Inventor

A genius, capable of creating powerful and magical gear.

Quick Build: As an Inventor, you should focus on your Intelligence stat in order to maximize your Tools Manipulation skill for your spells and abilities.

Contents

Inventor Class Table

Level Tier Abilities
1
1
Inventions (3), Tool's Expertise
2
1
Pioneer's Talent
3
2
Inventor Casting (Rank 0), Mechanical Damage
4
2
Feat
5
3
Inventor Casting (Rank 1), Pioneer's Talent
6
3
Gadget Spells
7
3
Inventions (5)
8
3
Feat
9
4
Augmented Gadget, Inventor Casting (Rank 2)
10
4
Inventions (7)
11
4
Pioneer's Talent
12
4
Feat
13
5
Boosted Gadget, Inventor Casting (Rank 3)
14
5
Inventions (9)
15
5
Pioneer's Talent
16
5
Legendary Feat
17
6
Inventions (11), Inventor Casting (Rank 4)
18
6
Pioneer's Talent
19
6
Legendary Feat
20
6
Inventor Casting (Rank 5), Legendary Gadget

Max HP and Posture

The Inventor gains 6 Max HP and 3 Max Posture per level.

Additionally, the Endurance skill is added to the Max HP only once.

The Reflex skill is also added to the max Posture only once as well.

Inventor HP List

  • Max Posture per Inventor Level: 3 Posture
  • Max HP per Inventor  Level: 6 HP

Inventor Level 1

Inventions (3)

You are able to create special items that offer immense utility.

You learn how to create 3 Inventions, shown at the Invention List at the end of this class description.

During a Long rest, you can create Inventions using any material of your choice. 

You cannot create copies of the same Invention. 

Some Inventions require a minimum Inventor Level to be learned. You cannot learn them while your current Inventor Level is below the requirement.

Your Inventions only work because of your maintenance over them. During Long rest, you must spend 5 minutes to repair each of your Inventions, or else they break and lose their effects. You can still lend your Inventions to others.

When you Level up, you can switch up to 3 Invention you know with another invention that you don’t know.

Tools Expertise

You gain advantage on all your Tool Manipulation Checks. This skill is also considered an Essential skill for you. If you had any skill points invested in it, they are reallocated.

Inventor Level 2

Pioneer’s Talent

You are a Pioneer in one type of technology that is rising.

Choose one Inventor Subclass for your character. You gain the abilities from Level 2 from that subclass.

You then gain the rest of the Subclass abilities when you reach Level 5, 11, 15 and 18.

Inventor Level 3

Inventor Casting (Rank 0)

Your devotion to your tools has allowed you to harness magic using your gadgets.

Choose the spells from the Inventor Spell List for you to learn. They are all considered Inventor spells, which have these traits:

  • You can only learn Inventor spells of Level 0.

  • The total number of Inventor spells you know is equal to your Inventor Level + your Tool Manipulation. When you Level up, you can switch up to 3 Inventor spells you know.

  • The Spell Skill for your Inventor Spells is Tool Manipulation.

See the Spells section to learn more how spells work here.

Mechanical Damage

Casting magic through gadgets is much more efficient.

Once per round, when you deal damage with an Inventor spell or an Invention that you created, you can add your Tier to that damage.

Inventor Level 4

Feat

You gain a unique ability. Choose one Feat from the Feat List for your character.

You can find all the Feats here.

Inventor Level 5

Inventor Casting (Rank 1)

You gain a Caster Rank and you can now learn Inventor spells of Level 1.

Your Caster Rank grants access to Mana, which can be used to cast Spells of Level 1 or higher.

The amount of Mana you have is determined by your Caster Rank, as shown in the Caster Table below.

Caster Rank Total Mana Spell Level Cap. Mana Cost
1
4
1
1
2
10
2
2
3
20
3
4
4
30
4
6
5
40
5
10

To cast a Level 1 or higher spell, you must use 1 Mana as mentioned on the table above. The higher the Level, the more Mana you need to spend to cast the spell.

You regain all your Mana when you finish a Long rest.

Pioneer’s Talent

You gain the abilities of Level 5 of the chosen Subclass

Inventor Level 6

Gadget Spells

You have learned how to store magical energy in an object of your choosing. 

Whenever you finish a Long rest, you can choose 1 object you have in your hands. That object gains 4 mana and any creature that is holding that object afterwards is able to use the mana stored for it’s own spells. 

The mana will remain stored in that object until you finish a long rest, or all the mana on the object has been used.

Inventor Level 7

Inventions (5)

You learn how to create and maintain 5 Inventions.

Inventor Level 8

Feat

You gain a unique ability. Choose one Feat from the Feat List for your character.

You can find all the Feats here.

Inventor Level 9

Augmented Gadget

When you use your Gadget Spells ability, you can store 6 Mana

Inventor Casting (Rank 2)

You gain a Caster Rank and you can now learn Inventor spells of Level 2.

Inventor Level 10

Inventions (7)

You learn how to create and maintain 7 Inventions.

Inventor Level 11

Pioneer’s Talent

You gain the abilities of Level 11 of the chosen Subclass

Inventor Level 12

Feat

You gain a unique ability. Choose one Feat from the Feat List for your character.

You can find all the Feats here.

Inventor Level 13

Boosted Gadget

When you use your Gadget Spells ability, you can store 10 Mana.

Inventor Casting (Rank 3)

You gain a Caster Rank and you can now learn Inventor spells of Level 3.

Inventor Level 14

Inventions (9)

You learn how to create and maintain 9 Inventions.

Inventor Level 15

Pioneer’s Talent

You gain the abilities of Level 15 of the chosen Subclass

Inventor Level 16

Legendary Feat

You gain a legendary ability. Choose one Feat from the Legendary Feat List for your character.

You can find all the Legendary Feats here.

Inventor Level 17

Inventions (11)

You learn how to create and maintain 11 Inventions.

Inventor Casting (Rank 4)

You gain a Caster Rank and you can now learn Inventor spells of Level 4.

Inventor Level 18

Pioneer’s Talent

You gain the abilities of Level 18 of the chosen Subclass

Inventor Level 19

Legendary Feat

You gain a legendary ability. Choose one Feat from the Legendary Feat List for your character.

You can find all the Legendary Feats here.

Inventor Level 20

Inventor Casting (Rank 5)

You gain a Caster Rank and you can now learn Inventor spells of Level 5.

Legendary Gadget

When you use your Gadget Spells ability, you can store 20 Mana.

Inventions List

Acid Bomb

Requirement: 7th Level Inventor

You create a bomb that spreads acid.

As an Action, a creature can throw this bomb. That creature then chooses 1 point within 60 feet. All creatures within 20 feet from that point must make an Agility Save against your Tools Manipulation.

On a fail, a creature takes 3d6 acid damage. On a success, a creature takes only half that damage.

Any Construct or Armor/Weapon being used by those creatures also takes 1 Corrosion Point when they take this acid damage.

If a creature uses its Shield to automatically succeed this Save, that Shield also takes 1 Corrosion point.

Arcane Bomb

Requirement: 10th Level Inventor

You create a bomb with pure condense arcane magic.

As an Action, a creature can throw this bomb. That creature then chooses 1 point within 60 feet. All creatures within 20 feet from that point must make an Agility Save against your Tools Manipulation.

On a fail, a creature takes 4d8 force damage and is pushed 10 feet away and becomes Knocked Prone. On a success, a creature takes only half that damage.

Black Smoke Bomb

Requirement: 7th Level Inventor

You throw a bomb that covers a space with black smoke.

As an Action, a creature can throw this bomb. That creature then chooses 1 point within 60 feet. The area within 20 feet from that point becomes covered in black smoke for 1 minute. Any creature in that area starts to Suffocate and becomes completely Blinded.

A strong wind disperses this smoke earlier.

Bomb

You create a simple bomb that causes a small explosion.

As an Action, a creature can throw this bomb. That creature then chooses 1 point within 60 feet. All creatures within 20 feet from that point must make an Agility Save against your Tools Manipulation.

On a fail, a creature takes 1d6 fire and 1d6 thrust damages. On a success, a creature takes only half that damage.

Electrical Bomb

Requirement: 7th Level Inventor

You create a bomb that causes an electrical shock wave.

As an Action, a creature can throw this bomb. That creature then chooses 1 point within 60 feet. All creatures within 20 feet from that point must make a Reflex Save against your Tools Manipulation.

On a fail, a creature takes 3d6 electrical damage and also takes double Posture damage. On a success, a creature takes only half that damage.

Creatures that are underwater or any other terrain that can easily spread electricity automatically fails this Save.

Electric Field Upgrade

You can install this Invention in any Shield of your choice.

When a creature uses its Reaction to defend with this Shield from a Melee Attack, that creature can also cause 1d4 electric damage to that Attacker.

If it is a Great Shield, that creature can use its Reaction to cause 1d4 electric damage to a creature that just missed a Melee Attack against it instead.

A creature that takes this electric damage must then succeed on an Endurance Save against your Tools Manipulation, or become Contained for 1 turn.

When you reach the 7th Inventor Level, you can increase this damage to 1d6, and at the 14th Inventor Level, you can increase this damage to 1d8.

Electrical Weapon Upgrade

You can install this Invention in any Weapon of your choice.

On a hit, this weapon can deal extra +2 electric damage.

When you reach the 7th Inventor Level, you can increase this damage to +3 and at the 14th Inventor Level, you can increase this damage to +4.

Elemental Resistance Upgrade

Requirement: 10th Level Inventor

You can install this Invention in any Armor of your choice.

You then choose 1 of the following types of damage: Cold, Electric, Fire. The wearer of that armor gains resistance to the chosen type of damage.

Flamethrower

Requirement: 10th Level Inventor

You create a powerful, but dangerous machine that spreads unstable flames everywhere.

Any creature holding this machine with both hands can cast the Flamethrower spell, using your Tools Manipulation as their Spell Skill without using any Mana.

A creature can willingly throw the power core of this flamethrower away in a point within 30 feet by using an Action, causing the Fireball spell on that point, but the machine then breaks after.
 

Flash Bomb

You create a small and easy to throw bomb that creates light.

As a Bonus Action, a creature can throw this bomb. That creature then chooses 1 point within 60 feet. All creatures within 20 feet from that point must make an Reflex Save against your Tools Manipulation.

On a fail, a creature becomes completely Blinded for 1 turn. On a success, that creature becomes partially Blinded for 1 turn instead.

Freezing Bomb

Requirement: 7th Level Inventor

You create a bomb that creates a freezing area.

As an Action, a creature can throw this bomb. That creature then chooses 1 point within 60 feet. All creatures within 20 feet from that point must make an Endurance Save against your Tools Manipulation.

On a fail, a creature takes 3d4 cold damage and become Contained and Immobilized for 1 turn. On a success, a creature takes only half that damage.

Homunculus

You create a small artificial being that obey your commands

This Homunculus obeys all your commands and it takes its turn immediately after you.

You use the following sheet for your homunculus:

Incendiary Bomb

Requirement: 7th Level Inventor

You create a bomb that spread powerful flames.

As an Action, a creature can throw this bomb. That creature then chooses 1 point within 60 feet. All creatures within 20 feet from that point must make an Agility Save against your Tools Manipulation.

On a fail, a creature takes 3d6 fire damage and becomes Ignited (1d4). On a success, a creature only takes half of that fire damage instead.

Mechanical Armor

Requirement: 10th Level Inventor

This is a Special Armor made by you.

A creature wearing and attuned with this Armor gains the following benefits:

  • Its Posture increases by a number equal to your Tools Manipulation skill.

  • The creature gains advantage on Athletics or Endurance Checks and Saves.

  • That creature gains a +1 bonus to its Strength stat, to a maximum bonus of +6.

  • It gains a +1 bonus to its AC and AP:

Mechanical Arms

Requirement: 14th Level Inventor

You create an extra set of mechanical arms and attach them to an Armor. You can install this Invention in any Armor of your choice.

Twice per Short or Long rest, the creature wearing that Armor can use 1 extra Action during its turns.

Replicate Common Items

Choose any 2 Special Common Items that are not Cursed. You can then create both of those items during a Long rest, which count as maintaining only 1 invention.

You can learn this Invention multiple times; each time you do so, choose 2 more Common Items to replicate.

Replicate Uncommon Items

Choose any Special Uncommon Item that is not Cursed. You can then create that Item during a Long rest.

You can learn this Invention multiple times; each time you do so, choose 1 more Uncommon Items to replicate.

Replicate Rare Items

Requirement: 7th Level Inventor

Choose any Special Rare Item that is not Cursed. You can then create that Item during a Long rest.

You can learn this Invention multiple times; each time you do so, choose 1 more Rare Items to replicate.

 

Replicate Very Rare Items

Requirement: 14th Level Inventor

Choose any Special Very Rare Item that is not Cursed. You can then create that Item during a Long rest.

Replicate Relic

Requirement: 17th Level Inventor

Choose any Special Relical Item. You can then create that Item during a Long rest.

Ring of Supreme Ingenuity

Requirement: 17th Level Inventor/ 1 Accessory Slot

You can choose any Inventor spell for this Ring to carry. Any creature wearing this ring can cast that spell at 5th level using your Tools Manipulation as its Spell Skill.

The ring can only be used once per Short or Long rest.

Rocket Weapon

Requirement: 10th Level Inventor

You create a special weapon that has a Rocket Launcher attached to it.

Choose 1 of the weapon that is able to deal strike damage.

That weapon gains the following special effect:

  • On a hit, the target that received this strike damage must make an Athletics Save against the Tools Manipulation of the creator of this weapon. On a fail, the target takes double Posture damage.

Sun Sphere Gauntlet

Requirement: 17th Level Inventor/ 1 Hands Slot

You have power of the sun in the palm of your hands.

Once per Short or Long rest, a creature wearing this gauntlet can cast the Sun Sphere spell, using your Tools Manipulation as their Spell Skill without using any Mana.

A creature can willingly throw the power core of this gauntlet away in a point within 60 feet by using an Action, causing the Black Hole spell on that point, but the gauntlet then breaks after.

Inventor Subclasses

Even though all inventors are able to create multiple items, each one of them has their own passion with a certain type of new technology.

Your Subclass grants abilities on the Levels 2, 5 , 11, 15 and 18. With the admission of your GM, you can switch your Subclass anytime, but try to commit with a single Subclass.

The Artillerist Pioneer

You have created your own Artillery gun. This special weapon can deliver incredible shots, and you can use special ammos to increase its power even further.

Quick Build: As an Artillerist, you will need to focus on a Ranged combat style to suit your artillery gun.

Level Tier Abilities
2
1
Artillery Gun, Special Ammo
5
3
Extended Ammo
11
4
Upgraded Gun
15
5
Magic Ammo
18
6
Mad Gun

The Artillerist Pioneer Level 2

Artillery Gun

During a Long rest, you can craft a special Artillery Gun never seen before, using any material you choose.

You can only have 1 Artillery Gun made, which counts as an Invention you made. You can also use the Smith tools to upgrade your Artillery Gun into a Special Weapon if possible.

Your Artillery Gun can take any form that you want, like an autoloading crossbow, a giant pistol, or a handcannon for example.

The weapon has the following traits:

Skill Damage Roll Traits
Tools Manipulation
1d12 thrust
Aquatic, Ranged Weapon (120/300), Great Weapon
  • Aquatic: Being Underwater does not impose disadvantage on the Attacks made by this weapon.
  • Ranged Weapon: This weapon has a normal reach of 120 feet and a far reach of 300 feet.
  • Great Weapon: If you roll a 1, 2 or 3 on the damage roll, you can add a second 1d12 to this damage roll. You do not get to add a third 1d12.

Special Ammo

During a Long rest, you can craft special ammo for your Artillery Gun. You can create up to 5 Special Ammos, but this Ammo loses its effect when you finish another Long rest.

Before you Attack with your Artillery Gun, you can use 1 Special Ammo and choose 1 of these effects:

  • Explosive Ammo: Regardless if you hit, the target and all creatures within 10 feet of it must make an Agility Save against your Tools Manipulation, taking 1d6 fire and 1d6 thrust damage on a fail, or half as much on a success.

  • Incendiary Ammo: On a hit, you deal extra 1d6 fire damage and the target must succeed on an Agility Save against your Tools Manipulation, or become Ignited (1d6).

  • Light Ammo: You Attack with the Gun as a Bonus Action.

  • Piercing Ammo: You ignore all AP and deal extra 1d12 damage with your Attack.

The Artillerist Pioneer Level 5

Extended Ammo

You can create and carry up to 10 Special Ammos at once.

The Artillerist Pioneer Level 11

Upgraded Gun

Once per round, you can make 1 Attack with your Artillery Gun as Free Action.

The Artillerist Pioneer Level 15

Magic Ammo

You have unlimited Special Ammo.

In addition, before you Attack with your Artillery Gun, you can also spend 1 Mana to deal extra 1d12 force damage.

The Artillerist Pioneer Level 18

Mad Gun

Before you Attack with your Artillery Gun, you can use 2 Special Ammos at once, producing 2 different effects.

The Chemist Pioneer

With your chemistry knowledge, you have become a pioneer on the production of Chemical Powder. The strange chemicals have incredible powers, but are highly experimental and can have multiple unknown side effects…

Quick Build: As a Chemist Inventor, you can give Chemical Powder to your friends so they can buff themselves in the middle of Combat.

Level Tier Abilities
2
1
Alchemist Expertise, Chemical Powder
5
3
Synthetic Production
11
4
Magical Compounds
15
5
Toxic Enhancement
18
6
Pure Compound

The Chemist Pioneer Level 2

Alchemist Expertise

You studied chemistry and mastered it.

You learn how to use the Alchemist’s Tools. If you already know how to use the Alchemist’s Tools, you then learn one additional Tools of your choice.

In addition, you automatically succeed in any Checks to create Potions with your Alchemist’s Tools.

Chemical Powder

During a Long rest, you can create Powder. You can create enough Powder for 5 uses, but this powder loses its effect when you finish another Long rest.

Creatures that are unaffected by Potions are also unaffected by your Powder.

As a Bonus Action, a creature can use or apply this Powder to another willing target within 5 feet. The Powder then grants 1 of these effects of your choice:

  • Adrenaline Punch: The creature immediately uses 1 extra Action, but takes 1d6 brain damage after.

  • Gut Protector: The creature gains Posture equal to your Tools Manipulation skill.

  • Mind Numb: That creature becomes immune against being Enchanted, Scared or Confused until the start of the next turn, but takes 1d6 psychic damage after.

The Chemist Pioneer Level 5

Synthetic Production

You learned a new and more efficient way to produce your Chemical Powder.

You can now create enough Powder for 10 uses instead of just 5 uses during a Long rest.

The Chemist Pioneer Level 11

Magical Compounds

You learned the secrets of Magical Alchemicals.

Your Chemical Powders gains the following upgrades:

  • Adrenaline Punch: That creature can also immediately Dash or Disengage and it also becomes in fast terrain for the rest of that turn.

  • Gut Protector: That creature gains Posture equal to 2d6 + your Tools Manipulation skill instead.

  • Mind Numb: While this Powder lasts, the creature automatically succeeds any Concentration Saves and gains advantage on all its Attacks as a result of becoming unnaturally focused.

The Chemist Pioneer Level 15

Toxic Enhancement

You can add a little spice in order to enhance your Powder.

When a creature uses your Chemical Powder, it can gain all the 3 effects of the Adrenaline PunchGut Protector and Mind Numb at the same time, but that creature also takes 2d6 poison damage when it uses it.

The Chemist Pioneer Level 18

Pure Compound

You have become a master of chemical elements.

A creature does not take any brain, psychic nor poison damage after it uses your Powder.

The Power Armor Pioneer

You have created your own Armor, which is incredibly resilient and can have multiple weapons installed in it, allowing you to go in the front of any combat.

Quick Build: As a Power Armor Pioneer, you can Attack with Tools Manipulation skill, and your Metal Resilience allows you to have more HP for front battle.

Level Tier Abilities
2
1
Power Armor, Metal Resilience
5
3
Double Action, Power Armor Weapons
11
4
Metal Juggernaut
15
5
Armor Upgrade
18
6
Indestructible Armor

Power Armor Pioneer Level 2

Power Armor

You have modified your armor, making it incredibly durable and powerful.

During a Long rest, you can transform any Armor made of Metal into your Power Armor. If the Armor used was a Special Item, the Power Armor also gains those same special effects. You can only have 1 Power Armor made, which counts as an Invention you made.

Only you are able to wear this Power Armor, and you gain the following effects while wearing it:

  • You can have a maximum of 2 weapons to be installed in your Armor. The weapons in your Armor are considered Favorite Weapons for you, and you can use your Tool’s Manipulation skill for their Attacks and abilities. During a Long rest, you can switch 1 weapon that is installed in your Armor. If you find a special weapon, you can also install it in your Armor during a Long rest.

  • Your Armor loses any Athletics restriction if it has any.

  • You can use your Tools Manipulation instead of the Athletics and Endurance skills for any Attack, Check or Save.

Metal Resilience

Your max Posture increases by a number equal your Inventor Level + your Tool Manipulation. You must be wearing your Power Armor to gain this extra Posture.

Power Armor Pioneer Level 5

Double Action

You can now use 2 Actions per turn while wearing your Power Armor.

Power Armor Weapons

You can have a maximum of 4 weapons installed in your Power Armor instead of just 2.

Power Armor Pioneer Level 11

Metal Juggernaut

When you take any damage while wearing your Power Armor, you can use your Reaction to reduce that damage by 2d6.

Power Armor Pioneer Level 15

Armor Upgrade

While wearing your Power Armor, you gain the following upgrades:

  • You gain a +1 bonus to your AC and AP.

  • Once per Action, when you hit an Attack with a weapon that is installed in your Power Armor, you can deal extra 1d6 electric damage with it.

  • You can use the Flying speed with Hover as your Base Speed.

Power Armor Pioneer Level 18

Indestructible Armor

Your Metal Resilience ability now increases your Posture by a number equal to 2 times your Inventor Level + your Tools Manipulation.

In addition, while you have Posture, you also become immune against all Conditions, except the Cursed, Corroded, or Knocked Prone conditions.

The Robotics Pioneer

You have created your own Robot. This Robot is sturdy and can offer great support in the front of the battlefield.

Quick Build: As a Robotics Pioneer, you can focus on a Ranged combat style while your Robot is on the front.

Level Tier Abilities
2
1
Robotic Companion
5
3
Model 2.0
11
4
Platinum Parts
15
5
Power Core
18
6
Metal Gear

Robotics Pioneer Level 2

Robotic Companion

With 8 hours of work, you can build a Robotic Companion. You can only have 1 Robotic Companion made, which counts as an Invention you made. You use the Robotic Companion Sheet for it, and you also choose the appearance of it. It takes its turn immediately after you and you can command it as a Free Action.

You can remove 1 Corrosion point from your Robotic Companion during a Long rest. During a Full rest, you can remove all Corrosion points instead. The Robotic Companion is unaffected by Potions or Med Kits as well.

Robotics Pioneer Level 5

Model 2.0

Your Robotic Companion can now use 2 Actions per turn.

In addition, you can touch your Robot Companion and use 1 Mana as a Bonus Action to fix it, making it regain 1d12 HP.

Robotics Pioneer Level 11

Platinum Parts

Your Robotic Companion now has Platinum Armor.

The AC from your Robotic Companion becomes 18, and its AP becomes 4. In addition, your Robotic Companion is no longer weak against acid damage.

Robotics Pioneer Level 15

Power Core

Your Robotic Companion energy is now fueled by a powerful magical core, which enforces its Attacks.

Once per Action, your Robotic Companion can deal extra 1d8 electric damage to its Attacks.

Robotics Pioneer Level 18

Metal Gear

Your Robotic Companion has become the ultimate weapon.

Your Robot Companion size becomes Large, it gains resistance to slash, strike and thrust damages, and it can now use 3 Actions per turn.

Robotic Companion