Inventor

A scientist capable of inventing new and complex contraptions, weapons, armor and even vehicles. Nothing is impossible with the creativity and skill of the inventor. They are trained in the use of the new technological weapons and their crafted prototypes.

 

Prototypes: Use your long rests and downtime to work on building a prototype weapon, armor, item or starting from level 7 vehicle. Choose your specialty in weapon, armor or item crafting at level 1. You roll with advantage on ability and skill checks for your specialty items and add your Intelligence modifier instead if it's higher.
You can either, buy or find schematics or formula's with instructions and material costs to build your prototypes or you can spend time to create your own. Skill checks will be set by the DM.

Crafting rarity is tied to your level in Inventor:

  • Level 1 to 5: Craft common weapon, armor and item prototypes
  • Level 6 to 10: Craft uncommon weapon, armor and item prototypes
  • Level 11 to 15: Craft rare weapon, armor and item prototypes
  • Level 16 to 20: Craft very rare weapon, armor and item prototypes

 

proficiency

  • Firearms
  • Simple weapons
  • Prototype weapons
  • Light armor
  • Medium armor
  • Shields
  • Smith's tools
  • Tinkerer's tools
  • Alchemist's tools
Specialty proficiency
  • Weapon specialty: Adds Martial weapon proficiency
  • Armor specialty: Adds Heavy armor proficiency
  • Item specialty: Adds an additional 2 tools proficiency
Saving throw proficiency: Intelligence and Wisdom

Skills: Choose 2

  • Nature
  • History
  • Investigation
  • Perception
  • Sleight of hand
  • Thieves's tools

 

Class Features

Hit Dice: d8
At level 1
Choose specialty: Choose Weapon, Armor or Item specialty.

  • Tinkering: spent time during your long rest improving an item using Tinkerer's tools - Intelligence check
    • Weapon: Add a +1 to the attack and damage bonus for 24 hours
    • Armor: Add a +1 to AC for 24 hours
    • Item: Add a +1 to one item effect for 24 hours
  • This bonus increases by 1 every 6 levels
  • Difficulty class is tied to item rarity:
    • Common: DC10
    • Uncommon: DC12
    • Rare: DC14
    • Very Rare: DC16
    • Legendary: DC18


  • Genius proficiency: Use your Intelligence modifier on your specialty if higher
    • Weapon specialty: Your attack and damage bonus with all weapons
    • Armor specialty: Your AC modifier
    • Item specialty: All tool checks
At level 3
Clockwork companion: Create a Clockwork Companion that follows you around with special features based on your specialty. Use a Tinkerer's check DC15 to create the companion during a long rest and it consumes a battery and 5gp worth of clockwork components. You may only have 1 Clockwork Companion at a time. Your companion acts on your initiave.
  • Weapon specialty (choose 1 feature) and can be changed during a long rest with a Tinkerer's check DC12:
    • Cannon arm - install a small cannon on your clockwork companion and the ammo compartment contains 6 rounds of pistol cartridges. They make can make ranged attacks using your Intelligence modifier and proficiency. On hit they do 1d6 + INT Mod piercing or bludgeoning damage, on critical 2d8 + INT Mod*2.
    • Electro knife - install a battery powered knife arm on your clockwork companion that has 10 charges. They can make a melee attack using your Intelligence modifier and proficiency. On hit they do 1d4 + INT Mod slashing damage and 1d4 electrical damage (uses 1 charge).
    • Poison injector - install a syringe on your on your clockwork companion and liquid tank which you can store 3 uses of a poison (must be the same poison). They make can make ranged attacks using your Intelligence modifier and proficiency. On hit, use the effects of the loaded poison.
  • Armor specialty (choose 1 feature) and can be changed during a long rest with a Tinkerer's check DC12:
    • Armored companion: increase the AC of your companion by 2
    • Reactive armor: when hit by a melee attack it triggers an explosive reaction on your companions armor. The attacker must make a DEX Save equal your Intelligence modifier + proficiency bonus or take 1d8 + INT Mod Force damage
    • Spell disruptor: Your clockwork companion gains a spell disruption field equal to your own (if any)
  • Item speciality (choose 1 feature) and can be changed during a long rest with a Tinkerer's check DC12:
    • Medical tools: Your companion can be loaded with 3 charges of medical supplies to heal you according to the medical supplies stats
    • Tool slot: Your companion can be loaded with 1 tool kit of your choice and uses your Intelligence + proficiency bonus to make tool checks
    • Improved Sensors: Your companion can detect invisible creatures and objects within 15ft and makes Perception and Investigation checks with advantage
At level 4
Ability score improvement
At level 5
  • Weapon speciality: Extra attack
  • Armor speciality: +1 to AC
  • Item speciality: Double proficiency on tool checks
At level 7
Vehicle design: Spend your downtime to design and craft vehicles. You can add special features based on your speciality.
Based on level you can craft vehicles:
  • Level 7 to 10: Common vehicles (no swim, burrow or fly speeds) up to 250gp worth of components
  • Level 11 to 13: Uncommon vehicles (no fly speeds) up to 1500gp worth of components
  • Level 14 to 16: Rare vehicles up to 5000gp worth of components
  • Level 17 to 19: Very Rare vehicles up to 15,000gp worth of components
  • Level 20: Legendary vehicles

Flash of Genius: At 7th level, you've gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.   You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
At level 8
Abillity score improvement
At level 10
Overdrive: You can double your modifiers on a [Tech] weapon, armor or item for a number of rounds equal to your Intelligence modifier by making an Tinkerer's tools check DC15. However if you roll a natural 1 it malfunctions and you need to spend 10 minutes fixing that item.
Tool mastery: You cannot role lower than a 10 on tool checks
At level 11
Improved Clockwork companion: Your clockwork companion now uses the Improved Clockwork Companion statblock and you can add 2 speciality features.
At level 12
Ability score improvement
At level 14
Prototype mastery:
  • Weapon speciality: Reroll 1's on attack rolls and 1's and 2's on damage rolls for [Tech] weapons
  • Armor speciality: You gain advantage on Strength, Dexterity and Constitution Saving Throws when wearing [Tech] armor
  • Item speciality: Your clockwork companion can use any [Tech] item
At level 16
Ability score improvement
At level 20
Legendary Inventor: You can craft Legendary weapons, armor or items.
Ability score improvement

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