Mad Inventor (5e Class)

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Mad Inventor[edit]

A goblin pulls down his ratty goggles and pushes forwards on the umbrella-joystick to control his flying machine held together with nails, primitive glue, and prayers.

An elf draws the last of a set of runic operating lines and symbols on the inside of their fighter's new armor before explaining how it works, making sure, in no uncertain terms, they do not EVER press the red symbol on the underside of the visor.

A dwarf stares down at a collection of brass machines, each one doing its part to maintain and create each other, and the next generation of machines. His mechanical bear whirrs happily beside him as he finishes its own maintenance.

A firbolg shuffles through his temporary nursery, the many translucent plant pods along the walls pulsing with life, strange growths floating within. His third arm, strangely reptilian in nature, quickly snatches an arrow out of the air, the eye on the back of its hand staring into the darkness.

Inevitable Progress[edit]

"There are limits to these things!" "You can't do that, it isn't right!" "Are you sure this is safe?"

Doubt, laws, morality. Whenever you attempt to push your research, your genius, to its brink, there are those who stand in your way. But no, it doesn't matter that they won't fund your inventions, you won't let the world stand in the way of progress!

Creating a Mad Inventor[edit]

How was your particular brand of genius nurtured? What sort of quirks do you have? Do you follow standard morality? How long will you let others stand in your way?

Quick Build

You can make a mad inventor quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Wisdom. Second, choose the guild artisan or sage background. Third, choose <!-elaborate on equipment choices-> .

Class Features

As a Mad Inventor you gain the following class features.

Hit Points

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

Proficiencies

Armor:
Weapons:
Tools: three tools of your choice and tinker's tools
Saving Throws: Intelligence, Wisdom
Skills: Choose three from: Arcana, History, Religion, Nature, Investigation, Insight, Perception, Survival

Equipment

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

  • Tinker's tools

Table: The Mad Inventor

Level Proficiency
Bonus
Features Tinker Points
1st +2 Genius Without Limits, Applied Learning, Novice Inventor 8
2nd +2 Stable Inventions, Rapid Iteration, Security Measures 10
3rd +2 Unorthodox Research 12
4th +2 Ability Score Improvement 14
5th +3 Adept Inventor 16
6th +3 Unorthodox Research 18
7th +3 Stable Inventions II 20
8th +3 Ability Score Improvement 22
9th +4 Expert Inventor 24
10th +4 26
11th +4 Stable Inventions III 28
12th +4 Ability Score Improvement 30
13th +5 Master Inventor 32
14th +5 34
15th +5 Stable Inventions IV 36
16th +5 Ability Score Improvement 38
17th +6 Grandmaster Inventor 40
18th +6 Stable Inventions V 42
19th +6 Ability Score Improvement 44
20th +6 Magnum Opus 46

Genius Without Limits[edit]

Two sides of the same coin, separated only by how harmful it is, to yourself and others. Starting at 1st level your genius, and your madness, are represented by a pool of Mania Points, also referred to as MP. You have a number of MP equal to twice your mad inventor level + your proficiency bonus + your Intelligence modifier. You regain all spent Mania upon finishing a Long Rest.

Applied Learning[edit]

Starting at 1st level you have learned all you can and begun to find new ways to apply it towards your own inventions. You gain access to a number of discoveries equal to your Intelligence modifier. Each discovery includes a mania point cost, a base material cost, and several suggested mechanics that can be used to adjust the overall result of the creation.

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Unorthodox Research[edit]

At 3rd level, you choose a research pursuit. Choose between Bio-Inventor, Auto-Inventor, Arcano-Inventor, or Scrap-Inventor, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th and 17th levels.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th 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.

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the mad inventor class, you must meet these prerequisites: Intelligence of 16 or higher.

Proficiencies. When you multiclass into the mad inventor class, you gain the following proficiencies: tinker's tools, investigation.

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