Inventor (5e Class)

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Inventor[edit]

Inventors are essentially Sorcerers who can build tools and objects, and enhance the equipment of themselves and their allies if they have the time, tools, and the right materials. Playing an Inventor can be difficult. This class can become easily seen as overpowered if played incorrectly, so you must know the game and your character well enough to impose realistic boundaries. If you can do that well, then there is virtually no limit to what an Inventor can do for the party.

Creating an Inventor[edit]

Quick Build

You can make an Inventor quickly by following these suggestions. First, Intelligence and Constitution are your main stats. Next, choose the Guild Artisan background.

Class Features

As a Inventor you gain the following class features.

Hit Points

Hit Dice: 1d8 per Inventor level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Inventor level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Choose one tool from Alchemist's supplies, Glassblower's tools, Smith's tools, Tinker's tools, or Woodcarver's tools
Saving Throws: Intelligence, Constitution.
Skills: Choose two from Religion, History, Insight, Investigation and Perception.

Equipment

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

  • (a) scale mail or (b) leather armor
  • (a) any martial melee weapon or (b) light hammer or large wrench (2d4)
  • (a) a martial weapon or (b) a longbow and 20 arrows
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • (a) 5 wood scrap or (b) 5 metal scrap

Table: The Inventor

Level Proficiency
Bonus
Features
1st +2 Gadget Engineering, Spellcasting
2nd +2 Arcane Crafting, Create Contraption
3rd +2 Inventor’s Mark
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Inventor Mark feature
7th +3 Improved Engineering, Scavenge
8th +3 Ability Score Improvement
9th +4 Magical Smithing
10th +4 Inventor Mark feature, Dismantle
11th +4 Improved Engineering
12th +4 Ability Score Improvement
13th +5 Quick Activation, Greater Scavenge
14th +5 Inventor Mark feature
15th +5 Improved Engineering
16th +5 Ability Score Improvement
17th +6
18th +6 Inventor Mark feature, Greater Dismantle
19th +6 Ability Score Improvement
20th +6

Exotic Weapon[edit]

Starting at 1st level, you can craft a special weapon called the exotic weapon. This weapon can have any appearance of your choice. This weapon is considered a simple weapon to you and a martial weapon to everyone else.

The gun is either a ranged (90/270) or melee weapon you are proficient with. It causes 1d4 damage if it is ranged, or 1d6 if it is a melee weapon, and you use your Intelligence modifier for attacks and damage rolls. When you make an attack using the inventor's weapon as an action, you can make a second one using your bonus action.

It has the light property. If it is a melee weapon, it also have the versatile property (1d8). The damage type of your weapon is either slashing, poison, bludgeoning or piercing. You can choose the cold, fire or lighting damage types at 5th level. At 9th level you can also choose thunder or psychic. At 13th level you can also choose necrotic or radiant. Finally at 17th you can choose force damage.

You can replace the damage type of your weapon for any of the ones you have access to over the course of a long rest.

Unstable Contraption[edit]

Starting at 1st level, over the course of a long rest, you can create an unstable contraption. This object can assume the form of a pack of explosives, a death ray, a cannon or any other type of technological weapon.

Regardless of form, the object requires an action to be activated, and have a number of uses equal to twice your proficiency bonus.

When you create the object or objects, it can affect a 30-foot line, a 15-foot or a 10-foot radius. Alternatively, it can have a range of 30 feet and affect a 5-foot radius.

Choose one damage from the ones available to you from your Inventor's Weapon feature. The creature's in the area must succeed on a Dexterity saving throw against your Inventor save DC, or damage equal to your half your inventor level (rounded down) x 1d6 from the chosen type, or half as much on a success. You add your Intelligence modifier to that damage.

Gadgets[edit]

At 2nd level, you learn how to craft unique gadgets.

Gadget Function

Each gadget has a couple of functions. You start by knowing four of such functions, and learn additional two at 5th, 9th, 13th and 17th level.

Construction Points

You can spend your Unstable Contraption uses to gain Construction Points, that are use to create gadgets. Each Unstable Contraption use give you 1 Construction Point.

You can spend construction points to build Functions into objects, creating the gadget. A minor function costs 1 point, a medium function costs 2 points, a superior function costs 3 points and a legendary function costs 4 points.

Once you spend an use of your Unstable Contraption to create a gadget, you can't regain that Unstable Contraption use until the gadget is destroyed.

Gadget Construction

When you finish a long rest, you can spend construction points to craft gadgets. You can use any non-magical object to create a gadget.

Function Limits

You can't spend more than 1 point per function when creating a gadget, unless the function description say otherwise. This amount increases to 2 points at 5th level, 3 points at 11th level and 4 points at 17th level.

Gadget Limits

A single gadget can have a maximum of 1 construction point in Functions. At 5th level, you can have a gadget with 4 construction points. At 11th level a single gadget can have a maximum of 6 points and at 17th level a gadget can't have more than 9 points.

Protective Vest[edit]

Starting at 2nd level, you can craft a vest capable of protecting from your own dangerous contraptions. While wearing this vest, you gain resistance to one of the damage types you can choose for your Unstable Contraptions. You can change the chosen type by spending 300 gp over the course of 8 hours.

Favored Gadget[edit]

Starting at 2nd level, you can create a trusty gadget. You can choose any function of your choice that cost 2 construction points, and you create a gadget with that function. This gadget is permanent, and can only be changed by another with the same cost when you gain a new level on this class.

In addition, whenever your proficiency bonus increase in one, so increases the maximum cost of your favored gadget.

Enhanced Weapon[edit]

Starting at 5th level, you can create a modification for your inventor's weapon. Once in each of your turns when you hit the target with your Inventor's Weapon, you deal additional 1d6 damage from one type of your choice from the available to you. This damage can be the same as the primary damage type or a different one. This additional damage becomes 2d6 at 11th level and 3d6 at 17th level.

In addition, when you create an enhanced weapon, you can cause one additional effect of your choice from the following:

Slowing

The target's movement speed is reduced by 10 feet until the start of your next turn.

Blaster

The target's is pushed 10 feet back.

Tractor Beam

The target is pulled 10 feet in your direction.

Explosive

Another creature within 5 feet must succeed on a Dexterity saving throw or take damage equal to your Intelligence modifier.

Powerful Contraptions[edit]

Starting at 6th level, the damage caused by your contraptions is considered magical, for the purposes of overcoming resistances and immunities to non-magical damage.

Resilient Mind[edit]

At 15th level, your mind shield you from most effects. You gain resistance in Wisdom saving throws.

Genius[edit]

Starting at 20th level, your Intelligence score increases by 6, up to a maximum of 26.

In addition, whenever you roll a 9 or lower on a Intelligence check, you can choose a 10 instead.

Archetypes[edit]

Armorer[edit]

Armor Models

Starting at 3rd level, you learn how to craft various models of specially prepared armors. You learn three models, learning one more at 6th, 10th and 17th levels.

During a short or a long rest, you can change one armor you are wearing into one of the models you know.

Armor Models[edit]

Aviator[edit]

Mechanical Wings

Starting at 3rd level, you create a mechanism that allow you to fly for a short period. This is a non-magical mechanism that occupies your space. It can have any appearance of your choice.

You can use your action to gain a flying speed equal to your walking speed until the start of your next turn. If you don't use your action on your next turn to fly at the start of the turn, you fall.

As a reaction when you fall, take an action or when a hostile creature moves within 5 feet of you, you can cause the Mechanical Wings to move you 15 feet to any direction. This movement doesn't provoke opportunity attacks.

The mechanical wings fuel last for 1 minute, and you can't use it again until you finish a short or a long rest. This increases to two uses at 6th level and three uses at 10th level.

Aviator in Training

Starting at 3rd level, you ignore fall damage from distances equal to 30 feet. At 9th level, you ignore fall damage from distances of 60 feet.

In addition, when you hit a creature with a melee attack when flying, that creature is pushed 10 feet back. You don't need to be flying if you move 20 feet before making an attack.

Flyby

At 6th level, when you attack a creature while flying, you don't provoke opportunity attacks from that creature. You don't need to be flying if you move at least 20 feet before making the attack.

In addition, you can activate your Mechanical Wings using your bonus action, rather than an action.

Bird of Prey

Starting at 10th level, you can activate your Mechanical Wings on your turn, without spending any action, and the wings remain active until the duration ends or until you deactivate them using your bonus action. You can also take the Dash, Disengage and Use an Object action as a bonus action while flying with the mechanical wings.

In addition, you can give ride to an allied creature by grabbing them or try to grapple a hostile creature using your bonus action. You add your Intelligence bonus to the result of the grapple while flying. Your movement speed is not reduced when grappling in that manner.

Finally, whenever you hit a creature with a size or large or lower with an attack while flying, that creature must make a Strength saving throw against your Invention save DC or is grappled.

Supersonic

At 17th level, while flying with your Mechanical Wings, you gain the benefits of the haste spell. This is not considered magic.

In addition, when your movement doesn't provoke opportunity attacks when flying.

Electrician[edit]

Electrify

Starting at 3rd level, you can spend one use of your Unstable Contraptions as a bonus action to charge a metal weapon of your choice withing 60 feet with electricity.

When you do so, attacks with that weapon cause additional 1d4 lighting damage for 1 minute.

You can also use this on any surface of metal or wet surface of any kind, with an area equal to your Unstable Contraptions range. Any creature who moves inside the area or end its turn there must make a Constitution saving throw or take 1d4 lighting damage.

Sparkling Bolt

Starting at 3rd level, you can empower electric bolts. Whenever a creature within 60 feet take lighting damage, you can increase that damage in 2d6. You can use this feature three times, and gain more uses after finishing a long rest.

This damage increases to 3d6 at 6th level, 4d6 at 10th level and 5d6 at 17th level.

Electrical Aura

Starting at 6th level, as a bonus action, you can surround yourself with an aura of electricity. For 1 minute, whenever a creature end its turn within 10 feet of you or enter the area for the first time, it must succeed on a Dexterity saving throw or take lighting damage equal to your Intelligence modifier. Creatures wearing metal armor have disadvantage on the save.

For the duration, you also emit a bright light of 10 feet, and dim light of 10 feet.

Electrokinesis

At 10th level, you can imbue an object with the capacity of moving, by charging it with electricity. A creature under the effects of your Electrify feature can move an object or creature of large size or lower using a bonus action. The target must be within 60 feet, and a creature must succeed on a Strength saving throw against your Inventor save DC to avoid being moved.

The target is moved 30 feet each time this bonus action is used. Targets of metal, or covered in metal are moved up to 60 feet. A creature wearing metal armor have disadvantage on the save.

Alternatively, if covered in metal or on top of a metal object large enough to be moved and strong enough to carry its weight, it can use its bonus action to gain a flying speed equal to 30 feet, until the start of its next turn. It must use a bonus action at the start of each turn to keep flying or else it falls.

Using electrokinesis require concentration, as if concentrating on a spell.

Martial Inventor[edit]

Weapon Modifications

Starting at 3rd level, you can add modifications to your exotic weapon. You can have up to three modifications of your choice, that you can add to the weapon. You gain one additional modification at 6th, 10th and 17th levels.

You also gain an amount of modification points equal to twice your proficiency bonus, and regain your uses of these points after a short or a long rest.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Starting at 10th level, whenever you spend a modification point you create a force shield around you. This shield grants you temporary hit points equal to twice the amount of modification points you spent.

Starting at 17th level,

Weapon Modifications
Extendable Weapon. Your weapon can grow in length. You can spend 1 modification point as a bonus action to cause your weapon to have the reach property until the end of this turn. If your weapon have already the reach property, it extends further 5 feet.
Frightening Pulse. Your weapon can emit a psychic weave that causes fear on your opponents. As a bonus action, you can spend 1 modification point to force one creature within 60 feet to make a Wisdom saving throw, or be frightened until the end of your next turn.
Grappling Hook. Your weapon have an attached grappling hook, that you can use spending 1 modification point. You can use the hook as a bonus action to move to a place you can see within 30 feet, without provoking opportunity attacks. You must have a surface strong enough to support your weight to use the hook.
Alternatively, you can use your hook as a bonus action to push a friendly creature towards. If you or a friendly creature within range fall, you can use the hook as a reaction to catch that creature or catch yourself.
Force Wave. Your weapon can launch a powerful force wave by spending 1 modification point as an action. All creatures within 5 feet must succeed on a Strength saving throw or be pushed 10 feet back or knocked prone (your choice). You can fly up to 15 feet to a point you can see. You must end your movement on the ground or else you fall.


Gadgets Functions[edit]

Animate

You create a construct. Animate is the only function who ignore the normal limits for functions and gadgets. Starting when you learn this function, you can animate a single CR 1/8 construct.

Starting at 5th level, you can animate any object of tiny or small size by spending 4 construction points. The animated object has the statistics of an object animated by the animate objects spell. At 11th level you can animate a large or medium object by spending 8 construction points. Finally at 17th level you can animate a huge object by spending 9 construction points.

Alternatively, you can create a specific type of construct. The maximum CR of the construct created for construction points spent is shown bellow:

  • 2nd-level: CR 1/8 or lower: 1 construction point
  • 5th-level: CR 1/4 or lower: 2 construction points
  • 5th-level: CR 1/2 or lower: 3 construction points
  • 5th-level: CR 1 or lower: 4 construction points
  • 11th-level: CR 2 or lower: 5 construction points
  • 11th-level: CR 3 or lower: 7 construction points
  • 11th-level: CR 4 or lower: 8 construction points
  • 17th-level: CR 5 or lower: 9 construction points
  • 17th-level: CR 6 or lower: 10 construction points
  • 17th-level: CR 7 or lower: 11 construction points
  • 17th-level: CR 8 or lower: 12 construction points
Charged Object

You can use this function to create a wand or similar magical object. The chosen object has 1d3 charges of a 1st-level spell. These charges recharge at dawn. You must have a spell scroll with the chosen spell or a willing creature to cast the spell as part of the process to create this item.

The amount of charges, the maximum amount of spells and maximum spell level increases as you spend construction points: 2 points (1d4 charges, 2 spells, 3rd-level spell), 3 points (1d6 charges, 3 spells, 2nd-level spell) or 4 points (1d4 charges, 4 spells, 4th-level spell). The item regain the charges at dawn.

If the spell requires an attack roll, the bonus equals twice the amount of points spent on the function. If it has a save DC, that equals 10 + twice the amount of points spent on the function.

Competency

Choose one skill or tool proficiency. The wearer of the object have advantage on all checks made with the chosen tool or skill.

Defensive

Choose a piece of clothing, suit of armor or shield and spend 2 construction points. The armor or shield chosen gain a bonus of +1 to the AC. You can spend 3 construction points to increase this bonus to +2 or 4 construction points to increase the bonus to +3.

If you choose a piece of clothing, it will grant an AC equal to 10 + twice the amount of points spent to the wearer, if the wearer is not wearing armor.

Enhancer

When you use this function, choose one ability score. One object of your choice grants to the creature who wear's it a value of 16 on the chosen score. You can spend 2 constructions points to increase this to 18, 3 to increase it to 20 and 4 to increase it to 22.

Imbued

Choose a weapon. The weapon deals additional damage from the same type equal to 1d4 on a hit. This increases to 1d6 with 2 points, 1d8 with 3 points and 1d10 with 4 points.

If you choose a regular object, it becomes a simple weapon with the finesse and light property that cause that amount of damage from the bludgeoning, piercing or slashing types.

Starting at 5th level, you can choose poison, fire, cold and lighting as damage types. At 9th level, you can choose thunder and acid. At 13th level, you can choose radiant, psychic and necrotic. At 17th level, you can choose force damage.

Luminescence

As an action, the wielder of the object can cause it to shed a bright light of 20-foot and dim light of 20 feet. The bright and dim light increase by 20 feet for each additional point spent.

Magic

This enchanted object allow the user to cast a single 2nd-level spell once, regaining the ability to do so after a long rest. This increases to 4th level by spending 2 construction points, 6th-level by spending 3 construction points and 8th-level by spending 4 construction points.

You must spend a spell scroll with the chosen spell to create a gadget with this function, or you must have a spellcaster cast the chosen spell as part of the process of creation of this gadget.

Movement

Choose one movement type from climbing flying or swimming. The item grants to the wearer that movement speed, equal to its walking speed. If you choose flying speed, the user must end its turn on the ground or fall.

Alternatively, you can choose to allow the user to Dash as a bonus action.

You can spend 2 points to allow the user to have a permanent spider's climb (like the spell). For 3 points, the user can fly.

Permanency

Choose one cantrip. The user can cast that cantrip at will. You must spend a spell scroll with the cantrip, or have a spellcaster to cast that cantrip.

You can spend 2 construction points to create an object that cast a 1st-level spell at will. The chosen spell must have a duration of instantaneous and require an action to cast. In addition, the spell can't recover hit points.

This increases to 2nd-level by spending 3 points and 3rd-level with 4 points.

Reinforced

Choose a piece of clothing or suit of armor, and a damage type. You can spend 2 construction points to cause the wearer of that item to have the damage taken from that type by 3 (to a minimum of 1).

If you spend 3 points, it becomes resistance to that damage type. For 4 points, it becomes immunity to the chosen type.

Returning

You can spend 2 construction points to enchant a weapon with this function. The weapon return to the user's hand after each attack. If the weapon doesn't have the thrown property, it gains that property (20/60).

Sharp

A chosen weapon gain a bonus of +1 on attacks and damage rolls. This increases to +2 by spending 2 points or +3 by spending 3 points.

Slaying

Choose a creature type and a weapon or 10 pieces of ammunition. The chosen object causes additional 2d6 damage on attacks against creature of the chosen type. If you choose humanoid, you must choose a subtype of humanoid.

You can spend 2 points to cause the weapon to deal additional 3d6 against creatures from the chosen type.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Inventor class, you must meet these prerequisites: Intelligence, and Constitution of 18 or higher, and Level 10 or higher..

Proficiencies. When you multiclass into the Inventor class, you gain the following proficiencies: Light armor, medium armor, shields, all simple and martial weapons. You also gain Expertise in one Artesian Tool from Alchemist's supplies, Glassblower's tools, Smith's tools, Tinker's tools, or Woodcarver's tools.


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