Inventor (Class): Difference between revisions

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Created page with "Inventors, like mechanists, are adventurers whose talents bend toward the clockwork, toward arcane technology (aethertech) as applied beyond the manufactory floor. Unlike mechanists, they do not cast spells. Most associated with Shinevog and the iconoclastic dwarves there, there are also inventor tendencies in Byarmarsh and among the periant gnomes now living in Crisial. ==== Designer’s Note ==== The three primary archetypes at play here are the bulky, short-tempered..."
 
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=== Archetype (1st, 3rd, 6th, 9th) ===
=== Archetype (1st, 3rd, 6th, 9th, 13th) ===
Adventuring inventors fall into their specialization fairly early. Three such specializations are presented at the end of this class entry–the Gearhead, who specializes in enhancing his armor until he’s a walking tank and the Trapsmith who focuses on upgrading his ranged weapons and rapidly deployable traps. You gain features from them when you first select your Archetype at level 1 and again at 3rd, 6th, and 9th levels.
Adventuring inventors fall into their specialization fairly early. Three such specializations are presented at the end of this class entry–the Gearhead, who specializes in enhancing his armor until he’s a walking tank and the Trapsmith who focuses on upgrading his ranged weapons and rapidly deployable traps. You gain features from them when you first select your Archetype at level 1 and again at 3rd, 6th, 9th, and 13th levels.


=== Improved Alchemical Munitions (1st) ===
=== Improved Alchemical Munitions (1st) ===
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==== Power Armor: Improved Battery (9) ====
==== Power Armor: Improved Battery (9) ====
As an action, you can regain up to four charge dice. Once you use this ability, you cannot do so again until you finish a long rest.
As an action, you can regain up to four charge dice. Once you use this ability, you cannot do so again until you finish a long rest.
==== Power Armor: Complete Suit (13) ====
At 13th level, your armor is completely finished. You gain the following features.
* You can now breathe underwater and have a swimming speed of 30 ft.
* You have a flying speed of 30 ft.
* You are immune to gas-based poison or stench effects.


=== Trapsmith ===
=== Trapsmith ===
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==== Aether Scanner (9) ====
==== Aether Scanner (9) ====
You have created a monocle that grants you the benefit of the ''detect magic'' and ''see invisibility'' spells. If you lose this monocle, you can recreate it during a long rest by spending 100 gp.
You have created a monocle that grants you the benefit of the ''detect magic'' and ''see invisibility'' spells. If you lose this monocle, you can recreate it during a long rest by spending 100 gp.
==== Perfected Synthesis (13) ====
When you use your Mine-Layer or Energy Synthesis ability, the ability's effect is increased based on the chosen version. Choose one of the following that applies to your chosen mode:
* '''Empowered (Any)''': You can choose to maximize up to half the Charge Dice rolled.
* '''Napalm''' ('''Flamethrower):''' Targets that fail their saving throw take the damage at the start of each of their turns for one minute or until they use an action to put out the fire. Targets that succeed take the damage again at the beginning of their next turn, after which the fire goes out.
* '''Arcing Stun (Stunner):''' This effect now chains from the original target to up to two additional creatures of your choice within 30 ft of the original target. They are affected as if they were the primary target.
* '''Gale Force (Air Blast)''': The radius is now 20 ft and the push distance is 10 feet. Creatures larger than you no longer make the save at advantage.
* '''Extreme Cold''' '''(Freeze Ray)''': Creatures restrained by the ice now take half the damage at the beginning of each of their turns. The area remains a 5' tall wall of ice for one minute. Additionally, you only need to spend 2 dice instead of 4 to use the ''wall of ice'' option.
[[Category:Class]]
[[Category:Class]]
[[Category:Homebrew]]
[[Category:Homebrew]]

Revision as of 04:18, 17 May 2025

Inventors, like mechanists, are adventurers whose talents bend toward the clockwork, toward arcane technology (aethertech) as applied beyond the manufactory floor. Unlike mechanists, they do not cast spells. Most associated with Shinevog and the iconoclastic dwarves there, there are also inventor tendencies in Byarmarsh and among the periant gnomes now living in Crisial.

Designer’s Note

The three primary archetypes at play here are the bulky, short-tempered smith who can’t leave his forge behind, so he brings it with him and wades into melee combat in a clockwork suit of armor, and the quick-fingered, quick-witted tinkerer, almost roguish but with much more of a mechanical bent, whose style revolves around souped-up crossbows and mechanical traps and gadgets.

This is an alternative to the mechanist, not designed to see play simultaneously in the same party, as they fill much of the same thematic niche and may not be balanced against each other.

Quick Build

If you want to play the melee-oriented Gearhead archetype, Strength and Intelligence should be your primary attributes, with Constitution as your secondary. Pick the heaviest armor you can wear and a two-handed weapon.

If instead you want to play the quick-fingered, ranged sniper Trapsmith archetype, Dexterity and Intelligence should be your primary attributes. Choose light armor and a heavy crossbow, with a light hammer as a melee weapon.

Class Features

Hit Points

Hit Dice: 1d8 per inventor level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per inventor level after 1st.

Proficiencies

Armor: Light and medium armor

Weapons: Simple weapons, martial weapons

Tools: all tools

Saving Throws: Dexterity, Intelligence

Skills: Choose three from Arcana, History, Investigation, Medicine, Perception, and Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background.

  • any martial weapon
  • (a) two light hammers or (b) a heavy crossbow and 20 bolts
  • (a) leather armor, (b) scale armor, or (c, if proficient) chain armor
  • (a) a scholar’s pack or (b) a dungeoneer’s pack
  • (a) Tinkerer’s tools, (b) Smith’s tools

The Inventor

Level Prof. Bonus Features Charge Die Maximum Charges Charge Limit
1st +2 Archetype, Improved Alchemical Munitions, Mechanical Talent
2nd +2 Clockwork Battery, Energy Augmentation I d6 5 2
3rd +2 Clockwork Friend, Multitool d6 5 2
4th +2 Ability Score Increase, Skill Tricks d6 8 2
5th +3 Extra Attack d8 8 3
6th +3 Archetype Feature, Energy Synthesis d8 14 3
7th +3 Adaptive Defense, Underwater Movement Engine d8 14 3
8th +3 Ability Score Increase, Skill Tricks d8 14 3
9th +4 Archetype Feature, Overclocked Clockwork Friend d8 17 4
10th +4 Improved Energy Synthesis d8 17 4
11th +4 Improved Energy Augmentation d10 24 4
12th +4 Ability Score Increase, Skill Tricks d10 24 4
13th +5 Archetype Feature d10 26 5
14th +5 3D Movement Engine d10 26 5
15th +5 Completed Clockwork Friend d10 30 5
16th +5 Ability Score Increase d10 30 5
17th +6 Expert Energy Synthesis d12 30 5
18th +6 d12 30 5
19th +6 Ability Score Increase d12 36 5
20th +6 Self Repair Circuits d12 36 5

Archetype (1st, 3rd, 6th, 9th, 13th)

Adventuring inventors fall into their specialization fairly early. Three such specializations are presented at the end of this class entry–the Gearhead, who specializes in enhancing his armor until he’s a walking tank and the Trapsmith who focuses on upgrading his ranged weapons and rapidly deployable traps. You gain features from them when you first select your Archetype at level 1 and again at 3rd, 6th, 9th, and 13th levels.

Improved Alchemical Munitions (1st)

You can make one vial of alchemist fire or acid as part of a long rest by expending 2 gp.

When you attack with alchemist’s fire or acid, you can do so as part of an Attack action, and make the attack with proficiency.

Mechanical Talent (1st)

Starting at 2nd level, when you make an ability check to understand, fix, disable, or otherwise interact with mechanical items or aetheric technology, you can add twice your proficiency bonus instead of whatever proficiency bonus (including none at all) would be applied normally.

Clockwork Battery (2nd)

Starting at 2nd level, you’ve developed a battery system that can feed additional energy into your equipment, allowing you to manipulate aether, creating quasi-magical effects without the trappings or consequences of casting spells.

This battery stores a certain amount of charge while you rest, which can then be expended to power your effects.

Charge Die

When an effect calls for you to roll one or more Charge Dice, you roll that many d6s and add together the result. At higher levels, the charge die size increases, as shown on the Charge Die column of the Inventor table.

You have two charge dice available at 2nd level, once you’ve rolled your Charge Die twice, you cannot do so again until you finish a long rest. This maximum number increases as you gain levels, as shown on the Maximum Charges column of the Inventor table.

When an effect allows you to choose how many Charge Dice to expend, you can choose any number as long as you have that many charges available and it is less than the value shown on the Charge Limit column of the Inventor table. For example, if you are level 3 and have not spent any Charge Dice, you can still only expend 2 of those dice on any individual use of an ability.

Charge Ability and DC

The associated ability score for your Charge effects is Intelligence. When an effect calls for your Battery DC, it is calculated by

Charge DC = 8 + your Intelligence Modifier + your proficiency bonus.

Energy Augmentation (2nd)

The most simple use of your Clockwork Battery is to infuse your weapon strikes with quasi-elemental energy or simply augment their striking power. When you hit with a weapon attack, unarmed strike, or with an alchemical munition, you can expend a number of Charge Dice up to your charge limit. When you do so, roll the Charge Dice and add the total to the damage dealt. You choose the damage type from the following: cold, fire, lighting, thunder, or the damage type of the weapon. When you do so, the entire damage result counts as coming from a magical weapon.

Clockwork Friend (3rd)

At 3rd level you’ve created a tiny clockwork construct to serve as your friend. It takes the shape of a spider, mouse, beetle or other similar non-flying creature. It has 1 HP, AC 10, 30 ft of movement, normal vision (passive perception of 10). Its Strength and Intelligence scores are 1 and all of its other ability scores are 10. It cannot attack, but can otherwise understand your simple orders and will fulfil them as practical for its shape. While it is on your person, it is considered to be immune to all damage and does not make saving throws.

When you create your friend, choose one movement module and one sensory module. You can alter your choices when you finish a long rest as long as you have a tinker’s tool’s set.

  • Movement: sticky pads (30 ft climb speed) or fins (30 ft swim speed)
  • Sensory: audio recorder/playback + improved hearing OR video (silent) recorder/playback + improved darkvision (60 ft  in color). In either case, it can record up to 10 minutes of audio or video and can trigger recording start/stop based on orders given.

Multitool (3rd)

At 3rd level, you’ve created a clockwork tool that counts as any tool with which you are proficient, as well as the following:

  • A crowbar
  • A shovel
  • A wood axe
  • A firestarter
  • A bucket

If you lose this tool, you can recreate it by expending 1 GP of metal and wire during a long rest. It has a weight of 2 lbs and packs to the size of a sheathed shortsword.

Ability Score Increase (4th, 8th, 12th, 16th, 19th)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Alternatively, you can choose a feat that you qualify for.

Skill Tricks (4th, 8th, 12th)

At 4th level, you have learned the Craft Apprentice skill trick. At 8th level, you learn your choice of Medic, Trap Finder, or Tumble (even if you would not otherwise qualify). At 12th level, you learn your choice of Find Weakness or Sunder.

Extra Attack (5th)

Starting at 5th level, you can attack twice instead of once when you take the Attack action on your turn.

In addition, you ignore the loading property of weapons as you’ve modified your personal weapon to automatically reload itself.

Energy Synthesis (6th)

Starting at 6th level, you can release a burst of quasi-elemental aether from your Clockwork Battery. As an action, expend a number of Charge Dice up to your charge limit, roll and sum them, and pick one of the following:

Flamethrower: You create a 30 ft cone of fire. All creatures within that area must make a Dexterity saving throw against your Charge DC. On a failed save, they take the rolled total as fire damage now and at the beginning of their next turn. On a success, they only take the damage now.

Stunner: One creature you can see within 30 ft must make a Constitution saving throw against your Charge DC. On a failed save, they take the rolled total as lightning damage and are stunned until the end of your next turn. On a success, they take half as much damage and are not stunned but cannot take reactions until the end of your next turn.

Air Blast: All creatures within 10 ft. of you must make a Strength saving throw against your charge DC. On a failed save they take the rolled total as thunder damage and are pushed 5 feet away and knocked prone. On a success, they take half as much damage and are only pushed but not knocked prone. Creatures two sizes or more larger than you make the save at advantage; creatures smaller than you make the save at disadvantage. This also disperses any effect that can be dispersed by a strong wind.

Adaptive Defense (7th)

At 7th level, you’ve incorporated significant alterations into your non-weapon gear, letting you defend yourself more efficiently in emergencies. You gain the following benefits as long as you are wearing any armor.

  • As a reaction when you take damage from a source you can see, you can expend a number of Charge Die up to your charge limit. Roll the dice and subtract the result from the damage taken. This occurs after resistance and vulnerability is accounted for.
  • As a reaction when you make a Strength, Dexterity, or Constitution ability check or saving throw, you can expend one Charge Die and add the result to the ability check or saving throw result.
  • As a bonus action, you can spend a number of Charge Dice up to your charge limit. Roll the dice and add the total to your hit points. You can only take this option if you are below half your maximum hit points.

Underwater Movement Engine (7th)

Starting at 7th level, you’ve modified your Clockwork Battery and gear to produce a bubble of air and jet propulsion while underwater. While you are wearing armor, you gain a swimming speed of 40 ft and can breathe underwater.

Additionally, this air filtration gives limited protection against gaseous hazards. When you make a Constitution saving throw against airborne poisons (such as a green dragon’s breath weapon or the cloudkill spell), you do so at advantage.

Overclocked Clockwork Friend (9th)

Starting at 9th level, you can spend 1 charge die to temporarily enhance your clockwork friend. It gains one of the following abilities:

  • A 60 ft fly speed for one hour.
  • Invisibility (as the 2nd level spell) for 10 minutes. This does not require concentration from you.
  • Perform complex tasks (pull levers, speak messages (pre-recorded), etc) for 10 minutes. During this time, it is considered to have a strength score of 10.

Additionally, it has hit points equal to 5 times the sum of your proficiency bonus and your Intelligence modifier (minimum 5 times your proficiency bonus) and its armor class increases by your proficiency bonus.

Improved Energy Synthesis (10th)

At 10th level, you gain an additional option for your Energy Synthesis ability.

Freeze Ray: All creatures in a 60 ft line that is 5 ft wide must make a Constitution saving throw. On a failed save, they take the rolled total as cold damage and are restrained for one minute. On a success, they take half as much damage and are not restrained, but their speed is reduced to 0 until the end of your next turn. Restrained creatures can attempt the saving throw at the end of each of their turns, ending the effect on a success.

Alternatively, if you spend 4 dice, you create the effect of the wall of ice spell, except it does not require concentration and the wall must be created within 60 ft of you.

Improved Energy Augmentation (11th)

Starting at 11th level, trace charge affects your weapon attacks even when you do not spend charge directly. Whenever you hit with a weapon attack and have at least one charge remaining, the damage increases by your Intelligence modifier. You choose the damage type from cold, fire, lightning, thunder, or the weapon’s damage type. Your weapon attacks are magical even if you do not expend charge to augment the attack.

3D Movement Engine (14th)

At 14th level, your movement engine has improved to the point that you gain a 40 ft fly speed and can hover while wearing armor. Additionally, you become immune to airborne poisons and diseases.

Completed Clockwork Friend (15th)

By spending one minute, you can alter your friend’s size between tiny, small, medium, and large–it also gains a 60 ft fly speed for one hour when you do so. If it is sufficiently large, you or any creature you designate can ride it.

While you are adjacent to your friend or it is being ridden, it ignores all damage and does not make saving throws.

Expert Energy Synthesis (17th)

At 17th level, your Clockwork Battery has become more efficient. When you use your Energy Synthesis ability and one or more of the targets succeed on their saving throw, you regain one of the expended charge dice. If every target succeeded on the saving throw, you regain two charge dice (if you spent at least that many).

Self-Repair Circuits (20th)

At 20th level, your Clockwork Battery can preserve your life even when you take fatal damage. When you are reduced to 0 hit points or would be killed outright, roll all your remaining charge dice (or one if you have none remaining). Any effects that would kill you are nullified, your hit points are set to the rolled total (or your maximum hit points if the total would put you above your maximum) instead of 0 and all negative conditions affecting you are removed. After one minute, you gain a level of exhaustion. Once you use this ability, you cannot do so again until you finish a long rest.

Archetypes

Gearhead

Power Armor: Core (1)

You gain proficiency in heavy armor. Your carrying/lift/drag capacity doubles.

Additional Proficiencies (1)

You gain proficiency in athletics and intimidation.

Power Armor: Limbs (3)

You always count as having a running start when you jump and your high jumps are as far as your long jumps.

Additionally, you have advantage when grappling or shoving creatures your size or smaller and can grapple creatures up to two sizes larger than you.

Power Armor: Helmet (6)

You cannot be blinded or deafened. Additionally, you can see creatures within 60 feet of you regardless of heavy obscurement, as long as they do not have total cover from you.

Power Armor: Improved Battery (9)

As an action, you can regain up to four charge dice. Once you use this ability, you cannot do so again until you finish a long rest.

Power Armor: Complete Suit (13)

At 13th level, your armor is completely finished. You gain the following features.

  • You can now breathe underwater and have a swimming speed of 30 ft.
  • You have a flying speed of 30 ft.
  • You are immune to gas-based poison or stench effects.

Trapsmith

Ricochet Shot (1)

If you miss with a ranged weapon attack, you can re-target the attack to another creature within 30 ft of the original target. Roll the attack again at disadvantage.

Additional Proficiencies (1)

You gain proficiency with acrobatics, deception, and thieves tools.

Zip Line (3)

You can shoot a special arrow attached to a cable up to 60 ft at a solid surface. It embeds itself and the line anchors itself to a surface within 5 feet of you. It can hold up to 300 lbs. Creatures who did not see it being shot must make a Perception check against your invention DC to see it–if they do not and walk through it, they are knocked prone. Once you use this ability, you cannot use it again until you complete a long or short rest.

Mine-Layer (6)

When you use your Energy Synthesis ability, you can choose instead to plant the effect at a point you can see within 30 ft and delay its activation until you spend your reaction to trigger it. When triggered, you choose the direction or target (for flamethrower, stunner, or freeze ray). If 10 minutes elapse or you use your Energy Synthesis ability again, the original effect dissipates without triggering, and you regain the Charge Dice you expended on that original effect.

Aether Scanner (9)

You have created a monocle that grants you the benefit of the detect magic and see invisibility spells. If you lose this monocle, you can recreate it during a long rest by spending 100 gp.

Perfected Synthesis (13)

When you use your Mine-Layer or Energy Synthesis ability, the ability's effect is increased based on the chosen version. Choose one of the following that applies to your chosen mode:

  • Empowered (Any): You can choose to maximize up to half the Charge Dice rolled.
  • Napalm (Flamethrower): Targets that fail their saving throw take the damage at the start of each of their turns for one minute or until they use an action to put out the fire. Targets that succeed take the damage again at the beginning of their next turn, after which the fire goes out.
  • Arcing Stun (Stunner): This effect now chains from the original target to up to two additional creatures of your choice within 30 ft of the original target. They are affected as if they were the primary target.
  • Gale Force (Air Blast): The radius is now 20 ft and the push distance is 10 feet. Creatures larger than you no longer make the save at advantage.
  • Extreme Cold (Freeze Ray): Creatures restrained by the ice now take half the damage at the beginning of each of their turns. The area remains a 5' tall wall of ice for one minute. Additionally, you only need to spend 2 dice instead of 4 to use the wall of ice option.