Inventor

Homebrew

Inventor

Core Inventor Traits
Primary Ability Intelligence
Hit Point Die 1d10
Saving Throw Proficiencies Intelligence and Wisdom
Skill Proficiencies Choose 2: Nature, Investigation, History, Perception, Sleight of Hand
Weapon Proficiencies Simple Weapons, Martial Weapons and Firearms
Tool Proficiencies Smith's tools, Carpenter's Tools, Tinkerer's tools, Alchemist's tools, Thieves Tools
Armor Training Light Armor, Medium Armor and Shields
Starting Equipment A Simple or Martial Weapon, Prototype, Snaplock Pistol, Chainshirt, Dungeoneer's Pack

A Scientist capable of inventing new and complex contraptions, weapons, armor and vehicles. Nothing is impossible with the creativity and skill of the inventor. They are trained in the use of Firearms, new technological weapons and their crafted prototypes.   You might be part of the Society of Innovation or an independent tinkerer working in his basement on marvelous inventions or a mad scientist on the road of world domination!
Becoming a Inventor...
As a Level 1 Character:
Prototype. Use your long rests and downtime to work on building prototype weapons, armor, items or starting from level 7 vehicles. Inventing new items during down time or rest periods requires you to use the Crafting Table checks. You can also reverse engineer any items you might find.   Genius Proficiency. Use your Intelligence Modifier on Prototype or Technological items if higher. You become proficient in Science.
As a Multiclass Character:
Prototype. Use your long rests and downtime to work on building prototype weapons, armor, items or starting from level 7 vehicles. Inventing new items during down time or rest periods requires you to use the Crafting table checks. You can also reverse engineer any items you might find.   Genius Proficiency. Use your Intelligence Modifier on Prototype or Technological items if higher. You become proficient in Science.   You gain a d10 Hit Dice, Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons and Firearms.
Class Features
Level Proficiency Bonus Class Features Tinker Bonus Weapon Mastery
1 +2 Prototype, Genius Proficiency - 2
2 +2 Tinkering 1 2
3 +2 Subclass feature 1 2
4 +2 Ability Score Improvement 1 2
5 +3 Extra Attack 1 3
6 +3 Subclass feature 2 3
7 +3 Operator 2 3
8 +3 Ability Score Improvement 2 3
9 +4 Subclass feature, Tool Expert 2 4
10 +4 Boost, Expertise: Science 2 4
11 +4 Two Extra Attacks 3 4
12 +4 Ability Score Improvement 3 4
13 +5 Sabotage 3 5
14 +5 Genius Innovation 3 5
15 +5 Masterwork Prototype 3 5
16 +5 Ability Score Improvement 4 5
17 +6 Subclass feature 4 6
18 +6 Professor 4 6
19 +6 Epic Boon 4 6
20 +6 Magnum Opus 4 6
Level 1: Prototype
Use your long rests and downtime to work on building prototype weapons, armor, items or starting from level 7 vehicles. Inventing new items during down time or rest periods requires you to use the Crafting Table checks. You can also reverse engineer any items you might find.

Level 1: Genius Proficiency
Use your Intelligence Modifier on Prototype or Technological items if higher. You become proficient in Science.

Level 2: Tinkering
Spent time during your long rest improving an item using Tinkerer's tools. You can place these improvements on any item including items used by allies.
You can improve a number of items equal to your Proficiency Bonus.
  • 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

Level 2: Fighting Style Feat
  • Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Defense: While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Blind Fighting: Gain 10 feet of Blindsight
  • Thrown Weapon Fighting: When you hit with a ranged attack roll using a weapon that has the Thrown property, you gain a +2 bonus to the damage roll.
  • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Level 3: Inventor Subclass
You gain a Inventor subclass. For the rest of your career, you gain each of your subclass’s features that are of your Inventor level or lower.

Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Inventor levels 8, 12, and 16.

Level 5: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.

Level 7: Operator
An expert in operating machinery and technological items. You gain Advantage on any Ability checks related to technological items, vehicles or tools checks.

Level 8: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Inventor levels 12, and 16.

Level 9: Tool Mastery
You can no longer roll below a 10 when using tools your proficient with.

Level 10: Overdrive
A number of times equal to your Intelligience Modifier you can temporarily boost an item, vehicle or machine by rolling a d10. If you roll a 1 on the d10 the item, vehicle or machine malfunctions instead and is disabled until repaired. The boost charges reset on the completion of a long rest.
You can use the result of the roll to boost the following:
  • Attack Bonus: Add the result of the d10 to one Attack.
  • Save DC: Add the result of the d10 to a technological effect.
  • Armor Class: Add the result of the d10 to your AC until the start of your next turn.
  • Vehicle speed: Add the result of the d10 times ten to movement speed of the vehicle.
  • Tools Check: Add the result of the d10 to one of your tools checks.
Level 10: Expertise: Science
You gain Expertise in the Science skill.

Level 11: Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.

Level 12: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Inventor level 16.

Level 13: Sabotage
You can use your Tinkering to sabotage a feature of a technological item, vehicle or machine. They make a Constitution Saving Throw DC8 + Proficiency Bonus + Intelligence Modifier, on failure choose one of the following effects:
  • Weapon: Lower its Attack Bonus equal to your Tinker bonus.
  • Armor: Lower its AC equal to your Tinker bonus.
  • Save DC: Lower the Save DC of one of its abilities equal to your Tinker bonus.
  • Speed: Lower its movement speed equal to your Tinker bonus times ten.
This condition can be removed by the creature spending an Action to repair the damage.

Level 14: Genius Innovation
Once per day you can choose to succeed an Ability check after your roll.

Level 15: Masterwork Prototype
Any items crafting by you increase in potency. The item's value doubles because your work is renowned and highly sought after by collectors.
Choose a property of the item and increase its power as if its one level higher in rarity. The DM decides what this improvement looks like.

Level 16: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Level 18: Professor
All your Proficiencies in Skills and Tools turn into Expertise. All of your allies become Proficient in your proficient skills.

Level 19: Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.

Level 20: Magnum Opus
You gain the schematic for your most powerful item, your life's work, an epic level weapon, armor, item or vehicle. Discuss with the DM what this item is and its properties.
Subclasses





 
Battle Tinker

Class: Inventor

You've focused on improving your skills in battle through gadgets, machinery and power sources. Turning your armor into a mobile suit powered by your inventions and being able to perform extraordinary feats in battle.
Features
Level 3: Exoskeleton
You improve a suit of heavy armor (must be Mundane or Technological) with your inventions by spending Downtime or a Long Rest with a Tinkerer's Tools check DC15. On success, you gain an Exoskeleton with the Armor Class of the Heavy Armor used.
When wearing the Exoskeleton you have the following modifiers:
  • You use your Intelligence instead of Dexterity to determine your Armor Class bonus. The maximum still applies.
  • You have -5 ft. movement.
  • You ignore the Strength requirement of the armor.
  • Heavy weapons don't apply Disadvantage while wearing the Exoskeleton.
  • The Exoskeleton attaches to you and can't be removed against your will unless unconscious, restrained or in any other way incapacitated. It covers your entire body although you can retract or deploy the helmet as a Free Action.
  • Add half of your Intelligence modifier rounded up to your AC.
  • You can doff or don the Exoskeleton as a full tur.
  • Power core capacity is 75 at level 3. When you lose all power you suffer the stunned condition until you doff the armor.
  • Short rests recover 2d10 + Intelligence modifier + Proficiency Power. Long rest recovers to maximum power. During combat you can use batteries to restore power to your exoskeleton by spending an action to Recharge (1 battery restores 10 power).
  • At the end of your turn you lose 2 Power.
  • You cannot sleep in your exoskeleton and must remove it when resting.
Powered Surge: You can push your exoskeleton beyond it's normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a Short or Long rest before you can use it again.
Powered Surge costs 10 battery Capacity.

Level 3: Powered Maneuvers: Choose 3 combat maneuvers from the Combat Maneuvers table.
Your Superiority die are d10 when at 75+ Power, 50+ d8, 25+ d6, 10+ d4, lower than 10 power adds no Superiority damage and you lose your Proficiency to Save DC.

Level 6: Powered Servos
You can spend 5 Power to use your Intelligence modifier on Strength or Constitution Ability Checks or Saving Throws.

Level 6: Enhanced Power Core
Your maximum Power increases to 100.

Level 9: Exoskeleton Modification
Exoskeleton Modifications (choose 2, you can switch them during a long rest):
  • Triple Plating: The armor plating on your Exoskeleton gains a +1 bonus to Armor Class.
  • Power Servos: This grants a +1 bonus to attack and damage rolls made while inside the Exoskeleton.
  • Auto Loader: For ranged weapons you ignore the Loading property.
  • Enhanced Servos: Your movement speed increases by 10 ft.
  • Spring Joints: You double your jump distance.
  • Vent Core: You blast heat from your Core out a 5 ft. radius using your exhaust ports. Creatures caught in the blast take 2d6 Fire damage + Intelligence Modifier and must make a Dex Save DC8 + Intelligence Modifier + Proficiency. On success they take half damage, on failure they take full damage and get the Burning condition taking 1d6 Fire damage until they use an Action to put out the flames.
  • Electric Charge: You charge the outside of your armor with electricity. When a melee attack hits you can choose to use a Reaction and 5 Power to make the creature take 2d6 Lightning damage.
  • Subtle Dampeners: You remove your disadvantage on Stealth checks.
  • Overcharged Surge: You can use the Powered Surge ability a second time before a short or long rest but it'll cost 20 Power.
  • Additional Combat Maneuvers: You can take another 2 combat maneuvers from the Combat Maneuvers table.
Level 17: Invulnerable Fortress
As a Reaction you can activate the defenses of your Exoskeleton and turn it into an immobile fortress. Your speed becomes 0 and you automatically fail Dexterity Checks but your AC increases by 5 until you start moving again.
 

Homebrew

Roboticist

Class: Inventor

You are specialized in creating technological constructs that can act their own. Using clockwork, steampower or the new innovations of electricity to create creatures to help you.
Features
Level 3: Robot Companion
Create a Robot Companion that acts as your familiar and starts on your Initiative. During a Long Rest or Downtime you can create a Robot Companion by using a metal scrap, clockwork component and a battery. It has a simple program and cannot act on its own. You may only have 1 Robot Companion active at a time.
You can install a Simple weapon on the creature, a Tool and Injector. It uses your Attack bonus on its weapons attacks, your Ability Check on the Tool and can Inject medicine or poisons.

With the Remote Control Unit you can see through it's camera and use its sensors within 100 ft. You can give it commands through the unit and it can continue executing a command until instructed otherwise.

Level 3: Repair Robot
Use an Action to repair a robotic construct. You heal it for 1d4 plus your Proficiency Bonus and Intelligence Modifier.

Level 6: Automaton
Create an Automaton Companion that acts as your familiar and starts on your Initiative. During a Long Rest or Downtime you can create an Automaton by using a metal ingot, a machine brain and a power core. You can program it with a simple personality. You may only have 1 Automaton active at a time.
It has half the Hit Points that were granted by your Inventor levels. You can install two Simple or Martial Weapons on the Automaton, two Tools and an Injector. It uses your Attack bonus on its weapons attacks, your Ability Check on the Tools and can Inject medicine or poisons.

With the Remote Control Unit you can see through it's camera and use its sensors within 100 ft. You can give it commands through the unit and it can continue executing a simple command until instructed otherwise.

Level 6: Overdrive
Use an Action to put one of your robotic constructs into Overdrive. While they're in Overdrive their Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. Roll a d20 on the start of your turn and on a 1 it overheats, dealing 2d6 Fire damage to itself and all creatures within 5 ft on each of its turns. If you roll a 1 again it explodes destroying itself, all creatures within a 10 ft Cube centered on itself must make a Dexterity Saving Throw DC15, on failure taking 2d6 Force Damage and 2d6 Fire damage, on success taking only half of the damage.

Level 9: Flying Automaton
You can attach rocket boosters to your Automaton and give it a Flyspeed equal to double its walking speed.

Level 17: Android
Create an Android Companion that acts as your familiar and starts on your Initiative. During a Long Rest or Downtime you can create an Android by using a Living Steel ingot, a machine brain and a mini reactor. You can program it with a humanoid personality, capable of acting on its own and give it a special feature. Discuss with the DM what this feature looks like.
You may only have 1 Android active at a time.
It has the same Hit Points you get from your Inventor levels. You can install two Simple or Martial Weapons on the creature, three Tools and an Injector. It uses your Attack bonus on its weapons attacks, your Ability Check on the Tools and can Inject medicine or poisons.

With the Remote Control Unit you can see through it's camera and use its sensors within 100 ft. You can give it commands through the unit and it can continue executing a command until instructed otherwise.
 

Homebrew

Scientist

Class: Inventor

You're more theoretical in your approach to Science seeking to understand the fundamental fabric of the universe.
Features
Level 3: Fundamental Knowledge
You gain Profiency in another 2 skills and 2 Expertise in Proficient skills. For skills you're Proficient in you can use your Intelligence Modifier if higher.

Level 3: Study
You can spend 10 minutes to study an object, creature or feature to learn its properties. The DM decides if there's rolls involved and what you learn.

Level 6: Innovator
Choose a weapon, armor or skill/tool to improve with a revolutionary innovation. You can choose only one item. It has the following benefits:
  • Weapon: You use your Intelligence Modifier for the weapon if higher. Add another bonus from below:
    1. Add your Proficiency Bonus to any Damage Rolls made with the weapon.
    2. Change the Damage Type to another.
    3. Double the range of the weapon.
  • Armor: You use your Intelligence Modifier instead of your Dexterity if higher for the armor class bonus. Add another bonus from below:
    1. Remove the maximum Dexterity Bonus cap.
    2. Add Advantage on Stealth Checks or Remove Disadvantage.
    3. Add Resistance to one Damage Type.
  • Skill/Tool: You always use your Intelligence Modifier for a skill or a tool. Choose another bonus from below:
    1. Double your Proficiency Modifier for the Ability Check. If you already have Expertise then you add your Proficiency Bonus again.
    2. Re-roll one of the dice and take the higher result.
    3. You can teach another character this skill.
Level 6: Researcher
You roll research checks with Advantage to create new schematics.

Level 9: Master Innovator
Add another Bonus to your Innovation from the list.

Level 17: Theory of Everything
You become so knowledgeable about the fabric of the universe that you use your Intelligence Modifier for all Ability Checks if higher.

Level 17: Genius Innovator
You gain all the bonuses on your innovation.

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