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Životy

Kostky životů 1d8 za úroveň

Odbornosti

CON , INT

Inventor

Úroveň Bonus odbornosti Vlastnosti Spells Known
1 + 2 Inventor Specialization Magic Item Analysis 0
2 + 2 Inventor Specialization Magic Item Analysis 3
3 + 2 Inventor Specialization Magic Item Analysis 4
4 + 2 Inventor Specialization Magic Item Analysis 4
5 + 3 Inventor Specialization Magic Item Analysis 5
6 + 3 Inventor Specialization Magic Item Analysis 5
7 + 3 Inventor Specialization Magic Item Analysis 6
8 + 3 Inventor Specialization Magic Item Analysis 6
9 + 4 Inventor Specialization Magic Item Analysis 7
10 + 4 Inventor Specialization Magic Item Analysis 7
11 + 4 Inventor Specialization Magic Item Analysis 8
12 + 4 Inventor Specialization Magic Item Analysis 8
13 + 5 Inventor Specialization Magic Item Analysis 9
14 + 5 Inventor Specialization Magic Item Analysis 9
15 + 5 Inventor Specialization Magic Item Analysis 10
16 + 5 Inventor Specialization Magic Item Analysis 10
17 + 6 Inventor Specialization Magic Item Analysis 11
18 + 6 Inventor Specialization Magic Item Analysis 11
19 + 6 Inventor Specialization Magic Item Analysis 12
20 + 6 Inventor Specialization Magic Item Analysis 12

Spell Slots per Spell Level

Úroveň Bonus odbornosti Vlastnosti 1st 2nd 3rd 4th 5th
1 + 2 Inventor Specialization Magic Item Analysis 0 0 0 0 0
2 + 2 Inventor Specialization Magic Item Analysis 2 0 0 0 0
3 + 2 Inventor Specialization Magic Item Analysis 3 0 0 0 0
4 + 2 Inventor Specialization Magic Item Analysis 3 0 0 0 0
5 + 3 Inventor Specialization Magic Item Analysis 4 2 0 0 0
6 + 3 Inventor Specialization Magic Item Analysis 4 2 0 0 0
7 + 3 Inventor Specialization Magic Item Analysis 4 3 0 0 0
8 + 3 Inventor Specialization Magic Item Analysis 4 3 0 0 0
9 + 4 Inventor Specialization Magic Item Analysis 4 3 2 0 0
10 + 4 Inventor Specialization Magic Item Analysis 4 3 2 0 0
11 + 4 Inventor Specialization Magic Item Analysis 4 3 3 0 0
12 + 4 Inventor Specialization Magic Item Analysis 4 3 3 0 0
13 + 5 Inventor Specialization Magic Item Analysis 4 3 3 1 0
14 + 5 Inventor Specialization Magic Item Analysis 4 3 3 1 0
15 + 5 Inventor Specialization Magic Item Analysis 4 3 3 2 0
16 + 5 Inventor Specialization Magic Item Analysis 4 3 3 2 0
17 + 6 Inventor Specialization Magic Item Analysis 4 3 3 3 1
18 + 6 Inventor Specialization Magic Item Analysis 4 3 3 3 1
19 + 6 Inventor Specialization Magic Item Analysis 4 3 3 3 2
20 + 6 Inventor Specialization Magic Item Analysis 4 3 3 3 2
Úroveň Bonus odbornosti Vlastnosti Upgrades
1 + 2 Inventor Specialization Magic Item Analysis 0
2 + 2 Inventor Specialization Magic Item Analysis 0
3 + 2 Inventor Specialization Magic Item Analysis 1
4 + 2 Inventor Specialization Magic Item Analysis 1
5 + 3 Inventor Specialization Magic Item Analysis 2
6 + 3 Inventor Specialization Magic Item Analysis 2
7 + 3 Inventor Specialization Magic Item Analysis 3
8 + 3 Inventor Specialization Magic Item Analysis 3
9 + 4 Inventor Specialization Magic Item Analysis 4
10 + 4 Inventor Specialization Magic Item Analysis 4
11 + 4 Inventor Specialization Magic Item Analysis 5
12 + 4 Inventor Specialization Magic Item Analysis 5
13 + 5 Inventor Specialization Magic Item Analysis 6
14 + 5 Inventor Specialization Magic Item Analysis 6
15 + 5 Inventor Specialization Magic Item Analysis 7
16 + 5 Inventor Specialization Magic Item Analysis 7
17 + 6 Inventor Specialization Magic Item Analysis 8
18 + 6 Inventor Specialization Magic Item Analysis 8
19 + 6 Inventor Specialization Magic Item Analysis 9
20 + 6 Inventor Specialization Magic Item Analysis 9

Kouzla třídy

Alarm Arcane Ablation|KibbleInventor Arcane Weapon|KibbleInventor Awaken Rope|KibbleInventor Bond Item|KibbleInventor Catapult Comprehend Languages Cure Wounds Detect Magic Disguise Self Expeditious Retreat Fall|KibbleInventor False Life Feather Fall Grease Identify Illusory Script Jump Launch Object|KibbleInventor Longstrider Returning Weapon|KibbleInventor Sanctuary Seeking Projectile|KibbleInventor Unburden|KibbleInventor Unseen Servant Tenser's Floating Disk Aid Alter Self Animate Object|KibbleInventor Arcane Lock Blur Darkvision Earthbind Enhance Ability Enlarge/Reduce Find Traps Heat Metal Hold Person Imbue Luck|KibbleInventor Invisibility Knock Lightning Charged|KibbleInventor Locate Object Magic Weapon Magic Mouth Nystul's Magic Aura Protection from Poison See Invisibility Spider Climb Thunderbust Mine|KibbleInventor Dispel Magic Dispel Construct|KibbleInventor Prismatic Weapon|KibbleInventor Fireburst Mine|KibbleInventor Gaseous Form Glyph of Warding Magic Circle Nondetection Protection from Energy Sending Water Breathing Water Walk Wind Wall Arcane Eye Death Ward Fabricate Fire Shield Freedom of Movement Greater Invisibility Leomund's Secret Chest Otiluke's Resilient Sphere Repair|KibbleInventor Stone Shape Stoneskin Translocating Shot|KibbleInventor Animate Objects Creation Hold Monster Legend Lore Mislead Passwall Telekinesis Teleportation Circle Vorpal Weapon|KibbleInventor Wall of Stone alarm|xphb comprehend languages|xphb cure wounds|xphb detect magic|xphb disguise self|xphb expeditious retreat|xphb false life|xphb feather fall|xphb grease|xphb identify|xphb illusory script|xphb jump|xphb longstrider|xphb sanctuary|xphb unseen servant|xphb tenser's floating disk|xphb aid|xphb alter self|xphb arcane lock|xphb blur|xphb darkvision|xphb enhance ability|xphb enlarge/reduce|xphb find traps|xphb heat metal|xphb hold person|xphb invisibility|xphb knock|xphb locate object|xphb magic weapon|xphb magic mouth|xphb nystul's magic aura|xphb protection from poison|xphb see invisibility|xphb spider climb|xphb dispel magic|xphb gaseous form|xphb glyph of warding|xphb magic circle|xphb nondetection|xphb protection from energy|xphb sending|xphb water breathing|xphb water walk|xphb wind wall|xphb arcane eye|xphb death ward|xphb fabricate|xphb fire shield|xphb freedom of movement|xphb greater invisibility|xphb leomund's secret chest|xphb otiluke's resilient sphere|xphb stone shape|xphb stoneskin|xphb animate objects|xphb creation|xphb hold monster|xphb legend lore|xphb mislead|xphb passwall|xphb telekinesis|xphb teleportation circle|xphb wall of stone|xphb

Vlastnosti třídy

Úroveň 1

Inventor Specialization
Magic Item Analysis

Úroveň 10

Improved Magical Crafting
Wondrous Item Recharge

Úroveň 11

Study of Magic
Specialization Upgrade

Úroveň 12

Ability Score Improvement

Úroveň 13

Specialization Upgrade

Úroveň 14

Inventor Specialist feature

Úroveň 15

Specialization Upgrade

Úroveň 16

Ability Score Improvement

Úroveň 17

Specialization Upgrade

Úroveň 18

Wondrous Items Mastery

Úroveň 19

Ability Score Improvement
Specialization Upgrade

Úroveň 2

Tool Expertise
Arcane Retrofit
Spellcasting

Úroveň 20

Peerless Inventor

Úroveň 3

Specialization Upgrade
Inventor Specialist feature

Úroveň 4

Ability Score Improvement

Úroveň 5

Inventor Specialist feature
Specialization Upgrade

Úroveň 6

Arcane Reconstruction
Cross Disciplinary Knowledge

Úroveň 7

Wondrous Items Proficiency
Specialization Upgrade

Úroveň 8

Ability Score Improvement

Úroveň 9

Specialization Upgrade

Vývoj známých kouzel

Úroveň 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Známá kouzla 0 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11 12 12

Vývoj čaroděje

Vývoj čaroděje: 1/2

Odbornosti

Armor

light

medium

Weapons
Skills

Počáteční vybavení

Vlastnosti třídy

Inventor Specialization (Level 1)

At 1st level, you focus your craft on a particular specialization from the list of available specializations. Your choice grants you features at 1st level and again at 3rd, 5th, and 14th level.

Magic Item Analysis (Level 1)

Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the inventor spells detect magic and identify, and you can cast them as rituals without material components.

Tool Expertise (Level 2)

Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.

Arcane Retrofit (Level 2)

Additionally at 2nd level, you gain the ability to retrofit magical gear. During a long rest you can perform a ritual using any +1/2/3 weapon (excluding artifacts and sentient weapons) to transfer the magic into an inventor weapon (a weapon created by subclass feature or upgrade). Eg: you can turn a +1 longsword and your impact gauntlet a +1 impact gauntlet. This includes weapon-like Upgrades that make attack and damage rolls (like a Warsmith's Force Blast).

You cannot transfer any properties from a magical weapon besides a bonus to attack and damage rolls, and the original weapon is destroyed.

Additionally, you can convert a set set of armor with a magical plus to AC to a lighter armor type.

Additional Retrofits

Your DM may let you expand this feature to do similar tasks, such as making a +1 Heavy Crossbow a +1 Light Crossbow, or may allow it to work with other magical armor or weapons (such as converting adamantine chainmail to an adamantine chain shirt).

Spellcasting (Level 2)

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, primarily concerned with modifying creatures and objects or creating items. See chapter 10 for the general rules of spellcasting and the end of this document for the inventor spell list.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, primarily concerned with modifying creatures and objects or creating items.

Spell Slots

The Inventortable shows how many spell slots you have to cast your inventor spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

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 table shows when you learn more inventor spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the Inventor table.

Additionally, when you gain a level in this class, you can choose one of the inventor spells you know from this feature and replace it with another spell from the inventor spell list. The new spell must also be of a level for which you have spell slots on the Inventor table.

Spellcasting Ability

Intelligence is your spellcasting ability for your inventor spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an inventor spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an inventor spell you cast and when making an attack roll with one.

Spell

Spell

Spellcasting Focus

You can use an arcane focus as a spellcasting for your inventor spells. See chapter 5, "Equipment" in the Player's Handbook for various arcane focus options.

Inventor's Spell Casting

An Inventor is fundamentally someone that understands and regularly interacts with magic, leading to the ability to apply this knowledge as spell casters, but how you want to approach your Inventor's spell casting is up to you.

Feel free to explore other approaches in coordination with your DM. From a functional standpoint, the only requirement would be that you have a defined material or focus for the spell.

Consider for some spells that perhaps your artisan's tools are your focus, or perhaps a specific item you've made is your material component for a spell. Perhaps instead of a component pouch that simply contains all the material components you could need for your spells, you have an "Inventor's Tool Belt" that contains the various spellcasting assistance contraptions you've made to cast your spells. For the purposes of mechanics, the only thing that matters is that if functions the same way, and is used consistently.

Specialization Upgrade (Level 3)

Starting at 3rd level, choose an Upgrade from the list at the end of your specialization, and gain the benefits listed in the description of the upgrade.

You select an additional Upgrade at 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th level. You cannot select an Upgrade more than once, unless the Upgrade's description says otherwise. Whenever you level up, you can exchange one of your existing upgrades for another upgrade of the same level requirement as the replaced upgrade.

Whenever an existing upgrade is exchanged for a replacement upgrade (either by a subclass feature or when you gain a level), the new upgrade is selected as if you're the level you were when you originally gained that upgrade. For example, if you replace your Stormforged Weapon and reselect all of your upgrades as a 5th-level inventor, you could select one 3rd-level upgrade and one 5th-level upgrade, or two 3rd-level upgrades, but you would not be able to select two 5th-level upgrades.

Customizing Inventor Upgrades

The upgrades for each Inventor Specialization are presented in a list at the end of the subclass, but invariably there will always be ideas for upgrades not included in that list. At the heart of an inventor beats an unrelenting drive for creativity, after all! Feel free to consult your GM for potential custom upgrades.

The following generic upgrades are available to all subclasses, and can be selected in place of any subclass upgrade:

Shield Proficiency

Tool Proficiency

Inventor Specialist feature (Level 3)

At 3rd level, you gain another feature from your Inventor Specialization.

Ability Score Improvement (Level 4)

When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

Inventor Specialist feature (Level 5)

At 5th level, you gain another feature from your Inventor Specialization.

Specialization Upgrade (Level 5)

You gain an additional Upgrade from your specialization's list at 5th level.

Arcane Reconstruction (Level 6)

At 6th level, you have mastered the knowledge of using magic to repair things. You learn the mending cantrip, and can cast it at will. Additionally, you learn the cure wounds spell. If you already know cure wounds you can select another spell from the Inventor spell list. When you cast cure wounds, it can heal constructs in addition to normally valid targets.

Cross Disciplinary Knowledge (Level 6)

At 6th level, you can expand on your knowledge across fields. You can craft one of the following: a Thundersmith's Stormforged Weapon, an Infusionsmith's Animated Weapon, Blasting Rod, or Infused Weapon, a Potionsmith's Alchemical Reagent Pouch and Alchemical Fire or Alchemical Acid, or an Unrestricted Gadgetsmith Upgrade.

If you select a Stormforged Weapon, you gain proficiency with that weapon and knowledge of how to make ammunition for it (if required). You cannot apply Infused Weapon to another weapon granted by this class.

If this selection is lost or destroyed, you can remake it following the rules for remaking the select item in subclass.

Wondrous Items Proficiency (Level 7)

At 7th level, your familiarity with the workings of magical items means that you can ignore class based restrictions on attuning to magical items.

Additionally, you can now attune to 4 magical items at once.

Specialization Upgrade (Level 7)

You gain an additional Upgrade from your specialization's list at 7th level.

Ability Score Improvement (Level 8)

When you reach 8th 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.

If your DM allows the use of feats, you may instead take a feat.

Specialization Upgrade (Level 9)

You gain an additional Upgrade from your specialization's list at 9th level.

Improved Magical Crafting (Level 10)

At 10th level, your experience in creating your own wondrous invention makes you more adept at crafting a magic item than a normal spellcaster. Creating a magic item takes you half the time it would normally take.

Additionally, you can make 1 hour of progress toward crafting a magic item, scroll, or potion during a long rest.

Wondrous Item Recharge (Level 10)

Starting at 10th level, you can recharge a magic item that has charges or per rest uses, as long as those charges or uses can only be used to cast spells. To restore charges or uses, you perform a ritual that takes one minute and expends a spell slot of equal or higher level than a 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 using the item once.

Study of Magic (Level 11)

At 11th level, your proficieny in the workings of magic has become so great you can cast detect magic and identify at will without expending a spell slot.

Additionally, you have advantage on all Intelligence (Arcana) checks to understand the workings of magical traps, effects, or runes.

Specialization Upgrade (Level 11)

You gain an additional Upgrade from your specialization's list at 11th level.

Ability Score Improvement (Level 12)

When you reach 12th 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.

If your DM allows the use of feats, you may instead take a feat.

Specialization Upgrade (Level 13)

You gain an additional Upgrade from your specialization's list at 13th level.

Inventor Specialist feature (Level 14)

At 14th level, you gain another feature from your Inventor Specialization.

Specialization Upgrade (Level 15)

You gain an additional Upgrade from your specialization's list at 15th level.

Ability Score Improvement (Level 16)

When you reach 16th 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.

If your DM allows the use of feats, you may instead take a feat.

Specialization Upgrade (Level 17)

You gain an additional Upgrade from your specialization's list at 17th level.

Wondrous Items Mastery (Level 18)

Starting at 18th level you can use a magic item that would normally take an action as a bonus action instead

Additionally, you can attune to 5 magical items at a time.

Ability Score Improvement (Level 19)

When you reach 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.

If your DM allows the use of feats, you may instead take a feat.

Specialization Upgrade (Level 19)

You gain an additional Upgrade from your specialization's list at 19th level.

Peerless Inventor (Level 20)

At 20th level, your mind is always thinking of new options and clever solutions. After a short or long rest, you can create a temporary version of an Upgrade from your subclass you are qualified to take but do not have. This upgrade must have a level requirement of 11th level or lower. You have this upgrade until you complete a short or long rest, which time you can select a temporary Upgrade with this feature again.

Multitřídy

Požadavky multitříd

{"int":13}

Získané odbornosti

Armor light
Skills Arcana: true
Tools one type of artisan's tools of your choice
Weapons simple

Podtřídy

Cursesmith
KibbleInventor
Fleshsmith
KibbleInventor
Gadgetsmith
KibbleInventor
Golemsmith
KibbleInventor
Infusionsmith
KibbleInventor
Potionsmith
KibbleInventor
Relicsmith
KibbleInventor
Runesmith
KibbleInventor
Thundersmith
KibbleInventor
Warsmith
KibbleInventor

Vlastnosti podtřídy

Cursesmith

Cursesmith (Level 1)

A Cursesmith's power is invariably marked by the dark decisions they've made; some ignore this lingering darkness, pursuing the heights of power their reckless creation allows. Others leverage the twisted side effects themselves, believing there are no mistakes, only opportunities. Darker still are those that truly embrace the darkness of their twisted creations, becoming twisted creations themselves

A Cursesmith is not always evil, but they walk a path that dangles precariously over evil, making it an easy thing to fall into. They may be lawful, but the laws they respect are rarely those of normal mortal society that might get in the way of their dark delving.

Cursesmith's Proficiency

When you choose this specialization at 1st level, you gain proficiency with one artisan's tool of your choice, and learn one language of your choice from Infernal, Abyssal, Deep speech, or Primordial.

Additionally, you have advantage on any check to determine the nature of a curse.

Forbidden Artifact

At 1st level, you set yourself apart from other Inventors by seizing power that others dare not wield. You partake in a dark ritual investing enormous power and a part of your soul into a weapon. The weapon becomes permanently bound to you. You have proficiency with the weapon. If the weapon is lost or destroyed, you can reform it by drawing on its connection to your soul. This is a special ritual that takes 1 day, and summons the weapon to you if it was lost, or recreates it if it was destroyed.

When you perform the rite, select two of the following upgrades: Empowered Artifact, Abhorrent Life, Grasping Form, Twisting Reach, Necrotic Wounding, or Eldritch Eruption. You can select additional properties as Upgrades, but your Forbidden Artifact can have a maximum number of these Upgrades equal to your proficiency bonus (meaning the first time you can select an additional property is 5th level).

Abhorrent Life

Your Forbidden Artifact takes a life of its own, writhing and lashing on its own at your mental direction. You can apply your Intelligence modifier to the attack and damage rolls of the weapon where you usually apply your Strength or Dexterity modifier.

Eldritch Eruption

You can release magical blasts of power from the weapon that deal damage equal to the weapon's damage dice. Select from cold, fire, lightning or necrotic for its damage type when you select this upgrade. In place of making an attack with this weapon, you can release this energy as a ranged spell attack. The ranged spell attack has a range of 60 feet. You can apply your Intelligence modifier to damage done with this attack.

Empowered Artifact

The weapon hums with great power. When you roll damage with an attack made with the weapon, you can reroll one of the weapon's damage dice. When attacking objects or structures, you can instead maximize its damage dice.

Grasping Form

You Forbidden Artifact can twist around, binding targets. When you hit an attack with it, you can attempt to grapple the target as a bonus action. If you have the Abhorrent Life property, you can make an Intelligence (Athletics) check to initiate or sustain the grapple. You can't attack other creatures while grappling a creature with this weapon.

Necrotic Rot

The weapon is enshrouded in dark energy. Each time you hit a creature with it, it inflicts a stack of necrotic rot on the creature. At the end of that creature's turn it takes 1d4 damage per stack of necrotic rot on it and makes a Constitution saving throw against your spell save DC. On a success, all stacks are removed. You can have a maximum number of stacks on a creature equal to your proficiency modifier.

Tracking Necrotic Rot

My favorite way to track this is just place the d4 next to the creature each time it gets a stack as it gives a great feeling of impending doom. If you have a less absurd collection of d4s on hand, simple tic marks can suffice.

Twisting Reach

If your Forbidden Artifact is a melee weapon stretches and flexes unnaturally in seeking its targets. Its range increases by 5 feet.

Soul Investiture

Due to your unique bond to your Forbidden Artifact, as a bonus action you can feed part of your soul into the weapon to empower it, weakening you and empowering it. While weakened in this way, you are under the effect of the bane spell. While empowered, the weapon deals an extra 1d6 necrotic damage on hit.

You can make a DC 10 Charisma saving throw as an action to reclaim the invested soul, ending the investiture on success. If you finish a long rest while your soul is invested into the weapon, the number of Hit Dice you regain is halved.

Drawback of Investiture

Soul Investiture is usually not a good idea, and forms only part of the power budget of the weapon. When interacting with various upgrades it can be quite powerful, but it is a risky and high-cost option.

Cursed Path (Level 3)

Starting at 3rd level, the path you've chosen begins to claim your body and soul: some could call it a curse, some could call further opportunity. Select a path from the following.

Curse Bearer

Your soul can carry great burdens. When you are under the effect of bane, you can choose to ignore the effect for a roll. Once you choose to ignore the effect, you can't do so again until the start of your next turn.

Additionally, when you suffer the effect of any curse from one of the upgrades granted by this class, you can suppress the effect, ignoring its negative consequences. You can do this a number of times equal to your proficiency bonus, regaining all uses on a long rest. If the curse is an ongoing effect, it is suppressed until the start of your next turn.

Other Curses

At your GM's discretion, you may be able to use this feature to shrug off the effects of other lesser curses.

When you select this path, you learn the following spells at the following levels. These spells do not count against your spells known, and are Inventor spells for you.

Curse Bringer

You can force your soul's burdens onto others. When you make an attack roll while under the effect of bane, if you hit the creature after rolling a 3 or 4 on the d4 from bane, the target suffers the effect of bane until the end of your next turn. This effect is extended to the end of your subsequent next turn if you hit them your Forbidden Artifact again while they are afflicted (regardless of the roll of the bane die)

Additionally, when you suffer the effect of any curse of one of the upgrades granted by this class, as a reaction, you can force another creature within 30 feet to make a Charisma saving throw against your spell save DC or suffer the same effect. You can do this a number of times equal to your proficiency bonus, regaining all uses on a long rest.

When you select this path, you learn the following spells at the following levels. These spells do not count against your spells known, and are Inventor spells for you.

Curse Eater

You consume your Forbidden Artifact, destroying it and afflicting yourself with a terrible curse. You gain a melee natural weapon as the manifestation of this cursed power. On hit, this weapon deals 1d8 damage of your choice of bludgeoning, piercing, or slashing damage (selected when you gain this feature), and d4 necrotic damage. All effects that apply to a Forbidden Artifact apply to this natural weapon. You can apply Soul Investiture to this natural weapon.

Additionally, you can absorb any item you create with this specialization, innately gaining its effect and curse. At the start of your turn while you are not incapacitated you gain temporary hit points equal to 1 + the number of cursed items you have consumed with this ability. If you are under the effect of bane, this becomes 1d4 + the number of cursed items you have consumed with this ability.

Additionally, when you gain temporary hit points from this feature, you can instead regain hit points equal to the temporary hit points you would have gained. You can regain hit points this way a number of times equal to your proficiency bonus, regaining all uses on a long rest.

When you select this path, you learn the following spells at the following levels. These spells do not count against your spells known, and are Inventor spells for you.

Unnatural Natural Weapons

The form of your natural weapon is largely whatever you want it to be. Slashing razor claws, chomping vampiric fangs, flailing tendrils, protruding spikes, integrated weapons, or anything you can imagine. Simply select the most appropriate damage type and pick a thematic element that suits your character.

Damned Affinity (Level 3)

Additionally at 3rd level, magical items granted by this subclass that require attunement do not count against your attunement total if that item is cursed.

Cursesmith Upgrades (Level 3)

At 3rd level, you gain an upgrade of your choice. A list of the available options can be found on the Optional Features page. When you gain certain inventor levels, you gain additional upgrades of your choice.

Extra Attack (Level 5)

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

Unlimited Power (Level 14)

Starting at 14th level, when you use Soul Investiture, you can double the amount of bonus damage gained, but take 1 necrotic damage for each turn it has been active at the end of each of your turns while it is active. This damage bypasses immunity and can't be resisted in any way.

Fleshsmith

Fleshsmith (Level 1)

A Fleshsmith is a discomfiting presence in a group. Even when encountered in the most ideal circumstances, they simply have a lingering gaze that says " How could I improve that? " when they look at you.

A Fleshsmith is a peculiar path of Inventor that has turned their creative talents... inward. They seek to understand and improve the limitations of flesh. All too frequently they place a slightly different value on aesthetics than others might, tending to find beauty primarily in efficiency.

A Fleshsmith tends to be more eccentric than inclined to any particular alignment, though even the most benevolent ones may find that the only reason their activities wouldn't be illegal is that no one considered them possible.

Fleshsmith's Proficiency

When you choose this specialization at 1st level, you gain proficiency in the Medicine skill, as well as proficiency with Leatherworker's tools (it's best if you don't think about the details on that one too much...)

Additionally, you can make all Medicine checks as Intelligence (Medicine) check. When you take an Intelligence (Medicine) check to stabilize a creature, they regain 1 hit point.

Thesis of Flesh

At 1st level, you select an approach to your work, a specialization to your art form. Select one the following options:

Perfection of Form

Nature had its chance to make your form, now it's your turn to improve it. When you take this path, you gain the Fleshcrafted Mutation upgrade, and it does not count against your upgrade total. Additionally, when an upgrade calls to use your spell save DC, you can instead use 8 + your Constitution modifier + your proficiency bonus.

When you take the Attack action, you can use your bonus action to make a single additional attack with this upgrade. You can make this additional attack a number of times equal to your Inventor level. You regain all uses at the end of a long rest.

Perfection of Mind

You know that perfection is an aspect of knowledge, a perfect understanding of the mechanics of the body, inside and out. But particularly inside. You gain expertise in the Medicine skill. Additionally, you gain the Dissection upgrade, and it does not count against your upgrade total.

You have a pool of d8s equal to your Inventor level. When you restore hit points to a creature or use an Intelligence (Medicine) check to deal damage to a creature, you can expend these d8s to restore additional health or deal additional damage. You can spend a number equal to proficiency bonus at a time. You regain this pool of d8s at the end of a long rest.

Perfection of Creation

Why let the gods have all the fun? You've created life. When you take this path, you gain the Adorable Critter upgrade, and it doesn't count against your upgrade total.

Your Adorable Critter gains temporary hit points equal to your Inventor level + your Intelligence modifier each time you finish a short or long rest. Your Adorable Critter gains a natural weapon dealing 1d6 + your Intelligence modifier piercing damage, though as normal it can't independently take the Attack action. You can apply any upgrade you take to your Adorable Critter instead of yourself.

As an action, you can cause your Adorable Critter to move up to 10 feet and take the Attack action (requiring no action from the familiar). Additionally, you can also do this as a bonus action a number of times equal to your Inventor level and you regain all uses at the end of a long rest.

Perfection of Technique

Others may call themselves "flesh smiths" or "flesh crafters", but you are a flesh artist. Flaying, dicing, deboning, you've mastered it all. When you select this thesis option, you gain proficiency with martial weapons and gain the Flaying Hook upgrade, and it doesn't count against your upgrade total. You can integrate your Flaying Hook into another weapon, attaching its heavy chain to the hilt of your weapon, allowing you to attack with either weapon, and being considered to be wielding both when wielding one. Any magical bonus to attack and damage rolls the attached weapon is also applied to the Flaying Hook (if higher).

When you use your Flaying Hook to pull a target or pull yourself toward a target, you can use your bonus action to make a single weapon attack against it. You can do this a number of times equal to your Inventor level and you regain all uses at the end of a long rest.

Uncanny Vitality (Level 3)

Starting at 3rd level, your body has such vitality that it is constantly able to restore itself. While you have 1 or more hit points, at the start of your turn, you can choose to expend a Hit Die and regain the value rolled + your Constitution modifier health (as normal for expending a Hit Die). If you have zero hit points, you can use this feature at the end of your turn.

Additionally, you regain Hit Dice equal to your Constitution modifier on a short or long rest (in addition to normal Hit Dice recovery on a long rest).

If you are missing any limbs at the start of a long rest, at the end of the long rest the missing limb is regenerated.

Arcane Bioengineering (Level 3)

Additionally at 3rd level, you can use Arcane Retrofit to transmute a bonus to attack or damage rolls on a weapon to natural weapons gained from this subclass.

Fleshsmith Upgrades (Level 3)

At 3rd level, you gain an upgrade of your choice. A list of the available options can be found on the Optional Features page. When you gain certain inventor levels, you gain additional upgrades of your choice.

Extra Attack (Level 5)

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

Perfection of Thesis (Level 14)

Starting at 14th level, your understanding of Thesis of Flesh grows; you regain uses of the resource it provides equal to your Intelligence modifier when you finish a short rest.

Gadgetsmith

Gadgetsmith (Level 1)

A Gadgetsmith is an Inventor whose curiosity and inventive genius have run rampant. While other Inventors may spend their whole career perfecting a single-minded pursuit, a Gadgetsmith believes that quantity is at least as good as quality.

Quick footed and quicker witted, a Gadgetsmith is never caught without another trick up their sleeve. Their minds are always jumping ahead to solve the next problem with a clever gadget.

A Gadgetsmith can come from any walk of life, but usually exemplifies a curiosity and distaste for the suppression of knowledge or technology, usually favoring freedom to experiment, leaning toward more Chaotic behaviors.

Gadgetsmith's Proficiency

When you choose this specialization at 1st level, you gain proficiency with nets, rapiers, whips, and tinker's tools.

Essential Tools

At 1st level, you've mastered the creation of the essential reusable tools of surviving the battlefield as a Gadgeeter. You have the following items:

Grappling Hook

As an attack or as an action, you may target a surface, object or creature within 20 feet. If the target is Small or Smaller, you can make a Strength (Athletics) grappling check to pull it to you and grapple it. Alternatively, if the target is Medium or larger, you can choose to be pulled to it, however, this does not grapple it.

Smoke Bomb

As an action, you can use this to cast fog cloud centered on yourself without expending a spell slot. It lasts a number of rounds equal to your intelligence modifier and does not require concentration.

Gadgetsmith Weapon

Pick one of Ricocheting Weapon, Impact Gauntlet, Lightning Baton, Repeating Crossbow, or Shock Generator from the upgrade section. You receive this upgrade and does not count against your upgrade total.

Unlimited Smoke Bombs?

If you or your DM is concerned about the unlimited use of Smoke Bombs, consider adding a Proficiency Modifier number of uses per short rest. This should not mechanically impact their usage, but the reason they do not have the limit is to encourage players to feel free to use them in non-combat situations. With limits, even ones that are not usually hit, players tend to treat their Smoke Bomb as exclusively a combat feature.

Additional Upgrade (Level 3)

At 3rd level, you've mastered the essential tools, and have begun to tinker with ways to expand your arsenal. The number of upgrades you have for your class level is increased by one.

The number of additional upgrades you get increases by one more at 5th level to two more than the class table.

Recycle Gadgets (Level 3)

Starting at 3rd level, during a long rest and taking effect when you complete it, you can disassemble your gadgets and create different ones. When you do this, remove any upgrade you would like, and pick a new upgrade its place.

You still must select upgrades that are valid for the level you gained the upgrade at (e.g. at 9th level, you can only have one upgrade that has a prerequisite of 9th level).

Additionally, if a gadget is destroyed, you can use this feature to recreate it for materials worth 20 gold pieces.

Gadgetsmith Upgrades (Level 3)

At 3rd level, you gain an upgrade of your choice. A list of the available options can be found on the Optional Features page. When you gain certain inventor levels, you gain additional upgrades of your choice.

Extra Attack (Level 5)

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

Combat Gadgets (Level 14)

Beginning at the 14th level, when you take the Attack action, you can replace an attack with using any gadget that requires an action to use.

Golemsmith

Golemsmith (Level 1)

A Golemsmith is an Inventor that has committed themselves to creating a true work of artifice, forging a golem. A painstaking life ambition, they plan and design meticulously, even if in practice sometimes compromises on materials must be made.

Why a Golemsmith embarks in on the quest to forge this artificial construct of life can vary. For many it the pure pursuit of forging the perfect creation, while for others, it is simply so they do not have to carry around their loot, or to have a loyal companion to count on at all times.

A Golemsmith is rarely chaotic, as they are by their natures people of great care and discipline: those are not would not have succeeded where they have, but some have been set on their path by such events that might drive them interact chaotically with society as a whole.

Golemsmith's Proficiency

When you choose this specialization at 1st level, you gain proficiency with smith's tools and tinker's tools.

Mechanical Golem

Starting at 1st level, you forge a Golem to carry out your orders and protect you. The golem is under your control, and understands the languages you speak, but does not speak.

The Golem obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the construct where to move (no action required by you) and take an action, which requires your action to do. It has Proficiency in Shields, Simple Weapons and Martial Weapons.

Your Golem's Proficiency increases when yours does. If the golem is killed, it can be returned to life via normal means, such as with the revivify spell.

In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with half (rounded down) its maximum hit point at the end of the rest during which you repaired it. If the servant is beyond recovery, you can reproduce the construct exactly as it was, with four days of work (eight hours each day) and 100 gp of raw materials.

Over the course of a short rest, you can restore hitpoints equal to your Intelligence modifier + your Inventor level to your golem, or repair it to full health during a long rest.

The base statistics of your golem are as follows:

Golem

golem

Golem Chassis

When you create your golem, you can add one prefix to its type in the form which basic chassis you use for golem. For example, if you select Warforged, your golem becomes a Warforged Golem, and gains the Warforged modifications toits base statistics.

Warforged

Your golem is roughly humanoid, and comes with the robust flexibility and options that this form provides. Its base strength becomes 16(+3) and it gains proficiency in shields, simple weapons, and martial weapons.

Its natural weapon is: Slam: +5 (Strength + Proficiency) to hit, reach 5ft., one target. Hit 1d4+3 (Strength) bludgeoning damage.

Quadrupedal

Your golem takes on a quadrupedal design. Larger and more sturdy, it is more suitable to launch into the fray or carry its creator. Its base size becomes Large, its base Strength and Constitution become 16(+3), its natural armor becomes 16, and its speed becomes 35 ft.

Its natural weapon is: Bite: +5 (Strength + Proficiency) to hit, reach 5ft., one target. Hit 1d10 + 3 (Strength) piercing damage.

Winged

Your Golem is modeled off a flying creature. Smaller and lighter than most golems, it is kept aloft by intricate wings. Its base size becomes Small and it gains a flying speed of 30 ft.

Its natural weapon is: Talon: +4 (Strength + Proficiency) to hit, reach 5ft., one target. Hit 1d8 + 2 (Strength) slashing damage.

Launcher

Your Golem becomes akin to a mobile turret, taking the frame of a ballista or other launching device. Its base Dexterity becomes 16(+3) and its speed becomes 25 ft.

Its natural weapon is: Shoot +5 (Dexterity + Proficiency) to hit, reach 60/240ft., one target. Hit 1d10 + 3 (Dexterity) piercing damage.

Specialized

Your Golem defies all expectations, its design fueled by your own rampant creativity. A little less robust and stable, it is far more extensible to your visionary plans. Your Golem starts with the basic statistics, but you can select 2 free upgrades that do not count against your upgrade total.

Its natural weapon is: Slam: +4 (Strength + Proficiency) to hit, reach 5ft., one target. Hit 1d8+2 (Strength) bludgeoning damage.

Optional Golem Chassis: Flesh Golem

When a golemsmith is selecting their golem, some disturbed minds think "but what if I want it be a fleshy monstrosity against sanity?" Well, as usual, the inventor is here for you:

Flesh

Your golem is roughly humanoid, a lumbering terror of stitched flesh with an odd smell. Its Strength becomes 16 (+3), it gains proficiency with shields, simple weapons, and martial weapons, and it has the following natural weapon attack, which uses its Strength for the attack and damage rolls:

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4 + 3 bludgeoning damage.

  • Additional Changes
  • Replace your smith's tools proficiency with leatherworker's tools proficiency.

  • The upgrades are the same, but with "...but from some gross, fleshy organ."

  • At your GM's discretion, you can apply Fleshsmith upgrades to your golem. This has the potential to cause balance issues, so assume the GM will say no unless it's not too powerful and you can explain how it's not.

Intelligent Oversight (Level 3)

Starting at 3rd level, you can take the Help action as a bonus action when assisting your golem.

Additionally, when you take the Help action to aid an ally (including your golem) in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the allied creature can see or hear you.

Golemsmith Upgrades (Level 3)

At 3rd level, you gain an upgrade of your choice. A list of the available options can be found on the Optional Features page. When you gain certain inventor levels, you gain additional upgrades of your choice.

Autonomous Action (Level 5)

Starting 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 following mental commands communicated while it is within 60 feet of you.

If the golem is not directed to take any action, it will take the Dodge action in combat.

Magical Nature (Level 5)

Additionally at 5th level, your golem's natural weapons count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Perfected Design (Level 14)

Starting at 14th level, your golem can add your Intelligence modifier to all of its attack rolls, skill checks, and saving throws.

Infusionsmith

Infusionsmith (Level 1)

An Infusionsmith is, in some ways, perhaps the most quintessential type of Inventor. While other Inventors may delve into mechanics and tinkering, an Infusionsmith is an inventor that tinkers with magic itself.

These are cutting edge of magical engineering, understanding the principle applications of magic. An Infusionsmith would have ground to stand on in calling a wizard an impulsive spell slinger, for these are the inventors that work their magic through careful and meticulous method, laying down magic they may not use for hours, or painstakingly crafting a long lasting enchantment.

An Infusionsmith can be magical swordsman, a wandslinger, or bookish supporting character with a bag full of tricks that never quite runs dry. Some will stand within a maelstrom of animated blades while others will plink away with a crossbow that seems unerringly accurate, but their common theme is using their prowess of infusion to make themselves formidable.

Infusionsmith's Proficiency

At 1st level, you gain proficiency with jeweler's tools and calligrapher's supplies.

Your knowledge of infusion magic gives you a natural affinity for scribing spell scrolls. Creating a magic spell scroll only takes you half the time and material cost it would normally take.

Infused Armament

Starting at 1st level, you can infuse a powerful armament to take into battle. At the end of a long rest, select one of the Infusions below. The infusion lasts until the end of your next long rest.

Animated Weapon

You touch a melee weapon, causing it to spring to life. An animated weapon can be carried or stowed, but while readied, it floats beside you. While an animated weapon is readied, you can make attacks with it as part 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 spell attack with a range of 30 feet. That range reduced to 15 feet if the weapon has the Heavy property and increased to 60 feet if the weapon has the Light property. If this attack hits, it deals the weapon's damage dice + your Intelligence modifier.

Blasting Rod

You touch a nonmagical wand-blank, stick, staff, or rod, infusing with the ability to cast a cantrip. Select one Evocation Cantrip from the Wizard spell list that does not require concentration. Thereafter, as an action, you can use the Blasting rod to cast that cantrip.

Once per turn, when you deal damage to a creature or object with your Blasting Rod, you can add your Intelligence modifier to damage dealt to that target.

Infused Weapon

You touch a weapon, enchanting its effectiveness. While this weapon is enchanted, you - and only you - have proficiency with it.

An Infused Weapon can be wielded like a normal weapon, but gains the following property: you can apply your Intelligence modifier to the to attack and damage roll of the weapon where you usually apply your Strength or Dexterity modifier.

When you infuse a weapon if it has a single damage die, increase the die by one step to a maximum of a d12 (e.g. an Infused dagger's damage type increases from a d4 to a d6).

Spell Manual (Level 3)

At 3rd level, you have a Spell Manual containing two 1st-level wizard spells of your choice. Your Spell Manual is the repository of any non-Inventor spell you know.

You cannot cast these spells and they do not count against your spells known, but when you would learn a new Inventor spell, you can select that spell from a spell in Spell Manual instead of the Inventor spell list, at which point you can cast it as normal. You can choose to scribe any Inventor spell you can cast into the Spell Manual, as if copying from a written spell.

Learning Spells of 1st Level and Higher (Level 3)

Each time you gain a inventor level, you can add one wizard Spell of your choice to your Spell Manual for free. Each of these spells must be of a level for which you have Spell Slots, as shown on the Inventor table.

On your adventures, you might find other Spells that you can add to your Spell Manual. For each level of the spell, the process takes 2 hours and costs 50 gold pieces.

Infuse Magic (Level 3)

Additionally at 3rd level, you can use your Spell Manual to infuse magic items, such as wands, storing the power for later use. In a special ritual taking 1 minute, you can expend a spell slot to cast a spell as normal, but the spell does not take effect, and is stored in the item for later use.

Subsequently, any creature holding the item with an Intelligence of 6 or higher that is aware there is magic infused in it can expend the stored magic to cast the spell.

The spell uses your spellcasting modifiers, but is in all other ways treated as if the creature holding it cast the spell. The magic infused in the item fades if you complete a long rest without expending the stored spell.

Infusionsmith Upgrades (Level 3)

At 3rd level, you gain an upgrade of your choice. A list of the available options can be found on the Optional Features page. When you gain certain inventor levels, you gain additional upgrades of your choice.

Extra Attack (Level 5)

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

Empowered Infusions (Level 5)

Additionally at 5th level, your Infused Armament grows more powerful. If you Infuse or Animate a weapon, you can Infuse or Animate an additional weapon (having two infused weapons, two animated weapons, or one of each). If you have multiple animated weapons, you can attack the same or different targets with them.

If you cast a spell using an item from Infuse Magic or from a wand (from the Magical Wand upgrade or a normal wand), you can cast the cantrip with your Blasting Rod as a bonus action.

Benefits of Flexibility?

If you choose to have an Animated and Infused weapon, you can attack twice with either, but will limit yourself to being able to only attack one target if you solely rely on the animated weapon. If you animate two weapons, you can split your attacks like normal using one to attack a different creature. Alternatively, you can animate a short range heavy weapon and a long range light weapon giving you more options at different ranges, but limiting your ability to target multiple targets at any optimal range.

Infused Focus (Level 14)

Starting at 14th level, you can anchor a powerful spell into an item. When you cast a concentration spell, you can anchor it to an item (such as a staff, wand or weapon), and do not need to maintain concentration. The spell lasts a number of rounds equal to your intelligence modifier, after which the spell ends.

Once you use this ability, you must complete a short or long rest before using it again.

Potionsmith

Potionsmith (Level 1)

An alchemist is an inventor who has pursued the secrets of alchemy. While many a village has an apothecary grinding odd herbs and roots into potent (or not so potent) concoctions, the careful process of mixing and brewing is just one way to achieve results. Through the use of the intricate secrets of the craft and direct infusions using magical rituals, a real alchemist can come up with explosive results in the blink of an eye... sometimes literally.

An alchemist can be a scholar who has delved much of the knowledge the world has to offer or an explorer that has unlocked the secrets of the wilderness. Their knowledge could come being friends of the fey, or unfettered access to the royal library. As such, alchemists can be good or evil, lawful or chaotic.

Alchemists and Potions

Immediately on making a Potionsmith, one may think of the magic potions that exist in most D&D settings, from the simple Healing Potion to the legendary Potion of Storm Giant Strength, however, someone does not need to be an Potionsmith to make these, as crafting rules for them are open to all classes.

An alchemist with their proficiency will certainly have the edge in potion crafting, but these potions are not fundamental to the class.

Potionsmith's Proficiency

When you choose this specialization at 1st level, you gain proficiency with blowguns, Alchemist's supplies and Herbalism kit.

Your knowledge of alchemy gives you a natural affinity for brewing potions. Creating a potion through normal crafting takes you only half the time and cost it would normally take.

Alchemical Reagent's Pouch

At 1st level, you've acquired a pouch of useful basic reagents, much as a wizard might carry a component pouch. You've tucked away things that will come in handy, and can retrieve them as part of using an ability that might require them. As long as you have this pouch on, you can do alchemy. This pouch is considered as alchemy supplies for the purposes of crafting.

If you lose your reagent pouch, you can spend 50 gold pieces to reacquire the various stocks you need, or spend 1 full day gathering them from a natural environment without expense.

Instant Reactions

At 1st level, you know how to get instant reactions to occur without the niceties of grinding, simmering and brewing required for more refined concoctions.

Moreover, you know enough ways to do these that with just a few standards supplies, you can get these results out of a wide range of things you can gather in almost any locale and a pinch from your reagent pouch.

Pick three instant reactions from the following: Alchemical Acid, Alchemical Fire, Fortifying Fumes, Healing Draught, and Poisonous Gas. These reactions do not count against your maximum Upgrades known.

Alchemical Infusions (Level 3)

At 3rd level, you have discovered the secrets to drastically bypass the alchemical brewing process, crafting potent magical effects through the direct infusion of the potion with your own magic. When you finish a short or long rest and have an empty vial on your person, you may choose one or more the following spells and use spell slots to cast them.

When you cast the spell in this way, the spell does not take effect immediately, but is infused into the potion.

If the spell grants an effect or restores health, the creature will gain the effect of the spell when the potion is consumed as an action. The potionsmith can consume the contents with practiced quickness as a bonus action, or administer it to another willing creature as an action.

You can accurately throw a vial up to 30 feet, dealing no inherent damage, but breaking the vial in impact. If the spell has an area of effect, that area of effect takes place when the vial is broken, with the effect centered on where the vial breaks.

If the spell has a persistent effect that requires concentration, it does not require concentration to maintain, but its duration is shortened to a number of rounds equal to your Intelligence modifier.

A spell that does not require concentration lasts its normal duration. An infused potion loses its potency if it is not used by the end of your next long rest.

You can gain additional spells for your Alchemical Infusions through your Alchemist upgrades.

On Creativity and Catapults

While as per the feature, you can only accurately throw the vial containing an Infused Potion 30 feet, the trigger merely specifies that the effect takes place where it breaks.

If you can find another way to deliver the vial, such as the catapult spell on the inventor spell list... or, well, an actual catapult, you can apply these methods as well.

Potionsmith Upgrades (Level 3)

At 3rd level, you gain an upgrade of your choice. A list of the available options can be found on the Optional Features page. When you gain certain inventor levels, you gain additional upgrades of your choice.

Empowered Alchemy (Level 5)

Starting at 5th level, when 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 health restored.

Infusion Expertise (Level 14)

Starting at 14th level, when you create an Alchemical Infusion at end the end of a short or long rest, the first alchemical infusion you create does not require a spell slot to infuse, and you can select an alchemical infusion that you would otherwise not have a spell slot of high enough level for when making this infusion.

Relicsmith

Relicsmith (Level 1)

A Relicsmith is a strange brand of Inventor, often viewed with skepticism by their peers, but bolstered by one simple fact: the inventions work. They harness holy power in ways that defy arcane logic, bringing a unique blend of methodology and faith. How their inventions work is a source of consternation to others, but their faith in their scriptures and inscriptions is rewarded... perhaps by the faith they have in them.

Relicsmiths are inheritors of ancient traditions, sometimes passed down to them, sometimes ones they have uncovered in their research... sometimes, perhaps, ones that they believe they have uncovered in their research. Patterns, connections, scriptures, and rituals, their tools are many and varied.

Of course, those that walk this path tend to have strong conviction which extends beyond just their invention. A Relicsmith is as prone as any Paladin to have a driven and righteous (in their eyes) cause. Divine power in those restrained only by their own conviction can be a dangerous thing indeed.

Relicsmith's Proficiency

When you choose this specialization at 1st level, you gain proficiency with martial weapons, the Religion skill and calligrapher's supplies.

Divine Relic

At 1st level, you unlock the secrets of the sacred, creating a relic that channels divine power. This relic counts as spellcasting focus for you. It takes the shape of a small item, such as a pendant, amulet, or device. While you possess your relic, you can use it to focus your powers, gaining the following abilities:

  • You can cast the light cantrip.

  • You can cast the sacred flame cantrip.

  • You can set a weapon ablaze. As a bonus action, you can touch a weapon causing it to burst into holy fire. Attacks with the weapon deal an extra 1d4 fire damage on hit for 1 minute or until you use this ability again.

Ingenious Reliquary (Level 3)

Starting at 3rd level, you integrate your Relic into another item, selecting one of the following for your Relic. Your Relic retains all the properties it normally has, and gains new properties based on the selected item. Once selected, you can't select a different option, but can replace the weapon your relic is incorporated into during a long rest.

Melee Weapon

You integrate your divine relic into a melee weapon. The weapon taps directly into the relic's power. If you use your Divine Relic to ignite it, it adds an extra 1d6 fire damage (instead of 1d4). Setting a weapon integrated with your relic ablaze can be done as part of the Attack action.

Ranged Weapon

You integrate your divine relic into a ranged weapon, giving it an unlimited supply of sacred power to use as ammunition. It no longer consumes ammunition and instead fires radiant bolts of power, dealing radiant damage. If the weapon has the loading property, it is removed.

Runic Sage

You power a sacred lantern with the divine relic, causing it to shed a brilliant pure light for 20-foot radius and an additional 20 feet of dim light. As a bonus action, you can grant one creature within the light of the lantern 1d4 temporary hit points.

Ordained Path (Level 3)

Additionally at 3rd level, the gifts of your Divine Relic lead you to a revelation of faith. Select a path to follow.

Path of Justice

Select one Fighting Style from the following list.

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.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

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.

Mixed Weapons. When you take the attack action with a one handed melee weapon with the light property, you can immediately make a single weapon attack with a one-handed ranged weapon as a bonus action. You ignore the reload property of ranged weapons.

Additionally, when you select this path, you learn the following spells at the following levels. These spells do not count against your spells known, and are Inventor spells for you.

Path of Salvation

When you restore hit points or grant temporary hit points to a creature with an Inventor spell or Inventor class feature, you can add your Intelligence modifier to number of hit points.

Additionally, when you select this path, you learn the following spells at the following levels. These spells do not count against your spells known, and are Inventor spells for you.

Other Spells

The spells listed with an * represent spells are drawn from a limited list available, and might be replaced by more suitable spells at your GM's discrection.

Path of Penance

Whips gain the light property for you, and can serve as your spell casting focus.

When you hit a creature with a whip, you can cast bane, targeting only that creature, without an action or expending a spell slot. Once you use this ability, you can't use it again in this way until you finish a short or long rest. You can use this ability again before finishing a long rest by expending a spell slot of 1st level or higher.

Additionally, when you select this path, you learn the following spells at the following levels. These spells do not count against your spells known, and are Inventor spells for you.

Inventor LevelSpell

3rd

bane

5th

silence

9th

invest life

13th

banishment

17th

insect plague

Relicsmith Upgrades (Level 3)

At 3rd level, you gain an upgrade of your choice. A list of the available options can be found on the Optional Features page. When you gain certain inventor levels, you gain additional upgrades of your choice.

Extra Attack (Level 5)

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

Justicar Savant (Level 14)

Starting at 14th level, your understanding of the paths of faith broadens and matures into a more holistic and nuanced understanding. You can select an additional Ordained Path.

Runesmith

Runesmith (Level 1)

A Runesmith is an Inventor that has narrowed their focus to working a specific language of magic - powerful runes that can channel long lasting power. These runes come in many shapes and forms, the lore behind them from many sources.

A Runesmith can be a knight, their runes splashed with gleaming power across their armor, or a scholar lending their ower to their companions, marking potent runes on their weapons before standing back, or even a strange tattooed mystic, their runes tattooed across their very body

Runesmiths are not inherently good or evil, though their rigorous attention to detail and patience tend to make them more inclined to a lawful perspective.

Runesmith's Proficiency

When you choose this specialization at 1st level, you gain proficiency with martial weapons as well as smith's tools or calligrapher's supplies (based on your preferred method of marking runes). You learn one additional exotic language of your choice.

Runic Marks

Starting at 1st level, you can mark magical runes, imbuing the things they are marked onto with magic. A rune can be marked on a weapon, on a suit of armor, a shield, or directly onto yourself, as a type of runic tattoo.

The affected creature of a rune is the creature wielding the weapon or armor it is marked on, or you if the rune is directly marked on you. A weapon or set of armor can nly bear one rune, but there is no limit to the number of runes that can be marked on a creature.

If a rune is marked on a creature, select either the weapon effect (affecting its natural weapons or unarmed strikes) or armor effect (affecting its natural armor).

You know the following runes, and can learn more from upgrades. You can mark your runes during a long rest, and can have two runes marked at a time, gaining the ability to have an additional rune marked at 3rd level (to three runes), 5th level (to four runes), and 14th level (to five runes). These last until you mark a new rune, with the oldest rune fading when you mark a new one after reaching your maximum number of runes. Upgrades that grant new runes do not increase this number, but only expand the range of runes you can mark.

Runic Effects

Each rune grants a passive ability based on what it is marked on that enhances the ability of what it is marked on, and has an active ability that can be activated by you as an action or in place of an attack as part of the Attack action while it is marked. A rune can only be activated in this way once per turn.

Rune of Power

An imposing rune that speaks to raw power. It has the following effects:

TargetEffect

Weapon

The base damage of the weapon becomes 1d6 (if it was lower), and the weapon adds +1 to damage rolls.

Armor

The base AC of the armor becomes 12 (if it was lower), and the armor's AC bonus is increased by +1.

Active (Empower)

The next attack of the affected creature before the start of your next turn deals an extra 1d8 + your Intelligence modifier force damage.

Rune of Fire

A swirling rune that represents fire and burning. It has the following effects:

TargetEffect

Weapon

The first time the weapon deals damage on a turn, it deals an extra 1d4 fire damage.

Armor

When the affected creature is hit by a melee weapon attack, they can use their reaction to deal 1d4 fire damage to the attacker.

Active (Explode)

Creatures within a 5-foot radius of the affected creature must pass a Dexterity saving throw, or take 1d8 fire damage.

Rune of Lightning

A jagged rune that manipulates energy and controls lightning. It has the following effects:

TargetEffect

Weapon

The first time the weapon deals damage on a turn, it deals an extra 1d4 lightning damage.

Armor

The affected creature's speed increases by 5 feet.

Active (Hasten)

During the affected creature's turn, it gains an additional action that can be used to attack (one weapon attack with a light weapon or unarmed strike only), Dash, Disengage, Hide, or Use an Object. The creature can't gain multiple actions from this. Actions not used by the end of the creature's turn are lost.

Rune of Warding

A stalwart rune that wards off harm. It has the following effects:

TargetEffect

Weapon

If the affected creature deals damage with this weapon on their turn, they gain 1d4 temporary hit points.

Armor

Damage taken by the affected creature is reduced by 1.

Active (Protect)

The next time the affected creature takes damage before the start of your next turn, the damage is reduced by 1d4 + your Intelligence modifier.

Runic Flare (Level 3)

Starting at 3rd level, you can activate a rune as a bonus action. You can do this a number of times equal to your proficiency bonus, and regain all uses after a short or long rest.

Runic Path (Level 3)

Additionally at 3rd level, you can specialize in a certain application of runes, selecting from the following Runic Paths:

Runic Knight

You have proficiency with weapons or armor that are marked with your runes. Your speed is not reduced by wearing heavy armor, as long as that heavy armor bears one or more of your runes.

Runic Mystic

When you mark a rune on yourself, you gain both the weapon and armor effects of it. You add your Intelligence modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with unarmed strikes, and your Intelligence modifier, instead of your Dexterity modifier, to AC calculations for armor.

Runic Sage

You gain the ability to invoke spells with the magical power of the runes. You can use the runes you've marked to channel magic. You gain the following spells based on which runes you currently have marked.

RuneCantripSpell

Rune of Fire

burn

burning hands

Rune of Lightning

shocking grasp

lightning tendril

Rune of Power

light

magic missile

Rune of Warding

N/A

freezing shell

Rune of Gravity

N/A

fall

Rune of Blood

N/A

cure wounds

Runesmith Upgrades (Level 3)

At 3rd level, you gain an upgrade of your choice. A list of the available options can be found on the Optional Features page. When you gain certain inventor levels, you gain additional upgrades of your choice.

Extra Attack (Level 5)

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

Twin Flares (Level 14)

Starting at 14th level, once per turn, when you use the active property of a rune or glyph, you can cause the active effect of any two runes or glyphs.

Thundersmith

Thundersmith (Level 1)

A Thundersmith is an Inventor who harnesses the primal force of elemental power, channeling its power into their great creation: a weapon of unmatched devastation. Spectacular and terrible, these weapons bring fear to their foes and awe to their allies.

Why an Thundersmith bends their mind to the task of making such a thing - some are coldly analytical about the destruction it causes, seeking to continually improve it, tweaking it for ever more optimized destruction, while others view it merely as a tool, a means to an end, while others still reveal in the crash of thunder that heralds the terrifying force of their weapon.

For some it is but a tool to accomplish their goal, for others it is the culmination of the work, for which all the pesky details of adventuring are dedicated to.

While some may look at these weapons as the dawn of a new age, in truth wielding them is a tricky and arcane art no simpler than making them, something only the one who forged the device will every truly master, each weapon a unique piece of devastating art.

Thundersmith's Proficiency

When you choose this specialization at 1st level, you gain proficiency with tinker's tools and smith's tools.

You gain the knowledge to forge rounds for your Stormforged weapon, and can create them with the proper tools during a Long Rest.

You can create up to 50 rounds of ammunition during a long rest, with materials costing 1 gold piece per 10 rounds.

Stormforged Weapon

Starting at 1st level, you harness the power of elemental power of thundering storms to create a powerful weapon. This weapon requires attunement and you are proficient with 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 are attuned to during a long rest.

If you lose your Stormforged Weapon or wish to create additional ones, you can do so over the course of three days (eight hours each day) by expending 200 gold pieces worth of metal and other raw materials. When you make a new Stormforged Weapon, you can make the same or different type, and select the same or different upgrades.

Select one of the following and consult the Thunder Powered Weapon table for its statistics.

Stormforged weapon

You use the power of Thunder to launch a projectile with terrible power, if limited accuracy, over long distances. Ringing out with a booming crash, it brings fear to the battlefield.

Hand Cannon

Forgoing the guiding barrel, this pack uses the thundering power to launch a projectile with all the force of a Cannon, though its effective range is far more limited.

Kinetic Hammer

Rather than launching a projectile with the thundering force, you keep that force imbued in the weapon, allowing for devastating force to be applied to the attack.

Charged Blade

You create a bladed weapon that channels the harnessed power of the elemental storm power directly into the blade, causing it to lay waste to all it strikes. This weapon deals Lightning damage when applying Thundermonger.

Lightning Pike

You create a charged blade and stick it to the end of a pole, making it slightly more unwieldy, but giving it devastating reach. This weapon deals Lightning damage when applying Thundermonger.

Stormforged Weapons
Weapon NameDamageWeightTypeProperties

Stormforged weapon

1d12 piercing

15 lbs.

Ranged

Ammunition (range 60/180), Two-Handed, Loud†, Stormcharged*

Hand Cannon

1d10 piercing

5 lbs.

Ranged

Ammunition (range 30/90), Light, Loud†, Stormcharged*

Hand Cannon

1d10 piercing

5 lbs.

Ranged

Ammunition (range 30/90), Light, Loud†, Stormcharged*

Kinetic Hammer

1d10 bludgeoning + 1d4 thunder

10 lbs.

Melee

Two-Handed, Heavy, Loud†

Charged Blade

1d6 slashing + 1d4 thunder

3 lbs.

Melee

Finesse, Loud†

Lightning Pike

1d8 slashing + 1d4 thunder

3 lbs.

Melee

Reach, Two-Handed, Loud†

Firearms In a Campaign Setting (Level 1)

A lot of campaign settings do not feature firearms, and in some of these the Thundersmith variant of Inventor might not be the right choice, but consider that the Inventor is fundamentally someone that tinkers with and explores boundaries of magic as much as or more so than technology.

A Stormforged weapon need not be a gunpowder powered device, even in a setting where gunpowder exists, but can be powered by harnessing elemental powers, bound through various carefully researched magical techniques. In most cases, the wonders of an Inventor are more an engineering marvel of magic than technology, but that balance can shift depending on what is best for your setting.

Thundermonger (Level 3)

At 3rd level, the elemental power of your weapon is so powerful its strikes deal bonus thunder damage.

When you hit a target with your Stormforged Weapon, you can deal an extra 1d6 thunder damage. After discharging this bonus damage, you cannot deal this bonus damage again until the start of your next turn.

This extra damage increases by 1d6 when 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).

Stormcharged vs. Thundermonger (Level 3)

A common question is why does the Stormcharged Property exist and how does it interact with Thundermonger? Functionally, the stormcharged property (like the previous loading property) has no effect on a single classed Thundersmith, it just exists to make Stormforged Weapons interact better with Extra Attack for multiclassing and Cross Disciplinary Knowledge.

Thundersmith Upgrades (Level 3)

At 3rd level, you gain an upgrade of your choice. A list of the available options can be found on the Optional Features page. When you gain certain inventor levels, you gain additional upgrades of your choice.

Devastating Blasts (Level 5)

Beginning at 5th level, when you miss an attack with your Thundering Weapon, you can apply Thundermonger damage to the target creature you missed, but it deals only half the bonus damage. Dealing damage this way counts as applying Thundermonger damage.

Unleashed Power (Level 14)

Starting at 14th level, when rolling damage for Thundermonger or your Stormforged Weapon, you can expend a spell slot to reroll a number of the damage dice up to your Intelligence modifier (minimum of one) and maximize a number of dice equal to the level of the spell slot expended. You must use the new rolls.

Warsmith

Warsmith (Level 1)

A Warsmith is an Inventor that has turned their wondrous talent of invention to a singular goal: making themselves a juggernaut of war. The reasons behind this could be benevolent or nefarious. Some Warsmiths seek to turn their invention into a machine of death and terror; others become the arbiter of justice and order, and others still perhaps merely seek to refine their craft in pursuit of pure innovation.

Because few individuals would pursue such a wondrous invention without a driven purpose to their endeavour, Warsmiths tend to be Lawful, usually driven to their actions by a greater purpose they seek the power to accomplish, be it righting the wrongs of the world, or bringing it to heel beneath their ironshod boot.

Warsmith's Proficiency

At 1st level, you gain proficiency with heavy armor and smith's tools.

Warplate Gauntlet

At 1st level, when you take this specialization, you construct a Warplate Gauntlet. This is a specialized Wondrous Item that only you can attune to. When you create a Warplate Gauntlet, you can add one of the following upgrades to it: Power Fist, Force Blast, or Martial Grip. This upgrade does not count against your upgrade total. You can make multiple gauntlets with different upgrades, but can only be attuned to one at a time.

If you lose your Warplate Gauntlet, you can remake it during a long rest with 25 gold worth of materials, or can scavenge for materials and forge it over two days of work (eight hours a day) without the material expense.

Artificial Strength

When you don your Warplate Gauntlet or as an action while wearing it, you can dedicate some of your intelligence to fully controlling the power of the gauntlet. You can reduce your current and maximum Intelligence score to increase your current Strength ability score by the same amount, but you can only raise your Strength ability score up what your Intelligence ability score was before engaging Artificial Strength. You can stop using Artificial Strength at any time, and it automatically ends if your gauntlet is removed.

Warsmith's Armor (Level 3)

At 3rd level, you've attained the knowledge of forging and arcane tinkering sufficient to create a set of armor that augments and expands your abilities from a standard, nonmagical, set of heavy armor using resources you've gathered. This process takes 8 hours to complete, as well as a place to forge and incorporates a Warplate Gauntlet (they do not require separate attunement).

While wearing your armor, your Strength ability score increases by 2, and your maximum Strength ability score becomes 22.

You can create a new set of armor by forging it from a set of gathered and purchased materials in a process that takes 2000 gold pieces and eight hours.

You can create multiple sets of armor, but you can only be attuned to one of them at a given time, and you can only change which one you are attuned to during a long rest. If you create a new set of Warplate, you can apply a number of Upgrades equal to the value on the class table, applying each at the level you get it on the class table.

When you create your armor, you can create a heavy plated Warplate, a magically enhanced set of gear, Warsuit, or you can integrate your changes directly into your body as an Integrated Armor.

Armor NameACWeightStrength RequirementStealthProperties

Warplate

18

75 lbs.

-

Disadvantage

Heavy Armor, Powerful Build*

Warsuit

14 + Dex Modifier (max 2)

45 lbs.

-

-

Medium Armor

Integrated Armor

14 + Dex Modifier (max 2)

30 lbs.

-

-

Medium Armor, Powerful Build*

If your armor is Warplate or Integrated Armor, you gain the Powerful Build trait. Powerful Build means you count as one size larger when determining your carrying capacity and the weight you can push, drag, or left. Integrated armor cannot be removed, but does not confer any penalty when resting in it.

Additionally, if you are small, you become medium while wearing Warplate.

Design Note: Warsmiths & Magical Armor

By the rules laid out here, using magical armor as a base for your Warsmith's armor has no additional effect. This is intentionally the rules-as-written rules, but there is certainly some flexibility here. Personally in my games, I allow it use magic armor as the base armor with the following considerations:

  • Using Adamantine or Mithral, the properties carry over to the Warsmith's armor.

  • Using +1/+2/+3 armor carries over, but counts as taking a free "Armor Class" upgrade for each +1 the armor has, meaning that upgrade cannot be taken to make the armor +4 or better.

  • Armor of Resistance carries over, counting as taking "Resistance" upgrade for that damage type for free.

Other cases can be handled on a case by case basis. Consult with your DM and work something out that would be reasonable to combine making receiving magic armor a cool bonus, but not something that breaks the game!

Warsmith Upgrades (Level 3)

At 3rd level, you gain an upgrade of your choice. A list of the available options can be found on the Optional Features page. When you gain certain inventor levels, you gain additional upgrades of your choice.

Extra Attack (Level 5)

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

Fully Customized Gear (Level 14)

Starting at 14th level, you've mastered the customization of your Warsmith's armor. You can add one additional upgrade to your armor that does not count against your Upgrade total.

Additionally, during a long rest, you can now swap out any one upgrade for any other upgrade of the same level, so long as you don't have an upgrade that requires the upgrade you are removing as a prerequisite, or an incompatible upgrade.

What Does Your Armor Look Like?

Nothing in this document specifies the visual appearance of your armor beyond the type of armor, but it very likely does not look like a standard set of armor. Consider what the visual differences are - are you enhancements more mechanical in nature or more magical in nature? Does it have geared joints, glowing runes, or both?

Consider how your setting might react to someone standing around in such armor. In all but the highest magical settings, such a set of armor is likely to attract some curiosity or concern.