A Scientist capable of inventing new and complex contraptions, weapons, armor and vehicles. Nothing is impossible with the creativity and skill of the inventor. They are trained in the use of Firearms, new technological weapons and their crafted prototypes.
You might be part of the Society of Innovation or an independent tinkerer working in his basement on marvelous inventions or a mad scientist on the road of world domination!
Becoming a Inventor...
Level 1: Prototype
Use your long rests and downtime to work on building prototype weapons, armor, items or starting from level 7 vehicles. Inventing new items during down time or rest periods requires you to use the
Crafting Table checks. You can also reverse engineer any items you might find.
Level 1: Genius Proficiency
Use your Intelligence Modifier on Prototype or Technological items if higher. You become proficient in Science.
Level 2: Tinkering
Spent time during your long rest improving an item using Tinkerer's tools. You can place these improvements on any item including items used by allies.
You can improve a number of items equal to your Proficiency Bonus.
- Weapon: Add a +1 to the attack and damage bonus for 24 hours
- Armor: Add a +1 to AC for 24 hours
- Item: Add a +1 to one item effect for 24 hours
This bonus increases by 1 every 6 levels
Level 2: Fighting Style Feat
- Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
- Defense: While you are wearing armor, you gain a +1 bonus to AC.
- Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Blind Fighting: Gain 10 feet of Blindsight
- Thrown Weapon Fighting: When you hit with a ranged attack roll using a weapon that has the Thrown property, you gain a +2 bonus to the damage roll.
- Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Level 3: Inventor Subclass
You gain a Inventor subclass. For the rest of your career, you gain each of your subclass’s features that are of your Inventor level or lower.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Inventor levels 8, 12, and 16.
Level 5: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 7: Operator
An expert in operating machinery and technological items. You gain Advantage on any Ability checks related to technological items, vehicles or tools checks.
Level 8: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Inventor levels 12, and 16.
Level 9: Tool Mastery
You can no longer roll below a 10 when using tools your proficient with.
Level 10: Overdrive
A number of times equal to your Intelligience Modifier you can temporarily boost an item, vehicle or machine by rolling a d10. If you roll a 1 on the d10 the item, vehicle or machine malfunctions instead and is disabled until repaired. The boost charges reset on the completion of a long rest.
You can use the result of the roll to boost the following:
- Attack Bonus: Add the result of the d10 to one Attack.
- Save DC: Add the result of the d10 to a technological effect.
- Armor Class: Add the result of the d10 to your AC until the start of your next turn.
- Vehicle speed: Add the result of the d10 times ten to movement speed of the vehicle.
- Tools Check: Add the result of the d10 to one of your tools checks.
Level 10: Expertise: Science
You gain Expertise in the Science skill.
Level 11: Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Level 12: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Inventor level 16.
Level 13: Sabotage
You can use your Tinkering to sabotage a feature of a technological item, vehicle or machine. They make a Constitution Saving Throw DC8 + Proficiency Bonus + Intelligence Modifier, on failure choose one of the following effects:
- Weapon: Lower its Attack Bonus equal to your Tinker bonus.
- Armor: Lower its AC equal to your Tinker bonus.
- Save DC: Lower the Save DC of one of its abilities equal to your Tinker bonus.
- Speed: Lower its movement speed equal to your Tinker bonus times ten.
This condition can be removed by the creature spending an Action to repair the damage.
Level 14: Genius Innovation
Once per day you can choose to succeed an Ability check after your roll.
Level 15: Masterwork Prototype
Any items crafting by you increase in potency. The item's value doubles because your work is renowned and highly sought after by collectors.
Choose a property of the item and increase its power as if its one level higher in rarity. The DM decides what this improvement looks like.
Level 16: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 18: Professor
All your Proficiencies in Skills and Tools turn into Expertise. All of your allies become Proficient in your proficient skills.
Level 19: Epic Boon
You gain an
Epic Boon feat or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.
Level 20: Magnum Opus
You gain the schematic for your most powerful item, your life's work, an epic level weapon, armor, item or vehicle. Discuss with the DM what this item is and its properties.