Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
[Homebrew] The Engineer
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Sweater Enthusiast" data-source="post: 7291971" data-attributes="member: 6922601"><p>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!</p><p></p><p>It's an augmented version of <a href="https://docs.google.com/document/d/1UdxoMxqnyDj4IDqi7cXa-YkjsQuOFqKTQHvpunGRl2U/edit" target="_blank">this homebrew</a>, <a href="http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1231#ixzz3cFj4rda0" target="_blank">this homebrew</a>, 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. </p><p></p><p>I appreciate any feedback ya'll have! I'm most worried about the sections <u>Invention Building and Maintenance</u> and <u>Invention Upgrades. </u>I'm not sure the Maintenance system is balanced or if the Upgrade system makes sense. </p><p></p><p>Thanks! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>(Just a warning, this is very long)</p><p></p><p>[sblock]</p><p><span style="color: #000000"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><u><span style="font-size: 15px">Class Features</span></u></span></span></p><p></p><p><u><span style="color: #000000"><span style="font-family: 'Verdana'">Hit Points</span></span></u></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Hit Dice</span></span><span style="color: #000000"><span style="font-family: 'Verdana'">: 1d8 per Engineer level</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Hit Points at 1st level: </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">8 + your Constitution modifier</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Hit Points at Higher Levels:</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 1d8 (or 5) + your Constitution modifier per engineer level after 1st</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><u>Proficiencies</u></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Armor:</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> Light armor</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Weapons:</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> Simple weapons and any Invention</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Tools: </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">Tinker's kit</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Saving Throws:</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> Intelligence, Dexterity</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Skills: </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">Two from History, Investigation, Insight, Perception, or Persuasion</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><u>Equipment</u></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">You start with the following equipment, in addition to the equipment granted by your background:</span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'">any simple weapon</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'">an engineer’s pack</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'">tinker's kit</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'">leather armor</span></span> </li> </ul><p><span style="color: #000000"><span style="font-family: 'Verdana'">Engineer’s pack: </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><u>Knickknacks </u></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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.) </span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><u>Inventioneering</u></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><u>Inventioneering Ability</u></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Invention save DC = </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">8 + your proficiency bonus + your Intelligence modifier </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Invention attack modifier = </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">your proficiency bonus + your Intelligence modifier</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><u>Invention Building and Maintenance</u></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><u>Invention Upgrades</u></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">The 1 Major invention you create at 3rd level does not get created with an Upgrade. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span></p><p></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><u>Engineering Specialty</u></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><u>Ability score improvement</u></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><u>Signature invention</u></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">When upgrading your signature inventions, each upgrade that can be taken multiple times can be taken 1 additional time.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Also, recharges/repairs of signature inventions that would take a long rest to complete only take a short rest.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><u>Alchemical Solution</u></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><u>Advanced engineering</u></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Starting at the 11th level, you add your intelligence modifier (minimum of 1) to the initial damage you do with your inventions.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><u>Maintenance Master </u></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span></p><p></p><p><u><span style="color: #000000"><span style="font-family: 'Verdana'">Engineering specialties</span></span></u></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">At 2nd level, you can decide to specialize as a Makeshift Mechanic or Combat Contraptionist. </span></span></p><p></p><p><span style="font-size: 15px"><span style="color: #000000"><span style="font-family: 'Verdana'"><u>Makeshift Mechanic </u></span></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">The Makeshift Mechanic is an engineer that specializes in thinking quickly, working with less, and being too smart for their own good. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span></p><p></p><p><strong><span style="color: #000000"><span style="font-family: 'Verdana'">Blink and Battle-Ready</span></span></strong></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">You can opt to use your Intelligence Modifier instead of Strength/Dexterity for the attack and damage rolls of made using this weapon.</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Your Cerebro-Mechanical Brain Enhancer is treated as a Minor Invention and can upgrade as any invention can. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Upgrades:</span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Cool Head:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 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. </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Internal Reference Library:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 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.</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Neural Gear Shift: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> Your implant allows you to temporarily slow down time. As a reaction, you can impose disadvantage on an Attack Roll against you. </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Uses:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> You can use this upgrade once per long rest</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Seno-Cerebric Stretcher</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">: 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. </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">Additionally, you become immune to effects which alter your memories, such as the </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Modify Memory</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> spell.</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Fistacuff Extrapolation Matrix: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Uses: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">Once activated, this upgrade lasts for 1 hour. You can use it once per long rest. </span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Linguistic Lobe Lacquer: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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. <br /> </span></span> </li> </ul><p></p><p><strong><span style="color: #000000"><span style="font-family: 'Verdana'">Cutthroat Chemistry</span></span></strong></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">You also create a fragile container to store this chemical, which will break if thrown, trodden on, etc. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">If thrown, the range is 40 ft, and you add your proficiency bonus.</span></span></p><p></p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Phosphorescencent Photo-fusion: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> <br /> </span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Greasy Goulash: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Corrosive Comixture: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">When thrown,</span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">Can also be used to melt holes through thin barriers and destroy small objects. However, the tougher the material, the longer this method takes.</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">This chemical’s damage increases by 1d6 when you reach 5th Level (2d6), 11th level (3d6) and 17th level (4d6).</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> <br /> </span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Toxic Tincture:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> You can create one of the following types of poisons: </span></span> </li> </ul><p></p><p></p><ul> <li data-xf-list-type="ul"><br /> [*=1]<span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span> </li> </ul><p></p><p></p><ul> <li data-xf-list-type="ul"><br /> [*=1]<span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span> </li> </ul><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">The Poison you make can have one of the below effects:</span></span></p><p></p><p></p><ul> <li data-xf-list-type="ul"><br /> [*=1]<span style="color: #000000"><span style="font-family: 'Verdana'">The target takes 1d12 poison damage. The damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).</span></span> </li> </ul><p></p><p></p><ul> <li data-xf-list-type="ul"><br /> [*=1]<span style="color: #000000"><span style="font-family: 'Verdana'">The target falls unconscious for 1 hour. The creature wakes up if it takes damage.</span></span> </li> </ul><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">To avoid the poison’s effects, the affected creature must make a Constitution saving throw. </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"></span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Combustive Composite: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">When container is broken, it inflicts 1d10 force damage to one creature. </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">The damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).</span></span> </li> </ul><p></p><p></p><p><strong><span style="color: #000000"><span style="font-family: 'Verdana'">Slapdash-Specialist</span></span></strong></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span></p><p></p><p></p><p><strong><span style="color: #000000"><span style="font-family: 'Verdana'">Formidable Formulas</span></span></strong></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">If thrown, the range is 50 ft, and you add your proficiency bonus.</span></span></p><p></p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Enhanced Phosphorescencent Photo-fusion: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span> </li> </ul><p></p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Enhanced Corrosive Comixture: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">When thrown,</span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">Can also be used to melt holes through thick barriers and destroy objects. As before, the tougher the material, the longer this method takes.</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">This chemical’s damage increases by 2d10 when you reach 11th level (5d10) and 17th level (7d10).</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> <br /> </span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Enhanced Toxic Tincture:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> You can now create one of the following types of poisons: </span></span> </li> </ul><p></p><p></p><ul> <li data-xf-list-type="ul"><br /> [*=1]<span style="color: #000000"><span style="font-family: 'Verdana'"><em>Contact:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> Contact poison can be smeared on an object. A creature that touches contact poison with exposed skin suffers its effects.</span></span> <br /> [*=1]<span style="color: #000000"><span style="font-family: 'Verdana'"><em>Ingested:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 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.</span></span> <br /> [*=1]<span style="color: #000000"><span style="font-family: 'Verdana'"><em>Inhaled:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 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.</span></span> <br /> [*=1]<span style="color: #000000"><span style="font-family: 'Verdana'"><em>Injury:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 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. </span></span> </li> </ul><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">The Poison you make can have two of the below effects:</span></span></p><p></p><p></p><ul> <li data-xf-list-type="ul"><br /> [*=1]<span style="color: #000000"><span style="font-family: 'Verdana'">The target takes 4d8 poison damage. </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">The damage increases by 2d8 when you reach 11th level (6d8) and 17th level (8d8).</span></span> <br /> [*=1]<span style="color: #000000"><span style="font-family: 'Verdana'">The target falls unconscious for 1 hour. The creature wakes up if it takes damage.</span></span> <br /> [*=1]<span style="color: #000000"><span style="font-family: 'Verdana'">The Target is Poisoned for 1 hour, taking disadvantage on all Ability and Attack rolls. </span></span> </li> </ul><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">To avoid the poison’s effects, the affected creature must make a Constitution saving throw. </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"></span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Enhanced</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Combustive Composite: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">When container is broken, it inflicts 3d10 force damage to one creature. </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">The damage increases by 2d10 11th level (5d10) and 17th level (7d10).</span></span> </li> </ul><p></p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Philter of Firethroat: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">You can breath out fire in a 5 by 20 ft lin.</span></span><span style="color: #000000"><span style="font-family: 'Verdana'">The target takes</span></span><span style="color: #000000"><span style="font-family: 'Verdana'">4d6 fire damage, bonus action, 30 ft. (DC 13 Dex save for half damage) 3 uses. Leaves a terrible aftertaste. </span></span> </li> </ul><p></p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Healing Homebrew:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> Heals for 2d6 + your Inventioneering ability modifier </span></span> </li> </ul><p></p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Arial'"><em>R</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><em>emedy of Resistance:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> Grants resistance to one damage type for 1 hour</span></span> </li> </ul><p></p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Disappearance Dust:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> Everyone within 10 ft. becomes invisible for 30 minutes. The effect ends early if you Attack or Cast a Spell.</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> <br /> </span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Safeguard Salve</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">: 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. </span></span> </li> </ul><p></p><p></p><p><strong><span style="color: #000000"><span style="font-family: 'Verdana'">Perfect Replica</span></span></strong></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Once you use this ability, you must finish a long rest before you can use it again. </span></span></p><p></p><p></p><p><span style="font-size: 15px"><span style="color: #000000"><span style="font-family: 'Verdana'"><u>Combat Contraptionist</u></span></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span></p><p></p><p><strong><span style="color: #000000"><span style="font-family: 'Verdana'">Battle Minded</span></span></strong></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span></p><p></p><p><strong><span style="color: #000000"><span style="font-family: 'Verdana'">Inventive Armor Integration</span></span></strong></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">At 7th Level, You learn how to integrate another Minor or Trivial Invention into your armor.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">The armor can be put on in 5 minutes and taken off in 1 minute.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">The armor can be upgraded as if it were any other Minor Invention.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Upgrades: </span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Mechanical muscles:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 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. </span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Inertia Displacers:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> Whenever you take non-psychic damage you can use a reaction to reduce the damage you take by 1d10 + your Engineer level. </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Uses:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> This reactive plating can only be used once before it needs to be reset, which takes 2 rounds. </span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Leg Pistons: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">Permanent leg-day benefits!</span></span><span style="color: #000000"><span style="font-family: 'Verdana'">Your speed increases by 20ft and your jump distance triples. </span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Hail Mary: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Ghost Gears: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Compact Construction. </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span> </li> </ul><p></p><p></p><p><strong><span style="color: #000000"><span style="font-family: 'Verdana'">Major Inventive Integration</span></span></strong></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">At 11th level, you can add another Major Invention into your armor. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span></p><p></p><p><strong><span style="color: #000000"><span style="font-family: 'Verdana'">Double Boiler</span></span></strong></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span></p><p><strong><span style="color: #000000"><span style="font-family: 'Verdana'"></span></span></strong></p><p><strong><span style="color: #000000"><span style="font-family: 'Verdana'">Overdrive</span></span></strong></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span></p><p></p><p></p><p><span style="font-size: 15px"><span style="color: #000000"><span style="font-family: 'Verdana'"><u>Inventions</u></span></span></span></p><p></p><p><u><span style="color: #000000"><span style="font-family: 'Verdana'">Trivial Inventions</span></span></u></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Collapsable Folding Blade</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Clockpicks</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Flare Canon</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Grappling Hook</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">MechaMite Transmitter</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Spring-Loaded Whalloper</span></span></p><p></p><p></p><p><u><span style="color: #000000"><span style="font-family: 'Verdana'">Minor Inventions</span></span></u></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">The Autoscroll Scroll</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Breathing Apparatus</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Clockwork Automaton</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Extend-o-Fist</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Goo Launcher</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Inventor’s Goggles</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Inventor’s Boots</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Locomotive Device</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Potion Applicator</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">The Proximouse</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Rocket boots</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Thought Beacon</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Weatherworks</span></span></p><p></p><p></p><p><u><span style="color: #000000"><span style="font-family: 'Verdana'">Major Inventions</span></span></u></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Aerolizer</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Elemental Sprinkler Hat</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Junk Bombarder</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Lavaspitter</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Mechanized Bag</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Piston Fists</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Pump-Action Wormhole Generator</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Sonic Amplifier</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Tesla Wand</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Volatile Compound Launcher</span></span></p><p></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><strong>Aerolizer</strong> - </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">One-handed ranged invention and Worn invention</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Major Invention</em></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Use time: </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">1 action</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Range:</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 10 feet</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Uses: </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">For more conventional liquids, such as water, the Aerolizer can function for 5 rounds before needing to be refilled. </span></span></p><p></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Upgrades</span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Pressurized vapor projector:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 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.</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Autoloading: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">The aerolizer can now be fit with up to three potions/poisons. Refill still takes 1 minute.</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Optimized potion condenser: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Cloud Manufacturing:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 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.</span></span> </li> </ul><p></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><strong>The Autoscroll Scroll </strong>- </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">2-handed invention</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Minor Invention</em></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Use time:</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 1 Action</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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! </span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Uses: </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> Once per long rest</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Upgrades:</span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Vocal Creature Recognition:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 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:</span></span> </li> </ul><p></p><p></p><table style='width: 100%'><tr><td>Knowledge</td><td>Roll</td></tr><tr><td>Name, Type, Keywords</td><td>15</td></tr><tr><td>Powers</td><td>20</td></tr><tr><td>Resistences and Vulverabilities</td><td>25</td></tr></table><p></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Uses: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">Once per long rest.</span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>On-Board Pinhole Camera:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 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. </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Uses: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">Once per long rest.</span></span> </li> </ul><p></p><p></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><strong>Breathing apparatus</strong> - </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">Worn invention</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Minor invention</em></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Use time:</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> passive</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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)</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">Uses: </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Refilling the air container on the breathing apparatus takes one minute.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Upgrades:</span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Rebreather device: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Air filtration system: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Purified Air: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Uses: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">You can use this upgrade once before needing to repair it over a long rest. </span></span> </li> </ul><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Clockpicks - Deployable invention</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Trivial Invention</em></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Use time:</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 1 action</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span></p><p></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><strong>Clockwork Automaton</strong> - </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">Deployable invention</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Minor invention</em></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Use time:</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> Passive</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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.)</span></span></p><p></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Clockwork Automaton stats: </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">Tiny construct</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Armor Class: </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">11 </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">Hit Points: </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">20 </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">Speed: </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">20ft. </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">STR:</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 6(-2) </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">DEX: </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">4(-3) </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">CON: </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">18(+4) </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">INT:</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 1(-5) </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">WIS:</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 1(-5) </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">CHA:</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 1(-5) </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">Damage Resistance:</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> Slashing and piercing </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">Condition Immunities:</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> charmed, exhaustion, frightened, paralyzed, petrified, poisoned, blinded, deafened </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">Senses:</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> blindsight 60ft. </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">Languages:</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> none </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">Disease Immunity:</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> The clockwork automaton is immune to all diseases. </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">Clockwork Limitations:</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> The clockwork automaton cannot use reactions or bonus actions.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Upgrades:</span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Heavy construction:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 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.</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Enhanced clockwork locomotion:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 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.</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Complicated programming:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> You increase the complexity of the clockwork automaton, allowing it to complete more advanced tasks. </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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 </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><em>complicated programming </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">upgrade be taken first. </span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Climbing gear:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 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.</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Anti-theft device: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span> </li> </ul><p></p><p></p><p><strong><span style="color: #000000"><span style="font-family: 'Verdana'">Collapsable Folding Blade </span></span></strong><span style="color: #000000"><span style="font-family: 'Verdana'"> - Worn invention/ One-Handed Weapon</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Trivial invention</em></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Use time:</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> See description</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">With another bonus action, you can deactivate the blade, which immediately collapses and stores itself.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">You also advantage on checks with Dexterity (Sleight of Hand) to hide the weapon, such as when being searched for weapons. </span></span></p><p></p><p></p><p><strong><span style="color: #000000"><span style="font-family: 'Verdana'">Mechanized Bag</span></span></strong><span style="color: #000000"><span style="font-family: 'Verdana'"> - Worn invention</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Major invention</em></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Use time:</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 1 action</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Upgrades:</span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Efficient organisation system: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Analog Gravity Displacement:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 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.</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Pocket Dimension:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 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. </span></span> </li> </ul><p></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><strong>Elemental Sprinkler Hat </strong>- </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">worn invention, headgear</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Major invention</em></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Use time: </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">1 action</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">This head-mounted device can disperse a protective alchemical substance over you, providing resistance to either Cold or Fire damage. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Upgrades</span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Electric solvent: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">Provides resistance to lightning damage.</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Acid solvent: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">Provides resistance to acid damage.</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Medical Mixture: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">Heals damage for 2d10 + Your Engineering ability score</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Uses:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 1 use per long rest</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Alchemical admixture: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> <br /> </span></span> </li> </ul><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><strong>Extend-O-Fist</strong> - </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">1-handed ranged invention</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Minor invention</em></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Use time: </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">1 action</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Range: </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">10 feet</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Upgrades</span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Far-Flinging Framework: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Iron Knuckles:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> The damage dealt by the fist increases by 1d6. This upgrade can be taken multiple times up to 3 times. </span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Improved Architecture</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">: The fist can now grab objects up to 30 lbs and can now disarm creatures, provided the creature fails a Dexterity save. </span></span> </li> </ul><p></p><p><strong><span style="color: #000000"><span style="font-family: 'Verdana'">Flare Canon</span></span></strong><span style="color: #000000"><span style="font-family: 'Verdana'">- One-handed ranged invention</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Trivial invention</em></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Use time: </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">1 action</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Range: </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">30/100 feet</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">The flare’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Uses: </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">The flare canon needs to be reloaded before it can be fired again. You can use an action to reload it.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Upgrades:</span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Enhanced Flare:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> The alchemical compound inside the flare is improved causing the flare’s damage dice to become d12’s.</span></span> </li> </ul><p></p><ul> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Flare parachute:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 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.</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Improved projection capabilities: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Extra flare chamber:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 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.</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Blaze Flares: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span> </li> </ul><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><strong>Goo Launcher</strong> - </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">2-handed ranged invention</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Minor invention</em></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Use time:</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 1 action</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Range:</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 30 feet</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Weight: </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">8 pounds</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Uses:</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> You can use this device 3 times before you must spend 1 minute refilling it.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Upgrades</span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Oversized goo delivery mechanism:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 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.</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Enhanced launcher:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> The goo launching mechanism is upgraded increasing the range of the device to 60ft</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Highly flammable goo:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 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.</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Rubber cement</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">: 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.</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Goo revolver</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">: 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. </span></span> </li> </ul><p></p><p></p><p><strong><span style="color: #000000"><span style="font-family: 'Verdana'">Grappling Gun </span></span></strong><span style="color: #000000"><span style="font-family: 'Verdana'">- </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">1-handed ranged invention</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Trivial Invention</em></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Use time:</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 1 Action + 1 Object Interaction </span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Range:</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 60 feet</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Upgrade:</span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Clawshot: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span> </li> </ul><p></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><strong>Inventor’s boots</strong> - </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">Worn invention</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Minor invention</em></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Use Time: </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">1</span></span><span style="color: #000000"><span style="font-family: 'Verdana'">bonus action</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Upgrades:</span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Rocket Boosters: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Uses:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> It takes one minute for you to replace the rockets. </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Uses:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">You must complete a long rest before using this upgrade again. </span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Rocket skates: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Uses:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> It takes one minute for you to replace the rockets. </span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Retractable Stilts:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 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.</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Oil Slick Boots: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Uses:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">You must complete a long or short rest before using this upgrade again. </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> <br /> </span></span> </li> </ul><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><strong>Inventor’s goggles</strong> - </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">Worn invention</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Minor invention</em></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Use time: </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">passive</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Weight: </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">1 pound</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Upgrades:</span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Dark-light lenses: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Umbral lenses: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Enhanced retinal protection:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 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</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Emergency defensive light device: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Uses:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">This upgrade can be used once before it needs to be reset, which takes one minute</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Telescopic magnification:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> You enhance the magnification capabilities of your goggles allowing them to make objects appear up to ten times closer.</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Motion Triggered Focus Lenses: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span> </li> </ul><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><strong>Junk Bombarder</strong> - </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">2-handed ranged invention</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Major invention</em></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Use time:</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 1 action</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Range:</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 200 feet</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Uses: </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">The bombard needs to be reloaded before it can be fired again and you can use an action to reload it.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Upgrades</span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Reinforced Bombarder:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 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 </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><em>lightened bombard.</em></span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Lightened Bombarder: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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 </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><em>reinforced bombard.</em></span></span> </li> </ul><p></p><ul> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Flaming Garbage:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 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.</span></span> </li> </ul><p></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><strong>Lavaspitter </strong>- </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">2-handed ranged invention</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Major invention</em></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Use time: </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">1 action</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Range</span></span><span style="color: #000000"><span style="font-family: 'Verdana'">: 15 feet</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Uses: </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">The Lavaspitter has enough fuel to last for 5 uses before it needs to be refilled. It takes 1 minute to refuel the Lavaspitter. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Upgrades:</span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Efficient fuel system: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">The Lavaspitter is modified so that the fuel capacity lasts for 10 uses instead of 5.</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Super hot fuel: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Quick-burning fuel:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 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 </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><em>super hot fuel </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">upgrade be taken at least once first.</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Enhanced fuel ejector: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">You enhance the fuel ejection system of your Lavaspitter increasing the length of the line it fires to 30 feet.</span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span> </li> </ul><p></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><strong>Locomotive Device</strong> - </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">Rideable invention</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Minor invention</em></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Use time: </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">passive</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Upgrades</span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Efficient Locomotive Systems: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Airborne Apparatus: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Uses:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> This device can be used for 1 hour per long rest.</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Clockwork Autopilot:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Nautical Attachments: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">The device can now traverse the seas at a Swim speed of 60 feet. </span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Passenger Seats: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span> </li> </ul><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><strong>Piston Fists</strong> - </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">Two-Handed and Worn Invention</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Major invention</em></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Use time: </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">1 action </span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Range: </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">melee</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">On hit, the fists deal 3d10 bludgeoning damage and expends the built up energy in the steam engine. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Uses:</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> The steam engine holds enough energy to make 1 attack before needing 2 rounds to recharge.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Notes:</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 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. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Upgrades</span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Gyroscopic energy stores:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 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.</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Advanced pistons:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> You upgrade the pistons on the piston fists increasing their charged damage by 1d10. This upgrade can be taken any number of times.</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Rigid mounting: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span> </li> </ul><p></p><p><strong></strong></p><p><strong><span style="color: #000000"><span style="font-family: 'Verdana'">Pump-Action Wormhole Generator</span></span></strong><span style="color: #000000"><span style="font-family: 'Verdana'"> - One-Handed and Worn Invention</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Major invention</em></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Use time:</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 1 action</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Range:</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 60 ft</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Uses: </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">You can use this device once before you need a long rest to make repairs. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Upgrades:</span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Overclocked</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">: You can now use your Wormhole Generator’s basic functions 3 times before needing a long rest to make repairs. </span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Field Reversal:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 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. </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Uses</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">: This upgrade can be used once before you need a long rest to make repairs. </span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Daytripper:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 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.</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Uses:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> After you use this upgrade, you must finish a long rest before you can use it again. </span></span> </li> </ul><p></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><strong>Sonic Amplifier</strong> - </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">One-Handed and Worn Invention </span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Major invention</em></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Use time: </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">1 action</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Range: </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">30 foot cone</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Uses:</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> The Sonic Amplifier holds enough energy to make 1 attack before needing 2 rounds to recharge. </span></span></p><p></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Upgrades</span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Hearing aid: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Double Track: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">The thunder damage of the Sonic Amplifier increases by 2d6. This upgrade can be taken any number of times. </span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Recording device: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Reverberative shock: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">You enhance the sound system of the sonic amplifier, causing it to have its damage doubled against deafened targets.</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Super subwoofers: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Enhanced sonic stores: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span> </li> </ul><p></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><strong>Spring-Loaded Walloper</strong> - Worn Invention, chest-mounted </span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Trivial invention</em></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Use time: 1 Action</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Range: 5 feet</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">The damage done by this attack increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Uses:</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> The walloper holds enough energy to make one attack before it needs to recharge. This recharge takes two rounds. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Upgrades:</span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Increased Inertia</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">:</span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Extra Dollop of a Wallop</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">: You now roll d12 instead of d6 dice when calculating damage. </span></span> </li> </ul><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><strong>Mechamite Transmitter</strong> - Deployable Invention</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Trivial invention</em></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Use time: </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">1 Action</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Range: </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">See Description</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Upgrades:</span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Nuanced Control: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">With this upgrade, you can control the Mechamite’s movement via a controller. Additionally, you can now see whatever the Mechamite can see. </span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Feedback Proximity Viewer:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 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. </span></span> </li> </ul><p></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><strong>Static Inflector</strong>- </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">One-Handed and Worn Invention</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Major invention</em></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Use time:</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 1 action</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Range: </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">15 feet</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Uses: </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">Recharging a battery takes one long rest. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Upgrades</span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Supercharged current</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">: 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. </span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Tesla circuit: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Tesla circuit</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> cannot arc to the same creature is just arced from.</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Static Cling: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span> </li> </ul><p></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><strong>Proximouse </strong>- </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">Deployable Invention</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Minor invention</em></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Use time:</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 1 Action</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Range:</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> Self</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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).</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Upgrades:</span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Mouse Point of View: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Trap Sensor: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">You program the proximouse to zip around an area up to 100 sq ft. </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">By detecting irregularities from its sensors, the proximouse can determine if an area likely contains traps. </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Analog Radar:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 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.</span></span> </li> </ul><p></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><strong>Spectral Cannon</strong> - One-Handed Invention</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Major Invention</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Use time:</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 1 action</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Range:</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 60 feet</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Weight: </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">25 pounds</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">The damage increases by 2d8 at 5th level (4d8) 11th level (6d8) and 17th level (8d8)</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Uses: </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">You can use this device a number of times equal to your Intelligence modifier before needing a long rest to repair it.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Upgrades:</span></span></p><p></p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Spectral Absorption: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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). </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Uses:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> After using this upgrade to disperse an apparition, the Spectral Cannon is broken until you use a long rest to repair it.</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> <br /> </span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Spectral Scattershot: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Uses:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> You may use this upgrade once per long rest</span></span> </li> </ul><p></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><strong>Thought Beacon</strong> - Worn Invention, Headgear</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Minor Invention</em></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Use Time:</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 1 Action</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Uses:</span></span><span style="color: #000000"><span style="font-family: 'Verdana'">Once this invention has been used, the gadget must be recharged over short or long rest.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Upgrades: </span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Wind Up Mind Control Helmet: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Uses:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> The device can be used again after rewinding it over a long rest.</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Mind Skimmer: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Uses:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> Once per short rest</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Telepathic Manipulator: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Dream Vacation Ray:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 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.</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><br /> </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Uses: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">Once per long rest. </span></span> </li> </ul><p></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><strong>Volatile Compound Launcher</strong> - </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">Two-Handed Invention</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Major invention</em></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Use time: </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">1 action</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Range: </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">60 feet</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span></p><p></p><p></p><p></p><table style='width: 100%'><tr><td>Payload</td><td>Damage</td><td>Effect</td></tr><tr><td>Acid Payload</td><td>3d6 acid</td><td>The target’s AC is reduced by 2 until the start of its next turn. This effect does not stack with itself.</td></tr><tr><td>Electric Payload</td><td>3d6 lighting</td><td>The target’s next attack has disadvantage.</td></tr><tr><td>Ice Payload</td><td>3d6 cold</td><td>The target’s speed is halved until the end of its next turn.</td></tr><tr><td>Fire Payload</td><td>3d6 fire</td><td>The target takes 1d6 fire damage at the end of its next turn.</td></tr></table><p></p><p></p><p></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Upgrades</span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Advanced pneumatic construction: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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.</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Giant cylinder: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">The cylinder used for storage in the launcher is increased in size allowing it to store up to 6 Payloads.</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Explosive impact: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><em>. </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Explosive impact</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> does not affect the target hit.</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Superior alchemical compounds:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 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.</span></span> </li> <li data-xf-list-type="ul"><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Rapid firing mechanism:</em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 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.</span></span> </li> </ul><p></p><p></p><p><strong><span style="color: #000000"><span style="font-family: 'Verdana'">Weatherworks</span></span></strong><span style="color: #000000"><span style="font-family: 'Verdana'"> - </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">Two-Handed Invention</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Minor Invention</em></span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Use time:</span></span><span style="color: #000000"><span style="font-family: 'Verdana'"> 10 minutes</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Range: </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">See Description</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Duration: </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">1 hour</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">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. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Uses: </span></span><span style="color: #000000"><span style="font-family: 'Verdana'">You can use this device one time before needing a long rest to repair it. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Precipitation</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">1 - Clear</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">2 - Overcast or ground fog</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">3 - Rain or snow</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Temperature:</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">1 - Warm</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">2 - Cool</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">3 - Cold</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Wind:</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">1 - Calm</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">2 - Moderate wind</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">3 - Strong wind</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Verdana'">Upgrade:</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Tempest Tinctures: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">You can instead choose to use the weather rocket to create a powerful storm within a half mile. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><em>Uses: </em></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">After using this upgrade, you cannot use your Weatherworks rocket until repairing it over a long rest.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Verdana'"></span></span>[/sblock]</p></blockquote><p></p>
[QUOTE="Sweater Enthusiast, post: 7291971, member: 6922601"] 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 [URL="https://docs.google.com/document/d/1UdxoMxqnyDj4IDqi7cXa-YkjsQuOFqKTQHvpunGRl2U/edit"]this homebrew[/URL], [URL="http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1231#ixzz3cFj4rda0"]this homebrew[/URL], 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 [U]Invention Building and Maintenance[/U] and [U]Invention Upgrades. [/U]I'm not sure the Maintenance system is balanced or if the Upgrade system makes sense. Thanks! :) (Just a warning, this is very long) [sblock] [COLOR=#000000][FONT=Verdana] [U][SIZE=4]Class Features[/SIZE][/U][/FONT][/COLOR] [U][COLOR=#000000][FONT=Verdana]Hit Points[/FONT][/COLOR][/U] [COLOR=#000000][FONT=Verdana]Hit Dice[/FONT][/COLOR][COLOR=#000000][FONT=Verdana]: 1d8 per Engineer level[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Hit Points at 1st level: [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]8 + your Constitution modifier[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Hit Points at Higher Levels:[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 1d8 (or 5) + your Constitution modifier per engineer level after 1st[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][U]Proficiencies[/U][/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Armor:[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] Light armor[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Weapons:[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] Simple weapons and any Invention[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Tools: [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]Tinker's kit[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Saving Throws:[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] Intelligence, Dexterity[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Skills: [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]Two from History, Investigation, Insight, Perception, or Persuasion[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][U]Equipment[/U][/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]You start with the following equipment, in addition to the equipment granted by your background:[/FONT][/COLOR] [LIST] [*][COLOR=#000000][FONT=Verdana]any simple weapon[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana]an engineer’s pack[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana]tinker's kit[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana]leather armor[/FONT][/COLOR] [/LIST] [COLOR=#000000][FONT=Verdana]Engineer’s pack: [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][U]Knickknacks [/U][/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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.) [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][U]Inventioneering[/U][/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][U]Inventioneering Ability[/U][/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Invention save DC = [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]8 + your proficiency bonus + your Intelligence modifier [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Invention attack modifier = [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]your proficiency bonus + your Intelligence modifier[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][U]Invention Building and Maintenance[/U][/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][U]Invention Upgrades[/U][/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]The 1 Major invention you create at 3rd level does not get created with an Upgrade. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][U]Engineering Specialty[/U][/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][U]Ability score improvement[/U][/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][U]Signature invention[/U][/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]When upgrading your signature inventions, each upgrade that can be taken multiple times can be taken 1 additional time.[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Also, recharges/repairs of signature inventions that would take a long rest to complete only take a short rest.[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][U]Alchemical Solution[/U][/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][U]Advanced engineering[/U][/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Starting at the 11th level, you add your intelligence modifier (minimum of 1) to the initial damage you do with your inventions.[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][U]Maintenance Master [/U][/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [U][COLOR=#000000][FONT=Verdana]Engineering specialties[/FONT][/COLOR][/U] [COLOR=#000000][FONT=Verdana]At 2nd level, you can decide to specialize as a Makeshift Mechanic or Combat Contraptionist. [/FONT][/COLOR] [SIZE=4][COLOR=#000000][FONT=Verdana][U]Makeshift Mechanic [/U][/FONT][/COLOR][/SIZE] [COLOR=#000000][FONT=Verdana]The Makeshift Mechanic is an engineer that specializes in thinking quickly, working with less, and being too smart for their own good. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [B][COLOR=#000000][FONT=Verdana]Blink and Battle-Ready[/FONT][/COLOR][/B] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]You can opt to use your Intelligence Modifier instead of Strength/Dexterity for the attack and damage rolls of made using this weapon.[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Your Cerebro-Mechanical Brain Enhancer is treated as a Minor Invention and can upgrade as any invention can. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Upgrades:[/FONT][/COLOR] [LIST] [*][COLOR=#000000][FONT=Verdana][I]Cool Head:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 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. [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Internal Reference Library:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 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.[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Neural Gear Shift: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] Your implant allows you to temporarily slow down time. As a reaction, you can impose disadvantage on an Attack Roll against you. [/FONT][/COLOR][COLOR=#000000][FONT=Verdana][I]Uses:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] You can use this upgrade once per long rest[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Seno-Cerebric Stretcher[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]: 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. [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]Additionally, you become immune to effects which alter your memories, such as the [/FONT][/COLOR][COLOR=#000000][FONT=Verdana][I]Modify Memory[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] spell.[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Fistacuff Extrapolation Matrix: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana][I]Uses: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]Once activated, this upgrade lasts for 1 hour. You can use it once per long rest. [/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Linguistic Lobe Lacquer: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [/LIST] [B][COLOR=#000000][FONT=Verdana]Cutthroat Chemistry[/FONT][/COLOR][/B] [COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]You also create a fragile container to store this chemical, which will break if thrown, trodden on, etc. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]If thrown, the range is 40 ft, and you add your proficiency bonus.[/FONT][/COLOR] [LIST] [*][COLOR=#000000][FONT=Verdana][I]Phosphorescencent Photo-fusion: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Greasy Goulash: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Corrosive Comixture: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]When thrown,[/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]Can also be used to melt holes through thin barriers and destroy small objects. However, the tougher the material, the longer this method takes.[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]This chemical’s damage increases by 1d6 when you reach 5th Level (2d6), 11th level (3d6) and 17th level (4d6).[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Toxic Tincture:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] You can create one of the following types of poisons: [/FONT][/COLOR] [/LIST] [LIST] [*=1][COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [/LIST] [LIST] [*=1][COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [/LIST] [COLOR=#000000][FONT=Verdana]The Poison you make can have one of the below effects:[/FONT][/COLOR] [LIST] [*=1][COLOR=#000000][FONT=Verdana]The target takes 1d12 poison damage. The damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).[/FONT][/COLOR] [/LIST] [LIST] [*=1][COLOR=#000000][FONT=Verdana]The target falls unconscious for 1 hour. The creature wakes up if it takes damage.[/FONT][/COLOR] [/LIST] [COLOR=#000000][FONT=Verdana]To avoid the poison’s effects, the affected creature must make a Constitution saving throw. [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR] [LIST] [*][COLOR=#000000][FONT=Verdana][I]Combustive Composite: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]When container is broken, it inflicts 1d10 force damage to one creature. [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]The damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).[/FONT][/COLOR] [/LIST] [B][COLOR=#000000][FONT=Verdana]Slapdash-Specialist[/FONT][/COLOR][/B] [COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [B][COLOR=#000000][FONT=Verdana]Formidable Formulas[/FONT][/COLOR][/B] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]If thrown, the range is 50 ft, and you add your proficiency bonus.[/FONT][/COLOR] [LIST] [*][COLOR=#000000][FONT=Verdana][I]Enhanced Phosphorescencent Photo-fusion: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [/LIST] [LIST] [*][COLOR=#000000][FONT=Verdana][I]Enhanced Corrosive Comixture: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]When thrown,[/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]Can also be used to melt holes through thick barriers and destroy objects. As before, the tougher the material, the longer this method takes.[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]This chemical’s damage increases by 2d10 when you reach 11th level (5d10) and 17th level (7d10).[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Enhanced Toxic Tincture:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] You can now create one of the following types of poisons: [/FONT][/COLOR] [/LIST] [LIST] [*=1][COLOR=#000000][FONT=Verdana][I]Contact:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] Contact poison can be smeared on an object. A creature that touches contact poison with exposed skin suffers its effects.[/FONT][/COLOR] [*=1][COLOR=#000000][FONT=Verdana][I]Ingested:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 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.[/FONT][/COLOR] [*=1][COLOR=#000000][FONT=Verdana][I]Inhaled:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 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.[/FONT][/COLOR] [*=1][COLOR=#000000][FONT=Verdana][I]Injury:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 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. [/FONT][/COLOR] [/LIST] [COLOR=#000000][FONT=Verdana]The Poison you make can have two of the below effects:[/FONT][/COLOR] [LIST] [*=1][COLOR=#000000][FONT=Verdana]The target takes 4d8 poison damage. [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]The damage increases by 2d8 when you reach 11th level (6d8) and 17th level (8d8).[/FONT][/COLOR] [*=1][COLOR=#000000][FONT=Verdana]The target falls unconscious for 1 hour. The creature wakes up if it takes damage.[/FONT][/COLOR] [*=1][COLOR=#000000][FONT=Verdana]The Target is Poisoned for 1 hour, taking disadvantage on all Ability and Attack rolls. [/FONT][/COLOR] [/LIST] [COLOR=#000000][FONT=Verdana]To avoid the poison’s effects, the affected creature must make a Constitution saving throw. [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR] [LIST] [*][COLOR=#000000][FONT=Verdana][I]Enhanced[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana][I]Combustive Composite: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]When container is broken, it inflicts 3d10 force damage to one creature. [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]The damage increases by 2d10 11th level (5d10) and 17th level (7d10).[/FONT][/COLOR] [/LIST] [LIST] [*][COLOR=#000000][FONT=Verdana][I]Philter of Firethroat: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]You can breath out fire in a 5 by 20 ft lin.[/FONT][/COLOR][COLOR=#000000][FONT=Verdana]The target takes[/FONT][/COLOR][COLOR=#000000][FONT=Verdana]4d6 fire damage, bonus action, 30 ft. (DC 13 Dex save for half damage) 3 uses. Leaves a terrible aftertaste. [/FONT][/COLOR] [/LIST] [LIST] [*][COLOR=#000000][FONT=Verdana][I]Healing Homebrew:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] Heals for 2d6 + your Inventioneering ability modifier [/FONT][/COLOR] [/LIST] [LIST] [*][COLOR=#000000][FONT=Arial][I]R[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana][I]emedy of Resistance:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] Grants resistance to one damage type for 1 hour[/FONT][/COLOR] [/LIST] [LIST] [*][COLOR=#000000][FONT=Verdana][I]Disappearance Dust:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] Everyone within 10 ft. becomes invisible for 30 minutes. The effect ends early if you Attack or Cast a Spell.[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Safeguard Salve[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]: 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. [/FONT][/COLOR] [/LIST] [B][COLOR=#000000][FONT=Verdana]Perfect Replica[/FONT][/COLOR][/B] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Once you use this ability, you must finish a long rest before you can use it again. [/FONT][/COLOR] [SIZE=4][COLOR=#000000][FONT=Verdana][U]Combat Contraptionist[/U][/FONT][/COLOR][/SIZE] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [B][COLOR=#000000][FONT=Verdana]Battle Minded[/FONT][/COLOR][/B] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [B][COLOR=#000000][FONT=Verdana]Inventive Armor Integration[/FONT][/COLOR][/B] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]At 7th Level, You learn how to integrate another Minor or Trivial Invention into your armor.[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]The armor can be put on in 5 minutes and taken off in 1 minute.[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]The armor can be upgraded as if it were any other Minor Invention.[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Upgrades: [/FONT][/COLOR] [LIST] [*][COLOR=#000000][FONT=Verdana][I]Mechanical muscles:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 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. [/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Inertia Displacers:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] Whenever you take non-psychic damage you can use a reaction to reduce the damage you take by 1d10 + your Engineer level. [/FONT][/COLOR][COLOR=#000000][FONT=Verdana][I]Uses:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] This reactive plating can only be used once before it needs to be reset, which takes 2 rounds. [/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Leg Pistons: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]Permanent leg-day benefits![/FONT][/COLOR][COLOR=#000000][FONT=Verdana]Your speed increases by 20ft and your jump distance triples. [/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Hail Mary: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Ghost Gears: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Compact Construction. [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [/LIST] [B][COLOR=#000000][FONT=Verdana]Major Inventive Integration[/FONT][/COLOR][/B] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]At 11th level, you can add another Major Invention into your armor. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [B][COLOR=#000000][FONT=Verdana]Double Boiler[/FONT][/COLOR][/B] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [B][COLOR=#000000][FONT=Verdana] Overdrive[/FONT][/COLOR][/B] [COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [SIZE=4][COLOR=#000000][FONT=Verdana][U]Inventions[/U][/FONT][/COLOR][/SIZE] [U][COLOR=#000000][FONT=Verdana]Trivial Inventions[/FONT][/COLOR][/U] [COLOR=#000000][FONT=Verdana]Collapsable Folding Blade[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Clockpicks[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Flare Canon[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Grappling Hook[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]MechaMite Transmitter[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Spring-Loaded Whalloper[/FONT][/COLOR] [U][COLOR=#000000][FONT=Verdana]Minor Inventions[/FONT][/COLOR][/U] [COLOR=#000000][FONT=Verdana]The Autoscroll Scroll[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Breathing Apparatus[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Clockwork Automaton[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Extend-o-Fist[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Goo Launcher[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Inventor’s Goggles[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Inventor’s Boots[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Locomotive Device[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Potion Applicator[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]The Proximouse[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Rocket boots[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Thought Beacon[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Weatherworks[/FONT][/COLOR] [U][COLOR=#000000][FONT=Verdana]Major Inventions[/FONT][/COLOR][/U] [COLOR=#000000][FONT=Verdana]Aerolizer[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Elemental Sprinkler Hat[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Junk Bombarder[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Lavaspitter[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Mechanized Bag[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Piston Fists[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Pump-Action Wormhole Generator[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Sonic Amplifier[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Tesla Wand[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Volatile Compound Launcher[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][B]Aerolizer[/B] - [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]One-handed ranged invention and Worn invention[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][I]Major Invention[/I][/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Use time: [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]1 action[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Range:[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 10 feet[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Uses: [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]For more conventional liquids, such as water, the Aerolizer can function for 5 rounds before needing to be refilled. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Upgrades[/FONT][/COLOR] [LIST] [*][COLOR=#000000][FONT=Verdana][I]Pressurized vapor projector:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 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.[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Autoloading: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]The aerolizer can now be fit with up to three potions/poisons. Refill still takes 1 minute.[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Optimized potion condenser: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Cloud Manufacturing:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 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.[/FONT][/COLOR] [/LIST] [COLOR=#000000][FONT=Verdana][B]The Autoscroll Scroll [/B]- [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]2-handed invention[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][I]Minor Invention[/I][/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Use time:[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 1 Action[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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! [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Uses: [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] Once per long rest[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Upgrades:[/FONT][/COLOR] [LIST] [*][COLOR=#000000][FONT=Verdana][I]Vocal Creature Recognition:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 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:[/FONT][/COLOR] [/LIST] [TABLE="width: 500"] [TR] [TD]Knowledge[/TD] [TD]Roll[/TD] [/TR] [TR] [TD]Name, Type, Keywords[/TD] [TD]15[/TD] [/TR] [TR] [TD]Powers[/TD] [TD]20[/TD] [/TR] [TR] [TD]Resistences and Vulverabilities[/TD] [TD]25[/TD] [/TR] [/TABLE] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][I]Uses: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]Once per long rest.[/FONT][/COLOR] [LIST] [*][COLOR=#000000][FONT=Verdana][I]On-Board Pinhole Camera:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 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. [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana][I]Uses: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]Once per long rest.[/FONT][/COLOR] [/LIST] [COLOR=#000000][FONT=Verdana][B]Breathing apparatus[/B] - [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]Worn invention[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][I]Minor invention[/I][/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Use time:[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] passive[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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)[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]Uses: [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Refilling the air container on the breathing apparatus takes one minute.[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Upgrades:[/FONT][/COLOR] [LIST] [*][COLOR=#000000][FONT=Verdana][I]Rebreather device: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Air filtration system: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Purified Air: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana][I]Uses: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]You can use this upgrade once before needing to repair it over a long rest. [/FONT][/COLOR] [/LIST] [COLOR=#000000][FONT=Verdana]Clockpicks - Deployable invention[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][I]Trivial Invention[/I][/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Use time:[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 1 action[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][B]Clockwork Automaton[/B] - [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]Deployable invention[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][I]Minor invention[/I][/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Use time:[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] Passive[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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.)[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Clockwork Automaton stats: [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]Tiny construct[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Armor Class: [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]11 [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]Hit Points: [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]20 [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]Speed: [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]20ft. [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]STR:[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 6(-2) [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]DEX: [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]4(-3) [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]CON: [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]18(+4) [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]INT:[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 1(-5) [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]WIS:[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 1(-5) [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]CHA:[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 1(-5) [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]Damage Resistance:[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] Slashing and piercing [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]Condition Immunities:[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] charmed, exhaustion, frightened, paralyzed, petrified, poisoned, blinded, deafened [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]Senses:[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] blindsight 60ft. [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]Languages:[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] none [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]Disease Immunity:[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] The clockwork automaton is immune to all diseases. [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]Clockwork Limitations:[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] The clockwork automaton cannot use reactions or bonus actions.[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Upgrades:[/FONT][/COLOR] [LIST] [*][COLOR=#000000][FONT=Verdana][I]Heavy construction:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 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.[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Enhanced clockwork locomotion:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 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.[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Complicated programming:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] You increase the complexity of the clockwork automaton, allowing it to complete more advanced tasks. [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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 [/FONT][/COLOR][COLOR=#000000][FONT=Verdana][I]complicated programming [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]upgrade be taken first. [/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Climbing gear:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 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.[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Anti-theft device: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [/LIST] [B][COLOR=#000000][FONT=Verdana]Collapsable Folding Blade [/FONT][/COLOR][/B][COLOR=#000000][FONT=Verdana] - Worn invention/ One-Handed Weapon[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][I]Trivial invention[/I][/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Use time:[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] See description[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]With another bonus action, you can deactivate the blade, which immediately collapses and stores itself.[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]You also advantage on checks with Dexterity (Sleight of Hand) to hide the weapon, such as when being searched for weapons. [/FONT][/COLOR] [B][COLOR=#000000][FONT=Verdana]Mechanized Bag[/FONT][/COLOR][/B][COLOR=#000000][FONT=Verdana] - Worn invention[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][I]Major invention[/I][/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Use time:[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 1 action[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Upgrades:[/FONT][/COLOR] [LIST] [*][COLOR=#000000][FONT=Verdana][I]Efficient organisation system: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Analog Gravity Displacement:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 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.[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Pocket Dimension:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 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. [/FONT][/COLOR] [/LIST] [COLOR=#000000][FONT=Verdana][B]Elemental Sprinkler Hat [/B]- [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]worn invention, headgear[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][I]Major invention[/I][/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Use time: [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]1 action[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]This head-mounted device can disperse a protective alchemical substance over you, providing resistance to either Cold or Fire damage. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Upgrades[/FONT][/COLOR] [LIST] [*][COLOR=#000000][FONT=Verdana][I]Electric solvent: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]Provides resistance to lightning damage.[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Acid solvent: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]Provides resistance to acid damage.[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Medical Mixture: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]Heals damage for 2d10 + Your Engineering ability score[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana][I]Uses:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 1 use per long rest[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Alchemical admixture: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR] [/LIST] [COLOR=#000000][FONT=Verdana][B]Extend-O-Fist[/B] - [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]1-handed ranged invention[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][I]Minor invention[/I][/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Use time: [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]1 action[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Range: [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]10 feet[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Upgrades[/FONT][/COLOR] [LIST] [*][COLOR=#000000][FONT=Verdana][I]Far-Flinging Framework: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Iron Knuckles:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] The damage dealt by the fist increases by 1d6. This upgrade can be taken multiple times up to 3 times. [/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Improved Architecture[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]: The fist can now grab objects up to 30 lbs and can now disarm creatures, provided the creature fails a Dexterity save. [/FONT][/COLOR] [/LIST] [B][COLOR=#000000][FONT=Verdana]Flare Canon[/FONT][/COLOR][/B][COLOR=#000000][FONT=Verdana]- One-handed ranged invention[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][I]Trivial invention[/I][/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Use time: [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]1 action[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Range: [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]30/100 feet[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]The flare’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Uses: [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]The flare canon needs to be reloaded before it can be fired again. You can use an action to reload it.[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Upgrades:[/FONT][/COLOR] [LIST] [*][COLOR=#000000][FONT=Verdana][I]Enhanced Flare:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] The alchemical compound inside the flare is improved causing the flare’s damage dice to become d12’s.[/FONT][/COLOR] [/LIST] [LIST] [*][COLOR=#000000][FONT=Verdana][I]Flare parachute:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 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.[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Improved projection capabilities: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Extra flare chamber:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 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.[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Blaze Flares: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [/LIST] [COLOR=#000000][FONT=Verdana][B]Goo Launcher[/B] - [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]2-handed ranged invention[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][I]Minor invention[/I][/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Use time:[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 1 action[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Range:[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 30 feet[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Weight: [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]8 pounds[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Uses:[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] You can use this device 3 times before you must spend 1 minute refilling it.[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Upgrades[/FONT][/COLOR] [LIST] [*][COLOR=#000000][FONT=Verdana][I]Oversized goo delivery mechanism:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 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.[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Enhanced launcher:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] The goo launching mechanism is upgraded increasing the range of the device to 60ft[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Highly flammable goo:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 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.[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Rubber cement[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]: 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.[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Goo revolver[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]: 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. [/FONT][/COLOR] [/LIST] [B][COLOR=#000000][FONT=Verdana]Grappling Gun [/FONT][/COLOR][/B][COLOR=#000000][FONT=Verdana]- [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]1-handed ranged invention[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][I]Trivial Invention[/I][/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Use time:[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 1 Action + 1 Object Interaction [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Range:[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 60 feet[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Upgrade:[/FONT][/COLOR] [LIST] [*][COLOR=#000000][FONT=Verdana][I]Clawshot: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [/LIST] [COLOR=#000000][FONT=Verdana][B]Inventor’s boots[/B] - [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]Worn invention[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][I]Minor invention[/I][/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Use Time: [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]1[/FONT][/COLOR][COLOR=#000000][FONT=Verdana]bonus action[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Upgrades:[/FONT][/COLOR] [LIST] [*][COLOR=#000000][FONT=Verdana][I]Rocket Boosters: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana][I]Uses:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] It takes one minute for you to replace the rockets. [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana][I]Uses:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]You must complete a long rest before using this upgrade again. [/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Rocket skates: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana][I]Uses:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] It takes one minute for you to replace the rockets. [/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Retractable Stilts:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 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.[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Oil Slick Boots: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana][I]Uses:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]You must complete a long or short rest before using this upgrade again. [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR] [/LIST] [COLOR=#000000][FONT=Verdana][B]Inventor’s goggles[/B] - [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]Worn invention[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][I]Minor invention[/I][/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Use time: [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]passive[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Weight: [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]1 pound[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Upgrades:[/FONT][/COLOR] [LIST] [*][COLOR=#000000][FONT=Verdana][I]Dark-light lenses: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Umbral lenses: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Enhanced retinal protection:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 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[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Emergency defensive light device: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana][I]Uses:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]This upgrade can be used once before it needs to be reset, which takes one minute[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Telescopic magnification:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] You enhance the magnification capabilities of your goggles allowing them to make objects appear up to ten times closer.[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Motion Triggered Focus Lenses: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [/LIST] [COLOR=#000000][FONT=Verdana][B]Junk Bombarder[/B] - [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]2-handed ranged invention[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][I]Major invention[/I][/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Use time:[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 1 action[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Range:[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 200 feet[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Uses: [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]The bombard needs to be reloaded before it can be fired again and you can use an action to reload it.[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Upgrades[/FONT][/COLOR] [LIST] [*][COLOR=#000000][FONT=Verdana][I]Reinforced Bombarder:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 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 [/FONT][/COLOR][COLOR=#000000][FONT=Verdana][I]lightened bombard.[/I][/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Lightened Bombarder: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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 [/FONT][/COLOR][COLOR=#000000][FONT=Verdana][I]reinforced bombard.[/I][/FONT][/COLOR] [/LIST] [LIST] [*][COLOR=#000000][FONT=Verdana][I]Flaming Garbage:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 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.[/FONT][/COLOR] [/LIST] [COLOR=#000000][FONT=Verdana][B]Lavaspitter [/B]- [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]2-handed ranged invention[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][I]Major invention[/I][/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Use time: [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]1 action[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Range[/FONT][/COLOR][COLOR=#000000][FONT=Verdana]: 15 feet[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Uses: [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]The Lavaspitter has enough fuel to last for 5 uses before it needs to be refilled. It takes 1 minute to refuel the Lavaspitter. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Upgrades:[/FONT][/COLOR] [LIST] [*][COLOR=#000000][FONT=Verdana][I]Efficient fuel system: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]The Lavaspitter is modified so that the fuel capacity lasts for 10 uses instead of 5.[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Super hot fuel: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Quick-burning fuel:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 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 [/FONT][/COLOR][COLOR=#000000][FONT=Verdana][I]super hot fuel [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]upgrade be taken at least once first.[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Enhanced fuel ejector: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]You enhance the fuel ejection system of your Lavaspitter increasing the length of the line it fires to 30 feet.[/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [/LIST] [COLOR=#000000][FONT=Verdana][B]Locomotive Device[/B] - [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]Rideable invention[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][I]Minor invention[/I][/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Use time: [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]passive[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Upgrades[/FONT][/COLOR] [LIST] [*][COLOR=#000000][FONT=Verdana][I]Efficient Locomotive Systems: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Airborne Apparatus: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana][I]Uses:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] This device can be used for 1 hour per long rest.[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Clockwork Autopilot:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Nautical Attachments: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]The device can now traverse the seas at a Swim speed of 60 feet. [/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Passenger Seats: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [/LIST] [COLOR=#000000][FONT=Verdana][B]Piston Fists[/B] - [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]Two-Handed and Worn Invention[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][I]Major invention[/I][/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Use time: [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]1 action [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Range: [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]melee[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]On hit, the fists deal 3d10 bludgeoning damage and expends the built up energy in the steam engine. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Uses:[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] The steam engine holds enough energy to make 1 attack before needing 2 rounds to recharge.[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Notes:[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 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. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Upgrades[/FONT][/COLOR] [LIST] [*][COLOR=#000000][FONT=Verdana][I]Gyroscopic energy stores:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 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.[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Advanced pistons:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] You upgrade the pistons on the piston fists increasing their charged damage by 1d10. This upgrade can be taken any number of times.[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Rigid mounting: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [/LIST] [B] [COLOR=#000000][FONT=Verdana]Pump-Action Wormhole Generator[/FONT][/COLOR][/B][COLOR=#000000][FONT=Verdana] - One-Handed and Worn Invention[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][I]Major invention[/I][/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Use time:[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 1 action[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Range:[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 60 ft[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Uses: [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]You can use this device once before you need a long rest to make repairs. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Upgrades:[/FONT][/COLOR] [LIST] [*][COLOR=#000000][FONT=Verdana][I]Overclocked[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]: You can now use your Wormhole Generator’s basic functions 3 times before needing a long rest to make repairs. [/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Field Reversal:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 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. [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana][I]Uses[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]: This upgrade can be used once before you need a long rest to make repairs. [/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Daytripper:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 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.[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana][I]Uses:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] After you use this upgrade, you must finish a long rest before you can use it again. [/FONT][/COLOR] [/LIST] [COLOR=#000000][FONT=Verdana][B]Sonic Amplifier[/B] - [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]One-Handed and Worn Invention [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][I]Major invention[/I][/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Use time: [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]1 action[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Range: [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]30 foot cone[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Uses:[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] The Sonic Amplifier holds enough energy to make 1 attack before needing 2 rounds to recharge. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Upgrades[/FONT][/COLOR] [LIST] [*][COLOR=#000000][FONT=Verdana][I]Hearing aid: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Double Track: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]The thunder damage of the Sonic Amplifier increases by 2d6. This upgrade can be taken any number of times. [/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Recording device: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Reverberative shock: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]You enhance the sound system of the sonic amplifier, causing it to have its damage doubled against deafened targets.[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Super subwoofers: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Enhanced sonic stores: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [/LIST] [COLOR=#000000][FONT=Verdana][B]Spring-Loaded Walloper[/B] - Worn Invention, chest-mounted [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][I]Trivial invention[/I][/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Use time: 1 Action[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Range: 5 feet[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]The damage done by this attack increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Uses:[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] The walloper holds enough energy to make one attack before it needs to recharge. This recharge takes two rounds. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Upgrades:[/FONT][/COLOR] [LIST] [*][COLOR=#000000][FONT=Verdana][I]Increased Inertia[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]:[/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Extra Dollop of a Wallop[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]: You now roll d12 instead of d6 dice when calculating damage. [/FONT][/COLOR] [/LIST] [COLOR=#000000][FONT=Verdana][B]Mechamite Transmitter[/B] - Deployable Invention[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][I]Trivial invention[/I][/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Use time: [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]1 Action[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Range: [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]See Description[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Upgrades:[/FONT][/COLOR] [LIST] [*][COLOR=#000000][FONT=Verdana][I]Nuanced Control: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]With this upgrade, you can control the Mechamite’s movement via a controller. Additionally, you can now see whatever the Mechamite can see. [/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Feedback Proximity Viewer:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 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. [/FONT][/COLOR] [/LIST] [COLOR=#000000][FONT=Verdana][B]Static Inflector[/B]- [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]One-Handed and Worn Invention[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][I]Major invention[/I][/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Use time:[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 1 action[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Range: [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]15 feet[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Uses: [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]Recharging a battery takes one long rest. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Upgrades[/FONT][/COLOR] [LIST] [*][COLOR=#000000][FONT=Verdana][I]Supercharged current[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]: 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. [/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Tesla circuit: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR][COLOR=#000000][FONT=Verdana][I]Tesla circuit[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] cannot arc to the same creature is just arced from.[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Static Cling: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [/LIST] [COLOR=#000000][FONT=Verdana][B]Proximouse [/B]- [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]Deployable Invention[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][I]Minor invention[/I][/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Use time:[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 1 Action[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Range:[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] Self[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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).[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Upgrades:[/FONT][/COLOR] [LIST] [*][COLOR=#000000][FONT=Verdana][I]Mouse Point of View: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Trap Sensor: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]You program the proximouse to zip around an area up to 100 sq ft. [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]By detecting irregularities from its sensors, the proximouse can determine if an area likely contains traps. [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Analog Radar:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 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.[/FONT][/COLOR] [/LIST] [COLOR=#000000][FONT=Verdana][B]Spectral Cannon[/B] - One-Handed Invention[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Major Invention[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Use time:[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 1 action[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Range:[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 60 feet[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Weight: [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]25 pounds[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]The damage increases by 2d8 at 5th level (4d8) 11th level (6d8) and 17th level (8d8)[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Uses: [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]You can use this device a number of times equal to your Intelligence modifier before needing a long rest to repair it.[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Upgrades:[/FONT][/COLOR] [LIST] [*][COLOR=#000000][FONT=Verdana][I]Spectral Absorption: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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). [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana][I]Uses:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] After using this upgrade to disperse an apparition, the Spectral Cannon is broken until you use a long rest to repair it.[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Spectral Scattershot: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana][I]Uses:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] You may use this upgrade once per long rest[/FONT][/COLOR] [/LIST] [COLOR=#000000][FONT=Verdana][B]Thought Beacon[/B] - Worn Invention, Headgear[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][I]Minor Invention[/I][/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Use Time:[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 1 Action[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Uses:[/FONT][/COLOR][COLOR=#000000][FONT=Verdana]Once this invention has been used, the gadget must be recharged over short or long rest.[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Upgrades: [/FONT][/COLOR] [LIST] [*][COLOR=#000000][FONT=Verdana][I]Wind Up Mind Control Helmet: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana][I]Uses:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] The device can be used again after rewinding it over a long rest.[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Mind Skimmer: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana][I]Uses:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] Once per short rest[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Telepathic Manipulator: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Dream Vacation Ray:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 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.[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] [/FONT][/COLOR][COLOR=#000000][FONT=Verdana][I]Uses: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]Once per long rest. [/FONT][/COLOR] [/LIST] [COLOR=#000000][FONT=Verdana][B]Volatile Compound Launcher[/B] - [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]Two-Handed Invention[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][I]Major invention[/I][/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Use time: [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]1 action[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Range: [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]60 feet[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [TABLE="width: 500"] [TR] [TD]Payload[/TD] [TD]Damage[/TD] [TD]Effect[/TD] [/TR] [TR] [TD]Acid Payload[/TD] [TD]3d6 acid[/TD] [TD]The target’s AC is reduced by 2 until the start of its next turn. This effect does not stack with itself.[/TD] [/TR] [TR] [TD]Electric Payload[/TD] [TD]3d6 lighting[/TD] [TD]The target’s next attack has disadvantage.[/TD] [/TR] [TR] [TD]Ice Payload[/TD] [TD]3d6 cold[/TD] [TD]The target’s speed is halved until the end of its next turn.[/TD] [/TR] [TR] [TD]Fire Payload[/TD] [TD]3d6 fire[/TD] [TD]The target takes 1d6 fire damage at the end of its next turn.[/TD] [/TR] [/TABLE] [COLOR=#000000][FONT=Verdana]Upgrades[/FONT][/COLOR] [LIST] [*][COLOR=#000000][FONT=Verdana][I]Advanced pneumatic construction: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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.[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Giant cylinder: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]The cylinder used for storage in the launcher is increased in size allowing it to store up to 6 Payloads.[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Explosive impact: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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[/FONT][/COLOR][COLOR=#000000][FONT=Verdana][I]. [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR][COLOR=#000000][FONT=Verdana][I]Explosive impact[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] does not affect the target hit.[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Superior alchemical compounds:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 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.[/FONT][/COLOR] [*][COLOR=#000000][FONT=Verdana][I]Rapid firing mechanism:[/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 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.[/FONT][/COLOR] [/LIST] [B][COLOR=#000000][FONT=Verdana]Weatherworks[/FONT][/COLOR][/B][COLOR=#000000][FONT=Verdana] - [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]Two-Handed Invention[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][I]Minor Invention[/I][/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Use time:[/FONT][/COLOR][COLOR=#000000][FONT=Verdana] 10 minutes[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Range: [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]See Description[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Duration: [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]1 hour[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]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. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Uses: [/FONT][/COLOR][COLOR=#000000][FONT=Verdana]You can use this device one time before needing a long rest to repair it. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Precipitation[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]1 - Clear[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]2 - Overcast or ground fog[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]3 - Rain or snow[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Temperature:[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]1 - Warm[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]2 - Cool[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]3 - Cold[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Wind:[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]1 - Calm[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]2 - Moderate wind[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]3 - Strong wind[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana]Upgrade:[/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][I]Tempest Tinctures: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]You can instead choose to use the weather rocket to create a powerful storm within a half mile. [/FONT][/COLOR] [COLOR=#000000][FONT=Verdana][I]Uses: [/I][/FONT][/COLOR][COLOR=#000000][FONT=Verdana]After using this upgrade, you cannot use your Weatherworks rocket until repairing it over a long rest. [/FONT][/COLOR][/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
[Homebrew] The Engineer
Top