8
## Inventions
Inventions are to technology what spells are to magic, and while this comparison can sometimes be offensive to practitioners of either art, it is an apt analogy. While wizards weave arcane energies and chant unintelligible languages to warp reality to their whim, inventors seek a greater understanding of the universe through studying it in all its myriad manifestations, using this knowledge to build devices that do not act against natural law, but instead in accordance with it, taking advantage of what already exists to their ends.
This section presumes familiarity with the spellcasting rules found in the core rules, and it is advised that players playing characters who use inventions read through that section. Inventions and spells are mechanically similar in a number of respects, and those similarities will not be covered here (but will be called out as such, as appropriate).
### Overview
Inventions behave generally similar to spells, and follow much of the same rules. The differences will be called out here. In general, it is safe to assume that -- for most game mechanics -- effects that interact with spells also interact with inventions in a similar fashion, unless otherwise indicated in this section. For instance, a monster with an ability that disrupts concentration on spells will also disrupt concentration on inventions.
Likewise, activating inventions follows many of the same conventions as casting a spell: inventions have activation times in place of casting times, but otherwise behaves as casting times. Ranges, durations, targeting, and areas of effect also work similarly, as do saving throws and attack rolls.
### What Is An Invention?
An invention is a constructed device capable of producing one -- or potentially more -- discrete technological effects. When constructing a device, a character specifically builds upon known physical principles of the world, taking advantage of properties of natural materials or laws of physics. Once constructed, a device is often equipped with a trigger or other sort of mechanism that allows its natural functions to occur.
The limits of inventions are the limits of physics: an invention can conceivably do anything that is physically possible, and in the context of a fantasy setting, it may even be possible for technology to bend -- or even break -- those rules. The inventions presented here are intended to be a reasonable cross-section of what can be accomplished.
#### Invention Grades
Every invention has a grade, in the following progression: prototype, refined, improved, and augmented. An invention's grade is a general indicator of its power. Gadgets -- relatively simple devices that have much fewer moving parts or rely on more basic aspects of physics -- are treated as a grade of their own, and are below prototype grade in complexity and power. The higher an invention's grade, the higher level an inventor must be to understand, build, and activate it.
\columnbreak
##### Inventions: Costs and Carrying
This work assumes that constructing inventions requires no money, and that inventions have no impact on encumbrance.
___
These assumptions are the result of many years of playing with similar rules in d20 system games. The author has tinkered with a number of different systems, including requiring the expenditure of cash, unique currencies for constructing devices gathered from materials, and so on. The conclusion the author has drawn is that none of these techniques work for a number of reasons, but at the end of the day it comes down to game balance: requiring money, time, and carrying capacity on the side of inventors, as opposed to "other" spellcasting classes, puts technology at a notably unfair disadvantage, and are just not worth the hassle.
___
You can, of course, require these sorts of things, and in a setting where magic is either unavailable or very rare, it may be entirely sensible to institute these requirements. The author leaves the precise implementations as an exercise to the GM in such cases: while there have made some nods to versimilitude in terms of carrying inventions, this author believes that anything past that is actively detrimental to the game.
Inventions use grades partially to differentiate their power from character levels. While possibly less convenient than a numbered scale, there is less potential for confusion over when a particular grade is accessible when compared to the possible confusion over when a character gains access to new spell levels.
#### Known Inventions
Understanding the underlying principles behind an invention requires a significant amount of math and physics education, not to mention the specific sorts of knowledge required for a particular field. For that reason, all inventors only know a set number of inventions, based upon their education and the general thrust of their research as they gain in power.
In general, an inventing class learns new inventions at the prototype grade, and -- when given the opportunity to learn new inventions -- can instead improve their understanding of an invention they already know, increasing their knowledge of it by one grade, depending upon their specific class and level.
#### Constructing and Carrying Inventions
Unlike spells, inventions must first be constructed. In addition, because they are physical objects, inventions must be carried on the inventor's person if he wishes to make use of them, or otherwise be accessible if the invention is too large to be carried.
An inventor can construct one new invention he knows, of any grade, after taking a long rest, provided he has had access to tinker's tools and his equipment since his last long
\pagebreak
8
rest. It is assumed in this work that a character capable of building inventions is constantly working on a new invention in his spare moments, and is gathering raw materials over the course of his adventures.
If an inventor learns an invention at a new grade and already has constructed copies of that invention, he can upgrade all of his existing inventions to the new grade after a long rest, provided he has access to tinker's tools and his equipment.
When not adventuring, an inventor can construct an invention with 8 hours of work, provided access to tinker's tools and his equipment.
An inventor can reasonably carry a number of inventions at a time equal to double the number of readied invention slots he has, without unduly encumbering himself with inventions. Beyond that, the average invention weighs 5 pounds.
#### Readying Inventions
Before an invention can be used, it must first be readied: this process represents the inventor ensuring that the device is in proper working order and primed for activation. An invention that is not readied is, while not disassembled, in a nonfunctioning state, and cannot be activated.
An inventor only has so much attention that he can spend on inventions, represented by the number of readied invention slots he has. An invention requires a single slot, regardless of its grade (with gadgets as an exception).
An inventor can ready a new selection of his constructed inventions after a short or long rest.
#### Malfunctioned Inventions
Inventions which have gained the malfunctioned condition (see below) are in a state of disrepair and cannot be activated.
While an inventor keeps a malfunctioned invention in one of his readied invention slots, it is assumed that he is working towards fixing the problems with it as the day progresses. This may involve simply pondering the problem in quiet moments, or actively working on repairing bits and pieces of the invention over the course of the day. Regardless, after a long rest, he repairs any malfunctioned inventions in his readied invention slots to working order.
However, an inventor can choose to abandon an invention: perhaps prudence demands that he bring everything to bear, or perhaps he has a backup constructed. If an inventor replaces a malfunctioned invention with another invention in the same readied invention slot, the malfunctioned invention is destroyed and unsalvageable (though perhaps the inventor keeps the destroyed invention around for spare parts).
#### Gadgets
A gadget is an invention that can be activated at will, without requiring a readied invention slot, and has no malfunction rate (see below). These inventions are relatively simple applications of technology and do not require much maintenance to keep working.
### Activating an Invention
Activating an invention is very similar to casting a spell, and in except where noted below, follows the same rules.
\columnbreak
> ##### The Fields of Technology
> Technology is broadly grouped into five categories, called the fields of technology. Due to the unified nature of technology, it is generally recognized that all inventions and scientific items, regardless of source, fall into one of these five groups.
>
> The fields of technology help describe inventions; they have no rules of their own, though some rules may refer to fields.
>
> **Atomical** inventions involve the application of atomical energy or other bizarre forms of radiation or energy. Often poorly-understood and touted as capable of many things, atomical science is capable of generating effects that other fields struggle with, and can interact with the world in bizarre and unexpected ways.
>
> **Chemical** inventions focus on matter, and the interactions of it on various levels. Often delving into the biological, chemical inventions can alter a creature or object, or use seemingly mundane materials to produce amazing effects. Manipulation of the physical world is chemical science's primary use.
>
> **Differential** inventions utilize information and the manipulation thereof. Specifically, this allows differential inventions to produce incredibly complicated effects, using algorithms and heuristics to produce intricate illusions or draw profound conclusions from mere scraps of data.
>
> **Electrical** inventions manipulate the use of electricity to achieve their ends. While lightning is typically understood as a destructive force, when harnessed it can be used for all sorts of interesting effects, including communication or even manipulating the weather.
>
> **Mechanical** inventions are the inventions of using force and energy to produce work. The most physical of the technological fields, mechanical inventions often make use of potential and stored energy in the form of flywheels, hydraulics, and springs, unleashing their power in single tumultuous moments for drastic effect.
#### Functions
Inventions can have multiple modes of operation, known as functions. If a given invention uses functions, it is called out as such in its description; otherwise, the entire invention's description is effectively describing a single function.
If an invention has multiple functions, you must choose which function you are using when you activate the invention. In addition, it is important to note that some functions can alter some of the parameters of how an invention is activated, such as its activation time, range, or duration. The characteristics described within the function description always supercede those indicated by the base invention.
#### Malfunctions
Technology is not always reliable, and this is reflected by an invention's malfunction rate. Unless otherwise modified, an invention has a malfunction rate of 4; some effects or class features can alter this rate, but it is always a minimum of 1.
\pagebreak
9
If an invention calls for an invention attack roll, you use the natural result of the die to determine if the invention malfunctions. Otherwise, you roll 1d20 as part of the invention's activation. This is not an ability check of any kind, and so you cannot benefit from advantage -- or suffer from disadvantage -- on a malfunction check. If the natural result of the die is equal to or less than the invention's malfunction rate, the invention fails to operate as intended, and gains the malfunctioned condition.
#### The "Self" Range
Unlike spells, the effects of an invention do not originate from whoever activated it, but instead from the invention itself. In invention descriptions, the range of "self" should be read to not refer to the inventor who activated it, but instead to the invention.
This means that you can activate an invention, such as an *inferno driver*, which affects an area around it with a range of "self," then vacate the area, while the invention continues to function.
\columnbreak
### Technology and Magic
The default assumption of this work is that technology and magic use vastly different principles and work in different frameworks. This means that effects that cancel or prevent the use of magic have no effect on activating inventions, and effects that prevent the usage of inventions or technology in general have no impact on spells.
Your GM, however, may choose to take a different approach to how technology and magic interact. A more thorough description of options regarding that interaction can be found in the "Technology and Magic" section, later in this work.
\pagebreak
9
## Invention List
This section describes the invention list, accessible to all classes described in this work that are capable of invention. Because unlike spells, each invention has a variant at each grade, the inventions are listed by field. Invention descriptions are presented in alphabetical order by name of invention.
### Atomical
##### Gadgets
* Corporeal Displacer
* **Deleterious Isotype**
* **Hoverboard**
* Noneuclidean Pocket
* Phase Disruptor
##### Inventions
* Aperture Inducer
* Atomic Discombobulator
* Chronoton Rifle
* **Dimensional Deformer**
*
* Flux Capacitor
* Gravitic Inverter
* Interdiction Compass
* Monadic Oscillator
* Noumenal Occluder
* Protonic Accelerator
* **Zheron Emitter**
### Chemical
##### Gadgets
* **Binding Mucilage**
* Noxious Fumigator
* Salutary Coagulant
* Sulphureous Resin
* **Unctious Lubricant**
##### Inventions
* Dissolution Tincture
* Elan Vital
* Nootropic Cordial
* Oxidification Powder
* Polyvolver Serum
* Psychotoxic Vapors
* Refractional Aerosol
* Refurbishment Oil
* Steroidal Roborant
* Tanglefoot Emulsion
* **Transmogrification Catalyst**
*
### Differential
##### Gadgets
* Cliche Verre
* Dictation Apparatus
* **Heterodyning Orchestrion**
* Indelible Diagnostician
* **Solicitation Indicator**
##### Inventions
* Antipathic Deharmonizer
* Bayesian Assembler
* **Cortical Replicator**
*
* Disseminative Cognimatrix
* Enigma Machine
* Holography Calculator
* Resonance Inducer
* Synaesthesiagraphic Interpreter
* Tactical Calibrator
* Universal Remote
* **Zoogramophone**
### Electrical
##### Gadgets
* Arc Gauntlet
* Focalized Magnet
* **Gauss Destabilizer**
* Incandescent Torch
* **Static Pulsar**
##### Inventions
* **Auroral Dynamo**
* **Boreal... Something**
* Cathodic Magnifiers
* Cloaking Device
*
* Electromagnetic Disruptor
* Heliographic Manifold
* Neural Scrambler
* Proactive Weathervane
* Radiogram Transceiver
* Shield Generator
* Tesla Cannon
* **Voltaic Rampart**
### Mechanical
##### Gadgets
* Autocaltrops
* Clawshot
* Determent Spring
* Hydraulic Fist
* **Vacuum Lock**
##### Inventions
* Autocrossbow
* Expandable Bulwark
* Exoskeleton
*
* Inferno Driver
* Locomotive Automaton
* Menschausen Dolls
* Ornithopter
* Perigord Raptor
* **Perpetual Osteotome**
* Portative Manufactory
* **Skeleton Key**
* **Zephyr Hammer**
\pagebreak
10
## Invention Descriptions
The inventions are presented in alphabetical order.
### Antipathic Deharmonizer
___
- *Differential invention*
___
- **Activation Time:** 1 action
- **Range:** 60 feet
- **Duration:** Concentration, up to 1 minute
___
In addition to the standard gears and iron cores that comprise an analytical engine, this invention also contains the apparatus necessary to produce music, both audible and on subharmonic frequencies. As your understanding of this invention's principles improve, you can produce more and more dissonant music, causing a variety of deleterious mental effects in specific creatures.
##### Prototype
This invention has the following two functions.
**Play Sounds.** You can use this invention to create sounds. Its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the invention ends.
If a creature uses its action to examine the sound, the creature can determine that it is a production with a successful Intelligence (Investigation) check against your spell save DC.
**Subharmonic Dissonance.** You can cause the invention to produce a maddening tone, whine, or other noise on a subharmonic frequency specifically tuned to a single creature; the duration of this function is "**Duration:** Instantaneous." The target must succeed on a Wisdom saving throw or take 3d6 psychic damage and immediately use its reaction to move as far as its speed allows from the invention. The creature doesn't move into obviously dangerous ground. On a successful save, the target takes half as much damage and doesn't have to move.
A deafened creature is immune to this effect.
##### Improved
This invention gains the following functions.
**Silence.** You can cause the invention to detect incoming harmonics and produce disharmonics on the same frequency, perfectly canceling out the original signal; the duration of this effect is "**Duration:** 10 minutes."
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on the invention. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible within the affected area.
**Confusion.** The invention produces a confusing and cacophonous medley of harmonics and disharmonics, which you can cause to happen at a distance by manipulating the acoustical properties of the invention. This effect's range is "**Range:** 90 feet," and its duration is "**Duration:** 1 minute."
Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you activate this invention or be affected by it.
An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
| d10 | Behavior
|:------:|:---:|
| 1 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
| 2-6 | The creature doesn't move or take actions this turn.
| 7-8 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
| 9-10 | The creature can act and move normally.
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
##### Refined
This invention gains the following function.
**Shout.** You manipulate the acoustical properties of the invention such that the harmonics it produce converge on a particular point, resulting in an ear-shatteringly loud ringing noise. The duration of this effect is "**Duration:** Instantaneous."
Each creature in a 10-foot-radius sphere centered on a point within range must make a Constitution saving throw. A creature takes 6d8 thunder damage on a failed save and is deafened, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the effect's area.
##### Augmented
This invention gains the following function.
**Repulsion.** You can alter the disharmonics of this invention in such a way as to make a particular type of creature move away from it. Devising the particular algorithm for the invention to run to produce such sounds takes significantly longer - however, the invention can run the effect on a loop, allowing it to last much longer. The activation time of this effect is "**Activation Time:** 1 hour," and its duration is "**Duration:** 10 days."
When you activate this invention, specify a kind of intelligent creature, such as red dragons, goblins, or vampires. The harmonics it produces cause creatures of the kind you designated to feel an intense urge to leave the area and avoid the invention. When such a creature can see the invention or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the invention or is within 60 feet of it.
\pagebreak
11
While frightened by the invention, the creature must use its movement to move to the nearest safe spot from which it can't see the invention. If the creature moves more than 60 feet from the invention and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the invention or moves within 60 feet of it.
If an affected creature ends its turn while not within 60 feet of the invention or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the invention and recognizes the feeling of repugnance or attraction as technological. In addition, a creature affected by the invention is allowed another Wisdom saving throw every 24 hours while the invention persists.
A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.
### Aperture Inducer
___
- *Atomical invention*
___
- **Activation Time:** 1 action
- **Range:** 60 feet
- **Duration:** Concentration, up to 1 minute
___
This strange-looking invention may appear to be a weapon, but it has a far different function. When you activate this invention, you can target a level surface within range, upon which a shimmering circular energy field appears. While maintaining concentration on it, you can spend an action on the invention to target another level surface, creating another energy field - at which point the fields connect, forming a temporary interspatial connection between the two points.
A creature can enter one of the portals and appear, with the same original orientation, out one of the others, choosing which portal it exits. Objects can also pass through the portals; if there is more than one possible exit point, an unattended object exits a random portal. Objects like flowing water or magma can also pass through the portals, and effectively pass through all possible exits, at an appropriately reduced rate (so if water is flowing into a portal with two possible exit portals, each exit portal has half the original flow). The portals remain open while you maintain concentration, and can provide line of sight, allowing you and other creatures to use weapons through them and otherwise see normally through the portal.
If you attempt to open more portals than your invention can currently support, one of them immediately winks out of existence. You choose which disappears.
Effects that cancel or otherwise prevent teleportation effects cause these portals to immediately wink out of existence.
##### Prototype
You can maintain up to two portals.
##### Improved
You can maintain up to three portals, and this invention's duration becomes "**Duration:** Concentration, up to 10 minutes."
##### Refined
This invention functions as though it were *improved*, but you
\columnbreak
___
can also choose to activate it as a reaction to falling, and you can open a new portal with this invention as a bonus action.
In addition, its range becomes "**Range:** 120 feet," and when you activate it, you can open two portals within range, rather than one.
##### Augmented
This invention functions as though it were *refined*, but you can maintain up to four portals, and when you activate the invention, you can open any number of portals, up to the maximum number you can maintain.
### Arc Gauntlet
___
- *Electrical gadget*
___
- **Activation Time:** 1 action
- **Range:** Touch
- **Duration:** Instantaneous
___
A light brass and leather gauntlet, inlaid with wiring, a small power supply, and a set of electrodes in the palm. With just a touch, this gadget can deliver a painfully powerful shock that can also temporarily disorient its target.
Electricity arcs out of this gauntlet to shock a creature you try to touch. Make a melee invention attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
The invention's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
### Atomic Discombobulator
___
- *Atomical invention*
___
- **Activation Time:** 1 action
- **Range:** 60 feet
- **Duration:** Instantaneous
___
When activated, this invention fires a bright green ray, which can massively rearrange the constituent pieces of a creature or object, possibly even rendering it into inert gray dust.
The target of this invention can be a creature, an object, or an effect produced by magical or technological force, such as a *wall of force*. You make a ranged invention attack against the target. If the damage dealt by this invention reduces the target to 0 hit points, it may be disintegrated.
A disintegrated creature and everything it is wearing and carrying, except magical and technological items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a *true resurrection* or a *wish* spell.
Magical items are unaffected by this invention.
##### Prototype
This invention deals 1d6+4 force damage.
Creatures you reduce to 0 hit points with this invention must make a Constitution saving throw with advantage against your invention save DC, or be disintegrated.
Objects you reduce to 0 hit points are only disintegrated if they are Tiny or smaller. This invention can disintegrate up to a 1 inch cube of a larger object with a single activation.
\pagebreak
12
##### Improved
This invention deals 4d6+12 force damage.
Creatures you reduce to 0 hit points with this invention must make a Constitution saving throw against your invention save DC, or be disintegrated.
Objects you reduce to 0 hit points are only disintegrated if they are Small or smaller. This invention can disintegrate up to a 1 foot cube of a larger object with a single activation.
##### Refined
This invention deals 8d6+20 force damage.
Any creature or object you reduce to 0 hit points with this invention is disintegrated.
This invention can disintegrate up to a 10 foot cube of a Huge or larger object with a single activation.
##### Augmented
This invention functions as though it were *refined*, but deals 12d6+40 force damage.
### Autocaltrops
___
- *Mechanical gadget*
___
- **Activation Time:** 1 action
- **Range:** 30 feet
- **Duration:** 1 minute
___
A small set of automated caltrops mounted on tiny springs and wheels which, when activated, move about erratically.
You can toss a handful of autocaltrops, which cover a single 5 foot square. A creature who begins their turn in the area or enters the area must make a Dexterity saving throw against your invention save DC or take 1d6 piercing damage and fall prone, or half damage and doesn't fall prone on a successful save.
The invention's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
### Autocrossbow
___
- *Mechanical invention*
___
- **Activation Time:** 1 action
- **Range:** 60 feet
- **Duration:** Instantaneous
___
You can use this invention to deal piercing damage to creatures in an area. As your knowledge of this invention's underlying principles improve, you can increase its range, increase its damage, and reduce its activation time.
This invention also does extensive damage to objects in the area, peppering the area with crossbow bolts regardless of how many creatures you hit. Objects in the area that are unattended and particularly fragile - such as glass bottles, clothing, or objects made of thin wood - are essentially destroyed. You can use this side-effect to your advantage (for instance, attacking an area that contains no creatures but a lot of vials of acid).
\columnbreak
##### Prototype
When you activate this invention, you can make a invention attack against up to three creatures within range; you cannot choose the same target more than once. If you hit, you deal 1d8 piercing damage. Damage dealt with this invention is nonmagical in nature.
##### Improved
This invention functions as though it were a *prototype*, but deals 2d8 damage.
In addition, you can choose one:
* You can activate this invention as a bonus action; or,
* This invention's range becomes "**Range:** Self (60-foot cone)," and affects all creatures within the cone. If you choose this option, you do not make a invention attack with this invention, but instead all creatures in the area must make a Dexterity saving throw against your invention save DC, taking only half damage on a successful save.
##### Refined
This invention functions as though it were *improved*, but its range becomes 90 feet, and its damage becomes 3d8.
You can choose to change its range to "**Range:** Self (90-foot line)." If you do, you do not make a invention attack with this invention, but instead all creatures in the area must make a Dexterity saving throw against your invention save DC, taking half damage on a successful save.
##### Augmented
This invention functions as though it were *refined*, but also ignores a creature's piercing resistance, and its damage becomes 6d8.
### Bayesian Assembler
___
- *Differential invention*
___
- **Activation Time:** 1 minute
- **Range:** Self
- **Duration:** Instantaneous
___
A compact difference engine with many unusual wheels installed, along with a typing apparatus that allows you to enter various parameters into its algorithms and a long string of ticker tape onto which it imprints tiny font, illegible to anyone other than the engineer who built the invention. You can use this invention to attempt to glean the outcome of future events.
If you activate this invention two or more times before completing your next long rest, during which you calibrate the calculator, there is a cumulative 25 percent chance for each activation after the first that you get a random reading. The GM makes this roll in secret.
Effects that block or prevent divination spells from learning information block the use of this invention in a similar fashion. In such instances, the invention displays unintelligible gibberish.
\pagebreak
13
##### Prototype
You can receive a general prediction of the results of a specific course of action that you plan to take within the next 30 minutes. The GM chooses from the following possible responses:
- *Weal*, for good results
- *Woe*, for bad results
- *Weal and woe*, for both good and bad results
- *Nothing*, for results that are neither particularly good or bad
The invention doesn't take into account any possible circumstances that might change the outcome, such as the use of additional invention or the loss or gain of a companion.
##### Improved
You can ask a single question concerning a specific goal, event, or activity to occur within three days. The GM offers a truthful reply, which might be a short phrase, cryptic rhyme, or an omen.
The invention doesn't take into account any possible circumstances that might change the outcome, such as the use of additional invention or the loss or gain of a companion.
##### Refined
You can ask up to three questions. The GM answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the invention is unable to perform the calculations in a reasonable amount of time). If a one-word answer would be misleading, the GM might instead offer a short phrase as an answer.
##### Augmented
This invention functions as though it were *improved* or *refined*.
In addition, you gain a pool of *precognitive edge* equal to your Intelligence modifier, which lasts for up to seven days. Whenever you or an ally within 60 feet of you takes an action that requires a d20 roll related to the questions you asked of this invention, you can expend one *precognitive edge* to grant yourself or your ally advantage on the roll.
Once you have gained *precognitive edge* for a particular question or course of action, you cannot gain more *precognitive edge* for that question or course of action again for seven days.
### Cathodic Magnifiers
___
- *Electrical invention*
___
- **Activation Time:** 1 action
- **Range:** Self
- **Duration:** Concentration, up to 1 hour
___
A set of goggles or other eyeware, heavily modified to incorporate an electrical apparatus that stimulates both the air and the humors of the eye, allowing a trained wearer to more greatly analyze their surroundings.
This invention can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
\columnbreak
##### Prototype
This invention has the following functions.
**Analyze.** You choose one object that you must handle throughout the activation of the invention. If it is a magic item or some other magic-imbued object, or a technological item or some other technologically-made object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells or devices are affecting the item and what they are. If the item was created by a spell or invention, you learn which spell or invention created it.
If you instead touch a creature throughout the activation, you learn what spells and devices, if any, are currently affecting it.
The activation time of this invention's function is "**Activation Time:** 1 minute," its range is "**Range:** Touch," and its duration is "**Duration:** Instantaneous."
**Detect Magic.** For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
**Detect Technology.** For the duration, you sense the presence of technology within 30 feet of you. If you sense technology in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears technology, and you learn its field of technology, if any.
##### Improved
This invention gains the following functions. In addition, its duration becomes "**Duration:** Concentration, up to 4 hours."
**Etheric Detection.** For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
**Nightvision.** For the duration, you gain darkvision out to a range of 60 feet.
**Trap Detection.** For the duration, you sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this invention, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the invention would sense an area affected by the *alarm* spell, a *glyph of warding*, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
Once you have detected the presence of a trap, you can spend an action on your turn to find the location of the trap.
##### Refined
This invention gains the following function.
**Thought Detection.** For the duration, you can read the thoughts of certain creatures by analyzing the energy produced by their brains. When you activate the invention, and as your action on each turn until the invention ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.
\pagebreak
13
You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw against your invention save DC. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the invention overloads as it attempts to parse the information, and its effect ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the invention overloads as it attempts to parse the information, and its effect ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this invention is particularly effective as part of an interrogation.
You can also use this invention to detect the presence of thinking creatures you can't see. When you acivate the invention, or as your action during the duration, you can search for thoughts within 30 feet of you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.
This invention does not work on creatures without brains, nor does it work on constructs, elementals, plants, or undead.
##### Augmented
This invention gains the following function.
**Truesight.** For the duration, you have truesight, notice secret doors hidden by magic or other effects, and can see into the Ethereal Plane, all out to a range of 120 feet.
### Chronoton Rifle
___
- *Atomical invention*
___
- **Activation Time:** 1 reaction, which you can use at any time
- **Range:** 60 feet
- **Duration:** Instantaneous
___
This unusual rifle-like invention has an unusual temporal feedback mechanism, allowing it to fire before the trigger is pulled.
Make a ranged invention attack against a single creature within range. If you hit, you deal aetheric damage to your target based upon the invention's grade.
On your next turn after activating this invention, you must spend an action interacting with this invention. If you do not, you suffer significant temporal backlash, and you take aetheric damage equal to your total hit dice.
##### Prototype
This invention deals 2d8 aetheric damage.
##### Improved
This invention deals 4d8 aetheric damage.
In addition, if you hit a creature, the target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell or activate a invention with a casting or activation time of 1 action, roll a d20. On an 11 or higher the spell or invention doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the action. If it can't, the action is wasted.
This additional effect lasts until the end of the creature's next turn.
##### Refined
This invention deals 6d8 aetheric damage.
##### Augmented
This invention deals 8d8 aetheric damage.
### Clawshot
___
- *Mechanical gadget*
___
- **Activation Time:** 1 action
- **Range:** 20 feet
- **Duration:** Instantaneous
___
A heavy metal gauntlet, equipped with an actuated grappling hook attached to a lightweight chain, armed with a spring-loaded mechanism. When activated, the hook shoots out at rapid speed, firmly attaching itself to objects or creatures, then retracts rapidly.
When you activate this invention, make a ranged invention attack against a target, which can be a creature, object, or structure. On a hit, the target takes 1d8 slashing damage, and you and the target make contested Strength checks. If you win, you pull the target into a space adjacent to you; if you lose, you are pulled to a square adjacent to the target.
You can choose whether or not this invention releases after the forced movement. If you do not, you and the target are subject to additional effects depending on the target; regardless of the effect, you can freely choose to end it at any time:
* If you targeted a creature, you and the target gain advantage on saving throws and ability checks made against forced movement; if either of you are subject to forced movement, you and the target move together. On its turn, the target can -- as an action -- make an Athletics or Acrobatics check opposed by your Strength check to break free of this effect.
* If you targeted an object, you gain advantage on ability checks and saving throws against effects that would disarm you of the object.
* If you targeted a structure, you gain advantage on ability checks and saving throws against forced movement, and can maintain your position (such as braced against a wall, or hanging from a ceiling).
The invention's range increases by 10 feet when you reach 5th level (30 feet), 11th level (40 feet), and 17th level (50 feet).
### Cliche Verre
___
- *Differential gadget*
___
- **Activation Time:** 1 action
- **Range:** 60 feet
- **Duration:** Instantaneous
___
You can use this invention to produce permanent images of things you point it at.
When you activate this invention, it reproduces an image of what it was pointed at, which is printed onto a small scroll or paper. Objects in motion when the invention is activated appear blurry; otherwise, the image is fairly clear. Once the image is produced, the paper can be destroyed, which also destroys the image.
Ability checks made to examine the image and glean details from it are made at disadvantage, due to graininess, loss of color, and the size of the image. At 11th level, checks made using these images no longer suffer disadvantage.
### Cloaking Device
___
- *Electrical invention*
___
- **Activation Time:** 1 action
- **Range:** Self
- **Duration:** Concentration, up to 2 rounds
___
A complex electrical invention with a convenient clip to attach it to a belt or other strap, this invention generates interference on the visible electromagnetic spectrum, refracting light and rendering you effectively invisible. As your knowledge of the principles of the invention improve, you can expand its interference generation to other bands, protecting you from other more obscure forms of detection.
##### Prototype
You become invisible for the duration. Anything you are wearing or carrying is invisible as long as it remains on your person. The effect ends if you attack, cast a spell, or activate a invention.
\pagebreak
13
##### Improved
This invention functions as though it were a *prototype*, but its duration becomes "**Duration:** Concentration, up to 1 hour."
##### Refined
This invention functions as though it were *improved*, but the effect no longer ends if you attack, cast a spell, or activate a invention.
While the invention is active, you cannot be targeted by any divination magic, differential technology, or perceived through scrying sensors.
##### Augmented
This invention functions as though it were *refined*, and while the invention is active, you gain immunity to psychic damage and any effect that would sense your emotions or read your thoughts.
### Corporeal Displacer
___
- *Atomical gadget*
___
- **Activation Time:** 1 action
- **Range:** Self
- **Duration:** Instantaneous
___
This handheld atomical device links into the fabric of the universe for a brief moment, allowing you to slip through small cracks in reality and travel not through space, but between it.
When you activate this device, you teleport up to 10 feet to an unoccupied space that you can see. This effect only works if you can move freely, and only if an object could move from your current location to your target location in a direct path: you could use this gadget to teleport through the gaps of the bars of a jail cell, but not through a glass window in an otherwise solid stone wall.
You cannot take actions on your next turn after you use this invention.
The range you can teleport increases by 5 feet when you reach 5th level (15 feet), 11th level (20 feet), and 17th level (25 feet).
### Determent Spring
___
- *Mechanical gadget*
___
- **Activation Time:** 1 action
- **Range:** Touch
- **Duration:** Instantaneous
___
A powerful clockwork spring, you can direct this device at a nearby creature to launch them away from you.
Make a melee invention attack against a creature. If you hit, you deal no damage, but if the target is Large or smaller, you push the creature 10 feet in a direction of your choice.
At 5th level, this invention can affect a creature Huge or smaller. At 11th level, it pushes the target back 20 feet. At 17th level, it can affect a creature of any size.
\columnbreak
### Dictation Apparatus
___
- *Differential gadget*
___
- **Activation Time:** 1 action
- **Range:** Self
- **Duration:** 1 minute
___
A relatively simple differential engine, with a large phonographic horn and an automatic quill. You can use this device to take dictation, transcribing notes as you -- or others -- speak.
While this invention is active, it records everything spoken within 30 feet. It makes no distinction between speakers or volume, and transcribes spoken words in a language you know, chosen when you activate it. Languages you do not know are transcribed phonetically in the script of the language you chose.
Written transcripts produced by this invention can later be destroyed.
### Disseminative Cognimatrix
___
- *Differential invention*
___
- **Activation Time:** 1 action
- **Range:** Self
- **Duration:** 1 hour
___
A metallic skull-like object that contains a coil of wires and machinery, as well as the memory wheels common to differential devices, the dissemnitive cognimatrix maintains a repository for an evolving copy of your brain. The disseminative cognimatrix constantly checks your mind against its stored database via a sort of technological telepathy and sends a mental query if it notes dramatic and unusual changes of the sort most often brought on by mind-affecting abilities.
##### Prototype
You gain proficiency on saving throws against effects that would sense your emotions or read your thoughts. If you already have proficiency in the allowed saving throw, you gain expertise instead, allowing you to add double your proficiency bonus to the roll instead of just your proficiency bonus.
##### Improved
This invention functions as though it were a *prototype*, and you gain immunity to effects that would reduce your Intelligence, Wisdom, or Charisma scores.
##### Refined
This invention functions as though it were *improved*, and you gain immunity to being charmed. Its duration changes to "**Duration:** 8 hours."
##### Augmented
This invention functions as though it were *refined*, and you gain immunity to psychic damage. Its duration changes to "**Duration:** 24 hours."
\pagebreak
14
### Dissolution Tincture
___
- *Chemical invention*
___
- **Activation Time:** 1 action
- **Range:** Self
- **Duration:** Instantaneous
___
An off-color, acrid-smelling liquid, this invention is capable of eating through almost anything. As your knowledge of acids improves, you can increase the damage this invention deals, as well as what sort of material it can destroy.
Objects made of glass are immune to the acid damage dealt by this invention.
##### Prototype
When you activate this invention, make a ranged invention attack against a creature or object within 30 feet. If you hit, you deal 1d12 acid damage.
##### Improved
This invention functions as though it were a *prototype*, but deals 2d12 acid damage. If you hit a creature, on its next turn it must make a Constitution saving throw against your invention save DC, or suffer another 1d12 acid damage; an object takes this damage automatically.
##### Refined
This invention functions as though it were a *prototype*, but deals 3d12 acid damage.
When you hit a creature, that creature must make a Constitution saving throw against your invention save DC, taking 1d12 acid damage on a failure. The creature must continue to make this saving throw until it succeeds.
An object you hit with this invention continues to take 1d12 acid damage at the start of your turn until it is destroyed.
##### Augmented
This invention functions as though it were *refined*, but deals 5d12 acid damage, and creatures and objects take 2d12 acid damage each round instead.
### Elan Vital
___
- *Chemical invention*
___
- **Activation Time:** 1 action
- **Range:** Touch
- **Duration:** Instantaneous
___
A concoction of herbs and chemicals, this herbal ointment is a powerful remedy for wounds and illness. As your knowledge of biology and this invention grow, your ability to synthesize remedies improves, eventually allowing you to conquer even death.
##### Prototype
This invention has the following function.
**Healing**. A creature you touch with this invention regains a number of hit points equal to 1d6 + your invention ability modifier. This invention has no effect on undead or constructs.
\columnbreak
##### Improved
The invention gains the following functions.
**Restoration.** You can end either one disease or one condition afflicting a creature you touch with this invention. The condition can be blinded, deafened, paralyzed, or poisoned.
**Revivification**. You touch a creature with this invention that has died within the last minute. That creature returns to life with 1 hit point. This invention can't return to life a creature that has died of old age, nor can it restore any missing body parts.
##### Refined
The invention gains the following functions.
**Refined Restoration.** You touch a creature with this invention, and infuse them with restorative fluids. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:
- One effect that charmed or petrified the target
- Any reduction to one of the target's ability scores
- One effect reducing the target's hit point maximum
##### Augmented
The invention gains the following function.
**Regeneration.** You touch a creature with this invention, stimulating its natural healing ability into overdrive. The target regains 4d8 + 15 hit points. For the duration of the invention, the target regains 1 hit point at the start of each of its turns (or 10 hit points each minute).
The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the invention's effect instantaneously causes the limb to knit to the stump.
This use of this invention has a duration of "**Duration:** 1 hour."
### Electromagnetic Disruptor
___
- *Electrical invention*
___
- **Activation Time:** 1 action
- **Range:** 60 feet
- **Duration:** Instantaneous
___
An enormous neodymium magnet within a complex orrery of copper wiring, there is nothing subtle about this invention, which can be used to induce failure in technology with the flick of a switch. As your understanding of the principles of this grows, you can alter the interference it produces, causing it to interact with technology in different ways.
##### Prototype
This invention gains the following function.
**Disrupt.** Choose one creature, object, or technological effect within range. One invention of improved grade or lower on the target ends.
\pagebreak
17
##### Improved
This invention gains the following functions.
**Counter.** The activation time of this invention becomes "**Activation Time:** 1 reaction, which you can take when you see a creature within 60 feet of you activating a invention."
You attempt to interrupt a creature in the process of activating a invention. If the creature is activating a invention of improved grade or lower, its invention fails and has no effect. If it is activating a invention of refined grade or higher, make an ability check using your activation ability. The DC equals 10 + the invention's level. On a success, the creature's invention fails and has no effect, but does not accrue additional error rate.
**Improved Disrupt.** Choose one creature, object, or technological effect within range. All inventions of improved grade or lower on the target end. For each invention of refined grade or higher on the target, make an ability check using your activation ability. The DC is 16 for refined inventions, and 19 for augmented. On a successful check, the invention ends.
##### Refined
This invention gains the following function.
**Static Resonance Field.** A faintly shimmering barrier springs into existence in a 10-foot radius around the invention and remains for the duration.
Any invention of refined grade or lower activated from outside the barrier can't affect creatures or objects within it. Such a invention can target creatures and objects within the barrier, but the invention has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such inventions.
##### Augmented
This invention gains the following function.
**Physics Negation.** A 10-foot-radius invisible sphere of antiphysics surrounds you. This area is divorced from the fundamental laws of the multiverse. Within the sphere, inventions can't be activated. Until the effect ends, the sphere moves with the invention, centered on it.
Devices and other technological effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.
*Targeted Effects.* Devices and other technological effects that target a creature or an object in the sphere have no effect on that target.
*Areas of Technology.* The area of another invention or technological effect, such as a *holography calculator*, can't extend into the sphere. If the sphere overlaps an area of technological effect, the part of the area that is covered by the sphere is suppressed. For example, the area of invisibility generated by a clutched *cloak generator* are suppressed within the sphere, creating a gap in the invisibility if the overlap is large enough.
*Devices.* Any active invention or other technological effect on a creature or an object in the sphere is suppressed while the creature or object is in it.
*Technological Travel.* Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such technological travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the *aperture inducer* invention, temporarily closes while in the sphere.
*Electromagnet.* Devices and technological effects such as *monadic oscillators* have no effect on the sphere. Likewise, the spheres created by different *electromagnetic disruptor* inventions don't nullify each other.
### Enigma Machine
___
- *Differential invention*
___
- **Activation Time:** 1 action
- **Range:** Self
- **Duration:** 1 hour
___
A series of wheels inscribed with different scripts, along with a sizeable iron core for data storage and a complex lens array, distinguish this calculating machine from others. With it, you can translate spoken language and written text. As your knowledge of this invention and cryptography grows, you can use it to generate and crack codes, and translate ancient languages long since forgotten.
##### Prototype
This invention can only translate languages commonly spoken or written: the GM can determine if a given language is common or not, for purposes of this invention.
For the duration, you can spend an action to interact with the invention to understand the literal meaning of any spoken language you hear.
You can also spend an action to understand any written language that you see, but the surface on which the words are written must be accessible with the invention. It takes roughly 1 minute for the invention to translate one page of text.
##### Improved
This invention functions as though it were a *prototype*, but you can also use it to translate coded language, such as thieves' cant, or secret languages, such as Druidic.
You can also use this invention to break codes. You gain advantage on any Intelligence check made to decipher a code while using this invention in this fashion.
You can also use this invention to generate a cipher. The Intelligence DC to break your cipher is equal to your invention save DC, and because your code was generated by a machine, creatures take disadvantage on Intelligence checks to attempt to break the cipher without using magic or technology.
##### Refined
This invention functions as though it were *improved*, but you can use it to understand any spoken or written language, regardless of rarity.
Ciphers you generate with this invention cannot be broken without the aid of magic or technology, and all Intelligence checks made to break your ciphers made with this invention
\pagebreak
17
are made with disadvantage. Creatures who use magic such as *comprehend languages* used on text you have encoded with a cipher generated by this invention must make an Intelligence saving throw against your invention save DC or be unable to break the code.
##### Augmented
This invention functions as though it were *refined*.
When you generate a cipher, you can choose to produce text using a cipher that is unbreakable. A creature can only decrypt text you have ciphered in this fashion if they use an *enigma machine* built from your schematic.
### Exoskeleton
___
- *Mechanical invention*
___
- **Activation Time:** 1 action
- **Range:** Self
- **Duration:** Concentration, up to 8 hours (see text)
___
A densely-packed amalgamation of gears, pistons, and plates: when its switch is flipped, the entire array of metal unfolds into something resembling a hollow person, allowing you to step inside and encase yourself in metal.
When you activate this invention, you cannot wear armor. While the invention is active, you can remove it or don it as though it were medium armor, and you can allow other creatures to don the invention. You cannot wear this invention and other armor at the same time.
While wearing this invention, the wearer has disadvantage on Dexterity (Stealth) checks.
Creatures who do not know the *exoskeleton* invention are not considered proficient with this armor.
This invention functions for up to 8 hours, regardless of whether or not you concentrate on it. A creature wearing it must concentrate on it to gain its effects; if a wearer does not concentrate on this invention after donning it, it provides no benefit, and halves the wearer's speed.
##### Prototype
While you are wearing this invention, your base AC becomes 12 + your Dexterity modifier (max 2).
##### Improved
While you are wearing this invention, your base AC becomes 14 + your Dexterity modifier (max 2).
In addition, when you activate the invention, you can choose one of the following effects. Whoever wears the invention enjoys the selected benefit.
* The wearer has advantage on Strength checks, and his or her carrying capacity doubles.
* The wearer has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
* The wearer has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the invention's effect ends or when a new creature dons the invention, at which point the remaining temporary hit points are transferred to the new wearer.
\columnbreak
##### Refined
This invention functions as though it were *improved*, but your base AC becomes 16.
In addition, when you activate the invention, you can choose two of the following effects. Whoever wears the invention enjoys the selected benefits.
* The wearer has advantage on Strength checks, his or her carrying capacity doubles, and it gains advantage on melee attack rolls.
* The wearer has advantage on Dexterity checks. It also doesn't take damage from falling 60 feet or less if it isn't incapacitated.
* The wearer has advantage on Constitution checks. It also gains 4d6 temporary hit points, which are lost when the invention's effect ends or when a new creature dons the invention, at which point the remaining temporary hit points are transferred to the new wearer.
##### Augmented
This invention functions as though it were *improved*, but your base AC becomes 18.
In addition, when you activate the invention, you can choose two of the following effects. Whoever wears the invention enjoys the selected benefits.
* The wearer has advantage on Strength checks, his or her carrying capacity triples, it gains advantage on melee attack rolls, and deals double damage with melee attacks.
* The wearer has advantage on Dexterity checks. It also doesn't take falling damage if it isn't incapacitated.
* The wearer has advantage on Constitution checks. It also gains 8d6 temporary hit points, which are lost when the invention's effect ends or when a new creature dons the invention, at which point the remaining temporary hit points are transferred to the new wearer.
### Expandable Bulwark
___
- *Mechanical invention*
___
- **Activation Time:** 1 action
- **Range:** 60 feet
- **Duration:** 1 minute
___
A densely-packed amalgamation of gears, pistons, and plates: when its switch is flipped, the entire array of metal unfolds into a solid wall of metal and gears, providing cover and protection.
After the duration ends, the components of the invention fold back in on themselves, simultaneously also rewinding the internal deployment mechanism.
The wall is an object that can be damaged and thus breached. Reducing a 5-foot section of wall to 0 hit points destroys it.
##### Prototype
You can produce a wall of steel and gears up to 20 feet long, 5 feet high, and 1 foot thick. The wall is opaque, and lasts for the duration. The wall has AC 11, and 10 hit points per 5-foot section.
\pagebreak
18
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 1d8 nonmagical bludgeoning damage, or half as much on an unsuccessful save.
##### Improved
This invention functions as though it were a *prototype*, but can be up to 30 feet long and up to 10 feet high. The wall has AC 12, and 15 hit points per 5-foot section.
You can also choose to instead make a ringed wall, up to 10 feet in diameter, 10 feet high, and 1 foot thick.
##### Refined
This invention functions as though it were *improved*, but the wall has AC 12, and 20 hit points per 5-foot section.
When you activate this invention, you can also select one side of the wall to protrude dangerous whirling gears and rotating blades. Creatures on that side of the wall that end their turn within 10 feet of it suffer 5d8 nonmagical slashing damage. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
##### Augmented
This invention functions as though it were *improved*, but can be up to 60 feet long, and up to 20 feet high. A ringed wall can instead be up to 20 feet in diameter and up to 20 feet high. The wall has AC 14, and 40 hit points per 5-foot section.
### Flux Capacitor
___
- *Atomical invention*
___
- **Activation Time:** 1 action
- **Range:** 60 feet
- **Duration:** Varies (see text)
___
A silver box, with a Y-shaped glowing conduit embedded into it, with a number of switches and dials. Even while inactive, the air around the invention wavers slightly, and it seems simultaneously lighter and heavier than it should be. As your knowledge of this invention and its principles expands, you can use it to manipulate time in more and more egregious ways.
##### Prototype
The invention has the following function.
**Time Hop.** You can use this invention to hurl a creature or object forward in time.
The duration of this use of this invention is "**Duration:** 1d4 rounds."
The target is thrown forward in time for the duration. In effect, the subject seems to disappear in a shimmer of silver energy, then reappears after the indicated number of rounds. From the subject's point of view, no time has passed at all.
In each round of the invention's duration, on what would have been the subject’s turn, it can attempt a Wisdom saving throw against your invention save DC. Success allows the subject to return. The subject can act normally on its next turn after this invention ends.
If the space from which the subject departed is occupied upon his return to the time stream, he appears in the closest unoccupied space, still in his original orientation. Determine the closest space randomly if necessary.
\columnbreak
##### Improved
This invention's *Time Hop* function's duration becomes "**Duration:** 10 minutes." During the invention's duration, you can spend an action to interact with this invention to end its duration.
In addition, the invention gains the following function.
**Haste.** You can use this invention to slow down you or another creature's perception of time, allowing them to act faster.
The duration of this use of this invention is "**Duration:** Concentration, up to 1 minute."
Until the invention ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the invention ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.
##### Refined
This invention's *Time Hop* function functions as though it were *improved*, but you can also choose one: its duration becomes "**Duration:** 8 hours;" or, you can target up to five creatures. If you choose to target multiple creatures, all of them disappear for the same duration.
When you use this invention's ''Haste'' function, you can target up to five creatures.
This invention also gains the following function.
**Time Stop.** When you activate this invention, you briefly stop time for the target, giving the target 1 turn during which no time passes for other creatures, while the target can use actions and move as normal.
This additional effect ends if one of the actions used during this period, or any effects created during this period, affects a creature other than the target or an object being worn or carried by someone other than the target.
The duration of this use of this invention is "**Duration:** Instantaneous."
##### Augmented
This invention gains the following functions.
**Teleport.** You can use this invention to instantly transport you and up to eight other willing creatures of your choice that you can see within range, or a single object you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a lO-foot cube, and it can't be held or carried by an unwilling creature.
The duration of this use of this invention is "**Duration:** Instantaneous."
The destination you choose must be known to you, and it must be on the same plane of existence as you. Your
| Familiarity | Mishap | Similar Area | Off Target | On Target
|:----:|:---:|:---:|:---:|:---:|
| Very familiar | 01-05 | 06-13 | 14-24 | 25-100
| Seen casually | 01-33 | 34-43 | 44-53 | 54-100
| Viewed once | 01-43 | 44-53 | 54-73 | 74-100
| Description | 01-43 | 44-53 | 54-73 | 74-100
| False destination | 01-50 | 51-100 | - | -
\pagebreak
18
___
familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.
*Familiarity.* "Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you activate the invention. "Seen casually" is someplace you have seen more than once but with which you aren't very familiar. "Viewed once" is a place you have seen once, possibly using magic or technology. "Description" is a place whose location and appearance you know through someone else's description, perhaps from a map.
"False destination" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.
*On Target.* You and your group (or the target object) appear where you want to.
*Off Target.* You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be traveled. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass.
*Similar Area.* You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home workshop, for example, you might wind up in another engineer's workshop or in an alchemical supply shop that has many of the same tools and implements as your workshop. Generally, you appear in the closest similar place, but since the invention has no range limit, you could conceivably wind up anywhere on the plane.
*Mishap.* The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 aetheric damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).
**Stasis.** You can suspend a creature or object in time. If a creature, the target can make a Charisma saving throw to avoid the effect. On a success, the effect ends; on a failure, the target is stunned.
The duration of this use of this invention is "**Duration:** 1d10 days." The GM rolls this result in secret, though so long as you have the invention, you know when the duration ends.
At the beginning of its next turn, the target makes another Charisma saving throw. If the saving throw fails, the creature is suspended in time, appearing only as a faint frozen image. During the duration, the creature is considered to have the Petrified condition, except that in addition it is immune to damage.
A creature may choose to willingly fail saving throws against this effect.
### Focalized Magnet
___
- *Electrical gadget*
___
- **Activation Time:** 1 action
- **Range:** 30 feet
- **Duration:** 1 minute
___
A powerful magnet housed in an electrically-charged and shaped shell, allowing you to direct its power and control specific objects at range.
You can use the magnetic force generated by this invention to manipulate objects within range. While it works better on metal objects, this invention also works on non-metal objects, manipulating minute traces of metal within them. You can use it to open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move a manipulated object up to 30 feet with a given action.
This invention can't attack, activate magic or scientific items, or lift more than 10 pounds.
### Gravitic Inverter
___
- *Atomical invention*
___
- **Activation Time:** 1 action
- **Range:** Self
- **Duration:** Varies (see text)
___
A complex array of magnets and electromagnetics arranged in a confusing orrery, this device gives you the power to manipulate gravity, able to both weaken it and strength it. As your understanding of gravity improves, you can manipulate it in even stranger ways, like reversing it, or using this invention as a focal point of a gravitic field all of its own.
##### Prototype
The invention has the following function.
**Float.** The activation time for this function is "**Activation Time:** 1 reaction, which you take when you or a creature within 60 feet of you falls," its range is "**Range:** 60 feet," and its duration is "**Duration:** 1 minute."
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the invention's effect ends. If the creature lands before the effect ends, it takes no falling damage and can land on its feet, and the effect ends for that creature.
**Weight.** The duration for this function is "**Duration:** Instantaneous."
This function targets a single flying creature within 60 feet. The target must make a Dexterity saving throw; on a failed save, if the creature is flying, the creature immediately falls 60 feet.
##### Improved
The invention gains the following function.
**False Gravity.** The range for this function is "**Range:** 60 feet," and its duration is "**Duration:** 1 minute."
You can target one creature in range. The target of this invention can travel on any solid surface as though that surface possessed its own gravity. For example, the subject could walk or even run up a wall as though the wall were a perfectly level floor. The target can switch “down” as often as it likes during the effect's duration, though only once per round. Unattended objects fall, as normal.
The target of this function can fly by choosing a solid surface and letting itself fall through the air toward it. A
\pagebreak
19
creature “flying” in this fashion moves at 30 feet per round and can make one turn, in any direction, once per round, by redefining its personal gravity. A creature falling in this fashion loses all "downward" momentum when it changes its gravity.
**Gravity Pulse.** The duration for this function is "**Duration:** Instantaneous."
You cause the invention to generate a pulse of gravitic energy; given the nature of these gravitic waves, however, you can also generate safe zones within the area. Choose any number of creatures within 30 feet of the invention. Each target must make a Constitution saving throw, or take 3d6 nonmagical bludgeoning damage and be knocked prone; creatures who make a successful save take half damage. Flying creatures within 30 feet of the invention who fail the save are knocked to the ground and take an additional 2d6 nonmagical bludgeoning damage.
##### Refined
This invention gains the following function.
**Reverse Gravity.** The range for this function is "**Range:** 120 feet," and its duration is "**Duration:** Concentration, up to 1 minute."
This invention reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you activate this device. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.
If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.
At the end of the duration, affected objects and creatures fall back down.
##### Augmented
This invention gains the following function.
**Singularity.** The range for this function is "**Range:** 120 feet," and its duration is "**Duration:** 1 minute."
You cause the device to overload and generate a gravitational singularity within range. All area within 60 feet of the singularity it generates is considered difficult terrain, and creatures fall towards the singularity at a rate of 30 feet at the end of their turns.
Each creature within 60 feet of the singularity suffers nonmagical bludgeoning damage at the start of its turn dependent upon how close to the singularity it is; a creature affected by this invention can make a Constitution saving throw, and if successful, only takes half damage. Creatures that are Huge or larger have advantage on this saving throw.
| Range (in feet) | Damage
|:---:|:---:|
| 60-50 | 2d8
| 45-30 | 4d8
| 25-10 | 8d8
| 5-0 | 16d8
Objects weighing less than 300 pounds are also affected, drawn to the singularity and automatically taking damage each round.
A creature reduced to 0 hit points by this effect is reduced to a small inert cube of compact grey matter.
### Heliographic Manifold
___
- *Electrical invention*
___
- **Activation Time:** 1 action
- **Range:** 60 feet
- **Duration:** Varies (see text)
___
An array of mirrors, prisms, and glass bulbs, with levers and armatures for adjustment and cabling running throughout its structure, this device allows you to harness the power of the sun in several ways. As your understanding of light improves, you can produce stronger light-based effects.
##### Prototype
The invention has the following function.
**Infuse Light.** You can direct the light stored in this invention, causing it to envelope creatures and objects in a soft light, which they gradually diffuse over time, though you can maintain the effect with constant tinkering with this invention. The duration of this function is "**Duration:** Concentration, up to 1 minute."
Each object in a 2O-foot cube within range is outlined in soft white light. Any creature in the area when the invention is activated is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
**Light Refraction.** You can adjust the invention so that it constantly generates light, reflecting it internally and strengthening it via prisms, mirrors, and electrically-charged filaments. The range of this function is "**Range:** Touch," and its duration is "**Duration:** Until cancelled."
The invention generates light equivalent in brightness to that of a torch, but doesn't consume oxygen and doesn't generate heat. The invention can be covered while it generates this light, but it can't be smothered or quenched.
##### Improved
The invention gains the following function.
**Blinding Beam.** The range of this function is "**Range:** 30 feet," and its duration is "**Duration:** 1 minute."
You can focus the light stored in this invention in a singular, coherent beam, which you can use to blind a creature. Choose one creature you can see within range to make a Constitution saving throw. If it fails, the target is blinded for the duration. At the end of each of its
turns, the target can make a Constitution saving throw. On a success, the effect ends.
**Daylight.** The range of this function is "**Range:** Self," and its duration is "**Duration:** 1 hour."
The invention emits a 60-foot-radius sphere of bright light, and sheds dim light for an additional 60 feet. Completely covering the invention while it is emitting this light with an
\pagebreak
19
opaque object, such as a bowl or a helm, blocks the light.
If any of this invention's area overlaps with an area of darkness created by a spell of 3rd level or lower, or an invention of improved grade or lower, the spell or invention that created the darkness is dispelled or cancelled.
##### Refined
This invention gains the following function.
**Solar Ray.** The range of this function is "**Range:** Self (60-foot line)," and its duration is "**Duration:** Instantaneous."
This invention emits a beam of brilliant light in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this effect.
This effect dispels any darkness in its area that was created by a spell or invention.
##### Augmented
This invention gains the following function.
**Solar Burst.** This function operates as per this invention's *Solar Ray* function, except that its range is "**Range:** 120 feet," and it affects a 60-foot radius centered on a point you choose within range. This function deals 12d8 radiant damage, rather than 6d8.
### Holography Calculator
___
- *Differential invention*
___
- **Activation Time:** 1 action
- **Range:** Varies (see text)
- **Duration:** Varies (see text)
___
A complex computational engine with a number of metallic dishes attached and affixed at irregular itervals across its top, the holography calculator runs complex imaging scripts that project light. As your understanding of the principles of this invention improve, you can create more and more elaborate holograms.
##### Prototype
This invention has the following two functions.
**Disguise.** You make yourself -- including your clothing, armor, weapons, and other belongings on your person -- look different until the invention ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The range of this usage is "**Range:** Self," and its duration is "**Duration:** 1 hour."
The changes wrought by this invention fail to hold up to physical inspection. For example, if you use this invention to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this invention to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your invention save DC.
**Image.** You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube, with a range of "**Range:** 60 feet." The image appears at a spot within range and lasts for the duration, which for this usage is "**Duration:** Concentration, up to 10 minutes." The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.
You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your invention save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
##### Improved
The invention gains the following function.
**Improved Image.** You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). This usage of this invention has a range of "Range: 120 feet," and a duration of "Duration: Concentration, up to 10 minutes."
As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your invention save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.
##### Refined
The invention gains the following function.
**Terrain.** You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble
\pagebreak
20
a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance. This usage of this invention has a range of "**Range:** 300 feet," and a duration of "**Duration:** 12 hours."
The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your invention save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.
##### Augmented
The invention gains the following function.
**Scripted Image.** You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you activate the invention how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. The origin of this effect is the invention itself. This usage of this invention has a range of "**Range:** 120 feet," and a duration of "**Duration:** Until dispelled."
When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.
The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the invention. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your invention save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
### Hydraulic Fist
___
- *Mechanical gadget*
___
- **Activation Time:** 1 action
- **Range:** Touch
- **Duration:** Instantaneous
___
A gauntlet of heavy metal with an articulated hydraulic pump behind it, allowing you to make mighty blows with your fist.
You can use this invention to make incredibly powerful blows against a creature. Make a melee invention attack against the target. On a hit, the target takes 1d10 nonmagical bludgeoning damage.
The invention's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 18th level (4d10).
\columnbreak
### Incandescent Torch
___
- *Electrical gadget*
___
- **Activation Time:** 1 action
- **Range:** Touch
- **Duration:** 1 hour
___
A thin metal tube houses an incandescent electrical filament, as well as the power source necessary to keep it going. On its business end, a convex glass shield both protects its innards and focuses the light it produces.
Until the invention ends, it sheds bright light in a 20-foot cone and dim light for an additional 20 feet; the light cast by this gadget is typically white or soft yellow, but colored lenses can be used to make it other colors as you see fit. Completely covering the object with something opaque blocks the light. The invention ends if you activate it again.
### Indelible Diagnostician
___
- *Differential gadget*
___
- **Activation Time:** 1 action
- **Range:** Touch
- **Duration:** Instantaneous
___
Equipped with medical information, syringes, and various other medical apparatus, this device allows you to glean information about the health and status of a creature.
You touch a target with this invention, which allows you to determine the state of the target's health. You immediately discern if the target is alive or dead, and conscious or unconscious. You also become aware of any status effects the target is currently suffering, including their level of exhaustion and the presence or absence of disease, madness, or poisons.
Any Wisdom (Medicine) checks you make with regard to the target have advantage for an hour after using this invention on a creature.
An unwilling target can make a Wisdom saving throw to deny these effects.
This invention has no effect on nonliving creatures, such as constructs or undead.
### Inferno Driver
___
- *Mechanical invention*
___
- **Activation Time:** 1 action
- **Range:** Self
- **Duration:** Varies (see text)
___
A complex set of pistons and gears attached to a long nozzle. Once activated, the pistons pump, generating steam, smoke, and flame.
During this invention's duration, it generates a significant amount of noise; while you concentrate on it, you have disadvantage on Dexterity (Stealth) checks.
Built with a rugged frame and engineered to withstand its own pressures, this invention is immune to fire damage and has resistance to bludgeoning damage.
\pagebreak
20
##### Prototype
This invention has the following functions.
**Firejet.** The invention bellows forth a sheet of flame; this use of this invention has a duration of "**Duration:** Instantaneous." Each creature in a 15-foot cone must make a Dexterity saving throw against your invention save DC. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried.
**Smoke Cloud.** The invention generates a 20-foot-radius sphere of smoke, centered on itself; this use of this invention has a duration of "**Duration:** Concentration, up to 1 hour." The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
##### Improved
This invention gains the following function.
**Cinder Cloud.** The invention generates a whirling cloud of ash and burning cinders in a 20-foot-radius sphere, centered on the invention; this use of this invention has a duration of "**Duration:** Concentration, up to 1 minute." The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Any creature within the area affected by the cloud takes 2d6 fire damage at the beginning of its turn, and must make a Constitution saving throw against your invention save DC or else become blinded for 1d4 rounds.
**Flamethrower.** The invention belches a line of flame; this use of this invention has a duration of "**Duration:** Instantaneous." Each creature in a 60-foot line must make a Dexterity saving throw against your invention save DC. A creature takes 6d6 fire damage on a failed save, or half as much damage on a successful one.
If a creature fails a saving throw against this function, the creature is set on fire. At the beginning of each of its turns, it must make another Dexterity saving throw, or suffer 2d6 fire damage.
##### Refined
This invention gains the following functions.
**Propane Cloud.** You modify the workings of the invention, causing it to evaporate its fuel rather than use it to produce flame. This causes it to generate a cloud of highly flammable gas in a 20-foot-radius sphere, centered on the invention; this use of this invention has a duration of "**Duration:** Concentration, up to 1 minute." The cloud spreads around corners and lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
When a creature enters the invention's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. A creature takes 2d8 poison damage on a failed save, or half as much damage on a successful one. Creatures who do not need to breathe or who hold their breath do not take this damage.
Creatures and objects within the area gain vulnerability to fire damage.
\columnbreak
##### Augmented
This invention gains the following function.
**Incendiary Cloud.** The invention generates a swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere, centered on the invention; this use of this invention has a duration of "**Duration:** Concentration, up to 1 hour." The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
When a creature enters the invention's area for the first time on a turn or starts its turn there, that creature must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one.
### Interdiction Compass
___
- *Atomical invention*
___
- **Activation Time:** 1 action
- **Range:** Self
- **Duration:** 1 minute
___
A navigational tool that has been heavily modified with atomical machinery, the interdiction compass can prevent interdimensional travel and shunt other creatures back into the material world.
##### Prototype
For the duration, you and creatures within 30 feet of you cannot use abilities that allow them to teleport. A creature can attempt to use an ability that allows them to teleport, which fails unless they make a Charisma saving throw against your invention save DC.
Creatures from outside this area can teleport into it, but are subject to the invention's effect once within its range.
##### Improved
This invention functions as though it were a *prototype*, and creatures within the area cannot enter the Ethereal Plane, nor can they take advantage of incorporeal movement. Creatures on the Ethereal Plane within the area affected by this invention must make a Charisma saving throw against your invention save DC, or be shunted onto the Material Plane.
A creature can attempt to use an ability that allows them to enter the Ethereal Plane, which fails unless they make a Charisma saving throw against your invention save DC.
##### Refined
This invention functions as though it were *improved*, and creatures attempting to teleport into the affected area must make a Charisma saving throw against your invention save DC, or the ability fails.
The range of this effect increases to 60 feet.
##### Augmented
This invention functions as though it were *refined*, and creatures cannot use abilities that allow them to travel to
\pagebreak
20
another plane of existence, nor can effects that produce entrances to other planes of existence function within the range.
Creatures from other planes can enter the area through interplanar travel effects, but are subject to the invention's effect once within its range.
### Locomotive Automaton
___
- *Mechanical invention*
___
- **Activation Time:** 1 action
- **Range:** Self
- **Duration:** Concentration, up to 1 minute
___
A densely-packed amalgam of steel, gears, and pistons, this device unfolds itself into the shape of a mechanical monstrosity when you flick its switch, giving you a short-lived mechanical minion to do your bidding.
For the duration, this invention becomes a drone under your control, which appears in a square adjacent to you.
The constructed drone is friendly to you and your companions for the duration. Roll initiative for the constructed drone separately, as it has its own turns. It obeys any verbal commands that you issue to it, with no action required by you to give it a command. If you don't issue any commands to it, it defends itself from hostile creatures, but otherwise take no actions.
If your concentration is broken, the drone does not deactivate. Instead, you lose control of it, it becomes hostile toward you and your companions, and it might attack. You cannot deactivate an uncontrolled drone.
When this invention's duration ends, or if the drone reaches 0 hit points (at which point the duration also ends), it folds back into a compact cube.
See the "Drones" section for more information on drones.
##### Prototype
The drone constructed by this invention is a level 0 drone of a role of your choice, selected when you activate it.
##### Improved
The drone constructed by this invention is a level 2 drone of a role of your choice, selected when you activate it.
##### Refined
The drone constructed by this invention is a level 4 drone of a role of your choice, selected when you activate it.
##### Augmented
The drone constructed by this invention is a level 6 drone of a role of your choice, selected when you activate it.
### Menschausen Dolls
___
- *Mechanical invention*
___
- **Activation Time:** 1 action
- **Range:** 60 feet
- **Duration:** Concentration, up to 1 minute
___
Tiny drones, menschausen dolls are equipped with tiny rotors and intricate radio transceivers, allowing them to
\columnbreak
___
communicate with one another and receive commands from a control unit. Once released, they scurry about and attach themselves to objects, lifting them and moving them as you direct.
When you activate this invention, you can indicate objects that you want the tiny drones to commandeer, bringing them to life. You can choose a number of nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the invention ends or until reduced to 0 hit points.
As a bonus action, you can mentally command any creature you made with this invention if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
While this invention is active, you can redirect the drones to commandeer new objects as an action. The previously animated objects immediately return to being inanimate objects, and the drones animate the indicated objects; this counts as an action on the part of the drones.
##### Animated Object Statistics
| Size | HP | AC | Attack | Str | Dex
|:---:|:---:|:---:|:---|:---:|:---:|
| Tiny | 10 | 16 | +6 to hit, 1d4+2 damage | 4 | 18
| Small | 15 | 14 | +4 to hit, 1d8+1 damage | 6 | 14
| Medium | 20 | 12 | +4 to hit, 2d6+1 damage | 10 | 12
| Large | 45 | 10 | +6 to hit, 2d10+2 damage | 14 | 10
| Huge | 60 | 10 | +8 to hit, 2d12+4 damage | 18 | 6
An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.
If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form.
##### Prototype
You can control up to two objects with this invention.
##### Improved
You can control up to six objects with this invention.
\pagebreak
20
##### Refined
You can control up to ten objects with this invention.
##### Augmented
You can control up to sixteen objects with this invention.
### Monadic Oscillator
___
- *Atomical invention*
___
- **Activation Time:** 1 action
- **Range:** Self
- **Duration:** Concentration, up to 10 minutes (see text)
___
This invention seems as though it may have once been a simple magnet encased in a metal box, but it has since been modified with strategically placed metal rods, bits of crystal, and other seemingly-bizarre odds and ends, the result of which is a invention capable of interacting with the radiation generated by metaphysical individuals and energies. As your knowledge of this invention grows, you can use it to interact with increasingly esoteric effects.
You can don or remove this invention as an action, and give it to another creature once it is activated. Whoever wears the invention gains its benefit.
##### Prototype
This invention gains the following function.
**Protection from Metaphysics.** You gain protection against celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against you. You also can't be charmed, frightened, or possessed by them. If you are already charmed, frightened, or possessed by such a creature, you have advantage or any new saving throw against the relevant effect.
##### Improved
This invention gains the following functions.
**Arcane Disruption.** The range of this invention becomes "**Range:** 120 feet," and its duration becomes "**Duration:** Instantaneous."
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your activation ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
**Protection from Magic.** You gain advantage on saving throws against spells and other magical effects.
##### Refined
This invention gains the following function.
**Dampening Field.** An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around the invention and remains for the duration.
Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.
\columnbreak
##### Augmented
This invention gains the following function.
**Reflective Oscillation.** Whenever any spell of 7th level or lower targets you, or you are in the area affected by such a spell, the caster must make a Charisma saving throw against your invention save DC. If the caster fails, the spell is reflected back at the caster: if the spell targets individual creatures, it targets the caster; if the spell targets an area, the spell's area is now centered on the caster.
Each time this invention successfully reflects a spell, make a malfunction check for this invention. If it fails, the invention's effect ends, and it malfunctions. If it succeeds, increase its error rate by 1, until after you complete a long rest.
### Neural Scrambler
___
- *Electrical invention*
___
- **Activation Time:** 1 action
- **Range:** 60 feet
- **Duration:** Instantaneous
___
A small metal rod with a red crystal lens, this device is built to produce bright flashes in dizzying patterns, specifically timed to disrupt normal brain activity. As your understanding of this device's principles improve, you can induce more bizarre behavior.
##### Prototype
This invention has the following function.
**Incapacitate.** You can target a single creature within range. The target must make a Wisdom saving throw; on a failed save, the target is incapacitated until the end of its next turn.
##### Improved
When you use this invention's *Incapacitate* function, the target also takes 2d8 psychic damage, halved on a successful save.
This invention also gains the following function.
**Confusion.** The invention produces a confusing and cacophonous medley of flashing lights that induce bizarre behavior. This effect's duration is "**Duration:** 1 minute."
Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you activate this invention or be affected by it.
| d10 | Behavior
|:------:|:---:|
| 1 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
| 2-6 | The creature doesn't move or take actions this turn.
| 7-8 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
| 9-10 | The creature can act and move normally.
\pagebreak
20
An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
##### Refined
This invention gains the following function.
**Amnesia.** You can target a single creature within range, who can make an Intelligence saving throw to avoid its effects. If the target fails the save, that creature forgets everything that has happened in the last 5 minutes, including being affected by this invention.
For the next minute, the target is susceptible to verbal suggestion, and takes any description of the missing time given in that period to be an accurate explanation of what happened. During this period, any damage to the target causes the period to end; once the period ends, the target is no longer subject to this type of verbal suggestion.
##### Augmented
This invention gains the following function.
**Psyche Rewiring.** This function has an activation time of "**Activation Time:** 10 minutes," and a duration of "**Duration:** 1d4 weeks."
You drastically alter the target's personality, using a combination of well-tuned flashes of light and neurolinguistic reprogramming to add or remove personality quirks or flaws, whether they are friendly or hostile to you, as well as modifying the target's memory of their history, as you see fit. The target can make two of the following, of their choice: an Intelligence saving throw; a Wisdom saving throw; and a Charisma saving throw. If the target makes both saving throws, this effect fails; if one saving throw succeeds while the other fails, this effect's duration is reduced to 1d4 days.
If the target fails both saving throws, this effect proceeds as you direct. The new personality, including flaws, quirks, and memories, becomes the target's personality. Over the course of this effect's duration, the target's original personality begins to take hold, gradually replacing what you implanted until the end of the duration, when the target's original personality completely reasserts itself.
In general, creatures who recover from the effects of this invention become hostile to you.
### Noneuclidean Pocket
___
- *Atomical gadget*
___
- **Activation Time:** 1 action
- **Range:** Touch
- **Duration:** Instantaneous
___
A flexible metallic ring, outfitted with an exotic power supply. Reaching into the ring while the device is active allows you to reach into a subdimensional space, in which you can store small objects.
To store or retrieve an object, you must activate this invention. Items stored within must be nonmagical and nonscientific in nature, cannot weigh more than 5 pounds, and must be smaller than a 1-foot cube.
While you can build multiple copies of this gadget, the nature of the subdimensional space is that it is also tied to the gadget's builder, and as such all copies of this invention that you build go to the same subdimensional space.
You can store up to 3 objects within the pocket. You can store an additional two objects at 5th level (5 objects), 11th level (7 objects), and 18th level (9 objects).
### Nootropic Cordial
___
- *Chemical invention*
___
- **Activation Time:** 1 action
- **Range:** Touch
- **Duration:** Concentration, up to 1 hour
___
A concoction made of stimulants and other chemicals that increase cranial bloodflow and induce hyper awareness, this drink improves the imbiber's mental faculties considerably.
Activating this invention results in a tonic that you or another creature can drink as a bonus action. Whoever benefits from the invention is the one who must concentrate on it to maintain its effect: a lapse of focus or even other distracting tasks can be enough to cause the fragile mental state induced by this invention to unravel, rendering it impotent.
##### Prototype
When you activate the invention, you can choose one of the following effects. Whoever drinks the resulting brew enjoys the selected benefit.
* The drinker has advantage on Intelligence checks.
* The drinker has advantage on Wisdom checks.
* The drinker has advantage on Charisma checks.
##### Improved
This invention functions as though it were a *prototype*, but the drinker also gains proficiency with saving throws of the same ability. A creature who already has proficiency with that saving throw gains no additional benefit.
##### Refined
When you activate the invention, you can choose up to two of the following effects. Whoever drinks the resulting brew enjoys the selected benefits.
* The drinker has advantage on Intelligence checks and proficiency with Intelligence saving throws. In addition, the drinker chooses one skill, tool, or language; for the duration of the effect, the drinker gains proficiency with the selected skill, tool, or language.
* The drinker has advantage on Wisdom checks and proficiency with Wisdom saving throws. During this invention's duration, the drinker cannot be surprised, and acts in surprise rounds normally.
* The drinker has advantage on Charisma checks and proficiency with Charisma saving throws. The drinker can automatically determine when a creature lies to her.
##### Augmented
This invention functions as though it were *refined*, but its duration becomes "**Duration:** Concentration, up to 8 hours."
\pagebreak
20
### Noumenal Occluder
___
- *Atomical invention*
___
- **Activation Time:** 1 action
- **Range:** 60 feet
- **Duration:** Instantaneous
___
An odd amalgam of crystal, wiring, and exotic power sources, the noumenal occluder produces bizarre radiation capable of shunting creatures back to their home planes of existence.
##### Prototype
When you activate this invention, you can target a single creature within range, and make a ranged invention attack against the target. If you hit, you deal 1d10 radiation damage. If the damage dealt by this invention reduces a creature to fewer than half of its maximum hit points, if the creature is native to a different plane of existence than the one you're on, that creature must also make a Charisma saving throw or disappear, returning to its home plane.
##### Improved
This invention functions as though it were a *prototype*, but deals 2d10 radiation damage.
A creature banished by this invention is prevented from returning to the plane it was banished from for 1 minute.
##### Refined
This invention functions as though it were *improved*, but deals 4d10 radiation damage, and you can target up to three creatures when you activate it.
##### Augmented
This invention functions as though it were *refined*, but deals 6d10 radiation damage.
### Noxious Fumigator
___
- *Chemical gadget*
___
- **Activation Time:** 1 action
- **Range:** Touch
- **Duration:** Instantaneous
___
A horrific blend of chemicals, when shaken this gadget produces a plume of acrid smoke that is hazardous when inhaled.
You can throw this gadget at a creature, who must succeed on a Constitution saving throw or take 1d12 poison damage.
This invention's damage increases by 1d12 when you reach 5th level (2d12), 1lth level (3d12), and 17th level (4d12).
### Ornithopter
___
- *Mechanical invention*
___
- **Activation Time:** 1 action
- **Range:** Self
- **Duration:** Concentration, up to 1 minute
___
A bulky backpack-like contraption, upon activation this device extends a set of articulated wings made of lightweight material, which gives you a limited mode of flight.
You can don or doff this invention while it is inactive, which takes 1 minute. Other creatures can wear it, but unless they know the *ornithopter* invention they have disadvantage on all ability checks made while the invention is active. A creature wearing it must concentrate on it to gain its effects; if a wearer does not concentrate on this invention after donning it, it provides no benefit.
If you are flying when this device's duration ends, you fall unless you have some other ability to stop your fall.
##### Prototype
You gain a flying speed of 10 feet for the duration.
##### Improved
This invention functions as though it were a *prototype*, but its duration becomes "**Duration:** Concentration, up to 10 minutes."
You gain a flying speed of 30 feet for the duration.
##### Refined
This invention functions as though it were *improved*, but its duration becomes "**Duration:** Concentration, up to 1 hour."
You gain a flying speed of 60 feet for the duration.
##### Augmented
This invention functions as though it were *refined*, but grants a flying speed of 120 feet for the duration.
### Oxidification Powder
___
- *Chemical invention*
___
- **Activation Time:** 1 action
- **Range:** 30 feet
- **Duration:** Varies (see text)
___
A mix of various oxygenating chemicals, this powder has a variety of uses, from allowing creatures to breathe water to causing metal to instantly rust.
##### Prototype
This invention has the following function.
**Air Purifier.** The duration of this invention is "**Duration:** 1 minute."
You use this invention to purify the air around you, nullifying toxic gases and clouds. Creatures in a 10-foot radius area around a point in range you choose gain advantage on saving throws against effects caused by clouds, fogs, gasses, and similar phenomena.
##### Improved
This invention gains the following function.
**Lung Oxidification.** The duration of this invention is "**Duration:** 10 minutes."
You can use this invention on up to four creatures, who breathe in the powder. A creature affected by this invention can breathe water as though it were air for the duration.
##### Refined
This invention gains the following function.
**Rust Grenade.** The duration of this invention is "**Duration:** Instantaneous."
\pagebreak
20
You can use this invention to cause a small metal object to instantly rust. You can cause a 1-foot cube of nonmagical ferrous metal within range to instantly rust and be destroyed; if the object is worn or carried by a creature, the creature can make a Dexterity saving throw to avoid this effect.
Metal weapons you affect with this invention suffer a permanent -1 penalty to damage. If a weapon suffers a -5 penalty to its damage, it is destroyed.
Metal armor and shields you affect with this invention suffer a permanent -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed.
Metal creatures instead take 4d8 acid damage, or half damage with a successful Dexterity saving throw.
##### Augmented
This invention functions as though it were *refined*.
When you use this invention's *Air Purifier* function, it instead affects a 30-foot radius area.
When you use this invention's *Lung Oxidification* function, it instead has a duration of "**Duration:** 8 hours."
When you use this invention's *Rust Grenade* function, it instead affects a 5-foot cube of nonmagical ferrous metal.
### Perigord Raptor
___
- *Mechanical invention*
___
- **Activation Time:** 1 action
- **Range:** Self
- **Duration:** 8 hours, or until triggered
___
This device is a collapsible bladed booby-trap that can be unfolded and erected in several different shapes. In its folded form it is bulky, but fits into a backpack. Set up, the raptor has a thin, flat base and an extendable arm equipped with two guillotine-like blades.
When you activate this invention, you set it up in a 5-foot square. When a Tiny or larger creature enters that square, it sets off the trap.
Ability checks made to notice the trap or disarm it are made against your invention save DC.
##### Prototype
Creatures who set off the trap take 2d6 nonmagical slashing damage. A creature can make a Dexterity saving throw against this effect, and takes half damage on a successful save.
##### Improved
Creatures who set off the trap take 4d6 nonmagical slashing damage. A creature can make a Dexterity saving throw against this effect, and takes half damage on a successful save.
In addition, a creature that takes damage from this invention is also restrained. At the start of each of its turns it can make a Strength saving throw against this invention to remove the restrained condition.
##### Refined
This invention functions as though it were *improved*, but deals 8d6 nonmagical slashing damage, and it can be set up
\columnbreak
to cover up to four contiguous 5-foot squares.
##### Augmented
This invention functions as though it were *refined*, but also deals 4d6 poison damage to creatures who fail the Dexterity saving throw, and creatures who take poison damage from this invention are also poisoned.
### Phase Disruptor
___
- *Atomical gadget*
___
- **Activation Time:** 1 action
- **Range:** 60 feet
- **Duration:** Instantaneous
___
Resembling a thick metal rod with two bare metal prongs projecting from its business end, this device generates a mild temporal shock that puts a creature temporarily out of temporal phase.
What looks like blue lightning zaps out of this device when you activate it. Make a ranged invention attack against a creature within range. On a hit, the target takes 1d6 aetheric damage, and reduce its Initiative by 4, to a minimum of 0. This effect doesn't allow a creature to take two turns in a given combat round.
The invention's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
### Polyvolver Serum
___
- *Chemical invention*
___
- **Activation Time:** 1 action
- **Range:** Touch
- **Duration:** 1 hour
___
This invention often takes the form of a fluorescent color of some variety, filled with a concoction intended to not only unlock an individual's latent abilities, but also attempt to grant them some measure of control over their manifestations. As your understanding of this invention's principles improves, you can concoct serums capable of unleashing increasingly deeper - and more unusual - abilities.
The target of this invention gains limited control over their form, able to cause latent abilities to manifest.
##### Prototype
For the duration, the target can choose one of the following effects. As a bonus action, the target can change which effect they have. The effect lasts until this invention's duration ends, the target changes which effect they have, or the target dies.
*Amphibious.* You gain gills, and can breathe air and water.
*Climbing.* You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed.
*Keen Senses.* Your eyes and ears become more sensitive. You gain advantage on Wisdom (Perception) checks.
*Swimming.* You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed.
*Tough Hide.* Your skin becomes as tough as leather, giving you a baseline of protection. If you are wearing light or no armor, you gain a +2 bonus to AC; if you are wearing medium armor, you gain a +1 bonus to AC. You gain no benefit from
\pagebreak
20
this effect if you are wearing heavy armor.
##### Improved
This invention functions as though it were a *prototype*, but the target can choose either two effects from the prototype list, or one effect from the following list.
*Chameleon.* As an action, you can attempt to hide even if you fail to meet the requirements needed to do so. At the end of the current turn, you remain hidden only if you then meet the normal requirements for hiding.
*Environmental Adaptation.* You ignore the effects of extreme heat or cold (but not cold or fire damage).
*Flight.* Wings sprout from your back. You gain a flying speed equal to your walking speed.
*Perfect Senses.* You gain a keen sense of smell. You can see invisible creatures and objects within 10 feet of you, even if you are blinded.
##### Refined
This invention functions as though it were *improved*, but the target can choose either three effects from the prototype list, two effects from the improved list, or one effect from the following list. In addition, this invention's duration becomes "**Duration:** 8 hours."
*Boosted Immune System.* You gain immunity to poison and disease.
*Echolocation.* You gain blindsight (60 feet).
*Organ Redundancy.* You do not suffer additional damage from critical hits.
*Wakefulness.* You do not need to sleep. To gain the benefits of a long rest, you can spend 8 hours engaged in light activity, rather than sleeping during any of it.
##### Augmented
This invention functions as though it were *refined*, but the target can choose up to six effects from any list. In addition, this invention's duration becomes "**Duration:** 24 hours."
*Biological Immortality.* You do not age.
### Portative Manufactory
___
- *Mechanical invention*
___
- **Activation Time:** 10 minutes
- **Range:** Touch
- **Duration:** Instantaneous
___
A complicated automated assembly of molds, gears, and presses, you can use this invention to rapidly produce finished goods from raw materials.
You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.
The quality of objects made by this invention is commensurate with the quality of the raw materials.
Creatures, magic items, and scientific items can't be created or transmuted by this invention. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.
\columnbreak
##### Prototype
This invention can produce one item that fits inside a 1-foot cube, with a maximum value of 10 gp.
##### Improved
This invention can produce one item that fits inside a 3-foot cube, or three contiguous 1-foot cubes, with a maximum value of 100 gp.
##### Refined
This invention can produce one item that fits inside a 5-foot cube, or five contiguous 1-foot cubes, with a maximum value of 500 gp.
##### Augmented
This invention can produce one item that fits inside a 10-foot cube, or eight contiguous 5-foot cubes, with a maximum value of 5000 gp.
### Proactive Weathervane
___
- *Electrical invention*
___
- **Activation Time:** Varies (see text)
- **Range:** Self
- **Duration:** Varies (see text)
___
This device looks like a complicated orrery representing the movement of various meteorological forces, along with an attached control pad and a long antenna that reaches up toward the sky. As your understanding of meteorological science improves, you can use this invention to produce more drastic weather effects.
##### Prototype
This invention has the following functions.
**Fog Cloud.** This function has an activation time of "**Activation Time:** 1 action," and a duration of "**Duration:** Concentration, up to 1 hour."
You create a 20-foot-radius sphere of fog centered on the invention. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
**Predict Weather.** This function has an activation time of "**Activation Time:** 1 action," and a duration of "**Duration:** Instantaneous."
You predict what the weather will be at your location for the next 24 hours.
##### Improved
This invention gains the following function.
**Control Weather.** This function has an activation time of "**Activation Time:** 10 minutes," and a duration of "**Duration:** Concentration, up to 8 hours."
You take control of the weather within 5 miles of the invention for the duration. You must be outdoors to activate this function. Moving to a place where you don’t have a clear path to the sky ends the effect early.
When you activate this invention, you change the current weather conditions, which are determined by the GM based
\pagebreak
20
on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the effect ends, the weather gradually returns to normal.
When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.
##### Precipitation
| Stage | Condition
|:------:|:---|
| 1 | Clear
| 2 | Light clouds
| 3 | Overcast or ground fog
| 4 | Rain, hail, or snow
| 5 | Torrential rain, driving hail, or blizzard
##### Temperature
| Stage | Condition
|:------:|:---|
| 1 | Unbearable heat
| 2 | Hot
| 3 | Warm
| 4 | Cool
| 5 | Cold
| 6 | Arctic cold
##### Wind
| Stage | Condition
|:------:|:---|
| 1 | Calm
| 2 | Moderate wind
| 3 | Strong wind
| 4 | Gale
| 5 | Storm
##### Refined
This invention gains the following functions.
**Call Lightning.** This function has an activation time of "**Activation Time:** 1 action," a range of "**Range:** 120 feet," and a duration of "**Duration:** Concentration, up to 10 minutes."
A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. This invention fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).
When you activate this invention, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 5d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the effect ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.
If you are outdoors in stormy conditions when you activate this invention, it gives you control over the existing storm instead of creating a new one. Under such conditions, this invention's damage increases by 1d10.
**Hailstorm.** This function has an activation time of "**Activation Time:** 1 action," a range of "**Range:** 120 feet," and a duration of "**Duration:** Concentration, up to 1 minute."
A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw at the start of its turn. A creature takes 2d6 bludgeoning damage and 2d8 cold damage on a failed save, or half as much damage on a successful one.
Hailstones turn the storm's area of effect into difficult terrain until the end of the effect's duration.
##### Augmented
This invention gains the following function.
**Tornado.** This function has an activation time of "**Activation Time:** 1 action," a range of "**Range:** 120 feet," and a duration of "**Duration:** Concentration, up to 1 minute."
You create a spiraling cylinder of wind in range, which has a 20 foot radius and 40 foot height. This cylinder becomes difficult terrain for the duration, even for flying creatures. Unattended objects in this cylinder that are Large or smaller are pulled towards the center. A creature that starts its turn in the cylinder must succeed on a Strength save or be pulled to the center of the cylinder, and be restrained while it remains in the center.
All creatures inside the cylinder take 12d6 bludgeoning damage when this invention is activated, and again at the start of each of your turns.
A creature within the tornado can attempt to escape the center of the cylinder and thus remove its restrained condition, by making a Strength saving throw, with a successful saving throw allowing the creature to move up to its speed away from the cylinder. A creature with abilities that transport it instantly, such as the *misty step* spell or other forms of teleportation, can also be used to escape.
### Protonic Accelerator
___
- *Atomical invention*
___
- **Activation Time:** 1 action
- **Range:** 60 feet
- **Duration:** Instantaneous
___
A backpack-sized assembly attached by a cable to a long metal rod, this device is designed to generate an exotic form of energy that can cross planar boundaries and harm ethereal creatures. As your understanding of protonic science improves, you can shunt etheric creatures back onto the prime, ensnaring them and destabilizing them further.
You can target creatures on the Border Ethereal with this invention, and they are affected by it even if they have abilities that would otherwise prevent them from being affected by effects from the material plane.
##### Prototype
When you activate this invention, you can target a creature on the Border Ethereal, or a creature with the Incorporeal Movement quality. Make a ranged invention attack against the
\pagebreak
20
target. If you hit, you deal 2d8 aetheric damage to the target.
##### Improved
This device functions as though it were a *prototype*, but it deals 4d8 aetheric damage on a hit.
In addition, the target must make a Constitution saving throw. On a failure, the creature is fully shunted onto the material plane, and loses the Incorporeal Movement quality (if it has it) and cannot become ethereal until the end of its next turn.
##### Refined
This device functions as though it were *improved*, but it deals 6d8 aetheric damage on a hit.
The creature is fully shunted onto the material plane, and loses the Incorporeal Movement quality (if it has it) and cannot become ethereal until the end of its next turn.
In addition, if the target must make a Constitution saving throw, and if it fails it is restrained until the end of its next turn.
##### Augmented
This device functions as though it were *refined*, but it deals 8d8 aetheric damage on a hit.
In addition, if the target must make a Constitution saving throw, and if it fails it is incapacitated instead of restrained until the end of its next turn.
### Psychotoxic Vapors
___
- *Chemical invention*
___
- **Activation Time:** 1 action
- **Range:** 120 feet
- **Duration:** 1 minute
___
A collection of oils and herbal extracts that, when burned, produce a dark smoke that has innumerable deleterious effects on the mind and body, rendering those exposed to it sluggish and dying.
This invention generates a cloud of smoke, centered on a point you choose within range. The cloud spreads around corners. It lasts for the duration, or until dispersed by a strong wind, which ends the invention's effect. Its area is heavily obscured.
When a creature enters the cloud's area for the first time or begins its turn there, that creature must make a Constitution saving throw. Creatures are affected even if they hold their breath or don't need to breathe.
##### Prototype
The cloud generated by this invention is a 5-foot radius sphere.
Creatures who fail the saving throw against this invention take 1d8 poison damage and 1d4 psychic damage, or half as much on a successful save.
In addition, failing the saving throw halves the creature's speed, it takes a -2 penalty to AC and Dexterity saving throws, and it can't
use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
A creature affected by this invention can make a Constitution saving throw at the start of each of its turns, with the effect ending on a successful save. A creature no longer in the cloud created by this invention makes this saving throw with advantage.
##### Improved
This invention functions as though it were a *prototype*, but the cloud generated is a 10-foot radius sphere, and the cloud deals 2d8 poison damage and 1d8 psychic damage.
In addition, a creature who fails the saving throw against this invention becomes restrained.
##### Refined
This invention functions as though it were *improved*, but the cloud generated is a 20-foot radius sphere, and the cloud deals 3d8 poison damage and 2d8 psychic damage.
In addition, a creature who fails the saving throw against this invention becomes unconscious.
##### Augmented
This invention functions as though it were *improved*, but the cloud generated is a 40-foot radius sphere, and the cloud deals 5d8 poison damage and 4d8 psychic damage.
In addition, creatures who fail the saving throw against this invention and have 100 or fewer hit points are reduced to 0 hit points.
### Radiogram Transceiver
___
- *Electrical invention*
___
- **Activation Time:** 1 action
- **Range:** Self (see text)
- **Duration:** 10 minutes
___
This invention is actually a set of large, somewhat awkwardly-shaped handheld devices, each equipped with large metal antennae. Upon activation the set is tuned to allow wielders of one of the devices to communicate mostly freely with the others.
When you activate this device, it becomes a number handheld devices. Speaking into one of these devices causes the speaker's voice to be emitted from the others in the set. A creature does not have to be proficient with these devices to use them.
A handheld radio device can be temporarily muted or silenced, and returned to normal function with little effort.
Once activated, each of the component devices lasts for the duration of this invention, after which their internal power supplies fail.
##### Prototype
This invention produces two handheld radio devices, which can communicate with each other to a maximum of 1 mile apart.
\pagebreak
20
##### Improved
This invention produces up to four handheld radio devices, which can communicate with each other to a maximum of 10 miles apart, and its duration is "**Duration:** 1 hour."
##### Refined
This invention produces up to eight handheld radio devices, which can communicate with each other to a maximum of 100 miles apart, and its duration is "**Duration:** 8 hours."
##### Augmented
This invention produces up to twenty handheld radio devices, which can communicate with each other across any distance, but not across planar boundaries. Its duration is "**Duration:** 24 hours."
### Refractional Aerosol
___
- *Chemical invention*
___
- **Activation Time:** 1 action
- **Range:** Self
- **Duration:** 1 minute
___
A highly-pressurized canister, when activated this device emits a light, sparkling mist, to which certain chemical compounds can be added that allow the mist to deflect, refract, and dissipate incoming energies.
When you activate this device, choose a damage type other than bludgeoning, slashing, piercing, poison, or psychic. This invention produces a light sparkling cloud of gas, which is visible but does not obscure vision, in a 20-foot radius cloud around you. The cloud spreads around corners. It lasts for the duration, or until dispersed by a strong wind, which ends the invention's effect.
A creature only gains the benefits of this invention while within the cloud it produces. The effects of this invention are obvious to creatures that can see it.
##### Prototype
Attacks made against creatures within the cloud that would deal damage of the selected damage type are made with disadvantage. Creatures within the cloud gain advantage on saving throws against effects that deal damage of the selected type.
##### Improved
This invention functions as though it were a *prototype*, but creatures within the cloud also gain resistance to the selected damage type.
##### Refined
Creatures within the cloud gain immunity to the selected damage type.
##### Augmented
Whenever a spell or effect that would deal damage of the selected energy type targets a creature within the cloud, or an area completely or partially covered by the cloud, that effect is reflected back at its origin: if the effect targets a single creature, it targets the caster; if the effect targets an area, its area is now centered on the caster.
Each time this invention successfully reflects an effect, make a malfunction check for this invention. If it fails, the invention's effect ends, and it malfunctions. If it succeeds, increase its error rate by 1, until after you complete a long rest.
### Refurbishment Oil
___
- *Chemical invention*
___
- **Activation Time:** 1 action
- **Range:** Touch
- **Duration:** Instantaneous
___
This complex slurry of oil and tiny mechanical components has been designed to adhere to manufactured surfaces, filling in cracks and - with a small amount of electrical stimulus - shape itself onto damaged parts, congealing into a solid that is just as good as the original.
This device can be used on constructs and objects.
##### Prototype
The targeted object or construct regains a number of hit points equal to 2d8 + your invention ability modifier.
##### Improved
The targeted object or construct regains a number of hit points equal to 4d8 + your invention ability modifier.
##### Refined
The targeted object or construct regains a number of hit points equal to 6d8 + your invention ability modifier.
##### Augmented
The targeted object or construct regains a number of hit points equal to 8d8 + your invention ability modifier.
### Resonance Inducer
___
- *Differential invention*
___
- **Activation Time:** 1 action
- **Range:** 60 feet
- **Duration:** Instantaneous
___
This calculating machine has a complex array of horns and focusing apparatuses, and is equipped with a specialized set of phonographic equipment. You can use it to focus on a particular creature or object, causing it to produce sonic vibrations that resonate on specific frequencies anathema to the target.
##### Prototype
When you activate this invention, make an invention attack against a creature or object within range. If you hit, this invention deals 1d8 thunder damage, and if the target was a creature, the target must make a Constitution saving throw against your invention save DC or suffer one level of exhaustion.
This invention cannot cause a creature to exceed one level of exhaustion.
\pagebreak
20
##### Improved
This invention functions as though it were a *prototype*, but deals 3d8 thunder damage, and the target must make a Constitution saving throw against your invention save DC or suffer two levels of exhaustion.
This invention cannot cause a creature to exceed two levels of exhaustion.
##### Refined
This invention functions as though it were *improved*, but deals 5d8 thunder damage. Creatures that make the Constitution saving throw suffer one level of exhaustion.
##### Augmented
This invention functions as though it were *refined*, but deals 6d8 thunder damage. Creatures that fail the Constitution saving throw suffer four levels of exhaustion, while creatures who pass suffer two levels of exhaustion.
This invention cannot cause a creature to exceed four levels of exhaustion.
### Salutary Coagulant
___
- *Chemical gadget*
___
- **Activation Time:** 1 action
- **Range:** Touch
- **Duration:** Instantaneous
___
A poultice of herbs, chemicals, and salts, designed to staunch the flow of blood.
You touch this invention to a living creature that has 0 hit points. The creature becomes stable. This invention has no effect on undead or constructs.
### Shield Generator
___
- *Electrical invention*
___
- **Activation Time:** 1 action
- **Range:** Self
- **Duration:** 1 hour
___
This strangely toric invention is often accompanied by a jug or skin of water. When activated, electricity arcs through the center of the torus, while the water shunts itself into something akin to a shell in a sphere a fair distance from the invention, becoming almost imperceptible to the eye, held in place through a combination of hydrostatic, electrical, and magnetic forces. As your understanding of this invention's principles improves, you can alter the hydrostatic shell it generates, reducing the impact of certain types of damage.
You can don or remove this invention as an action, or give it to another creature once it is activated. Whoever wears the invention gains its benefit.
##### Prototype
You gain 8 temporary hit points. So long as you have at least 1 temporary hit point granted by this invention remaining, you gain 1 temporary hit point every minute, to a maximum of the amount initially granted.
\columnbreak
##### Improved
This invention functions as though it were a *prototype*, but grants 16 temporary hit points.
In addition, when you activate this invention, you can reduce the temporary hit points it grants by 5 points. If you do, choose a damage type. You gain resistance to that damage type so long as you have temporary hit points granted by this invention remaining.
##### Refined
This invention functions as though it were *improved*, but grants 24 temporary hit points.
In addition, when you activate this invention, you can reduce the temporary hit points it grants by any amount, in increments of 5. If you do, choose a damage type for every 5 temporary hit points so reduced. You gain resistance to those damage types so long as you have temporary hit points granted by this invention remaining.
##### Augmented
This invention functions as though it were *refined*, but grants 48 temporary hit points.
In addition, when you activate this invention, you can reduce the temporary hit points it grants by 20. If you do, choose a damage type. You gain immunity to that damage type so long as you have temporary hit points granted by this invention remaining.
### Steroidal Roborant
___
- *Chemical invention*
___
- **Activation Time:** 1 action
- **Range:** Touch
- **Duration:** 1 minute
___
This thick liquid seems to be constantly on the verge of boiling. When injected into a creature, it destabilizes their humours, increasing their aggression and quickens the body's response to harm. As your understanding of hormonal science improves, you can cause even more drastic effects, like temporarily increasing a creature's size.
This invention can target one creature within range. An unwilling creature can make a Constitution saving throw to avoid this invention's effects.
##### Prototype
This invention has the following function.
**Rage.** The target becomes filled with a mindless rage. While so affected, the target gains advantage on Strength ability checks, and his melee attacks deal an additional 1d4 damage.
However, the affected creature cannot use any spells, abilities that require concentration, or ranged weapons while under the effects of this invention.
##### Improved
This invention gains the following function.
\pagebreak
20
**Enlarge.** The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category -- from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available.
Until the invention ends, the target also has advantage on Strength checks and Strength saving throws. The target's melee attacks deal an additional 1d4 damage.
##### Refined
This invention gains the following function.
**Rapid Healing.** The target's blood quickens and his body's natural healing abilities are amplified. At the start of each of the target's turns, he regains hit points equal to 5 + his Constitution modifier if he has no more than half of his hit points left. The target does not gain this benefit if he is at 0 hit points.
##### Augmented
The target gains the benefit of this invention's *Enlarge* and *Rapid Healing* functions.
### Sulphureous Resin
___
- *Chemical gadget*
___
- **Activation Time:** 1 action
- **Range:** 60 feet
- **Duration:** Instantaneous
___
A stoppered jug of volatile chemicals which, upon exposure to air, burst into violent flame -- which cannot be extinguished with water.
Make a ranged invention attack against a creature or object in range. If you hit, you deal 1d8 fire damage to that creature, and if the target fails a Dexterity saving throw, that creature is now on fire. Objects are automatically set on fire.
A creature on fire takes 1d4 fire damage at the start of each of its turns, and can make a Dexterity saving throw as an action to end this effect. Adjacent creatures can use the Help action on their turn to allow the creature to make another Dexterity saving throw against this invention to end its effect.
Objects you attack with this invention continue to take fire damage each round until a creature puts out the fire, or it is reduced to 0 hit points, at which point the object is reduced to ash and is no longer on fire.
The invention's initial damage increases by 1d8 when you reach 5th level (2d8) and 17th level (3d8), and its secondary damage increases by 1d4 when you reach 11th level (2d4).
### Synaesthesiagraphic Interpreter
___
- *Differential invention*
___
- **Activation Time:** 1 action
- **Range:** Self
- **Duration:** Concentration, up to 1 minute
___
This invention consists of a portable turn-table and a multi-pronged needle mounted on a swiveling arm. While activated, it records information onto a dense metal sphere, designed as a detachable memory unit, which can be replayed at a later date.
This invention records data onto jonnespheres, lacquered metal spheres specifically designed as external data storage for this invention. Once you know this invention, you can build a new jonnesphere with 5 minutes of work and access to raw materials. If a jonnesphere is recorded on, any existing recordings on the sphere are erased.
##### Prototype
This invention has the following functions.
**Playback.** As part of activating this invention, you can load a previously-recorded jonnesphere into the invention. This invention then recreates the sounds and images recorded on the jonnesphere loaded into it, and replays so long as you concentrate on the invention, up to the duration of the recording.
The images produced by this function are hard to distinguish from the real thing. Actual objects and sounds inside the 20-foot radius of the playback are drowned out by the replaying unless a real sound is very loud or a real object is very large or very bright.
**Record.** When you activate this invention, it records all of the sounds and visual stimuli within 20 feet. It can record up to this invention's duration worth of information on a single jonnesphere.
##### Refined
This invention's *Playback* and *Record* functions have a duration of "**Duration:** Concentration, up to 10 minutes."
##### Improved
This invention gains the following function.
**Map.** With additional tuning prongs and crystal matrices attuned to very specific frequencies, you can adjust this invention to allow you to produce larger maps of your surroundings, albeit at lower resolution than its normal recording functionality. This function's activation time is "**Activation Time:** 10 minutes," and its duration is "**Duration:** Instantaneous."
Rather than record its local surroundings, the invention records lower-resolution data about the area around you, out to 1 mile in relatively closed terrain (cities, dungeons, underground), or 100 feet outdoors, where the frequencies dissipate more rapidly.
When you use this invention's *Playback* function, you can play back information recorded with this function. If you do, you can spend the duration studying the information to glean one of the following:
* The general layout of the terrain.
* The rough number of corporeal creatures in the area (to the nearest multiple of 5).
* The presence and location of nontechnological constructs, elementals, outsiders, or undead.
* The presence and general location of the 5 closest secret doors.
* The presence and general location of the 5 closest nonmagical traps or hazards.
##### Augmented
This invention's *Map* function instead affects an area out to 10 miles in relatively closed terrain, or 1 mile outdoors.
\pagebreak
20
### Tactical Calibrator
___
- *Differential invention*
___
- **Activation Time:** 1 action
- **Range:** Self
- **Duration:** Concentration, up to 1 minute
___
This device consists of a small complex orrery and calculation engine specifically designed to handle trigonometric data, as well as a glass lens designed to fit over the eye. While worn, it analyzes movement and motion and displays holographic information onto the lens, improving the wearer's combat ability.
Once this device is activated, it can be donned or doffed as an action. This invention functions for its duration, regardless of whether or not you concentrate on it. A creature wearing it must concentrate on it to gain its effects; if a wearer does not concentrate on this invention after donning it, it provides no benefit.
##### Prototype
As an action, the wearer can designate a single creature within 30 feet.
On his next turn, the wearer gains advantage on his first attack roll against the target, provided this invention's duration has not ended.
##### Refined
This invention functions as though it were a *prototype*, but the wearer can target a creature within 60 feet.
In addition, when the wearer designates a creature with this invention, the target's attacks gain disadvantage against the wearer until the end of the target's next turn.
##### Improved
This invention functions as though it were *refined*, but the wearer can target a creature within 90 feet.
In addition, when the wearer designates a creature with this invention, the wearer's next attack against the target deals an additional 2d8 damage, of the same damage type as the attack dealt.
##### Augmented
This invention functions as though it were *improved*, but the wearer can target a creature within 120 feet.
In addition, if the wearer cannot see the target, his inability to see it doesn't impose disadvantage on his attack rolls against it, as long as he isn't blinded.
He is also aware of the location of the target even if the target is invisible, provided that the creature isn't hidden from him and he isn't blinded.
### Tanglefoot Emulsion
___
- *Chemical invention*
___
- **Activation Time:** 1 action
- **Range:** 60 feet
- **Duration:** 1 minute
___
This invention contains a heavy, clay-like compound that, upon exposure to air, rapidly hardens into a dense, rigid material, though it shortly becomes brittle and crumbles under its own weight.
##### Prototype
Make a ranged invention attack against a creature within range. If you hit, the target is restrained for this invention's duration.
At the end of each of its turns, the target can make a Strength saving throw against this invention, with a successful save ending the restrained condition.
##### Refined
This invention functions as though it were a *prototype*, but instead of choosing a single creature in range, you target a point within range, and all creatures within 10 feet of that point must make a Dexterity saving throw or be restrained.
##### Improved
This invention functions as though it were *refined*, but creatures must make two Strength saving throws to end the restrained condition.
##### Augmented
This invention functions as though it were *improved*, but creatures who fail the saving throw three times are petrified until the effect is removed. If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.
### Tesla Cannon
___
- *Electrical invention*
___
- **Activation Time:** 1 action
- **Range:** 60 feet
- **Duration:** Instantaneous
___
What looks like a rifle has been extensively modified, and now crackles with electricity, hissing steam and glowing ominously. You can use this invention to deal lightning damage to a creature at range. As your knowledge of this invention's underlying principles improve, you can alter the electrical charge so that it can jump between targets, and eventually produce a devastating blast of lightning that affects all creatures in an area.
You can also target objects with this invention. The lightning it generates can set fire to combustibles and, if it affects an area, damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, and bronze. If this invention affects an area and causes sufficient damage to an interposing barrier to shatter or break through it, the effect may continue on beyond the barrier if the invention's range permits.
##### Prototype
Make a ranged invention attack against a target within range. If you hit, the target takes 1d8 lightning damage, and must make a Constitution saving throw against your invention save DC. If the target fails the saving throw, it is restrained until the start of your next turn.
##### Improved
This invention functions as though it were a *prototype*, but deals 2d8 lightning damage, and you can target up to three creatures in range, each of which must be within 15 feet of at least one other target.
\pagebreak
20
##### Refined
This invention functions as though it were *improved*, but deals 4d8 lightning damage, and targets who fail the Constitution saving throw are stunned instead of restrained.
##### Augmented
This invention functions as though it were *refined*, but deals 6d8 lightning damage, and its range becomes "**Range:** Self (90-foot line)." Rather than choosing targets within the range, this invention affects all creatures in range; an affected creature can make a Dexterity saving throw, and takes half damage on a success.
### Universal Remote
___
- *Differential invention*
___
- **Activation Time:** 1 action
- **Range:** 30 feet
- **Duration:** 1 hour
___
A small handheld contraption with a variety of antennae protruding from it, and a touchpad of mechanical keys, this device allows you to temporarily take control of constructs.
##### Prototype
This invention has the following function.
**Charm.** You can use this invention to charm a construct you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the invention ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the invention ends, the creature knows it was charmed by you.
##### Improved
This invention gains the following function.
**Command.** You can use this invention to issue a simple command to a construct you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The invention has no effect if the target is not a construct or if your command is directly harmful to it. The duration of this function is "**Duration:** 1 round."
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the invention ends.
*Approach.* The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
*Drop.* The target drops whatever it is holding and then ends its turn.
*Fall.* The target falls prone and then ends its turn.
*Flee.* The target spends its turn moving away from you by the fastest available means.
*Halt.* The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
\columnbreak
##### Refined
This invention gains the following function.
**Control.** You attempt to commandeer a construct that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. The duration of this function is "**Duration:** Concentration, up to 1 minute."
While the target is charmed, you can use this invention to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target, Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the invention. If the saving throw succeeds, the invention ends.
##### Augmented
The *Control* function of this invention has its duration increased to "**Duration:** Concentration, up to 1 hour."
\pagebreak
13
## Luminet
The luminet -- the "luminiferous aether network" -- is the culmination of all the devices, gadgets, and other technological inventions, in constant or near-constant communication with one another via radio.
The implications of this are that anyone with a sufficiently advanced calculating device, equipped with a device that can generate radio waves, can attempt to communicate with any other device within range that can receive such signals. Given that being able to communicate over long distances is useful and having something automate tasks is among the goals of technology, this means that -- at least in a setting more steeped in technology -- calculating machines start controlling more and more aspects of life, and as these machines communicate with other machines, enterprising individuals can insert themselves into that stream of information and get into all sorts of trouble.
This section outlines a brief description of how luminets work, their presence in the world, and their history, as well as the game mechanics for using them. It is important to note that this is but one story that could be told regarding luminets, and is intended to be illustrative of how they could be brought to a setting: if you are a GM or otherwise engaged in worldbuilding, you should read this section as inspiration, not law.
### Scope and Access
Though many cities across the world that have embraced technology have a luminet, the luminet is not a worldwide phenomenon: due to the nature of radio, each individual city or larger settlements have their own luminets, separate and distinct from one another. While it is probable that there is some tinker somewhere working on solving the problem and developing an antennae large enough to allow for city-to-city communication, it is possible that such will never be developed.
Once radio communications are demonstrated as being possible, this sort of technology rapidly explodes in society, becoming used for all sorts of things. Entertainers may use it to put on dramas; city watches might use it to better coordinate and share information across the city; monarchs and other leaders could use it to communicate in a seemingly more personal manner with their subjects. Essentially this means that, once a luminet exists, there will be a significant amount of traffic on it only a short period after its implementation.
#### Calculators and Communication
The technical aspects of how radio functions in the real world are beyond the scope of this work, but suffice to say that it is somewhat complicated, and requires that a transmitter be on a unique frequency, and a listener tune in to that frequency to hear the transmitter.
In a world with calculating engines, an enterprising individual could find this problem and decide to apply an algorithm to attempt to find a solution. This yields fantastic results: calculating machines so encoded are able to
\columnbreak
##### But In The Real World...
If you know more about how radio works than you surmise that this author does, it is entirely possible that you may find logical errors here in the text, or things inconsistent with how the real world works.
___
In such a case, you have two choices: you can either modify the approach to the luminet so that it is more realistic, or you can simply ignore what you know and go with what is presented here.
___
The story of the luminet is important to give context to GMs and players, so that they at least have an idea of what is going on and how to explain, in the fiction, what is happening. This is important, as without a clear picture of what is going on in the world, it becomes harder for everyone to be on the same page, which can lead to miscommunication, which is never a good thing at the table. If you want to modify that story, you should absolutely feel free to do so: this work is not intended to be the last word on how a radio-based internet would work, and if you think something doesn't quite fit, change it!
___
However, the game mechanics are a different story. While the rules presented here may not be entirely realistic and are not reflective of how traversing the internet in the real world works, they are intended as a way to keep the "clacker" from boring the rest of the table with endless minutiae about hacking analytical engines, and to keep them engaged with the rest of the party. This work has a more cinematic approach, which - while not realistic - is at least more exciting than the real deal.
___
communicate with one another, determine an appropriate frequency on which to communicate, and proceed to only use that frequency when sending information back and forth.
While this allowed for two machines to communicate clearly, and also could successfully handle adding additional machines, this could not resolve issues between existing networks: communications between multiple groups of machines that had determined frequencies were chaotic and unclear, with garbled messages and general communications failures.
The solution to this, of course, is yet another calculator: this one whose purpose would be to listen for incoming radio signals, and reply to those with radiophonic information that would allow the new calculator access to itself. Once a proper communication channel is established, it then takes incoming signals from the newly-added machine and reroutes it according to its own signal table, allowing for an orderly approach to the chaos of signals coming and going and, conveniently for the local government, allows for centralized control over inter-calculator information sharing.
Thus is the luminet born.
\pagebreak
13
## Power Armor
Power armor -- called as such because unlike conventional armor, it requires a power source to assist the wearer in bearing its weight -- is one of the many possible expressions of technology, and one particularly suited for both industry and combat. The intent of early power armor designs are often to augment existing strength, making the wearer able to carry heavier loads and heavier weaponry, and over time -- as the overall design is improved -- additional modifications are added, like onboard weapon systems or material analyzers, that improve the wearer's senses, agility, and lethality.
### Overview
In a world with firearms, magic, and perhaps even airships and tanks, the nature of combat becomes less reliant upon the warrior's physical attributes, and more about the tools he brings to bear. For those interested in heavy protection, this comes in the form of power armor.
Power armor is an additional category of armor, and has different rules regarding how it functions.
**Armor Proficiency.** Unlike other armors, due to the tight fitting of power armor and the more complicated aspects of its use, only those proficient with power armor can wear it. Power armor proficiency is not included with an "all armor" armor proficiency.
**Militia Power Armor.** Characters without power armor proficiency can wear militia power armor, as it is often looser and has fewer components that require an exacting fit. If you wear militia power armor without power armor proficiency, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells or activate devices.
**Paling.** One of the signature differences between normal armor and power armor is that, thanks to their internal power supply, power armor can generate a *paling*, a shield of energy that protects the wearer from harm. A suit of power armor grants you temporary hit points based upon what kind of power armor it is, and your total character level, and after a short rest the *paling* is restored to full strength.
**Strength.** Like heavy armor, power armor typically interferes with the wearer's ability to move stealthily, quickly, and freely. If a power armor lists a Strength score, the armor
\columnbreak
___
reduces your movement speed by 20 feet unless the wearer has a Strength score equal to or higher than the listed score.
**Module Slots.** Power armor is significantly more modular than other armor types, and different types of power armor have varying internal architectures and sizes that allow for different types of modules to be installed. If you have power armor proficiency, you can change out a power armor's modules with a short rest.
**Shields.** Due to the nature of the armor's *paling* effect, individuals wearing power armor cannot also benefit from shields. You can wield a shield while wearing power armor, but it does not increase your AC while you have temporary hit points remaining from your *paling*.
**Attunement.** Power armor other than militia power armor is considered a scientific item, on par with magical items, and you must be attuned to it before you can gain its benefits.
### Power Armor
Power armor offers unparalleled protection, at the cost of incredibly specialized training and knowledge in its use, as well as requiring minute adjustments that help fit it perfectly to the wearer.
Power armor doesn't let you add your Dexterity modifier to your Armor Class, but it also doesn't penalize you if your Dexterity modifier is negative. In addition, you cannot benefit from using shields while wearing power armor.
**Assault.** Assault power armor balances speed, power, and utility, with a steel basic frame that fits snugly against the body onto which are bolted form-fitting steel-plated armor pieces that completely envelope the wearer, including a full-visor helm that locks snugly into place.
**Commando.** Designed for blitz-style attacks and full-frontal assaults, commando power armor trades out the utility functionality of the assault design in favor of heavier gauntlets and power conduits, and hydraulic assists in the arms and torso, allowing the user to carry more weaponry -- and thus be able to answer a wider variety of threats.
**Juggernaut.** Every vital area of this armor is protected by ceramic shells and rolled steel plates, giving it a level of unparalleled protection -- at the cost of being obscenely heavy. The design sacrifices utility functionality for greater defenses, reducing the room needed for sensitive equipment and allowing more armor to take its place.
##### Armor
| Armor | Cost | AC | Paling | Strength | Stealth | Weight | Low | Mid | High
|:--|---:|:---|:--|:--|:--|--:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|
| *Power Armor* |
| Assault | — | 18 | 2 + 3/level | Str 15 | Disadvantage | 125 lb. | 1 | 1 | 1
| Commando | — | 18 | 3 + 5/level | Str 17 | Disadvantage | 200 lb. | 1 | 0 | 2
| Juggernaut | — | 19 | 4 + 6/level | Str 19 | Disadvantage | 400 lb. | 0 | 0 | 1
| Logistics | — | 18 | 3 + 5/level | Str 17 | Disadvantage | 300 lb. | 2 | 2 | 0
| Militia | 5,000 gp | 17 | 3 + 2/level | Str 15 | Disadvantage | 100 lb. | 0 | 0 | 0
| Scout | — | 16 | 2 + 2/level | — | — | 50 lb. | 1 | 1 | 0
**—Module Slots—**
\pagebreak
13
Logistics. Equipped with significantly more external pockets and satchels than other power armor, the logistics power armor is intended for individuals not being sent into combat, but to work in manufacturing or to provide other forms of support. As such, its power systems are designed specifically with modularity in mind, and are not suitable for weaponry.
**Militia.** Relatively basic power armor, equipped with little more than an exoskeleton, steel or iron plates that bolt onto the frame, a power source that powers simple hydraulics in the limbs, and a paling generation system. The power system of militia power armor is typically too rudimentary and fragile to support the addition of modifications. **Scout.** Unlike other power armors, scout power armor is designed specifically with infiltration in mind, often painted with camouflage patterns and outfitted with a power system that supports the more unusual module requirements of those who go far afield. ### Power Armor Modules If a power armor module has prerequisites, you must meet them in order to build and use it. If you are proficient with power armor and tinker's tools, you can construct a power armor module whose prerequisites you meet. Doing so requires 1 hour of work, if you have access to tinker's tools and your equipment. A module must be slotted into a specific type of slot -- low, mid, or high -- in a suit of power armor. In addition, some modules can only be slotted into specific types of power armor. The benefits of a power armor module can only be gained while wearing the armor the module is slotted into. Modules provide no benefit on their own outside of power armor. #### Active Scanner ___ * *Prerequisite: 3rd level* * *Mid Slot (Scout)* ___ As an action, you instantly become aware of the exact location of all creatures within 30 feet of you. A creature can hide from this effect if it makes a Dexterity saving throw against your module save DC. You can use this module once before finishing a short rest. #### Armor Plates ___ * *Low Slot* ___ The AC provided by this armor increases by 1, and your movement speed while wearing it decreases by 10 feet. #### Cardiac Stimulant ___ * *Prerequisite: 11th level* * *Low Slot* ___ You gain advantage on Constitution saving throws. #### Firearm Hardpoint ___ * *High Slot* ___ You can integrate a firearm into the armor via this module; once done, that weapon permanently becomes part of this module, and cannot be removed without destroying both the weapon and the module. You gain a +2 bonus to attack rolls made with this weapon. #### Kinetic Catalyzer ___ * *Low Slot* ___ Your movement speed increases by 10 feet. #### Paling Booster ___ * *Prerequisite: 7th level* * *Mid Slot* ___ As an action, you gain 20 temporary hit points, to the maximum your *paling* can provide. You can use this module once before finishing a short rest. #### Paling Extender ___ * *Prerequisite: 3rd level* * *Mid Slot* ___ The maximum temporary hit points provided by your *paling* increases by 10. #### Paling Regulator ___ * *Prerequisite: 11th level* * *Mid Slot* ___ At the end of your turn, so long as you have at least 1 temporary hit point, you gain 2d4+2 temporary hit points, to the maximum your *paling* can provide. #### Power Distributor ___ * *Mid Slot* ___ This power armor gains two additional low slots, to a maximum of 8. You can only have one *power distributor* fitted to a suit of power armor at a time. #### Profile Dampener ___ * *Prerequisite: 3rd level* * *Low Slot* ___ This armor no longer gives you disadvantage on Dexterity (Stealth) checks. #### Sensor Bafflers ___ * *Prerequisite: 5th level,* profile dampener *slotted* * *Low Slot (Scout)* ___ You gain advantage on Dexterity (Stealth) checks. \pagebreak13
## Vehicles
Vehicles are among the most obvious expressions of technology and one of the most disruptive to a world. The ability to travel reliably and safely across significant amounts of terrain improves trade and communication between distant regions, which has the effect of making the world an effectively smaller place.
While some magic, like teleportation, can also have this effect, such magic is often beyond the ability of commoners and peasants to make use of. The relative rarity of spellcasters able to invoke such magic also makes teleportation more of a luxury than a world-changing advancement. Vehicles, on the other hand, can theoretically be operated by anyone: while some may require more training than others to use, it takes significantly less effort to learn how to operate an automobile than it does to learn arcane secrets.
The nature of technology is also such that once someone invents a motorized vehicle, that technique can theoretically be replicated by anyone with the know-how, tools, and raw materials.
### Overview
The vehicles presented here follow the same general layout as the vehicles presented in *Unearthed Arcana: Of Ships and the Sea*, and as such the general rules for vehicles will not be covered here.
Vehicles can be purchased, though are often prohibitively expensive. Individuals with proficiency in a particular type of vehicle can usually also construct vehicles of that type, which may reduce costs but also can take a significant amount of time and may also require unusual materials.
\pagebreak
___
> ## Velocipede
> *Large vehicle (10 ft. by 5 ft.)*
> ___
> - **Creature Capacity** 1 crew, 1 passenger
> - **Cargo Capacity** 150 lbs.
> - **Travel Pace** 15 miles per hour (360 miles per day)
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1) | 16 (+3) | 12 (+1) | 0 | 0 | 0|
>___
> - **Damage Immunities** necrotic, poison, psychic
> - **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened,incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
> ___
> ### Hull
> - **Armor Class** 15
> - **Hit Points** 40 (damage threshold 5)
> ### Control: Helm
> - **Armor Class** 18
> - **Hit Points** 10
>
> Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the velocipede can't move or attack.
> ### Movement: Tires
> - **Armor Class** 14
> - **Hit Points** 45; -15 ft. speed per 15 damage taken
> - **Locomotion (land)** tires, speed 45 ft.
> ### Modules
> - **High Slots** 1
> - **Mid Slots** 1
> - **Low Slots** 1
> ### Actions
> On its turn, the velocipede can move using its helm. It can also fire any fitted weapon modules. If it has half its crew or fewer, it cannot move or use its modules.
\columnbreak
___
> ## Gyrocopter
> *Large vehicle (10 ft. by 10 ft.)*
> ___
> - **Creature Capacity** 1 crew, 2 passengers
> - **Cargo Capacity** 500 lbs.
> - **Travel Pace** 11 miles per hour (264 miles per day)
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|14 (+2) | 14 (+2) | 10 (+0) | 0 | 0 | 0|
>___
> - **Damage Immunities** necrotic, poison, psychic
> - **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened,incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
> ___
> ### Hull
> - **Armor Class** 14
> - **Hit Points** 50 (damage threshold 6)
> ### Control: Helm
> - **Armor Class** 16
> - **Hit Points** 15
>
> Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the gyrocopter can't move or attack.
> ### Movement: Propellers
> - **Armor Class** 13
> - **Hit Points** 30; -10 ft. speed per 10 damage taken
> - **Locomotion (air)** propellers, speed 30 ft.; this vehicle can hover in place
> ### Modules
> - **High Slots** 1
> - **Mid Slots** 1
> - **Low Slots** 1
> ### Actions
> On its turn, the gyrocopter can move using its helm. It can also fire any fitted weapon modules. If it has half its crew or fewer, it cannot move or use its modules.
\pagebreak
13
___
> ## Automobile
> *Huge vehicle (15 ft. by 10 ft.)*
> ___
> - **Creature Capacity** 1 crew, 3 passengers
> - **Cargo Capacity** 500 lbs.
> - **Travel Pace** 9 miles per hour (216 miles per day)
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3) | 12 (+1) | 14 (+2) | 0 | 0 | 0|
>___
> - **Damage Immunities** necrotic, poison, psychic
> - **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened,incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
> ___
> ### Hull
> - **Armor Class** 13
> - **Hit Points** 80 (damage threshold 6)
> ### Control: Helm
> - **Armor Class** 15
> - **Hit Points** 25
>
> Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the automobile can't move.
> ### Movement: Tires
> - **Armor Class** 14
> - **Hit Points** 30; -10 ft. speed per 10 damage taken
> - **Locomotion (land)** tires, speed 30 ft.
> ### Modules
> - **High Slots** 1
> - **Mid Slots** 2
> - **Low Slots** 2
> ### Actions
> On its turn, the automobile can move using its helm. It can also fire any fitted weapon modules. If it has half its crew or fewer, it cannot move or use its modules.
\columnbreak
___
> ## Dirigible
> *Huge vehicle (15 ft. by 15 ft.)*
> ___
> - **Creature Capacity** 2 crew, 6 passengers
> - **Cargo Capacity** 1 ton
> - **Travel Pace** 6 miles per hour (144 miles per day)
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1) | 14 (+2) | 14 (+2) | 0 | 0 | 0|
>___
> - **Damage Immunities** poison, psychic
> - **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened,incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
> ___
> ### Hull
> - **Armor Class** 13
> - **Hit Points** 120 (damage threshold 8)
> ### Control: Helm
> - **Armor Class** 15
> - **Hit Points** 40
>
> Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the dirigible can't turn.
> ### Movement: Air Balloon
> - **Armor Class** 14
> - **Hit Points** 30; -10 ft. speed per 10 damage taken
> - **Locomotion (land)** air balloon, speed 30 ft. If the balloon is destroyed, the dirigible immediately crashes.
> ### Modules
> - **High Slots** 1
> - **Mid Slots** 1
> - **Low Slots** 2
> ### Actions
> On its turn, the dirigible can move using its helm. It can also fire any fitted weapon modules. If it has half its crew or fewer, it cannot use its modules.
\pagebreak
13
___
> ## Hovercraft
> *Huge vehicle (15 ft. by 10 ft.)*
> ___
> - **Creature Capacity** 1 crew, 3 passengers
> - **Cargo Capacity** 250 lbs.
> - **Travel Pace** 7 miles per hour (168 miles per day)
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0) | 14 (+2) | 12 (+1) | 0 | 0 | 0|
>___
> - **Damage Immunities** necrotic, poison, psychic
> - **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened,incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
> ___
> ### Hull
> - **Armor Class** 13
> - **Hit Points** 60 (damage threshold 6)
> ### Control: Helm
> - **Armor Class** 15
> - **Hit Points** 25
>
> Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the hovercraft can't turn.
> ### Movement: Air Bladder
> - **Armor Class** 14
> - **Hit Points** 20
> - **Locomotion (land)** air bladder, speed 0 ft. The hovercraft ignores difficult terrain and can traverse shallow water, no deeper than five feet. If the air bladder is destroyed, the hovercraft immediately crashes.
> ### Movement: Propeller
> - **Armor Class** 14
> - **Hit Points** 30; -10 ft. speed per 10 damage taken
> - **Locomotion (land)** propeller, speed 30 ft. If the propeller is destroyed the hovercraft cannot move.
> ### Modules
> - **High Slots** 1
> - **Mid Slots** 1
> - **Low Slots** 0
> ### Actions
> On its turn, the hovercraft can move using its helm. It can also fire any fitted weapon modules. If it has half its crew or fewer, it cannot move or use its modules.
\columnbreak
___
> ## Sandskiff
> *Gargantuan vehicle (30 ft. by 15 ft.)*
> ___
> - **Creature Capacity** 2 crew, 4 passengers
> - **Cargo Capacity** 1 ton
> - **Travel Pace** 10 miles per hour (240 miles per day)
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3) | 12 (+1) | 14 (+2) | 0 | 0 | 0|
>___
> - **Damage Immunities** poison, psychic
> - **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened,incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
> ___
> ### Hull
> - **Armor Class** 14
> - **Hit Points** 80 (damage threshold 5)
> ### Control: Helm
> - **Armor Class** 15
> - **Hit Points** 25
>
> Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the hovercraft can't turn.
> ### Movement: Sails
> - **Armor Class** 12
> - **Hit Points** 50; -5 ft. speed per 10 damage taken
> - **Locomotion (land)** sails, speed 25 ft.; 15 ft. while sailing into the wind; 35 ft. while sailing with the wind. The sandskiff's speed is reduced to 0 if not on sand, snow, or a similar material.
> ### Modules
> - **High Slots** 1
> - **Mid Slots** 1
> - **Low Slots** 1
> ### Actions
> On its turn, the sandskiff can move using its helm. It can also fire any fitted weapon modules. If it has half its crew or fewer, it moves at half speed and cannot use its modules.
\pagebreak
22
# Technology and the Lore
Presenting a new class in this work is all well and good, but the decision to add technology to a game - or even an entire setting - is perhaps something that would benefit from some exposition and thoughts on how best to approach the question. In this section, we will get a bit more philosophical, and discuss the "why" of technology in fantasy settings, how to integrate this material into your game and setting, and perhaps some other topics.
## What is Technology?
In the context of this work, the bounds and possibilities presented by technology diverge significantly from what we can do in the real world, at least at the time of this writing. While the naming scheme and overall presentation is intended to give a vaguely Victorian, steampunk feel to the engineer, there are a number of effects that are beyond what was possible during the Edwardian era, and some that are still well within the realm of fiction even in our time.
The premise of the technology as presented here is that in a world where magic exists, the rules of reality can be bent, and sometimes broken. Building and using fantastical technology fulfills a different fantasy from that of wielding magic: compare Iron Man and Doctor Strange. The two characters feel quite different, and that feel is part of why tabletop roleplaying games have wide varieties of classes, to achieve different "feel" and provide fulfillment of different fantasies.
With that in mind, the goal of this work is to keep enough of the technology presented grounded in what seems reasonable, while gleefully ignoring what's possible in our reality. Holographic imaging is something we're still working on, but it's been part of the cultural consciousness for decades now: why *couldn't* we have a steampunk device that does that?
### Why the Steampunk Aesthetic?
It's one thing to introduce dirigibles and pistols to a setting or fantasy game, but quite another to introduce modern tactical body armor, high-powered rifles, and familiar-to-us computers. One of the draws of fantasy is escapism, and specifically an escape from the trappings of our modern lives.
Introducing technology into a fantasy setting, then, calls for careful attention to the aesthetics. In our cultural awareness, the Edwardian era and the Roman era may seem to bleed into each other, as ridiculous as that may seem: thousands of years apart, and yet they are both sufficiently far enough in the past that they might as well have been neighbors, temporally speaking. While we can identify obvious anachronisms, there are more similarities in technology level than we might like to admit (for instance, the Romans had access to steam engines, but just couldn't think of a use for them).
With all that in mind, bringing the steampunk aesthetic into a fairly standard fantasy game is probably not that over the top. It is entirely reasonable to assume that this sort of thing might be in one isolated part of the world, or it
\columnbreak
could just be a small group of eccentrics. So long as everyone doesn't start walking around with top hats and poorly imitating Cockney accents, it will probably do little to disrupt suspension of disbelief at the table.
#### The Guns Question
Of all the technological wonders contained herein, the one thing that was not discussed much was the topic of guns. While some devices are named similarly, like the *chronoton rifle*, they are not firearms *per se*, and that distinction is important.
In my experience, many people start to feel uncomfortable once you start introducing guns to fantasy settings, and this makes some amount of sense. Historically, once gunsmithing reached the point where firearms could regularly puncture armor at fair distances, the combination of power and less training required to handle them spelled the end of medieval warfare as it was known and began ushering in the modern take on war.
Specifically, guns take combat away from the hand-to-hand melee we've come to associate with fantasy tabletop, and bring it closer to what we see in the modern world. That's a pretty significant change, and in any setting where guns start becoming ubiquitous and have nothing preventing their spread or use, it makes sense that they would rapidly overtake most other weapons and transform military tactics to suit. If you're looking to play a fantasy game because you want to play a character who uses a sword, envisioning a noble knight or a savage barbarian - in a world with guns, you're probably out of luck.
Which is why this work avoids the question of guns entirely. From my perspective, the rules for guns are already included in the game: they're there if you want to use them. You could easily justify including or excluding them from a game in which you use these rules - include them if you think that guns are a natural extension of some of the technologies presented here, or exclude them with the justification that they're just an avenue that no one has yet thought about, and by the time someone suggested them, engineers had things like tesla cannons and flux capacitors: who wants to fling a ball of lead when you can shoot lightning?
## Technology and Your Game
Now that we've addressed some of the aesthetic questions and one of the probably more major concerns about technology in fantasy settings, we can get to how you can implement technology in your games.
In this section, I'll bring up a few different ways you can introduce this material, and how you can left players interact with it. These methods should work for both a game that's already running, or one you're planning on starting up; they should also work both for homebrew worlds and prebuilt ones, though the latter might prove to be a bit troublesome, depending on how much you're willing to get your hands dirty.
\pagebreak
23
### Secrets of the Ancients
In this model, technology in your game is presumed to be old and ancient, forgotten lore strewn across forbidden tombs and lost cities. There are lots of different ways to approach this, but the overall trend is that some old civilization had climbed the heights of technological achievement, only to come tumbling down, all their knowledge unable to save them. Whether it was the deities casting them down for their hubris, or their reliance on their new-fangled tools over the old natural ways, the precise cause of the fall is up to you.
Engineers, then, are also part archaeologist, and it gives a great incentive for them to be adventurers. While an individual engineer might be able to suss out a new theory along with a new schematic now and then, the *real* source of technology is out there, in the ruins and caves and other forgotten places. This also explains why the rest of the setting might not be keen on picking this new-but-old work: after all, the ancients had it, and look how they ended up. Who is going to put their trust in some rusted thousand-year-old piece of junk, when the blacksmith down the road can forge you a perfectly fine sword?
This approach can also have a bit of a darker feel to it, if the world is caught in the throes of what is effectively a dark age after the fall of a technologically-advanced empire. It would not be entirely unreasonable to give this a bit of an edgier, almost post-apocalyptic feel - though if that's not what you're going for, taking the concept that far isn't necessary and can certainly be avoided.
### The Bleeding Edge
In this model, technology is just now coming to the fore, never having been seen or developed in the past. Recent advances in metallurgy, or maybe an apple falling on someone's head, has - for whatever reason - put technological development into overdrive, and cities and nations everywhere are suddenly in a race against each other, trying both to develop theories and put these new-fangled things into production so that they have a leg up on the competition.
This sort of approach might work best with a world you've been in for awhile, or if your group has been playing the same sort of fantasy games for some time: the introduction of technology as a "new and shiny" thing, in the greater context of a world caught up in the change, might bring back a sense of wonder that - ironically - magic may have long since lost. You can play up the rush of people trying to latch on to the new craze, some dismissing it as the newest fad while some nobles might throw all their money at it with wild-eyed idealism.
This could also work in a scenario where magic is fading from the world. While the "magic v. technology" conflict may be an old trope at this point, there's certainly nothing wrong with it, and putting the two at odds - one an ancient, venerated tradition; the other, untested and young but full of promise - can make for an entertaining dynamic.
### Crazy Old Man on the Hill
In this model, technology is the purview of a single individual, or at most a small enclave. Isolated from the world, performing their work in relative secrecy, technology has a single chokepoint. You might allow players to play engineers in this setup, with the understanding that they are
\columnbreak
effectively piggy-backing off of this one individual: once he's out of the picture, that might put a stop to their research and they may find themselves stuck at an ideological dead-end.
This approach might work best if you want to slowly introduce technology, or try to get a feel for it without endangering the integrity of your setting. If you isolate the source of technology and make it clear that most folk in society think he's strange or eccentric and don't want much to do with what he's working on, then if it turns out to be disruptive, it's fairly easy and innocuous to remove. Alternatively, if you like the results and think that you'd like to play around with expanding on the idea, you can say that his apprentices have moved on to other cities to carry on his work, slowly spreading the word of the power of technology.
The only difficulty with this approach might be determining the relationship between a player who wants to play an engineer, and the "crazy old man" in particular. How you implement the individual solely responsible for technology, who your player will presumably need to interact with a good deal over the course of a game, will most likely have a strong impact on how players perceive technology as a whole.
### The Mana Wastes
In this model, there is some part of your setting in which magic doesn't function, or is otherwise haywire. Maybe an ancient druidic curse has caused the magic to leech out of the land, or a curious celestial alignment has activated a magical monument that actively interferes with magic: for some reason, there is a part of the world in which clerics and wizards don't go, and so the population looks to other answers. In this case, that answer would be the disciplines of technology.
Engineers in this model are individuals who come from a culture where magic just isn't available. That might lead to strange customs, strange garb, and all the other aspects associated with being a person from "elsewhere," which can make handling their interactions with the rest of the setting a bit easier: if someone talks and dresses funny, then the fact that they use funny toys that do weird things is probably not going to be all that surprising or noteworthy.
One other element that this adds is that you can play around with how people from areas with weak or no magic respond to being in places with access to magic. In addition, this one can also limit the impact of technology on your setting: if you decide it's not for you, maybe the magic comes back eventually, or all the folk living in such an inhospitable place just die out over time, with the moral learned that technology just isn't enough to save you.
### Travelers from Beyond
In this model, technology is something alien to your world, brought there by travelers from either elsewhere in time or space, or perhaps both. Surprisingly, this has historical precedent: some of the earliest modules for tabletop roleplaying games had science-fiction elements, including crashed spacecraft, robots, and aliens.
With this approach, technology is something bizarre, alien, and weird, unfamiliar to most people in your setting because it is literally beyond them. Engineers might be less respected researchers and academics and regarded with more suspicion and distrust, talking about things and ideas that don't quite fit in with most peoples model
\pagebreak
24
of how the world works.
You can play up the alien angle as much or as little as you like. Alien technology might be truly alien, with what engineers produce being crude facsimiles of it; or it could be remnants of some sort of alternate timeline that got shunted into what your setting considers the real timeline. It could have been brought there by travelers from one of the outer planes, or some strange beings that dwell in something like the astral sea. No matter how it got there, however, keeping it a mystery to your players - even one playing an engineer - could certainly be part of the fun with this take on technology.
### Combinational Approaches
Of course, these approaches don't all have to be mutually exclusive. Technology as presented here runs the gamut from Victorian-style computers to atomic energy to generally-reasonable mechanical technologies: some of the technological fields presented could have different origins compared to others. Maybe electrical engineering makes complete sense for a particular city you have in mind, but atomical devices are just too bizarre for you, so you relegate them to being the remnants of an ancient culture now long-forgotten. You should feel free to mix and match to find what works best for you and your table.
Also don't be afraid to experiment on your own with different ways to introduce technology. This list is by no means exhaustive, and there are certainly other ways and other explanations for why technology is available in your setting.
## Technology and Magic
Of course, when considering the nature of technology within the context of a fantasy setting, we also need to talk about its relationship to magic, both from the lore and mechanical perspectives.
### Arcane and Divine
The core rules don't much distinguish between arcane magic - that used by sorcerers, warlocks, and wizards - and divine magic - used by clerics, druids, and paladins. When discussing technology, however, that distinction could potentially become important.
\pagebreak
25
# Backmatter
## Changelog
### v0.4
### v0.3 (02/24/2019)
* Character options section, races, etc; change from "The Engineer" to "SteamWorks"
* Expanded on device activation, and how that's intended to work.
* New section on lore, discussion of interaction between magic and technology.
* Some device changes.
- Autocrossbow damage toned down.
- Elan Vital now only revive creatures who died in the last minute.
* Additional devices.
* Whole bunch of other stuff.
### v0.2.1 (02/22/2019)
* Bunch of art changes.
### v0.2 (02/20/2019)
* Page background image and border changed to improve legibility.
* Added light hammer proficiency.
* Rebalance on device error rates.
- Device error rates now increase by 1 with successful use.
* Engineer ability "nuclear meltdown" renamed to "oppenheimer's lament," to fit the theme.
* "Nietzschean strength" renamed to "survival of the fittest."
* Adjustments to mechanical ability "percussive maintenance."
* Additional devices (will not be listing all of them, generally more will be added with each update).
- Some devices saw some rebalancing and wording changes.
### v0.1 (02/18/2019)
* Initial Release
\pagebreak
25
## Art Credits
##### Front/Back Cover
* [Once upon a time in the Steampunk City](https://raeh.artstation.com/projects/kNR8n), Ricardo Echeverry
##### Page Background
* Xanathar's Guide
##### Airship Page Art
* [Airship City](https://www.deviantart.com/min-nguen/art/airship-city-399187918), Min Nguen
##### Flying City Page Art
* [Card Chronicles](https://www.artstation.com/artwork/3DORJ), Thomas Chamberlain-Keen
##### Artilect Race Art
* [Chappie and Number 5 are Alive](https://www.deviantart.com/emilystepp/art/Chappie-and-Number-5-are-Alive-521429123), Emily Stepp
##### Gremlin Race Art
* [Gremlin](https://www.artstation.com/artwork/zmWw6), Jonathan Chua
##### Borg Class Art
* [One Punch Man - Genos](https://www.deviantart.com/goddessmechanic/art/ONE-PUNCH-MAN-Genos-572071937), Yura Kim
##### Borg Class Icon
* [AI Icon](https://www.iconfinder.com/icons/2890533/ai_artificial_intelligence_brain_electronics_robotics_science_fiction_technology_icon), Eucalyp Studio
##### Detective Class Art
* [Manalee](https://www.deviantart.com/anotherwanderer/art/Legend-of-the-Cryptids-Manalee-515074825), Laura Sava
##### Detective Class Icon
* [Magnifying Glass](https://game-icons.net/1x1/lorc/magnifying-glass.html), lorc
##### Body Page Art
* [Noir Detective](https://www.artstation.com/artwork/PmoR0B), Rebecca Hu
##### Engineer Class Art
* [Tesla Cannon](https://www.deviantart.com/django-red/art/Tesla-Cannon-120754570), django-red
##### Engineer Class Icon
* [Auto Repair Icon](https://game-icons.net/1x1/lorc/auto-repair.html), lorc
##### Generator Page Art
* [Frostpunk](https://www.artstation.com/artwork/EGXeA), Jakub Kowalczyk
##### Gunslinger Class Art
* [Gunslinger](https://www.artstation.com/artwork/JyAad), Brian Taylor
##### Gunslinger Class Icon
* [Revolver Icon](https://game-icons.net/1x1/delapouite/revolver.html), Delapouite
##### Pistol Page Art
* [2d art](https://www.artstation.com/artwork/lwJAo), Anastasiia Dinzhos
##### Ironman Class Art
* [Steampunk Iron Man](https://www.deviantart.com/artozi/art/Steampunk-Iron-Man-499671402), Mateusz Ozminski
##### Ironman Class Icon
* [Ironman](https://www.shareicon.net/hero-ironman-comic-superhero-808663), Aitor Picon
\columnbreak
##### Rigger Class Art
* [Cloudscape](https://www.artstation.com/artwork/qWPge), Victor Pflug
##### Rigger Class Icon
* [Quadcopter Icon](https://www.iconfinder.com/icons/2316451/dji_drone_nanocopter_phantom_photography_quadcopter_icon), Nanmulti Sanhawan
##### Drone Controller Splash Art
* [Cloudscape](https://www.artstation.com/artwork/qWPge), Victor Pflug
##### Hovercraft Page Art
* [Dieselpunk Hovercraft](https://www.deviantart.com/lipatov/art/Dieselpunk-hovercraft-131993906), Alexey Lipatov
##### Laboratory Page Art
* [Steaming Bad](https://www.artstation.com/artwork/021kK), Joan Piqué Llorens
##### Time Machine Page Art
* [Time Machine](https://www.deviantart.com/hideyoshi/art/Time-Machine-99696022), Lorenz Hideyoshi Ruwwe
##### Dragonborn Power Armor Page Art
* [Dragonborn of Steel](http://zerahoc.tumblr.com/image/145909817703), zerahoc
##### Typewriter Number Buttons
* [Vintage Typewriter Number Keys](https://www.123rf.com/photo_14714260_full-set-of-vintage-typewriter-number-keys-including-percent-and-pound-signs.html), Mark Carrel
## Legal
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC.
## OGL Credits
* The Fantastic Science: A Technologist Handbook, Copyright 2005, EN Publishing.
* Steamworks, Copyright 2008, Korey 'GnomeWorks' MacVittie, published by 12 to Midnight.
\pagebreak
Steam
and
Steel
Magic isn't the only force in the cosmos worth harnessing. With science, you can achieve power that mages wouldn't dare dream of: bayesian calculators to predict the future, proactive weathervanes to change the weather, and tesla cannons to shoot your enemies full of lightning.
Inside, you will find new races, new classes, and new options for technological characters. Included throughout are discussions of how to integrate these options into your game, so that you can get just the feel you're looking for, and even thoughts on the various roles technology can play in a fantasy setting, from ancient technologies to cutting-edge research.
Created for
[WWW.GMBINDER.COM](https://www.gmbinder.com)