D&D 5E [Homebrew] The Engineer

Hi there! I'm going to GM a game which has a setting with both magic and technology. One of our game's players would really like to play an inventor, so I've gone into my patchwork lab and made this!

It's an augmented version of this homebrew, this homebrew, and bits of a MacGyver class I saw. I tried to make something that didn't feel too much like The Artificer, and attempted to not encroach on any spellcaster's turf. Whenever possible, I made anything mechanically similar to magical effects work differently than magic, even if only by a little.

I appreciate any feedback ya'll have! I'm most worried about the sections Invention Building and Maintenance and Invention Upgrades. I'm not sure the Maintenance system is balanced or if the Upgrade system makes sense.

Thanks! :)

(Just a warning, this is very long)

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Class Features


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

Proficiencies
Armor: Light armor
Weapons: Simple weapons and any Invention
Tools: Tinker's kit
Saving Throws: Intelligence, Dexterity
Skills: Two from History, Investigation, Insight, Perception, or Persuasion

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

  • any simple weapon
  • an engineer’s pack
  • tinker's kit
  • leather armor
Engineer’s pack: An engineer’s pack includes a backpack, a bedroll, 2 days of rations, a sketchbook with a pen, a electric lantern (same abilities as a normal lantern), a lighter, and a wrench

Knickknacks
An Engineer always seems to have the right item in their tool box. With the exception of ammunition, the player can find any item listed on the Adventuring Gear table in the PHB (pg 150),the Trinkets Table (pg 160), or, at the DM’s ruling, any piece of junk (a paperclip, a bottle cap, etc.)
The item must be worth less than 10gp, weigh less than 10 lbs, and be shorter than 10ft. The item is completely functional, but its secondhand condition makes it worthless. Per day, you can find a number of items equal to your intelligence modifier

Inventioneering
As an engineer, you are able to create special inventions that are capable of doing a wide variety of tasks, from incinerating your enemies to launching yourself into the air. You spend most of your free time working and experimenting on your inventions, steadily creating them as you adventure. Because of this, you can complete an invention over the course of a short or long rest. You require access to a tinker’s kit in order to complete your invention. Your inventions are too complicated for non-engineers to operate.

Inventioneering Ability
Intelligence is your main inventioneering ability score as you need it to develop effective solutions to engineering problems. You use your Intelligence whenever an invention refers to your inventioneering ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an engineer invention or ability.

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

Invention attack modifier = your proficiency bonus + your Intelligence modifier

Invention Building and Maintenance
It takes time and effort to keep your gadgets in working order. You can only maintain a limited number of equipped gadgets at any one time, as shown on the engineer table. As you level up, you become more skilled at building and maintaining these gadgets and are able to keep more of them functional at any one time.

You can swap out which inventions you are maintaining while resting. Trivial Inventions can be exchanged or created over a short rest. Minor and Major Inventions can be exchanged or created over a long rest. You must have previously made Major Inventions in order to exchange them during a long rest.

Invention Upgrades
Starting at the 2nd level and every even Engineer level thereafter, you learn upgrades for some of your inventions. In each Invention category, you learn upgrades equal to your number of Maintainable Inventions in that category.

For instance, at 2nd level you can maintain 4 Trivial Inventions and 2 Minor Inventions. This means you can apply 1 upgrade to 4 Trivial Inventions and 1 upgrade to 2 Minor Inventions.

The 1 Major invention you create at 3rd level does not get created with an Upgrade.

Any number of upgrades can be applied over a long rest, but you can only apply upgrades to inventions you have created previously. After applying an upgrade, any time you create the invention it includes that upgrade.


Engineering Specialty
Starting at the 2nd level you choose a field of engineering to specialize in: Makeshift Mechanist or Combat Contraptionist. Your choice grants features at the 2nd level and again at the 3rd, 6th, 7th, 10th, and the 13th level.

Ability score improvement
When you reach the 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. You can't increase an ability score above 20 using this feature.

Signature invention
Starting at the 5th level, you start to focus more on improving certain inventions over others. Select two inventions that you have previously made to become your signature inventions. You learn 1 upgrade for each invention.
When upgrading your signature inventions, each upgrade that can be taken multiple times can be taken 1 additional time.
Also, recharges/repairs of signature inventions that would take a long rest to complete only take a short rest.
At the 9th and 17th level, you select one more invention to become your signature invention. You learn 1 upgrade for each of these inventions as well.

Alchemical Solution
At 7th level, you develop a magicfield-piercing mixture that can be applied to your inventions. These weapons count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.
You apply this mixture to a total of 3 inventions at a time. You can change which inventions are treated with the Alchemic solution during a short or long rest.

Advanced engineering
Starting at the 11th level, you add your intelligence modifier (minimum of 1) to the initial damage you do with your inventions.

Maintenance Master
At 20th level, your two signature inventions no longer count toward your number of Maintainable Inventions. These invention’s abilities that would usually take a short or long rest to recharge can now be recharged as bonus action.

Engineering specialties
At 2nd level, you can decide to specialize as a Makeshift Mechanic or Combat Contraptionist.

Makeshift Mechanic
The Makeshift Mechanic is an engineer that specializes in thinking quickly, working with less, and being too smart for their own good.
As a Makeshift Mechanic, you augment your already formidable creativity by inventing The Cerebro-Mechanical Brain Enhancer. This odd device allows you to see connective opportunities where others would not. You can craft inventions and potions using only what is lying around.

Blink and Battle-Ready
Starting when you choose Makeshift Mechanic at 2nd level, your Cerebro-Mechanical Brain Enhancer allows you to gain proficiency in any improvised weapon you create. You can create the weapon from any scrap or refuse that is nearby. In combat, this weapon takes 1 action to create.
In only your hands, the resulting ranged or melee weapon will deal 1d8 piercing damage. It will fall apart after being used in 1 encounter or after 1 hour. If the invention requires ammunition, it has exactly enough ammunition to last before it breaks and it cannot be reloaded.

You can opt to use your Intelligence Modifier instead of Strength/Dexterity for the attack and damage rolls of made using this weapon.

Your Cerebro-Mechanical Brain Enhancer is treated as a Minor Invention and can upgrade as any invention can.

Upgrades:

  • Cool Head: Once per day, you can take 10 on any roll that involves the construction, operation or repair of a technological device, even when circumstances would otherwise prevent it. This ability cannot be used for attack rolls.
    For each two tinker levels achieved beyond 5th level, a tinker can use the coolness under fire ability one additional time per day, to a maximum of eight times per day at 19th level.
  • Internal Reference Library: You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus. You may do this a number of times per day equal to your Intelligence modifier.
  • Neural Gear Shift: Your implant allows you to temporarily slow down time. As a reaction, you can impose disadvantage on an Attack Roll against you. Uses: You can use this upgrade once per long rest
  • Seno-Cerebric Stretcher: This upgrade increases your mental elasticity! Whenever you make an Intelligence check to recall information you have been exposed to before, you have Advantage on the roll.
    Additionally, you become immune to effects which alter your memories, such as the Modify Memory spell.
  • Fistacuff Extrapolation Matrix: Your mind-multplying device now allows you to analyze and opponents fighting style and dodge their attacks. Choose an target. You have +7 to AC against any non-range melee Attacks by that target. You can activate this upgrade as a reaction to an Attack.
    Uses: Once activated, this upgrade lasts for 1 hour. You can use it once per long rest.
  • Linguistic Lobe Lacquer: You create a brain infusion that enhances your grasp of communication. After hearing a language for at least 1 minute, you can understand and speak the language. Your understanding lasts for 1 day.

Cutthroat Chemistry
Starting at 2nd level, you can create substances that are slippery, phosphorescent, explosive, corrosive, or poisonous. Creation takes 1 bonus action. The chemicals you create will decay and become inert after 1 hour per level.

You also create a fragile container to store this chemical, which will break if thrown, trodden on, etc.

You can create these chemicals even if you are separated from your tools: harmless nearby substances can be bent to your inventive ends. However, this type of creation takes 1 standard action.

If thrown, the range is 40 ft, and you add your proficiency bonus.


  • Phosphorescencent Photo-fusion: Whoever or whatever is splashed with this substance will glow brightly until it is washed off. If placed in a clear container and shaken, the chemical can act as a light source, providing bright light in a 20-foot radius and dim light for an additional 20 feet. By occasionally agitating the chemical, it can last for 3 hours this way.

  • Greasy Goulash: When spread on a surface, this chemical can creates up to a 10' puddle so slippery that anyone who walks on it must save or fall over. If broken over a person instead, they become effectively impossible to grapple. Lasts for 1 minute.
  • Corrosive Comixture: When thrown,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.

    Can also be used to melt holes through thin barriers and destroy small objects. However, the tougher the material, the longer this method takes.

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

  • Toxic Tincture: You can create one of the following types of poisons:



  • [*=1]Contact: Contact poison can be smeared on an object. A creature that touches contact poison with exposed skin suffers its effects. This poison cannot be used on weapons.



  • [*=1]Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.

The Poison you make can have one of the below effects:



  • [*=1]The target takes 1d12 poison damage. The damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).



  • [*=1]The target falls unconscious for 1 hour. The creature wakes up if it takes damage.

To avoid the poison’s effects, the affected creature must make a Constitution saving throw.


  • Combustive Composite: When container is broken, it inflicts 1d10 force damage to one creature.
    On a roll of 10, the composite’s explosion is so forceful it causes the creature to take disadvantage on its next attack roll. If more than 1 die is rolled (below) the effect only triggers on the first die.

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


Slapdash-Specialist
Starting at the 6th level, you learn how to make do with what is on hand to create an ad hoc version of one of your Trivial or Minor Inventions. You must have access to 1lb worth of scrap materials and a tinker’s kit. The creation takes 1 minute to construct.

This improvised invention immediately breaks after 3 uses or after 10 minutes of use if it is a passive invention. If the invention requires ammunition, it has exactly enough ammunition to last before it breaks and it cannot be reloaded or unloaded. You cannot apply any upgrades you may know to the improvised invention, but it otherwise has the same statistics of the normal invention.

Flexing your mental muscles is exhausting! If you create a Minor invention, you need long rest before using the ability again. If you only create a Trivial Invention, you need a short rest before using the ability again.


Formidable Formulas
At 10th Level, your chemistry knowledge has deepened. Per each long rest, you can prepare a number of the chemicals equal to your Intelligence Modifier + 2 from the list below. It takes 1 action to create this chemical.

If thrown, the range is 50 ft, and you add your proficiency bonus.


  • Enhanced Phosphorescencent Photo-fusion: Whoever or whatever is splashed with this substance will glow so intensely that others have disadvantage on Attack rolls against them. This effects last until the chemical is washed off or for 5 rounds of rough-and-tumble combat.
    If put in a clear container and shaken, it produces a bright light in a 60-foot radius and dim light for an additional 60 feet. By occasionally agitating the chemical, it can last for 8 hours this way.


  • Enhanced Corrosive Comixture: When thrown,choose one creature within range, or choose two creatures within range that are within 10 feet of each other. A target must succeed on a Dexterity saving throw or take 3d10 acid damage.

    Can also be used to melt holes through thick barriers and destroy objects. As before, the tougher the material, the longer this method takes.

    This chemical’s damage increases by 2d10 when you reach 11th level (5d10) and 17th level (7d10).

  • Enhanced Toxic Tincture: You can now create one of the following types of poisons:



  • [*=1]Contact: Contact poison can be smeared on an object. A creature that touches contact poison with exposed skin suffers its effects.
    [*=1]Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
    [*=1]Inhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
    [*=1]Injury: Injury poison can be applied to Weapons, ammunition, trap Components, and other Objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. You can make enough poison to effect 10 pieces of ammunition.

The Poison you make can have two of the below effects:



  • [*=1]The target takes 4d8 poison damage.
    The damage increases by 2d8 when you reach 11th level (6d8) and 17th level (8d8).
    [*=1]The target falls unconscious for 1 hour. The creature wakes up if it takes damage.
    [*=1]The Target is Poisoned for 1 hour, taking disadvantage on all Ability and Attack rolls.

To avoid the poison’s effects, the affected creature must make a Constitution saving throw.


  • EnhancedCombustive Composite: When container is broken, it inflicts 3d10 force damage to one creature.
    On a roll of 10 on the first die rolled, the composite’s explosion is so forceful it Stuns the target until the end of their next turn.
    The damage increases by 2d10 11th level (5d10) and 17th level (7d10).


  • Philter of Firethroat: You can breath out fire in a 5 by 20 ft lin.The target takes4d6 fire damage, bonus action, 30 ft. (DC 13 Dex save for half damage) 3 uses. Leaves a terrible aftertaste.


  • Healing Homebrew: Heals for 2d6 + your Inventioneering ability modifier


  • Remedy of Resistance: Grants resistance to one damage type for 1 hour


  • Disappearance Dust: Everyone within 10 ft. becomes invisible for 30 minutes. The effect ends early if you Attack or Cast a Spell.

  • Safeguard Salve: Applied like armor polish, this chemical grants Resistance to nonmagical bludgeoning, piercing, and slashing damage. Additionally, the affected creature’s AC can't be less than 15, regardless of what kind of armor it is wearing. Lasts 1 hour.


Perfect Replica
Starting at the 14th level, your quick mind allows you create a near perfect replica of one of your Major Inventions. You must have access to 1lb worth of materials and a tinker’s kit. The creation of the invention takes 10 minutes.

This improvised invention immediately breaks after you use it 3 times or after 10 minutes of use if it is a passive invention. If the invention requires ammunition, it has exactly enough ammunition to last before it breaks and it cannot be reloaded or unloaded. You cannot apply any upgrades you may know to the improvised invention, but it otherwise has the same statistics of the normal invention.

Once you use this ability, you must finish a long rest before you can use it again.


Combat Contraptionist
As a Combat Contraptionist, you decided that the best way to test your inventions is by getting them as close as possible to your enemies. To accomplish this, you can modify your armor with a suit of gadgets and protective devices as a sort of proof of concept for a suit of advanced armor.

Battle Minded
When you choose Combat Contraptionist as your engineering speciality at 2nd level, you gain proficiency with Medium armor, provided you have integrated an invention into the armor.

Regardless of what your AC would be wearing the armor before enhancing it with an invention, the AC now becomes 13 + Your Intelligence Modifier. Other enchantments or magical abilities the armor had remain intact.

Inventive Armor Integration
At the 2nd level, you learn how to integrate one of your Minor or Trivial Inventions into your armor, giving you full access to that invention while you are wearing the armor. This allows you to always be able to use that invention while you are wearing the armor, even if your hands are full.

After being integrated, the chose invention does not count against your number of maintainable inventions. Instead, the armor itself is considered an invention and counts toward your Maintainable Minor Inventions. You can integrate inventions into a suit of medium or heavy armor over the course of a long rest.

At 7th Level, You learn how to integrate another Minor or Trivial Invention into your armor.

The armor can be put on in 5 minutes and taken off in 1 minute.

The armor can be upgraded as if it were any other Minor Invention.

Upgrades:

  • Mechanical muscles: You learn how to craft special mechanical augments for your armor that increase your strength. These mechanical augments allow you to add your intelligence bonus (minimum of 1) to any Strength based ability check, saving throw, or damage roll you make.
  • Inertia Displacers: Whenever you take non-psychic damage you can use a reaction to reduce the damage you take by 1d10 + your Engineer level. Uses: This reactive plating can only be used once before it needs to be reset, which takes 2 rounds.
  • Leg Pistons: Permanent leg-day benefits!Your speed increases by 20ft and your jump distance triples.
  • Hail Mary: If you take enough damage to instantly die, you instead are dropped to 1 hit points. Your armor ejects your unconscious body 20 feet away, and then explodes. Your armor is destroyed, and any creature within 10 feet of the explosion must make a Dexerity saving throw or take 4d10 fire damage.
  • Ghost Gears: Your armor no longer imposes disadvantage on Stealth checks. If your armor never imposed disadvantage, you can now get advantage on one Dexterity (Stealth) check per long rest.
  • Compact Construction. Your armor now collapses into a metal vest or into a suitcase-like device. You can put on or take off your armor as a bonus action. When collapsed into a vest, you have advantage on Dexterity (Sleight of Hand) checks to conceal the vest during a search. As a suitcase, you have advantage on Charisma (Bluff) checks to pass the briefcase off as a normal item.


Major Inventive Integration
At the 6th level, you learn how to integrate one of your Major Inventions into your armor, giving you full access to that invention while you are wearing the armor.

This allows you to always be able to use that invention while you are wearing the armor even if your hands are full. You can integrate one Major Invention into a suit of armor over the course of a long or short rest.

At 11th level, you can add another Major Invention into your armor.

After being integrated, the chosen invention does not count against your number of maintainable inventions. Instead, the armor now counts toward your number of Maintainable Major Inventions.

Double Boiler
At the 10th level, you learn to push you suit’s capacity. You can now Attack twice, instead of once, whenever you take the Attack action on your turn. You can also use any invention integrated into your armor, even if you are not using it to Attack.

Overdrive

At 14th level, you can use a bonus action on your turn to temporarily boost the output of your armor, granting you vastly increased capabilities at the cost of your stamina.
For 1 minute, your Strength and Dexterity scores and their maximums are increased by an amount equal to your Intelligence modifier, and you double any speed you have. When your overdrive ends you suffer one level of exhaustion. Once you use this feature, you can't use it again until you finish a long rest.


Inventions

Trivial Inventions
Collapsable Folding Blade
Clockpicks
Flare Canon
Grappling Hook
MechaMite Transmitter
Spring-Loaded Whalloper


Minor Inventions
The Autoscroll Scroll
Breathing Apparatus
Clockwork Automaton
Extend-o-Fist
Goo Launcher
Inventor’s Goggles
Inventor’s Boots
Locomotive Device
Potion Applicator
The Proximouse
Rocket boots
Thought Beacon
Weatherworks


Major Inventions
Aerolizer
Elemental Sprinkler Hat
Junk Bombarder
Lavaspitter
Mechanized Bag
Piston Fists
Pump-Action Wormhole Generator
Sonic Amplifier
Tesla Wand
Volatile Compound Launcher


Aerolizer - One-handed ranged invention and Worn invention
Major Invention
Use time: 1 action
Range: 10 feet

This handheld device/satchel combo is capable of turning the contents of a potion, poison, or other liquid into a concentrated mist that can be projected outwards towards a target. That target is affected by the mist as if they had consumed it. The target can attempt a Dexterity saving throw to avoid it. The potion applicator can be loaded using an action.

The aerolizer is capable of utilizing most non-viscous liquids, such as water for use as fire suppression or oil for use as a fire starter.

Uses: The Aerolizer can be used a number of times equal to the potion/poison uses. So, if the potion has 3 uses you can use it with the Aerolizer 3 times before needed to refill the device. Refilling the aerolizer takes 1 minute.
For more conventional liquids, such as water, the Aerolizer can function for 5 rounds before needing to be refilled.


Upgrades

  • Pressurized vapor projector: The Aerolizer’s vapor projection system is overhauled allowing it to project a larger cloud. This increases the radius of the Aerolizer from 10 feet to 20 feet.
  • Autoloading: The aerolizer can now be fit with up to three potions/poisons. Refill still takes 1 minute.
  • Optimized potion condenser: the potion applicator is upgraded so it is capable of enhancing a potion as it condenses it. This allows you to add your intelligence bonus (minimum of 1) to the effects of the potion, if applicable, to any potion you use with the device.
  • Cloud Manufacturing: You create a cloud 20 feet in diameter. The cloud is centered on you, and every creature (including you) who enters the cloud or starts their turn in the cloud must make a Constitution saving throw or be affected by the potion, poison, or other liquid used to create the cloud. Creatures who do not need to breathe are immune to this effect. You can turn the aerolizer on and off using an action.


The Autoscroll Scroll - 2-handed invention
Minor Invention
Use time: 1 Action

You (covertly) scanned a library’s worth of information onto a long reem of a paper-like material. With a length numbering in the gigameters, this roll is mostly stored in a pocket universe. Now, it finally has a use! Behold: The Autoscroll Scroll!
By typing in up to 3 search words, you can can have the Autoscroll attempt to find relative information on the topic. These answers may consist of well-known knowledge or information that has rarely been found. The Autoscroll is as loud as a typewriter, so it is difficult to use while being stealthy.

Uses: Once per long rest

Upgrades:

  • Vocal Creature Recognition: By verbally describing a creature, the Autoscroll attempts to find an entry regarding it. By rolling an Intelligence check, you can learn the following info about a creature:


KnowledgeRoll
Name, Type, Keywords15
Powers20
Resistences and Vulverabilities25


This relies on the creature having been written about previously. If you create a monster in your lab or unleash Dorlack: The Unknowable Hellbeast, you might be out of luck.
Uses: Once per long rest.

  • On-Board Pinhole Camera: You can take a crude picture of a creature or object and use it to search for relative information. The photo exposure takes 1 minute, so the target cannot move during that time. On a successful photo submission, you learn at least 3 pieces of relative information about the submitted image.
    Uses: Once per long rest.



Breathing apparatus - Worn invention
Minor invention
Use time: passive

A mask that provides you with air, allowing you to breath underwater for a short period of time. Up to 5 other creatures can be given masks to receive this effect. However, the creatures can only move up to 20 feet away from you (the length of the hose)

Uses: If there is one user, the breathing apparatus has enough air to last for 1 hour minutes before its air container needs to be replaced. If there is more than one user, the apparatus has enough air for 30 minutes.
Refilling the air container on the breathing apparatus takes one minute.

Upgrades:

  • Rebreather device: You develop a special closed circuit breathing system. This system increases the longevity of your air supply, causing it to last 5 times as long.
  • Air filtration system: The breathing apparatus is fitted with special air filters that allow you to ignore the effects of airborne hazards as long as you are wearing it.
  • Purified Air: The chemical purity of the air increases your Strength by 2 while in use. This effect only applies to the primary user, not any additional creatures using the device.
    Uses: You can use this upgrade once before needing to repair it over a long rest.

Clockpicks - Deployable invention
Trivial Invention
Use time: 1 action

A Tiny mechanical device capable of opening any mundane lock. Once activated, you can attach the clockpick to a lock using your action. The lockpicker works for 1 minute, creating a slight whirring sound as it works that can be heard up to 30 feet away. After 1 minute, the lock opens.


Clockwork Automaton - Deployable invention
Minor invention
Use time: Passive

This clockwork robot is a small and simple servant. It’s advanced enough to be able to follow it’s creator and carry objects and little more. The automaton is strong enough to carry 15 pounds. As long as you are adjacent to the automaton, you can use a bonus action to command it to move to an exact and predefined location such as “60 feet in a straight line to my left”. Upon arrival, the automaton then returns to its original location after a predefined delay determined by you. You can also opt for the automaton not to return. In either case, the automaton remains in the location until you are able to use a bonus action to command it to resume following you or to go to a new location. The automaton takes its turn on your initiative. The form of the automaton is up to the player. (A humanoid, a spider, a quadruped with wheels, etc.)


Clockwork Automaton stats: Tiny construct
Armor Class: 11 Hit Points: 20 Speed: 20ft.
STR: 6(-2) DEX: 4(-3) CON: 18(+4) INT: 1(-5) WIS: 1(-5) CHA: 1(-5)
Damage Resistance: Slashing and piercing
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned, blinded, deafened
Senses: blindsight 60ft. Languages: none
Disease Immunity: The clockwork automaton is immune to all diseases.
Clockwork Limitations: The clockwork automaton cannot use reactions or bonus actions.
Upgrades:

  • Heavy construction: The bulk and size of the automaton is increased making it stronger and more durable. This increases its carry weight by 40 pounds, strength by 4, hit points by 30, armor class by 4, and overall weight by 35 pounds. This upgrade can be taken multiple times up to 3 times and each upgrade after the first increases the automaton’s strength by 4, carry weight by 40 pounds, and hit points by 30.
  • Enhanced clockwork locomotion: The locomotive capabilities of the automaton are augmented increasing it’s speed by 15 feet. This upgrade can be taken multiple times up to 2 times.
  • Complicated programming: You increase the complexity of the clockwork automaton, allowing it to complete more advanced tasks.
    When you command the automaton, you can command it to interact with an object. The automaton can perform simple tasks, such as retrieving or delivering an object, opening or closing a door or container, or throwing a lever.
    You can command it to use the Help action to assist in an Attack or to carry out a sequence of Actions. After completing a command, the automaton then returns to its original location after a predefined delay determined by you. You can also opt for the automaton not to return. In either case, the automaton remains in the location until you are able to use a bonus action to command it to resume following you or to give it a new task. You can also have the automaton resume following you when it completes its command. Additionally, the automaton becomes capable of making minor adaptations to changing circumstances such as its target moving or its action becoming impossible to complete. The automaton cannot otherwise adapt to a different scenario. This upgrade requires that the complicated programming upgrade be taken first.
  • Climbing gear: The clockwork automaton is outfitted with a series of hooks and gears that allow it to effortlessly climb most surfaces. This gives the clockwork automaton a climb speed equal to its normal speed.
  • Anti-theft device: You install an explosive device inside the automaton. This device automatically explodes if the automaton falls to 0 hit points. You can also rig the device using an action to go off after a predefined number of rounds after which the automaton will explode destroying itself. The explosion effects a radius of 5 feet around the automaton and those caught in the explosion must make a dexterity saving throw. the explosion does 4d8 fire damage on a failed saving throw, or half as much damage on a successful one. This upgrade can be taken multiple times up to 3 times and each upgrade after the first increases the damage of the explosion by 2d8 fire damage.


Collapsable Folding Blade - Worn invention/ One-Handed Weapon
Trivial invention
Use time: See description

This telescopic blade is stored in a spring-loaded device on your forearm. By flicking your wrist, a blade springs into your hand. The blade does 1d6 slashing damage.
With another bonus action, you can deactivate the blade, which immediately collapses and stores itself.
You also advantage on checks with Dexterity (Sleight of Hand) to hide the weapon, such as when being searched for weapons.


Mechanized Bag - Worn invention
Major invention
Use time: 1 action

This compartmentalized bag is filled with a myriad of complicated clockwork devices designed to make sorting and retrieving items extremely convenient. You can retrieve or store anything in the clockwork bag using a bonus action in addition to the normal rules for retrieving or storing items. The clockwork bag cannot otherwise store more material than a normal backpack could.

Upgrades:

  • Efficient organisation system: The clockwork systems used to store and sort items are optimized and calibrated. Whenever you retrieve or store something from the clockwork bag, you can retrieve or store an additional item for free.
  • Analog Gravity Displacement: You modify the clockwork mechanisms in the bag to help support and distribute the weight in the bag. Items stored in the clockwork bag have their weight halved for the purpose of encumbrance. If this upgrade is taken again, the weight of items in the bag will be reduced to one eighth their original weight.
  • Pocket Dimension: The bag can now store up to 5 cubic feet of material. This upgrade can be taken multiple times up to 3 times. Each upgrade increases the volume by 5 cubic foot.


Elemental Sprinkler Hat - worn invention, headgear
Major invention
Use time: 1 action

This head-mounted device can disperse a protective alchemical substance over you, providing resistance to either Cold or Fire damage.
The chosen substance remains active for 1 minute before it becomes inert. You can use an Action to change the alchemical substance. These chemicals become inert if mixed together, so only one effect can active at time.


Upgrades

  • Electric solvent: Provides resistance to lightning damage.
  • Acid solvent: Provides resistance to acid damage.
  • Medical Mixture: Heals damage for 2d10 + Your Engineering ability score
    Uses: 1 use per long rest
  • Alchemical admixture: You learn how to formulate your alchemical substances in such a way that they do not become inert if mixed with another substance. This allows you to gain the benefit of two of your alchemical substances at once instead of one.


Extend-O-Fist - 1-handed ranged invention
Minor invention
Use time: 1 action
Range: 10 feet

This device is worn like a glove, and uses a spring loaded mechanism to launch off. It allows you to make a ranged attack out to 10' that deals 2d6 + Intelligence modifier bludgeoning damage on a successful hit.
Additionally, any target hit by the fist must make a Strength save or be shoved back 5'. The fist can also be used to grab small untended objects (less than 5 lbs) up to the max range of the fist and automatically pull those objects back to you. It can’t disarm a creature.

Upgrades

  • Far-Flinging Framework: The range of the fist is enhanced, allowing it to extend an additional 20 feet. This upgrade can be taken multiple times up to 3 times.
  • Iron Knuckles: The damage dealt by the fist increases by 1d6. This upgrade can be taken multiple times up to 3 times.
  • Improved Architecture: The fist can now grab objects up to 30 lbs and can now disarm creatures, provided the creature fails a Dexterity save.

Flare Canon- One-handed ranged invention
Trivial invention
Use time: 1 action
Range: 30/100 feet

This firearm is capable of shooting a small capsule that quickly ignites into a bright flame. The flare burns for 1 minute illuminating the area, providing bright light for 100 feet and dim light for another 50 feet.
You can also use the flare canon to make a ranged invention attack. 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 fire damage.
The flare’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Uses: The flare canon needs to be reloaded before it can be fired again. You can use an action to reload it.

Upgrades:

  • Enhanced Flare: The alchemical compound inside the flare is improved causing the flare’s damage dice to become d12’s.

  • Flare parachute: A tiny parachute is packaged with the flare that deploys shortly after it is fired. The parachute deploys after the flare travels its full range. A deployed parachute slows the descent of the flare to 10 feet per round as long as it is airborne.
  • Improved projection capabilities: Your launcher is recalibrated, increasing the range of the Flare Canon to 30/200 feet. This upgrade can be taken multiple times up to 3 times, each time extending the max range by 100 feet.
  • Extra flare chamber: You fit another chamber to the flare canon allowing it to hold two flares instead of one. This allows you to use the flare canon an extra time before you need to reload it. This upgrade can be taken multiple times up to 2 times.
  • Blaze Flares: You add volatile alchemical compounds to the flares that causes them to violently combust when exposed to an outside source of fire. This causes attacks with the flare canon to always be considered a critical hit if they hit something that is already on fire.

Goo Launcher - 2-handed ranged invention
Minor invention
Use time: 1 action
Range: 30 feet
Weight: 8 pounds

This device is capable of launching a gooey substance that quickly hardens on contact. You can use this device to lob a glob of goo at a 5 foot square that you can see and anyone in the square must make a Dexterity saving throw. On a failed throw, the target becomes restrained by the goo. The goo is ineffective against creatures that are formless or are Huge or larger.
A restrained target can use an action to make a DC12 Strength saving throw to free themselves from the goo. This DC increases by 2 every time a restrained target is hit by another glob of goo up to a maximum of 3 times.

Uses: You can use this device 3 times before you must spend 1 minute refilling it.

Upgrades

  • Oversized goo delivery mechanism: You increase the capacity and projection capabilities of the goo launcher allowing it to launch huge globs of goo. This allows you to target a 10 foot square instead of a 5 foot square and causes the goo to be effective against huge creatures.
  • Enhanced launcher: The goo launching mechanism is upgraded increasing the range of the device to 60ft
  • Highly flammable goo: You add a highly flammable compound to the goo which causes it to burst into flames whenever a restrained target takes fire damage. Burning goo does 1d6 fire damage when it ignites and at the end of a restrained target's turn. The goo completely burns away after 3 turns, freeing anyone restrained by it.
  • Rubber cement: You augment the goo increasing its strength. This increases the DC to break free from the goo by 2. This upgrade can be taken multiple times up to 2 times.
  • Goo revolver: You add another goo container to the device allowing it to be used an additional time before it needs to be refilled. This does not affect the time it takes for you to refill the goo launcher. This upgrade can be taken multiple times up to 3 times.


Grappling Gun - 1-handed ranged invention
Trivial Invention
Use time: 1 Action + 1 Object Interaction
Range: 60 feet

This gadget consists of a small cannon connected to a 50 foot long cable hidden in a compartment on your tool belt. You may take an action to activate this gadget, causing the grappling hook to shoot upward, unspooling the cable behind it as it goes. You can take an object interaction to activate a winch and wind the cable back into your belt. If the grappling hook has been set, the winch will pull you and up to 100 pounds upwards toward the grappling hook at a rate of 25 feet per round.

Upgrade:

  • Clawshot: This upgrade allows you to tether targets up to 60 feet away. You can use the Grappling Gun to make a Ranged Invention Attack with a range of 60 feet. If the attack hits, the target becomes tethered to you. The target cannot move more than 60 feet away from you until the target escapes the tether with an Acrobatics check opposed by your Athletics check. You can use a bonus action to reduce the length of the tether by up to 15 feet, moving the target the same distance towards you if you succeed an opposed Strength check. The target can also use a bonus action to move you up to 15 feet towards itself if they succeed an opposed Strength check. You can use a Bonus Action to detach the chain from the mechanism removing the tether.


Inventor’s boots - Worn invention
Minor invention
Use Time: 1bonus action

These special boots are fitted with a set of metal coils that can be used to make a spring-assisted jump. You can use the boots with a bonus action to propel yourself 25 feet upwards. Any creature that makes an opportunity attack against you has disadvantage on the attack roll. The boots can be used once before the springs have to be rewound, which takes 1 minute.


Upgrades:

  • Rocket Boosters: You learn to mount sets of rockets to the boots. After using your spring jump, you can activate the rockets. This allows you to travel another 25 feet in the air.
    Uses: It takes one minute for you to replace the rockets.
    After a second Rocket Boosters upgrade, activating this upgrade allows you to fly for 1 hour at a speed of 60 ft. The rockets are loud, so you have Disadvantage on Stealth checks while you use this upgrade.
    Uses:You must complete a long rest before using this upgrade again.
  • Rocket skates: You modify the boots allowing them to propel you forwards. You can use a bonus action to activate the rocket skates, propelling you 35 feet in any direction of your choosing. Any creature that makes an opportunity attack against you has disadvantage on the attack roll.
    Uses: It takes one minute for you to replace the rockets.
  • Retractable Stilts: You can deploy telescoping stilts from your boots. With an object interaction, you increase your height by 10 feet. While the stilts are deployed, walking counts as difficult terrain, so your speed is halved.
    If you make a weapon attack or are hit by an attack you must make a DC 13 Dexterity (Acrobatics) check or be knocked prone. You have disadvantage on any check to resist being pushed. You can retract the stilts as bonus action.
  • Oil Slick Boots: When you take an object interaction to activate this gadget, slippery oil shoots out of your footwear onto the ground in a 10 foot line behind you. The slick turns the affected area into difficult terrain for one minute. When the oil is deployed, each creature standing in the slick 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 or fall prone.
    Uses:You must complete a long or short rest before using this upgrade again.


Inventor’s goggles - Worn invention
Minor invention
Use time: passive
Weight: 1 pound

These goggles are fitted with a series of special lenses that help to enhance your vision. While the goggles are worn, you can use an action to change the magnification of the goggles to make objects appear up to three times closer. Additionally, as long as you wear the goggles, you ignore the penalties for low-light conditions.
Upgrades:

  • Dark-light lenses: You develop special lenses for your goggles that enhances your vision in low-light conditions. These lenses allow you to see dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Everything you see will be in shades of red.
    If you already have Darkvision, the goggles double the distance you can see in the dark and you can now see in color instead of shades of grey.
  • Umbral lenses: You are able to properly cut a special crystal and use it as a lens. This special lens allows you to see normally in magical darkness as long as you are wearing the inventor’s goggles
  • Enhanced retinal protection: You upgrade your goggles with a series of special protective light limiting lenses and self cleaning apparatuses that makes you immune to blinding effects as long as you are wearing the goggles
  • Emergency defensive light device: You install a small gadget on your goggles that allow you to blind creatures in a 10 foot cone until the beginning of their next turn unless they succeed in a Constitution saving throw. The gadget can be used with a bonus action or with a reaction in response to being targeted by an attack from a creature that you can see within 10 feet of you. T
    Uses:This upgrade can be used once before it needs to be reset, which takes one minute
  • Telescopic magnification: You enhance the magnification capabilities of your goggles allowing them to make objects appear up to ten times closer.
  • Motion Triggered Focus Lenses: Your goggles mimic your own eye movement and allow you to focus more clearly on targets. This confers a +1 bonus to invention attacks as long as you are wearing the goggles.

Junk Bombarder - 2-handed ranged invention
Major invention
Use time: 1 action
Range: 200 feet

This device is a small cannon capable of lobbing garbage as a projectile in a large arc. You can use the bombard to fire at a point within range, lobbing a projectile there. Any creature in the space that the garbage lands must make a Dexterity saving throw. On a failed throw, a target takes 4d6 bludgeoning damage. This projectile follows an arc so it cannot be successfully executed if the ceiling is too low.
You can also fire the bombard horizontally, using it to attack a line 5 feet wide and 120 feet long. The first creature in the line must make a Dexterity saving throw. On a failed throw, the target takes 4d6 bludgeoning damage and is pushed back 10 feet. On a successful saving throw, they take no damage and the next target in the line must make the same saving throw.
The bombard requires 1 minute to warm up. Carrying an assembled bombard applies a 10 foot speed penalty as it is unbalanced and difficult to carry.

Uses: The bombard needs to be reloaded before it can be fired again and you can use an action to reload it.

Upgrades

  • Reinforced Bombarder: The entirety of the bombard is reinforced, allowing stronger powder charges to be used with it. This increases its range to 300 feet when fired in an arc and 120 feet when fired horizontally. This upgrade can be taken multiple times up to 3 times. This upgrade is mutually exclusive with lightened bombard.
  • Lightened Bombarder: The bombard is lightened, allowing you to wield it with one hand and without incurring a speed penalty. However, the range is reduced to 150 feet, and the pushback on the horizontal shot is reduced to 5 feet. This upgrade is mutually exclusive with reinforced bombard.

  • Flaming Garbage: The garbage explodes after it is fired from the bombard. The garbage explodes in a 10 foot radius at the beginning of your next turn where it landed. Creatures caught in the blast must make a dexterity saving throw. A target takes 5d6 fire damage on a failed saving throw, or half as much damage on a successful one. This upgrade can be taken two additional times. The first time increases the blast radius to 15 feet and the second time adds 2d6 fire damage to the blast. If you take this upgrade again using the signature invention feature, you add an additional 2d6 fire damage to the blast.


Lavaspitter - 2-handed ranged invention
Major invention
Use time: 1 action
Range: 15 feet

This hand-held machine is capable of spewing out molten rock. You can use the Lavaspitter to attack a line 5 feet wide and 15 feet long. Any creature in the area must make a Dexterity saving throw. On a failed save, a target takes 3d6 fire damage and the residual lava does 1d6 fire damage per round, starting at the end of their turn. On a successful save, it does half damage and there are no additional effects. The lava burns away completely after 3 rounds.

Uses: The Lavaspitter has enough fuel to last for 5 uses before it needs to be refilled. It takes 1 minute to refuel the Lavaspitter.

Upgrades:

  • Efficient fuel system: The Lavaspitter is modified so that the fuel capacity lasts for 10 uses instead of 5.
  • Super hot fuel: You formulate a special kind of fuel which burns fiercely. This causes the Lavaspitter to deal 1d6 extra fire damage. This upgrade can be taken any number of times.
  • Quick-burning fuel: You enhance the fuel used so that it burns away more quickly causing it to do 2d6 fire damage instead of 1d6 fire damage to ignited targets. The fuel completely burns away after 3 turns. This upgrade requires that the super hot fuel upgrade be taken at least once first.
  • Enhanced fuel ejector: You enhance the fuel ejection system of your Lavaspitter increasing the length of the line it fires to 30 feet.This upgrade can be taken an additional time to allow the Lavaspitter to either attack in a 30 foot line or a 15 foot cone.


Locomotive Device - Rideable invention
Minor invention
Use time: passive

This device is capable of speedy locomotion using only pedal-power! While you are riding this device, you have a speed of 60 feet and cannot use your hands and legs for anything other than controlling and powering the device.
Your device is strong enough to support up to 400 pounds before it starts to break. You can use an action to mount or dismount the device.

Upgrades

  • Efficient Locomotive Systems: You upgrade the movement capabilities of this device, increasing it’s speed by 20 feet. This upgrade can be taken multiple times up to 2 times.
  • Airborne Apparatus: You develop Leviplum, a gas 10 times lighter than air. Inspired, you install a flying mechanism on your Locomotive device, allowing it to Fly at a speed of 30 feet.
    Uses: This device can be used for 1 hour per long rest.
  • Clockwork Autopilot:You install a clockwork auto pilot in the Locomotive Device, allowing it to move up to its speed without you powering it. Using the autopilot allows you full use of your legs and hands while riding the device. You can activate or deactivate the autopilot using an action. You decide how fast the device will move when you activate the autopilot, up to the device’s maximum speed, and you can change the speed using an action. The device cannot change direction on its own and requires input from you to change direction.
  • Nautical Attachments: The device can now traverse the seas at a Swim speed of 60 feet.
  • Passenger Seats: You create a micromotor system, allowing you to increase the carrying capacity of the Locomotive creature and finally give your legs a break! You can store up to 4 passenger seats. The carrying capacity increases by 200 pounds per seat.

Piston Fists - Two-Handed and Worn Invention
Major invention
Use time: 1 action
Range: melee

These large gauntlets are fitted with a series of pistons and steam valves which connect to a backpack steam engine. You can use the piston fists to make a melee invention attack as long as there is enough stored energy in the steam engine to do so.
On hit, the fists deal 3d10 bludgeoning damage and expends the built up energy in the steam engine.

Uses: The steam engine holds enough energy to make 1 attack before needing 2 rounds to recharge.

Notes: You can accelerate this process using a bonus action, causing the energy to build up immediately, but doing so causes 1d8 fire damage to yourself. Each time you do this in an encounter, the damage increases by another 1d8.

You can also use the fists without sufficient charge to make a melee weapon attack that does 1d6 bludgeoning damage. It takes one minute for you to remove or equip the piston fists and you cannot hold anything in your hands while they are equipped.
Upgrades

  • Gyroscopic energy stores: This upgrade allows the piston fists to store enough energy for 1 additional use. The piston fists still recharges normally. Accelerating the steam engine also still only provides enough charge for one use. This upgrade can be taken multiple times up to 2 times.
  • Advanced pistons: You upgrade the pistons on the piston fists increasing their charged damage by 1d10. This upgrade can be taken any number of times.
  • Rigid mounting: You enhance the piston fists with a series of braces and rigid mounts allowing you to add your Strength modifier to damage dealt with charged punches.


Pump-Action Wormhole Generator
- One-Handed and Worn Invention
Major invention
Use time: 1 action
Range: 60 ft

A small airsoft gun that is tethered to a belt-like coil worn around your waist. This device allows you to teleport up to 60 feet to an unoccupied space you can see. By shooting a homing beacon you can teleport to wherever the homing beacon lands (within range). If you spend 1 minute pumping the gun, it’s range extends to 120 ft.

Uses: You can use this device once before you need a long rest to make repairs.

Upgrades:

  • Overclocked: You can now use your Wormhole Generator’s basic functions 3 times before needing a long rest to make repairs.
  • Field Reversal: You can target a creature of similar size within range and switch places. If the target is unwilling to switch, it must succeed a DC 17 Dexterity saving throw to resist this effect. On a successful save, you instead appear next to the creature.
    Uses: This upgrade can be used once before you need a long rest to make repairs.
  • Daytripper: Target a creature within 30 feet. On a failed Dexterity saving throw, the creature is pulled into a pocket wormhole for 2 rounds. After this time, the target returns to the space it previously occupied, or the nearest unoccupied space. On a successful save, a small wormhole appears near the creature. The wormhole will remain open until someone or something falls into it. If this happens, the effects are the same as described above.
    Uses: After you use this upgrade, you must finish a long rest before you can use it again.


Sonic Amplifier - One-Handed and Worn Invention
Major invention
Use time: 1 action
Range: 30 foot cone

This backpack is hooked up to a handheld device that is capable of emitting very loud sonic waves. You can use the sonic amplifier to emit a blast of sound in a 30 foot cone. Creatures in the cone must make a constitution saving throw. Targets take 4d6 thunder damage and become deafened for 1 minute on a failed Constitution saving throw, or half as much damage and suffer no additional effects on a successful one.

Uses: The Sonic Amplifier holds enough energy to make 1 attack before needing 2 rounds to recharge.


Upgrades

  • Hearing aid: You modify the sonic amplifier allowing it to be used as a hearing device. You can use an action to switch the sonic amplifier into or out of hearing mode. While in hearing mode, the sonic amplifier cannot be used as a weapon and you gain advantage on all hearing-based perception checks. Your hearing distance extends to 200 feet, and you can focus the hearing device to only enhance hearing in a specific direction.
  • Double Track: The thunder damage of the Sonic Amplifier increases by 2d6. This upgrade can be taken any number of times.
  • Recording device: You add a mechanism to the sonic amplifier that allows it to record the sounds it listens to. The sound is recorded on a small clay dowel and it can record up to 30 seconds of sound. You can use the sonic amplifier to playback the recording and can even use the recording as part of the sonic amplifier’s attack.
  • Reverberative shock: You enhance the sound system of the sonic amplifier, causing it to have its damage doubled against deafened targets.
  • Super subwoofers: You increase the maximum volume of the sonic amplifier. This increases the damage of the sonic amplifier by 2d6. This upgrade can be taken multiple times up to 2 times.
  • Enhanced sonic stores: You enhance the amount of energy that the sonic amplifier can hold allowing it to store enough energy for two uses. The Sonic Amplifier otherwise recharges at the same rate it did before.


Spring-Loaded Walloper - Worn Invention, chest-mounted
Trivial invention
Use time: 1 Action
Range: 5 feet

When this gadget is equipped, you can use an with your attack action against a creature within 5 feet of you. If your attack hits,the target takes 1d6 bludgeoning damage and must make a Strength saving throw. On a failed throw, the creature is pushed up to 15 feet away from you. This device will not work on Huge or Gargantuan creatures.
The damage done by this attack increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Uses: The walloper holds enough energy to make one attack before it needs to recharge. This recharge takes two rounds.
If the Walloper has any upgrades, it requires maintenance after each use and cannot be used again until you complete a short or long rest.

Upgrades:

  • Increased Inertia:The distance a creature is pushed back by the Whalloper is increased to 40 ft. On a critical failure Strength save, the target creature falls prone.
  • Extra Dollop of a Wallop: You now roll d12 instead of d6 dice when calculating damage.

Mechamite Transmitter - Deployable Invention
Trivial invention
Use time: 1 Action
Range: See Description

You can take an action to activate this gadget, which takes the form of a tiny mechanical insect such as a beetle, cockroach, or caterpillar.
The Mechamite cannot attack. It has AC 10, 1 hit point, a movement speed of 30. The Mechamite is about as smart as a fly. By listening through a pair of receivers, you can hear whatever the Mechamite can hear.

The range of this audio reception is 1 mile. The signal is lost and the gadget is deactivated if the clockwork moves further than 1 mile away from you. You can take an object interaction to remotely destroy the device. It takes one minute for the bug to break down and be destroyed.

Upgrades:

  • Nuanced Control: With this upgrade, you can control the Mechamite’s movement via a controller. Additionally, you can now see whatever the Mechamite can see.
  • Feedback Proximity Viewer: By measuring the Mechamite’s signal decay, you can discern the direction in relation to you, as long as it is within 1 mile of you.


Static Inflector- One-Handed and Worn Invention
Major invention
Use time: 1 action
Range: 15 feet

This is an electric baton connected to a battery pack which is capable of sending out arcs of electricity at foes. You can use the inflector to make a ranged invention attack that does 2d10 lightning damage. Being within 5 feet of a hostile creature doesn’t impose disadvantage on attack rolls with this weapon and it has advantage against targets wearing metal armor. Additionally, you can use the inflector wand to make attacks of opportunity as if it were a melee weapon with a reach of 5 feet. The inflector wand’s battery pack has enough energy to last for 1 minute before it needs to be recharged.

Uses: Recharging a battery takes one long rest.

Upgrades

  • Supercharged current: The tesla wand’s capabilities are enhanced to shocking levels causing it to do 1d10 extra lightning damage. This upgrade can be taken any number of times.
  • Tesla circuit: The electrical current of the tesla wand is augmented allowing it to arc to multiple targets when it shocks something. When you make a successful attack with the tesla wand, electricity arcs out from the target and strikes the nearest creature within a 15 foot radius for damage equal to the tesla wand’s damage minus 1d4. If more than one creature is the same distance from the target, it arcs to a random one. The electric arc can hit you but you take no damage as it arcs off the tesla wand. The electrical current continues to arc, losing 1d4 damage with each jump, until its damage becomes zero, it arcs to a creature it already hit, or it arcs to you. Tesla circuit cannot arc to the same creature is just arced from.
  • Static Cling: Choose any creature within range and an object weighing less than 50 pounds. The target creature must make a Dexterity saving throw. On a failed save, the target object hurls itself at the target creature, and is attached to the creature by writing bolts of electricity. The target takes 2d8 bludgeoning damage. At the end of each of its turns, the creature can roll a Strength save to attempt to remove the object. Until it does, it’s move speed is halved.


Proximouse - Deployable Invention
Minor invention
Use time: 1 Action
Range: Self

A tiny, spring-engine device that whirrs around you, taking in information from the environment. The device requires a bonus action every minute to be wound up. It grants you advantage on all Perception checks to avoid being surprised and provides disadvantage on all attacks against you made by invisible or otherwise unseen creatures (canceling out their advantage).

Upgrades:

  • Mouse Point of View: By placing a small metal receiver on your tongue and closing your eyes, you can receive simple visual information from the proximouse. As an action, you can send the proximouse 30 feet in any direction.
  • Trap Sensor: You program the proximouse to zip around an area up to 100 sq ft. By detecting irregularities from its sensors, the proximouse can determine if an area likely contains traps.
    A trap, for the purposes of the proximouse, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator.
    Thus, the spell would sense an area affected by the alarm spell or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
    Your telepathic relay with the proximouse is crude, so you can only learn that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by the trap.
  • Analog Radar: The proximouse alerts you whenever a size Tiny or larger creature touches or enters an area within 20 ft of you. The creature must be in the same plane of existence as you. When setting the alarm, you choose whether the alarm is silent or audible. Only you hear a silent alarm. You can whitelist up to 5 creatures so the proximouse’s alarm is not tripped by your allies.


Spectral Cannon - One-Handed Invention
Major Invention
Use time: 1 action
Range: 60 feet
Weight: 25 pounds

This bulky bazooka (boozooka?) absorbs ambient spectral energy from the surrounding area. Choose a creature within range, that creature must make a Dexterity saving throw or take 2d8 Necrotic damage. On a successful save, the creature takes half damage.
The damage increases by 2d8 at 5th level (4d8) 11th level (6d8) and 17th level (8d8)
Uses: You can use this device a number of times equal to your Intelligence modifier before needing a long rest to repair it.

Upgrades:


  • Spectral Absorption: With this upgrade, you can use the canon to absorb a ghost, wraith or spirit. The apparition must be no more than 30 feet away from you and must half less than half its maximum hit points. You can spend an action to force the apparition to make a Charisma save. On a failed save, it is absorbed into the Spectral Cannon. Once absorbed, you can disperse the apparition as an Action. If you disperse the apparition, it disappears forever as if destroyed (unless extenuating circumstances cause the apparition to reappear).
    Uses: After using this upgrade to disperse an apparition, the Spectral Cannon is broken until you use a long rest to repair it.

  • Spectral Scattershot: You can build up spectral energy you can use a trapped apparition as a weapon. Upon release, the cannon unleashes a 40' Cone of ghost energy. Everyone in the area takes 1d8 Necrotic damage per Hit Die of the apparition you’ve absorbed (no save) and must make a Wisdom save or become Frightened by you for 10 minutes.
    Uses: You may use this upgrade once per long rest


Thought Beacon - Worn Invention, Headgear
Minor Invention
Use Time: 1 Action

A helmet with a electrofied crystal attached to the top. Upon activation, the crystal glows, viewable from up to 200 feet away. You gain the ability to communicate with one willing creature who can see this beacon. The creature can reply in the same way. You can communicate telepathically with any creature that has an Intelligence score of at least 1.
Uses:Once this invention has been used, the gadget must be recharged over short or long rest.

Upgrades:

  • Wind Up Mind Control Helmet: A large helmet that pairs with the Thought Beacon. While not subtle, it does allow you to control any creature who puts it on. The creature must succeed on a Wisdom saving throw or become controlled. While the creature is wearing the helmet, you have a wireless telepathic link to the creature as long you are both within 1 mile of each other.
    The creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. You cannot take any actions while controlling a creature with this device.
    Each time the target takes damage, it makes a new Wisdom saving throw against the mind control. If the saving throw succeeds, the effect ends. The mind control lasts for 1 hour unless you chose to end it early by using an Action.
    Uses: The device can be used again after rewinding it over a long rest.
  • Mind Skimmer: You can read the surface level thoughts of any creature within 100 feet. If the creature does not speak a language, the thoughts will be difficult to understand.
    Uses: Once per short rest
  • Telepathic Manipulator: You can move any creature or object within 30 feet. The target must be less than 1,000 pounds. Any targeted creature will attempt to wiggle free. Make an ability check with your engineering ability contested by the creature's Dexterity check.
  • Dream Vacation Ray: You create an experimental device that allows you to beam into an unconscious creature’s brain. You and any 5 creatures can be transported into the target's mindscape. While in it’s mindscape, it is possible -hypothetically- to effect any number of changes in the creature’s personality or memory. However, the means of accomplishing any such mental manipulation will vary wildly from creature to creature. After 3 hours, you will automatically be dropped back in the waking world within 20 feet of the creature. Only creatures with an Intelligence of at least 1 can be affected by this invention.
    Uses: Once per long rest.


Volatile Compound Launcher - Two-Handed Invention
Major invention
Use time: 1 action
Range: 60 feet

This handheld device is capable of firing payloads of special alchemical solutions. You can use the Volatile Compound Launcher to make a Ranged Invention Attack that does damage and the target must make a Constitution saving throw. On a failed saving throw, they become afflicted with a secondary effect. The damage and effects are indicated on the table below.
The launcher can store up to 3 payloads in its cylinder and you can use an action to reload the entire launcher. The launcher needs to be pumped before it can be fired and a fully pumped launcher can fire 6 payloads before it needs to be pumped again. It takes 1 minute to fully pump the launcher.



PayloadDamageEffect
Acid Payload3d6 acidThe target’s AC is reduced by 2 until the start of its next turn. This effect does not stack with itself.
Electric Payload3d6 lightingThe target’s next attack has disadvantage.
Ice Payload3d6 coldThe target’s speed is halved until the end of its next turn.
Fire Payload3d6 fireThe target takes 1d6 fire damage at the end of its next turn.




Upgrades

  • Advanced pneumatic construction: The pneumatic pumps in the launcher are enhanced allowing a fully pumped launcher to be used 10 times before it needs to be pumped again. This does not affect the time it takes to pump the launcher.
  • Giant cylinder: The cylinder used for storage in the launcher is increased in size allowing it to store up to 6 Payloads.
  • Explosive impact: You modify the launcher to able to safely fire payloads with volatile explosive chemicals in them. This causes them to do damage in a 5 foot radius around the target. Those caught in the blast must make a dexterity saving throw. They take 3d6 damage of the same type as the payload or half as much on a successful save. They do not suffer any additional effects from the payload even if they fail the dexterity saving throw. Explosive impact does not affect the target hit.
  • Superior alchemical compounds: You improve the mixtures that you use in the payloads causing them to do an additional 1d6 damage. This upgrade can be taken multiple times up to 3 times.
  • Rapid firing mechanism: You install additional mechanisms in the launcher which allow you to fire it more rapidly than normal. Whenever you make an attack with the launcher, you can use a bonus action to make an additional attack with it.


Weatherworks - Two-Handed Invention
Minor Invention
Use time: 10 minutes
Range: See Description
Duration: 1 hour

A chemically-charged skyrocket that can sent to the skies to change the local weather. Before launching, you set the chosen weather conditions by selecting 1-3 items from the tables below. When choosing Wind, you can also change its direction. You can’t select conditions that could not exist (No snow on hot days, for example). The weather is changed for everyone within a half mile of the rocket’s launch point.

Uses: You can use this device one time before needing a long rest to repair it.

Precipitation
1 - Clear
2 - Overcast or ground fog
3 - Rain or snow

Temperature:
1 - Warm
2 - Cool
3 - Cold

Wind:
1 - Calm
2 - Moderate wind
3 - Strong wind

Upgrade:
Tempest Tinctures: You can instead choose to use the weather rocket to create a powerful storm within a half mile.
Uses: After using this upgrade, you cannot use your Weatherworks rocket until repairing it over a long rest.
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