A gnome sits hunched over a workbench in a room filled with all kinds of tools, carefully drawing the final lines into an intricate rune. The finished rune glows with power with a crackling hum of arcane energy, and she watches with a proud smile as the golem springs to life and rises to its feet.
A troll snarls in hunger as he bends over a dwarf pulling a long metal tube from a holster on his belt. A blast of energy erupts from the tube with a thunderous crash, and the troll's snarls turn to panicked screams as it flees.
A figure lands in the middle of the battlefield with thunderous energy. As the smoke clears, a massive presence emerges from the war-torn battlefield, clad in gleaming mechanical plate armor. The glowing visor rotates to inspect the wreckage. He lifts a glove and lightning cracks.
Inventors of magical objects are characterized by their inventive nature. Like sorcerers, they see magic as a complex system waiting to be deciphered and mastered through a combination of careful study and investigation.
Inventors, however, focus on creating wonderful new magical objects. Spells are often too short and temporary for your liking. Instead, they try to create durable and useful items.
smart creators
Each inventor is defined by a specific craft. Inventors see mastering the basic methods of crafting as the first step towards real progress, the invention of new methods and approaches. Inventors are mysterious engineers, students of invention and warfare who craft deadly firearms, ingenious devices, magical armor, and mechanical beings that can empower them with magic.
All inventors have one thing in common: their inquisitive and inventive nature. To an inventor, magic is an evolving art with a head start on discovery and mastery that advances even further with each passing year. Inventors value novelty and discovery. This affection leads her to seek a life of adventure.
A hidden ruin might contain a forgotten magic item or a beautifully crafted mirror, perfect for magical enhancements. Inventors earn respect and respect among their peers by discovering new traditions or inventing new methods of creation.
intense rivalries
Inventors' drive to invent and expand their knowledge creates an intense drive to discover new magical discoveries. An inventor who hears news of a newly discovered magic item must act quickly to obtain it before his rivals do. Well-meaning inventors retrieve items on adventures or offer gold or wonder items to those who have items they want to own. Evil people have no problem committing crimes to claim what they want.
Almost every inventor has at least one rival, someone he wants to outdo at every turn. For the same reason, inventors with similar philosophies and theories form independent guilds. They share their discoveries and work together to test their theories and stay ahead of their rivals.
The Inventor (also known as the Alternate Artificer) is created byKibbles Saboroso. Additional content support and KibblesTasty updates onhttp://www.patreon.com/KibblesTasty.
O inventor
Eben | competence Bonus | characteristics | Magic Known | 1 | 2 | 3 | 4 | 5. | Updates |
---|---|---|---|---|---|---|---|---|---|
1 | +2 | Inventor Specialization, Magic Item Analysis | — | — | — | — | — | — | — |
2 | +2 | Conjuration, Arcane Retrofit, Tool Expertise | 3 | 2 | — | — | — | — | — |
3 | +2 | Inventor Specialization Feature, Specialization Upgrade | 4 | 3 | — | — | — | — | 1 |
4 | +2 | Improved skill scores | 4 | 3 | — | — | — | — | 1 |
5. | +3 | Inventor Specialization Resource | 5 | 4 | 2 | — | — | — | 2 |
6. | +3 | Arcane reconstruction, interdisciplinary knowledge | 5 | 4 | 2 | — | — | — | 2 |
7 | +3 | Wondrous Item Skill | 6 | 4 | 3 | — | — | — | 3 |
8 | +3 | Improved skill scores | 6 | 4 | 3 | — | — | — | 3 |
9. | +4 | ─ | 7 | 4 | 3 | 2 | — | — | 4 |
10 | +4 | Improved magic creation, carrying wondrous items | 7 | 4 | 3 | 2 | — | — | 4 |
11 | +4 | study of magic | 8 | 4 | 3 | 3 | — | — | 5 |
12. | +4 | Improved skill scores | 8 | 4 | 3 | 3 | — | — | 5 |
13. | +5 | ─ | 9 | 4 | 3 | 3 | 1 | — | 6 |
14 | +5 | Inventor Specialization Resource | 9 | 4 | 3 | 3 | 1 | — | 6 |
15. | +5 | ─ | 10 | 4 | 3 | 3 | 2 | — | 7 |
16. | +5 | Improved skill scores | 10 | 4 | 3 | 3 | 2 | — | 7 |
17 | +6 | ─ | 11 | 4 | 3 | 3 | 3 | 1 | 8 |
18. | +6 | Mastery of Wondrous Objects | 11 | 4 | 3 | 3 | 3 | 1 | 8 |
19. | +6 | Improved skill scores | 12 | 4 | 3 | 3 | 3 | 2 | 9 |
20 | +6 | peerless inventor | 12 | 4 | 3 | 3 | 3 | 2 | 9 |
creating an inventor
When creating an inventor character, keep your character's background in mind and strive for adventure. Does the character have a rival? What drove your character to become an inventor? Is it curiosity and inventiveness, or the power your inventions bring? Did your character learn from another inventor or receive a vision or flash of inspiration to learn your trade?
Think about how your character interacts with the world and what he represents. Contact your GM about guilds or societies your character might belong to.
quick setup
You can quickly create an inventor by following these suggestions. For the Gadgetsmith or Thundersmith paths, make your highest attribute Dexterity, followed by Intelligence. For Golemsmith, Infusionsmith, or Potionsmith, choose Intelligence followed by Constitution or Dexterity, and for Warsmith or Fleshsmith, choose Strength or Intelligence, with Constitution as your second-highest attribute. Second, choose the Guild Craftsman background.
male class brand
- Hit Data:1d8 per inventor level
- Hit Points at 1st Level: Level:8 + your Constitution modifier
- Hit points at higher levels:1d8 (or 5) + your Constitution modifier per inventor level after 1st
expertise
- Armor:Light Armor, Medium Armor
- Waffen:Simple weapons, hand crossbows, heavy crossbows.
- Tool:Thief Tools, another tool of your choice
- Safeguards:constitution, intelligence
- Capabilities:Choose three from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, and Sleight of Hand
equipment
You start with the following equipment, in addition to whatever equipment your background gives you:
- (A)a light crossbow and a quiver with 20 bolts or(B)any two simple weapons.
- (A)scale mail,(B)leather armor or(C)chainmail.
- Thieves' Tools and a Dungeon Bundle
inventor's specialization
At 1st level, you focus your crafting on a specific specialization: Equipment Blacksmith, Golem Blacksmith, Infusion Blacksmith, Potion Blacksmith, Thunder Blacksmith, War Blacksmith, or Flesh Blacksmith, each listed at the end of the class description. . Your choice grants you roles at 1st level and again at 3rd, 5th, and 14th level.
Magic Item Analysis
Starting at 1st level, your understanding of magic items allows you to analyze and understand their mysteries. You know the magic of the inventorrecognize magicEidentify, and you can cast them as rituals with no material components.
tool competence
At 2nd level and higher, your ability bonus doubles for each ability check you make that uses one of the tool abilities you gain in that class.
Arcane Adaptation
Additionally, at 2nd level, you gain the ability to upgrade magical equipment. During a long hiatus, you can perform a ritual on any +1/2/3 weapon (except artifacts and sentient weapons) to transfer the spell to an Inventor weapon (a weapon created by a subclass feature or upgrade). Example: You can turn a +1 Longsword and your Blast Gauntlet into a +1 Blast Gauntlet. This includes weapon-like upgrades that make attack and damage rolls (like a Warsmith's Force Blast).
You cannot transfer any attributes from a magic weapon other than a bonus to attack and damage rolls, and the original weapon is destroyed.
You can also convert an armor set with a magical boost to AC into a lighter type of armor.
Additional Adaptations
Your GM might allow you to extend this feature to do similar tasks, for example, B. to turn a +1 Heavy Beast into a +1 Light Beast, or might allow it to work with other armor or magic weapons (for example, converting Diamond Mail on Diamond Mail). ).
Magic
As part of your study of magic, you gain the ability to cast spells at 2nd level. The spells you learn are limited in scope and mostly involve modifying creatures and objects or creating items.
Magic places
The Inventor's Table shows how many spell slots you have to cast your spells of level 1 and higher. To cast one of your inventor spells, you must use at least one slot of the spell's level. You regain all used spell slots when you end a long pause.
Spells Known of 1st Level and Higher
You know three 1st-level spells of your choice from the Inventor spell list. The Spells Known column of the Inventor Chart shows when you learn additional Inventor Spells of your choice.
Each of these spells must have a level for which you have spell slots. For example, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, as you level up in this class, you can choose one of the inventor spells you know and replace it with another spell from the inventor spell list, which must also be a level for which you have spell slots.
Spell Ward SG= 8 + your proficiency bonus + your Intelligence modifier.
Magic Attack Modifier= your proficiency bonus + your Intelligence modifier.
spellcasting focus
You can use an arcane focus as a spell focus for your invention spells. See Chapter 5, “Equipment” in the Player's Guide for various arcane subclass options.
Inventor's Spell
An inventor is basically someone who understands magic and interacts with it on a regular basis, leading to the ability to apply that knowledge as a spell caster, but how do you want to do thatyourThe inventor's spell is yours.
Feel free to explore other approaches in coordination with your GM. From a functional standpoint, the only requirement would be that you have a defined material or focus for the spell.
For some spells, remember that your crafting tools may be your focus, or that a specific item you've crafted is your material component for a spell. Perhaps instead of having a "component bag" that simply contains all the material components needed for your spells, you have an "inventor's tool belt" that contains the various spell-aid devices you've created to cast your spells . The only thing that counts for the mechanic is that it works the same way and is used consistently.
Specialization Update
Starting at 3rd level, select an upgrade from the list at the end of your specialization and receive the benefits listed in the upgrade's description.
You select an additional upgrade at 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th levels. You cannot select an update more than once unless the update's description says otherwise. Whenever you level up, you can exchange one of your existing upgrades for another upgrade with the same level requirement as the upgrade it replaced.
In both cases, an existing upgrade is swapped with a replacement upgrade (either via a subclass feature or at a higher level), the new upgrade is picked up as if the inventor were the level that had that upgrade slot. For example, if you replace your Stormforged weapon and reselect all of your upgrades as a 5th-level inventor, you can select one 3rd and one 5th-level or two 3rd-level upgrades, but you cannot select two 5th-level upgrades.
Customize Inventor Updates
Upgrades for each inventor specialization are listed in a list at the end of the specialization, but there will always be upgrade ideas that are not included in this list. After all, in the heart of an inventor beats an insatiable desire for creativity! Feel free to consult your DM for possible custom updates.
See theextended toolboxmore ideas and content for testing games.
Improved skill scores
When you reach 4th, 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. skill above 20 points with this feature.
Arcane Reconstruction
At 6th level, you have mastered the knowledge of using magic to fix things. you learn themto repairtrick and cast it at will. In addition, you will learn theheal woundsCursing. In case you already knowheal woundsYou may choose another spell from the Inventor's spell list. when you playheal wounds, it can also heal buildings in addition to its normal legal targets.
interdisciplinary knowledge
At level 6, you can expand your knowledge in all areas. You can create one of the following: a stormforged Thunderforge weapon, an animated weapon, an explosive staff or imbued weapon from an infusion maker, a pouch of alchemical reagent and alchemical fire or acid from a potion maker, or an unlimited upgrade from Gadgetsmith.
Choosing a stormforged weapon will give you knowledge of how to use that weapon and how to craft ammo for it (if needed). You cannot use Infused Weapon on another weapon granted by this class.
If this selection is lost or destroyed, you can recreate it in the subclass according to the rules for recreating the selected element.
Mastery of Wondrous Objects
At 7th level, your familiarity with how magic items work means that you ignore all class requirements for using and using magic items.
Also, you can now attune 4 magic items at once.
Improved Magic Creation
At 10th level, your experience creating your own wondrous invention makes you more skilled at creating a magic item than a normal spellcaster. Creating a magic item takes half the normal time.
Additionally, during a long break, you can make progress in crafting a magic item, scroll, or potion for 1 hour.
Carrying wonderful objects
At 10th level or higher, you can carry a magic item that has charges or can be used per range, as long as those charges or uses can only be used to cast spells. To restore charges or uses, perform a ritual that lasts one minute and consumes a spell slot equal to or greater than one spell slot level of a spell cast by the item.
The number of charges or uses restored to the item is equal to the number of charges or uses required to cast that spell with the item once.
study of magic
At 11th level, your magical abilities have grown enough for you to castrecognize magicEidentifyat will without consuming a spell slot.
You also have advantage on any Intelligence (arcana) check to understand how a trap, effect, or magical rune works.
Wondrous Item Mastery
At 18th level, you can use a magic item that you would normally take as a bonus action.
You can also attune 5 magic items at once.
peerless inventor
At 20th level, your mind is always thinking of new options and clever solutions. After a short or long hiatus, you can create a temporary version of an upgrade to your subclass that you qualify for but don't own. This upgrade must have a level requirement of level 11 or lower. You have this upgrade until you complete a short or long break. At this point, you can use this feature again to choose a temporary update.
blacksmith
A blacksmith is an inventor whose curiosity and inventive genius are widespread. While other inventors spend their entire careers perfecting a dogged pursuit, a Gadget believes that quantity is at least as good as quality.
Quick and quick-witted, a Gadgetsmith is never caught without another trick up his sleeve. Your mind is always racing towards solving the next problem with a smart gadget.
A Gadgetsmith can come from all walks of life, but typically incorporate curiosity and an aversion to suppression of knowledge or technology, preferring the freedom to experiment and tending toward more chaotic behavior.
blacksmith skill
If you choose this specialization at 1st level, you gain proficiency with nets, swords, whips, and crafting tools.
essential tools
At 1st level, you'll master crafting the essential reusable tools to survive as a Gadgeteer on the battlefield. You have the following items:
- Enter hooks.As an attack or an action, you can target a surface, object, or creature within 20 feet. If the target is small or smaller, you can make a Strength (Athletics) grapple check to pull it toward you and pin it. Alternatively, if the target is Medium or larger, you can opt to be pulled towards him, but he won't grab you. The attacks of opportunity generated by this move have a drawback.
- Rauchbombe.As an action, you can use this to castfog cloudsfocus on yourself without using a spell slot. It takes a number of turns equal to your Intelligence modifier and requires no concentration. when you playfog cloudsThis allows you to set the radius to 5, 10, 15 or 20 feet.
- Blacksmith's weaponChoose onelid mitts,lightning rod,repeat beast,bouncing gun, orshock generatorof the update section. You will receive this upgrade and it will not count towards your upgrade total.
Unlimited smoke bombs?
If you or your DM have concerns about using smoke bombs indefinitely, consider adding a skill bonus to the number of uses per short interval. This shouldn't mechanically affect their use, but the reason they don't have a cap is to encourage players to freely use them in non-combat situations.
Additional update
At 3rd level, you've mastered essential tools and begun to think of ways to expand your arsenal. The number of upgrades you have for your class level will be increased by one.
The number of additional upgrades you receive increases by one at 5th level to two more than on the job table.
recycle appliances
Starting at 3rd level, during a long hiatus and taking effect upon completion, you can dismantle your gadgets and create new ones. If you do, remove all desired updates and select a new update.
You must still select upgrades that are valid for the tier you purchased the upgrade at (e.g. at 9th tier you can only have an upgrade that has a 9th tier requirement).
If a device is destroyed, you can use this resource to rebuild it for 20 gp worth of materials.
bonus attack
At 5th level and higher, when you take the attack action on your turn, you can attack twice instead of once.
Kampf-Gadgets
At 14th level, when you take an attack action, you can substitute an attack for the use of any device that requires an action to use.
Gadgetsmith-Upgrades
unlimited updates
Airburst-Mine
You create a mechanical device capable of creating a devastating explosion. You can use this device for streamingto breakorMina thunderboltwithout using a spell slot. Once used, the gadget cannot be used again until you complete a short or long break.
bouncing gun
You create an enchanted or constructed ranged weapon that bounces off your targets and returns to your hand. You are proficient with this weapon, and it has the Finesse, Throw (30/90), and Special traits and deals 1d8 damage per club, pierce, or slam (chosen at the time this buff is selected). You can adapt this weapon.
Especial:When this weapon is thrown, you can hit two creatures within 10 feet of each other and make a separate attack roll against each target; Damage dealt is halved for each target hit after the first.
This weapon returns to your hand after you use it to make an attack with the Throw property.
Belt to adjust the size
You create a belt with a creature-size dial on it. While wearing this belt, you can cast as an actionzoom in/outon itself without consuming a spell slot. After using this gadget, you cannot use it again until you complete a short or long break.
Elementefresser
You create a device that can absorb incoming elemental damage. You can activate and transfer this devicepick up itemswithout consuming a spell slot, but the gadget cannot be used again until you complete a short or long pause.
improved hook
You upgrade your grappling hook, increasing your range to 30 feet. Additionally, the hook's improved power means that if you pull yourself toward a large or larger creature or object, you can drag a willing or captured Medium or smaller creature within 5 feet of you with it.
four spitters
You create a gadget that creates a quick blast of fire. You can act like an actionDestroyer of Aganazzaswith this gadget without consuming a spell slot, but the gadget cannot be used again until you complete a short or long break.
lightning
They create a device with a high light output. As an action, you can hit a point within 30 feet of you. Each creature within 20 feet of the target point must make a Dexterity saving throw or be blinded until the end of your next turn. After using this gadget, you cannot use it again until you complete a short or long break.
gravity switch
You build a switch that turns gravity off. You can use it to pourfalleninventorwithout using a spell slot. After using this gadget, you cannot use it again until you complete a short or long break.
Glider Cloak
You make a cloak that allows you to glide as you fall. If you fall more than 10 feet and are not incapacitated, you can spread this cloak to slow your fall to 30 feet per turn, taking no fall damage. When you fall to the ground this way under normal gravity, you can move 2 feet horizontally for every 1 foot you descend.
batting glove
You create a magical weapon capable of amplifying the effects of your blows. You master this weapon and it comes with Finesse, Light, and Special traits. Deals 1d6 bludgeoning damage.
Especial:If you make an attack roll, you don't need to add your competence bonus to the attack roll. If the attack hits, you can double your proficiency bonus to damage rolls.
You can apply this upgrade up to 2 times, creating a separate weapon each time.
Variant: Fist of Power
Your DM might let you take the Warsmith's Power Fist upgrade in place of an Impact Gauntlet, which is similar but does 1d8 damage but lacks the Finesse trait. In terms of upgrades, Blast Gauntlets and Power Fists should be considered interchangeable.
connection cable Prerequisite: Shock generator required.
Once per turn, when you deal lightning damage with a cantrip from your shock generator, you may add your Intelligence modifier to the damage dealt.
In addition, as an action, you can make a DC 10 Intelligence (medicine) to revive an unconscious companion. If you succeed, they can regain consciousness with 1 hit point and a number of temporary hit points equal to your inventor level, but gain 1 level of fatigue.
lightning rod
You create a staff that channels lightning, creating a magic weapon. You master this weapon.
It has Finesse and Light features. It deals 1d4 club damage and 1d4 lightning damage on hit. On an attack roll of 20 with this weapon, the target must succeed on a Constitution check against your spellcasting check DC or be stunned until the start of your next turn.
You can apply this upgrade up to 2 times, crafting a separate item each time.
mechanical arm
You create a mechanical arm that gives you an extra hand. This mechanical arm only works when mounted on the equipment you are carrying, but it can be operated mentally without using your hands. This mechanical arm can perform any function a normal hand could perform, such as: B. Holding things, performing attacks, interacting with the environment, etc., but it does not offer any additional actions.
mechanically familiar
You can create a blueprint for a small mechanical creature. At the end of a long pause, you can choose to create and cast a mechanical familiar based on it.find familiarwithout using a spell slot. The familiar's type is Construct. This building remains active until you deactivate it or destroy it. In both cases, you can reactivate it at the end of a long pause.
Springstiefel
They modify their boots with arcane boosters. While wearing these boots, you are under the effect ofhopQuickly.
Net-Launcher
They are building a device capable of delivering networks to their destinations more efficiently. While you have this upgrade, nets will have a range of 20/60 for you.
repetitive hand crossbow
You build an improved hand crossbow. You master this weapon, and it has the Ammo (range 30/120), Light, and Special characteristics and deals 1d6 piercing damage.
Especial:This weapon does not require a free hand to load as it has a built-in magazine. Once per turn, when you make an attack with this weapon as part of the charge action and you have no disadvantage with that attack, you can put yourself at disadvantage by making a single additional weapon attack with this weapon as a bonus action (also disadvantaged ).
shock generator
They create a device capable of delivering powerful shocks. You can use this to launchshocking open. when you playshocking openThis feature allows you to use your Dexterity or Intelligence modifier on attack rolls with melee spells.
shocking hook Prerequisite: shock generator required
You can integrate your shock generator and grappling hook. If your grappling hook is a creature, you can castshocking openUse your shock generator as a bonus action for this creature when pulling it toward you or being pulled toward you.
vision lenses
They create a variety of lenses that you can incorporate into a variety of goggles, goggles, or other visual aids that allow you to see through darkness and blackouts. They can see through mist, fog, smoke, clouds, and nonmagical darkness up to 15 feet.
smoke coat
You create a cloak that fuses you with the smoke. If you start your turn slightly or heavily obscured by smoke, you become invisible until the end of your turn, you cast a spell, make an attack, or deal damage to an enemy.
Hiking boots
They modify their boots with increased walking speed. While wearing these boots, you are under the effect ofcross country skiersQuickly.
5. Level Upgrades
spider beast
You modify a crossbow to be able to aim and fire independently. As an action, you can use a lowercase construct. Once deployed, the tiny construct can be fired as a bonus action to launch an attack from there at a range of 30/120 feet. You make a ranged spell attack, and if you hit, you deal 1d6 + your Intelligence modifier piercing damage. Building becomes inactive after 1 minute or after firing 10 times.
Once you activate it, you won't be able to activate it again until you complete a long pause. If it's not destroyed, you can reactivate it early by consuming a spell slot of 1st level or higher (if it's destroyed, you can't activate it again until you repair it or recreate it during a long pause).
spider beast
tiny, misaligned
- armor class10
- health points5
- speed15 pés, go up 15 pés.
FOR OF THE SWINDLER INT SAB CAR 2 (-4) 14 (+2) 10 (+0) 15) 15) 15)
- damage immunitiesGift
- condition immunitiesdelighted, exhausted, frightened, paralyzed, petrified, poisoned
- Leavespassive perception 5
- languages—
Actions
fire beast. Ranged attack:Your magic attack modifier to hit, reach 30/120 feet, one target you can see. Hit: 1d6 + your piercing Intelligence modifier.
Bindeseil
You create a tether that can animate and tether a target. As an action, choose target creature within 30 feet. The target must make a Dexterity saving throw against your spellcasting save DC or be restrained until the end of your next turn. If you keep the target straight, it makes a Dexterity saving throw with disadvantage. The rope can only hold one target at a time.
explosive glove Prerequisite: Impact Gauntlet
His gauntlets can exert tremendous kinetic force when struck. When you attack with your thrust gauntlet, you can choose to be flung 10 feet in the opposite direction, or, as a bonus action, force the target to make an energy saving throw or knock back 10 feet. This move does not provoke attacks of opportunity.
You can expend an attack to use this gauntlet's movement effect, even if you aren't attacking the target. In this case, you can use movement in any direction (including up).
smoky images
When using a smoke bomb, you can use a bonus action to throw it.reflectionwithout using a spell slot. Once you've done this, you won't be able to do it again until you've completed a short or long break.
disappearing trick
If you use a smoke bomb, you can thrownebulous stepwithout using a spell slot. Once you've done this, you won't be able to do it again until you've completed a short or long break.
9. Level Upgrades
Arcane Nullifier
You create a device that negates the arcane assuring everyone that you understand. As an action, you can cast with this deviceexpel magicwithout using a spell slot.
After using this gadget, you cannot use it again until you complete a short or long break.
phase bauble
You create a magical device that manipulates ethereal magic. You can act like an actionthe blinkorporta dimensionalUsing the gadget without consuming a spell slot.
After using this skill, you cannot use it again until you complete a long break.
smelly gas
They create a stronger connection to your smoke bomb. When using a smoke bomb, you can choose to throw itstinking cloudsinstead offog clouds, following the same rules. you can't playstinking cloudsrepeat in this manner until you take a short or long break.
stopwatch bauble
You create a magical timer that manipulates time magic. You can act like an actionOtherorthisUsing the timer without consuming a spell slot.
After using this update, you will not be able to use it again until you complete a long break.
11. Level Upgrades
flying device
You build a device that allows you to fly, e.g. B. Extendable artificial wings. You can activate this device as a bonus action or in response to a takedown. Whichever form it takes, when activated, it gives you a flying speed of 30 feet.
blitz generator Prerequisite: shock generator required
You upgrade your shock generator with additional lightning abilities. you can playattract raysuse at will and overload to launchblitzwithout using a spell slot. Once you overcharge it, you can no longer use it to cast.blitzagain until you take a short or long pause.
In addition, once per turn, when you deal lightning damage with a spell, you can add your Intelligence modifier to a damage roll dealt.
Lentes Truesight Prerequisite: Viewfinders
They update and adjust your crosshairs, granting you Truesight up to 15 feet.
useful universal key
You create a universal key to obstacles and turn them into non-obstacles. As an action, you can apply this key to a surface to cast it.to knockorPassmauerwithout using a spell slot.
After using this skill, you cannot use it again until you complete a long break.
15. Level Upgrades
Armbands of Empowerment
You create bracers that can strengthen you. You can use this to launchTenser Transformationwithout using a spell slot.
After using this skill, you cannot use it again until you complete a long break.
Bee swarm missiles
They are designing some kind of small rocket-like device that can launch rockets in huge numbers. You have a maximum number of missiles equal to your Inventor level. As an action, you can fire from 1 to 10 of these rockets. Each missile hits a point that you can see up to 12 meters away. Creatures within 10 feet of the point must make a Dexterity saving throw.
Creatures in the area of multiple missiles make one for each missile that would hit them. Creatures that fail take 2d6 + 1 fire damage per missile that affects the area they are in, or half as much for a successful missile.
You replenish your supply to full during a long break.
Dimensional Toolbox
You build a toolbox, fill it with the many ideas you've had and discarded, with the magical power to turn those ideas into reality when you need them most. As an action, you can withdraw an unrestricted upgrade (one with no level requirement) from the Gadgetsmith list. Gadgets that are removed from the toolbox are ephemeral and disappear after a minute. Once you get a toolbox upgrade, you won't be able to get another upgrade until you complete a long break.
ray of decay
You create a disintegration beam. You can use this to launchdecairwithout using a spell slot.
After using this skill, you cannot use it again until you complete a long break.
Golemschmied
A golem blacksmith is an inventor dedicated to creating a true work of art by forging a golem. A painstaking dream of a lifetime, they meticulously plan and design, even if in practice sometimes compromises have to be made with the material.
Why a golem smith sets out on a quest to forge this artificial construct of life can vary. For many, it's the pure quest to forge the perfect creation, while for others it's simply not having to carry their loot or having a trusted companion they can count on at all times.
A Golemsmith is rarely chaotic, being people of great care and discipline; those who are not would not succeed where they did, but some have been put in their path by such events that could cause them to interact chaotically with society at large.
Golemsmith's Proficiency
If you choose this specialization at 1st level, you gain proficiency with blacksmith's tools and tinker's tools.
mechanical golem
At 1st level, you forge a mechanical golem that will do your bidding and protect you. The golem is under your control and understands the languages you speak but don't speak.
The golem will obey your commands as best it can. On your turn, you can verbally command the construct where to move (no action required from you) and take an action that requires your action. Also, you can use your reaction to tell him to perform a reaction. The golem acts on your commands during its turn. If you don't give your golem an order, it will take no action.
Your golem's proficiency increases as you
he does. If the golem is killed, it can be returned
Living with normal means such as with Revivify
Quickly.
In addition, during a long period of rest
You can repair a dead minion if you have
access to your body. He comes back to life with half
(rounded down) your hit point maximum in the
End of the rest where you fixed it.
If the minion cannot be saved, you can do this
Reproduce the build exactly as it was, with four
days of work (eight hours a day) and 100 gp of resources.
During a short break, you can recover
Hit points equal to your Intelligence modifier +
your inventor level for your golem or repair it
full health during a long rest. Healing delights you
cast on your golem, ignore any restrictions against it
healing constructs.
Your golem's base stats are as follows:
golem
Medium build, misaligned
- armor class14 (Natural Armor)
- health points5 + ([Golem Constitution Modifier + 5] * Inventor Level)
- speed30 feet.
FOR OF THE SWINDLER INT SAB CAR 14 (+2) 12 (+1) 12 (+1) 4 (-3) 5 (-3) 15)
- damage immunitiespresent, psycho
- condition immunitiesdelighted, exhausted, frightened, poisoned
- Leavespassive perception 7
- languagesUnderstands the Creator's languages, but cannot speak
Linked.The golem is magically linked to its creator. As long as the creator and he are on the same plane of existence, the creator can telepathically call the golem to travel there, and the golem knows the distance and direction of its creator.
Golem-Chassis
When creating your golem, you can add a prefix to its type in the form of which base chassis you use for the golem. For example, if you select Warforged, your golem will become a Warforged Golem and gain Warforged modifiers to its base stats.
Warforged
Roughly humanoid, your golem has the robust flexibility and options this form offers. Your base strength becomes 16 (+3) and you gain proficiency with shields, simple weapons, and melee weapons.
Your natural weapon is:To knock:+5 (Strength + Ability) to hit, reach 5', one target.blow1d4 + 3 (Strength) bludgeoning damage.
quadruped
Your golem adopts a four-legged design. Bigger and tougher, it's better for carrying into the fray or carrying its creator. Your base size becomes large, your base strength and constitution become 16 (+3), your natural armor becomes 16, and your speed becomes 35 feet.
Your natural weapon is:To bite:+5 (Strength + Ability) to hit, reach 5', one target.blow1d10 + 3 (Strength) piercing damage.
Winged
Your golem is modeled after a flying creature. Smaller and lighter than most golems, it is supported by interlocking wings. Its base size makes it small and it reaches a flight speed of 30 feet.
Your natural weapon is:Claw:+4 (Strength + Ability) to hit, reach 5', one target.blow1d8 + 2 (strength) slam damage.
launcher
Your golem becomes a mobile turret that takes the form of a ballista or other launcher. Your base Dexterity becomes 16 (+3) and your Speed becomes 25 feet.
Your natural weapon is:Shoot+5 (Agility + Ability) to hit, reach 60/240 feet, one target.blow1d10 + 3 (Agency) piercing damage.
Skilled
Your golem defies all expectations, its design driven by your own unbridled creativity. It's a little less robust and stable, but a lot more extensible for your visionary plans. Your golem starts with base stats, but you can select 2 free upgrades that don't count towards your upgrade total.
Your natural weapon is:To knock:+4 (Strength + Ability) to hit, reach 5', one target.blow1d8 + 2 (Strength) bludgeoning damage.
Smart Supervision
At 3rd level and higher, you can use the Help action as a bonus action when helping your golem.
Additionally, when you take the Assist action to help an ally (including your golem) attack a creature, the target of that attack can be within 30 feet of you instead of 5 feet if the friendly creature can see it. or hear it.
autonomous action
At 5th level, you no longer need to spend your action or reaction to direct the golem to use its action or reaction, and it can act on mental commands communicated to it while within 60 feet of you.
If the golem is not programmed to take an action, it will take a dodge action during combat.
magical nature
In addition, your golem's natural weapons count as spells at 5th level for overcoming resistances and immunity to nonmagical attacks and damage.
improved design
At 14th level, your golem can add its Intelligence modifier to all of its attack rolls, skill checks, and saving throws.
Golemsmith-Updates
unlimited update
Arcane Barrage Armament.
You attach mounted weaponry to your golem, taking the most appropriate form and charged with arcane power. As an action, the golem can actmagic rocketwithout using a spell slot. When cast this way, it has no verbal or somatic components.
Once used, this weapon cannot be used again until the inventor takes a short or long break.
When the Golemsmith reaches level 5, the level becomes themagic rocketThe spell cast increases to 2nd level. Increases again at 11th level (up to 3rd) and 17th level (up to 4th).
Arcane Resonance.
You create a magical essence connector and install it into your golem's core, allowing you and your golem to share certain magical effects. Any spell you cast that only targets you can also target your golem.
Defender Protocol.
You build a protocol response into your golem to defend its master. The golem gains the Protection combat style.
Flamethrower weaponry.
You attach armament to your golem that takes the most appropriate form and is capable of reproducing powerful flames. As an action, the golem can actburning hands. The spellcasting check DC is equal to your spellcasting check DC. When cast this way, it has no verbal or somatic components. Once used, this weapon cannot be used again until the inventor takes a short or long break.
When the Golemsmith reaches level 5, the level becomes theburning handsThe spell cast increases to 2nd level. Increases again at 11th level (up to 3rd) and 17th level (up to 4th).
honed dexterity
They create improved gears and joints for your golem. Your golem's Dexterity score increases by 2, increasing its skill at tasks that require fine motor skills. After learning this skill, if the golem's Dexterity is 16 or higher, it gains proficiency with Thieves' Tools. After learning this skill, if the Golem's Dexterity is 18, it gains proficiency in the Stealth skill.
You can do this update more than once. A golem's maximum Dexterity is 18.
grab accessory
You install an additional pair of attachment straps in the shape of your choice. When fighting, they serve as two extra free hands for your golem. In addition, your golem gains a climb speed equal to its movement speed, as long as it is not using these appendages to grapple.
heavy armor
You can put heavy armor on your golem so that he can equip it. Your golem's armor class becomes the armor class conferred by the equipped armor. While integrated with your golem in this way, the golem has proficiency with that armor. You can change or remove built-in armor at any time after performing this upgrade, but it takes twice as long as normal to equip or unequip your chosen armor type.
While equipped with heavy armor, your golem has disadvantage on skill (cloak) checks.
Magic Essence.
You imbue your golem with a shard of magic essence and allow it to attune itself to a magic item. This follows all the normal attunement rules.
Structural Constitution.
You've bolstered your golem with layers of protection and redundant systems. Your Constitution skill increases by 2, increasing your stability and durability. If the golem's Constitution is 16 or higher after using this ability, it gains the ability to use Constitution saving throws. If the golem's Constitution is 18 after using this ability, it gains advantage on death saving throws.
You can do this update more than once. The maximum score for a golem's Constitution ability is 18.
Systematic strength.
You build an improved structure and power source for your golem. Your Golem's Strength stat increases by 2, increasing its ability to perform tasks that require Brute Strength. After learning this skill, if the golem's Strength is 16 or greater, it gains strength saving throw abilities. After learning this skill, if the Golem's Strength is 18, it gains proficiency in the Athletics skill.
You can do this update more than once. A golem's maximum strength value is 18.
war routines.
They improve your golem's control routines, allowing it to fight more efficiently. Your golem gains a combat style of your choice through archery, dueling, or great weapon combat.
5. Level Upgrade
cloaking device.
You install an arcane cloaking device on your golem. Your golem can use this device to cast spellsinvisibilityon itself without consuming a spell slot.
Once used, this device cannot be used again until the inventor has taken a short or long break.
Extended frame.
You enlarge your golem by increasing its size category by one, if possible, up to a maximum size of Large. If your golem is Large after this update, it gains advantage on saving throws and Strength saving throws, and your golem's maximum hit points become 5+ ([golem's Constitution modifier + 6] * inventor's level ).
During the process, you can determine if your golem has the appropriate physiology to serve as a mount. You can perform this upgrade multiple times, but you cannot make a golem bigger than big.
Iron Fortress. Prerequisites: Golem Medium or greater, Golem Constitution 18.
You increase your golem's armor and stationary stability. Your golem now counts as three-quarter cover for creatures within 5 feet (as long as it's between them and the attacker) or mounted on it. Also, it cannot be moved against its will while in contact with the ground.
shield connection
After studying the arcane underpinnings of shield golems, you've gained insight into how they shield their controllers and can implement this into your own golem. Your golem gains the ability to castdefensive linkwithout using a spell slot. When cast in this process, no material components are required.
Once the golem launchesdefensive linkAs such, he cannot use this feature to cast it again until he completes a short or long pause.
9. Level Upgrades
moved load.You can select this update twice.
You improve your golem's charging speed and increase its movement speed by 5 feet. After this update, if your golem's speed is 12 meters or more, it gains the ability to use Force Slam after moving 6 meters or more in a straight line towards you before attacking. If the attack hits, the target must make a Strength check with DC 8 + the golem's skill + the golem's Strength modifier and is knocked prone.
sign of life. Incompatible: launcher chassis.
You gained an understanding of magic and created a Mark of Life on the forehead of your warforged golem, transforming it into a warforged companion. He gains an Intelligence score of 10, a Wisdom score of 10, and a Charisma score of 8. This allows him to follow more complex commands without direct input, speak and memorize things.
He gains proficiency on Intelligence and Wisdom checks.
Roleplaying a warforged companion
If you choose the Lifemark upgrade, your Warforged Golem becomes a sentient companion that can learn, think, and have opinions. Think about how this might affect your interactions.
Basically, a warforged companion is still completely loyal to its creator, but it develops a personality and thoughts of its own.
Overdrive.
You build in a special mode that allows your golem to push its limits. As your action, you can supercharge your golem with energy, giving it the effect ofOtherfor a number of turns equal to your Intelligence modifier. Once used, you cannot use it again until you complete a long break.
11. Level Upgrade
aerial drive.
You add a new method of propulsion to your golem that allows it to fly, such as B. wings or complicated mechanical propellers. It reaches a flying speed of 30 feet.
Multiattack-Protocol.
When your golem uses the Attack action, it can attack twice instead of once.
Thunderous beats. Prerequisite: Great Golem
Your golem can use its increased size and magical nature to unleash a devastating blast of magical energy when it hits the ground. Your golem can replace any attack with thethunderInventor-level spells and Spell Protector CDs to cast the spell.
transform golem.
You install smart multifunctional components that allow your golem to reduce its size. Your golem can shrink to a smaller size, but its movement speed is reduced by 10 feet in collapsed mode. The process takes 1 minute to access or reset.
15. Level upgrade
artificial learning.Prerequisite: Sign of Life.
Your warforged companion begins to use its abilities to learn new things and gains a class level in a class of your choice. Your warforged companion gains all first-level features of the chosen class. This does not include HP, Hit Dice, or class abilities (for example, if you select Fighter, only Combat Style and Second Breath will be granted).
You can select this upgrade multiple times, and each time it's selected, it grants a different level of capabilities or the first-level capabilities of a different class.
brutal weaponry.
You increase the effectiveness of your golem's natural weapons, allowing it to strike with deadly blows. When your golem performs an attack, you may subtract its ability from the attack roll. If you do so and the attack hits, you can add double your proficiency bonus to the attack's damage roll.
shared strength.
You link your golem's source of power to your own soul, allowing you to tap into its power and it taps into yours.
- As an action, your golem can expend one of its spell slots to cast a spell you know.
- As an action, you can drain hit points up to twice your inventor level from the golem, gaining that many temporary hit points.
- You or your golem can give up your action so that the other can take an additional action. This additional action can only be used to attack (attack with a weapon only), carry, disengage, hide, or use an object.
Infusionsschmied
In a way, an infusion blacksmith is perhaps the most basic type of inventor. While other inventors might delve into mechanics and crafting, an infusion blacksmith is an inventor who dabbles in magic alone.
They are up to date with magical technology and understand the basic applications of magic. An infusion smith would have reason to call a mage an impulsive spellcaster, for these are the inventors who cast their magic through careful and meticulous methods, setting up spells they might not use for hours or carefully casting a product of lasting enchantment.
An infusion blacksmith can be a magic swordsman, a wand fighter, or a literal supporting character with a never-ending bag of tricks. Some will go into a whirlwind of animated blades, while others slash with a crossbow that feels unerringly accurate, but their common theme is using their infusion abilities to make themselves formidable.
Infusion Forger Skill
If you choose this specialization at 1st level, you gain knowledge of the use of jeweler's tools and calligrapher's supplies.
Her knowledge of infusion magic gives her a natural affinity for writing spell scrolls. Creating a spell scroll will cost half the time and materials it normally would.
infused weaponry
Starting at 1st level, you can use powerful weaponry for battle. At the end of a long break, choose one of the following infusions. The infusion lasts until the end of your next long rest.
Animated Weapon
You touch a melee weapon, causing it to come to life. An animated weapon can be carried or stowed, but while it's ready, it will float beside you. While an animated weapon is ready, you can attack it as part of the attack action, sending it out to strike a target, but all attacks it makes during a turn must be against the same target.
This special attack is a melee attack with a range of 30 feet. This range has been reduced to 15 feet when the weapon has the Heavy trait, and increased to 60 feet when the weapon has the Light trait. If this attack hits, inflict weapon damage dice + your Intelligence modifier.
explosive loss
You touch a brute wand, rod, staff, or non-magical rod that infuses you with the ability to cast a cantrip. Choose a spellcasting cantrip from the caster's spell list that doesn't require concentration. After that, as an action, you can use the explosive staff to cast that cantrip.
Once per turn, when you deal damage to a creature or object with your explosive staff, you may add your Intelligence modifier to the damage dealt to that target.
infused weapon
You touch a weapon and enchant its effectiveness. While this weapon is enchanted, you can - andjustYou - be aware of it.
A carried weapon can be wielded like a normal weapon, but gains the following feature: You can apply your Intelligence modifier to the weapon's attack and damage rolls, where you normally apply your Strength or Dexterity modifiers.
Infusing a weapon with a single die of damage increases the die by one step to a maximum of a d12 (for example, the damage type of a charged dagger increases from d4 to d6).
spell manual
At 3rd level, you have a spellbook containing two 1st-level spells of your choice. Your spellbook is the collection of all non-inventor spells known to you.
You can't cast these spells and they don't count towards your spells known, but if you learn a new Inventor spell, you can choose that spell from a spell in the Spellbook instead of the Inventor spell list, at which point you you can cast it normally. You can write any Inventor spell you can cast in the spellbook as if you were copying it from a written spell.
Learn spells of 1st level and above
Each time you reach an inventor level, you can add a spell of your choice to your spellbook for free. Each of these spells must be at a level for which you have spell slots, as shown on the Inventors table.
As you adventure, you might find other spells to add to your spellbook. For each level of the spell, the process takes 2 hours and costs 50 gold pieces.
infuse magic
In addition, at 3rd level you can use your spellbook to infuse magic items such as wands and store the power for later use. In a special ritual lasting 1 minute, you can expend a spell slot to cast a spell normally, but the spell will have no effect and will be stored in the item for later use.
Then, any creature holding the item with an Intelligence of 6 or higher and aware that magic is inside it can expend stored magic to cast the spell.
The spell uses your spellcasting modifiers, but is in all other respects treated as if the holding creature cast the spell. The magic placed on the item will disappear if you take a long break without consuming the stored spell.
bonus attack
At 5th level and higher, when you take the attack action on your turn, you can attack twice instead of once.
powerful infusions
Additionally, your Infused Armaments become more powerful at 5th level. When penetrating or animating a weapon, you can penetrate or animate an additional weapon (with two charged weapons, two animated weapons, or one of each). If you have several animated weapons, you can use them to attack the same or different targets.
When you cast a spell with an item of Infuse Magic or a wand (from the upgraded wand or a regular wand), you can cast the cantrip with your explosive wand as a bonus action.
Benefits of flexibility?
If you choose to have both an animated and an infused weapon, you can attack twice with both, but you're limited to only attacking a single target if you rely on the animated weapon alone. If you animate two weapons, you can split your attacks normally, using one to attack another creature. Alternatively, you can animate a heavy weapon at close range and a light weapon at range, giving you more options at different ranges but limiting your ability to hit multiple targets at any optimal range.
Infused Focus
At 14th level, you can anchor a powerful spell into an object. When you cast a focus spell, you can anchor it to an object (such as a staff, wand, or weapon) and don't need to focus. The spell lasts for a number of rounds equal to your Intelligence modifier, after which the spell ends.
After using this skill, you must take a short or long break before you can use it again.
unlimited updates
animated archer
You master animation enchantments that allow you to apply your weapon revive function to a ranged weapon and a quiver of ammunition. A ranged animated weapon hovers near you and can hit anything within the weapon's normal range with a ranged attack.
This attack deals weapon damage + your Intelligence modifier on hit. The weapon requires ammo and can carry 30 pieces of ammo at a time, after which it needs to be reloaded as an action.
arcane weaponry
You master arming yourself with magical enchantments. you learn themwizard armorCursing. While under the influence ofwizard armor, you can add your Intelligence modifier to your AC instead of your Dexterity modifier. You can only do this if you don't add your Intelligence modifier to your AK from another source. Additionally, you gain resistance to violent damage.
loyal weapon
you can play themreturning gunCasts a spell without consuming a spell slot, but if you cast it on a second weapon with this role, the spell will immediately disappear from any previous use of this role.
wand of...
You create a new wand that you can imbue with a spell of 1st level or higher that you have recorded in your spellbook. This wand requires no attunement and is for your use only. The spell must be at a level that you can cast as an inventor (from the time you would receive this upgrade). This wand has three charges.
You can expend a charge to cast the selected spell at its base level. At the end of a long pause, the wand regains all charges.
You can choose this upgrade multiple times and choose a different spell each time you do this upgrade.
Wand Caster Level
A wand created with a level 3 upgrade slot can only cast 1st level spells. For example, if you have two wand upgrades at level 5, you'll have one that can cast 1st-level spells and one that can cast 2nd-level spells. Even if you switch the upgrade later, the wand is still a tier 3 upgrade and will be chosen as if you are tier 3 and can only cast tier 1 spells.
competent animation
You can make the magic of your Animated Weapons so powerful that attacks made with them take on a fighting style. One-handed melee weapon attacks gain Duel, two-handed melee weapon attacks gain Great Weapon Combat, and ranged weapon attacks gain Archery.
Pact of Salvation of Souls
You've created a special magical bond between yourself and another creature. If a creature bound by these abilities fails a Wisdom, Intelligence, Charisma, or death saving throw, the other character can attempt its own saving throw and replace the failed saving throw with its own saving throw. If this ability is used on a death saving throw, the replacement check is a 20. Once a check has been replaced by this feature, it can't be used again until both creatures in the bond have completed a rest. short or long.
This bond can be formed with another creature at the end of a long pause.
protective stone
You learn to weave a protective amulet into an item. This item gains a pool of temporary hit points equal to your inventor level. Whoever is wielding this item gains any temporary hit points remaining in that pool, but they are lost when the creature is no longer wielding that item.
This pool of temporary hit points refreshes when the inventor who created it takes a long break.
worn enchantment
You can use an item you're carrying, such as a You can enchant something, such as a scarf or cape, to cheer you up and help you with a task, whether it's climbing a wall, grabbing an enemy, or picking a lock. You can expend a 1st-level spell slot to gain a Strength or Dexterity ability until you complete a long rest. You can expend all of the item's magic to gain an additional benefit on a check of this ability, ending the effect immediately upon completion of the check.
5. Level Upgrades
animated shield
You apply your animation magic to a shield. At the end of a long pause, you can touch a shield, which will bring you to life and protect you until you finish your next long pause. While protecting you, you gain the benefit if you have the shield equipped. You cannot benefit from an animated shield and an equipped shield at the same time.
While you have an animated shield, you can send it with your reaction to defend an ally within 30 feet who is being attacked. You can debuff this attack, but you don't gain the benefits of an animated shield until the start of your next turn.
Arcane Munitions
They imbue a ranged weapon with special magic, granting it magic ammunition. Weapon damage becomes violent damage and no longer requires ammo to fire. If the weapon had the Loading property, it no longer has the Loading property.
distraction weapon
As long as you have an animated melee weapon, when you are attacked by a weapon attack, you can use your reaction to attempt to block the attack by rolling a d8 and adding it to your AC. You can choose to block after the attack is launched, but before the result is known. If you successfully block such a melee weapon attack and the attack misses, you can immediately make a weapon attack against the target.
If you attempt to block a weapon attack in this way until the end of your next turn, when you take the charge action, you can only make a single weapon attack and cannot make attacks with the blocked animated weapon you are using. the attack.
cast shadows
you learn the magicdark blade. When you swing the summoned bladedark bladeYou can treat it as an infused weapon.
small protection ring
They make a prototype of the protection ring. Any creature that uses it can add +1 to its Armor Class.
malignant infusion.
You can cast in response to being hit by a metal weapon.heat metalAim for the weapon that hit you. You also learn magicheat metal.
Reaction Ring
They make a small magic ring. Any creature that carries it can add its Intelligence modifier to its Dexterity and Initiative checks.
translocation binding
As a bonus action when attacking with a charged or animated melee weapon, you can expend a 1st-level spell slot and teleport to an unoccupied spot within 5 feet of it before it returns to you. You can invoke this even if the attack misses.
Weapon Enchantment Resonance
when you playArcane Weapon, Magic Weapon, Elemental Weapon, orarma vorpalOn a weapon you animate or infuse, it affects all weapons you animate or infuse. Also, you can aim a weapon with any weapon.arcane weapon, magic weapon,orarma elementaleven if the weapon is already magical.
Weapon Enchantment Specialization
when you playarcane weapon, magic weaponorarma vorpalOn a weapon, that weapon deals an additional 1d4 power damage. the damage ofarma elementalis increased by 1d4.
If you also make a Constitution check to maintain concentrationarcane weapon, magic weapon, elemental weapon,orarma vorpal, you have advantage on this saving throw.
9. Level Upgrades
detonate weaponry Prerequisite: Arcane Weaponry.
In response to taking damage, you can end the effectwizard armorpourthunder stepwithout using a spell slot. when you playthunder stepThis way, he deals force damage instead of thunder damage.
Once you've done so, you won't be able to use that ability again until the end of your next short or long break.
dimensional pockets
They enchant a bag of their gear to contain much more than meets the eye. This bag can hold any object that fits in a 6 inch diameter opening and up to 50 pounds. Otherwise, the pocket behaves like abag to hold.
invisibility cloak
You make a cloak of invisibility. While using this, a creature can castinvisibilityonce without consuming a spell slot. When poured in this method, it does not require concentration. It cannot be used this way again until you complete a short or long break.
Prepared Enchantment
You add magical enchantments to your gear by casting a limited version ofcontingencywithout consuming a material component or a spell slot. When cast this way, the spell is activated bycontingencymust be a spell of 2nd level or lower, and ends if you complete a long pause beforecontingencyis triggered.
transmit oncecontingencyThat way, you can't cast it again until you complete a long pause.
Magic Trap Ring.
You put a powerful spell on a non-magical ring. You can use this ring for magic.counterspellwithout using a spell slot. when you playcounterspellthat way, and if successful, the nullified spell will be stored in the ring. You can then cast the stored spell without consuming a spell slot, but the spell will disappear if not used before you complete a long pause.
After using this ring, you cannot use it again until you complete a long break.
11. Level Upgrades
enchanted broom
You can enchant a broom (or a broom-like object) into a flying broom. You give the command word to the broom and the broom only obeys you.
train weapon
As a bonus action, when you hit a creature with a weapon, you can infuse the weapon with arcane energy to deal an additional 3d4 power damage. Charging the weapon this way allows you to consume a 1st-level spell slot for even more damage. The additional damage is 3d4 for a spell slot of 1st level, plus 2d4 for each caster level above 1st level.
mixed media
When you use your cantrip action with an explosive staff, you can make a single attack with an animated or charged weapon as a bonus action.
magic sword technique
You can create an explosive team to launch withexpanding blade, and consequently use Mixed Technique to castexpanding blade, attack with your infused weapon in your other hand, then attack as your bonus action.
infusion of life
You learn a powerful magical infusion that imbues a creature with life energy. you can playregeneratedwithout using a spell slot. Once you cast the spell this way, you can't use it again until you finish a long rest.
Magic Wand of...
You create a new staff that you can imbue with a level 5 or higher spell you noted in your spellbook. This rod does not require attunement, it can only be used by you. Your caster level must be equal to or less than half your inventor level (at the time you would receive this upgrade), rounded down. This team has a load. You can expend the charge to cast the selected spell at its base level. The staff regains all charges at the end of a long pause.
You can choose this upgrade multiple times and choose a different spell each time you do this upgrade.
How to get high level spells?
Smart players will note that you can only add tier spells to your spellbook that you can cast through leveling, but you can't cast a tier 5 spell until a higher tier Magic Wand upgrade is available. Magic Wand spells should primarily be found in nature in the form of scrolls and copied into your spellbook that way.
15. Level Upgrades
Advanced object animation
If you play thoseanimated objectsyou can use your spell attack modifier on the attack roll of anything animated by the spell and the damage they deal is increased by +8 (divided by the number of animated things - small objects get +1, huge objects get +8) .
animated third weapon
Your mastery of weapon animation expands to a greater range of control. If you have two animated weapons, you can use the Animate Weapon feature to animate a third weapon. If you perform the attack action with your other two animated weapons, you can use your third animated weapon to perform a single launch attack as part of the same action.
Magic wands and high-level wands
While Infusion Blacksmiths don't seem to have high-level upgrades, high-level wand and staff upgrades can be very valuable options.
potion maker
A potion maker is an inventor who has pursued the mysteries of alchemy. While many villages have an apothecary grinding strange herbs and roots into potent (or not-so-potent) concoctions, the careful blending and brewing process is just one way to get results. By employing the intricate secrets of crafting and direct infusions through magical rituals, a potion maker can produce explosive results in the blink of an eye... sometimes literally.
A Potionsmith can be a scholar who has delved into the knowledge the world has to offer, or an explorer who has unlocked the mysteries of nature. Knowledge of him may have come from his friendship with faeries or from having unimpeded access to the royal library. As such, the Potionsmith can be good or evil, lawful or chaotic.
Potionsmith Skills
If you choose this specialization at 1st level, you gain proficiency with blowguns, alchemist's supplies, and the Herbalism set.
Your knowledge of alchemy gives you a natural affinity for brewing potions. Creating a potion through normal crafting will take half the time and cost as normal.
Alchemists and Potions
One might immediately think of the potions that exist in most D&D environments, from the simple potion of healing to the legendary potion of storm giant strength, but you don't have to be a potion maker to create them, the rules for they are open. ended for all classes.
An alchemist with your skills will certainly have an advantage in making potions, but these potions are not core to the class.
Bag of Alchemical Reagents
At 1st level, you have acquired a pouch of useful basic reagents, just as a wizard would carry a pouch of components. You have stored things that will be useful and can retrieve them as part of using a skill that may require them. As long as you carry this bag, you will be using the Potions Maker functions. This bag is considered an alchemy supply for crafting purposes.
If you lose your bag of reagents, you can either spend 50 gold pieces to retrieve the various supplies you need, or spend an entire day collecting them from a natural environment for free.
immediate reactions
At 1st level, you know how to get instant reactions without the hassle of grinding, boiling, and fermenting necessary for more sophisticated concoctions.
Plus, you know enough ways to do it to get these results with just a few standard materials from a variety of things you can collect almost anywhere and a pinch from your bag of reagents.
Choose from the following three instant reactions:Alchemical Acid, Alchemical Fire, Fortifying Vapors, Health Potion,EToxic gas.These reactions do not count towards your maximum known upgrades.
alchemical infusions
At 3rd level, you've discovered the secrets to dramatically circumventing the alchemical brewing process and creating powerful magical effects by directly infusing the potion with your own magic. When you finish a short or long break and have an empty flask with you, you can choose one or more of the following spells and use the spell slots to cast them.
caster level | infusion spell |
---|---|
1 | Cure Wounds, Cloud Mist, Grease, Heroism |
2 | shell skin, chips, small restorations, mesh |
3 | Blink, Water Breathing, Stinking Cloud, Rush |
4 | stone skin, confusion |
5. | Cloudkill, Skill Empowerment |
When you cast spells this way, the spell has no immediate effect, but is instead infused into the potion.
When the spell grants an effect or restores health, a creature can consume it or pass it to another creature as an action.
When a spell hits an area of effect, you can accurately throw a flask up to 30 feet without dealing inherent damage, but shattering the flask on impact. The area of effect occurs when the flask is broken, with the effect centered where the flask breaks. If the spell targets a creature, you can treat the flask as a ranged weapon if you are familiar with the Throw feature (20/60). They replace the spell attack with a weapon attack using the flask.
If the spell has a lasting effect that requires concentration, it doesn't require concentration to maintain, but its duration is reduced for a number of rounds equal to your Intelligence modifier.
A spell that doesn't require concentration lasts its normal duration. An infused potion loses its potency if not used until the end of your next long rest.
You can get additional spells for your alchemical infusions through your alchemist upgrades.
About creativity and catapults
While you can only accurately according to the functionto throwthe vial of an infused potion 30 feet, the trigger just tells you that the effect happens where it happensbreaks.
If you find another way to administer the vial, such asCatapultSpells on the Inventor's spell list...or, well, a real catapult, you can use those methods too.
Skilled Quaff
In addition, at 3rd level, you gain the ability to consume potions and fortified potions as a bonus action.
Empowered Alchemy
At 5th level, whenever you deal damage, grant temporary hit points, or restore health with an instant reaction or alchemical infusion on your turn, you can add your Intelligence modifier to the damage dealt or the health restored.
infusion competence
At 14th level, when you create an alchemical infusion at the end of a short or long break, the first alchemical infusion you create doesn't require a spell slot to infuse, and you can choose an alchemical infusion you wouldn't otherwise have. in a spell slot with a level high enough to create this infusion.
Potion Maker Updates
unlimited updates
Alchemical Fire instant reply
As an action, you can cause a reaction that causes a searing flame. At a point within 20', you can play a quick combo of reagents that burns in a 5' radius. Creatures in this area must succeed on a Dexterity saving throw against your spellcasting DC or take 1d8 fire damage.
The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Alternatively, you can use a bonus action to ready it as a ranged weapon that you can wield until the end of your turn with the Thrown trait (20/60) and finesse that deals damage equal to the failed saving throw against the effect (but does not add your Strength or Dexterity modifier).
alchemical acid instant reply
They can cause a reaction that leads to the formation of a corrosive acid. As an action, you can throw this combination of ingredients to a point within 20 feet, causing acid to spurt out in a 5-foot radius. Creatures in this area must succeed on a Dexterity saving throw against your spellcasting save DC or take 2d4 acid damage. The damage from this acid deals double damage to buildings and objects.
The damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).
Alternatively, you can use a bonus action to ready it as a ranged weapon, which you master until the end of your turn with the Thrown trait (20/60) and Finesse, which deals damage equal to the failed saving throw. against the effect (but does not add your Strength or Dexterity modifier).
dragon drawing Immediate response (update only)
As an action, you drink a vial of highly reactive liquid, allowing you to instantly emit a blast of devastating elemental energy. You can choose between cold, fire, acid, or lightning. Cold or fire causes a 10-foot cone. Lightning or acid effect at the 15-foot line. Creatures in this area must succeed on a Dexterity saving throw against your spellcasting DC or take 1d8 damage of the chosen elemental type.
The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
explosive reaction Immediate response (update only)
They formulate a new instantaneous reaction, a devastating little explosion. As an action, targeting a point within 20 feet causes an explosion. Creatures within 10 feet of the target point must succeed on a Constitution check against your spellcasting check DC or take 1d10 thunder damage from the blast's shockwave.
The damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Alternatively, you can use a bonus action to ready it as a ranged weapon, which you master until the end of your turn with the Thrown trait (20/60) and Finesse, which deals damage equal to the failed saving throw. against the effect (but does not add your Strength or Dexterity modifier).
Enriching the smoke response instant reply
They formulate a new immediate response, a powerful restorative stimulus. As an action, targeting a point within 20 feet emits smoke. Creatures within 10 feet of the target point can hold their breath and cannot inhale, but creatures that inhale the smoke gain 1d4 temporary hit points, deal an extra 1d4 damage on their next melee weapon attack, and have advantage on their next Constitution saving throw. Any remaining benefits disappear at the end of your next turn.
Both the temporary hit points and damage bonus increase by 1d4 at 5th level (2d4), 11th level (3d4), and 17th level (4d4).
delivery mechanism
You change the stability of your reagents and develop a better delivery mechanism. You can target a point up to 12 meters for your Instant Reactions (including those you gain from upgrades like Explosive Reaction) that target a point. The extra precision lets you better aim effects, allowing target creatures in the target area to automatically make Dexterity saves against your effects.
Additionally, when making attack rolls with spiked potions or instant reactions, you can use your Intelligence instead of your Dexterity for the attack roll.
frostbloom reaction Immediate response (update only)
They develop an endothermic reaction, a devastating localized cold wave that creates an instant explosion of ice. As an action, targeting a point within 20 feet causes the area to erupt in ice.
The area within 5 feet of the target point becomes difficult terrain until the end of your next turn, and each creature in the area must make a Dexterity saving throw against your casting DC or be caught in the ice and take 1d6 from cold damage; A creature that is fully within the area of effect and fails is also rooted until the end of your next turn. They can use their action to make an energy saving throw to get rid of the ice sooner.
The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Heiltrank instant reply
As a bonus action, you can create a combo that deals powerful magical healing. After you make the potion, you or another creature can use your action to consume it or give it to a creature within 5 feet of you before the start of your next turn. The potion restores 1d8 hit points. If you have the Quaff skill trained, you can consume a health potion as part of the bonus action used to create it.
A creature can benefit from a number of these healing potions equal to its Constitution modifier (minimum 1), after which they provide no further benefits until they have completed a long period of dormancy. A potion of healing that is not used until the start of your next turn loses its effect.
The healing increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
homunculus familiar
You will learn the alchemical process of creating a Homunculus servant. you can playfind familiarwithout consuming a spell slot or requiring material components other than your alchemical reagents and blood (as detailed in the spell). The familiar's type becomes a construct or monstrosity, and it can appear in any Tiny form, but it uses the statistics of any creature that can normally be summoned.
vaccines
You gain resistance to poison damage.
In addition, at the end of a long pause, you can choose up to five people (including yourself) to be vaccinated against poisonous effects you can invoke that require a Constitution saving throw (such astoxic gasimmediate reaction orWolkenkillInfusion) allowing them to automatically save until the end of their next long break.
act for a long time
The duration of your spent alchemical infusions for spells that require concentration is increased by a number of turns equal to your ability bonus.
persistent reactions
Your reactions that affect a target area persist in that area until the start of your next turn. Creatures that enter the effect or end their turn there must reroll the saving throw against the effect. You can specify that a reaction does not persist as long as the action causing it is performed.
toxic gas instant reply
As an action, you can trigger a reaction that causes noxious smoke. At a point within 6 yards, you can throw a quick combo of reagents that will release a cloud of noxious gas that spreads out in a 10-foot radius. Creatures in this area must attempt a Constitution saving throw against your spellcasting DC or take 1d4 poison damage and become poisoned until the end of your next turn.
The damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Poisoner Skill.
You will delve into the darkest mysteries of herbalism and learn the powerful secrets of poison. You gain mastery of using poisonous equipment; If you already master them, you gain experience in them and can double your knowledge on skill checks that use them. Additionally, during a long pause, you can create any of the following three poisons.
- contact poison. You can use this on a melee weapon or up to ten pieces of ammunition, that weapon or ammunition deals an additional 1d4 and poison damage; The weapon can deal poison damage 10 times before the poison wears off.
- This is a simple, tasteless powder. If a creature consumes a full dose of this poison before the end of your next long rest, it must make a Constitution check with disadvantage against your spellcasting DC. If the saving throw fails after 1 minute, the creature takes poison damage equal to a d10 per its artisan level and is poisoned until it completes a long rest.
- Inhaled Poison. This poison can be used to modify your reaction to poison gas. You can use this dose of poison to cause your poison gas instant reaction to have a 20-foot radius and deal double damage on a failed saving throw.
An unused Poison when you complete your next Long Break loses its potency and has no effect when used.
Mysteries of Flight
You will learn the secrets of giving your alchemical infusions the ability to escape the shackles of gravity. You can add the following spells to your list of available alchemical infusion spells:
caster level | infusion spell |
---|---|
1 | Federfall |
2 | to float |
3 | To fly |
You can make an enriched potion with it.Federfallat the end of a long pause without consuming a spell slot.
mysteries of fire.
You will learn the secrets of infusing fire into your alchemical infusions. You can add the following spells to your list of available alchemical infusion spells:
caster level | infusion spell |
---|---|
1 | Feenfeuer |
2 | dragon breath |
3 | fireball |
You can make an enriched potion with it.Feenfeuerat the end of a long pause without consuming a spell slot.
frost secrets.
You will learn the secrets of infusing Frost into your alchemical infusions. You can add the following spells to your list of available alchemical infusion spells:
caster level | infusion spell |
---|---|
1 | Agathys's Armor |
2 | cold waveKGE |
3 | Flash-FreezeKGE |
You can make an enriched potion with it.Agathys's Armorat the end of a long pause without consuming a spell slot.
Generic Spells by Kibbles
If you don't use KGE, replace itcold wavecomsnowball stormEFlash-FreezecomIce storm.
secrets of...
Almost any set of three spells, a 1st-level, 2nd-level, and 3rd-level spell, whether temporary buffs or area-of-effect spells, can work as long as there's a thematic connection between the spells.
Contact your DM about additional options if you don't see what you want to show here.
coat of arms.
You'll learn how to coat a weapon or ammo with one of your instant reactions so that it takes effect on a hit. As a bonus action, you can use your instant reaction on one melee weapon or ammo. Until the end of your turn, the next hit with this weapon or coated ammunition triggers the Instant Reaction effect on the target. The creature automatically takes the damage or healing associated with the reaction, but resists normally against any additional effects.
The implications
There is an instant response that restores health instead of dealing damage. This can also be applied via weapon coating, though it doesn't negate device weapon damage, perhaps your allies will grant a blowgun dart coated with a health potion... if you hit the attack.
5. Level Upgrades
adrenaline serum
You create a powerful serum. As a bonus action on your turn, you can consume a dose of this serum. Consuming this drink increases your Strength and Dexterity ability score modifier by your Intelligence ability score modifier (up to a maximum of +5) for a number of turns equal to your Constitution modifier. While under the effects of Adrenaline Serum, reap the benefitsheroism. After that, all of the serum's effects wear off at the start of your next turn. When the effect ends, your speed is halved and you cannot benefit from Adrenaline Serum until the start of your next turn.
Explosive Sprayer Prerequisite: Explosive Reaction
You managed to stabilize and refine your explosive reaction. Up to your Intelligence modifier, you can prepare explosive reactions that don't immediately explode. They only detonate when exposed to fire. These explosive reactions last for 1 minute before losing power. The maximum damage a creature can take from the detonation of multiple explosive reactions is twice the damage from one explosive reaction, but buildings take full damage from multiple explosive reactions.
9. Level Upgrades
aromatherapy.
You expand your alchemical knowledge so that you can create incense and boiling reagents that bestow effects on those who inhale its vapors. If the creatures take a long break inhaling the fumes from a drink you create using this function, the creatures regain an additional 2d4 Hit Dice, recover 1d4 levels of fatigue, and are cured of any non-magical illnesses they suffer from.
infusion stone.
They use the secrets of alchemy to create an infusion stone. You can use this stone when infusing potions in place of a spell slot level less than or equal to the highest spell slot you can cast.
You can use this stone to replace a spell slot for a one-time infusion. This charge is restored after a long pause.
Manatrank.
During a short break, you can create a mana potion. A mana potion loses its effect if not consumed within 1 hour. As an action, a creature can consume a potion of mana to restore the target spell slot up to third level.
strong reactions.
They refine your reactions and increase your potency. The die you roll to determine the damage or healing effect of your reactions is increased by one. A d4 becomes a d6, a d6 becomes a d8, a d8 becomes a d10, and a d10 becomes a d12.
rockets
Prerequisites: Explosive reaction, delivery mechanism, 9th-level inventor
By combining explosives expertise with advances in delivery and stabilization, you produce the logical extreme - boosting payloadEDelivered with your devastating knowledge.
You can choose any instantaneous reaction you know as your rocket's payload. Missiles must be prepared in advance, and you can prepare a number equal to your Intelligence modifier at the end of a short or long pause; Any unused rockets will need to be rebuilt during a break due to volatile components, although an alternate payload used to produce them can be salvaged.
A missile hits a point within 150 yards, but the saving throw DC is reduced by 2 for every 100 yards traveled; the missile then has the effect of the selected Instant Response payload on the target point.
You can carry up to a pound of alternate charges in your rocket, overriding the Instant Response effect.
11. Level Upgrades
true homunculus Prerequisite: Familiar Homunculus
As your experience increases, you can create a true marvel of alchemy. instead of wateringfind familiaryou can playcreate homunculus, but casting this way requires normal material components.
panacea
When creating a health potion, you can add a stronger potion. This health potion heals the maximum amount of dice rolled when restoring health and has the effect ofgreater recovery. Once you've crafted an Enhanced Healing Potion like this one, you won't be able to craft another one until you complete a long break.
perfect reaction
Prerequisite: 11th-level Inventor
In a moment of perfect focus, you can create flawless instant response. When rolling damage, restoring hit points, or granting temporary hit points, you gain the maximum dice value instead of rolling. Once you've created a perfect reaction, you can't repeat it until you've completed a short or long pause.
Feldinfusion
Prerequisite: 11th-level Inventor
You can create an infused potion as an action. Once you've done this, you can't do it again until you've completed a short or long break.
15. Level Upgrades
crazy alchemy
Requirement: Inventor at level 15
You can combine the effects of two infused potions into a single potion.
Philosophical stone.
You create a philosopher's stone that allows you to recreate miracles of alchemy. As long as you have a supply of non-gold metal, you can craft up to half a kilogram of gold per day (equivalent to 50 gold pieces). Additionally, the philosopher's stone can be used as the spell's material component in place of a diamond, which costs 500 gp or less and is not consumed when used this way, but loses its power for 24 hours.
You can use your Philosopher's Stone to brew a special potion called Elixir of Life. This potion takes 8 hours to brew and requires crushing a diamond worth at least 2,000 gold. An elixir of life causes a creature who drinks it to age no further for 4d4 years. A creature that drinks this elixir gains aseason of deathEffect that lasts until triggered.
A stronger elixir can be created, adding an additional 1d4 years to recovery for each diamond spent.
Donnerschmied
A thunderforge is an inventor who harnesses the primal power of elemental power and channels its might into his magnificent creation: a weapon of unrivaled devastation. Spectacular and terrifying, these weapons instill fear in your enemies and awe in your allies.
Why a Thunderforge would undertake the task of crafting such a weapon is as diverse as the creations themselves. Some are coldly analytical about the destruction it wreaks, seeking to continually improve and adapt it for ever-optimized destruction, while others just see it as a tool, a means to an end; still others revel in the thunder that heralds the terrible power of their weapon.
Many regard these weapons as the dawn of a new age, indeed wielding them is a complicated and obscure art; As complex as its creation is, it is only truly understood and mastered by those who forged the device - each weapon is a unique piece of devastating art.
thunderforge skill
If you choose this specialization at 1st level, you gain proficiency with cauldron and forge tools.
If your weapon needs ammo, acquire the knowledge of how to forge it and forge it with forge tools during a long hiatus. You can craft up to 50 rounds of ammo during a long break, with materials costing 1 gold per 10 rounds.
stormforged weapon
At 1st level, you harness the elemental power of thunderstorms to create a powerful weapon. This weapon requires attunement, you master it while attuned. and you can only be attuned to one stormforged weapon at a time. If you have multiple Stormforged weapons, you can change which one you're attuned to during a long break.
If you lose your Stormforged weapon or wish to craft new ones, you can do so over the course of three days (eight hours a day) by spending 200 gold pieces of metal and other raw materials. When creating a new Stormforged weapon, you can create the same or a different type and choose the same or different upgrades.
Select one of the options below and consult the Thunderpower Weapons table for its stats.
Donnerkanone
They harness the power of thunder to hurl a projectile of terrible power, albeit with limited accuracy, over great distances. It resounds with a thunderous crack, bringing fear to the battlefield.
hand cannon
This pack bypasses the lead pipe and uses the power of thunder to fire a projectile with the full force of a cannon, although its effective range is much shorter.
Firearms in a Campaign Setting
Many campaign settings don't feature firearms, and in some of them, the Thunderforge variant of Inventor might not be the right choice, but remember that Inventor is basically someone tinkering with the frontiers of magic and exploring them as much or more. technology .
A thunder cannon need not be a gunpowder-powered device, even in an environment where gunpowder is present, but it can be powered by harnessing elemental powers tied to various carefully researched magical techniques. In most cases, an inventor's marvels are a technical marvel of magic rather than technology, but that balance can shift based on what's best for your environment.
kinetic hammer
Instead of firing a projectile with thunder power, you keep that power in the weapon, allowing devastating power to be applied to the attack.
Loaded Blade
You create a melee weapon that channels the tamed power of the storm's elemental power directly into the blade, causing it to smite anything it strikes. This weapon deals lightning damage when using Thundermonger.
storm-forged weapons
weapon name | Dano | Weight | Type | Characteristics |
---|---|---|---|---|
Donnerkanone | 1d12 pierce | 15 pounds. | Range | Ammo (Range 60/180), Two-Handed, High†, Charged* |
hand cannon | 1d10 pierce | 5 pounds. | Range | Ammo (Range 30/90), Light, High†, Charged Attack* |
kinetic hammer | 1W10 Clubs + 1V4 Thunder | 10 pounds. | melee | Two hands, heavy, tall† |
Loaded Blade | 1d6 slam + 1d4 arrow | 3 pounds. | melee | subtlety, tall† |
Blitz Pike | Point 1W8 + Blitz 1W4 | 10 pounds. | melee | Reach, Two Hands, High† |
(*)Storm Charged. When you use an action, bonus action, or response to an attack with a storm-charged weapon, you can only make one attack, regardless of the number of attacks you can normally make. If you could make additional attacks with this action, the weapon deals an additional 3d6 lightning or thunder damage per missed attack.
(†)Mar:Her weapon rumbles like thunder that can be heard within 300 feet of you when she makes an attack.
Blitz Pike
You create a charged blade and attach it to the end of a pole, making it a little unwieldy but giving it devastating reach. This weapon deals lightning damage when using Thundermonger.
servant of thunder
At 3rd level, your weapon's elemental power is so powerful that your blows deal additional thunder damage.
When you hit a target with your stormforged weapon, you can deal an additional 1d6 thunder damage. After you discharge this damage bonus, you cannot deal this damage bonus again until the start of your next turn.
This additional damage increases by 1d6 as you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6) and 19th level (9d6).
Storm Charged vs. thundermonger
A frequently asked question is why does the Stormcharged property exist and how does it interact with Thundermonger? Functionally, the Stormcharged trait (like the previous Charged trait) has no effect on a single-class Thunderforge, it only exists to make Stormforged weapons interact better with Extra Attack for multiclassing and cross-disciplinary lore.
devastating explosions
At 5th level, if you miss an attack with your thunder weapon, you can apply thunder damage to the target creature you missed, but it deals only half bonus damage. Dealing damage this way counts as applying Thundermonger damage.
unleashed power
At 14th level, when you roll damage for Thundermonger or your Stormforged weapon, you can expend a spell slot to reroll a number of damage dice up to your Intelligence modifier (minimum one) and maximize a number of dice equal to the Spell consumed . You must use the new functions.
Thundersmith-Upgrades
unlimited updates
customizable weapon.
You can customize a weapon without the ammo trait to have a secondary attack type that gives it hand cannon functionality, or give a weapon with the ammo trait a secondary attack with charged blade traits.
How to fuse your weapons.
If you want to call it a Gunblade, I'm not here to stop you, but it can be any configuration from a bayonet to something more exotic.
.
Blitzmagie
After a long study of the inner workings of your stormforged weapon, you have become so proficient in lightning and thunder magic that you can learn the following spells at subsequent levels and cast them as inventor spells.
Erfinder Level | Quickly |
---|---|
3 | Lightningvinek |
5 | it rattlesk |
9 | blitz |
13 | Springender Ruckk |
15. | explosion from the skyk |
you can playLightningvinekwithout consuming a spell slot, after which you must take a long pause before you can cast it without expanding a spell slot again. At 5th level, you can choose to castit rattleskwithout consuming a spell slot.
extended range
They extend your weapon's range. If your weapon has the Ammo trait, it extends your range by 30 feet and your maximum range by 90 feet. If your weapon has the two-handed trait, it gains the reach trait.
lightning
You upgrade your stormforged weapon to unleash its power within a line 5 feet wide and 60 feet long. If you haven't dealt any damage to Thundermonger since the start of your turn, you can make a special attack as an action. Each creature must succeed on a Dexterity saving throw against your spellcasting DC or take damage equal to Thundermonger's bonus damage as a bolt of lightning on a failed saving throw, half on a successful saving throw.
This counts as offloading Thundermonger's damage. Firing this way does not consume ammo.
Point blank. Prerequisite: Revolver
Being within 5 feet of an enemy creature has no penalty on your ranged attack rolls. You can also use your hand cannon when making attacks of opportunity.
Muffler. Incompatible with Echoing Boom.
You upgrade your Stormforged weapon with a silencer module. Your forged weapon loses the Loud property. Additionally, you can spend a 2nd-level spell slot to overload the silencer and cast the spell.Stay quiet.
Observation:Sound - and therefore thunder damage - cannot penetrateStay quietor affect a creature within its area of effect.
shock absorber.
You add a recovery device to your forged weapon to gather energy from the environment when it is present. You can cast in response to taking lightning or thunder damage.pick up itemswithout using a spell slot. If you are absorbed by this method, you can apply the damage bonus grantedpick up itemsfor your next weapon attack, even if you use a ranged attack.
sound movement.Prerequisite: Stormforged weapon that can deal Thunder damage.
You retrieve your weapon and rebalance it to use the reverse current of the power it wields. If you make an attack with your stormforged weapon that would deal thunder damage with your stormforged weapon on your turn, you are within 5 feet of the attacked target. This move does not provoke attacks of opportunity.
twin thunder.
You can gear up for two one-handed forged weapons at the same time, as long as they share the same upgrades or have total upgrades equal to your maximum upgrade count. If you attack with one of them while holding the other, you can attack with the other as a bonus action, but both use the same Thundermonger. You don't add your ability modifier to bonus attack damage unless that modifier is negative or your combat style is Two-Weapon Fighting.
While wielding a stormforged weapon, you can carry a stormforged weapon without a free hand.
weapon upgrade.
Your forged weapon gains +1 to attack and damage rolls. These do not stack with perks gained from Arcane Retrofit, and this upgrade can be overridden as part of applying a buff to your Stormforged weapon through Arcane Retrofit.
5. Level Upgrades
echoing boom.Not compatible with silencer.
You pack extra power into your Thundermonger, increasing the damage you deal by 1d6.
harpoon paper
They develop a secondary method of attack, firing a harpoon attached to a tightly coiled rope. This attack has a normal range of 30' and a maximum range of 60', and deals 1d6 piercing damage. This attack does no Thundermonger damage. This attack can hit a surface, object, or creature.
A creature hit by this attack is impaled on the harpoon unless it removes the harpoon as an action, taking an additional 1d6 damage. While the harpoon is on target, you are connected to the target by a 60-foot cable. If you drag the connected group over the connected cable, the creature moves at half speed unless it is one size category larger.
While connected this way, you can use your bonus action to activate the spool's action and pull yourself to the location if the target is Medium or larger. A Small or smaller creature will move away from you, ending the connection.
Alternatively, you can disconnect the cable.
This attack cannot be used again until the Reel action resolves.
Connected... by a rope.
Note that harpooning a creature means you are tethered to it with a rope. While you can use this to move them around according to skill, they can also use this to move you, especially if they are significantly larger. Many Thundersmiths were last seen saying "I got it" and harpooning a kite. User discretion is recommended.
Terrible thunder. Prerequisite: Echoing Boom.
They add an extra amplifier to maximize shock and impress your cannon shots. The first time a target takes damage from Thundermonger, it is stunned until the end of its next turn.
They must also attempt a Wisdom check against your spellcasting DC or be afraid of you for one minute. They can reroll this saving throw at the end of each of their turns.
If a creature succeeds on its saving throw or its effect ends, the creature is immune to freezing thunder for the next 24 hours.
Storm Attack.
You can make a special attack with your stormforged weapon, unleashing a gust of storm in a 30' cone as an action. Each creature must make a saving throw or take 1d6 + half Thundermonger's bonus damage and be knocked prone.
This counts as offloading Thundermonger's damage. Firing this way does not consume ammo.
9. Level Upgrades
Elementary Exchange.You upgrade the combustion chamber for more customizable damage. When performing the attack action with your Stormforged weapon, you can customize the fire chamber, causing any bonus damage dealt by Thundermonger to deal fire, cold, acid, or lightning damage instead of thunder damage. Alternatively, you can use a vial of holy water to trick your next Thundermonger bonus damage into radiant damage.
mortar shell. Prerequisite: Stormforged weapon with the Ammo property.
You build a secondary fire mode that lets you fire your cannon like a mortar. Choose a target point within range and make an attack roll. Apply the attack roll to all creatures within 5 feet of the target point. Creatures hit take weapon damage plus half Thunderrunner bonus damage. Dealing damage this way counts as applying Thundermonger damage for the turn.
Creatures don't benefit from cover against this fire mode unless they also have cover over their heads.
Mount Lightning. Prerequisite: Lightning Blast
When using the Lightning Burst ability, you can choose to consume a spell slot of 1st tier or higher to soak in the burst of power. Doing so teleports you up to 60 feet in the direction of Lightning Burst (terminates prematurely if Lightning Burst is blocked by an obstacle). You can stop anywhere in Lightning Burst's path, but Lightning Burst will stop where you stop.
stun harpoon Prerequisite: harpoon spool
After you hit a creature with Harpoon mode, you can use a bonus action to shock it. If you haven't dealt damage to Thundermonger since the start of your turn, you can deal damage equal to Thundermonger's bonus damage as Lightning. This counts as offloading Thundermonger's damage. In addition, the target must make a Constitution check against your spellcasting DC or be stunned until the end of your next turn.
Once used, the harpoon must be coiled before being used again.
Feedback the Sinaptics.
You install a feedback loop in your cannon that allows you to draw some energy from your forged weapon to boost your reflexes.
Whenever you deal Lightning damage with your Stormforged weapon, your walking speed increases by 10 feet and you can take the Sprint or Disengage actions as a bonus action. This effect lasts until the end of your turn.
thunder leap
Build a quick release for the thundering arcane energy that fuels your stormforged weapon. As an action, you can channel it to cast it.thunder stepwithout using a spell slot. This counts as offloading Thundermonger's damage.
Once you use this skill, you cannot use it again until you complete a short or long break.
11. Level Upgrades
explosion
After you deal thunder damage on your turn, you can castthunderas a bonus promotion. You can do this as many times as your Intelligence modifier and regain all uses after a long hiatus.
blast radius
Your devastating blasts now deal half your weapon damage (including your modifier) plus half your Thundermonger damage when used on a wrong target within 30' of you.
stabilization
During a ranged attack, if neither you nor your target has moved since your last ranged attack, you gain a benefit to the attack. Additionally, being prone no longer causes a penalty when performing a ranged attack with your Stormforged weapon.
15. Level Upgrades
Massive overload. Prerequisite: Storm Blast or Lightning Blast
Before executing a shot, you can consume a spell slot of 3rd level or higher to simultaneously use Storm Blast or Lightning Burst with an attack. In that case, Storm Blast or Lightning Burst is powered by the spell slot and does not count as Thundermonger's use that turn. The direction of this secondary skill is the same as your attack.
This will damage your stormforged weapon and require you to spend an action to repair it before you can fire again. You must have unlocked the secondary skill as an upgrade to use it.
Master Weapon. Prerequisite: Weapon Enhancement
The bonus to attack and damage rolls for your stormforged weapon increases by +2 (stacks with any existing weapon enhancement or arcane retrofit bonuses), to a maximum of +4.
war smith
A warsmith is an inventor who has dedicated his wondrous invention to a singular goal: to become a steamroller of war. The reasons for this can be benevolent or nefarious. Some Warforges try to turn their invention into a death and terror machine; others become the arbiters of justice and order, and still others may only seek to hone their craft in pursuit of sheer innovation.
Since few people would pursue such a wonderful invention without a single goal, blacksmiths tend to be fair-minded and are usually driven in their actions by a higher purpose they seek to achieve, whether it be righting the world's wrongs or removing it from under their boots. of iron.
Warsmith's specialty
At 1st level, you gain knowledge of the use of heavy armor, tinsmith's tools, and smith's tools.
Manopla Warplate
At 1st level, if you choose this specialization, you craft a gauntlet of war. This is a specialized wondrous item that only you can attune. When creating a Warplate Gauntlet, you can add one of the following upgrades to it:Power Fist, Force Blast ou Martial Grip. This upgrade does not count towards your upgrade total. You can craft multiple gauntlets with different upgrades, but it can only be attuned to one at a time.
If you lose your Warplate Gauntlet, you can recreate it with 25 gold worth of materials during a long hiatus, or you can scavenge materials and forge them in two days' work (eight hours a day) with no material cost.
While using a Warplate Gauntlet, you can use Artificial Force.
artificial starch
When equipping your Warplate Gauntlet, or as an action while wearing it, you can direct a portion of your Intelligence to fully harness the Gauntlet's power. You can lower your current and maximum Intelligence score to increase your current Strength skill score by the same amount, but you can only increase your Strength skill score as much as your Intelligence skill score was before using Artificial Strength. You can stop using Artificial Force at any time and it automatically ends when your gauntlet is removed.
Warsmith's Armor
At 3rd level, you've gained enough knowledge of forging and arcane crafting to create armor that enhances and expands your abilities of standard nonmagical heavy armor using resources you've gathered. This process takes 8 hours and requires the use of a Forge, Foundry or similar and includes a Warplate Gauntlet (does not require a separate attunement).
While wearing your armor, your Strength ability score increases by 2 and your maximum Strength ability score becomes 22.
You can create new armor by forging it from a variety of materials collected and purchased, in a process that takes 2,000 gold pieces and eight hours.
You can create multiple armor sets, but you can only be attuned to one of them at any given time, and you can only change which one you're attuned to during a long hiatus. When creating a new Warplate set, you can apply a number of upgrades equal to the value on the job table, each at the level obtained from the job table.
When creating your armor, you can create a heavily plated warplate, a set of magically enhanced equipment, or a warsuit, or you can incorporate your modifications directly into your body as built-in armor.
Warsmith's Armor
armor name | CA | Weight | strength requirement | stealth | Characteristics |
---|---|---|---|---|---|
war plate | 18 | 65 pounds. | — | Disadvantage | Heavy armor, powerful physique |
war suit | 14 + GE Mods (max. 2) | 20 pounds. | — | — | medium armor |
integrated armor | 14 + GE Mods (max. 2) | N / D | — | — | Medium armor, powerful build |
(*)powerful buildThey count as one size up when determining your lifting capacity and the weight you can push, pull or lift.
If your armor is Warplate or Integrated Armor, you gain the Powerful Build trait. Powerful means count as one size larger when determining your lifting capacity and the weight you can push, pull, or leave behind. Full armor cannot be removed, but does not inflict any penalties when resting in it.
Also, if you are short, using Warplate will make you medium sized.
Design note:
Warforge & Magic Armor
Using the rules described here, using magic armor as the basis for your blacksmith's armor has no additional effect. These are the rules written on purpose, but there is certainly some flexibility here. Personally, I allow the use of magic armor as base armor in my games with the following considerations:
- With adamantine or mithral, the properties are transferred to the blacksmith's armor.
- Use of +1/+2/+3 armor carries over, but counts as a free "armor class" upgrade for every +1 the armor has, meaning this upgrade cannot be used to upgrade armor to +4 or better.
- Resistance Armor carries over and counts as a free "Resistance" upgrade for that damage type.
Other cases can be handled on a case-by-case basis. Check with your DM and think of something that is reasonable to combine obtaining some magic armor into a cool bonus, but not something game-breaking!
bonus attack
At 5th level and higher, when you take the attack action on your turn, you can attack twice instead of once.
Fully Custom Gear
At 14th level, you have mastered customizing your blacksmith's armor. You can add an additional upgrade to your armor that doesn't count towards your upgrade total.
Also, during a long hiatus, you can now trade any update for any other update of the same tier, as long as you don't have an update that requires the update you're removing as a prerequisite, or an incompatible update.
How is your armor?
Nothing in this document specifies the visual appearance of your armor other than the armor type, but it probably doesn't look like standard armor. Think about what the visual differences are - are your upgrades more mechanical or magical in nature? Does it have gear joints, glowing runes, or both?
Warsmith-Updates
unlimited updates
accelerated movement You can apply this update twice.
They reduce the weight of your armor by 15 pounds. While wearing your armor, your speed increases by 10 feet. This applies to whatever movement speed you have while wearing your armor.
Arcane Visor You can run this update multiple times by choosing a different option each time..
They magically enchant your visor. You winasthe following effects while wearing your armor; You choose the effect when you choose the upgrade.
- You gain darkvision out to a range of 60'. If you already have darkvision, the range of that darkvision is increased by 60 feet.
- You can ignore sunlight sensitivity.
- Divination spells no longer require your concentration to be maintained. You can only use this effect on one spell at a time.
Regardless of the choice, using your armor to avoid being blinded gives you an advantage on saving throws.
folding Incompatible with built-in armor
Your Warsmith's armor folds into a case for easy storage. When transformed in this way, the armor is indistinguishable from a normal suitcase and weighs 1/3 of its normal weight. As an action, you can put on or take off the armor, allowing it to transform as needed.
flame projector
You gain the ability to release fire energy. You can cast while using your Warplate Gauntletfire bullet, and gain access to the following spells at the following levels while wielding your Warplate Gauntlet:
Erfinder Level | Quickly |
---|---|
3 | burning hands |
5. | bright ray |
9. | fireball |
13. | fire wall |
17 | combustion |
burst of strength
You upgrade your Warplate Gauntlet to perform special ranged attacks. These attacks are ranged attacks that deal 1d8 + your Intelligence modifier power damage and have a range of 60 feet.
You master this weapon. When taking the attack action, you can use this ranged attack instead of another attack.
Grappling-Rolle
Prerequisite: Warplate or Embedded Armor
Your Warsmith's armor gains an integrated claw roller that fits into your gauntlet. As an attack or an action, you can target a surface, object, or creature within 30 feet. If the target is large or smaller, you can make a Grapple check to pull it toward you and, if successful, grab hold of it. Alternately, if the target is large or larger, you can choose to be pulled towards it, but it won't be pinned. This move creates an opportunity attack like a normal move would.
type hooks
Prerequisite: War suit
Your warsuit gets an integrated grappling hook that inserts into your gauntlet. As an attack or an action, you can target a surface, object, or creature within 20 feet. If the target is small or smaller, you can make a Strength (Athletics) grapple check to pull it toward you and pin it. Alternatively, if the target is Medium or larger, you can opt to be pulled towards him, but he won't grab you. The attacks of opportunity generated by this move have a drawback.
Blitzkanal
You are able to channel the power of your suits into your attacks. You can use this upgrade to cast spellslightning chargedinventoras a bonus action without using a spell slot. Once used, this upgrade cannot be used until you complete a short or long break.
In addition, you can apply damage fromlightning chargedon his Force Blast ranged spell attacks.
Blitzprojektor
You gain the ability to release electrical energy. You can cast while using your Warplate Gauntletshocking open, and gain access to the following spells at the following levels while wielding your Warplate Gauntlet:
Erfinder Level | Quickly |
---|---|
3 | Lightningvinek |
5 | lightning chargedk |
9 | blitz |
13 | Springender Ruckk |
17 | explosion from the skyk |
open march
Your Warplate Gauntlet grants you the ability to wield a variety of powerful weapons. By wielding your Warplate Gauntlet, you gain proficiency with weapons of war.
Power-Faust You can apply this update twice.
Your Warplate Gauntlet becomes a melee weapon as long as you don't hold anything on it. You master this weapon and it has Light and Special characteristics. Deals 1d8 bludgeoning damage.
Especial:If you make an attack roll, you don't need to add your competence bonus to the attack roll. If the attack hits, you can double your proficiency bonus to damage rolls.
You can apply this upgrade up to 2 times and create a separate weapon with the same properties the second time.
Variant: Batter's Glove
Your DM might allow you to take the Gadgetsmith's Impact Gauntlet upgrade in place of a Power Fist, which is similar but does 1d6 damage and has the Finesse trait. In terms of upgrades, Blast Gauntlets and Power Fists should be considered interchangeable.
Reinforced Armor
You reinforce the structure and materials that make up your blacksmith's armor. The Armor Class (AC) of your Warforge armor increases by 1.
You can apply this update up to 3 times.
sentient armor
You create an artificial personality embedded in your armor, giving it limited sensitivity. This feeling supports you in many ways. While wearing your armor, your Intellect and maximum Intellect are increased by 2. Your army can understand and speak any language you speak. You can communicate with it telepathically while wearing it.
Level-5-Updates
artificial leadership Prerequisite: Sentient Armor
You upgrade the artificial personality built into your armor to support it with a new ability. While you can communicate with your armor, you can gain the effect ofguidanceon an Intelligence or Wisdom ability check.
active camouflage
As an action, you can activate active camouflage, which will automatically blend your attire with your surroundings. This lasts until deactivated. While active, you are considered slightly obscured and can hide from a creature even if it has clear line of sight to you. Wisdom (Perception) checks to find you that rely on sight are made at disadvantage.
emergency protocol Prerequisite: Sentient Armor
The intelligence in your armor will try to save your life. If you are incapacitated or unconscious and unable to take your action, he casts a spell or takes the dodge action. He can only cast spells that use upgrades from his armor. He can act in this way for a number of turns equal to your Intelligence modifier, but this control drains his abilities and he cannot regain control until you complete a short or long pause. You automatically regain control when you are no longer incapacitated or unconscious.
force accumulator Prerequisite: Force Burst
Each time you consume a spell slot of 1st level or higher, you accumulate charges equal to the level of the spell slot consumed for your wave of force, up to a maximum number of charges equal to half your Intelligence modifier (rounded down ). When dealing damage with Force Strike, you can expend the accumulated charges to deal an additional 1d6 damage or move the target 5 feet directly away from you per charge spent.
Charges not expended within 1 minute of being accumulated are lost.
mechanical improvement Prerequisite: Integrated Armor
You improve every aspect of yourself, ever so slightly. You gain +5 feet of mobility, one additional hit point per inventor level, and +1 to Strength, Dexterity, and Constitution saving throws.
reactive coating Prerequisite: Warplate
His armor partially deflects incoming blows. You can use your reaction when hit by an attack that deals bludgeoning, piercing, or slashing damage to reduce that attack's damage by an amount equal to your competence bonus.
Resistance
You tune your armor against specific types of damage. Choose acid, cold, fire, force, lightning, necrotic, radiation, or thunder. While wearing your armor, you have resistance to this damage type. If you apply this update more than once, you must choose a different damage type.
sealed suit Prerequisite: Warplate
As a bonus action on your turn, you can seal your warplate, giving you up to 1 hour of airflow and making you immune to poison (but not curing you of existing poisoned conditions).
In addition to the above, you are also said to be accustomed to cold and hot weather while wearing your armor, and you are also accustomed to great heights while wearing your armor.
Level-9-Upgrades
ether reactor
You build an Aether Reactor that powers your armor and powers your upgrades with arcane energy. The Aether Reactor has 6 charges and can be used to power upgrades that cast spells, even upgrades that normally only recharge after a pause can be cast with charges, expending 1 charge per level of spell cast. You can cast spells at a higher level by consuming more charges. At the end of a long pause, it regains all charges.
When your Aether Reactor runs out of charge, you can overload your Aether Reactor for a final burst of energy, but your armor will be temporarily immobilized and your speed while wearing your armor will become zero for a number of turns equal to the cast spell's level. Once you have done this, you cannot do this again until you complete a long break.
alert monitor Prerequisites: Arcane Visor, Sentient Armor
You can delegate viewing and tracking things in your line of sight to your Sentient armor, granting it the following benefits:
- When a creature attempts a hide action against you, you can respond by making an active Wisdom (Perception) check to resolve your Dexterity (conceal) check.
- If you make a Dexterity saving throw against an attack you can see, you can make an Intelligence check instead.
- If a creature hits you with a ranged throw, you can castclear blowin response to this creature.
Brute Force Style
The strength of his armor gives his punching power the devastating power of a more experienced fighter. You can select a fighting style from Duelist, Big Weapons or Two Weapons and get the effect of that fighting style while wearing your armor.
phase suit Prerequisite: War suit
You gain the ability to castnebulous stepEthe blinkwhile wearing your Warsuit. In addition, as an action, you can become immaterial and move through creatures or objects until the end of your turn. If you end your turn on a creature or object, you are forced to the nearest unoccupied spot and take 10 Strength damage for each foot you have to move. Once you become intangible with this update, you will not be able to do so again until you complete a short or long break.
To remember.
When not in use, you can hide your pocket Warsmith armor. As an action, you can magically summon and equip the armor. You can use a bonus action to bring the armor back to pocket size.
In the pocket dimension, armor cannot be affected by other abilities and cannot interact with it in any way.
Level-11-Upgrades
cloaking device Prerequisite: active camouflage
If you don't move during your turn while active concealment is on, you can use your reaction to take the Hide action with an Intelligence (cloak) check. You make this check at disadvantage if you are within 5 feet of another creature or are attacked during your turn.
You can overcharge your camouflage to cast itgreater invisibilitywithout using a spell slot. Once you have done this, you cannot do this again until you complete a long break.
lightning rod Requisito: Canal Lightning
whenever you playlightning chargedinventor, you can treat the spell as if it were cast from a higher-level spell slot.
Flash-Freeze-Kondensator Not compatible with other capacitors.
You can store arcane energy and release it in a torrent of icy energy. You can act like an actioncone of coldwithout consuming a spell slot or charges. The affected area becomes difficult terrain until the end of your next turn.
After using this update, you will not be able to use it again until you complete a long break.
flight
You integrate a magical propulsion system into your blacksmith's armor. While wearing your Warforge armor, you have a magical flying speed of 30 feet.
Integrated attack. Prerequisite: Full Armor or Warplate Not compatible with Iron Grip.
You integrate a melee weapon into your blacksmith armor. Applying this upgrade requires you to integrate a weapon, and you must choose where the weapon is located on your armor. The weapon cannot have the Heavy property. You master this weapon. As a bonus action, you can activate the weapon.
You have to handle it as if you were wielding it with one hand, but you can't disarm it. Once activated, you can use this weapon when performing the charge action, and it doesn't require the use of one hand or your Warplate Gauntlet. You can apply this upgrade multiple times by choosing a new weapon and location on your armor to install it.
When activating your built-in weapon, you can instantly perform an attack with it. While active, when you take the attack action on your turn, you can use your built-in weapon to make an additional weapon attack as your bonus action.
iron muscle Prerequisite: Full Armor or Warplate.
You strengthen the structure of your armor and give it the strength of giants. While wearing your armor, your current Strength ability score is increased by 2 and your maximum Strength ability score becomes 24.
Power-Slam-Kondensator Not compatible with other capacitors.
You store kinetic energy and release it in a powerful leap. As an action, you can jump and throw up to your full movement speed.destructive wavewithout consuming a spell slot or charges upon landing.
After using this update, you will not be able to use it again until you complete a long break.
Level-15-Upgrades
iron fist Prerequisite: Iron muscle. Incompatible with built-in attack.
They improve your grip strength and control over one of your gauntlets beyond the limits of flesh. When wearing your suit, you benefit from the following advantages:
- As a Medium creature, you can wield large weapons without penalty.
- One-handed weapons you wield count as if you wield them with two hands.
Phase Motor Prerequisite: War suit
When attacked, you can use your reaction to become intangible, causing the attack to fail if it's a non-magical attack or take a penalty if it's a magical attack. Once you've done this, you won't be able to do it again until you've completed a short or long break. This update is updated every time you teleport or enter the Ethereal Plane.
heavy coating Prerequisite: Warplate
You install special heavy armor that offers resistance to club, piercing, and slashing damage from nonmagical sources while wearing your Warplate.
Sonnenkanone.
You attach a solar cannon to your blacksmith's armor, which allows him to unleash devastating solar laser beams. You can act like an actionsunshinewithout using a spell slot.
After using this skill, you cannot use it again until you complete a long break.
interface virtual.Prerequisite: Sentient Armor
When you use Artificial Strength to increase your Strength ability score, you no longer reduce your Intelligence ability score below your natural maximum (not counting Sentient Armor).
ram
A blacksmith is the type of person who makes people uncomfortable. Even when encountered under the most ideal circumstances, they have the kind of looks that make you think they might be thinking "how could I make this better" when they look at you.
A special Inventor path that turned
creative talents... inside. you are trying to understand
and improve the boundaries of the meat. also
often they assign a slightly different value
in aesthetics than others perhaps, tending
Find beauty above all else in efficiency.
A blacksmith tends to be more eccentric than
prone to any particular alignment, though even the most benevolent can find that the only reason their activities aren't illegal is because no one thought they were possible.
Carnage Skills.
If you choose this specialization at 1st level, you gain knowledge of the Medicine skill, as well as knowledge of using leatherworking tools (you better not think too much about the details of this specialization...)
In addition, you can make all medicine checks as Intelligence (medicine) checks. When you make an Intelligence (Medicine) check to stabilize a creature, it regains 1 hit point.
strained by meat
In the first level, you choose an approach to your work, a specialization in your art form. Choose one of the following options:
perfection of form
Nature had a chance to make its shape, now it's your turn to improve it. If you follow this path, you will reach it.Mutation created by the fleshupdate and will not count towards the update total.
When taking the attack action, you can use your bonus action to make a single additional attack with this upgrade. You can use this additional attack a number of times equal to your inventor level. At the end of a long pause, you regain all uses.
perfection of spirit
You know that perfection is an aspect of knowledge, a perfect understanding of the inner and outer mechanics of the body. But mostly inside. You acquire specialized knowledge in medicine. In addition, you will receive thepreparationupdate and will not count towards the update total.
You have a pool of D8s equal to your Inventor level. Whenever you restore hit points to a creature or use an Intelligence (Medicine) check to deal damage to a creature, you can spend those D8s to restore additional health or deal additional damage. You can spend a number equal to the skill bonus at a time. You regain this d8 supply at the end of a long pause.
amazing vitality
Starting at 3rd level, your body is so vital that it can constantly regenerate. As long as you have 1 or more hit points, you can spend a Hit Die at the start of your turn and regain the rolled amount + your health as a Constitution modifier (normally by spending a Hit Die). If you have zero life, you can use this feature at the end of your turn.
In addition, you regain Hit Dice equal to your Constitution modifier during a short or long rest (in addition to the normal Hit Dice recovery during a long rest).
If you lose a member at the start of a long pause, the missing member will be regenerated at the end of the long pause.
Arkane Biotechnik
In addition, at 3rd level, you can use arcane retrofit to convert a weapon's bonus to attack or damage rolls to natural weapons you gain from that subclass.
bonus attack
At 5th level and higher, when you take the attack action on your turn, you can attack twice instead of once.
thesis perfection
At 14th level, your understanding of the Meat Thesis increases; You regain uses of the resource it provides equal to your Intelligence modifier if you take a short break.
Fleischschmied-Upgrades
unlimited updates
adorable creature
They experience raising an adorable animal. You create - or modify - a small creature with CR 0. This creature serves as a familiar according to thefind familiarSpell, but does not disappear when reduced to zero hit points and simply becomes unconscious. It cannot completely die unless it is destroyed. If he starts his turn unconscious, he regains all hit points and consciousness. He can do this as many times as his Intelligence modifier.
You can revive it (or rebuild it, if necessary) at the end of a short or long pause, if something unusual happens to it, without consuming a spell slot or material component. Its creature type is construct.
better eyes You can select this update multiple times.
Your eyes didn't see everything you wanted to see, so replace them with eyes that see. You can gain a vision benefit by choosing one of the following enhancements:
- Blindsight (10 feet)
- darkvision (60 feet),
- The ability to see twice your natural field of vision.
- Mastery of the Perception skill.
If you select this upgrade again, you will need to select a different benefit.
preparation
As an action, while wielding a melee weapon you are familiar with, you can attempt an Intelligence (medicine) check against a creature within range with a DC equal to your armor class. If you succeed, you can deal damage to that creature equal to your weapon's damage dice plus your Intelligence modifier. On a roll of 20, the weapon's damage dice are doubled.
If you can normally make more than one weapon attack as part of the attack action, you can deal an amount of extra dice with that action equal to the number of attacks you could normally make as part of an attack action (for example, , you have and are wielding the extra attack role action with a dagger, you would deal 2d4 + your Intelligence modifier damage).
crushing fist
You don't let go of things once you control them. Creatures you are holding or holding are at a disadvantage when trying to escape the condition. In addition, you can choose to deal damage equal to your Strength modifier to any creature that starts its turn by rooting or rooting it.
extra eyes
why only seeasDirection? They add extra eyes. You gain proficiency in the Perception skill. If you already know the ability, add double your ability bonus to checks made with it. You also have advantage on Wisdom (Perception) checks that rely on sight.
Mutation created by the flesh You can add this update multiple times
You improve your body by creating or transforming a new part through grotesque experiments. Choose one of the following mutations:
Mutation | Description |
---|---|
extra arm | This arm is capable of doing things that an arm can do, like holding and punching things. |
extra claws | You gain a natural weapon that deals 1d8 slashing damage and counts as a subtle weapon. You are proficient with these new claws. |
additional fangs | Your mouth becomes a natural weapon that deals 1d10 piercing damage. You are proficient with these fangs as a weapon. |
extra tentacle | You gain a tentacle appendage, which is a natural weapon that deals 1d6 club damage with the reach property. You master this natural weapon. This tentacle allows you to perform a Strength (Athletics) or object interaction check with a range of 10 feet. |
Extra arm and shape perfection
Attacking with a Perfection of Form with an extra arm allows you to perform a weapon attack held in that arm. You only make a two-handed weapon attack if you have two or more extra arms to do so.
Enhancement made from meat
Prerequisite: Applicable Fleshcrafted Mutation
You use the knowledge of inhuman anatomy or twisted powers you gain to formulate an unnatural enhancement for your flesh-created mutation, giving it additional power. The table below shows which extensions can be applied to which mutations.
Each upgrade has a powerful effect. An empowered effect occurs automatically when you roll a 20 to hit with your natural weapon on an enhancement attack, or you can manually activate the empowered state once per turn on your turn, filling a spell slot of 1st level or higher consumption.
extension | qualified mutations | It is made | authorized effect |
---|---|---|---|
Vampire | additional fangs | Once per turn, on your turn, when you deal damage with your Extra Fangs, you can rob your victim of life by adding 1d4 necrotic damage rolls. If the target is a living creature above CR 1/4, you regain hit points equal to the necrotic damage dealt. | You add your Constitution modifier to hit points regained. |
Like hell | Extra fangs, extra claws | Once per turn, when you deal damage with your fangs or claws, you can ignite your claws with hellish flames, the attack deals an additional 1d6 fire damage. | You deal an additional 1d6 fire damage. |
Poisonous | Extra fangs, extra claws | Once per turn, on your turn, when you hit a creature with your natural weapon, you can inject poison, the attack deals an extra 1d8 poison damage. | The target must make a Constitution check against your spellcasting DC or be poisoned for 1 minute. They can reroll their saving throw at the end of each of their turns. |
razor | Extra fangs, extra claws | Your natural weapon's damage die increases by one level (for example, Extra Fangs go from 1d10 to 1d12). | You may maximize one damage die of your choice from the damage dice on the damage roll. |
ruthless | Extra Arm, Extra Tentakel | You gain an additional reaction that can only be used to make an attack of opportunity with this Flesh-Crafted Mutation. | You can make a single additional attack with your Fleshcrafted accessory. This attack deals only the attack's weapon damage and does not add your modifier to the damage dealt. |
an improvement
Please note that an update can only be performed once, unless otherwise stated. In that case, all extensions are effectively mutually exclusive.
Empowered Relentless Attacks:
Your Empowered Relentless Strike will deal the natural weapon die of the natural weapon or the weapon die of a weapon held in an extra arm. This can only be a two-handed weapon if you have two extra arms.

Feldchirurgie
Some say that not all medical problems require surgery. Not you. As an action, you can push a body to its natural limits much faster than you can push it to its natural limits. You can repair a willing creature within 5 feet, allowing it to spend Hit Dice up to half its inventor level, rounded up. Any Hit Dice spent are rolled normally, but you may add the greater of your Constitution modifier or Intelligence modifier.
fix meat
Your expertise in processing meat makes you a craftsman, mending broken creatures. when you playheal woundsThey restore an additional amount of health equal to your Intelligence modifier.
forbidden knowledge
They provide the mysterious mechanisms of how bodies work. Also known as necromancy. You learn additional spells as shown on the table below:
Erfinder Level | learned spell |
---|---|
3 | inflict injury,wrong life |
5 | blindness/deafness,soft rest |
9 | Life transfer, vampiric touch |
13 | rot |
Terrible Abomination Requirement: At least 5 upgrades that modify your body.
The perfect form you created intimidates lesser beings. As you gain knowledge of the Intimidation skill and are already proficient in it, you can double your proficiency bonus.
massive mutation
They devise a method to undergo a sudden mutation. As a bonus action, you can become a large creature. Target creatures within 30 feet of you observing this must make a Wisdom check against your casting DC or fear you until the end of their turn.
While Large, you deal 1d4 damage with your natural weapons and weapons suited to Medium creatures, and you have advantage on Strength (Athletics) checks. You can go back to full size as a bonus promotion.
You can spend a number of rounds equal to your Constitution modifier + Intelligence modifier as a Large creature before turning back, and you can't become Large until you complete a short or long rest. After a short or long pause, you regain all turns of the duration you can remain as a Large creature.
Mutant Championship
After so many small tweaks, you find that your form is very flexible to suit your needs. You gain the ability to castchange yourselfwithout using a spell slot. Once you've cast it this way, you won't be able to cast it again with this update until you complete a short or long break.
Secondary Organs of Life
You recognize the frailty of mortal life and modify yourself with necessary additional functions. You no longer take additional damage from critical hits.
Also, if you make a death saving throw, you can replace that saving throw with 20. Once you make this, you can't do it again until you complete a long break.
subdermal coating
Exoskeletons are bulky and endoskeletons just don't offer enough protection, so make allowances. You gain natural armor that gives you a base AC of 17 (your Dexterity modifier does not affect this number). This increases to 18 when you reach 5th level. When using a shield, you can apply the shield bonus as normal.
toxicity
If you copy certain species of frogs, it will make their blood poisonous. Once per turn, when a creature hits you with piercing or impact damage while within 5 feet of you, it takes poison damage equal to your Constitution modifier. If the damage comes from a bite attack, they take double damage.
You can also choose to change the skin color so the critters know not to eat you.
unnatural health
You are a shining beacon of vitality. You gain 1 additional maximum hit point for each inventor level you have.
If you roll a 1 or 2 on a Hit Die to restore health, you can reroll the die and must use the reroll, even if it's a 1 or 2.
5. Level Upgrades
merchant of life
You can share your considerable health with other creatures. After all, you are a generous person. you learn the magiclife transfer, and you can playlife transferwithout using a spell slot. Once you've cast it this way, you won't be able to cast it again with this update until you complete a short or long break.
pressure points Prerequisite: Perfection of Mind
Your extensive knowledge of anatomy allows you to hit critical points. When you deal damage to a target with a melee weapon, as a bonus action, you can force the target to make a Constitution saving throw against your spell save DC.
If they fail, they suffer the effects ofthisCast until the end of your next turn. If you hit them again while under the effect of this function, they are contained until the end of your next turn. If the creatures are already shackled, they are stunned until the end of your next turn. If they are already stunned, they are paralyzed until the end of your next turn.
If the target is paralyzed by these attacks or succeeds on a Constitution saving throw, it becomes immune to this ability for 24 hours.
Twitch reflexive Prerequisite: additional arm
When you take damage from a target within 5 feet of you, you can use your reaction to reflexively strike it with your extra arm. This attack does not add your Strength or Dexterity modifier to the damage dealt, unless the modifier is negative.
Safe resuscitation technique Prerequisite: Field Surgery
you can playrevivewithout consuming a spell slot or material component. For some reason, the target gains a level of fatigue and is afraid of you for one minute after reviving.
9. Level Upgrades
extreme mutation Prerequisite: Mutation Mastery
With a touch of magic, you can take your mutation to the limit and beyond. you learn the magicpolymorpho, but unless you know this spell from another source, you can only target yourself. Additionally, you can cast this spell without consuming a spell slot, but once you've done so, you can't cast it again until you complete a long pause.
Polymorph forms
For balance reasons, Polymorph allows you to transform into beasts. If you want to work your DM into a form that uses a beast's stats, it might be more visually themed for your morph ability, which can be a nice touch, but unlocking monstrosities or aberrations tends to present balance issues.
empty life Prerequisite: Life Trader
They crave a lack of vitality. after wateringlife transferThe first time you deal damage to a living creature within the next minute, you deal an extra 3d8 necrotic damage and regain hit points equal to the necrotic damage dealt.
massive hulk Prerequisite: Massive Mutation
You no longer have a limit on how long you can stay in better shape.
11. Level Upgrades
dark wonder
When you use an action that restores another player's health, you can spend up to 4d4 of your own hit points to increase the amount of health restored by that amount. Creatures gaining this strange health surge have advantage on their next attack or saving throw.
Relentless Predator Prerequisite: Craftsman Improvement
Activating your flesh-made enhancement no longer requires a spell slot, but can still only be done once per turn.
Wings seem to be useful
You decide wings look useful and install a pair on your back. You can shape them like a bird, bat or insect like all naturally working wings. These grant you flight speed equal to your movement speed, as long as you are not wearing heavy armor.
Vivisection Prerequisite: Perfection of Mind
If you dissect a creature with an Intelligence (Medicine) check granted by Mind Perfection, and the creature's remaining hit points are less than your Intelligence (Medicine) check result, you can choose to dissect the creature, revive it. her and kill her instantly instead of dealing damage.
Killing a creature in this way gives you an advantage on a medicine roll to harvest organs, ingredients, or other items from it.
15. Level Upgrades
autoimmune reactionYou gain full control of your body and its functions and are able to recognize malfunctions. As a reaction, you can end up with a condition or disease that affects you as a result of a failed saving throw, even if you normally couldn't take reactions because of the condition.
Once you've done this, you won't be able to do it again until you've completed a short or long break.
best eyes Prerequisite: Better Vision
Despite your quality eyes, did you notice somethingyetsee better than you, so you take their eyes and use them. You gain 30 feet of true vision in addition to your normal vision.
meat shaper
You gain the ability to castClonewithout using a spell slot. You will still need material components. Once you cast this spell, you cannot cast it again until you complete a long pause.
Supernatural Strength Requirement: 18 Strength You can do this update twice.
They don't see what the problem is with two-handed weapons. After a few minor upgrades to one of your arms and grips, you'll be able to wield a two-handed weapon in one hand in the upgraded hand.
Rules Tip: Fight with two weapons
Note that this doesn't give them the Light trait, so dual wielding doesn't inherently work on them, though it would with the Dual Wielder feat.
immortal bravery
If you drop to zero hit points, instead of being knocked unconscious, you make a Constitution saving throw equal to damage over your current hit points. If you succeed, your hit points become 1 instead of zero and you remain conscious.
1st level
- Alarm
- Arkane Ablationk
- arcane weaponk
- chord chord
- Article of Obligationk
- initial objectk
- understand languages
- heal wounds
- recognize magic
- disguise yourself
- Fast Retreat
- Falleninventor
- fake life
- Federfall
- Fett
- Identify
- illusion script
- Hop
- cross country skiers
- refuge
- projectile wantedk
- link
- To relievek
- invisible servant
- Tenser Floating Disk
2nd level
- Help
- change yourself
- arcane castle
- Blur
- cloud of daggers
- darkvision
- grounding
- improve the ability
- zoom in/out
- find traps
- heat metal
- hold person
- infuse happinessk
- invisibility
- To knock
- lightning chargedk
- locate object
- magic weapon
- magic mouth
- Nystul's Magic Aura
- poison protection
- see invisibility
- spider climbing
- Mina thunderboltk
3rd level
- dispel magic
- dispel constructionk
- Arma Elemental
- fake death
- flaming arrows
- Fireburst-Minek
- gaseous form
- Glyph of Protection
- life transfer
- Blitzpfeil
- magic circle
- non-detection
- power protection
- From you
- Tiny Servant
- sand wall
- breathe water
- walk on water
- Windwan
4th level
- arcane eye
- season of death
- Manufacture
- fire shield
- freedom of movement
- Increased invisibility
- Leomund's Secret Chest
- Otiluke's Resilient Orb
- fixk
- Steinform
- stone house
- morbid charisma
5th level
- animated objects
- creation
- holding monsters
- subtitles
- to deceive
- Passwall
- Skill Training
- your telekinesis
- teleportation circle
- transform rocks
- Arma Vorpalk
- Rock wall
- Spells marked withkare custom spells included in Appendix A, Inventor's Spells.
Need more Inventor? open thisextended toolboxfor even more possibilities!
1st level spell
Arkane Ablation
1st level transmutation
- casting time:1 share
- Area:Tap
- Components:V,S
- Duration:1 hour
You touch a worn piece of armor or clothing and imbue it with magic. The creature wearing this imbued item gains 4 temporary hit points for the duration. When those temporary hit points are depleted, at the start of the next turn, the creature gains hit points equal to 1 less hit point than it previously gained from that spell (for example, from 4 to 3), until no more temporary hit points. would be obtained and the spell ends.
At higher levels:Initial temporary hit points increase by 1 for each slot level above 1.
arcane weapon
1st level transmutation
- casting time:1 bonus action
- Area:Tap
- Components:V,S
- Duration:1 hour
You touch a weapon and imbue it with magic. For the duration, the weapon counts as a magic weapon, and any damage it deals is Force damage. Throwing that weapon with the ammo dash no longer consumes ammo when fired and requires no reloading.
At higher levels:If you cast this spell with a 3rd- or 4th-level spell slot, the duration is 8 hours. If using a spell slot of 5th level or higher, the duration is 24 hours.
chord chord
1st level transmutation
- Class:Inventor, Bard, Occultist, Ranger, Sorcerer, Sorcerer
- casting time:1 share
- Area:Tap
- Components:V, S, M (10 to 60 feet of twine or rope, worth at least 1 CP)
- Duration:Immediately
As an action, you can pluck a rope from 3 to 60 feet and give it a single command by choosing one of the following options:
- Tie.The rope attempts to trap the target creature within 20 feet of you. The creature must make a Dexterity saving throw or wait until it is freed. A creature can use its action to attempt a DC 10 Strength check and free itself or another creature within range if it succeeds. Dealing 5 slam damage to the rope (AC 10) also frees the creature without damaging it, ending the effect and destroying the rope.
- Garment.The rope flies up to 60 feet and ties one end to an object or surface that a rope could be tied to before becoming lifeless again and hanging from the object.
- To understand.The rope strikes and grabs a small or smaller object not carried by a creature within range equal to the rope's length and pulls the object back to your hand. When carried by a creature, this object must make a power saving throw. If you succeed, you keep the object, and if you fail, the object is taken from the creature.
At higher levels.When you cast this spell with a 2nd-level or higher spell slot, you can target a chain instead of a rope. It has the same available actions, but has a DC of 15, AC 15, and resistance to slam damage when performing the tether action. When a rope is cast with a spell slot of 3rd level or higher, that rope becomes imbued with magic for 1 minute, gaining a DC of 15, AC of 20, and 20 hit points.
Article of Obligation
1st level summon
- casting time:1 minute
- Area:Tap
- Components:V,S
- Duration:8 hours
You touch an object weighing no more than 100 pounds and you create a connection between you and it. Until the spell ends, you can bring it back to your hand as a bonus action.
If another creature is holding or using the item when you try to retrieve it, it makes a Charisma saving throw to retain possession of the item, and if it succeeds, the spell fails. They make this saving throw with advantage if they hold the item for more than 1 minute.
Fallen
1st level transmutation
- Class:Inventive, magical, magical
- casting time:1 share
- Area:Auto
- Components:V,S
- Duration:Immediately
You change gravity to yourself, causing you to reorient to the side closest to you at the end of your turn. You can choose any direction to fall as if under the effects of gravity, falling up to 150 meters before the spell ends.
If you collide with anything during this time, you take falling damage as normal, but you can control your fall as normal by grabbing objects or moving along a surface in your new orientation as usual until until your turn ends and gravity returns to normal.
Weapon Returning
1st level transmutation
- casting time:1 share
- Area:Auto
- Components:V, S, M (A magic item that casts a spell).
- Duration:24 hours.
- Class:inventor
Choose an item weighing 1-5 pounds within reach that will not be carried or used. The object flies straight up to 90 feet in a direction you choose before dropping to the ground, stopping early if it hits a solid surface. If the object hits a creature, that creature must make a Dexterity saving throw. On a failed saving throw, the object hits the target and stops moving. If the object hits something, the object and what it hits take 3d8 bludgeoning damage.
At higher levels.When you cast this spell with a spell slot of 2nd level or higher, the maximum weight of objects you can hit with this spell increases by 5 pounds and the damage increases by 1d8 for each slot level above 1st Step.
Weapon Returning
1st level transmutation
- casting time:1 share
- Area:Auto
- Components:V, S, M (A magic item that casts a spell).
- Duration:24 hours.
- Class:inventor
You touch a weapon that gives you a 20/60 thrown property. If you already have the Throw trait, your range is increased by 20/60. It also gets the "returning" property. After throwing, it automatically reappears in the thrower's hand.
projectile wanted
1st level transmutation
- casting time:1 share
- Area:Tap
- Components:V,S
- Duration:Concentration, up to 10 minutes
You touch a piece of ammo or a weapon with the thrown property, which gives you the ability to seek out your target. Whenever a ranged attack roll is made with this weapon, that attack gains advantage, and the attack roll can add your spellcasting modifier to the dice value. If this brings the die value + your spell modifier to 20 or more, the attack is a critical hit as if a 20 had been rolled. After the attack roll, the spell ends.
To relieve
1st level transmutation
- casting time:1 share
- Area:Tap
- Components:V,S
- Duration:1 hour
A creature you touch no longer takes penalties to its movement speed or Dexterity (cloak) checks while wearing medium or heavy armor, and is no longer encumbered by carrying weight unless it is wearing more than twice the weight that would bear.
2nd level spell
infuse happiness
2nd level abjuration
- casting time:1 share
- Area:Tap
- Components:V,S
- Duration:1 hour
They touch a weapon or charged item and bring it luck. When a weapon is imbued for the duration, the wielder can roll an additional d20 on an attack roll (he can do this after the roll, but before the result is determined). The creature can choose which of the d20 to use for the attack roll.
When plunged into a worn item, they can roll a d20 on an attack and then choose whether the attack uses the attacker's roll or theirs.
For both uses, the spell immediately ends if the extra d20 is rolled.
lightning charged
2nd level evocation
- casting time:1 share
- Area:Tap
- Components:V, S, M (a piece of used lightning rod)
- Duration:10 minutes
You channel electrical energy into a creature. The energy is harmless to the creature, but it escapes to other nearby creatures in dangerous bursts.
Whenever this creature hits another creature with a melee attack, a spell with reach, is hit by another creature with a melee attack, or ends its turn while grappled or being grappled by another creature, it inflicts 1d6 damage to that creature. electrical damage to .
Once this spell has discharged 6 times (dealing up to 6d6 damage), the spell ends.
At Higher Levels: The spell can deal damage 2 additional times (dealing 2d6 more total damage) before the spell ends for each slot level above 2nd.
Mina thunderbolt
2nd level abjuration
- casting time:1 minute
- Area:Tap
- Components:V, S, M (Each small non-magical object destroyed by activating the spell)
- Duration:8 hours
You can set a magic trap by infusing an item with explosive magic. You can set this item to detonate when someone comes within 5 feet of it, or by a verbal command with your reaction (one or more mines can be detonated).
When the magic trap explodes, each creature within 10 feet of the item must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful save. If a creature is within the area of effect of more than one Thunderclap Mine in a round, it takes half damage from any subsequent mine effects.
A magic mine must be within 5 feet or more of another mine and cannot be moved once placed; Any attempt to move it will cause it to explode unless the inventor who assembled it disarms it as an action.
3rd level spell
dispel construction
3rd level abjuration
- casting time:1 share
- Area:60 feet
- Components:V,S
- Duration:Immediately
You can attempt to eliminate the spell animating a construct within range and render it inactive. The target takes 4d10 Strength damage, must attempt a Constitution saving throw or is stunned for 1 minute. At the end of each of its turns, the target can make another Constitution saving throw. If successful, the spell ends on the target. If the target has less than 50 hit points remaining on a miss, it is reduced to zero hit points.
Fireburst-Mine
3rd level abjuration
- casting time:1 minute
- Area:Tap
- Components:V, S, M (Each small non-magical object destroyed by activating the spell)
- Duration:8 hours
You can set a magic trap by infusing an item with explosive magic. You can set this item to detonate when someone comes within 5 feet of it, or by a verbal command with your reaction (one or more mines can be detonated).
When the magic trap explodes, every creature within a 20-foot radius of the item must make a Dexterity saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful save. If a creature is within the area of effect of more than one fire mine during a round, it takes half damage from any subsequent effects of the mines.
A magic mine must be within 5 feet or more of another mine and cannot be moved once placed; Any attempt to move it will cause it to explode unless the inventor who assembled it disarms it as an action.
4th level spell
fix
4th level transmutation
- casting time:1 share
- Area:Tap
- Components:V,S
- Duration:Immediately
You touch a construct or inanimate object, causing it to regain 10d6 hit points. This reattaches any parts or materials that have become detached from the building or object, restoring it to the state it was in before it lost those hit points.
If the damaged state of the construct or object is the result of age, you can repair it to the state it was in 10d6 years ago if it was in better shape during that time (the state may or may not just improve the change).
At higher levels: Hit points regained increase by 2d6 (or years regained) for each rank above 4th place.
5th level spell
Arma Vorpal
5th level transmutation
- casting time:1 share
- Area:Tap
- Components:V,S
- Duration:Concentration, up to 1 hour
You touch a weapon and imbue it with power. Until the spell ends, the weapon becomes unspeakably sharp, ignoring resistance to slashing damage and gaining the siege trait, which deals double damage to inanimate objects such as buildings. If a weapon has less than a +3 modifier on attack and damage rolls, its modifier becomes +3 on attack and damage rolls for the duration of the spell.
Additionally, if a critical hit from this weapon leaves a creature with less than 50 hit points in its wake, the target creature is decapitated and killed.
multiclasse
If you want to use multiple classes in Inventor, the prerequisites and skills are listed below:
- precondition: 13 intelligence.
- Skills acquired:Arcane skill, light armor.
For multiclass and spell slots, add half of your inventor levels rounded down when calculating your spell slots on the multiclass spell slots table (such as paladin or ranger).
feats
While an inventor can derive many benefits from available achievements, this is an additional choice that takes into account two things. First, they are talents that can more directly play with what an inventor is drawn to as the game progresses, and second, they are talents that take advantage of new mechanics introduced by the inventor.
You can see in feats like Magic Initiate or Battle Adept that utilizing other class traits can be an integral part of enhancing your character with feats, and a feat is a perfect way to try your hand at a little craft without completely completing the Path of Gond.
Upgrade des Innovators
Prerequisite: Inventor
You have refined your mind into a non-stop analytical machine. You can select an additional upgrade from its list of subclasses. The update must be on the Unrestricted list. This upgrade will not count towards your class upgrade total.
If a resource allows you to trade upgrades, you can use this feat to trade selected upgrades, but they must be selected in the same (or lower) requirement category as the originally selected upgrade.
You can perform this feat multiple times, choosing higher-level feats each time you take it, as indicated in the table below:
select times | update level |
---|---|
1 | unrestricted |
2 | 5th level |
3 | 9th level |
4.+ | 11th level |
More interactions
In general, if you allow free talents, it's recommended to limit this + the first talent to unrestricted upgrades. It is recommended that you simply not allow the selection of additional wand upgrades with this feat.
mental adaptability
They found ways to think outside the box and make connections that other - lesser known - minds may never understand.
- If you must make an Intelligence, Wisdom, or Charisma saving throw, you can roll all three and choose the highest result. Once you've done this, you won't be able to do it again until you've completed a long break.
- Then you can choose an additional upgradenofrom your list of subclasses, as long as you can use it on something you own. This update cannot be a restricted-level update.
Golem-Mentor
Requirement: Inventor at level 16
You can choose artificial learning upgrade. This upgrade does not count towards the total number of class upgrades.
Why is it there?
This was an iteration with the older versions of the Innovators Upgrade that I wanted to keep as it's quite balanced and interesting, but the original version of the Innovators Upgrade has been corrupted.
art credit
- Class Photo: Inventor Warsmith - Art by Trung Tin Shinjji - Copyright KibblesTasty.
- Craftsmen - Art by Alifka Hammam - Copyright KibblesTasty.
- Gadgetsmith-Charakter – Kunst von adrytia45 – Copyright KibblesTasty
- Golemsmith Bild 1: Wizards of the Coast.
- Golemsmith Bild 2: Wizards of the Coast.
- Infusion Forge Character: Art by Trung Tin Shinjji - Copyright KibblesTasty.
- Tiefling Potionsmith: Arte de Trung Tin Shinjji - Copyright KibblesTasty.
- Alchemist - Art by Alifka Hammam - Copyright KibblesTasty.
- Potions: Art by Liza Alyakova - Copyright KibblesTasty.
- Fleshsmith Image: Fleshsmith Inventor - Arte de Shinji Art - Copyright KibblesTasty
fan content policy
This work is unofficial fan content permitted by the Fan Content Policy. Not approved/supported by Wizards. Portions of the materials used are the property of Wizards of the Coast. ©Wizards of the Shore LLC.
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changelog
Inventor v1.7
Erfinder v2.0
Erfinder v2.0.2
Inventor 2.0.3
Inventor 2.1
Inventor 2.1.1
Inventor 2.2
Golemschmied
- Healing spells cast can now heal the golem at level 1 (effectively level 2, since then you would heal wounds). This should cut down on fights where the golem disables early, at the cost of providing more resources (these instances looked bad at first).
- Renamed Mechanical Wings to Airborne Propulsion and clarified/corrected text.
- Structural Constitution reversed the effects of 16 and 18, cleverly changing Constitution checks to 16 for easier obtaining.
- Sign of Life grants domination with Wisdom and Intelligence saving throws.
potion maker
- Infused potions can be spells with spell attacks. Become ranged weapon attacks (with the enriched potion).
- Potionsmiths now gain proficiency in Instant Reactions used as weapons.
- The Delivery Mechanism now allows you to use your Intelligence modifier on potion attack rolls.
- Perfection reaction added
- Added field infusion
- Added Mad Alchemy
- Elixir of Life and Philosopher's Stone merged.
Donnerschmied
- Arcane Lightning became Lightning Magic. Replaced the 4th tier spell with Jumping Jolt to simplify the OGL, added a new 5th tier spell (Sky Burst).
war smith
- Full armor no longer counts towards carrying weight.
- War plate weight has been slightly reduced (matched plate).
- War suit weight greatly reduced (matching breastplate).
- Collapsible did an unrestricted upgrade.
- Faraday's helmet removed.
- Iron Grip removed the ability to wield two-handed weapons in one hand and use spears while dismounted (the latter not being a balance issue, just weird).
- Warsmith's Grappling reel now requires Warplate or Integrated Armor.
- Added Grappling Hook for Warsmith with Warsuit requirement.
- Added 5th tier spells to Fire and Lightning Projector
- The 4th-tier Lightning Projector spell has been replaced with OGL Simplicity.
- Recall moved to required 9th level.
ram
- The Adorable Critter line has been largely removed. Although I found them (mostly because of their names) it took a lot of upgrades to get it to work. Zombie Critter was doubled into the base critter, though it lost its attack ability. Your attack ability has been integrated into a new Thesis option in the Advanced Toolbox (Creation Perfection). Now it's just a ridiculously long-lived family member.
- Removed Ravenous (too much tracking and rolling).
- Infernal mutation reduced to 1d6.
- Vampiric Mutation: Improved Regeneration Effect changed 1d6 + Constitution.
- Massive Mutation is now a bonus action. Massive Mutation now targets target creatures but has a reduced range.
- Minor Vital Organs now make you immune to critical hits (like Adamantine Armor) in addition to their old effect.
- Subdermal Plating changed from 16 + Dexterity (max 2) to 17 and scaled to 18 @ 5, giving Fleshforgers a way to not rely on Dexterity for AC.
Magic
- Arcane Weapon now causes a weapon to run out of ammo and ignores all weapon loading properties.
- Improved the duration and range of homing weapons.
- Projectile Search now grants a perk on attack that consumes enchanted shot.
- Changed prohibition construction. Now deals 4d10 guaranteed damage, stuns on failure, and reduces from a cap of 50 HP to zero.
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