Inventor (Fire Force Supplement)

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Inventor[edit]

These are soldiers that use their great intelligence to analyse the enemy and create scientific weapons. Most scientists will usually work at Hajima scientific centre.

Note:

 Creation Time Progression: When a feature says you decrease the time needed to craft by 1 step or tier, it means it follows some variation of the following progression. 3 Long Rests>2 Long Rests>2 Short Rests>1 Short rest>3 per short rest>3 Full Actions>1 Full action>1 action>a bonus/normal action>2 per action... to be continued adding another item per action going past what has been shown.

Creating a Inventor[edit]

Quick Build

You can make a Scientist quickly by following these suggestions. First, choose a subclass. Second, put your highest ability scores in Intelligence, Strength or Wisdom. Third, choose from the backgrounds.

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
Weapons: None
Tools: None
Saving Throws: None
Skills: Choose two from Insight, Perception, Stealth, History, Arcana, Investigation

Equipment

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

  • (a) Alchemist Tools or (b) Tinkers Tools or (c) Smiths Tools
  • (a) 1 Simple Weapon or (b) 1 Handgun and 20 rounds
  • If you are using starting wealth, you have 6d4x10 in funds.

Table: The Inventor

Level Proficiency
Bonus
Features
1st +2 Unarmoured Defence, Part of the Force, Subclasses
2nd +2 Subclass Feature
3rd +2 Subclass Feature
4th +2 Ability Score Improvement, Advanced Material Collection
5th +3 Extra Attack
6th +3
7th +3 Resistant
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5 Ability Score Improvement
16th +5 Ability Score Improvement
17th +6 Extra Attack(2)
18th +6 Ability Score Improvement
19th +6 Ability Score Improvement
20th +6

Unarmoured Defence[edit]

Beginning at 1st level, while you are wearing no armour and not wielding a shield, your AC equals 8 + your Dexterity modifier + your Constitution modifier.

Part of the Force[edit]

At 1st level, you receive a Fire Force Uniform which is used to show membership in the Fire Force and also acts as a layer of protection.

Subclasses[edit]

At 1st level, choose one of the three subclasses listed below.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 15th, 16th, 18th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

You may also ignore this increase to instead gain a Feats.

Advanced Material Collection[edit]

At 4th level, with your knowledge you can gather more materials that you use when collecting materials that are part of recipes for your subclass.

Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, when you use the Attack action during your turn. The number of attacks increases to three when you reach 17th level.

Increased Utility[edit]

At 6th level, you've become practiced in the items that the fire force uses allowing you to deploy 3 fire force items within one action.

Resistant[edit]

At 7th level, your strength as a soldier allows you to resist certain area effects, such as a blue dragon’s lightning breath or a fireball spell. Choose one of the following ability scores:

Brawn - Strength

Evasion - Dexterity

Endurance - Constitution

Discernment - Intelligence

Intuition - Wisdom

When you are subjected to an effect that allows you to make a saving throw of the chosen ability to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. At 20th level, you can choose one additional saving throw.

Subclasses[edit]

These subclasses give features upon reaching different levels:

Scientist[edit]

Proficiencies:

Weapons: None

Saves: Intelligence and Wisdom

Tools: Alchemist Tools

Basic Crafting[edit]

At 2nd Level, You gain the ability to craft items using your skills being able to craft from the Low Tier Scientist Creations list using the materials and creation time needed.

Enemy Analysis[edit]

At 3rd Level, you apply your knowledge to analysing your enemies, you gain proficiency in perception however if you already have proficiency then you gain expertise, after 2 turns have occurred in combat you can make a perception check where upon a success you discover one weakness/resistance and one of the enemies abilities. Upon a critical perception check you find out the enemies hp or ac.

Equipped Engineer[edit]

Proficiencies:

Weapons: Ranged Weapons, Simple Weapons and Martial Weapons

Saves: Strength and Wisdom

Tools: Tinkers Tools and Smiths Tools

Basic Crafting[edit]

At 2nd Level, You gain the ability to craft items using your skills being able to craft from the Low Tier Engineer Creations list using the materials and creation time needed

Tough Body[edit]

At 3rd Level, As you use your equipment more than the other intellectual ones of the same profession, your body has been strengthened to obtain more damage increasing your health and hit dice to d8.

Skilled Engineer[edit]

Proficiencies:

Weapons: Ranged Weapons

Saves: Intelligence and Wisdom

Tools: Tinkers Tools and Smiths Tools

Basic Crafting[edit]

At 2nd Level, You gain the ability to craft items using your skills being able to craft from the Low Tier Engineer Creations list using the materials and creation time needed using wisdom throws against crafting dc.

Weapons Upgrades[edit]

At 3rd Level, You become able to upgrade weapons by attempting a wisdom throw spending a whole long rest to upgrade a weapon with the following effects:

DC 15: The weapon gains a +1 to hit

DC 20: The weapon gains a +1 to damage and hit

DC 25: The weapons damage dice increases by 1 (can only happen once per weapon)

Fire Force Variant Rules[edit]

Momentum Feats[edit]

When a soldier approaches death, they may strengthen their bodies or awaken to new abilities. This rule serves as an alternative ways to get feats, meaning you just need to do certain acts on the campaign to unlock them.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into other unpowered classes by moving levels into other unpowered classes, you must meet these prerequisites: 14 Intelligence.


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