Inventor
Every great invention is an idea forged into reality. Inventors spend most of their life tinkering with various items trying to unlock the secrets to how they interact, so that they may give shape to the next game changer.
Makeshift Creation
When you choose this archetype at 3rd level, you learn how to quickly create things to prepare for the day ahead.
Tools of the Inventor. You gain proficiency in 3 sets of artisan's tools of your choice. Your proficiency bonus is doubled for any ability check you make that uses your proficiency in your chosen tools.
Overnight Creation. As part of a long rest, you can spend one hour crafting to create one or more items with a total market value not exceeding your Intelligence modifier + your proficiency bonus in gp.
Junkyard Survival. During your day, you try to cut the cost of your creations by collecting various materials you come across. When crafting an item during a rest, you can use what you've collected instead of buying raw materials with gold. Items you craft in this way look crude and few shops would ever accept to buy them.
Fast Hands
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to take the Use an Object action.
Momentary Solution
At 9th level, you can spend 1 minute to craft a mundane item with a market value of up to 1 gp out of collected materials. Due to its rushed design, the item falls apart in 10 minutes.
Favored Tools
Also at 9th level, your familiarity with your favourite set of tools allows you to craft items at incredible speeds.
Choose one set of tools to be your favored tools. When crafting items using your favored tools, you can treat their market value as if it was equal to 1/4th of their original, for the purposes of determining how much you can craft. When you reach 17th level, treat their market value as if it was 1/10th of their original instead.
Inventing Items
This subclass assumes that the Inventor will design unique, new items that they can craft using their features. As a player, let your imagination run wild and imagine some cool new items your character might come up with. As a DM, do not allow this subclass if you are not ok with your players inventing new items. If you do allow it, encourage your players to invent more powerful items as they grow in levels.
Potent Creations
When you reach 13th level, your experience in crafting allows you to improve designs significantly.
You gain a bonus to the saving throw and skill check DCs of items you craft equal to your Intelligence modifier.
Masterwork
When you reach 17th level, your expertise with your tools is unparalleled. You gain a feature depending on your preferred set of tools.
Alchemist's Supplies. You can create magic potions using your Overnight Creation feature. If you do so, you can craft up to 1 rare potion, 4 uncommon potions or 10 common potions instead of the items you would normally craft.
Carpenter's or Woodworker's Tools. You have figured out how to craft personal vehicles. You can adjust the size of any vehicle design to fit only one person, and can craft this simplified design using your Overnight Creation feature. If you do so, you craft one personal vehicle instead of the items you would normally craft. Any creature in a personal vehicle has a speed of 50 feet of the vehicle's respective type.
Smith's Tools. You have mastered the art of smithing and can improve weapons to perfection using your Overnight Creation feature. If you do so, you can give a +1 bonus to the attack and damage rolls of any weapon instead of crafting the items you would normally craft. This bonus stacks additively to magical bonuses that the weapon may have.
Tinker's Tools. Your ingenuity allows you to improvise designs and mix and match items to solve your problems. Using your Momentary Solution feature, you can craft the same amount of items you can craft with your Overnight Creation feature.
Innovations
Below are some items an inventor might design. These are meant to serve as examples to inspire new designs, or to be used as fallbacks. An item of the following that already exists in your world does not function in the way described here.
Item | Cost | Weight |
---|---|---|
Buckler | 10 gp | 2 lb. |
Energy Potion | 70 gp | 1/2 lb. |
Exotic Weapon | 35 gp | Varies |
Flying Distraction | 10 gp | 1/2 lb. |
Glass Droplet | 2 sp | 1/8 lb. |
Smoke Bomb | 5 gp | 1/2 lb. |
Sun Disk | 100 gp | 15 lb. |
Timed Trigger | 10 gp | 1 lb. |
Tower Shield | 100 gp | 35 lb. |
Buckler. A buckler is a type of shield and is carried in one hand. When a creature targets you with an attack while you are holding a buckler, you can use your reaction to increase your AC by 2 against this attack.
If a creature is proficient with rapiers, it is also proficient with bucklers. You can benefit from only one shield at a time.
Energy Potion. Ten minutes after you drink this potion, a surge of energy flows through you, and you regain the use of any features as if you had finished a short rest. If you drink this potion again before a long rest, you don't benefit from its effects, but gain a level of exhaustion instead.
Exotic Weapon. Your experience in smithing allows you to create a completely new type of weapon.
Choose one damage type of bludgeoning, piercing, slashing, and up to 2 of the following properties: finesse, light, reach, thrown. The weapon deals 2d6 damage if you chose 0 properties, 1d10 if you chose 1, or 1d8 if you chose 2.At your DM's discretion, you can also add the Versatile, or Special properties.
A creature needs to train with an exotic weapon to be proficient with it.
Flying Distraction. The flying distruction is best described in its statblock. A creature can use an action to wind up and activate a flying distraction, letting it fly towards a direction of the creature's choice.
Glass Droplet. As an action, a creature can throw multiple of these droplets to a space within 60 feet of it. On impact, creatures in the targeted space must succeed in a DC 14 Dexterity saving throw or take takes 1d6 damage for each droplet thrown, to a maximum of 4d6.
Smoke Bomb. A smoke bomb can be thrown in a 60 foot range, to create a 20-foot-radius sphere of smoke centered on it. The sphere spreads around corners, and its area is heavily obscured. The smoke lasts for one minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Sun Disk. A sun disk is a crude magnifying class that has a diameter of at least 3 feet. While it's being illuminated by enough light (such as during the day), any creature or object that ends its turn directly 5 feet in front of it takes 2d6 fire damage.
Timed Trigger. As an action, you can set a timed trigger to activate after a time of your choice. Once it activates, the timed trigger acts in a way you specified when creating it (e.g. it may throw an item, swipe with an attached blade, pull a lever, etc.)
Tower Shield. A tower shield is a type of shield and is carried in one hand. While wielding a tower shield you benefit from half-cover.
If the wielder has a Strength score lower than 15, their speed is reduced by 10 feet. If a creature is proficient with heavy armor, it is also proficient with tower shields. You can benefit from only one shield at a time.
Flying Distraction
Tiny item, Unaligned
- Armor Class 18 (natural armor)
- Hit Points 1 (1d4-5)
- Speed 0 ft., fly 50 ft.
STR DEX CON INT WIS CHA 0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5) 0 (-5)
- Damage Immunities poison
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned
Clockwork Nature. The flying distraction's speed is reduced by 10 feet at the end of each of its turns. When it reaches 0, a creature can take an action to wind it up again, resetting its flying speed to 50 feet. The flying distraction can not change direction on its own.
Distractive. Creatures within 30 feet of the flying distraction have disadvantage on Wisdom (perception) checks. While winding up the distraction, a creature can choose to enable or disable this trait.
Programmed Carrier. The flying distraction can carry up to 1 lb. When it has traveled 30 feet, it drops everything it carries.