Inventor (5e Class)
From D&D Wiki
- 1 Inventor
- 1.1 Creating an Inventor
- 1.2 Class Features
- 1.3 Create Contraption
- 1.4 Inventors Mark
- 1.4.1 Mark of the Newmind
- 1.4.2 Mark of the Warmind
- 1.5 Item Modifications
- 1.6 Multiclassing
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
- 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.
As a Inventor you gain the following class features.
- Hit Points
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.
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
|Features||Maximum Item Rarity||Spell Storing Slots||Spells Known||—Spell Slots per Spell Level—|
|1st||+2||Gadget Engineering, Spellcasting||Non-Magical Item Table A, And lesser Trinkets.||0||2||—||—||—||—||—|
|2nd||+2||Arcane Crafting, Create Contraption||Common||2||3||2||—||—||—||—|
|4th||+2||Ability Score Improvement||Common||4||5||3||—||—||—||—|
|6th||+3||Inventor Mark feature||Uncommon||6||7||4||2||—||—||—|
|7th||+3||Improved Engineering, Scavenge||Uncommon||7||8||4||3||—||—||—|
|8th||+3||Ability Score Improvement||Uncommon||8||9||4||3||—||—||—|
|10th||+4||Inventor Mark feature, Dismantle||Rare||10||10||4||3||2||—||—|
|12th||+4||Ability Score Improvement||Rare||12||11||4||3||3||—||—|
|13th||+5||Quick Activation, Greater Scavenge||Very Rare||13||12||4||3||3||1||—|
|14th||+5||Inventor Mark feature||Very Rare||14||12||4||3||3||1||—|
|15th||+5||Improved Engineering||Very Rare||15||13||4||3||3||2||—|
|16th||+5||Ability Score Improvement||Very Rare||16||13||4||3||3||2||—|
|18th||+6||Inventor Mark feature, Greater Dismantle||Legendary||18||14||4||3||3||3||1|
|19th||+6||Ability Score Improvement||Legendary||19||15||4||3||3||3||2|
Your research into the mechanical and arcane has allowed you to tap into the Weave, pulling your own brand of magic from your being.
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional Inventor cantrips of your choice at higher levels.
The Inventor table shows how many spell slots you have to cast your spells of 1st level and higher. At first level you get a temporary level one spell slot to cast Identify once every long rest. To cast one of these Inventor 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. For example, if you know the 1st-level spell burning hands and have a 1st-level and 2nd-level spell slot available, you can cast burning hands using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the sorcerer spell list, as well as Identify. The Spells Known column of the Inventor table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the sorcerers spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. At third level or above, you may gain the Assay spell.
Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
You can use an arcane focus as a spellcasting focus for your sorcerer spells.
You are skilled in the design and engineering of weapons and other items of use. Choose a type of scrap for which you are proficient in crafting with. The scrap material you are proficient in can receive and additional modification Your Inventor level determines the quality of weapon or item that you can improve, as shown in the proficient weapons on your character sheet. The material of the chosen item type will dictate which improvements from the Item Modifications list can be applied. All your created gadgets can be given up to two modifications from the
Wood: More flexible and abundant, can be found in forests and from chests. But all damage from wooden gadgets deals 1 less damage overall. They are also easily flammable and deal 1 extra damage instead when used, at the cost of it breaking after use. It the range of contraptions made of wood is increased by 10 feet if applicable.
Metal: Metal scrap is somewhat abundant, gained from ores, weapons or armor. Being recoverable from any used contraption for half the materials used, rounded down. Sharpening any metal crafted gadgets will increase damage dealt by your Inventor level. Any Arcane modifications on this material type have disadvantage to add.
Crystal: Crystal scrap is the rarest of the three types of scrap. Being only obtainable from Crystal's like quartz or other non-precious Crystals. Unlike wood or Metal, the crystal scrap cannot be recovered from used contraptions, as it shatters. Crystal gadgets deals up to 4 additional damage. (fire, thunder, force, or psychic damage rolling a d4 for The type and a d4 for the amount). Arcane modifications have advantage to be added to this material type, but all other modification types have disadvantage.
Biotic: While a bit macabre, bone and other materials you can find off the bodies of the slain can be used to make interesting contraptions as well. Any critical hit done with a bionic gadget deals an extra 1d4 necrotic damage per Inventor level. Biotic gadgets must be preserved or upkept daily else they will naturally deteriorate after 1d4 + Inventor level days.
Starting at 2nd level, You may imbue your creations with magical properties, adding additional effects or damage to them. See the [#Item Modifications|Item Modifications list] in the Arcane tab for possible properties.
You are also able to store spells you Identify in special arcane Spell Storing Slots, and use their essence as components for your modifications.
As an action and 1 scrap you may create a small, handheld contraption with a range of 60ft with a random effect decided by a d8 roll. The DC for all saves is determined by your Intelligence. The contraption can be cobbled together or pre-built. It takes an action to cobble together a contraption and another Action to use it. The Contraption can be thrown to any space within the 60 foot range, or set at your feet and activated.
1: Upon impact, it does nothing if it hits someone, it deals only 1 damage. But it looks cool!
2: Upon impact, the contraption explodes. If it was pre-built, it deals 2d10 + 1d4 per tinkerer level above 3 fire damage. (i.e. level six would deal 2d10 +3d4 fire damage). The damage is halved if the contraption is cobbled together.
3: Upon impact, ropes shoot out and attempt to grapple all nearby creatures of small or medium size. If the contraption is pre-built, all small or medium creatures within a 10ft radius must make a Dexterity saving throw. The radius is halved if the contraption is cobbled together.
4: Upon impact, a healing mist sprays out. The mist heals every creature in a 15ft radius for 5 hp.
5: Upon impact, a gallon of pure water bursts out. Creatures within a 5ft radius of the contraption must make a Dexterity saving throw making the targeted creature gain vulnerable to lightning damage and resistant to fire damage on a failed save, or just wet on a successful one.
6: Upon impact, a flash of light bursts out. Creatures within a 10ft radius must make a Constitution saving throw, or be blinded for two combat rounds.
7: Upon impact, a loud noise emanates from the contraption, dealing 1d8 of thunder damage and deafening any creatures in a 10ft radius. The damage increases 1d4 per tinkerer level above 3. Creatures that succeed a con saving throw are not deafened and take half damage.
8: Upon impact, a black liquid spurts out of the contraption. The area in a 5ft radius is turned into difficult terrain and any creatures in the radius are blinded. If the creature succeeds in a Constitution saving throw, they are not blinded.
At 3rd level, you dedicate yourself to leaving a mark on the world. You can either leave a [#Mark of the Newmind|Mark of the Newmind] or a [#Mark of the Warmind|Mark of the Warmind]. Your archetype choice grants you features at 3rd level and then again at 6th, 10th, 14th, and 18th level.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
At 7th level, you become more efficient at improving weapons. You can apply up to two improvements to a single weapon, provided they are not antirequisite or the same improvement. The improvements cannot be activated or active simultaneously unless a class feature specifies otherwise. At 11th level, the number of improvements each weapon can hold increases to three. At 15th level, the number increases to four.
At 7th level the Inventor can make a sentry out of 3 scrap as an action. The sentry is immobile and has health equal to your intelligence mod plus proficiency plus 1 2 or 3 depending on the type of scrap used, and the AC of the sentry is 12. The ammo used by the sentry is metal scrap. Needing to be added in by the inventor after five shots. The damage it deals is 1d4+damage modifier from scrap it is constructed from piercing damage. The sentry attacks at the end of your turn.
Unlocked at 10th level, The sentry's health is increased by an additional 3 points, and AC increased by three. The ammo capacity is increased to 5, and the damage is 2d6 plus damage modifier from scrap it is constructed from.
At 9th level, you can improve magical weapons without losing any magical property. Additionally you can select one artisan's tool to gain advantage in checks involving this tool.
At 10th Level Using a full round an Inventor, may put their knowledge of machines to take an action to interact with a trap, lock, or construct within 5ft of you. A construct takes a wisdom saving throw against your intelligence. On a failure, the construct is destroyed, falling to pieces under your hand. On a success, deal 1d(6) x your tinkering level damage to the construct, ignoring vulnerabilities and resistances. If you are attempting to dismantle a lock or a trap, you must make an intelligence check based on GM discretion.
When taking the dismantling action, the target has disadvantage or you have advantage depending on the situation.
At 13th level, you can make a single regular attack as a bonus action during your action that turn.
Mark of the Newmind
The world’s resources are yours to reshape into new and exciting creations of your own design!
At 3rd level, you gain proficiency with two Artisan's tools of your choice. If you are already proficient with a tool that you select, you gain advantage with any ability check made with that tool. At 10th level and again at 14th level, you can choose two more Artisan's tools.
At 3rd level, when you attempt an improvement using a tool you are proficient with and successfully pass the ability check, the time and cost needed to complete the improvement is reduced by 1/2. On a critical success, the time and cost is reduced to 1/4.
At 6th level, as an action or a bonus action, you can gift one improved weapon to a friendly creature within 5 feet of you. If they are proficient with the weapon type, they can activate the weapon improvement on their turn.
At 10th level, once per day when you fail an ability check using an Artisan's tool with which you are proficient, you can choose to succeed instead.
At 14th level, any weapons you craft or improve gain a permanent +1 nonmagical bonus to attack and damage rolls. On a critical success ability check when making or improving a weapon, the weapon instead has a permanent +2 nonmagical bonus. At 18th level, this bonus increases to +2 for a regular success and a +3 for a critical success. The bonuses are not applied retroactively. A weapon's passive bonus to attack and damage rolls cannot exceed +3 in this way.
At 18th level, your Share the Talent becomes a free action and the range is extended to 15 feet.
Mark of the Warmind
You find your thoughts drawn more to the creation of more and more effective weapons of battle and destruction.
At 3rd level, you gain proficiency with heavy armor and one Artisan's tool of your choice. If you are already proficient with the tool that you select, your proficiency bonus is doubled for any ability check made with that tool.
At 3rd level, you can select one weapon of a type that you're adept at improving. This weapon is favored and can receive one additional improvement. At 10th level and again at 14th level, you can select an additional favored weapon. If a favored weapon is lost or destroyed, you may select another favored weapon.
At 6th level, you can activate two improvements simultaneously during the same action or attack provided they are not antirequisite and have the same action cost to activate. Alternatively, you can activate a second improvement on a weapon that already has one improvement effect active.
At 10th level, you can draw/stow/switch up to two weapons or load a ranged weapon with the loading property as a free action on your turn.
At 14th level, improvements of 3rd level or lower are free action's. At 18th level, improvements of 5th level or lower are free action's
At 18th level, you can activate up to three improvements simultaneously.
With your Gadget Engineering feature, you can apply the improvements listed in this section to any number of gadgets of a material you are proficient in, provided the prerequisites are satisfied and your Inventor level is not less than the improvement level. Each gadget can only have two improvements implemented at a time unless a class feature or material type specifies otherwise or the improvement requires the existing one. If the improvement requires a tool to complete, an ability check using that tool must be made against a DC equal to twice the improvement level. This ability check is made half-way through the time spent working on the improvement. If the improvement requires multiple tools, an ability check must be made for each tool. If any ability checks are failed, the improvement is not completed but half the cost is recovered. The DC for an improvement is halved for every past successful or unsuccessful attempt at making the improvement. Any weapon improvements that do not expire can be removed during a long rest, unless otherwise stated. All ammunition improvements are permanent.
When activated, some improvements require your target to make a saving throw to resist the effect. The saving throw DC is calculated as follows:
Effect save DC = 8 + your proficiency bonus + your Intelligence modifier
The Battlesmith is all about creativity and customization. Your DM might allow other weapon improvements that are not listed here, provided they are fair.
Masterful Honing: 1st Level
You diligently sharpen your blade in a way that is perfectly tailored to your fighting technique. You can spend 30 minutes during a short or long rest to dutifully care for a blade. For the next 24 hours, if a creature is hit with this weapon, you must spend one activation point. You then add your Intelligence modifier to the damage roll in addition to other damage modifiers. If you have no remaining activation points, the attack becomes a regular attack.
Prerequisites: A whetstone, oil, and a melee weapon that deals slashing or piercing damage, provided it can be sharpened.
Counterweight: 1st Level
You understand the mechanics behind accelerating large masses quickly and accurately. You can spend 1d4 + 1 hours and 10 gp during a long or a short rest perfectly balancing a heavy weapon or a weapon that deals bludgeoning damage. When making an attack with a balanced weapon, you can choose to spend one activation point to attempt to knock the target prone. If the attack hits, the target must make a successful Strength saving throw against your effect DC or be knocked prone, taking an extra 1d4 bludgeoning damage.
Prerequisites: Counterweight material such as lead, a weapon that deals bludgeoning damage or that has the heavy property.
Barrel Tapered Arrow: 1st Level
You can spend 10 minutes during a short or a long rest carving an arrow or wooden bolt shaft into a barrelled shape with a taper towards the arrowhead, improving the spine strength and aerodynamics. When making a ranged attack with a barrel tapered arrow, you must spend one activation point. The effective range of the weapon increases by 25% for that attack. If the attack hits, you add your Intelligence modifier to the damage roll in addition to other damage modifiers.
Prerequisites: A knife and one arrow/bolt ammunition.
Balanced Flight: 2nd Level
You understand how subtleties in the balance of a thrown weapon can affect its flight. You can spend 2d4 + 2 hours near a blacksmith's furnace and 18 gp carefully reshaping a weapon specifically for throwing. The throwing range of the improved weapon is doubled. When making a ranged attack with this weapon, you must spend one activation point and then add your Intelligence modifier to the attack roll. If the improved weapon is used for a melee attack, it does not require an activation point but inflicts half the damage the normal weapon would cause.
Prerequisites: Blacksmith's tools and a weapon with the thrown property.
Hilt Blade: 3rd Level
You can spend 3d4 + 3 hours and 31 gp constructing a hidden blade in the hilt or handle of your weapon. When a creature in range of your weapon misses a melee attack against you or when a creature within 5 feet of you attacks an ally, you can spend one activation point and use your reaction to attack the creature. This reaction attack uses the same ability modifier as the primary weapon for the attack roll but deals 1d4 + your Intelligence modifier in damage. At 7th level and again at 15th level, damage dice increases by 1d4.
Prerequisites: Tinker's tools, a dagger, and a melee weapon with a hilt or handle that does not have the light property.
Bow Stabilizer: 4th Level
You can spend 4d4 + 4 hours and 50 gp attaching a stabilizer to your bow and calibrating it. When making an attack with the stabilized bow, you can choose to spend one activation point to double the proficiency bonus added to that attack roll.
Prerequisites: Woodcarver's tools and one of longbow, shortbow, crossbow, or hand crossbow.
Flaming Weapon: 5th Level
You develop a highly flammable oil that can coat a weapon made of metal. You can spend 5 minutes coating a weapon in flammable oil that lasts for 24 hours. Alternatively, you can spend 5d4 + 5 hours and 77 gp constructing a scabbard designed to keep a blade oiled. As an action, you can choose to spend two activation points to ignite the oiled weapon. If a target is hit by an attack made with the weapon while it is ignited, it takes an additional 1d6 fire damage. The weapon is extinguished after 1 minute or by using a bonus action. While the weapon is ignited you cannot sheath it and the improvement is considered active. Once the oil has burned out, the weapon cannot be ignited again until it is polished and more oil is applied. At 11th level and again at 17th level, you make your concoction burn hotter, increasing the additional fire damage by 1d6.
Prerequisites: Alchemist's supplies, oil, a cloth, flint, and a melee weapon, provided it is constructed of metal.
Antirequisites: Cold Weapon, Anticoagulant Solution
Napalm Shot: 5th Level
You develop a highly flammable oil that is placed in a special glass arrowhead with a flint impact trigger. By spending 5 hours and 7 gp near a glassblower's furnace, you can construct three napalm arrows/bolts. When making a ranged attack with a napalm arrow/bolt, you must spend one activation point. The effective range of the weapon decreases by 1/2 for that attack. If the attack hits, the target takes an additional 1d6 fire damage and must make a successful Constitution saving throw against your effect DC at the beginning of its next turn or take an additional 1d4 fire damage. This ammunition is nonrecoverable. At 13th level and again at 20th level, the number of additional damage dice doubles.
Prerequisites: Glassblower's tools, oil, flint, three empty vials, three arrows/bolts.
Antirequisites: Serrated Shot, Cryo Shot, Lightning Shot
Concussive Slam: 6th Level
You begin dabbling in explosive powders and develop a method for attaching packets of explosives onto bludgeoning weapons to increase their concussive effects. By spending 2 hours and 4 gp, you attach an impact-triggered explosive to the head of a weapon. If a target is hit by a melee attack with this weapon, you must spend two activation points. The target then takes an additional 1d8 bludgeoning damage. In addition, each creature within 5 feet of the impact, including the target, must make a Constitution saving throw against your effect DC. On a failed save, the creature suffers 2d8 thunder damage, and is deafened for 1 minute. On a successful save, the creature takes half as much damage and is not deafened. You must also make a Constitution saving throw with advantage against your spell effect DC. The explosion destroys the weapon. At 12th level and again at 18th level, the additional thunder damage is doubled and the effect range is increased by 5 feet.
Prerequisites: Tinker's tools, sulfur, charcoal, saltpeter, and a melee weapon that deals bludgeoning damage.
Antirequisites: Advanced Concussive Slam
Serrated Edge: 6th Level
You develop a specialized serrated pattern that causes bleeding upon hitting the target. By spending 6 hours and 10 gp near a furnace, you can construct three serrated arrows/bolts or for 6d4 +6 hours and 115 gp, improve one melee weapon. When making an attack with a serrated edge, you must spend one activation point. If the attack hits, and the creature has blood, the creature must make a successful Constitution saving throw against your effect DC or it takes 1d4 bleed damage at the start of each of the its turns. The creature can repeat the saving throw at the end of each of its turns. If the creature receives any healing or successfully makes the saving throw, the bleed effect is ended. Any bleed damage inflicted in this way can compound. At 10th level and again at 14th, 18th, and 20th level, the bleed damage die increases by one increment up to 1d12 at 20th level.
Prerequisites: Blacksmith's tools and three arrows/bolts or a melee weapon that deals slashing or piercing damage.
Antirequisites: Napalm Shot, Cryo Shot
Compound Cams: 7th Level
You can spend 7d4 + 7 hours near a furnace and 170 gp constructing a compound bow or compound crossbow. Compound cams achieve more efficient torque so that the resulting weapon is permanently improved and is considered a +1 nonmagical ranged weapon. Any magical properties that the weapon previously had are destroyed by this improvement. As an action, you can choose to spend two activation points to make a powerful Line Shot attack by triggering a special mechanism built into the compound cams. The attack targets all creatures in a line originating from you within the range of the weapon. A separate attack roll is made for each creature. The first creature in the line that is hit takes an additional 2d4 piercing damage, the second creature in the line that is hit takes an additional 1d4 piercing damage, the third creature in the line that is hit takes no additional damage. The attack automatically misses all creatures behind the third creature that is hit. The mechanism cannot be used again until it is reset. Reseting the mechanism takes 1 minute or a bonus action by spending one activation point. Any improvements activated simultaneously with the Line Shot attack only apply their additional effect to the first creature hit.
Prerequisites: Woodcarver's and Blacksmith's tools, steel ingot, reenforced bowstring, one of regular longbow or crossbow.
Antirequisites: Advanced Compound Cams
Cold Weapon: 7th Level
You can spend 7d4 + 7 hours and 170 gp constructing a cryostatic scabbard that refrigerates a weapon to extremely cold temperatures. Using a bonus action, you can spend two activation points to draw the cold weapon from the scabbard. If a target is hit by an attack made with the cold weapon, it takes an additional 1d6 cold damage. The weapon thermalizes after 1 minute. While the weapon is drawn and cold, the improvement is considered active. At 13th level and again at 19th level, the additional cold damage increases by 1d6.
Prerequisites: Alchemist's supplies and Tinker's tools, one melee weapon constructed of metal.
Antirequisites: Flaming Weapon, Anticoagulant Solution
Cryo Shot: 8th Level
You develop a cryogenic fluid that is placed in a special glass arrowhead that shatters upon impact, rapidly cooling the target area. You can spend 8 hours near a glassblower's furnace and 19 gp constructing three cryogenic arrows/bolts. When making a ranged attack with a cryogenic arrow or bolt, you must spend one activation point. The effective range of the weapon decreases by 1/2 for that attack. If the attack hits, the target creature takes an additional 1d8 cold damage and must make a successful Constitution saving throw against your effect DC at the beginning of its next turn or immediately suffer one temporary level of exhaustion. The creature can repeat the saving throw at the beginning of each of its turns. Temporary levels of exhaustion can compound causing the same effects as regular exhaustion with the exception that 6 levels of exhaustion cause the creature to fall to zero hit points. One temporary level of exhaustion is removed if the affected creature successfully makes the saving throw, receives any healing, or 1 minute passes. This ammunition is nonrecoverable. At 13th level the additional cold damage increases to 2d8.
Prerequisites: Alchemist's supplies and Glassblower's tools, three empty vials, three arrows or bolts.
Antirequisites: Napalm Shot, Anticoagulant Solution, Lightning Shot
Anticoagulant Solution: 8th Level
You develop a solution that causes blood to thin rapidly. By spending 8 hours and 19 gp, you can coat three arrows/bolts or one melee weapon with this solution. Alternatively, by spending 8d4 + 8 hours and 246 gp, you can construct a scabbard/quiver that keeps ammunition or a weapon coated in this way. When making an attack with ammunition coated in this way, you must spend one activation point and the coating is lost. If a creature is hit by a melee weapon coated with this solution, you must spend one activation point and the coating is lost. If hit, the creature must make a Constitution saving throw against your effect DC. On a failure, any damage the creature takes from a bleed effect is doubled for the next 10 minutes. This effect cannot be applied more than once.
Prerequisites: Alchemist's supplies, a cloth, and three arrows/bolts or a melee weapon that deals slashing or piercing damage.
Antirequisites: Napalm Shot, Cryo Shot, Flaming Weapon, Cold Weapon
Advanced Concussive Slam: 9th Level
You develop a way to more accurately control the impact explosion and quickly reset the mechanism of a Concussive Slam improved weapon. By spending 9d4 + 9 hours and 351 gp, you can improve a bludgeoning weapon made of metal that has the Concussive Slam improvement. Whenever a target is hit with the improved weapon, a focused explosion causes an additional +2 thunder damage. In addition, when an attack hits, you can choose to spend two activation points to trigger the Concussive Slam effect without destroying the weapon. However, the mechanism cannot be used again until it is reset. Reseting the mechanism takes 1 minute or a bonus action by spending one activation point.
Prerequisites: Blacksmith's tools and Tinker's tools, sulfur, charcoal, saltpeter, and a metal melee weapon that has the Concussive Slam improvement.
Archery Sight: 9th Level
By spending 9d4+9 hours near a glassblower's furnace and 351 gp, you can construct a sight to attach to a bow or a crossbow, permanently increasing the weapon's range by 25%. In addition, when you make an attack using this weapon, you can choose to spend one activation point to add your Intelligence modifier to the attack roll.
Prerequisites: Blacksmith's tools and Tinker's tools, a bow or crossbow.
Antirequisites: Archery Scope
Alloy Forging: 10th Level
You dabble in metallurgy and experiment with forging various alloys. By spending 5d8+10 hours near a blacksmith's furnace and 494 gp, you can reforge one melee weapon constructed primarily of metal. Any reforged weapon loses all magical properties it had. The resulting weapon is considered a +1 nonmagical melee weapon. In addition, you can add or remove one property of the original weapon, provided the new properties do not conflict. For example, Light cannot be added if the weapon is Heavy and Versatile cannot be added if the weapon is Two-handed. When the Versatile property is added, it takes the damage die from the base weapon damage to one increment higher up to a maximum of d12. When the Thrown property is added, the range is 20/60. Special properties cannot be removed or added.
Prerequisites: Alchemist's supplies and Blacksmith's tools, one melee weapon construct primarily of metal.
Repeating Weapon: 10th Level
You design a mechanism that feeds bolts to a crossbow. By spending 5d8 + 10 hours in a workshop and 494 gp, you can improve a crossbow. The improved crossbow does not have the loading property. When wielding this crossbow, as an action you can choose to spend two activation points to activate a special mechanism that allows you to make three attacks with the weapon. The weapon improvement is considered active for these three attacks. The mechanism cannot be used again until it is reset. Reseting the mechanism takes 1 minute or a bonus action by spending one activation point.
Prerequisites: Tinker's tools and Woodcarver's tools, steel ingot, one crossbow.
Lightning Weapons: 11th Level
You can harness the power of chemical potential and focus it into two weapons to deal massive damage to a single enemy. By spending 5d8 + 10 hours near a furnace and 494 gp, you manage to convert two weapons into electrodes by attaching them to a rudimentary battery. When either weapon hits a target, the target takes an additional +2 lightning damage. Also, when wielding both weapons and you successfully hit one target with both weapons in the same turn, you can choose to spend two activation points to unleash the full current. When done, the target takes an additional 5d8 lightning damage. If the target is a creature, it must make a Constitution saving throw against your effect DC or be stunned for its next turn. If both weapon attacks were critical hits, the number of additional lightning damage dice doubles. The improvement cannot be used again until it is reset. Resetting the improvement takes 1 minute or a bonus action by spending one activation point. At 20th level, the additional damage dice increases to 10d8.
Prerequisites: Alchemist's supplies and Blacksmith's tools, copper wire, rubber gloves, two metal melee slashing/piercing weapons with the light property.
Lightning Shot: 12th Level
You build special ammunition that splits into two projectiles when fired, dealing damage to a single enemy when both hit. By spending 11 hours and 48 gp, you can construct three of these specialized arrows/bolts. When making an attack with one of these shots, you must spend one activation point. You can then make two attack rolls against the target. If both attack rolls are successful, the target takes regular weapon damage plus an additional 2d8 lightning damage. If only one attack roll is successful, the target takes regular weapon damage. This ammunition is nonrecoverable. At 17th level, the additional damage increases to 3d8.
Prerequisites: Alchemist's supplies and Blacksmith's tools, copper wire, three arrows/bolts.
Antirequisites: Napalm Shot, Cryo Shot
Polearm Extension: 12th Level
You develop a mechanism that can suddenly extend and counterbalance the reach of a polearm in battle. By spending 5d8 + 11 hours and 690 gp, you can improve a polearm to have a permanent reach of 15 feet and a permanent +1 nonmagical bonus to attack and damage rolls. In addition, while wielding this weapon, as an action you can choose to spend two activation points to trigger a sweeping attack that targets all creatures within 10 feet. Each creature must make a successful Dexterity saving throw against your effect DC or take 5d12 slashing damage and be knocked prone. On a success, the creature takes half as much damage but is knocked back 5 feet. The improvement cannot be used again until it is reset. Resetting the improvement takes 1 minute or a bonus action by spending one activation point.
Prerequisites: Tinker's tools and Woodcarver's tools, a polearm.
Advanced Compound Cams: 13th Level
You can spend 6d8 + 13 hours and 1308 gp improving the cams on a compound bow or compound crossbow. Each creature hit by the Line Shot attack takes an additional 1d4 piercing damage. In addition, the attack can hit a fourth creature in the line, which takes no additional damage. This improvement replaces the Compound Cams improvement.
Prerequisites: Tinker's tools and Blacksmith's tools, one of compound bow or compound crossbow.
Archery Scope: 15th Level
Your expertise extends into the realm of fine optics as you become able to craft scopes. By spending 7d8+15 hours near a glassblower's furnace and 2407 gp, you can construct a scope to replace the sight attached to a bow or a crossbow, permanently increasing the weapon's range bonus from 25% to 50%. When wielding this weapon, you have advantage on perception checks relying on sight. In addition, when you make an attack using this weapon, you can choose to spend one activation point to add your Intelligence modifier to the attack roll. This improvement replaces Archery Sight improvement.
Prerequisites: Glassblower's tools and Tinker's tools, optical glass, one bow or crossbow that has the Archery Scope improvement.
Advanced Alloy Forging: 17th Level
You master the skills and knowledge required to forge various alloys and perfectly control metallic proportions for the benefit of your craft. By spending 8d8+17 hours near a blacksmith's furnace and 4321 gp, you can reforge one melee weapon constructed primarily of metal. Any reforged weapon loses all magical properties it had. The resulting weapon is considered a +2 nonmagical melee weapon. In addition, you can add or remove up to two properties of the original weapon, provided the new properties do not conflict. For example, Heavy must be removed before Light can be added and Two-handed must be removed before Versatile can be added. When the Versatile property is added, it takes one of the damage dice from the base weapon damage to one increment higher up to a maximum of d12. When the Thrown property is added, the range is 20/60. Special properties cannot be removed or added.
Prerequisites: Alchemist's supplies and Blacksmith's tools, one melee weapon construct primarily of metal.
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.