Great Inventor (5e Class)

From D&D Wiki
Jump to navigation Jump to search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Almost no class page is in a finished state when it is first posted. For guidance, see the 5e Class Design Guide.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Work In Progress

Great Inventor[edit]

This class is about if you want to make and create new objects and bring weird machinery and constructs to the world, this class is a very intelligent person that can create nearly anything all they need are materials, a great inventor is pretty much not combat ready and probably cannot hold themselves in the fight but outside of that they are amazing and can create amazing things to help prepare for a fight

<!-Introduction Leader->[edit]

Creating a Great Inventor[edit]


Quick Build

You can make a Great Inventor quickly by following these suggestions. First, intelligence should be your highest ability score, followed by Constitution. Second, choose the background. Third, choose <!-elaborate on equipment choices->

Class Features

As a you gain the following class features.

Hit Points

Hit Dice: 1d6 per level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per level after 1st

Proficiencies

Armor: Padded and Leather
Weapons: Light Hammer, Dagger, and Hand Axe
Tools: Tinker’s tools, Carpenter's tools, and Smith's tools
Saving Throws: Constitution, Intelligence
Skills: Choose two from: Arcana, Deception, Medicine, Perception, Investigation, Insight, Survival.

Equipment

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

  • (a) Light Hammer or (b) Hand Axe
  • (a) Explorer’s pack or (b) Dungeoneer’s pack
  • Tinker’s Tools
  • 10 lbs of metal, 10 lbs of wood, and 15 blank pieces of parchment

Table: The

Level Proficiency
Bonus
Features Focus Points
1st +2 Creations, Relax 4
2nd +2 Notes, Dismantle, Repair 8
3rd +2 Specialization 16
4th +2 Ability Score Improvement 18
5th +3 20
6th +3 21
7th +3 22
8th +3 Ability Score Improvement 23
9th +4 24
10th +4 25
11th +4 30
12th +4 Ability Score Improvement 31
13th +5 32
14th +5 33
15th +5 34
16th +5 Ability Score Improvement 35
17th +6 36
18th +6 37
19th +6 Ability Score Improvement 38
20th +6 40



Focus Points Objects
1 Vial
2 Mess Kit
3 Flask
4 Fire starter
4 Candle
8 Hammer
10 Backpack
12 Lanteren
12 Clockwork lock
14 Alchemist's Fire (flask)
14 Ladder
15 Ball Barrings
16 Chain
18 Chest
24 Explosive arrow/bolt

Relax[edit]

A Great Inventor spends periods of rest on their creative energy.

At the first level, you recover your focus points during a long rest. In addition, a great inventor can replenish a 1d4 + their Intelligence modifier to focus points once per short rest. This takes a full short rest and can’t be done while doing any other action.

The Relax die grows to a d6 at the 5th level, a d8 at the 10th level, a d10 at the 15th level, and a d12 at the 20th level.

Dismantle[edit]

at the second level, Using your knowledge of all sorts of mechanical stuff, you can take an action to interact with a trap, lock (2 focus points), or construct (focus points = 2 for Tiny, 4 for Small, 8 for Medium, 15 for Large) within 5ft of you. Constructs take a wisdom saving throw against your Intelligence, with an advantage. On a failure, the construct is destroyed, falling to pieces under your hand. On a success, deal 1d6 x tinkerer level damage to the construct. If you are attempting to dismantle a lock or a trap, you must make an Intelligence check based on GM discretion. At full potential, Constructs don’t have an advantage or you have an advantage on the Intelligence check.

Repair[edit]

at the second level, Using your knowledge of mechanical stuff, you can use an action to interact with any broken object like a door(2 focus points), wagon(4 focus points), or construct (focus points = 2 for Tiny, 4 for Small, 8 for Medium, 15 for Large) within 5ft of you

Notes[edit]

at the second level, you can start writing things you learn and make on scrolls 1 to a max of 5 per long rest and every 15 you write you or whoever reads the scroll will gain an inspiration point

Specialization[edit]

<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

Ability Score Improvement[edit]

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


Gunsmith[edit]

You specialize in making and improving guns

[edit]

-At the third level you can use an action to create a random Contraption from the list of your choice. just need some material and the use of some Focus points

  • DC Check = 8 + your proficiency bonus + your Intelligence modifier.
Explosive powder (1 focus point)

on short or long rest, you can make explosive powder which you use in the explosive all of the below including the nook, to make the explosive powder you need charcoal and saltpeter to make 1lb

Gears and junk (2 Focus Point, 4lbs Material)

This can take 5 minutes to craft a random assortment of materials that you can use to craft or modify some object such as a shield, construct, or ranged weapon, you can craft more every 5 minutes but it only requires one extra focus point every additional 5 minutes.

Flash Bang: (1 Focus point, 1lbs Material)

You craft an explosive device that when exploded casts a flash of extremely bright light. You can throw the device to a range of 30 feet. At the point of impact, all creatures within a 10-foot radius must succeed on a Dexterity saving throw or be blinded until the start of your next turn.

Lesser Explosive: (1 Focus point, 1lbs Material)

You can quickly put together a weak explosive with an action. As a bonus action, you hurl this explosive against a point within 30 feet, causing damage equal to 1d6 fire damage on a failed Dexterity saving throw. If you don’t throw the explosive, it will explode at the end of your turn.

Explosive: (2 Focus point, 3lbs Material)

You During a long rest to craft a simple explosive. With at least 3 lbs of metal, you can create a small handheld explosive, which has a range of 45 feet. Creatures within a 5-foot radius of the small explosion must make a Dexterity saving throw against your save DC or take 2d8 fire damage and 1d8 piercing damage from the shrapnel on a failed save or half as much on a successful one.

Nook (4 focus Point, 2lbs Material)

during a long rest, you can create a short one-handed blunderbuss that may be too powerful for its small build, it takes 2lb of Gears and Junk, the nook has a range of 10 ft in a cone shape doing a 2d6 but you as the wielder must make your Save DC and if failed the gun explodes and harms everyone in a 10ft radius of 4d8 piercing

-The ammo for this gun takes explosive powder doing a 2d6 -A lesser explosive can be used doing 3d6 but you need to make the nook explosive save DC. -Explosive to do a 4d8 but you need to make the nook explosive save DC.

  • Nook save DC = 10 + your proficiency bonus + your Intelligence modifier.
  • Nook with Explosive save DC = 12 + your Dexterity modifier + your Intelligence modifier.


<!-Class Feature->

<!-Class feature game rule information->

Battlesmith[edit]

You specialize in making constructs and other clockwork machinery

Master Builder[edit]

At the third level, you can create any style of constructs however you want but with your DMs approval and the right amount of material and focus points

Requirements- can be made out of any nonmagical materials, Qualifying Materials- Wood, Iron, steel, rope, copper, hide, leather, and can be made of armor-like plates and splint. Building- takes an Intelligence medium check of 12

  • Small Construct, takes between 50 to 100 lbs of material, 10 focus points for each day you work on it you must work on it for at least 3 days for the construct to be able to function somewhat and 5 days to be able to use a bonus action and movement and 7 days to be a fully functional NPC.
  • Medium Construct, Takes between 100 to 200 lbs of material, 15 focus points per day, 5 days to function somewhat, 7 days to be able to move and use and bonus action, and 10 days to become a fully functional NPC.
  • Large Construct, Takes between 200 to 300lbs of Material, 20 focus points per day, 6 days to function somewhat, 8 days to use a bonus action and movement, and 12 days to be a fully functional NPC.

Each clockwork is usually built with a specific purpose in mind. Choose two modifications from the following list:

- Mithril Frame: You are built lighter than most clockworks. You have a swim speed equal to half your movement speed.

- Defensive Plating: have an armored outer plating. When you aren't wearing armor, your AC is 11 + your Dexterity modifier. You can use your natural armor to determine AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

- Arcane Core: have an arcane power source of unusual strength. Unless removed you are considered to have an arcane focus in hand which you can use to cast spells.

- Muffled Motor: are considerably quieter than other clockworks. You no longer have disadvantage on Dexterity (Stealth) checks to move silently.

- Spell Launcher: have been augmented with a built-in weapon. You know one cantrip of your choice from the sorcerer spell list that deals damage. Constitution is your spellcasting ability for it.

- Alchemical Blood: have an alchemical mixture that keeps you running. Despite your constructed nature, you are considered humanoid when a creature casts a spell to grant you hit points.

- Specialized Tooling: are proficient in one set of artisan tool of your choice.

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Blacksmith[edit]

You specialize in making and improving melee weapons

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Great Inventor class, you must meet these prerequisites: 13 Intelligence

Proficiencies. When you multiclass into the Great Inventor class, you gain the following proficiencies:

4.00
(one vote)

Back to Main Page5e HomebrewClasses