SC5e Engineer

by Stormchaser

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The Stormchaser D20 RPG
Engineer

Engineer

A gnome sits hunched over a workbench in a room cluttered with every sort of tool, carefully screwing a gear into place amidst a complex maze of clockwork. The device begins to tick and she and watches with a smile of pride as the automaton straightens and stands.

A troll growls in hunger as it looms over a dwarf, who slides a long, brass tube from across his back. With a thundering boom, a gout of fire and shrapnel erupts from the tube, and the troll's growls turn into shrieks of panic as it turns to flee.

With a thunderous crash a figure lands in the middle of the battlefield. As the smoke clears, a towering presence stands amidst the war-torn scene, clad in mechanical plate mail with smoke billowing from a chimney on the back. The glowing visor swivels to inspect the wreckage. It raises a gauntlet, and lightning crackles forth.

Makers of mechanical objects and devices, engineers are defined by their inventive nature. Where a wizard studies magic, they turn to science to unlcok the mysteries of the universe thorough study and investigation.

Every engineer is defined by a specific craft. Engineers see mastering the basic methods of a craft as the first step to true progress, the invention of new methods and approaches. Engineers are students of invention and warfare who craft deadly firearms, ingenious gadgets, steam-powered armour, and mechanical beings that they can augment with additional mechanisms.

All engineers are united by their curious and inventive nature. To an engineer, science is an evolving art with a leading edge of discovery and mastery that pushes further ahead with each passing year. Engineers value novelty and discovery. This penchant pushes them to seek a life of adventure.

The Engineer
Level Proficiency Bonus Features Gadgets Inventions Invention Level Upgrades
1st +2 Inventor, Potent Aptitude 2 1 1st
2nd +2 Expertise, Tinker 2 2 1st
3rd +2 Engineering Discipline 2 2 2nd 1
4th +2 Ability Score Improvement 3 2 2nd 1
5th +3 3 2 3rd 2
6th +3 Engineering Discipline Feature 3 2 3rd 2
7th +3 3 2 4th 3
8th +3 Ability Score Improvement 3 2 4th 3
9th +4 3 2 5th 4
10th +4 Expertise 4 2 5th 4
11th +4 Breakthrough (6th Level) 4 3 5th 5
12th +4 Ability Score Improvement 4 3 5th 5
13th +5 Breakthrough (7th Level) 4 3 5th 6
14th +5 Engineering Discipline Feature 4 3 5th 6
15th +5 Breakthrough (8th Level) 4 3 5th 7
16th +5 Ability Score Improvement 4 3 5th 7
17th +6 Breakthrough (9th Level) 4 4 5th 8
18th +6 Engineering Discipline Feature 4 4 5th 8
19th +6 Ability Score Improvement 4 4 5th 9
20th +6 Master Crafter 4 4 5th 9

Class Features

As an engineer, you gain the following class features.

Vigour

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

Proficiencies

Armour: Light armour, medium armour
Weapons: Simple weapons
Tools: Smith's Tools, Thieves' Tools, Tinker's Tools
Defences: Intelligence and any 1 physical defence
Skills: Choose three from Arcana, History, Investigation, Medicine, Nature, Religion, Sleight of Hand, Survival

Equipment

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

  • (a) a light crossbow and a quiver of 20 bolts or
    (b) any two simple weapons
  • (a) an underlay and scale mail
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Thieves' tools, tinker's tools and one tool of your choice

Inventor

Your scientific research has lead you to develop a number of inventions.

Gadgets

Your most reliable creations are your gadgets, which have been refined to the point of requiring only minimal maintenance.

A gadget is an invention that can be used at will, without limited uses or requiring maintenance. Repeated tinkering and refinement has produced a reliable device, which is unlikely to fail or run out of fuel.

You possess two gadgets of your choice from the engineer gadget list. You create additional engineer gadgets of your choice at higher levels, as shown in the Gadgets column of the Engineer table.

Inventions

The Engineer table shows how many inventions you have created of 1st through 5th level. The table also shows what the level of those inventions is; all of your inventions are the same level.

The Inventions column of the Engineer table shows when you create more engineer inventions of your choice of 1st level and higher. An invention you choose must be of a level no higher than what’s shown in the table's Invention Level column for your level.

Additionally, when you gain a level in this class, you can choose one of the engineer inventions you know and replace it with another invention from the engineer invention list, which also must be of a level for which you have inventions.

Invention Uses

At 1st level, each of your inventions has a number of uses equal to your Intelligence modifier + half your Engineer level (minimum of one use). These uses last until consumed, and do not expire at the end of each day. Once an invention's uses have been consumed it must undergo maintenance, although maintenance may be performed at any time to reset the invention to its maximum number of available uses. If an invention is used while active, the first effect ends when the second begins.

Performing maintenance on an invention requires tinker's tools and takes an hour of concentrated work. It also requires materials for replacement parts or consumed ingredients, such as black powder. Sufficient materials for the maintenance cycle of one invention can be found in an urban environment (or any other environment deemed appropriate by your dungeon master) after one hour of scavenging. Alternatively, they can be purchased in advance for 50 gp per invention level.

Invention Ability

Intelligence is the ability associated with your engineer inventions, so you use your Intelligence whenever an invention refers to your invention ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an engineer invention you use and when making an attack roll with one.

Invention save DC = 8 + your proficiency bonus +
your Intelligence modifier

Invention attack modifier = your proficiency bonus +
your Intelligence modifier

Potent Aptitude

Your scientific experience lends you uncommon insight that you can use to bolster your allies. As a bonus action on your turn, choose one creature, other than yourself, within 60 feet of you, who can hear you. That creature gains one Potent Aptitude die, a d4.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Potent Aptitude die, but must decide before the GM says whether the roll succeeds or fails. Once the Potent Aptitude die is rolled, it is lost.

A creature can have only one Potent Aptitude die at a time.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.

Your Potent Aptitude die changes when you reach certain levels in this class. The die becomes a d6 at 5th level, a d8 at 9th level, a d10 at 13th level, and a d12 at 15th level.

Expertise

At 2rd level, choose two of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 10th level, you can choose another two skill or tool proficiencies to gain this benefit.

Tinker

At 2nd level, you gain the ability to temporarily enhance a weapon or suit of armour. At the end of a long rest, you can tinker with one weapon or suit of armour. Until the end of your next long rest, or until you die, the object grants a +1 bonus to AC if it's a suit of armour or a +1 bonus to attack and damage rolls if it's a weapon.

Once you've used this feature, you can’t use it again until you finish a long rest.

Engineering Discipline

Starting at 3rd level, you begin to focus on a specific engineering discipline, which is detailed at the end of the class description. Your discipline grants you features at 3rd level and again at 6th, 14th, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. You can forgo taking this feature to take a feat of your choice instead.

Breakthrough

At 11th level, you make a major breakthrough in your experiments. Choose one 6th-level invention. You can use this invention once before it requires maintenance. At higher levels, you gain more inventions of your choice that can be used in this way: one 7th level invention at 13th level, one 8th level invention at 15th level, and one 9th-level invention at 17th level. Each of your breakthrough inventions must undergo maintenance before it can be used again.

Master Crafter

At 20th level, your mastery of engineering is unrivaled. Your Constitution and Intelligence scores increase by 2. Your maximum for those scores increases by 2.

Additionally, when you roll initiative and have no uses of Potent Aptitude left, you regain one use.

Engineering Disciplines

Armourer

Those engineers who choose the Armourer Engineering discipline focus on the ability to work with hard metals and steam power to construct and enhance powered armour.

Bonus Proficiencies

When you choose this discipline at 3rd level, you gain proficiency in leatherworker's tools, heavy armour and shields. Additionally, when you craft armour, the rate at which you craft doubles.

Powered Armour

Also at 3rd level, you learn to upgrade one non-magical suit of armor, utilising your armourer knowledge. Over the course of a long rest, you can expend materials equal to half the cost of the armour in order to transform it into a personalised suit of steam-powered armour. You must have the armour, materials, and both smith's and tinker's tools in order to do this.

The armour weighs an additional 15 lbs, but the armour's total weight does not contribute to your encumbrance. While wearing your powered armour your Strength score is 14 (this has no effect if your Strength score is already 14 or higher). If you are submerged, the steam engine is extinguished and you lose these benefits and suffer disadvantage on athletics checks. If the liquid is flammable, the steam engine explodes, dealing 1d6 fire damage per engineer level. Only you are considered proficient in your powered armour.

Furthermore, over the course of a long rest, you can expend materials equal to half the base value of the armour in order to install additional upgrades. You must have the armour, materials, and both smith's and tinker's tools in order to perform these upgrades. Your powered armour has 1 upgrade slot, and it gains more at higher levels, as shown in the Upgrades column of the engineer class table. Over the course of a long rest, you can replace or remove a number of upgrades up to your Intelligence modifier (minimum of one). Some upgrade effects require saving throws. When you use such an effect from this class, use your invention save DC.

Damage Absorption

Lastly at 3rd level, when you take damage, you can use your reaction and expend one use of your Potent Aptitude to absorb some of that damage. When you do so, the damage you take from the attack is reduced by the amount rolled on the die + your Intelligence modifier (minimum of one).

Mounted Weapon

Beginning at 6th level, when you take the Attack action, you can make one weapon attack as a bonus action.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when the armour undergoes maintenance.

Mounted Invention

At 14th level, when you use your action to activate an invention, you can use your Mounted Weapon feature.

Suit Reliability

Starting at 18th level, your suit is like a second skin. Whenever you make an ability check or saving throw that uses Strength, Dexterity, or Constitution, you can treat a d20 roll of 9 or lower as a 10. You must be wearing your steam-powered armour to gain this benefit.

Armour Upgrades

If an upgrade has prerequisites, you must meet them to install it. You can install the upgrade at the same time that you meet its prerequisites.

Accelerated Movement

You reduce the weight of your powered armour's bulk and increase the power to joints. If the armor has a Strength requirement, you ignore it. The armour's weight is reduced by 15 lbs. While wearing your powered armour your speed increases by 10 feet. This applies to all movement speeds you have while wearing your armour.

Adaptable Armour

You integrate deployable hooks into your armour, augmenting its mobility. While wearing your powered armour, you gain a climbing speed equal to your walking speed, and you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Advanced Power Fist

Prerequisite: 11th level, Prototype Power Fist
You further upgrade your powered armour's gauntlet with increased reinforcement and weight. Your powered armour's unarmed strike deals 1d8 bludgeoning damage. Additionally, your unarmed strikes score a critical hit on a roll of 19 or 20.

Bulwark

You upgrade your powered armour to be used as a portable source of cover. As a bonus action you can anchor your armour to the ground. While anchored, your armour provides three-quarters cover, but cannot be moved. You can unanchor using a bonus action.

Cannon Mount

You upgrade your powered armour with a mounted cannon. This cannons has 2 uses. As an action, you can use the heavy cannon invention, consuming 1 use per invention level.

You can choose this upgrade twice. The cannon regains all uses after the armour undergoes maintenance.

Capacitor Discharge

You install capacitors in your powered armour. Whenever an enemy misses you with a melee attack, you can use your reaction to deal 1d4 + your Intelligence modifier in lightning damage to the attacker.

Darkvision Visor

While wearing your powered armour, you have darkvision to a range of 60 feet. If you already have darkvision, this upgrade increases its range by 60 feet.

Enhanced Endurance

When you are reduced to 0 hit points while wearing your powered armour but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until the armour undergoes maintenance.

Enhanced Strength

Prerequisite: 5th level
While wearing your powered armour your Strength score is 18 (this has no effect if your Strength is already 18 or higher).

Hardened Overlay

Prerequisite: 5th level
You gain a +1 bonus to AC. This bonus increases to +2 at 11th level and +3 at 17th level.

Harpoon

Your powered armour gains an integrated grappling harpoon set into your gauntlet. With this harpoon, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 piercing damage. This attack can target a surface, object, or creature.

A creature struck by this attack is impaled by the harpoon. As an action, a creature can attempt to remove the harpoon. Removing the harpoon requires a Strength check. While the harpoon is stuck in the target, you are connected to the target by a 60 foot cable.

While the harpoon is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the target is larger than you. A creature or object your size or smaller is pulled to you. Alternatively, you can opt to release the cable (no action required).

Once you’ve used this feature, you can’t use it again until you recover and reinsert the harpoon as an action.

Heavy Suit

Prerequisite: 5th level
You enhance your suit, making it difficult to move. As a bonus action, you can anchor your feet to the ground. While anchored, your speed is 0, you have advantage on Strength checks and Strength saving throws, and you count as one size larger when determining your carrying capacity and the size of weapons you can wield.

Power Fist

You upgrade your powered armour gauntlet with increased reinforcement and weight. Your powered armour's unarmed strike is a melee invention attack that deals 1d4 bludgeoning damage.

Additionally, when you take the Attack action and make an unarmed attack, you can make an additional unarmed attack as a bonus action.

Prototype Power Fist

Prerequisite: 7th level, Power Fist
You further upgrade your powered armour's gauntlet with increased reinforcement and weight. Your powered armour’s unarmed strike deals 1d6 bludgeoning damage.

Additionally, if you or your target move at least 10 feet in a straight line immediately before making an unarmed attack, the first unarmed attack you make deals additional damage equal to your Strength modifier.

Reactive Servos

You upgrade your powered armour to better respond to incoming damage. As a bonus action you can activate this ability and gain temporary hit points equal to 1d4 + Intelligence modifier. These hit points last for one hour.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when your armour undergoes maintenance.

Resistance

You tune your powered armour against certain forms of damage. Choose acid, cold, fire, lightning, or thunder damage. While wearing your powered armour you have resistance to that type of damage.

You can select this upgrade multiple times. Each time you do so, you must choose a different damage type.

Rocket Boots

You integrate rocket propelled boots into your powered armour. These rockets have 2 uses. As an action, your automaton can use the rocket boots invention, consuming 1 use.

You can choose this upgrade twice. The rockets regain all uses after the armour undergoes maintenance.

Sealed Suit

Prerequisite: 5th level
As a bonus action you can hermetically seal your powered armour, giving you an air supply for up to 1 hour and making you immune to poison (but not curing you of existing poisoned conditions). Your armour regains 1 minute of air for every minute that you are in a breathable environment and the armour is not sealed.

Additionally, while you are wearing your powered armour you are considered adapted to cold and hot climates as well as high altitude, as described in chapter 5 of the Dungeon Master’s Guide.

Shock-Absorbing Underlay

Prerequisite: 5th level
You gain a +1 bonus to physical saving throws. This bonus increases to +2 at 11th level and +3 at 17th level.

Steam Blast

You upgrade your steam engine to emit a wave of steam and hot air. As an action you can force each Large or smaller creature within 5 feet of you to make a Dexterity or Strength saving throw (their choice) against your Invention save DC. On a failed save, they are pushed back 5 feet and knocked prone.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when the armour undergoes maintenance.

Weapon Integration

You can integrate a single weapon, which may not have the two-handed property, into your armour. You have advantage on Strength saving throws to avoid being disarmed.

Automaton Engineering

Those engineers who choose the Automaton Engineering discipline focus on crafting and upgrading a mechanical companion.

Automaton Companion

At 3rd level, you learn to employ all the knowledge you've accumulated to create and customize your own personalised automaton companion. Over the course of 8 hours, which can be done during a long rest, you can expend 50 gp worth of materials to finally finish your automaton, which has the following features:

Hit Points

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

Proficiencies

  • Armor: All armour
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Languages: Automatons can understand common and one language of your choice.
  • Saving Throws: Strength, Constitution
  • Skills: Two of Athletics, Intimidation, Perception, Stealth

Features

  • Creature Type: Construct
  • Size: Medium
  • Speed: 30 ft.
  • Condition Immununities: Charmed, Exhaustion, Frightened, Paralysed, Poisoned
  • Damage Immunities: Necrotic, Poison, Psychic
  • Vulnerabilities: Lightning. Additionally, your automaton has disadvantage on saving throws against effects that would deal lightning damage.

Your automaton has an Intelligence score of 3 and a Charisma score of 1. Assign your automaton’s remaining ability scores as you see fit, using the following scores:

  • 15, 14, 13, 12.

An automaton cannot benefit from magical healing or rests, and is instead restored to full hit points after it undergoes maintenance. If your automaton is irreparably destroyed, or you want to construct a different automaton, it costs 50 gp per automaton level and one full day of work. You may only have one automaton companion at a time and it takes 1 hour to change the target of this feature.

Additionally, you can upgrade your automaton. Your automaton companion has 1 upgrade slot, and it gains more at higher levels, as shown in the Upgrades column of the engineer class table. Over the course of a long rest, you can replace or remove a number of upgrades up to your Intelligence modifier (minimum of one).

Your automaton gains a variety of benefits while it is your companion:

  • The automaton obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your automaton acts on its own.
  • Your automaton's level equals your engineer level, and for each engineer level you gain after 3rd, your automaton companion gains an additional Hit Die and increases its hit points accordingly.
  • Your automaton has the proficiency bonus of a player character of the same level.
  • Whenever you gain the Ability Score Improvement class feature, your automaton's abilities also improve. Your automaton can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. Your automaton cannot increase its Intelligence or Charisma, and, as normal, it cannot increase an ability score above 20 using this feature, unless its description specifies otherwise.
  • Your automaton cannot wear armour, but you can integrate armour into its chassis. Over the course of a long rest, you can expend materials equal to half the cost of the armour in order to integrate it into your automaton. Your automaton must be proficient in armour in order to have it integrated.

Potent Integration

Also at 3rd level, when your automaton makes an attack roll, you can use your reaction to expend one use of your Potent Aptitude to give it a boost. Roll the die and add it to both the attack and damage rolls, if the attack hits.

Coordinated Attack

Beginning at 6th level, when you take the Attack action, if your companion can see you, it can use its reaction to make a weapon attack against the same creature.

Automaton Defence

At 14th level, while your automaton can see you, it has advantage on all saving throws.

Superior Automaton Defence

Starting at 18th level, whenever an attacker that your automaton can see hits it with an attack, it can use its reaction to halve the attack's damage against it.

Automaton Upgrades

If an upgrade has prerequisites, you must meet them to install it. You can install the upgrade at the same time that you meet its prerequisites.

Ablative Armour

You install very hard armour on your automaton that is designed to fracture as it absorbs incoming blows. This armour has 2 uses. As a reaction, your automaton can spend 1 to use the ablative armour invention.

You can choose this upgrade multiple times. Each time you do so, the armour gains another 2 uses. All expended uses are regained after the automaton undergoes maintenance.

Advanced Steam Engine

Prerequisite: 7th level, d10 Hit Die
You greatly improve the steam engine of your automaton. Its Hit Die becomes a d12.

Alarm Protocol

You install an alarm module in your automaton, granting the following benefits:

  • Your automaton gains a +5 bonus to initiative.
  • You can’t be surprised while your automaton is active.

Augmented Celerity

You augment your automaton to move a little faster. Your automaton’s speed increases by 5 feet.

You can choose this upgrade twice.

Augmented Senses

You augment your automaton with advanced sensors, granting the following benefits:

  • Your automaton has advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
  • Your automaton has advantage on saving throws made to avoid or resist traps.
  • Your automaton has resistance to damage dealt by traps.
  • Your automaton can search for traps while traveling at a normal pace, instead of only at a slow pace.

Durability Module

You enhance your automaton’s durability, granting the following benefits:

  • When your automaton rolls a Hit Die to regain hit points, the minimum number of hit points your automaton can regain from the roll equals twice your automaton’s Constitution modifier (minimum of 2).
  • Your automaton’s hit point maximum increases by an amount equal to twice its level when you make this upgrade. Whenever your automaton gains a level thereafter, its hit point maximum increases by an additional 2 hit points.

Emergency Countermeasures

Prerequisite: 15th level, System Redundancy
You upgrade your automaton’s system redundancy. When your automaton’s System Redundancy is triggered, it can immediately use its reaction to make one attack roll against a target within range. If the target is the source of the damage that reduced your automaton to 0, the attack roll has advantage.

Expertise Protocol

Prerequisite: 5th level
You upgrade your automaton, granting it expertise in a skill. Choose a skill that your automaton is proficient in. Your automaton gains expertise in it.

False Combustion

You upgrade your automaton to deceive the enemy. As a reaction in response to taking damage, your automaton can feign an explosion. For 1 minute, your automaton appears to be destroyed to all outward inspection. A creature can use its action to inspect the automaton and make an Intelligence (Investigation) check against your invention save DC. If it succeeds, it becomes aware that the target is disguised.

Fighting Style

Your automaton adopts a particular style of fighting as its specialty. Choose one Fighting Style option. Your automaton can’t take a Fighting Style option more than once, even if it later gets to choose again.

Flamethrower

You install a flamethrower in your automaton. The flamethrower has 2 uses. As an action, your automaton can use the jet of flame invention or spend 1 use to use the flame sweep invention at 1st level. The saving throw is made against your invention save DC. You can use multiple uses to use flame sweep at a higher level at a rate of 1 use per level.

You can choose this upgrade twice. The flamethrower regains all uses after the automaton undergoes maintenance.

Four-Armed Combatant

Prerequisite: 9th level
You install two additional arms to improve your automaton’s combat capabilities, granting it four arms which it can use independently of one another. Your automaton can only gain the benefit of items held by two of its arms at any given time, and once per round your automaton can switch which arms it is benefiting from (no action required).

When your automaton hits a creature with a melee weapon attack on its turn, it can use a bonus action to attempt to grapple the target.

While your automaton has at least 3 arms free, it has a climbing speed equal to its walking speed.

Heavy Plating

Bludgeoning, piercing and slashing damage that your automaton takes from non-magical weapons is reduced by an amount equal to its proficiency bonus.

Invention Protocol

You install two gadgets and one invention on your automaton. Once your automaton uses the invention, your automaton must undergo maintenance before it can use it again.

Jumper Rockets

You install a rockets in your automaton's legs. These rockets have 2 uses. As an action, your automaton can use the rocket boots invention, consuming 1 use.

You can choose this upgrade twice. The rockets regain all uses after the automaton undergoes maintenance.

Light Plating

Your automaton’s speed increases by 5 feet while light armour is integrated.

Medium Plating

The maximum Dexterity bonus that your automaton can add to AC increases to 3 from 2 while medium armour is integrated.

Observant Protocol

Prerequisite: 7th level, Alarm Protocol
You modify the alarm module in your automaton, granting the following benefits:

  • If your automaton can see a creature’s mouth while it is speaking a language it understands, your automaton can interpret what it’s saying by reading its lips.
  • Your automaton has a +5 bonus to its passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Proficiency Protocol

You upgrade your automaton, granting it proficiency in a tool or skill. Your automaton gains proficiency in a tool or skill of your choice.

Prototype Steam Engine

You further improve the steam engine of your automaton. Its Hit Die becomes a d10.

Repair Module

Prerequisite: 11th level, Durability Module
Your automaton becomes proficient in a saving throw of your choice. Additionally, whenever your automaton takes the Dodge action in combat, it can spend one Hit Die to heal itself. Roll the die, add its Constitution modifier, and it regains a number of hp equal to the total (minimum of one).

Shockwave

You install defensive countermeasures on the underbelly of your automaton. This upgrade has 2 uses. As an action, your automaton can use the overload invention, consuming 1 use per level. The saving throw is made against your invention save DC.

You can choose this upgrade twice. The countermeasures regain all uses after the automaton undergoes maintenance.

System Redundancy

Prerequisite: 7th level
You install an emergency protocol in your automaton, prompting a quick reboot after critical damage is taken. If your automaton would be reduced to 0 hit points, it instead is reduced to 1.

Once your automaton uses this feature, it must undergo maintenance before it can use it again.

Taser

You install a taser in your automaton. The taser has 2 uses. As an action, your automaton can use the paralyse person invention, consuming 1 use. The saving throw is made against your invention save DC.

You can choose this upgrade twice. The taser regains all uses after the automaton undergoes maintenance.

Weaponsmith Engineering

Those engineers who choose the Weaponsmith Engineeering discipline focus on the skill of constructing and modifying weapons.

Bonus Proficiencies

When you choose this discipline at 3rd level, you gain proficiency in 3 martial weapon groups. Additionally, when you craft weapons, the rate at which you craft doubles.

Prototype Weapon

Also at 3rd level, you learn to modify one weapon with which you are proficient, utilizing your weaponsmith experience. Over the course of a long rest, you can expend materials equal to half the cost of a weapon in order to modify it. You must have the weapon, materials, and both smith's and tinker’s tools in order to perform this upgrade.

Only you are proficient in your prototype weapon. It has 1 upgrade slot, and it gains more at higher levels, as shown in the Upgrades column of the engineer class table. Over the course of a long rest, you can replace or remove a number of upgrades up to your Intelligence modifier (minimum of one).

Some upgrade effects require saving throws. When you use such an effect from this class, the DC equals your invention save DC.

At 9th level, you can maintain two prototype weapons. The total upgrades are split across the two weapons.

Close Call

Lastly at 3rd level, when you make an attack roll with your prototype weapon and miss, you can expend one use of your Potent Aptitude to attempt to turn that miss into a hit. Roll the die and add it to the attack roll.

Weaponsmith's Strike

Beginning at 6th level, once per round, when you deal damage to a creature with your prototype weapon, you can increase the damage by 1d6. The damage is of the same type as the weapon’s damage.

The damage increases to 2d6 at 11th level and 3d6 at 17th level.

Assisted Aim

At 14th level, when you use an invention that allows you to force creatures in an area to make a saving throw, you can instead make an attack roll with your prototype weapon against a single target that would be in the range of the power. On a hit, the target suffers the effects as though they failed their saving throw. If the invention would affect more than one creature, it instead affects only one.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when the weapon undergoes maintenance.

Weaponsmith's Salvo

Starting at 18th level, when you use your Assisted Aim feature, and the invention would affect more than one creature, you can instead attack each affected creature that would be in the range of the invention. Make a separate attack roll for each target. On a hit, each target suffers the effects as though they failed their saving throw.

Weaponsmith Upgrades

If an upgrade has prerequisites, you must meet them to install it. You can install the upgrade at the same time that you meet its prerequisites.

Adamantine Edge

Prerequisite: 5th level, Melee Weapon
You gain a +1 bonus to damage rolls made with this weapon. This bonus increases to +2 at 11th level and +3 at 17th level.

Bayonet

Prerequisite: Ranged Weapon
You affix a short blade to the front of your prototype weapon, allowing you to make a melee weapon attack with it. The blade is a melee weapon with the finesse property that you are proficient with, and deals 1d6 piercing damage.

Burst Fire

Prerequisite: 9th level, Ranged Weapon
A weapon that has the burst property can make a normal single-target attack, or it can spray a 10-foot-cube area within range with shots. Each creature in the area must make a Dexterity saving throw (DC = 8 + your bonus to ranged weapon attacks) or take the weapon’s normal damage. This consumes an amount of ammunition equal to half its capacity. If the ranged weapon attack would have disadvantage, affected targets instead have advantage.

Carbine

Once per turn, when you deal damage with your prototype weapon, your walking speed increases by 10 feet until the start of your next turn, and the damaged creature can’t make opportunity attacks against you for the rest of your turn.

Collapsible Hilt

Prerequisite: Melee Weapon
You install an expandable hilt on your prototype weapon. Your prototype weapon gains the reach property.

Contoured Grip

Prerequisite: 5th level, Melee Weapon
You gain a +1 bonus to attack rolls made with this weapon. This bonus increases to +2 at 11th level and +3 at 17th level.

Expanded Capacity

Prerequisite: Ranged Weapon
Your prototype weapon can hold two ammunition at a time, allowing you to expend both before a reload is required. You can only reload one ammunition at a time.

Explosive Strikes

Prerequisite: 7th level
You pack extra firepower into your prototype weapon. Once per turn, when you hit with the weapon, you can deal an additional 1d6 damage. If you do so, the weapon makes a loud boom which can be heard 100 feet away. If you are hidden, Intelligence (Investigation) and Wisdom (Perception) checks made to locate you that rely on sound have advantage.

Gadget Attachment

Prerequisite: 9th level
You modify your weapon to carry a gadget. Over the course of a short rest, you can attach a gadget to your weapon. The next time you hit with your weapon, the gadget is activated. If the gadget would require an attack roll, make an invention attack roll. If the gadget would require a saving throw, the target must make the saving throw as normal. On a hit, or a failure, the target suffers the gadget's normal effects.

Harpoon Reel

Prerequisite: 5th level
You install a secondary mode that launches a harpoon attached to a tightly coiled cord. With this harpoon, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 piercing damage. This attack can target a surface, object, or creature.

A creature struck by this attack is impaled by the harpoon. As an action, a creature can attempt to remove the harpoon. Removing the harpoon requires a Strength check. While the harpoon is stuck in the target, you are connected to the target by a 60 foot cable.

While connected in this manner, you can use your bonus action to activate the reel, pulling yourself to the location if the target is your size or larger. A creature or object smaller than you is pulled to you. Alternatively, you can opt to release the cable (no action required).

Once you've used this feature, you can’t use it again until you recover and reinsert the harpoon as an action.

High Calibre

Prerequisite: 5th level, Ranged Weapon
You gain a +1 bonus to damage rolls made with this weapon. This bonus increases to +2 at 11th level and +3 at 17th level.

Integrated Magazine

Prerequisite: Expanded Capacity
Your prototype weapon can hold three ammunition at a time, and you can replace all ammunition with the same action.

Inventive Weapon

Prerequisite: 11th level, Explosive Strikes
You gain the ability to create an invention that enhances your weapon's damage. You can expend one invention to deal an additional 5d6 damage to the target. The damage is the same type as the weapon damage. If you also use your Explosive Strikes with an attack, you add this damage to the extra damage of your inventive weapon.

Jagged Edge

Prerequisite: Melee Weapon
When you critically hit with the weapon, you deal an additional 1d8 damage.

Keen Edge

Prerequisite: 11th level, Jagged Edge
Your weapon now scores a critical hit on a roll of 19 or 20.

Lantern

You affix a targeted light to your weapon. As a bonus action, you can toggle the light on or off. While on, your weapon sheds bright light in a 60-foot cone.

Muffled Weapon

You modify your prototype weapon with a muffling system. When you make a weapon attack with your weapon while hidden, Investigation and Perception checks made to locate you that rely on sound have disadvantage.

Optical Scope

Prerequisite: 5th level, Ranged Weapon
You gain a +1 bonus to attack rolls made with this weapon. This bonus increases to +2 at 11th level and +3 at 17th level.

Reduced Recoil

Prerequisite: Ranged Weapon
You install a recoil dampener in your prototype weapon, removing the strength property from it.

Returning Weapon

Prerequisite: Melee Weapon
You install a retractable chain in your prototype weapon. If the weapon does not already have the thrown property, it gains it with a range of 20/60. Additionally, when you throw the weapon, it immediately returns to your hand.

Siege Weapon

You modify your weapon to be more effective against barriers. Your weapon deals double damage against structures.

Shock Absorber

You add mechanical suspension to your prototype weapon to absorb energy from impacts. While wielding your prototype weapon, you can use the absorb energy invention and the invention's extra damage applies to both melee and ranged weapon attacks.

Harpoon Gadget

Prerequisite: 9th level, Harpoon Reel
After hitting a creature with the harpoon fire mode, you can use the connection to deliver a gadget effect. As a bonus action, you can use a gadget on the target as if you were standing in the target's space. If the gadget requires a saving throw, the target has disadvantage.

Once you've used this feature, you can’t use it again until you recover the harpoon.

Shocking Strike

Prerequisite: 9th level, Melee Weapon
When you hit with the weapon, you can create an electric burst. Each creature in a 15-foot cone centered on the creature you hit must make a Dexterity saving throw against your invention save DC, taking 1d8 lightning damage on a failed save or half as much on a successful one.

Once you've used this feature, the weapon must undergo maintenance before you can use it again.

Snap Fire

Prerequisite: 9th level, Ranged Weapon
You modify your prototype weapon for quick shots. You can use your reaction to take a opportunity attack with your prototype weapon if an enemy comes within 10 ft of you. You have disadvantage on this attack.

Staggering Strike

Prerequisite: Melee Weapon
When you hit with the weapon, you can force the target to make a Strength saving throw. On a failed save, the creature is pushed back 10 feet and knocked prone.

Once you've used this feature, the weapon must undergo maintenance before you can use it again.

Venomous Weapon

Prerequisite: 7th level, Melee Weapon
As a bonus action, you can coat your weapon in a thin layer of poison for 1 minute. The next time you hit with the weapon, the creature must make a Constitution saving throw against your invention DC. On a failed save, a creature takes 1d10 poison damage and becomes poisoned for 1 minute.

Once you've used this feature, the weapon must undergo maintenance before you can use it again.

Inventions

Gadgets (0 Level)

Acid Gel


  • Activation Time: 1 Action
  • Range: Varies
  • Duration: 1 Round

As part of the action used to activate this invention, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the invention fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in a thick acidic slime until the start of your next turn. Until the start of your next turn, if the target succeeds in grappling or maintaining a grapple, the slime is pressed into its body, causing it to immediately take 1d8 acid damage.

This invention’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 acid damage to the target, and the damage the target takes for taking grappling or maintaining a grapple increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Acid Splash


  • Activation Time: 1 Action
  • Range: 60 feet
  • Duration: Instantaneous

You emit a burst of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

This invention's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Acid Strike


  • Activation Time: 1 Action
  • Range: Varies
  • Duration: Instantaneous

You deliver a corrosive attack. Make a melee invention attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage.

The invention's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Bonfire


  • Activation Time: 1 Action
  • Range: Touch
  • Duration: 1 Minute

You create a bonfire on ground that you can see within range. Until the effect ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you use the invention must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren’t being worn or carried.

The invention’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Combustive Shot


  • Activation Time: 1 Action
  • Range: Varies
  • Duration: 1 Round

As part of the action used to activate this invention, you must make a ranged attack with a weapon against one creature within your weapon’s range, otherwise the invention fails. On a hit, the target suffers the attack's normal effects, and it ignites in flame. At the start of your next turn, the creature takes fire damage equal to your invention ability modifier. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.

This invention’s damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 fire damage to the target, and the damage at the start of your next turn increases to 1d4 + your invention ability modifier. Both damage rolls increase by 1d6 and 1d4, respectively, at 11th level and 17th level.

Electroshock


  • Activation Time: 1 Action
  • Range: Touch
  • Duration: Instantaneous

Lightning springs from you to deliver a shock to 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.

This power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Firearm


  • Activation Time: 1 Action
  • Range: 120 feet
  • Duration: Instantaneous

You shoot a blast of fire at a creature or object within range. Make a ranged invention attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this invention ignites if it isn't being worn or carried.

This invention's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Grappling Cable


  • Activation Time: 1 Action
  • Range: 30 feet
  • Duration: Instantaneous

You create a long, barbed wire cable that lashes out at your command toward a creature in range. Make a melee invention attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

The invention's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Icy Burst


  • Activation Time: 1 Action
  • Range: 60 feet
  • Duration: Instantaneous

You emit a burst of ice at a creature within range. Make a ranged invention attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

The invention’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Jet of Flame


  • Activation Time: 1 Action
  • Range: Self (30-foot sphere)
  • Duration: 10 Minutes

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The effect ends if you dismiss it as an action or if you activate it again.

You can also attack with the flame, although doing so ends the effect. When you use this invention, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged invention attack. On a hit, the target takes 1d8 fire damage.

This invention’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Light


  • Activation Time: 1 Action
  • Range: Touch
  • Duration: 1 Hour

You activate a gadget that is no larger than 10 feet in any dimension. Until the effect ends, the invention sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The effect ends if you use the invention again or dismiss it as an action.

Mending


  • Activation Time: 1 Minute
  • Range: Touch
  • Duration: Instantaneous

This ability repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn strap, or a leaking cup. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

Poison Spray


  • Activation Time: 1 Action
  • Range: 10 Feet
  • Duration: Instantaneous

You extend your hand toward a creature you can see within range and project a puff of noxious gas. The creature 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), 11th level (3d12), and 17th level (4d12).

Rime Shot


  • Activation Time: 1 Action
  • Range: Varies
  • Duration: 1 Round

As part of the action used to activate this invention, you must make a ranged attack with a weapon against one creature within your weapon’s range, otherwise the invention fails. On a hit, the target suffers the attack’s normal effects, and the creature’s movement speed is halved until the end of its turn as the air around it turns frigid.

This invention deals additional damage when you reach higher levels. At 5th level the ranged attack deals an extra 1d6 cold damage. This damage increases by 1d6 again at 11th level and 17th level.

Rime Strike


  • Activation Time: 1 Action
  • Range: Varies
  • Duration: 1 Round

As part of the action used to activate this invention, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the invention fails. On a hit, the target suffers the attack’s normal effects, and its speed is reduced by 10 feet until the start of your next turn, as the cold energy seeps into its being. Additionally, if the target doesn't move at least 5 feet before the start of your next turn, it immediately takes 1d8 cold damage, and the effect ends.

This invention’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 cold damage to the target, and the damage the target takes for not moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Shocking Blast


  • Activation Time: 1 Action
  • Range: 30 feet
  • Duration: Instantaneous

You create a blast of lightning. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 lightning damage. Constructs have disadvantage on this saving throw.

This invention’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Shocking Burst


  • Activation Time: 1 Action
  • Range: Self (5-foot sphere)
  • Duration: Instantaneous

You emit a burst of electricity. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 lightning damage.

This invention’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Shocking Strike


  • Activation Time: 1 Action
  • Range: Varies
  • Duration: 1 Round

As part of the action used to activate this invention, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the invention fails. On a hit, the target suffers the attack’s normal effects, and it becomes wreathed in an electrical discharge. If the target willingly takes a reaction before the start of your next turn, it immediately takes 1d8 lightning damage, and the power ends.

This invention’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 lightning damage to the target, and the damage the target takes for taking reactions increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Slingshot


  • Activation Time: 1 Bonus Action
  • Range: Touch
  • Duration: 1 Minute

You gather pebbles for your slingshot. You can make a ranged invention attack with one of the pebbles. It has a range of 60 feet. On a hit, the target takes bludgeoning damage equal to 1d6 + your invention ability modifier.

Sonic Shot


  • Activation Time: 1 Action
  • Range: Varies
  • Duration: 1 Round

As part of the action used to activate this invention, you must make a ranged attack with a weapon against one creature within your weapon’s range, otherwise the invention fails. On a hit, the target suffers the attack’s normal effects, and it becomes wreathed in a sonic barrier until the start of your next turn. If the target willingly moves before then, it immediately takes thunder damage equal to your invention ability modifier, becomes deafened until the start of your next turn, and the effect ends.

This invention’s damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 thunder damage to the target, and the damage the target takes for moving increases to 1d6 + your invention ability modifier. Both damage rolls increase by an additional 1d6 at 11th and 17th level.

Sonic Strike


  • Activation Time: 1 Action
  • Range: Varies
  • Duration: 1 Round

As part of the action used to activate this invention, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the invention fails. On a hit, the target suffers the attack’s normal effects, and you begin to emanate a disturbing hum. If a hostile creature ends its turn within 5 feet of you before the start of your next turn, it takes 1d4 thunder damage.

This invention’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the secondary damage increases by 1d4. Both damage rolls increase by 1d8 and 1d4, respectively, at 11th level and 17th level.

Sonic Wave


  • Activation Time: 1 Action
  • Range: 5 Feet
  • Duration: 1 Instantaneous

You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.

The invention’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Storm Shot


  • Activation Time: 1 Action
  • Range: Varies
  • Duration: 1 Round

As a part of the action used to activate this invention, you must make a ranged attack with a weapon against one creature within your weapon’s range, otherwise the invention fails. On a hit, the target suffers the attack’s normal effects and gains the lightning rod debuff until the end of your next turn, as energy begins to course through them. When this power hits a target, if there is a creature within 30 feet who has the lightning rod debuff, then the energy discharges, creating an arc of lightning between them which removes the debuff and deals 1d6 lightning damage to each of them.

The invention’s damage increases when you reach higher levels. At 5th level, the effects of both the ranged weapon attack and discharge deal an extra 1d6 lightning damage. Both damage rolls increase by an additional 1d6 at 11th and 17th level.

Level 1

Ablative Armour


  • Activation Time: 1 reaction, which you take when you are hit by an attack
  • Range: Self
  • Duration: 1 Round

Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack.

Absorb Energy


  • Activation Time: 1 Reaction, which you take when you take damage
  • Range: Self
  • Duration: 1 Round

The invention captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the power ends.

When you use an invention of 2nd level or higher, the extra damage increases by 1d6 for each invention level above 1st.

Alarm


  • Activation Time: 1 Minute
  • Range: 30 Feet
  • Duration: 8 Hours

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the effect ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you activate the invention, you can designate creatures that won’t set off the alarm. The alarm produces the sound of a hand bell for 10 seconds within 60 feet.

Arc Bolt


  • Activation Time: 1 Action
  • Range: 30 Feet
  • Duration: 1 Minute

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged invention attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The effect ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

When you use an invention of 2nd level or higher, the initial damage increases by 1d12 for each invention level above 1st.

Catapult


  • Activation Time: 1 Action
  • Range: 60 Feet
  • Duration: Instantaneous

Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.

When you use an invention of 2nd level or higher, the maximum weight of objects that you can target with this invention increases by 5 pounds, and the damage increases by 1d8, for each invention level above 1st.

Condense/Vapourise


  • Activation Time: 1 Action
  • Range: 30 Feet
  • Duration: Instantaneous

In an open container, you can create up to 10 gallons of drinkable water. You may also produce a rain that falls within a 30-foot cube and extinguishes open-air flames. You can destroy the same amount of water in an open container, or destroy a 30-foot cube of fog.

When you use an invention of 2nd level or higher, the amount of water you can create increases by 10 gallons, or the size of the cube increases by 5 feet, for each invention level above 1st.

Ensnaring Strike


  • Activation Time: 1 Bonus Action
  • Range: Self
  • Duration: 1 Minute

The next time you hit a creature with a weapon attack before this effect ends, a barbed net envelops them, and the target must succeed on a Strength saving throw or be restrained until the effect ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the net breaks.

While restrained by this invention, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the net or one that can touch the creature can use its action to make a Strength check against your invention save DC. On a success, the target is freed.

If you use an invention of 2nd level or higher, the damage increases by 1d6 for each invention level above 1st.

Expeditious Retreat


  • Activation Time: 1 Bonus Action
  • Range: Self
  • Duration: 10 Minutes

This invention gives you a burst of adrenaline that allows you to move at an incredible pace. When you use this invention, and then as a bonus action on each of your turns until the effect ends, you can take the Dash action.

Flame Sweep


  • Activation Time: 1 Action
  • Range: Self (15-foot cone)
  • Duration: Instantaneous

A thin sheet of flames shoots forth from you. Each creature in a 15-foot cone must make a Dexterity saving throw. 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 not worn or carried.

When you use an invention of 2nd level or higher, the damage increases by 1d6 for each invention level above 1st.

Flash


  • Activation Time: 1 Action
  • Range: Self
  • Duration: 1 Round

You create a massive flash of light at a point within range. Roll 6d10; the total is how many hit points of creatures this invention can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see). Starting with the creature that has the lowest current hit points, each creature affected by this invention is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

When you use an invention of 2nd level or higher, roll an additional 2d10 for each invention level above 1st.

Gleaming Outline


  • Activation Time: 1 Action
  • Range: 60 Feet
  • Duration: 1 Minute

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). 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.

Heavy Cannon


  • Activation Time: 1 Action
  • Range: 120 Feet
  • Duration: Instantaneous

Make a ranged invention attack against the target. On a hit, the target takes 2d8 fire damage + 1d6 bludgeoning damage. If you roll the same number on both d8s, the blast engulfs the nearest creature, which may not be further than 30 feet from the original target. If two creatures are equally near, you choose which is the new target. Make a new attack roll against the new target, and make a new damage roll, which could cause the blast to engulf yet another creature, which also may not be further than 30 feet from the original target. A creature can only be targeted once by each use.

When you use an invention of 2nd level or higher, each target takes 1d6 extra fire damage for each slot level above 1st.

Icy Blast


  • Activation Time: 1 Action
  • Range: 60 Feet
  • Duration: Instantaneous

You release a shard of icy energy at one creature within range. Make a ranged invention attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

When you use an invention of 2nd level or higher, the cold damage increases by 1d6 for each invention level above 1st.

Knockout Gas


  • Activation Time: 1 Action
  • Range: 90 Feet
  • Duration: 1 Minute

This invention sends creatures into a deep slumber. Roll 5d8; the total is how many hit points of creatures this invention can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this invention falls unconscious until the effect ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected by this invention.

When you use an invention of 2nd level or higher, roll an additional 2d8 for each invention level above 1st.

Laughing Gas


  • Activation Time: 1 Action
  • Range: 30 Feet
  • Duration: 1 Minute

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this invention affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the effect ends.

Light Cannon


  • Activation Time: 1 Action
  • Range: 90 Feet
  • Duration: Instantaneous

You hurl a 4-inch-diameter cannonball at a creature that you can see within range. Make a ranged invention attack against the target. If the attack hits, the creature takes 2d8 bludgeoning damage and 1d8 fire damage.

When you use an invention of 2nd level or higher, the fire damage increases by 1d8 for each invention level above 1st.

Net Launcher


  • Activation Time: 1 Action
  • Range: 90 Feet
  • Duration: 1 Minute

A net covers a 20-foot square starting from a point within range. For the duration, this area is difficult terrain. A creature in the area when you use the invention must succeed on a Strength saving throw or be restrained until the effect ends. A creature restrained by the net can use its action to make a Strength check against your invention save DC. On a success, it frees itself.

Noxious Fumes


  • Activation Time: 1 Action
  • Range: 5 Feet
  • Duration: Instantaneous

You emit a cloud of poisonous fumes. Each creature within range, other than you, must make a Constitution saving throw. On a failed save, a creature takes 2d8 poison damage and is poisoned. On a successful save, the creature takes half as much damage and isn't poisoned.

When you use an invention of 2nd level or higher, the damage increases by 1d8 for each invention level above 1st.

Oil Slick


  • Activation Time: 1 Action
  • Range: 60 Feet
  • Duration: 1 Minute

You cover the ground in a 10-foot square within range in oil. For the duration, it is difficult terrain.

When the oil appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw.

The oil is flammable. Any 5 foot square of the oil exposed to fire burns away in one round. Each creature who enters the fire or starts it turn there must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.

Overload


  • Activation Time: 1 Action
  • Range: Self (15-foot cube)
  • Duration: Instantaneous

You expel a burst of power. Each creature in a 15-foot cube originating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d8 lightning damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

When you use an invention of 2nd level or higher, the damage increases by 1d8 for each invention level above 1st.

Parachute


  • Activation Time: 1 Reaction, which you take when you fall.
  • Range: Self
  • Duration: 1 Minute

Your rate of descent slows to 60 feet per round until the invention ends. If the you land before the invention ends, you take no falling damage and can land on your feet, and the effect ends.

Repair Construct


  • Activation Time: 1 Action
  • Range: Touch
  • Duration: Instantaneous

A construct you touch regains a number of hit points equal to 1d8 + your invention ability modifier.

When you use an invention of 2nd level or higher, the healing increases by 1d8 for each invention level above 1st.

Ring of Fire


  • Activation Time: 1 Action
  • Range: Self
  • Duration: 1 Minute

A wall of flames erupts out of the ground in a ring around you with a radius of 15 feet and a height of 10 feet. Creatures who start their turn in the ring of fire or pass through it on their turn take 1d6 fire damage. Creatures within the ring of fire who willingly try to move through the fire to escape must succeed on a Wisdom saving throw to do so. Creatures who are immune to fear or fire automatically succeed on this saving throw.

When you use an invention of 2nd level or higher, the damage of the ring of fire increases by 1d6 for each invention level above 1st.

Rocket Boots


  • Activation Time: 1 Action
  • Range: Touch
  • Duration: 1 Minute

You touch a creature. The creature's jump distance is tripled until the effect ends.

Rocket Pod


  • Activation Time: 1 Action
  • Range: 120 Feet
  • Duration: Instantaneous

You expel a series of three small explosives. Each explosive hits a creature of your choice that you can see within range. An explosive deals 1d4 + 1 fire damage to its target. The explosives all strike simultaneously, and you can direct them to hit one creature or several.

When you use an invention of 2nd level or higher, the invention contains one more explosive for each invention level above 1st.

Scatter Shot


  • Activation Time: 1 Bonus Action
  • Range: Self
  • Duration: 1 Minute

The next time you hit a creature with a ranged weapon attack before the effect ends, this invention creates a burst of many smaller projectiles. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.

If you use an invention of 2nd level or higher, the damage increases by 1d10 for each invention level above 1st.

Smoke Bomb


  • Activation Time: 1 Action
  • Range: 120 Feet
  • Duration: 1 Hour

You cause thick smoke to erupt from a point within range, filling a 20-foot-radius sphere. 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.

When you use an invention of 2nd level or higher, the radius of the smoke cloud increases by 20 feet for each invention level above 1st.

Snap Shot


  • Activation Time: 1 Reaction that you take in response to being damaged by a creature within 60 feet of you that you can see.
  • Range: 60 Feet
  • Duration: Instantaneous

You expel a sabotage charge at the creature that attacked you. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

When you use an invention of 2nd level or higher, the damage increases by 1d10 for each invention level above 1st.

Snare


  • Activation Time: 1 Minute
  • Range: Touch
  • Duration: 8 Hours

As you activate this invention, you use a rope to create a circle with a 5-foot radius on the ground or the floor. When you finish, the circle becomes a trap. This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your invention save DC to be discerned. The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the invention’s radius. That creature must succeed on a Dexterity saving throw or be hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the effect ends. A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Investigation) check against your invention save DC. On a success, the restrained effect ends. After the trap is triggered, the invention ends when no creature is restrained by it.

Spring Stilts


  • Activation Time: 1 Action
  • Range: Touch
  • Duration: 1 Hour

You touch a creature. The target's speed increases by 10 feet until the effect ends.

Level 2

Acid Dart


  • Activation Time: 1 Action
  • Range: 90 Feet
  • Duration: Instantaneous

A shimmering green dart streaks toward a target within range and bursts in a spray of acid. Make a ranged invention attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the dart splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

When you use an invention of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each invention level above 2nd.

Caltrops


  • Activation Time: 1 Action
  • Range: 150 Feet
  • Duration: 1 Hour

You scatter a large number of caltrops across ground in a 20-foot radius centered on a point within range. These caltrops pierce deep into the feet and boots of anyone who walks upon them. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

The caltrops are nearly invisible to the naked eye. Any creature that can’t see the area at the time the power is cast must make a Wisdom (Perception) check against your invention save DC to notice the caltrops before entering the area.

Drill


  • Activation Time: 1 Action
  • Range: Touch
  • Duration: Instantaneous

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of binders, a lock, or another object that possesses a means of preventing access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If you choose a target that is held shut with arcane lock, that power is suppressed for 10 minutes, during which time the target can be opened and shut normally.

Flashbang


  • Activation Time: 1 Action
  • Range: 30 Feet
  • Duration: 1 Minute

You can blind or deafen a foe. Choose one creature within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (random chance) for the duration. At the end of each of its turns, the target makes a Constitution saving throw. On a success, the effect ends.

When you use an invention of 3rd level or higher, you can target one additional creature for each invention level above 2nd.

Gecko Boots


  • Activation Time: 1 Action
  • Range: Touch
  • Duration: 1 Hour

Until the effect ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

Icy Volley


  • Activation Time: 1 Action
  • Range: 90 Feet
  • Duration: Instantaneous

An explosion of cold energy erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 3d6 cold damage, and its speed is reduced by 10 feet until the start of your next turn. On a successful save, a creature takes half as much damage and isn’t slowed.

When you use a invention of 3rd level or higher, the damage increases by 1d6 for each invention level above 2nd.

Incendiary Bolts


  • Activation Time: 1 Action
  • Range: 120 Feet
  • Duration: Instantaneous

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged invention attack for each ray. On a hit, the target takes 2d6 fire damage.

When you use an invention of 3rd level or higher, you create one additional ray for each invention level above 2nd.

Lock


  • Activation Time: 1 Action
  • Range: Touch
  • Duration: Until Removed

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you use this invention can open the object normally with a key you give them. Otherwise, it is impassable until it is broken or the invention is removed. Casting knock on the object suppresses lock for 10 minutes.

While affected by this power, the object is more difficult to break or force open; the DC to break it or pick any previously existing lock increases by 10.

Magnetic Field


  • Activation Time: 1 Action
  • Range: Self
  • Duration: 1 Hour

You create a strong magnetic field around you in a 10-foot radius which moves with you, remaining centered on you. The field lasts for the invention’s duration and has the following effects:

  • The area is difficult terrain for creatures other than you.
  • The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the field.

Mesh Trap


  • Activation Time: 1 Action
  • Range: 60 Feet
  • Duration: 1 Hour

You expel a mass of thick, adhesive mesh at a point of your choice within range. The mesh fill a 20-foot cube from that point for the duration. The mesh is difficult terrain and lightly obscures their area. If the mesh isn’t anchored between two solid masses (such as walls) or layered across a floor, wall, or ceiling, the mesh collapses on itself, and the invention ends at the start of your next turn. Mesh layered over a flat surface has a depth of 5 feet. Each creature that starts its turn in the mesh or that enters it during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the mesh or until it breaks free. A creature restrained by the mesh can use its action to make a Strength check against your invention save DC. If it succeeds, it is no longer restrained. The mesh is flammable. Any 5-foot cube of mesh exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

Napalm Blade


  • Activation Time: 1 Bonus Action
  • Range: Self
  • Duration: 10 Minutes

You coat a blade in napalm. You can use your action to make a melee invention attack with the fiery blade. On a hit, the target takes 3d6 fire damage. The blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

When you use an invention of 4th level, the damage increases by 1d6.

Napalm Jet


  • Activation Time: 1 Action
  • Range: 30 Feet
  • Duration: Instantaneous

A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.

When you use an invention of 3rd level or higher, the damage increases by 1d8 for each invention level above 2nd.

Night Vision


  • Activation Time: 1 Action
  • Range: Touch
  • Duration: 8 Hours

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has 60 foot darkvision.

Paralyse Person


  • Activation Time: 1 Action
  • Range: 60 Feet
  • Duration: 1 Minute

You emit a paralysing dart or electric current at a person that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralysed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

When you use an invention of 3rd level or higher, you can target one additional humanoid for each invention level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Pyrotechnics


  • Activation Time: 1 Action
  • Range: 60 Feet
  • Duration: Instantaneous

Choose an area of flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and create either fireworks or smoke when you do so.

Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.

Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

Repeater


  • Activation Time: 1 Bonus Action
  • Range: Touch
  • Duration: 1 Minute

You attach a repeater magazine to your weapon. For the duration, when you make a ranged attack with the weapon, it consumes no ammunition, and as a bonus action on each of your turns you can make one attack with the weapon loaded with the repeater. When this effect ends, the magazine is expended.

When you use an invention of 5th level, you can make two attacks with your bonus action, instead of one.

Shatter


  • Activation Time: 1 Action
  • Range: 60 Feet
  • Duration: Instantaneous

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, 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 non-magical object that isn’t being worn or carried also takes the damage if it’s in the power’s area.

When you use an invention of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Level 3

Arc Blast


  • Activation Time: 1 Bonus Action
  • Range: Self
  • Duration: Minute

The next time you make a ranged weapon attack during the invention's duration, the weapon's ammunition, or the weapon itself if it's a thrown weapon, releases a blast of electrical energy. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon's normal damage. Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.

When you use an invention of 4th level or higher, the damage for both effects increases by 1d8 for each invention level above 3rd.

Barrage


  • Activation Time: 1 Action
  • Range: Self
  • Duration: Instantaneous

You throw a weapon or fire a piece of ammunition into the air to create a cone of projectiles that shoot forward. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.

Debilitating Gas


  • Activation Time: 1 Action
  • Range: 90 Feet
  • Duration: 1 Minute

You create a 20-foot-radius sphere of gas centered on a point. The cloud spreads around corners and its area is heavily obscured. It lingers in the air for the duration.

Each creature completely in the cloud at the start of its turn must make a Constitution save against poison. On a failure, the creature does nothing that turn. Creatures that don’t need to breathe or are immune to poison automatically succeed.

A wind of 10mph disperses the cloud after 4 rounds. A wind of 20mph disperses it after 1 round.

Discharge Bolt


  • Activation Time: 1 Action
  • Range: Self
  • Duration: Instantaneous

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren't being worn or carried.

When you use an invention of 4th level or higher, the damage increases by 1d6 for each invention level above 3rd.

Flaming Shots


  • Activation Time: 1 Action
  • Range: Touch
  • Duration: 1 Hour

You attach your invention to a ranged weapon you are wielding. When a target takes damage from the chosen weapon, the target takes an extra 1d6 fire damage. The effect ends when twelve shots have been fired.

When you use an invntion of 4th level or higher, the number of shots you can take with this invention increases by two for each invention level above 3rd.

Floodlight


  • Activation Time: 1 Action
  • Range: 60 Feet
  • Duration: 1 Hour

A 60-foot-radius sphere of light spreads from a point you choose. The sphere is bright light and sheds dim light for an additional 60 feet. If any of this invention’s area overlaps with magical darkness made by a spell of 3rd level or lower, the darkness is dispelled.

Freeze Ray


  • Activation Time: 1 Action
  • Range: 30 Feet
  • Duration: 1 Minute

Choose up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Dexterity saving throw or be affected by this invention for the duration.

An affected 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 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 makes another Dexterity saving throw at the end of its turn. On a successful save, the effect ends for it.

Landmine


  • Activation Time: 1 Action
  • Range: 150 Feet
  • Duration: Instantaneous

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

When you use an invention of 4th level or higher, the damage increases by 1d12 for each invention level above 3rd.

Protection from Energy


  • Activation Time: 1 Action
  • Range: Touch
  • Duration: 1 Hour

A willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

Mortar


  • Activation Time: 1 Action
  • Range: 120 Feet
  • Duration: Instantaneous

You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites unattended flammable objects in the area.

When you use an invention of 4th level or higher, the damage increases by 1d6 for each invention level above 3rd.

Sabotage Charges


  • Activation Time: 1 Action
  • Range: Self
  • Duration: 10 Minutes

You create six sabotage charges that last for the invention’s duration. When you use the invention, and as a bonus action on subsequent turns, you can hurl up to two of the charges to points you choose within 120 feet. Each charge explodes if it reaches the point or hits a solid surface. Each creature within 5 feet of the explosion must make a Dexterity save. The explosion deals 2d6 fire damage on a failure, or half damage on a success.

The number of charges created increases by two for each invention level above 3rd.

Scuba Gear


  • Activation Time: 1 Action
  • Range: Touch
  • Duration: 24 Hours

This invention grants up to ten willing creatures you can see within range the ability to breathe underwater until the effect ends. Affected creatures also retain their normal mode of respiration.

Stimulant


  • Activation Time: 1 Action
  • Range: Touch
  • Duration: 1 Minute

Choose a willing creature that you can see within range. Until the effect 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 effect ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

Trap


  • Activation Time: 1 Hour
  • Range: Touch
  • Duration: Until disabled or triggered

When you use this invention, you create a trap that will later trigger in response to a certain condition. You must attach it either to a surface (such as a table or a section of floor or wall) or within an object that can be closed or turned on (such as a book, door, or computer terminal) to conceal the trap. The trap can cover an area no larger than 10 feet in diameter. At the GM’s discretion, certain actions may cause the trap to break or be rendered inoperative. The trap is well disguised, and requires a successful Intelligence (Investigation) check against your invention save DC to be found. You decide what triggers the trap when you use the invention, such as entering a certain area or taking an object. You can further refine the trigger so the trap activates only under certain circumstances or according to physical characteristics (such as height or weight) or creature kind. You can also set conditions that don't trigger the trap.

When you create the trap, choose a trap type:

Explosive Trap. When triggered, the trap erupts in a 20-foot-radius sphere centered on the trap. The explosion spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or sonic damage on a failed saving throw (your choice when you create the trap), or half as much damage on a successful one.

Invention Trap. You can store a prepared invention of 3rd level or lower in the trap by using it as part of creating the trap. The trap must target a single creature or an area. The invention being stored has no immediate effect when used in this way. When the trap is triggered, the stored invention is used. If the trap has a target, it targets the creature that triggered the trap. If the invention affects an area, the area is centered on that creature.

When you use an invention of 4th level or higher, the damage of an explosive trap increases by 1d8 for each invention level above 3rd. If you create an invention trap, you can store any invention of up to the same level as the trap level.

Upgrade Weapon


  • Activation Time: 1 Action
  • Range: Touch
  • Duration: 1 Hour

A non-magical weapon you touch becomes an upgraded weapon. Choose one of these damage types: acid, cold, fire, or lightning. For the duration, a non-magical weapon you touch has a +1 to attack rolls and deals an extra 1d4 damage of the chosen type.

When you use an invention of 5th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4.

Level 4

Alpha Radiation


  • Activation Time: 1 Action
  • Range: 120 Feet
  • Duration: 10 Minutes

Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the effect ends. When a creature moves into the invention’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this invention go away when the effect ends.

Ballistic Armour


  • Activation Time: 1 Action
  • Range: Touch
  • Duration: 1 Hour

Until the effect ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

Corrosive Sphere


  • Activation Time: 1 Action
  • Range: 150 Feet
  • Duration: Instantaneous

You create a globule of acid and hurl it at a point within range, where it explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

When you use an invention of 5th level, the initial damage increases by 2d4.

Curtain of Napalm


  • Activation Time: 1 Action
  • Range: 120 Feet
  • Duration: 1 Minute

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. 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.

When you use an invention of 5th level, the damage increases by 1d8.

Elemental Accelerant


  • Activation Time: 1 Action
  • Range: 90 Feet
  • Duration: 1 Minute

Choose one creature you can see and one damage type: acid, cold, fire, lightning, or thunder. The target must make a Constitution saving throw. If it fails, the first time on each turn when it takes damage of the chosen type, it takes an extra 2d6 damage of it. The target also loses resistance to the type until the power ends.

When you use an invention of 5th level, you can target one additional creature. The creatures must be within 30 feet of each other when you target them.

Fabricate


  • Activation Time: 10 Minutes
  • Range: Touch
  • Duration: Instantaneous

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. Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the invention is commensurate with the quality of the raw materials. Creatures or magic 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 appropriate type of artisan's tools.

Ice Storm


  • Activation Time: 1 Action
  • Range: 120 Feet
  • Duration: Instantaneous

A storm of cold encompasses 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. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. The storm’s area of effect becomes difficult terrain until the end of your next turn.

When you use an invention of 5th level, the bludgeoning damage increases by 1d8.

Sickening Radiation


  • Activation Time: 1 Action
  • Range: 60 Feet
  • Duration: Instantaneous

You launch three projectiles at points you can see within range. Each creature within a 10-foot radius sphere of each point must make a Dexterity saving throw. A creature takes 3d6 fire and 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one sphere is affected only once. The power damages objects in the area and ignites flammable objects that aren’t being worn or carried.

Level 5

Contagion


  • Activation Time: 1 Action
  • Range: Touch
  • Duration: 7 Days

You inflicts disease. Make a melee invention attack against a creature within your reach. On a hit, the target is poisoned.

At the end of each of the poisoned target's turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the effect ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for the invention's duration.

Since this invention induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.

Blinding Sickness. Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.

Filth Fever. A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.

Flesh Rot. The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

Mindfire. The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.

Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

Cryogenic Spray


  • Activation Time: 1 Action
  • Range: Self
  • Duration: Instantaneous

A blast of cold air erupts from you. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this invention becomes a frozen statue until it thaws.

Dig Tunnel


  • Activation Time: 1 Action
  • Range: 30 Feet
  • Duration: 1 Hour

A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.

Immolate


  • Activation Time: 1 Action
  • Range: 90 Feet
  • Duration: Instantaneous

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the invention’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the effect ends on a successful one. These magical flames can’t be extinguished by nonmagical means. If damage from this invention kills a target, the target is turned to ash.

Paralyse Creature


  • Activation Time: 1 Action
  • Range: 90 Feet
  • Duration: 1 Minute

Choose a creature that you can see within range. The target must succeed on a Constitution saving throw or be paralysed for the duration. This invention has no effect on undead. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends.

Toxic Cloud


  • Activation Time: 1 Action
  • Range: 120 Feet
  • Duration: 10 Minutes

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the effect. Its area is heavily obscured. 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. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe. The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapours, being heavier than air, sink to the lowest level of the land, even pouring down openings.

Volley


  • Activation Time: 1 Action
  • Range: 150 Feet
  • Duration: Instantaneous

You fire a piece of ammunition from a ranged weapon or throw a weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius. 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.

Level 6

Chain Lightning


  • Activation Time: 1 Action
  • Range: 150 Feet
  • Duration: 1 Instantaneous

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

Cryogenic Orb


  • Activation Time: 1 Action
  • Range: 300 Feet
  • Duration: Instantaneous

A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.

If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your invention save DC to break free.

You can refrain from firing the globe after activating the invention, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal casting of the invention. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes.

Disintegrate


  • Activation Time: 1 Action
  • Range: 60 Feet
  • Duration: Instantaneous

A blast of corrosive energy emits from you. Choose a target within range. A creature targeted by this invention must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 acid damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized. This power automatically disintegrates a Large or smaller object. If the target is a Huge or larger object, this invention disintegrates a 10-foot-cube portion of it.

Entrench


  • Activation Time: 10 Minutes
  • Range: Touch
  • Duration: 24 Hours

You create defences that protect up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The secured area can be up to 20 feet tall, and shaped as you desire. You can protect several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are using the invention. When you use this invention, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that makes the speaker immune to these effects.

Construct defences creates the following effects.

Corridors. Fog fills all the secured corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.

Doors. All doors in the secured area are locked, as if sealed by the lock power. In addition, you can cover up to ten doors with an image to make them appear as plain sections of wall.

Stairs. Mesh traps fill all stairs in the secured area from top to bottom, as the mesh trap invention. This mesh regenerates in 10 minutes if it is burned or torn away while the defences last.

Other. Debilitating gas is placed in two locations. The vapours return within 10 minutes if dispersed by wind while the defences last.

You can create a permanently guarded and secured structure by using this invention there every day for one year.

Pathogen


  • Activation Time: 1 Action
  • Range: 60 Feet
  • Duration: Instantaneous

You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.

UV Beam


  • Activation Time: 1 Action
  • Range: Self
  • Duration: 1 Minute

You produce 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 invention. Undead and oozes have disadvantage on this saving throw. You can create a new line of radiance as your action on any turn until the effect ends. You are surrounded by bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.

Level 7

Delayed Explosion


  • Activation Time: 1 Action
  • Range: 150 Feet
  • Duration: 1 Minute

You create a delayed explosion at a point within range. When you decide to end the effect, the explosion occurs. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The invention’s base damage is 12d6. If at the end of your turn the explosion has not yet occurred, the damage increases by 1d6. If the explosion is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the effect ends immediately, causing the explosion. The fire spreads around corners. It ignites flammable unattended objects in the area.

Neurotoxin


  • Activation Time: 1 Bonus Action
  • Range: 30 Feet
  • Duration: Instantaneous

You release a series of darts filled with neurotoxin. Choose any number of creatures you can see within range. Each creature must make a Constitution saving throw. On a failed save, a creature suffers an effect based on its current hit points:

  • 60 hit points or fewer: poisoned for 1 minute
  • 50 hit points or fewer: and deafened for 1 minute
  • 40 hit points or fewer: and blinded for 10 minutes
  • 30 hit points or fewer: and stunned for 1 hour
  • 20 hit points or fewer: killed instantly

Phosphorous Airburst


  • Activation Time: 1 Action
  • Range: 150 Feet
  • Duration: Instantaneous

A cloud of burning phosphorous appears in a location you choose within range. The area of the cloud consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.

Sabot Rounds


  • Activation Time: 1 Action
  • Range: Self
  • Duration: 10 Minutes

You load seven sabot rounds. You can use a bonus action to send one of the rounds streaking toward one creature or object within 120 feet of you. When you do so, make a ranged invention attack. On a hit, the target takes 2d12 piercing damage and 2d12 fire damage. Whether you hit or miss, the round is expended. The effect ends early if you expend the last round.

Level 8

Incendiary Cloud


  • Activation Time: 1 Action
  • Range: 150 Feet
  • Duration: 1 Minute

You create a swirling cloud of smoke shot through with white-hot embers in a 20-foot-radius sphere centered on a point within range. 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 the cloud appears, each creature in it 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. A creature must also make this saving throw when it enters the invention’s area for the first time on a turn or ends its turn there. The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.

Seismic Engine


  • Activation Time: 1 Action
  • Range: 500 Feet
  • Duration: 1 Minute

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken.

When you use this invention and at the end of each turn while it is action, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

This invention can have additional effects depending on the terrain in the area, as determined by the GM.

Fissures. Fissures open throughout the invention's area at the start of your next turn after you use the invention. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the invention's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.

A fissure that opens beneath a structure causes it to automatically collapse (see below).

Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you use the invention and at the start of each of your turns until the effect ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.

Stun


  • Activation Time: 1 Action
  • Range: 60 Feet
  • Duration: Instantaneous

You emit a tiny crippling dart at a target within range. If the target has 150 hit points or fewer, it is stunned. Otherwise, the invention has no effect. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

Weather Machine


  • Activation Time: 10 Minutes
  • Range: Self
  • Duration: 8 Hours

You take control of the weather within 5 miles of you for the duration. You must be outdoors to use this invention. Moving to a place where you don’t have a clear path to the sky ends the effect early. When you use the invention, you change the current weather conditions, which are determined by the DM based 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 and change its stage by one, up or down. When changing the wind, you can change its direction.

UV Flash


  • Activation Time: 1 Action
  • Range: 150 Feet
  • Duration: Instantaneous

Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this invention. Undead and oozes have disadvantage on this saving throw.

A creature blinded by this invention makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

This invention dispels any darkness in its area that was created by a spell.

Level 9

Artillery


  • Activation Time: 1 Action
  • Range: 1 Mile
  • Duration: Instantaneous

Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once. The invention damages objects in the area and ignites flammable objects that aren't being worn or carried.

Death Ray


  • Activation Time: 1 Action
  • Range: 60 Feet
  • Duration: Instantaneous

You fire a ray that can cause one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the invention has no effect.

Storm Seed


  • Activation Time: 1 Action
  • Range: Sight
  • Duration: 1 Minute

A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.

Each round while this invention is active, the storm produces different effects on your turn.

Round 2. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.

Round 3. You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.

Round 4. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.

Round 5–10. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.

Welcome to D20 with Stormchaser

If you're reading this, the chances are that you're playing in one of my games, or you've found my content via Discord or Reddit.

I hope you have fun, and if you have any questions at all, don't hesitate to ask.

Enjoy!

Thanks

The Engineer was based on the class of the same name from SW5e.

Extra thanks to my dedicated patrons and the members of my discord for their playtesting, feedback and critique!

Special mention goes to deity tier patron
Kane Taylor, aka "Zombie Cat ASMR".