you permanently lose four of your Highest Hit Dice.

Finally, the Prosthetic must be attached. This requires both a DC 20 Wisdom(Medicine) check and a DC 20 Invention Check, the latter of which is made with disadvantage if performed by someone other than you. If both succeed, the Prosthetic is attached successfully. If the Medicine check fails, the attempt is unsuccessful but may by attempted again, and you permanently lose one of your highest Hit Dice. If the Invention check fails, the attempt is unsuccessful. If the Invention check fails by 10 or more, the Prosthetic is ruined and must be re-created.

You can break the prosthetic into Crafter’s Scrap normally. Hit dice lost in this way can only be regained if the body part is regrown per the Regenerate spell.

Each body part can only have one Prosthetic, and you can have a maximum number of Prosthetics equal to your CON mod.

  • Ticking Heart This Prosthetic requires an additional Clockwork Dynamo, the Medicine Check to remove it is increased by 5, and if that check fails, you die. With this Prosthetic, you gain Resistance to Poison damage, Immunity to Diseases, advantage on Constitution saving throws, and advantage on Death Saving throws. In addition, whenever you take Lightning Damage from something other than a Cantrip, you gain a number of Temporary Hit Points equal to your level. This Temporary HP is gained before the damage is dealt.
  • Arm Compartment This Prosthetic replaces a single arm. With it, you can store up to 4 small objects that you could hold in your hand such as a dagger or lock, or up to 4 Artisan’s tools. These objects are completely hidden and cannot be located except by magic or by disassembling your arm. Due to the hollow spaces, this arm grants you advantage on checks made to swim on the surface of water or to remain afloat. You also gain either a Claw or Slam attack with this arm, which is a Strength-based melee attack and does 1d6 Slashing or Bludgeoning damage.
  • Arm Guard This Prosthetic replaces one arm. With it, your AC increases by 2. You also gain either a Claw or Slam attack with this arm, which is a Strength-based and does 1d6 Slashing or Bludgeoning damage.
  • Combat Arm This Prosthetic replaces one arm. With it, you gain a Claw or Slam attack, which is a Strength-based melee attack that does 1d10 Slashing or Bludgeoning damage. In addition, your Strength score increases by 2, to a maximum of 22. If you have one of the other arm prosthetics on your other arm, you can also use that arm’s Claw or Slam attack when you use the Attack action to use this one on your turn.
  • Precise Arm This Prosthetic replaces one arm. With it, your Dexterity score is increased by 2 to a maximum of 22. Immediately before making a Dexterity-based attack on your turn, you can use a bonus action to gain advantage on the attack roll. In addition, you gain a Claw attack with this arm, which is a Dexterity-based melee attack. Finally, you gain Advantage on dexterity checks made to work with an handle very fine items such as locks or certain Artisan Tools.
  • Lensed Eye This Prosthetic replaces one eye. With it, you have Darkvision to a range of 60 feet, and can clearly perceive details up to 1 mile away. It confers advantage on all Perception and Investigation checks, as well as checks made to handle very fine items such as locks or certain Artisan Tools. In addition, you can use a bonus action to cause it to emit a cone of light, centered on you. This cone can be of any size up to 120 feet, in 10-foot increments, and the first half of the cone is bright light while the second is dim. You can use a bonus action to change the cone to any 10-foot increment, up to 120 feet, or to narrow the cone to a 1-foot line with a length equal to its current cone size or back into a cone again, or to turn it off.
  • Iron Jaw This Prosthetic replaces your lower and upper jaw, but not your tongue. Because of the complexities of a working mouth, both Medicine check DCs for this prosthetic increase by 1. You gain a Bite Attack, a Strength-based melee attack that does 1d8 Piercing damage. You can also grind up items with your teeth, turning many common materials you can fit into your mouth into a fine powder. You also reduce the damage of all Unarmed Strikes or Natural Attacks that connect near your face by 1d4. Work with your DM to determine how often this occurs. For example, a punch might strike your jaw and be reduced, but a bite attack rarely will bite your own mouth. Finally, you gain Advantage on Charisma(Intimidation) checks.
  • Runner’s Legs This Prosthetic replaces both of your legs. Your land speed increases by 20 feet. Your jump distance is doubled. You also gain a Kick attack, a Strength-based melee attack that does 1d6 bludgeoning damage.
  • Combat Legs This Prosthetic replaces both of your legs. With it, your land speed increases by 5 feet and you gain a Kick attack, a Strength-based melee attack that does 1d12 bludgeoning damage. If you move at least 20 feet in a straight line before making this attack, you have advantage on the attack roll. In addition, you can Disengage as a bonus action.
Thomas Day | Inventor | Base Class
  • 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.
5
Thomas Day | Inventor | Base Class

Gadget Inventions

Gadget Inventions usually take an action to use or set, and may have a simple trigger such as a pressure plate or tripwire. These kinds of Inventions usually serve some sort of out-of-combat purpose, but can be weapons in their own right, or may be a kind of trap.

A basic Gadget Invention requires 1 Invention Point and 15 Scrap to create and 5 Scrap for each Invention Point after the first, and requires an action to be used or set. If the Invention has a trigger, an action must be used to reset it each time it triggers. A Gadget Invention can be placed on the ground or a wall, and you can make an Intelligence(Sleight of Hand) check to try and hide it; a Wisdom (Perception) or Intelligence (Investigation) check opposed by your check is needed to detect the trap. A Gadget Invention can only be activated/triggered by a creature holding it or within 5 feet of it. A Gadget Invention can do one of the following:

  • Emit 40 feet of Bright light and an additional 40 feet of dim light. This can be turned on or off as an action.
  • Grant its user Darkvision with a range of 30ft.
  • Grant a 1d4 bonus on a single kind of Strength or Dexterity skill check, such as athletics or acrobatics, chosen upon creation.
  • Force a creature to succeed on a Dexterity Saving Throw or else take 2d6 Bludgeoning, Piercing, or Slashing damage, chosen upon creation
  • Force a creature to succeed on a Constitution saving throw or else be Poisoned for 10 minutes. A creature can repeat this save at the end of each of its turns to it.
  • The wielder can use an an action to make a Strength-based melee weapon attack. Inventors are proficient with this attack. On a hit, the target takes 1d10 bludgeoning, piercing, or slashing damage, chosen upon creation.
  • 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 can attempt an Acrobatics or Athletics check as an action on each of its turns to free itself.
  • The device functions as a breathing apparatus, with a 1-hour supply of air. A creature wearing this device does not need to breathe as long as the Device has air in it. The air must be used in 1-minute increments, and you must spend 5 minutes and succeed on a DC10 Invention check to refill
  • Grant Advantage on a single specific task, such as scaling a cliff, cutting glass, or carving stone.

Can my Invention do...?

The purpose of the Inventor Class is to allow players to create tools and playstyles that they want to use. To this end, you should think of Inventions as inclusive with regards to their ability. If there is something you want to build that isn't covered by the options presented here, or that conflicts slightly with these rules, work with your DM to create the Invention you want to create.

Additional Invention Points

You can spend additional Invention Points during creation to add one of the following features for each additional point:

  • Add one of the base functions to it (for example, you could create a trap that knocks its target prone and then does damage)
  • Increase the radius of bright and dim light by 40 feet.
  • Increase the range of Darkvision by 30 feet.
  • Grant the Invention a 5-foot radius or 10-foot cone. You can spend multiple Invention Points while applying this property, increasing its size by 5 each time.
  • Increase the effective range of the Invention by 30 feet (for example, you could fire a grappling hook at an enemy to try and pull them towards you).
  • Increase the distance of the pull or push by 10 feet.
  • If the Invention would grapple a target, it instead restrains
  • Increase the damage die done by the Invention by one (2d6 to 3d6, etc)
  • If the Invention would deal damage on a failed save, it now does half damage on a successful save.

Clockwork Dynamo Features

You can install a single Clockwork Dynamo while creating the Invention to add one of the following features to it:

  • The Invention resets itself automatically at the start of each of your turns if it was triggered.
  • If the Invention would grant a bonus die on a skill check, it instead grants advantage for that skill check.
  • If the Invention would deal damage, and if you are proficient with Alchemist's Supplies and have some available, you can choose for the Invention to deal Acid, Cold, Fire, Lightning, or Poison damage instead.

A Fiery Example

Alston is a 5th-level Inventor with 18 Intelligence who wants to create a Flamethrower. He eventually works out that he wants the Flamethrower to work as follows:

Using an Action, the Flamethrower engulfs a 10ft cone in fire. All creatures in that area must succeed on a DC 15 Dexterity saving throw or else take 2d6 Fire damage, or half as much on a 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 half damage on a successful save, and does Fire damage. Alston needs to be proficient in Alchemist's Supplies to build this, and the creation process requires a total of 30 Scrap and 10 hours of work, as well as a DC 14 Invention Check. After creating it, Alston has 3 Invention Points he can use to build other Inventions.

Thomas Day | Inventor | Base Class

Equipment Inventions

Equipment Inventions pertain to weapons and armor, and despite the name might have uses not directly related to combat. Nearly all Equipment Inventions modify existing weapons or armor, rather than being new items themselves. You can place up to two modifications onto a single weapon, with each Invention Check being made separately, though they must be added at the same time. A suit of armor can only have one modification at a time. An Equipment Invention requires 10 Scrap if applied to a weapon, or 20 if applied to armor. All Equipment Inventions require 1 Invention Point.

Weapon Inventions

  • You can modify a melee weapon to have the Weighted Property, A creature wielding a Weighted weapon has advantage on Shove attempts. A Weighted weapon weighs one-and-a-half times as much as a normal weapon of its type.
  • You can modify a weapon or shield to have the Mechanized Concealment property. A weapon with this property can be transformed with an action into a relatively innocuous form such as a cane, bracer, or harness. An Investigation or Perception check that meets or exceeds your Invention DC reveals the item is more than what it seems, but won't reveal the item's true form. You may install a Clockwork Dynamo to when you craft this item to reduce its transformation time to a bonus action, unless the weapon is Heavy. A Multi-Weapon, a Weighted Weapon, or a Firearm cannot be given the Mechanized Concealment property.
  • You can modify a melee weapon to have the Thrown property. A light weapon has a range of 30/60, a non-light weapon has a range of 20/40, and a Heavy weapon has a range of 10/20.
  • You can modify a weapon that has the Thrown property to return to its thrower's hand once per turn after being thrown. Catching the weapon is part of the attack and requires no additional action.
  • If you are proficient with Glassblower's Tools, you may add a lens-based sight to a ranged weapon, either granting it a +1 bonus to attack rolls, or increasing its range by 30/60 (chosen when you create this Invention)
  • If you are proficient with Alchemist's Supplies, you may modify a weapon to deal an addition 1d4 of Acid, Cold, Fire, Lightning, or Poison damage (chosen when you create this Invention) on the next number of attacks equal to twice your INT mod. After the weapon has made these attacks, this modification is removed from the weapon and you regain the invested Invention Point.

Clockwork Dynamo Features

  • You create a Multi-Weapon. Choose two kinds of weapons. Crafting this item requires a Clockwork Dynamo and additional scrap equal to half the base gold cost of the most expensive weapon. You may convert the Multi-Weapon from one of the chosen weapons into the other. Doing so does not require any action or item interaction. You may spend an additional Invention Point to choose a third kind of weapon that the Multi-Weapon can transform into.
  • You can install a Clockwork Dynamo to modify a crossbow to remove the Loading property.
  • You can install a Clockwork Dynamo to modify a crossbow to alter the Ammunition property. Such a crossbow still requires ammunition to fire, but can fire up to INT mod times before requiring a hand to reload. You can use a bonus action to reset this count back to INT mod. You may spend an additional Invention Point to also remove the Loading Property from the crossbow.

Armor Inventions

  • You can modify a suit of medium or heavy armor to double it's wearer's carrying capacity while being worn.
  • You can add ablative plating to a suit of armor. That armor grants +3 AC while worn, but loses this bonus after its wearer is damaged by an attack. When this bonus is lost, the armor loses the modification and you regain the invested Invention Point.
  • You can modify a suit of armor to remove its penalty to Stealth checks, if any. You can add this modification to a suit of armor even if it has another modification. Both Invention Checks are made separately, and must be applied at the same time.
  • You can modify a suit of armor to reduce the time needed to don or doff it to 1 Action for light armor, 30 seconds for medium armor, or 1 minute for Heavy armor.

Clockwork Dynamo Features

  • You can install a Clockwork Dynamo to modify a suit of armor to increase the walking speed of its wearer by 10.
  • You can install a Clockwork Dynamo to modify a suit of light or medium armor to grant +1d4 to its wearer's Dexterity saving throws.
  • You can install a Clockwork Dynamo to modify a suit of medium or Heavy armor to grant +1d4 to its wearer's Strength saving throws.
  • You can install a Clockwork Dynamo to modify a suit of armor. Such a suit of armor doubles its wearer's jump distances, as long as it has a running start.
  • 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

Autonomous Inventions

An Autonomous Invention is a mechanical marvel that functions entirely by the power of Clockwork Dynamos. You must use two Clockwork Dynamos and two Invention Points to create one. The creation process requires 24 hours of work, in increments no greater than 8 hours per day, and 100 Scrap for each Invention Point invested. At the end of this process, you must make an Invention Check against a DC of 13 + the total amount of Invention Points invested.

On a failure, the invention is functional, but one of the features you gave it does not function. This feature is always its Combat Intelligence if it has it, or is determined randomly by the DM. You do not know that the Invention is flawed until you use it for the first time. If you fail by 5 or more, instead the attempt is ruined and you lose half of the Scrap used. While within 5 feet of an Autonomous Invention, you (and only you) can use an Action to turn the Invention On or Off.

If an Autonomous Invention is reduced to 0 HP, it collapses. If you have access to its body, you can repair it with 8 hours of work and Scrap equal to half of the original amount of Scrap spent to create it. At the end of this period, it regains all of its HP.

You can repair an Autonomous Invention by spending 1 hour and 50 Scrap to restore 10+your INT mod HP, and can do this during a Short Rest. Due to the complex nature of the Automoton, the Mending cantrip cannot repair it.

When you create an Autonomous Invention, you assign a 12, a 14, and a 16 to its three physical ability scores.


Autonomous Invention

Medium or Small Construct, Unaligned


  • Armor Class 13 + y
  • Hit Points 30 + z + Inventor's INT
  • Speed 10ft.

STR DEX CON INT WIS CHA
X (+x) Y (+y) Z (+z) 3 (-4) 3 (-4) 3 (-4)

  • Condition Immunities Charmed, Frightened, Poison, Unconscious
  • Damage Immunities Poison, Psychic
  • Senses 60 ft of normal sight and hearing
  • Languages -

Actions

Auto-Attack Melee Weapon Attack: +(x + Inventor's Proficiency) to hit, reach 5ft., one target. Hit 4+x (1d6 + x) bludegeoning, piercing, or slashing damage (chosen upon construction). The Autonomous Inventions makes this attack against the nearest creature to it, determined randomly if there are multiple possible targets.

Autonomous Invention Modifications

When you create an Autonomous Invention, you can invest additional Invention Points. For each additional point spent, you can add an additional feature. Unless otherwise stated, each can be chosen only once.

  • Its land speed increases to up to 30 feet (you can make it lower if you wish). You can select this multiple times, increasing its land speed by 5 each additional time.
  • It gains a Combat Intelligence, able to distinguish between friend and foe, and will not attack allies unless ordered to do so. Its Intelligence becomes 5, it learns one language you know (though the Invention cannot speak), and will obey your spoken commands in this language. It will obey no-one else, unless they mimic your voice, requiring a Deception check against your Invention DC.
  • Its Auto-Attack becomes a ranged weapon attack based on Dexterity with a range of 60/120.
  • The damage of its Auto-Attack increases by 1d6.
  • Its sight range increases by 60 feet, or it gains Darkvision with a range of 30 feet.
  • Its AC increases by 4. You can select this up to two times.
  • Its HP increases by 10 + its CON mod + your INT. You can select this multiple times.
  • One of its physical scores increases by 2, to a maximum of 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.

Clockwork Dynamo Features

  • You can install a Clockwork Dynamo to grant the Invention a Fly or Swim speed of 20. For each additional Invention point spent, one of its movement speeds increases by 10.
  • If you install a Clockwork Dynamo, the Invention can attack twice, instead of once, on each of its turns.

Why do Inventions not have names?

I could offer up names for all the mechanical do-dads available, such as mechanized gauntlet or boomerang weapon, but the ultimate idea of the Inventor lies in customization.

If I say that an attack roll-based Invention is called mechanized gauntlet, everyone will think of it as only a gauntlet. Maybe you want a metal vest with an empowered chest bump, or you have a Jack-In-The-Box that hits with a boxing glove when its song finishes.

If I name the modular components of Inventions, that inherently leads players to believe that they must be some way or another. Instead, I'd rather players make their own devices, and then name those!

Thomas Day | Inventor | Base Class

Alchemic Focus

You've spent time researching and creating not only physical, but alchemic creations. Just as much a science as engineering, Alchemy is the study of turning one substance into another, or combining several to some effect. The ultimate goal of many Alchemists is to discover the Elixir of Life, which is rumored to grant imortality.

Alchemixer

When you choose this Focus at third level, you gain Proficiency in Alchemist’s Supplies. If you already have Proficiency in Alchemist’s Supplies, you double your Proficiency while using them, instead. In addition, your Invention Point pool increases by 1. It increases by 1 again at 7th, 11th, 15th, and 18th level.

Alchemic Concoctions

Starting at third level, you can draft recipes for various Alchemic Concoctions, which you can create when you have a materials and time. Creating an Alchemic Recipe requires 4 hours of work and or more Invention Points. Once created, you can create a Concoction that does what its recipe specifies.

The process of creating a Concoction requires 30 gold worth of supplies per Invention Point in its Recipe, and 1 hour of time. You may create multiples of the same Concoction at a time, but you only roll one check to create them if you do so- the entire batch fails or succeeds at once. At the end of this hour, you must make an Intelligence (Alchemist's Supplies) check. A failed check ruins the attempt, but a successful check results in a Concoction which will be usable after brewing for an additional 23 hours (therefore the entire process requires 24 hours before you have a usable Concoction).

All Concoctions remain usable for one week. For each day after this week, Concoctions have a cumulative 20% chance of failing. This chance is shared for all Concoctions of a single batch; either all stay potent or are spoiled at once.

You can choose to destroy the Recipe for a Concoction. When you do, you regain all Invention Points invested in that Recipe, and all Concoctions made using this Recipe lose their potency after you complete your next Short or Long rest. A Recipe cannot be destroyed for one week after being created. There are two kinds of Concoctions: Potions and Bombs, which are detailed later.

Grenadier

Beginning at level seven, you can throw Bombs up to 60 feet.

Alchemical Eye

When you reach level eleven, you can use an action to Identify Potions, Poisons, and alchemical substances without fail.

Alchemic Fortitude

By level eleven, your repeated experience with alchemy and potions has strengthened your fortitude livened your spirit when exposed to them. Whenever you consume a Potion of any kind, you gain Temporary Hit Points equal your Inventor level, rounded up. In addition, you gain resistance to Poison damage.

Philosopher's Stone

Through much research and many complex experiments, you have uncovered the Recipe for the most treasured alchemical creation of all: The Philosopher's Stone.

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 Stone's creation requires an investment of 4 Invention Points and and 1,000 gold. At the end of each 8-hour crafting session, you may make a DC 20 Intelligence(Alchemy Supplies)check. At the end of the entire 24-hour crafting period, you must make a DC 30 Intelligence(Alchemy Supplies) check, reduced by 2 for each prior successful check. On a failure, the attempt is ruined, and all materials used on this attempt are lost. On a success, you craft a Philosopher's Stone. You can never have more than one Philosopher's Stone, but may create a new one if yours is destroyed or lost.

Philosopher's Stone

Unique Wondrous Item (Requires Attunement by the alchemist who created it)

  • While the Philosopher's Stone is on your person, you are immune to all effects that would change your shape (such as Polymorph), unless you allow yourself to be changed.

  • You also become immune to the Charmed, Paralyzed, Petrified, and Poisoned conditions. You gain advantage on all Alchemist's Supplies checks and Constitution saving throws.

  • Finally, your Constitution score increases by 2, to a maximum of 22.

Elixir of Life

At eighteenth level, you've crafted the ultimate alchemical pursuit, above and beyond a philosopher's stone: the Elixir of Life. You no longer age, nor will you ever suffer ill effects due to old age. You no longer need eat, drink, breathe, or sleep. 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.

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Thomas Day | Inventor | Alchemic focus

Alchemical Concoctions

Potions

Potions can be consumed with an action and confer some effect on the consumer. For each Invention Point in its recipe, a Potion applies one of the following effects. Which last for an hour unless otherwise stated. Each can be chosen only once, unless otherwise stated.

  • The Potion restores 2d4+2 HP. This effect is instantaneous.
  • The potion does 2d4+2 Poison damage. This is instantaneous. Then, the imbiber must succeed on a CON Save against your Inventor DC or be poisoned for 1 hour.
  • The Potion grants +2 to one ability score, chosen when the Recipe is made. This effect lasts for 1 minute.
  • The Potion hardens its drinker’s skin, granting a +1 bonus to AC.
  • This Potion grants Advantage on all checks of a single skill, chosen when the Recipe is made. This can be selected multiple times, choosing a different skill each time.
  • The Potion cures all poisons affecting its drinker. This effect is instantaneous.
  • The Potion cures all diseases afflicting its drinker. This effect is instantaneous
  • The Potion alters its drinker’s body. The drinker gains a natural attack; Bite (piercing), Claws (slashing), Hooves (Bludgeoning), Horns (Piercing), or Slam (bludgeoning), chosen when the Recipe is made. This is a Strength-based melee attack the drinker is proficient in that does 1d8 damage of the appropriate type. You can select this up to one additional time. If you do, either the damage die becomes 1d10, or the natural attack becomes Quills (piercing), a Dexterity-based ranged attack with a range of 40/80.
  • The Potion increases the imbiber’s speed by 10. This can be selected multiple times.
  • The Potion grants resistance to Acid, Cold, Fire, Lightning, or Poison damage, chosen when the Recipe is made. This requires 75 gold worth of additional materials.
  • The Potion grants Darkvision with a range of 30 feet.
  • The Consumer does not need to breathe.

Why do I need Invention Points to craft Recipes?

The Inventor class walks a fine line between giving players the ability to create anything they want, and giving players the ability to create everything they want.

While it might not make as much sense in the fiction, requiring Invention Points keeps the Alchemist or Inventor from simply creating everything at once. It's a game balance issue.

To help alleviate this, however, Alchemists get additional Invention Points, so they can have a fair number of Inventions and Concoctions


Bombs

Bombs have a range of 30 feet and effect a 5-foot radius, forcing all creatures in that area to succeed on a Dexterity saving throw against your Invention DC. On a failure, the full effect of the Bomb takes place. On a success, the damage is halved or the condition is not applied. Some Bombs require different kinds of saves, each of which must be made individually. If the sole effect of a bomb requires something other than a Dexterity Save, no Dexterity Save is required at all.

For each different kind of save in a single Bomb, the cost of materials increases by 50 gold. For each Invention Point in its recipe, a Bomb applies one of the following effects. Each can be chosen only once, unless otherwise stated.

  • The Bomb’s radius increases by 5 feet.
  • The Bomb does 1d8 Acid, Cold, Fire, Lightning, or Poison damage.
  • If the Bomb does damage increases that damage by 1d8. You may select this multiple times, to a maximum of three total times.
  • This Bomb requires a Constitution saving throw and Poisons the target for 1 minute, or Incapacitates the target until the start of your next turn. At the end of each of its turns, a creature may repeat this save, ending the Poisoned condition on itself on a success. Choose which of these two effects is used when you create the Recipe.
  • The Bomb restrains the target. The target may use an action to make an Acrobatics or Athletics check against your Invention DC, ending the effect on a success.
  • This bomb requires a Wisdom saving throw. On a failure, effected creatures are Charmed by you for 1 minute. A creature has advantage on this save if it is hostile to you or your allies. A creature can repeat this save at the end of each of its turns, ending the effect in itself on a success.
  • This bomb requires a Wisdom saving throw. On a failure, effected creatures or Frightened by you for 1 minute. A creature can repeat this save at the end of each of its turns, ending the effect in itself on a success.
  • This bomb creates an obscuring mist in a 20-foot radius. 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 strong wind.
  • This Bomb requires a Constitution saving throw. On a failure, effected creatures are Blinded and Deafened for 1 minute. On a success, it is instead Blinded and Deafened until the end of your next turn. A creature can repeat this save at the end of each of its turns, ending the effect in itself on a success.
  • This Bomb requires a Dexterity or Strength saving throw, chosen when its Recipe is created. On a failure, an effected creature is knocked prone.
Thomas Day | Inventor | Alchemic Focus

Black Powder Focus

The iron and brass often employed by other Inventors are fine metals, of course, but some prefer to get their point across with a much humbler metal: lead. Inventors who work with black powder are well aware of its explosive potential, and have learned to put it to use.

Gunsmithing

Beginning when you choose this Focus at third level, you can craft weapons of incredible power, range, and lethality. You are proficient with all Firearms you create, which are Exotic Ranged Weapons. All Firearms deal half of their damage as Piercing and the other half as Bludgeoning. In the event of an odd amount of damage, the extra 1 goes to Piercing. All Firearm shots can be heard from up to 300 feet away, or further away by especially perceptive creatures. Firearms use Bullets as ammunition. You can craft 10 Bullets for 5 Scrap, and can craft 60 Bullets in an hour. The most basic form of Firearm you can create is the Rifle.

Firearm (Rifle)
Damage Range Misfire Reload Properties
1d10 100/300 3 1 Ammunition, Loading, Two-Handed

Misfire represents the likelihood that a Firearm will break down while firing. If the natural attack roll of a Firearm is equal to or less than its Misfire score, the attack always misses, and the Firearm is Damaged. All attack rolls with a Damaged Firearm are made with Disadvantage, even if its user has Advantage to otherwise cancel it out. A Damaged Firearm can be repaired with an Action and an Inventor’s Check against a DC of 15+ its Misfire score. If a Damaged weapon misfires, it is broken and unusable.

Reload represents how many shots a Firearm can fire before needing to be reloaded as an action.

You can craft Firearms by spending 8 hours, Invention Points and Scrap. For each invention point you put into crafting a Firearm, it costs 75 Scrap. A Rifle costs 1 Invention point. You can spend additional Invention Points to alter the Firearm from its base Rifle form. A Firearm’s Misfire Score can never be below 1. You can also increase its Misfire Score by 1.5 (rounded down) to add an additional feature without spending an Invention Point, but the cost and DC of the Firearm is still treated as if you had spent a Point.

As with all Inventions, at the end of the crafting process, you must succeed on an Invention check against a DC of 10+ the number of Invention points invested in the Firearm. On a failure, the attempt is ruined, half of the Scrap is lost, and you take 1d10 fire damage as the weapon explodes.

While constructing the Firearm, each of the following can be added for an Invention Point. Unless otherwise stated, each of these can be added only once

  • The damage of the Firearm is increased to d12.
  • 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 to five times, for a maximum Reload of 6.
  • The Misfire Score is decreased by 1. This can be added any number of times, but can never make the Misfire lower than 1.
  • The Firearm becomes 1-handed. You can not add this to a Firearm whose damage is d12 or higher.
  • The range of the Firearm’s sound is reduced to 60 feet.
  • If there are two or more creatures in a line relative to you within the weapon's short range, you can attempt to strike them each with one shot as an action. Make an Attack roll. Compare your result to the AC of each creature in the line, 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 as normal.

Trial And Error

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.

Fastest Hand

Starting at level seven, you ignore the Loading property on Firearms, and you can reload Firearms as bonus action instead of an action. When you use the Attack action on your turn to attack with a Firearm, you can attack with that weapon twice, instead of once. At 11th level, you can spend an Ingenuity to make a third attack with disadvantage.

Black Powder Bomb

At eleventh level, you can spend 1 hour of work and 25 Scrap crafting a Blackpowder Bomb. A Blackpowder Bomb can be thrown up to 30 feet away and explodes in a 10-foot radius. Each creature in that radius must succeed on a Dexterity saving throw against your Invention DC. On a failure, they take 4d8 Fire damage, or half as much on a success. When you create a Blackpowder Bomb, you may choose to give it a fuse to delay its explosion. A fuse can delay a Bomb’s detonation by as long as a minute, and can be made to be any length of time (divided into rounds) up to that. A creature that can reach a Bomb can use an action to snuff out the fuse, stopping the detonation.

Thomas Day | Inventor | Black Powder Focus

Experimental Ammunition

Starting at level eleven, you can craft different kinds of ammunition. Each different kind requires an additional 20 Scrap per 10 bullets. When you load your Firearm, you choose whether to load normal or Experimental bullets, and 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) damage, and if a Rubber attack reduces a creature to 0 hit points, that creature falls unconscious and is stable.
  • Beacon Rounds do normal damage, but if they hit grant advantage on the next attack roll made against that creature before the end of your next turn.
  • If you are proficient with Alchemist’s Supplies, you can craft Elemental Bullets, that deal an additional 1d4 Acid, Cold, Fire, Lightning, or Poison damage. You choose the damage type when you craft the bullets.

Sharpshooter’s Call

By fifteenth level, you've developed an incredibly accurate eye. When you make an attack with a Firearm during your turn, you can spend an Ingenuity to make the attack a Called Shot, which targets a specific body part, to some effect.


  • Head: The attack is made with Disadvantage. On a hit, the creature is stunned, and until the end of your next turn all attacks against it critically hit on a natural 19 or 20.
  • Eye- The attack is made with Disadvantage. On a hit, the creature is blinded for 1 minute. The creature can attempt a CON save at the end of each of its turns, ending the condition on a success.
  • Hand: On a hit, the creature drops whatever it is holding.
  • Arm: On a hit, the creature has disadvantage on all attacks that use that arm until the end of your next turn.
  • Torso: On a hit, the creature is knocked prone, or pushed back 10 feet (your choice)
  • Legs: On a hit, the creature is knocked prone, or its Speed is reduced by half for 1 minute (your choice)

Mortar

Beginning at level eighteen, you can craft a powerful weapon that can cause damage over a large area, but is unable to attack the area near it. This Mortar requires 1 Invention Point invested, 100 Scrap, 8 hours of work, and requires a DC 15 Invention Check. On a failure, half of the Scrap is rendered useless, the attempt is ruined, and the mortar explodes, dealing 2d12 Fire damage to you. The projectile fired by a Mortar requires 1 hour and 20 Scrap to create, and no check. It cannot be modified by Experimental Ammunition.

The Mortar requires an action to securely anchor in the ground. Once placed, it cannot be moved unless an action is used to dislodge it. While operating a Mortar, you may use a 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.

When the Mortar fires, it sends a projectile 300 feet into the air. At the start of your next turn, the projectile explodes in an 80-foot high, 20-foot radius column centered on the point you chose. All creatures in that area must succeed on a Dexterity saving throw against your Invention DC, suffering 10d6 Piercing and 10d6 Fire damage on a failed save, or half as much on a successful save.



Aspects of the Inventor and archetypes

The Inventor has three Archetypes, and each of them serves a different role to enhance an aspect of the class. The Inventor embodies Complexity, Preparation, and Intelligence.

Complexity is not necessarily a good thing, but is necessary for class that seeks to be versatile and offer unique choices.

Preparation is a double-edged sword. If an Inventor has a strong idea of what awaits them and has time to create, they can make any encounter or challenge much easier. Conversely, an Inventor without lengthy time to craft might feel like they can't use their full abilities, and an Inventor with no idea of what's coming might not feel confident in what to build and will lean towards creating combat-focus Inventions, as combat is a reliable part of the game itself.

Finally, Intelligence of course represents the intelectual capacity of the character. A high Intelligence score lends itself very well to the Inventor mechanically and thematically, and allows the player to either show off their real-world brains, or live out the fantasy life of a super-genius like Tony Stark or Bruce Wayne.

The Alchemic Focus greatly expands the versatility of the Inventor, but also expands its complexity. It is ideal for players who like managing resources and want to add a touch more fantasy to their Inventor, and expands upon the preparation aspect of the Inventor.

The Black Powder Focus does not expand on the Inventor's versatility as much as the Alchemist, but is also not as complicated. It can be thought of as the "combat spec" of the Inventor, and is capable of high damage from long range, but sacrifices its precious Invention Points to do so. This Focus leans heavily into the Combat pillar of Dungeons and Dragons

The Physicist Focus is the simplest of the Foci. It is appropriate for players who don't want to add on to the complexity of the base class, or for those who want to use their limited Invention Points for the options presented in the base class. Because its abilities all derive from the character's quick assessment of its surroundings, this archetype greatly expands on the Intelligence aspect of the Inventor.

Thomas Day | Inventor | Black Powder Focus

Physicist Focus

While other Inventors create more and more items to supplement their Inventions, the Physicist's understanding of the natural laws of the world allow them to be less dependent on their Inventions in combat. The Physicist is preternaturally skilled at plotting out trajectories, angles, forces, and velocities, and uses this information to strike their enemies in critical weak points, or to avoid incoming attacks.

Pure Genius

When you choose this Focus at third level, your pool of Ingenuity Points increases by 1 + the Invention Point number shown on the Inventor Table.

Angular Precision

Starting at level three, your understanding of trajectory and angular momentum allows you to predict and avoid the path of harm, or to more accurately aim and angle your attacks. You have more options with which to spend your Ingenuity Points. If one of these confers advantage or disadvantage on a roll, the Ingenuity must be spent before the roll is made. You may only use one Ingenuity per attack.

  • Gain advantage on a Dexterity saving throw
  • Force an attack roll made against you to be made with disadvantage
  • You may use your Intelligence, instead of Strength or Dexterity, for this attack. You must spend your Ingenuity before making any roll for this attack.
  • If you roll a 1 or 2 on a damage die, you may reroll that die.
  • If an attack would miss you, you can change the target of that attack to a creature within 5 feet of you. The attack might hit the new target.

An Object In Motion

Beginning at level seven, your speeds increase by 10 feet.

Conservation of Energy

Also at seventh level, when you would be subjected to Cold, Fire, or Lightning damage, you may spend an Ingenuity to gain resistance to that damage type until the start of your next turn.

Conservation of Mass

Finally at seventh level, you gain advantage on checks and saves made to force your movement, such as against the Thunderwave spell. You may also spend an Ingenuity to gain advantage on a Grapple or Shove check, either as the aggressor or defender.

Precise Shot

By level eleven, your mind is able to quickly calculate the exact angle and trajectory necessary for a clear path to your target. Your weapon and natural attacks ignore half and three-quarters cover.

Evasion

Starting at eleventh level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

An Object At Rest

Beginning at fifteenth level, you regain INT Ingenuity Points when you complete a short rest.

Critical Aim

By the time you've reached level fifteen, your ability to pinpoint weaknesses and precisely aim them has increased greatly. When you make an attack roll, you can spend up to INT Ingenuity Points. For each point you spend, the requirement for a critical hit decreases by one. For example, if you spend three Ingenuity, the attack can crit on a 17, 18, 19, or 20. This ability stacks with Inventor’s Acumen.

Ricochet

At eighteenth level, your instinctive understanding of geometric trajectories and impact-force calculations have reached their peak. When you hit with a ranged weapon attack, you may spend an Ingenuity to choose a creature or hard object within 30 feet of the target. You may make an attack roll against that target, doing damage normally on a 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 is made at disadvantage, and the process ends as soon as you miss.

Equal and Opposite Reaction

Starting at eighteenth level, your intellectual ability to observe the physical forces around you allow you to begin a counter-attack before your opponent even knows they've missed. When you are missed by a melee attack, you may spend an Ingenuity to use your reaction to make a melee attack, Grapple attempt, or Shove attempt against the attacker.

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Thomas Day | Inventor | Physicist Focus
 

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