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5e Artificer Kibblestasty

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0% found this document useful (0 votes)
253 views44 pages

5e Artificer Kibblestasty

Uploaded by

Zorneus
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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

A
gnome sits hunched over a workbench in a Makers of magic-infused objects, Inventors are defined by

room cluttered with every sort of tool, carefully their inventive nature. Like wizards, they see magic as a

drawing the final lines to an intricate rune. With complex system waiting to be decoded and controlled

a crackling hum of arcane energy, the through a combination of thorough study and investigation.

completed rune flares with power, and she Inventors, though, focus on creating marvelous new

watches with a smile of pride as the golem magical objects. Spells are often too ephemeral and

comes to life and stands. temporary for their tastes. Instead, they seek to craft durable,

A troll growls in hunger as it looms over a dwarf, who useful items.

slides a long, metal tube from a holster at his belt. With a

thundering boom, a gout of energy erupts from the tube, and 
the troll's growls turn into shrieks of panic as it turns to flee.
Every Inventor is defined by a specific craft. Inventors see
With a thunderous crash of energy a figure lands in the
mastering the basic methods of a craft as the first step to true
middle of the battlefield. As the smoke clears, a towering
progress, the invention of new methods and approaches.
presence stands amidst the war-torn battlefield clad in
Inventors are arcane engineers, students of invention and
glowing mechanical plate mail. The glowing visor swivels to
warfare who craft deadly firearms, ingenious gadgets,
inspect the wreckage. It raises a gauntlet, and lightning
magical armor, and mechanical beings that they can augment
crackles forth.
with magic.

All Inventors are united by their curious and inventive

nature. To an Inventor, magic is an evolving art with a leading

edge of discovery and mastery that pushes further ahead with

each passing year. Inventors value novelty and discovery. This

penchant pushes them to seek a life of adventure.

A hidden ruin might hold a forgotten magic item or a

beautifully crafted mirror perfect for magical enhancement.

Inventors win respect and renown among their kind by

uncovering new lore or inventing new methods of creation.


The Inventors’ drive to invent and expand their knowledge

creates an intense drive to uncover new magic discoveries.

An Inventor who hears news of a newly discovered magic

item must act fast to get it before any rivals do. Good-aligned

Inventors recover items on adventures or offer gold or

wondrous items to those who possess items they are keen to

own. Evil ones have no problem committing crimes to claim

what they want.

Almost every Inventor has at least one rival, someone

whom they seek to outdo at every turn. By the same token,

Inventors with similar philosophies and theories band

together into loose guilds. They share their discoveries and

work together to verify their theories and keep ahead of their

rivals.

The Inventor (a.k.a the Alternate Artificer) is


created by KibblesTasty. Support additional content
and updates by KibblesTasty at
http://www.patreon.com/KibblesTasty.

1
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
The Inventor

Proficiency Spells
Level Bonus Features Known 1st 2nd 3rd 4th 5th Upgrades
1st +2 Inventor Specialization, Magic Item Analysis — — — — — — —
2nd +2 Spellcasting, Arcane Retrofit, Tool Expertise 3 2 — — — — —
3rd +2 Inventor Specialization Feature, Specialization Upgrade 4 3 — — — — 1
4th +2 Ability Score Improvement 4 3 — — — — 1
5th +3 Inventor Specialization Feature 5 4 2 — — — 2
6th +3 Arcane Reconstruction, Cross Disciplinary Knowledge 5 4 2 — — — 2
7th +3 Wondrous Item Proficiency 6 4 3 — — — 3
8th +3 Ability Score Improvement 6 4 3 — — — 3
9th +4 ฀ 7 4 3 2 — — 4
10th +4 Improved Magical Crafting, Wondrous Item Recharge 7 4 3 2 — — 4
11th +4 Study of Magic 8 4 3 3 — — 5
12th +4 Ability Score Improvement 8 4 3 3 — — 5
13th +5 ฀ 9 4 3 3 1 — 6
14th +5 Inventor Specialization Feature 9 4 3 3 1 — 6
15th +5 ฀ 10 4 3 3 2 — 7
16th +5 Ability Score Improvement 10 4 3 3 2 — 7
17th +6 ฀ 11 4 3 3 3 1 8
18th +6 Wondrous Items Mastery 11 4 3 3 3 1 8
19th +6 Ability Score Improvement 12 4 3 3 3 2 9
20th +6 Peerless Inventor 12 4 3 3 3 2 9

 
When creating an Inventor character, think about your
Hit Dice: 1d8 per Inventor level
character's background and drive for adventure. Does the
Hit Points at 1st: Level: 8 + your Constitution modifier
character have a rival? What drove your character down the
Hit Points at Higher Levels: 1d8 (or 5) + your
path of being an Inventor? Is it about curiosity and invention,
Constitution modifier per Inventor level after 1st
or about the power their inventions bring? Did you character

learn from another Inventor, or receive a vision or flash of



inspiration to learn their craft?
Armor: Light armor, medium armor
Consider how your character interacts with the world, and
Weapons: Simple weapons, hand crossbows, heavy
what they represent. Consult with your DM regarding guilds
crossbows.
or societies your character might belong to.
Tools: Thieves’ tools, one other tool of your choice

 Saving Throws: Constitution, Intelligence

Skills: Choose three from Arcana, Deception, History,


You can make an Inventor quickly by following these
Investigation, Medicine, Nature, Religion, Sleight of Hand
suggestions. For the Gadgetsmith or Thundersmith paths,

make your highest attribute Dexterity, followed by 


Intelligence. For Golemsmith, Infusionsmith, or Potionsmith, You start with the following equipment, in addition to the
Intelligence followed by Constitution or Dexterity, and for equipment granted by your background:
Warsmith or Fleshsmith, choose either Strength or

Intelligence, with Constitution as your second highest (a) a light crossbow and quiver of 20 bolts or (b) any two

attribute. Second, choose the Guild Artisan background. simple weapons.

(a) scale mail, (b) leather armor, or (c) chain mail.

thieves’ tools and a dungeoneer’s pack

2
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
 
You know three 1st-level spells of your choice from the
At 1st level, you focus your craft on a particular specialization:
Inventor spell list. The Spells Known column of the Inventor
Gadgetsmith, Golemsmith, Infusionsmith, Potionsmith,
table shows when you learn more Inventor spells of your
Thundersmith, Warsmith or Fleshsmith, each of which are
choice.
detailed at the end of the class description. Your choice
Each of these spells must be of a level for which you have
grants you features at 1st level and again at 3rd, 5th, and 14th
spell slots. For instance, when you reach 5th level in this
level.
class, you can learn one new spell of 1st or 2nd level.

 Additionally, when you gain a level in this class, you can

choose one of the Inventor spells you know and replace it

Starting at 1st level, your understanding of magic items with another spell from the Inventor spell list, which also

allows you to analyze and understand their secrets. You know must be of a level for which you have spell slots.

the Inventor spells detect magic and identify, and you can

cast them as rituals without material components. Spell save DC = 8 + your proficiency bonus + your

Intelligence modifier.

 Spell attack modifier = your proficiency bonus + your

Intelligence modifier.
Starting at 2nd level, your proficiency bonus is doubled for

any ability check you make that uses any of the tool 
proficiencies you gain from this class.
You can use an arcane focus as a spellcasting focus for your


Inventor spells. See chapter 5, "Equipment" in the Player’s

Handbook for various arcane focus options.

Additionally at 2nd level, you gain the ability to retrofit

magical gear. During a long rest you can perform a ritual

using any +1/2/3 weapon (excluding artifacts and sentient '


Inventor s Spell Casting

weapons) to transfer the magic into an Inventor weapon (a An Inventor is fundamentally someone that
weapon created by subclass feature or upgrade). Eg: you can understands and regularly interacts with magic,
turn a +1 longsword and your impact gauntlet a +1 impact leading to the ability to apply this knowledge as
gauntlet. This includes weapon-like Upgrades that make
spell casters, but how you want to approach your
attack and damage rolls (like a Warsmith's Force Blast).
Inventor's spell casting is up to you.
Feel free to explore other approaches in
You cannot transfer any properties from a magical weapon
coordination with your DM. From a functional
besides a bonus to attack and damage rolls, and the original
standpoint, the only requirement would be that you
weapon is destroyed.
have a defined material or focus for the spell.
Additionally, you can convert a set set of armor with a Consider for some spells that perhaps your
magical plus to AC to a lighter armor type. Artisan's Tools are your focus, or perhaps a specific
item you've made is your material component for a
spell. Perhaps instead of a "Component Pouch" that
Additional Retrofits simply contains all the material components you
Your DM may let you expand this feature to do could need for your spells, you have an "Inventor's
similar tasks, such as making a +1 Heavy Crossbow Tool Belt" that contains the various spellcasting
a +1 Light Crossbow, or may allow it to work with assistance contraptions you've made to cast your
other magical armor or weapons (such as spells. For the purposes of mechanics, the only
converting adamantine chainmail to an adamantine thing that matters is that it functions the same
chain shirt). way, and is used consistently.


As part of your study of magic, you gain the ability to cast

spells at 2nd level. The spells you learn are limited in scope,

primarily concerned with modifying creatures and objects or

creating items.


The Inventor table shows how many spell slots you have to

cast your Inventor spells of 1st level and higher. To cast one of

your Inventor spells, you must expend a slot of the spell's

level or higher. You regain all expended spell slots when you

finish a long rest.

3
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
 
Starting at 3rd level, choose an upgrade from the list at the At 7th level, your familiarity with the workings of magical

end of your specialization, and gain the benefits listed in the items means that you ignore all class requirements on the

description of the upgrade. use and of magic items.

You select an additional upgrade at 5th, 7th, 9th, 11th, Additionally, you can now attune to 4 magical items at

13th, 15th, 17th, and 19th level. You cannot select an once.

Upgrade more than once, unless the upgrade's description

says otherwise. Whenever you level up, you can exchange one 
of your existing upgrades for another upgrade of the same
At 10th level, your experience in creating your own wondrous
level requirement as the replaced upgrade.
invention makes you more adept at crafting a magic item than
In any case an existing upgrade is swapped out for a
a normal spellcaster. Creating a magic item takes you half the
replacement upgrade (either by a subclass feature or on level
time it would normally take.
up), the new upgrade is selected as if the Inventor is the level
Additionally, you can make 1 hour of progress toward
they were when they got that upgrade slot. For example, if
crafting a magic item, scroll, or potion during a long rest.
you replace your Stormforged Weapon and reselect all of

your upgrades as a 5th level Inventor, you could select one

3rd level upgrade and one 5th level upgrade, or two 3rd level

upgrades, but you would not be able to select two 5th level Starting at 10th level, you can recharge a magic item that has

upgrades. charges or per rest uses, as long as those charges or uses can

only be used to cast spells. To restore charges or uses, you

perform a ritual that takes one minute and expends a spell

Customizing Inventor Upgrades slot of equal or higher level than a spell slot level of a spell

The upgrades for each Inventor Specialization are cast by the item.

presented in a list at the end of the Specialization, The number of charges or uses restored to the item is

but invariably there will always be ideas for equal to the number of charges or uses required to cast that

upgrades not included in that list. At the heart of spell using the item once.
an Inventor beats an unrelenting drive for creativity,
after all! Feel free to consult your DM for potential 
custom upgrades.
Consult the Expanded Toolbox more ideas and At 11th level, your proficiency in the workings of magic has

playtesting content. become so great you can cast detect magic and identify at will

without expending a spell slot.

Additionally, you have advantage on all Intelligence

 (Arcana) checks to understand the workings of magical traps,

effects, or runes.

When you reach 4th, 8th, 12th, 16th, and 19th level, you can

increase one ability score of your choice by 2, or you can 


increase two ability scores of your choice by 1. As normal, you
Starting at 18th level you can use a magic item that would
can’t increase an ability score above 20 using this feature.
normally take an action as a bonus action instead.

 Additionally, you can attune to 5 magical items at a time.

At 6th level, you have mastered the knowledge of using magic 
to repair things. You learn the mending cantrip, and can cast
At 20th level, your mind is always thinking of new options and
it at will. Additionally, you learn the cure wounds spell. If you
clever solutions. After a short or long rest, you can create a
already know cure wounds you can select another spell from
temporary version of an Upgrade from your subclass you are
the Inventor spell list. When you cast cure wounds, it can
qualified to take but do not have. This upgrade must have a
heal constructs in addition to normally valid targets.
level requirement of 11th level or lower. You have this

 upgrade until you complete a short or long rest, which time

you can select a temporary Upgrade with this feature again.

At 6th level, you can expand on your knowledge across fields.

You can craft one of the following: a Thundersmith's

Stormforged Weapon, an Infusionsmith's Animated Weapon, Magical or Mechanical?


Blasting Rod, or Infused Weapon, a Potionsmith's Alchemical One of the core debates that arises around an
Reagent Pouch and Alchemical Fire or Alchemical Acid, or an Inventor is if they are a "Magical Engineer" or what
Unrestricted Gadgetsmith Upgrade. a magical engineer would even mean. Do they
If you select a Stormforged Weapon, you gain proficiency tinker with mechanics and gears or with magic and
with that weapon and knowledge of how to make ammunition runes? The answer is, of course, whatever suits
for it (if required). You cannot apply Infused Weapon to your world, game, and the vision of the player.
another weapon granted by this class.

If this selection is lost or destroyed, you can remake it

following the rules for remaking the select item in the

subclass.

4
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)

A Gadgetsmith is an Inventor whose curiosity and inventive

genius have run rampant. While other Inventors may spend

their whole career perfecting a single-minded pursuit, a

Gadgetsmith believes that quantity is at least as good as

quality.

Quick footed and quicker witted, a Gadgetsmith is never

caught without another trick up their sleeve. Their minds are

always jumping ahead to solve the next problem with a clever

gadget.

A Gadgetsmith can come from any walk of life, but usually

exemplifies a curiosity and distaste for the suppression of

knowledge or technology, usually favoring freedom to

experiment, leaning toward more Chaotic behaviors.


When you choose this specialization at 1st level, you gain

proficiency with nets, rapiers, whips, and tinker's tools.


At 1st level, you've mastered the creation of the essential

reusable tools for surviving the battlefield as a gadgeteer. You

have the following items:

Grappling Hook. As an attack or as an action, you may

target a surface, object or creature within 20 feet. If the

target is Small or Smaller, you can make a Strength

(Athletics) grappling check to pull it to you and grapple it.

Alternatively, if the target is Medium or larger, you can

choose to be pulled to it, however, this does not grapple it.

Attacks of opportunity generated by this movement have

disadvantage.

Smoke Bomb. As an action, you can use this to cast fog

cloud centered on yourself without expending a spell slot.

It lasts a number of rounds equal to your Intelligence

modifier and does not require concentration. When you

cast fog cloud in this way, you can set the radius at 5, 10,

15, or 20 feet.

Gadgetsmith Weapon. Pick one of Impact Gauntlets,

Lightning Baton, Repeating Crossbow, Ricocheting The number of additional upgrades you get increases by one
Weapon, or Shock Generator from the upgrade section. more at 5th level to two more than the class table.
You receive this upgrade and it does not count against

your upgrade total. 


Starting at 3rd level, during a long rest and taking effect when

you complete it, you can disassemble your gadgets and create
Unlimited Smoke Bombs? different ones. When you do this, remove any upgrade you

If you or your DM is concerned about the unlimited would like, and pick a new upgrade.

use of Smoke Bombs, consider adding a You still must select upgrades that are valid for the level
Proficiency bonus number of uses per short rest. you gained the upgrade at (e.g. at 9th level, you can only have
This should not mechanically impact their usage, one upgrade that has a prerequisite of 9th level).
but the reason they do not have the limit is to
Additionally, if a gadget is destroyed, you can use this
encourage players to feel free to use them in non-
feature to recreate it for materials worth 20 gold pieces.
combat situations. With limits, even ones that are
not usually hit, players tend to treat their Smoke
Bomb as exclusively a combat feature. 
Beginning at 5th level, you can attack twice, instead of once,

whenever you take the Attack action on your turn.

 
At 3rd level, you've mastered the essential tools, and have
Beginning at the 14th level, when you take the Attack action,
begun to tinker with ways to expand your arsenal. The
you can replace one attack with using any gadget that
number of upgrades you have for your class level is increased
requires an action to use.
by one.

5
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
 Gliding Cloak

You make a cloak that allows you to glide when falling.

When you fall more than 10 feet and aren't incapacitated, can
Unrestricted Upgrades
spread this cloak to reduce your falling speed to 30 feet a
Airburst Mine
round take no falling damage. While falling in this manner
You create a mechanical device capable of producing a
toward the ground under normal gravity, you can move
devastating blast. You can use this device to cast shatter or
horizontally 2 feet for every 1 foot you descend.
thunderburst mine without expending a spell slot. Once used,

the gadget cannot be used again until you complete a short or


Impact Gauntlet
long rest.
You create a magic weapon capable of amplifying the

impact of your blows. You have proficiency in this weapon,


Ricocheting Weapon
and it has the Finesse, Light and Special properties. It deals
You create a ranged weapon enchanted or engineered to
1d6 bludgeoning damage.
ricochet of its targets and return to your hand. You have
Special: When you make an attack roll, you can choose to
proficiency in this weapon, and it has the Finesse, Thrown
forgo adding your Proficiency bonus to the attack roll. If the
(30/90), and Special properties, and deals 1d8 bludgeoning,
attack hits, you can add double your Proficiency bonus to the
piercing or slashing damage (chosen at the time you select
damage roll.
this upgrade). You can Arcane Retrofit this weapon.
You can apply this upgrade up to 2 times, making a
Special: When this weapon is thrown you can target two
separate weapon each time.
creatures within 10 feet of each other, making a separate

attack roll against each target; the damage dealt is halved for

each target hit after the first.


Variant: Power Fist
This weapon returns to your hand after you make an attack

with it using the Thrown property.


Your DM may allow you to take the Power Fist
upgrade of the Warsmith in place of an Impact
Belt of Adjusting Size
Gauntlet, which is similar but deals 1d8 damage
You create a belt with a creature size dial on it. While you
but lacks the Finesse property. For the purposes of
upgrades, Impact Gauntlets and Power Fists should
are wearing this belt, you can use an action to cast
be considered interchangeable.
Enlarge/Reduce on yourself without expending a spell slot.

Once you use this gadget, you cannot use it again until you

complete a short or long rest.


Jumper Cable Prerequisite: Requires Shock Generator.

Element Eater Once per turn, when dealing lightning damage with a

You create a device capable of absorbing incoming cantrip from your Shock Generator, you can add you can add

elemental damage. You can activate this device and cast your Intelligence modifier to the damage dealt.

absorb elements without expending a spell slot, but the Additionally, as an action you can make a DC 10

gadget cannot be used again until you complete a short or Intelligence (Medicine) to revive an unconscious companion.

long rest. If you succeed this check, they can regain consciousness with

1 hitpoint and a number of temporary hit points equal to your


Enhanced Grappling Hook
Inventor level, but they gain 1 level of exhaustion.
You enhance your grappling hook, increasing its range to

30 feet. Additionally, the enhanced power of the grappling Lightning Baton

hook means that when pulling yourself to a Large or larger You create a baton that channels lightning, creating a

creature or object, you can drag one medium or smaller magic weapon. You have proficiency in this weapon.

willing or grappled creature within 5 feet of you with you. It has the Finesse and Light properties. It deals 1d4

bludgeoning damage and 1d4 lightning damage on hit. On an


Fire Spitter
attack roll of 20 with this weapon, the target must succeed a
You create a gadget that creates a quick blast of fire. As an Constitution saving throw against your spell save DC or
action, you can cast Aganazzar's Scorcher with this gadget become stunned until the start of your next turn.
without expending a spell slot, but the gadget cannot be used
You can apply this upgrade up to 2 times, making a
again until you complete a short or long rest.
separate item each time.

Flashbang
Mechanical Arm
You create a high luminary discharge device. As an action,
You create a mechanical arm, giving you an extra hand.
you can target a point within 30 feet. Any creature within 20
This mechanical arm only functions while it is mounted on
feet of the targeted point must make a Dexterity saving throw
gear you are wearing, but can be operated mentally without
or be blinded until the end of its next turn. Once you use this
the need for your hands. This mechanical arm can serve any
gadget, you cannot use it again until you complete a short or
function a normal hand could, such as holding things, making
long rest.
attacks, interacting with the environment, etc, but does not

give you any additional actions.


Gravity Switch

You build a switch that turns off gravity. You can use it to
Inventor
cast fall without expending a spell slot. Once you use

this gadget, you cannot use it again until you complete a short

or long rest.

6
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
Mechanical Familiar
5th Level Upgrades
You can create the blueprint for a small mechanical

creature. At the end of a long rest, you can choose to create a Crossbow Spider

mechanical familiar based on it, and cast find familiar You modify a crossbow to be able to aim and fire on its

without expending a spell slot. The familiar's type is own. As an action, you can deploy a tiny construct. Once

Construct. This construct stays active until you deactivate it deployed, the tiny construct can be fired as a bonus action

or it is destroyed. In either case, you can choose to reactivate making an attack from where it is deployed with a range of

it at the end of a long rest. 30/120 feet. You make a ranged spell attack, and if the attack

hits it deals 1d6 + your Intelligence modifier piercing


Jumping Boots
damage. The construct becomes inactive after 1 minute has
You modify your boots with arcane boosters. While wearing passed, or after it has fired 10 times.
these boots, you are under the effects of the jump spell.
Once you have activated it, you cannot activate it again until

you complete a long rest. If it was not destroyed, you can


Net Launcher
activate it again early by expending a 1st level or higher spell
You build a device capable of delivering nets to their targets
slot (if it was destroyed, you cannot activate it again until
more effectively. While you have this upgrade, nets have a
repairing or recreating it during a long rest).
range of 20/60 for you.

Repeating Hand Crossbow

You build an improved hand crossbow. You have proficiency

in this weapon, and it has the Ammunition (range 30/120),



Light, and Special properties and deals 1d6 piercing damage. Tiny, unaligned
Special: This weapon does not require a free-hand to load,

as it has a built-in loader. Once per turn, if you make an attack Armor Class 10
with this weapon as part of the Attack action, if you do not Hit Points 5
have disadvantage on that attack, you can give yourself Speed 15 ft., climb 15 ft.
disadvantage to make a single additional weapon attack with

this weapon as a bonus action (also at disadvantage).


STR DEX CON INT WIS CHA
Shock Generator
2 (-4) 14 (+2) 10 (+0) 1 (-5) 1 (-5) 1 (-5)
You create a device capable of generating potent shocks.

You can use this to cast shocking grasp . When you cast
Damage Immunities poison
shocking grasp with this feature, you can use either your
Condition Immunities charmed, exhaustion,
Dexterity or Intelligence modifier for the melee spell attack
frightened, paralyzed, petrified, poisoned
roll.
Senses passive Perception 5
Languages —
Shocking Hook Prerequisite: Requires Shock Generator

You can integrate your Shock Generator and your

Grappling Hook. If the target of your Grappling Hook is a Actions


creature, you can cast shocking grasp using your Shock Fire Crossbow. Ranged Weapon Attack: your spell
Generator on that creature as a bonus action when pulling it attack modifier to hit, range 30/120 ft., one target
to you or being pulled to it. you can see. Hit: 1d6 + your Intelligence modifier
piercing damage.
Sight Lenses

You create a set of lenses you can integrate into a set of

goggles, glasses, or other vision assistance that allow you to Binding Rope
see through darkness and obscurement. You can see through
You create a rope that is capable of animating and binding
fog, mist, smoke, clouds, and non-magical darkness as
a target. As an action, choose a target creature within 30 feet.
normal sight up to 15 feet.
The target must make a Dexterity saving throw against your

spell save DC or become restrained until the end of your next


Smoke Cloak
turn. If you are currently grappling the target, it makes the
You create a cloak that causes you to blend in with smoke.
Dexterity saving throw with disadvantage. The rope can only
When you start your turn lightly or heavily obscured by
restrain one target at a time.
smoke, you are invisible until your turn ends, you cast a spell,

make an attack, or damage an enemy.

Striding Boots

You modify your boots with amplified striding speed. While

wearing these boots, you are under the effects of the

longstrider spell.

7
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
Explosive Gauntlet Prerequisite: Impact Gauntlet Lightning Generator Prerequisite: Requires Shock

Your gauntlets can exert massive kinetic force when Generator

striking. When you make an attack with your Impact You upgrade your shock generator with additional lightning

Gauntlet, you can choose to be knocked 10 feet in the capabilities. You can cast lightning lure at-will using it, and

opposite direction, or, as a bonus action, force the target to can overload it to cast lightning bolt without expending a

make a Strength saving throw or be knocked 10 feet spell slot. Once you overload it, you cannot use it to cast

backward. This movement does not provoke attacks of lightning bolt again until you complete a short or long rest.

opportunity. Additionally, once per turn when dealing Lightning damage

You can expend an attack to use the movement effect of with a spell, you can add your Intelligence modifier to one roll

this gauntlet even if not attacking the target, in which case of the damage dealt.

you can use the movement in any direction (including


Truesight Lenses Prerequisite: Sight Lenses
upwards).
You upgrade and fine-tune your sight lenses, granting you

Smoky Images Truesight up to 15 feet.

When you use a Smoke Bomb, you can use a bonus action
Useful Universal Key
to cast mirror image without expending a spell slot. Once you
You create a Universal Key to obstacles, transmuting them
do this, you cannot do this again until you complete a short or
into not-obstacles. As an action, you can apply this key to a
long rest.
surface to cast knock or passwall without expending a spell

Vanishing Trick slot.

When you use a Smoke Bomb you can cast misty step Once you use this ability, you cannot use it again until you

without expending a spell slot. Once you do this, you cannot complete a long rest.

do this again until you complete a short or long rest.

15th Level Upgrades

9th Level Upgrades Bracers of Empowerment

Arcane Nullifier You create bracers that can empower you. You can use this

You make a device that nullifies the arcane through means to cast Tenser's transformation without expending a spell

you assure everyone else you understand. As an action, you slot.

can use this device to cast dispel magic without expending a Once you use this ability, you cannot use it again until you

spell slot. complete a long rest.

Once you use this gadget, you cannot use it again until you
Bee Swarm Rockets
complete a short or long rest.
You design a type of tiny firecracker-like device, which can

Phase Trinket release rockets in large numbers. You have a maximum

You create a magical gadget that manipulates ethereal number of rockets equal to your Inventor level. As an action,

magic. As an action, you can cast blink or dimension door you can release 1 to 10 of these rockets. Each rocket targets

using the gadget without expending a spell slot. a point you can see within 40 feet. Creatures within 10 feet of

Once you use this ability, you cannot use it again until you the point must make a dexterity saving throw.

complete a long rest. Creatures in the area of effect of multiple rockets make one

for all rockets that would hit them. Creatures that fail take

Stinking Gas 2d6 + 1 fire damage per rocket that affects the area they are

You make a more potent compound for your Smoke Bomb. standing in, or half as much on a successful one.

When you use a Smoke Bomb, you can choose to cast You rebuild your stock to your maximum during a long rest.

stinking cloud rather than fog cloud, following the same

rules. You cannot cast stinking cloud in this way again until Dimensional Toolbox

you complete a short or long rest. You build a toolbox, filling it with the many ideas you've had

and discarded, with the magical power of making those ideas

Stopwatch Trinket reality when you need them most. As an action, you can

You create a magical stopwatch that manipulates time withdraw an Unrestricted Upgrade (one with no level

magic. As an action, you can cast haste or slow using the requirement) from the Gadgetsmith list. Gadgets withdrawn

stopwatch without expending a spell slot. from the toolbox are fleeting, and disappear after one minute.

Once you use this Upgrade, you cannot use it again until Once you have drawn an upgrade from the toolbox, you

you complete a long rest. cannot draw another upgrade from it until you complete a

long rest.

11th Level Upgrades


Disintegration Ray
Flying Gadget
You create a Disintegration Ray. You can use this to cast
You build a device that allows you to fly, such as deployable
disintegrate without expending a spell slot.
artificial wings. You can activate this device as a bonus action,
Once you use this ability, you cannot use it again until you
or as a reaction to falling. Whatever form it takes, when
complete a long rest.
activated it gives you a flying speed of 30 feet.

8
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)

A Golemsmith is an Inventor that has committed themselves

to creating a true work of artifice, forging a golem. A



Medium Construct, unaligned
painstaking life ambition, they plan and design meticulously,

even if in practice sometimes compromises on materials

must be made. Armor Class 14 (Natural Armor)


Why a Golemsmith embarks on the quest to forge this
Hit Points 5 + ([Golem's Constitution Modifier + 5] *
artificial construct of life can vary. For many it is the pure
Inventor Level)
Speed 30ft.
pursuit of forging the perfect creation, while for others, it is

simply so they do not have to carry around their loot, or to STR DEX CON INT WIS CHA
have a loyal companion to count on at all times.
14 (+2) 12 (+1) 12 (+1) 4 (-3) 5 (-3) 1 (-5)
A Golemsmith is rarely chaotic, as they are people of great

care and discipline; those that are not would not have

succeeded where they have, but some have been set on their Damage Immunities poison, psychic
path by such events that might drive them to interact Condition Immunities charmed, exhaustion,
chaotically with society as a whole. frightened, poisoned
Senses passive perception 7
 Languages Understands creator’s languages, but
When you choose this specialization at 1st level, you gain cannot speak
proficiency with smith's tools and tinker's tools.

Bound. The golem is magically bound to its creator.


 As long as the creator and it are on the same plane
Starting at 1st level, you forge a mechanical golem to carry
of existence, the creator can telepathically call the
out your orders and protect you. The golem is under your
golem to travel to it, and the golem knows the
control, and understands the languages you speak, but does
distance and direction to its creator.
not speak.

The Golem obeys your commands as best it can. On your

turn, you can verbally command the construct where to move

(no action required by you) and take an action, which requires

your action to do. Additionally, you can use your reaction to

direct it to take a reaction. The Golem acts on your

commands during your turn. If you issue no command to

your Golem, it takes no actions.

Your Golem's Proficiency increases when yours

does. If the golem is killed, it can be returned to

life via normal means, such as with the revivify

spell.

In addition, over the course of a long rest,

you can repair a slain servant if you have

access to its body. It returns to life with half

(rounded down) its maximum hit point at the

end of the rest during which you repaired it.

If the servant is beyond recovery, you can

reproduce the construct exactly as it was, with four

days of work (eight hours each day) and 100 gp of raw

materials.

Over the course of a short rest, you can restore

hit points equal to your Intelligence modifier +

your Inventor level to your golem, or repair it to

full health during a long rest. Healing spells you

cast on your golem ignore any restriction against

healing constructs.

The base statistics of your golem are as follows:

9
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
 
When you create your golem, you can add one prefix to its Starting at 3rd level, you can take the Help action as a bonus

type in the form which basic chassis you use for golem. For action when assisting your golem.

example, if you select Warforged, your golem becomes a Additionally, when you take the Help action to aid an ally

Warforged Golem, and gains the Warforged modifications to (including your golem) in attacking a creature, the target of

its base statistics. that attack can be within 30 feet of you, rather than 5 feet of

you, if the allied creature can see or hear you.


Warforged

Your golem is roughly humanoid, and comes with the robust 
flexibility and options that this form provides. Its base Starting at 5th level, you no longer need to spend your action

strength becomes 16(+3) and it gains proficiency in shields, or reaction to direct the golem to use its action or reaction,

simple weapons, and martial weapons. and it can act following mental commands communicated

Its natural weapon is: Slam: +5 (Strength + Proficiency) to while it is within 60 feet of you.

hit, reach 5ft., one target. Hit 1d4 + 3 (Strength) bludgeoning If the Golem is not directed to take any action, it will take

damage. the Dodge action in combat.

Quadrupedal 
Your golem takes on a quadrupedal design. Larger and more Additionally at 5th level, your golem's natural weapons count

sturdy, it is more suitable to launch into the fray or carry its as magical for the purposes of overcoming resistance and

creator. Its base size becomes Large, its base Strength and immunity to nonmagical attacks and damage.

Constitution become 16(+3), its natural armor becomes 16,

and its speed becomes 35 ft. 


Its natural weapon is: Bite: +5 (Strength + Proficiency) to Starting at 14th level, your golem can add your Intelligence

hit, reach 5ft., one target. Hit 1d10 + 3 (Strength) piercing modifier to all of its attack rolls, skill checks, and saving

damage. throws.

Winged 
Your Golem is modeled off a flying creature. Smaller and
Unrestricted Upgrade
lighter than most golems, it is kept aloft by intricate wings. Its

base size becomes Small and it gains a flying speed of 30 ft. Arcane Barrage Armament.

Its natural weapon is: Talon: +4 (Strength + Proficiency) to You install an mounted armament to your golem, taking

hit, reach 5ft., one target. Hit 1d8 + 2 (Strength) slashing whatever form is most appropriate, charged with arcane

damage. power. As an action, the golem can cast magic missile

without expending a spell slot. When cast this way, it has no

Launcher Verbal or Somatic components.

Your Golem becomes akin to a mobile turret, taking the Once used, this armament cannot be used again until the

frame of a ballista or other launching device. Its base Inventor completes a short or long rest.

Dexterity becomes 16(+3) and its speed becomes 25 ft. When the Golemsmith reaches 5th level, the level of the

Its natural weapon is: Shoot +5 (Dexterity + Proficiency) to magic missile spell cast increases to 2nd level. It increases

hit, reach 60/240ft., one target. Hit 1d10 + 3 (Dexterity) again at 11th level (to 3rd) and 17th level (to 4th).

piercing damage.
Arcane Resonance.

Specialized You craft a magical essence connector and install it into

your golem's core, allowing you and it to share certain


Your Golem defies all expectations, its design fueled by your
magical effects. You can make any spell you cast that targets
own rampant creativity. A little less robust and stable, it is far
only you also target your golem.
more extensible to your visionary plans. Your Golem starts

with the basic statistics, but you can select 2 free upgrades
Defender Protocol.
that do not count against your upgrade total.
You build in a protocol response into your golem to defend
Its natural weapon is: Slam: +4 (Strength + Proficiency) to
its master. The golem gains the Protection fighting style.
hit, reach 5ft., one target. Hit 1d8 + 2 (Strength) bludgeoning

damage.

10
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
Flamethrower Armament. Systematic Strength.

You install an armament to your golem, taking whatever You build an improved frame and power source for your

form is most appropriate, capable of reproducing powerful golem. Your golem's Strength ability score increases by 2, and

flames. As an action, the golem can cast burning hands. The increases its ability at tasks requiring raw strength. If, after

spell save DC is equal to your spell save DC. When cast this taking this skill, the golem's Strength is 16 or greater, it gains

way, it has no Verbal or Somatic components. Once used, this proficiency with Strength saving throws. If, after taking this

armament cannot be used again until the Inventor completes skill, the golem's Strength is 18, it gains proficiency with the

a short or long rest. Athletics skill.

When the Golemsmith reaches 5th level, the level of the You can take this upgrade more than once. A golem's

burning hands spell cast increases to 2nd level. It increases maximum Strength ability score is 18.

again at 11th level (to 3rd) and 17th level (to 4th).
Warfare Routines.

Fine Tuned Dexterity. You advance the control routines for your golem, allowing it

You craft improved gears and joints for your golem. Your to fight more effectively. Your Golem gains one Fighting Style

golem's Dexterity ability score increases by 2, increasing its of your choice from Archery, Dueling, or Great Weapon

ability at tasks requiring fine motor skills. If, after taking this Fighting.

skill, the golem's Dexterity is 16 or greater, it gains proficiency

with Thieves' Tools. If, after taking this skill, the golem's 5th Level Upgrade

Dexterity is 18, it gains proficiency with the Stealth skill. Cloaking Device.

You can take this upgrade more than once. A golem's You install an Arcane Cloaking device on your Golem. Your

maximum Dexterity ability score is 18. golem can use this device to cast invisibility on itself without

expending a spell slot.


Grappling Appendages
Once used, this device cannot be used again until the
You install an additional pair of grappling appendages
Inventor completes a short or long rest.
taking a form of your choice. For the purposes of grappling,

these serve as two additional free hands for your Golem. Expanded Frame.

Additionally, your golem gains a climbing speed equal to its You enlarge your golem, increasing its size category by one

movement speed so long as it is not using these appendages if possible, up to a maximum size of Large. If your golem is

to grapple. Large after taking this upgrade, it gains advantage on

Strength checks and Strength saving throws and your


Heavy Armor Plating
golem's maximum hit points become 5 + ([Golem's
You can incorporate a suit of Heavy Armor into your golem
Constitution Modifier + 6] * Inventor Level).
allowing it to equip that suit of armor. Your golem's Armor
During the process, you can determine if your golem will
Class becomes the Armor Class granted by the equipped
have the appropriate physiology to serve as a mount. You can
armor. While incorporated with your golem in this way, the
take this upgrade multiple times, but cannot make a golem
golem has Proficiency with that armor. You can change or
larger than Large.
remove the incorporated armor at any time once you have

taken this upgrade, but it takes twice as long as normally Iron Fortress. Prerequisite: Medium or Larger Golem,

equipping or unequipping the chosen armor type. Golem Constitution of 18.

While equipped with Heavy Armor, your Golem has You extend your golems shielding and stationary stability.

disadvantage on Dexterity (Stealth) checks. Your Golem now counts as three quarters cover for creatures

within 5 feet (as long as it is between them and the attacker)


Magical Essence.
or riding it. Additionally, it cannot be moved against its will
You infuse a fragment of magical essence into your golem,
while in contact with the ground.
allowing it to attune to one magical item. This follows all

normal attunement rules. Shielding Bond

After studying the arcane fundamentals of Shield Golems,


Structural Constitution.
you have gained insight on how they shield their controllers,
You have reinforced your Golem with layers of protection
and can implement it in your own golem. Your golem gains
and redundant systems. Its Constitution ability score
the ability to cast warding bond without expending a spell
increases by 2, increasing its stability and durability. If, after
slot. When cast in this method, it does not require material
taking this skill, the golem's Constitution is 16 or greater, it
components.
gains proficiency with Constitution saving throws. If, after
Once the golem casts warding bond in this way, it cannot
taking this skill, the golem's Constitution is 18, it gains
use this feature to cast it again until it completes a short or
advantage on Death Saving Throws.
long rest.
You can take this upgrade more than once. A golem's

maximum Constitution ability score is 18.

11
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
9th Level Upgrades 15th Level Upgrade

Powered Charge. You may select this upgrade twice. Artificial Learning. Prerequisite: Mark of Life.

You improve your golem's charging speed, increasing its Your Warforged Companion begins to apply its abilities to

movement speed by 5 feet. If your golem's speed is 40 feet or learn new things, gaining a class level in a class of your

more after taking this upgrade, it gains the ability to use a choosing. Your Warforged Companion gains all the first level

Forceful Slam after moving 20 feet or more in a straight line features of the chosen class. This does not include HP, hit

toward it before attacking; if the attack hits, the target must dice, or class proficiencies (for example, selecting Fighter

make a Strength saving throw with a DC of 8 + the golem's grants only Fighting Style and Second Wind).

proficiency + the golem's strength modifier, being knocked You can select this Upgrade multiple times, granting

prone on. another level of features or the first level features of another

class each time it is selected.


Mark of Life. Incompatible: Launcher Chassis.

You have attained the understanding of magic and you craft Brutal Armaments.

a Mark of Life on the forehead of your Warforged Golem, You increase the effectiveness of your Golem's natural
turning it into a Warforged Companion. It gains an weapons, allowing it to strike with lethal strikes. When your
Intelligence score of 10, a Wisdom score of 10 and a golem makes an attack, you can subtract its proficiency from
Charisma score of 8. This allows it to follow more complex the attack roll. When you do so, if the attack hits, you can add
commands without direct input, speak, and remember things. double its proficiency bonus to the damage roll of the attack.

It gains proficiency in Intelligence and Wisdom saving

throws. Shared Power.

You bind your golem's power source to your own soul,

allowing you to tap its power and it to tap your power.

Roleplaying a Warforged Companion


As its action, your golem can expend one of your spell
If you choose the Mark of Life upgrade, your
Warforged golem becomes a sentient companion, slots to cast a spell you know.

capable of learning, thinking, and having opinions. As an action, you can drain a number of hit points from

Consider how this may impact your interactions. the golem up to twice your Inventor level, gaining that

Fundamentally, a Warforged Companion is still many temporary hit points.

entirely loyal to their creator, but they develop a Either you or your golem can give up your action to allow

personality and thoughts of their own. the other to take an additional action. This additional

action can only be used to Attack (one weapon attack

only), Dash, Disengage, Hide, or Use an Object.

Overdrive.

You build in a special mode allowing your golem to go

beyond its limitations. As your action, you can overcharge

your golem with energy, granting it the effects of haste for a

number of rounds equal to your Intelligence modifier. Once

used, you cannot use this again until you complete a long rest.

11th Level Upgrade

Airborne Propulsion.

You add new method of propulsion to your golem, allowing

it to fly, such as intricate mechanical wings or propellers. It

gains a flying speed of 30 feet.

Multiattack Protocol.

When your Golem uses the Attack action, it can attack

twice instead of once.

Thundering Stomp. Prerequisite: Golem of Large size

Your golem can leverage its increased size and magical

nature to unleash a crushing stomp of magical energy when it

brings down its foot. Your golem can replace any attack with

the thunderclap spell using the Inventors level and spell save

DC for casting the spell.

Transforming Golem.

You install clever multifunctional components allowing

your golem to reduce its size. Your golem can collapse its size

back down to one size smaller, but while in the collapsed

mode any movement speed it has is reduced by 10 feet. The

process takes 1 minute to invoke or revert.

12
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
 An Infused Weapon can be wielded like a normal weapon,

but gains the following property: you can apply your

An Infusionsmith is, in some ways, perhaps the most Intelligence modifier to the to attack and damage roll of the

quintessential type of Inventor. While other Inventors may weapon where you usually apply your Strength or Dexterity

delve into mechanics and tinkering, an Infusionsmith is an modifier.

Inventor that tinkers with magic itself. When you infuse a weapon if it has a single damage die,

These are cutting edge of magical engineering, increase the die by one step to a maximum of a d12 (e.g. an

understanding the principle applications of magic. An Infused dagger's damage type increases from a d4 to a d6).

Infusionsmith would have ground to stand on in calling a

wizard an impulsive spell slinger, for these are the Inventors 
that work their magic through careful and meticulous At 3rd level, you have a Spell Manual containing two 1st-level

method, laying down magic they may not use for hours, or wizard spells of your choice. Your Spell Manual is the

painstakingly crafting a long lasting enchantment. repository of any non-Inventor spell you know.

An Infusionsmith can be a magical swordsman, a You cannot cast these spells and they do not count against

wandslinger, or bookish supporting character with a bag full your spells known, but when you would learn a new Inventor

of tricks that never quite runs dry. Some will stand within a spell, you can select that spell from a spell in Spell Manual

maelstrom of animated blades while others will plink away instead of the Inventor spell list, at which point you can cast it

with a crossbow that seems unerringly accurate, but their as normal. You can choose to scribe any Inventor spell you

common theme is using their prowess of infusion to make can cast into the Spell Manual, as if copying from a written

themselves formidable. spell.

 
When you choose this specialization at 1st level, you gain Each time you gain an Inventor level, you can add one wizard

proficiency with jeweler's tools and calligrapher's supplies. Spell of your choice to your Spell Manual for free. Each of

Your knowledge of infusion magic gives you a natural these spells must be of a level for which you have Spell Slots,

affinity for scribing spell scrolls. Creating a magic spell scroll as shown on the Inventor table.

only takes you half the time and material cost it would On your adventures, you might find other Spells that you

normally take. can add to your Spell Manual. For each level of the spell, the

process takes 2 hours and costs 50 gold pieces.


Starting at 1st level, you can infuse a powerful armament to

take into battle. At the end of a long rest, select one of the

Infusions below. The infusion lasts until the end of your next

long rest.

Animated Weapon

You touch a melee weapon, causing it to spring to life. An

animated weapon can be carried or stowed, but while

readied, it floats beside you. While an animated weapon is

readied, you can make attacks with it as part the Attack action

sending it out to strike a target, but all attacks it makes

during a turn must be against the same target.

This special attack is a melee spell attack with a range of

30 feet. That range reduced to 15 feet if the weapon has the

Heavy property and increased to 60 feet if the weapon has

the Light property. If this attack hits, it deals the weapon's

damage dice + your Intelligence modifier.

Blasting Rod

You touch a nonmagical wand-blank, stick, staff, or rod,

infusing with the ability to cast a cantrip. Select one

Evocation Cantrip from the Wizard spell list that does not

require concentration. Thereafter, as an action, you can use

the Blasting rod to cast that cantrip.

Once per turn, when you deal damage to a creature or

object with your Blasting Rod, you can add your Intelligence

modifier to damage dealt to that target.

Infused Weapon

You touch a weapon, enchanting its effectiveness. While this

weapon is enchanted, you - and only you - have proficiency

with it.

13
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
 Unrestricted Upgrades
Additionally at 3rd level, you can use your Spell Manual to
Animated Archer
infuse magic items, such as wands, storing the power for
You master animation enchantments allowing you to use
later use. In a special ritual taking 1 minute, you can expend
your Animate Weapon feature on a ranged weapon and a
a spell slot to cast a spell as normal, but the spell does not
quiver of ammunition. An animated ranged weapon hovers
take effect, and is stored in the item for later use.
near you, and can target anything inside the weapon's normal
Subsequently, any creature holding the item with an
range with a ranged spell attack.
Intelligence of 6 or higher that is aware there is magic
This attack deals weapon damage + your intelligence
infused in it can expend the stored magic to cast the spell.
modifier on hit. The weapon requires ammunition, and can
The spell uses your spellcasting modifiers, but is in all
carry up 30 pieces of ammunition at a time, after which it
other ways treated as if the creature holding it cast the spell.
needs to be reloaded as an action.
The magic infused in the item fades if you complete a long

rest without expending the stored spell.


Arcane Armament

 You master armoring yourself with magical enchantments.

You learn the mage armor spell. While under the effect of
Beginning at 5th level, you can attack twice, instead of once,
mage armor, you can add your Intelligence modifier to your
whenever you take the Attack action on your turn.
AC instead of your Dexterity modifier. You can only do this if

 you are not adding your Intelligence modifier to your AC from

another source. Additionally you gain resistance to force


Additionally at 5th level, your Infused Armament grows more
damage.
powerful. If you Infuse or Animate a weapon, you can Infuse

or Animate an additional weapon (having two infused


Loyal Weapon
weapons, two animated weapons, or one of each). If you have
You can cast the returning weapon spell without expending
multiple animated weapons, you can attack the same or
a spell slot, but if you cast it on a second weapon with this
different targets with them.
feature, the spell immediately fades from any previous use of
If you cast a spell using an item from Infuse Magic or from
this feature.
a wand (from the Magical Wand upgrade or a normal wand),

you can cast the cantrip with your Blasting Rod as a bonus Magical Wand of...

action. You create a new Wand that you can infuse with a spell of

1st level or higher that you have recorded in your Spell

Manual. This wand does not require attunement, but can only

Benefits of Flexibility? be used by you. The spell must be of a level that you can cast

If you choose to have an Animated and Infused as an Inventor (as of when you would get this upgrade). This

weapon, you can attack twice with either, but will wand has three charges.

limit yourself to being able to only attack one You can expend a charge to cast the selected spell at its
target if you solely rely on the animated weapon. If base level. The wand regains all charges at the end of a long
you animate two weapons, you can split your rest.
attacks like normal using one to attack a different You can select this upgrade multiple times, selecting a
creature. Alternatively, you can animate a short
different spell each time you take this upgrade.
range heavy weapon and a long range light weapon
giving you more options at different ranges, but
limiting your ability to target multiple targets at any
Magic Wand Spell Level
optimal range.
A Magical Wand created using an upgrade slot at
level 3 can always only ever cast 1st level spells.
For example, at level 5 if you have two Magical
 Wand upgrades, you will have one that can cast 1st
Starting at 14th level, you can anchor a powerful spell into an level spells, and one that can cast 2nd level spells.
item. When you cast a concentration spell, you can anchor it Even if you later swap the upgrade, the Wand is still
to an item (such as a staff, wand or weapon), and do not need an Upgrade from level 3, and selected as if you are
to maintain concentration. The spell lasts a number of rounds level 3 and only able to cast 1st level spells.
equal to your intelligence modifier, after which the spell ends.

Once you use this ability, you must complete a short or long

rest before using it again.

14
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
Skilled Animation Deflecting Weapon

You manage to make the magic of your Animated Weapons While you have an animated melee weapon, if you are

so potent that attacks made with them gain a fighting style. attacked by a weapon attack you can use your reaction to

Attacks made with one handed melee weapons gain Dueling, attempt to block the attack, rolling a d8 and adding it to your

attacks made with two-handed melee weapons gain Great AC. You can decide to block after the attack is rolled, but

Weapon Fighting, and attacks made with ranged weapons before the outcome is determined. If you successfully block a

gain Archery. melee weapon attack like this and the attack misses, you can

immediately make one weapon attack against the target.


Soul Saving Bond
If you attempt to use a weapon to block an attack in this
You set up a special magical bond between you and
way until the end of your next turn if you take the Attack
another creature. When either creature bound by these
action, you can only make a single weapon attack, and you
abilities fails a Wisdom, Intelligence, Charisma, or Death
cannot make attacks with the animated weapon you used to
saving throw, the other character can make their own saving
block the attack.
throw, replacing the failed save with their own roll. If this

ability is used on a death saving throw, the replacement roll is Infuse Shadows

a 20. Once a roll is replaced by this feature, it cannot be used You learn the spell shadow blade. When you are wielding

again until both creatures in the bond have completed a short the blade conjured by shadow blade you can treat it as an

or long rest. Infused Weapon.

This bond can be set up with a different creature at the end

of a long rest. Lesser Ring of Protection

You make a prototype Ring of Protection. Any creature

Warding Stone wearing it can add +1 to their armor class.

You learn how to weave a protective enchantment on an

item. That item gains a pool of temporary hit points equal to Malicious Infusion.

your Inventor level. Whoever is carrying this item gains any As a reaction to being hit with a metal weapon, you can

temporary hit points remaining in this pool, but these are lost cast heat metal targeting the weapon that struck you.

when that creature is no longer carrying this item. Additionally, you learn the spell heat metal.

This pool of temporary hit points refreshes when the


Ring of Reaction
Inventor that created it completes a long rest.
You make a minor magic ring. Any creature wearing it can

Worn Enchantment add your Intelligence modifier to their Dexterity saving

You can enchant an item you are wearing, such as a scarf throws and initiative rolls.

or cloak to animate and assist you with a task, be it climbing


Translocation Binding
a wall, grappling an enemy, or picking a lock. You can expend
As a bonus action while attacking with an Infused or
a 1st level spell slot to gain proficiency in a Strength or
Animated melee weapon, you can expend a first level spell
Dexterity skill until you complete a long rest. You can use up
slot and teleport to an unoccupied location within 5 feet of it
all the magic in the item to additionally gain advantage on
before it returns to you. You can invoke this even if the attack
one check of that skill, immediately ending the effect after the
misses the target.
check is complete.

Weapon Enchantment Resonance


5th Level Upgrades
When you cast arcane weapon, magical weapon, elemental
Animated Shield
weapon, or vorpal weapon on a weapon Animated or Infused
You apply your animating magic to a shield. At the end of a
by you it affects all weapons Animated or Infused by you.
long rest, you can touch a shield, causing it to spring to life
Additionally, you can target a weapon with any arcane
and protect you until you complete your next long rest. While
weapon, magical weapon, or elemental weapon even if the
it is protecting you, you gain the benefit if you had the shield
weapon is already magical.
equipped. You cannot benefit from both an animated shield

and an equipped shield. Weapon Enchantment Expertise

While you have an animated shield, you can use your When you cast arcane weapon, magical weapon or vorpal

reaction to send it to defend an ally within 30 feet who is weapon on a weapon, that weapon deals an additional 1d4

being attacked. You can impose disadvantage on that attack, force damage. The damage of elemental weapon is increased

but do not gain the benefits of having an animated shield until by 1d4.

the start of your next turn. Additionally, when you make a Constitution save to

maintain concentration on arcane weapon, magical weapon,


Arcane Ammunition
elemental weapon, or vorpal weapon, you have advantage on
You infuse a ranged weapon with special magic granting it
that saving throw.
magical ammunition. The weapons damage becomes force

damage and it no longer requires ammunition to fire. If the

weapon had the Loading property, it no longer has the

Loading Property.

15
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
9th Level Upgrades

Detonate Armament Prerequisite: Arcane Armament. '


Spellsword s Technique

As a reaction to taking damage, you can end the effect of You can make a Blasting Rod that allows you to
mage armor to cast thunder step without expending a spell cast booming blade, and consequently use Mixed
slot. When you cast thunder step in this manner, it deals force Technique to cast booming blade, attacking with
damage instead of thunder damage.
your Infused Weapon in your other hand, and then
Once you do this, you cannot use this ability again until the
attack with your bonus action.
end of your next short or long rest.

Dimensional Pockets Life Infusion

You enchant a pocket on your gear to contain far more than You learn a potent magical infusion that suffuses a creature

it would appear. That pocket can hold any object that can fit with life energy. You can cast regenerate without expending a

through a 6 inch diameter opening, and up to 50 pounds. The spell slot. Once you cast this spell in this manner, you cannot

pocket otherwise behaves in the same manner as a bag of use it again until you complete a long rest.

holding.
Magical Rod of...

Invisibility Cloak You create a new Rod that you can infuse with a spell of 5th

You make a cloak of invisibility. While wearing this a level or higher you have recorded in your Spell Manual. This

creature can cast invisibility once without expending a spell rod does not require attunement, but can only be used by you.

slot. When cast in this method it does not require The spell level must be equal to half or less of your Inventor

concentration. It cannot be used again in that way until you level (as of when you would get this upgrade), rounded down.

complete a short or long rest. This rod has one charge. You can expend the charge to cast

the selected spell at its base level. The rod regains all charges
Prepared Enchantment
at the end of a long rest.
You bestow magical enchantments onto your gear, casting
You can select this upgrade multiple times, selecting a
a limited version of contingency without expending a material
different spell each time you take this upgrade.
component or spell slot. When cast in this way, the spell

triggered by contingency must must a 2nd level or lower spell,

and ends if you complete a long rest before the contingency is


How to get high level spells?
triggered.
Astute players will note that you can only add spells
Once you cast contingency in this way, you cannot cast it
of a level you can cast through leveling to your
again until you complete a long rest. Spell Manual, but you cannot cast a 5th level spell
until a higher level than Magical Rod upgrade
Spell Trapping Ring.
becomes available. Spells for Magical Rods will
You set a powerful magic into a non-magical ring. You can
primarily have to be found in the wild, in the form
use this ring to cast counterspell without expending a spell of scrolls, and copied into your Spell Manual that
slot. When you cast counterspell in this way and it succeeds, way.
the spell countered is stored in the ring. You can then cast the

stored spell without expending a spell slot, but the spell fades

if it is not used before you complete a long rest.


15th Level Upgrades
Once you use this ring, you cannot use it again until you
Advanced Object Animation
complete a long rest.
When you cast the animate objects spell, you can use your

11th Level Upgrades spell attack modifier for the attack roll of anything animated

by the spell, and the damage they deal is increased by +8


Enchanted Broom
(divided by the number of things animated - tiny objects gain
You can enchant a broom (or broom like object) into a
+1, huge objects gain +8).
Broom of Flying. You set the command word for the broom,

and the Broom only obeys you.


Third Animated Weapon

Your mastery of weapon animation expands to a greater


Empower Weapon
breadth of control. If you have two animated weapons, you
When you hit a creature with a weapon, you can infuse the
can animate a third weapon with your Animate Weapon
weapon with arcane energy as a bonus action to deal 3d4
feature. When you take the attack action with your other two
additional force damage. When infusing the weapon in this
animated weapons, you can make a single spell attack with
way you can expend a 1st level spell slot to increase the
your third animated weapon as part of the same action.
damage further. The extra damage is 3d4 for a 1st-level spell

slot, plus 2d4 for each spell level higher than 1st.

Mixed Technique High Level Wands & Rods

If you use your action to cast a cantrip with a Blasting Rod, While it may appear Infusionsmiths lack high level
you can make a single weapon attack as a bonus action using upgrades, high level wand and rod upgrades can be
an Animated or Infused weapon. very valuable options.

16
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)

A potionsmith is an Inventor who has pursued the secrets of Alchemists and Potions

alchemy. While many a village has an apothecary grinding Immediately on making a Potionsmith, one may
odd herbs and roots into potent (or not so potent) think of the magic potions that exist in most D&D
concoctions, the careful process of mixing and brewing is just settings, from the simple Healing Potion to the
one way to achieve results. Through the use of the intricate
legendary Potion of Storm Giant Strength,
secrets of the craft and direct infusions using magical rituals,
however, someone does not need to be an
a potionsmith can come up with explosive results in the blink
Potionsmith to make these, as crafting rules for
them are open to all classes.
of an eye... sometimes literally.
An alchemist with their proficiency will certainly
An potionsmith can be a scholar who has delved into the
have the edge in potion crafting, but these potions
knowledge the world has to offer or an explorer that has
are not fundamental to the class.
unlocked the secrets of the wilderness. Their knowledge

could come from being friends of the fey, or from unfettered

access to the royal library. As such, potionsmith's can be good

or evil, lawful or chaotic.



At 1st level, you've acquired a pouch of useful basic reagents,

 much as a wizard might carry a component pouch. You've

tucked away things that will come in handy, and can retrieve
When you choose this specialization at 1st level, you gain
them as part of using an ability that might require them. As
proficiency with Blowguns, Alchemist’s supplies and
long as you have this pouch on, you use the potionsmith's
Herbalism kit.
features. This pouch is considered as alchemy supplies for
Your knowledge of alchemy gives you a natural affinity for
the purposes of crafting.
brewing potions. Creating a potion through normal crafting
If you lose your reagent pouch, you can spend 50 gold
takes you only half the time and cost it would normally take.
pieces to reacquire the various stocks you need, or spend 1

full day gathering them from a natural environment without

expense.


At 1st level, you know how to get instant reactions to occur

without the niceties of grinding, simmering and brewing

required for more refined concoctions.

Moreover, you know enough ways to do these that with just

a few standard supplies, you can get these results out of a

wide range of things you can gather in almost any locale and

a pinch from your reagent pouch.

Pick three instant reactions from the following:

Alchemical Acid, Alchemical Fire, Fortifying Fumes,

Healing Draught, and Poisonous Gas. These reactions do

not count against your maximum Upgrades known.


At 3rd level, you have discovered the secrets to drastically

bypass the alchemical brewing process, crafting potent

magical effects through the direct infusion of the potion with

your own magic. When you finish a short or long rest and

have an empty vial on your person, you may choose one or

more the following spells and use spell slots to cast them.

Spell Level Infusion Spells


1st cure wounds, fog cloud, grease, heroism
2nd barkskin, shatter, lesser restoration, web
3rd blink, water breathing, stinking cloud, haste
4th stoneskin, confusion
5th cloudkill, skill empowerment

17
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
When you cast spells in this way, the spell does not take effect

immediately, but is infused into the potion.

If the spell grants an effect or restores health, a creature


Unrestricted Upgrades
can consume it or administrator it to another creature as an
Alchemical Fire Instant Reaction
action.
As an action you can produce a reaction causing a searing
If a spell targets an area of effect, you can accurately throw
flame. At a point within 20 feet, you can a toss quick
a vial up to 30 feet, dealing no inherent damage, but breaking
combination of reagents that will cause searing fire to flare
the vial in impact. The area of effect takes place when the vial
up in a 5 foot radius. Creatures in that area have to make a
is broken, with the effect centered on where the vial breaks. If
Dexterity saving throw against your spell save DC, or take
the spell targets a creature, you can treat the vial as a ranged
1d8 fire damage.
weapon you have proficiency with the Thrown (20/60)
The damage increases by 1d8 when you reach 5th level
property. You replace the spell attack with making a weapon
(2d8), 11th level (3d8), and 17th level (4d8).
attack made with the vial.
Alternatively, you can use a bonus action to prepare it as a
If the spell has a persistent effect that requires
ranged weapon you have proficiency in lasting until the end of
concentration, it does not require concentration to maintain,
your turn with the Thrown (20/60) and Finesse property that
but its duration is shortened to a number of rounds equal to
deals damage equal to failing the save against the effect (but
your Intelligence modifier.
does not add your Strength or Dexterity modifier).
A spell that does not require concentration lasts its normal

duration. An infused potion loses its potency if it is not used


Alchemical Acid Instant Reaction
by the end of your next long rest.
You can produce a reaction causing a caustic acid to form.
You can gain additional spells for your Alchemical
As an action, you can throw this combination of ingredients
Infusions through your Alchemist upgrades.
at a point within 20 feet, causing acid to splatter within a 5

foot radius. Creatures in that area have to make a Dexterity

saving throw against your spell save DC, or take 2d4 acid
On Creativity and Catapults
damage. Damage from this acid deals double damage against

While as per the feature, you can only accurately structures and objects.
throw the vial containing an Infused Potion 30 The damage increases by 2d4 when you reach 5th level
feet, the trigger merely specifies that the effect (4d4), 11th level (6d4), and 17th level (8d4).
takes place where it breaks.
Alternatively, you can use a bonus action to prepare it as a
If you can find another way to deliver the vial,
ranged weapon you have proficiency lasting until the end of
such as the catapult spell on the Inventor spell list...
or, well, an actual catapult, you can apply these your turn with the Thrown (20/60) and Finesse property that

methods as well. deals damage equal to failing the save against the effect (but

does not add your Strength or Dexterity modifier).

Dragon Draught Instant Reaction (upgrade only)

 As an action you quaff a vial of highly reactive liquid, allow

Additionally at 3rd level, you gain the ability to consume you to immediately belch a blast of devastating elemental

potions and infused potions as a bonus action. energy. You can select between cold, fire, acid, or lightning.

Cold or Fire effect a 10 foot cone. Lightning or Acid effect at


 15 foot line. Creatures in that area have to make a Dexterity

Starting at 5th level, when you deal damage, grant temporary saving throw against your Spell Save DC, or take 1d8

hit points, or restore health with an instant reaction or damage of the elemental type chosen.

alchemical infusion on your turn, you can add your The damage increases by 1d8 when you reach 5th level
Intelligence modifier to the damage dealt or health restored. (2d8), 11th level (3d8), and 17th level (4d8).

 Explosive Reaction Instant Reaction (upgrade only)

Starting at 14th level, when you create an Alchemical You formulate a new instant reaction, a devastating minor

Infusion at end the end of a short or long rest, the first explosion. Targeting a point within 20 feet, as an action, you

alchemical infusion you create does not require a spell slot to cause an explosion. Creatures within 10 feet of the target

infuse, and you can select an alchemical infusion that you point must make a Constitution saving throw against your

would otherwise not have a spell slot of high enough level for spell save DC, or take 1d10 thunder damage from the

when making this infusion. shockwave of the explosion.

The damage increases by 1d10 when you reach 5th level

(2d10), 11th level (3d10), and 17th level (4d10).

Alternatively, you can use a bonus action to prepare it as a

ranged weapon you have proficiency lasting until the end of

your turn with the Thrown (20/60) and Finesse property that

deals damage equal to failing the save against the effect (but

does not add your Strength or Dexterity modifier).

18
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
You develop an endothermic reaction, a devastating localized
Fortifying Fumes Reaction Instant Reaction
cold snap that creates an instant bloom of ice. Targeting a
You formulate a new instant reaction, a powerful fortifying
point within 20 feet, as an action, you cause the area to erupt
stimulus. Targeting a point within 20 feet, as an action, you
in frost.
cause fumes to erupt. Creatures within 10 feet of the target
The area within 5 feet of the target point becomes difficult
point can choose to hold their breath and not inhale, but
terrain until the end of your next turn, and any creature in the
creatures that inhale the fumes gain 1d4 temporary hit
area must make a Dexterity saving throw against your Spell
points, deal 1d4 additional damage on their next melee
Save DC, or be caught by the ice taking 1d6 cold damage; a
weapon attack, and have advantage on their next Constitution
creature entirely in the area of effect that fails also becomes
saving throw. Any remaining benefits fade at the end of your
restrained until the end of their next turn. They can use their
next turn.
action to make a Strength saving throw to break free of the
Both the temporary hit points and damage bonus increase
ice early.
by 1d4 when you reach 5th level (2d4), 11th level (3d4), and
The damage increases by 1d6 when you reach 5th level
17th level (4d4).
(2d6), 11th level (3d6), and 17th level (4d6).

Delivery Mechanism
Healing Draught Instant Reaction
You modify the stability of your reagents and develop a
As a bonus action, you can produce a combination that will
better delivery mechanism. You can target a point within 40
provide potent magical healing. After creating the draught,
feet for your instant reactions (including ones gained from
you or another creature can use their action to consume it or
Upgrades, such as Explosive Reaction) that target a point.
administer it to a creature within 5 feet before the start of
The additional precision allows you to better target the
your next turn. The draught restores 1d8 hit points. If you
effects, allowing creatures of your choice within the target
have the Practiced Quaff feature, you can consume a healing
area to automatically pass a Dexterity saving throw against
draught as part of the bonus action used to make it.
your effects.
A creature can benefit from a number of these healing
Additionally, when making attack rolls using Infused
draughts equal to their Constitution modifier (minimum 1),
Potions or Instant Reactions, you can use your Intelligence in
after which they provide no additional benefit until they
place of your Dexterity for the attack roll.
complete a long rest. A Healing Draught that is not consumed

by the start of your next turn loses its potency.


Frostbloom Reaction Instant Reaction (upgrade only)
The healing increases by 1d8 when you reach 5th level

(2d8), 11th level (3d8), and 17th level (4d8).

19
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
Homunculus Familiar Inhaled poison. This poison can be used to modify your

You learn the alchemical process for creating a poisonous gas reaction. You can use this dose of poison to

homunculus minion. You can cast find familiar without make your poisonous gas instant reaction have a radius of

expending a spell slot or requiring material components 20 feet and deal twice as much damage on a failed save.

beyond your alchemical reagents and blood (as described in


A poison that has not been used by the time you complete
the spell). The familiar's type becomes construct or
your next long rest loses its potency and has no effect if used.
monstrosity, and can appear in any tiny shape you want, but

uses the statistics of any creature that can normally be


Secrets of Flight
summoned.
You learn the secrets of infusing the ability to escape the

shackles of gravity into your Alchemical Infusions. You can


Inoculations
add the following spells to your list of available spells for
You gain resistance to poison damage.
alchemical infusions:
Additionally, at the end of a long rest you, you can select up

to five people (including yourself ) that are inoculated against Spell Level Infusion Spells
the poisonous effects you can produce that require a

Constitution saving throw (such as the Poisonous Gas


1st feather fall
instant reaction or the cloudkill infusion), allowing them to 2nd levitate
automatically pass the saving throw until the end of your next

long rest.
3rd fly

Long Acting You can create one infused potion of feather fall at the end

Your consumed Alchemical Infusions for spells that require of a long rest without expending a spell slot.

concentration have their duration increased by a number of


Secrets of Fire.
rounds equal to your Proficiency bonus.
You learn the secrets of infusing fire into your Alchemical

Persistent Reactions Infusions. You can add the following spells to your list of

Your reactions that affect a target area persist in that area available spells for alchemical infusions:

until the start of your next turn. Creatures entering the effect
Spell Level Infusion Spells
or ending their turn there have to repeat the saving throw

against the effect. You can choose to make a reaction not 1st faerie fire
persist at the time of taking the action to cause it.
2nd dragon's breath
Poisonous Gas Instant Reaction 3rd fireball
As an action you can produce a reaction causing noxious

fumes. At a point within 20 feet, you can toss a quick You can create one infused potion of faerie fire at the end
combination of reagents that will cause a whiff of poisonous of a long rest without expending a spell slot.
gas to erupt spreading to a radius of 10 feet. Creatures in that

area have to make a Constitution saving throw against your Secrets of Frost.

Spell Save DC, or take 1d4 poison damage and become You learn the secrets of infusing frost into your Alchemical

poisoned until the end of their next turn. Infusions. You can add the following spells to your list of

The damage increases by 1d4 when you reach 5th level available spells for alchemical infusions:

(2d4), 11th level (3d4), and 17th level (4d4).


Spell Level Infusion Spells
Poisoner's Proficiency.
1st armor of agathys
You delve into the secrets of the darkest secrets of herb

lore, learning the potent secrets of poison. You gain


2nd cold snapKGE
Proficiency in poisoner's kits; if you already have proficiency 3rd flash freezeKGE
in them, you gain expertise in them and can add twice your

proficiency to ability checks using them. Additionally, during You can create one infused potion of armor of agathys at
a long rest, you can create one of the three following poisons. the end of a long rest without expending a spell slot.

Contact poison. You can apply this to a melee weapon or

'
up to ten pieces of ammunition, that weapon or
Kibbles Generic Spells
ammunition deals an additional 1d4 and poison damage;

the weapon can deal poison damage 10 times before the


If you don't use KGE, replace cold snap with
poison wears off.
snowball storm and flash freeze with ice storm.
Secrets of...
This a simple flavorless powder. If a creature consumes a

full dose of this poison before the end of your next long Almost any set of three spells, a 1st level, 2nd
rest they must make a Constitution saving throw with level, and 3rd level spell of either short term buffs
disadvantage against your spell save DC. After one
or area of effect damage spells can work, so long as
minute, if the saving throw was a failure then the creature
there is a thematic connection between the spells.
takes poison damage equal to a d10 per your artificier
Consult with your DM about additional options if
you don't see what you want present here.
level, and becomes poisoned until they complete a long

rest.

20
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
Weapon Coating. Mana Potion.

You learn how to coat a weapon or piece of ammunition During a short rest, you can create a mana potion. A mana

with one of your instant reactions to take effect on hit. As a potion loses its potency if it is not consumed within 1 hour. As

bonus action, you can apply your instant reaction to a melee an action, a creature can consume a mana potion to restore a

weapon or piece of ammunition. Until the end of your turn, spell slot of its choice, up to third level.

the next hit with that weapon or with a coated piece of


Potent Reactions.
ammunition will cause the effect of the instant reaction to the
You refine your reactions increasing their potency. The die
target. The creature automatically takes the damage or
you roll to determine the damage or healing effect of your
healing associated with the reaction, but makes a saving
reactions is increased by one. A d4 becomes a d6, a d6
throw as normal against any additional effects.
becomes a d8, a d8 becomes a d10, and a d10 becomes a d12.

Rocketry
The Implications
Prerequisite: Explosive Reaction, Delivery Mechanism, 9th
There is an Instant Reaction that restores health,
level Inventor
rather than deals damage. This can be applied via
weapon coating as well, though the weapon Combining the knowledge of explosive with advances in

damage of the implement is not negated, perhaps delivery and stabilization, you produce the logical extreme -

your allies will forgive a blowgun dart coated in a powering the payload and delivery with your devastating

healing draught... if you hit the attack. knowledge.

You can select any instant reaction you know as the

payload of your rocket. Rockets must be prepared ahead of

time, and you can prepare a number of equal to your


5th Level Upgrades
Intelligence modifier at the end of a short or long rest; any
Adrenaline Serum
rockets not used must be remade during a rest due to volatile
You create a potent serum. As a bonus action on your turn,
components, though an alternate payload used to create them
you can consume a dose of this serum. Consuming this
can be salvaged.
concoction increases your Strength and Dexterity ability
A rocket targets a point within 500 feet, but the DC of the
score modifier by your Intelligence ability score modifier (up
saving throw is reduced by 2 for each 100 feet it travels; the
to a maximum of +5) for a number of rounds equal to your
rocket then has the effect of the instant reaction selected as a
Constitution modifier. While you are under the effect of
payload at the target point.
Adrenaline Serum, you gain the benefits of heroism. After
You can load alternative payloads of up to one pound into
which all effects of the serum fade at the start of your next
your rocket, replacing the effect of instant reaction.
turn. When the effect ends, your speed is reduced by half and

you cannot benefit from Adrenaline Serum until the start of

your next turn.

Explosive Powder Prerequisite: Explosive Reaction

You've manage to stabilize and refine your Explosive

Reaction. You can prepare up to your Intelligence modifier in

Explosive Reactions that do not detonate instantly. They will

only detonate when exposed to fire. These Explosive

Reactions last 1 minute before losing potency. The maximum

damage a creature can take from the detonation of multiple

Explosive Reactions is twice the damage of an Explosive

Reaction, but structures take the full damage of multiple

Explosive Reactions.

9th Level Upgrades

Aroma Therapies.

You expand your alchemical knowledge to be able to

produce incense and simmering reagents that grant effects to

those that inhale their fumes. If creatures spend a long rest

inhaling fumes from a concoction you devise with this

feature, creatures regain an extra 2d4 hit dice, recover from

1d4 levels of exhaustion and are cured of any non-magical

diseases they are suffering from.

Infusion Stone.

You use the secrets of Alchemy to create an Infusion Stone.

You can use this stone in the process of infusing potions in

place of a spell slot level less than or equal to the highest level

spell slot you can cast.

You can use this stone to replace a spell slot for an infusion

once. It regains this charge after you complete a long rest.

21
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
11th Level Upgrades

True Homunculus Prerequisite: Homunculus Familiar

As your expertise grows, you can create a true wonder of

alchemy. Instead of casting find familiar you can cast create

homunculus, but when casting in this way it requires material

components as normal.

Panacea

When you create a Healing Draught, you can add a more

potent concoction. That Healing Draught heals the maximum

value of the dice rolled when restoring health and has the

effect of greater restoration. Once you make an improved

Healing Draught like this, you cannot make one again until

you complete a long rest.

Perfect Reaction

Prerequisite: 11th level Inventor

In a moment of perfect focus, you can create a flawless

instant reaction. When you roll damage, hit points restored,

or temporary hit points granted, you gain the maximum value

of the dice, instead of rolling. Once you create a perfect

reaction, you cannot do so again until you complete a short or

long rest.

Field Infusion

Prerequisite: 11th level Inventor

You can create an infused potion as an action. Once you do

so, you cannot do so again until you complete a short or long

rest

15th Level Upgrades

Mad Alchemy

Prerequisite: 15th level Inventor

You can combine the effects of two Infused Potions into a

single potion.

Philosopher's Stone.

You create a Philosopher's Stone allowing you to recreate

wonders of alchemy. So long as you have a supply of non-gold

metal, you can create up to one pound of gold a day (50 gold

pieces worth). Additionally, the Philosopher's Stone can be

used in place of a diamond costing 500gp or less as spell's

Material Component, and is not consumed when used in

such a way, but loses its powers for 24 hours.

You can brew a special potion using your Philosopher

stone called an Elixir of Life. Brewing this potion takes 8

hours and requires crushing a diamond worth at least 2,000

gold pieces. An Elixir of Life causes a creature that drinks it

ceases to age for 4d4 years. A creature drinks this Elixir

gains a death ward effect that lasts until triggered.

A more potent elixir can be created, adding an additional

1d4 years for regained for each diamond spent.

22
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
 Select one of the following and consult the Thunder Powered

Weapon table for its statistics.

A Thundersmith is an Inventor who harnesses the primal

force of elemental power, channeling its power into their Thunder Cannon

great creation: a weapon of unmatched devastation. You use the power of thunder to launch a projectile with

Spectacular and terrible, these weapons bring fear to their terrible power, if limited accuracy, over long distances.

foes and awe to their allies. Ringing out with a booming crash, it brings fear to the

Why a Thundersmith bends their mind to the task of battlefield.

making such a weapon are as varied as the creations

themselves. Some are coldly analytical about the destruction Hand Cannon

it causes seeking to continually improve it, tweaking it for Forgoing the guiding barrel, this pack uses the thundering

ever more optimized destruction, while others view it merely power to launch a projectile with all the force of a Cannon,

as a tool, a means to an end; others still revel in the crash of though its effective range is far more limited.

thunder that heralds the terrifying force of their weapon.

Many look at these weapons as the dawn of a new age, in

truth wielding them is a tricky and arcane art; as complex as Firearms In a Campaign Setting

its creation it is only truly understood and mastered by the A lot of campaign settings do not feature firearms,
one who forged the device - each weapon a unique piece of and in some of these the Thundersmith variant of
devastating art. Inventor might not be the right choice, but
consider that the Inventor is fundamentally
 someone that tinkers with and explores boundaries
When you choose this specialization at 1st level, you gain
of magic as much as or more so than technology.
proficiency with tinker's tools and smith's tools.
A Thunder Cannon need not be a gunpowder
powered device, even in a setting where
If your weapon requires ammunition, you gain the
gunpowder exists, but can be powered by
knowledge of how to forge them, and create them with
harnessing elemental powers, bound through
smithing tools during a long rest. You can create up to 50
various carefully researched magical techniques. In
rounds of ammunition during a long rest, with materials
most cases, the wonders of an Inventor are more
costing 1 gold piece per 10 rounds. an engineering marvel of magic than technology,
but that balance can shift depending on what is
 best for your setting.
Starting at 1st level, you harness the elemental power of

thundering storms to create a powerful weapon. This weapon

requires attunement, you are proficient with it while attuned.


Kinetic Hammer
and you can only be attuned to one Stormforged Weapon at a
Rather than launching a projectile with the thundering force,
time. If you have multiple Stormforged Weapons, you can
you keep that force imbued in the weapon, allowing for
change which one you are attuned to during a long rest.
devastating force to be applied to the attack.
If you lose your Stormforged Weapon or wish to create

additional ones, you can do so over the course of three days


Charged Blade
(eight hours each day) by expending 200 gold pieces worth of
You create a bladed weapon that channels the harnessed
metal and other raw materials. When you make a new
power of the elemental storm power directly into the blade,
Stormforged Weapon, you can make the same or different
causing it to lay waste to all it strikes. This weapon deals
type, and select the same or different upgrades.
Lightning damage when applying Thundermonger.

Stormforged Weapons

Weapon Name Damage Weight Type Properties


Thunder Ammunition (range 60/180), Two-Handed, Loud†,
1d12 piercing 15 lbs. Ranged
Cannon Stormcharged*
Hand Cannon 1d10 piercing 5 lbs. Ranged Ammunition (range 30/90), Light, Loud†, Stormcharged*
Kinetic 1d10 bludgeoning + 1d4
10 lbs. Melee Two-Handed, Heavy, Loud†
Hammer thunder
Charged Blade 1d6 slashing + 1d4 lightning 3 lbs. Melee Finesse, Loud†
Lightning Pike 1d8 piercing + 1d4 lightning 10 lbs. Melee Reach, Two-Handed, Loud†

(*) Stormcharged . When you use an action, bonus action, or reaction to attack with a Stormcharged Weapon, you can make only one

Attack regardless of the number of attacks you can normally make. If you could otherwise make additional attacks with that action, the

weapon deals an additional 3d6 lightning or thunder damage per attack that was foregone.

†) Loud: Your weapon rings with thunder that is audible within 300 feet of you whenever it makes an attack.
(

23
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
.

Lightning Pike

You create a charged blade and stick it to the end of a pole,

making it slightly more unwieldy, but giving it devastating

reach. This weapon deals Lightning damage when applying

Thundermonger.


At 3rd level, the elemental might of your weapon is so

powerful its strikes deal bonus thunder damage.

When you hit a target with your Stormforged Weapon, you

can deal an extra 1d6 thunder damage. After discharging this

bonus damage, you cannot deal this bonus damage again

until the start of your next turn.

This extra damage increases by 1d6 when you reach

certain levels in this class: 5th level (2d6), 7th level (3d6), 9th

level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6),

17th level (8d6), and 19th level (9d6).

Stormcharged vs. Thundermonger

A common question is why does the Stormcharged


Property exist and how does it interact with
Thundermonger? Functionally, the stormcharged
property (like the previous loading property) has no
effect on a single classed Thundersmith, it just
exists to make Stormforged Weapons interact
better with Extra Attack for multiclassing and Cross
Disciplinary Knowledge.


Beginning at 5th level, when you miss an attack with your

Thundering Weapon, you can apply Thundermonger damage

to the target creature you missed, but it deals only half the

bonus damage. Dealing damage this way counts as applying


Lightning Magic
Thundermonger damage.
After a long study of the internal workings of your

 Stormforged Weapon, your mastery of lightning and thunder

magic is such that you learn the following spells at the


Starting at 14th level, when rolling damage for
following levels and can cast them as Inventor Spells.
Thundermonger or your Stormforged Weapon, you can

expend a spell slot to reroll a number of the damage dice up Inventor Level Spell
to your Intelligence modifier (minimum of one) and maximize

a number of dice equal to the level of the spell slot expended.


3 lightning tendrilK
You must use the new rolls. 5 crackleK
 9 lightning bolt
13 jumpin joltK
Unrestricted Upgrades
15th sky burstK
Adaptable Weapon.

You can adapt a weapon without the Ammunition property


You can cast lightning tendril without expending a spell
to have a secondary attack type giving it the functionality of a
slot, after which you must complete a long rest before you
Hand Cannon, or give a weapon with the Ammunition
can cast it without expanding a spell slot again. Starting at
Property a secondary attack with the properties of a Charged
5th level, you can choose to cast crackle without expending a
Blade.
spell slot instead.

Extended Range
How to merge your weapons.
You extend the reach of your weapon. If your weapon has
If you want to call it a gunblade, I'm not here to the Ammunition property, its range is extended normal range
stop you, but it can be any range of configuration, by 30 feet, and maximum range by 90 feet. If your weapon
from a bayonet to something more exotic.
has the Two-Handed property, it gains the Reach property.

24
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
Lightning Burst Weapon Improvement.

You upgrade your Stormforged Weapon to discharge its Your Stormforged weapon gains a +1 to attack and damage

power within a 5-feet wide and 60-feet long line. If you have rolls. This does not stack with any benefit gained from

not dealt Thundermonger damage since the start of your Arcane Retrofit, and this upgrade can be replaced as part of

turn, as an action, you can make a special attack. Each applying a bonus to your Stormforged Weapon via Arcane

creature must make a Dexterity saving throw against your Retrofit.

Spell Save DC or take damage equal to the bonus damage of

Thundermonger as lightning damage on a failed save, half as 5th Level Upgrades

much on a successful save. Echoing Boom. Incompatible with Silencer.

This counts as discharging your Thundermonger damage. You pack extra power into your Thundermonger, increasing

Firing in this way does not consume ammo. the damage it deals by 1d6.

Point Blank. Prerequisite: Hand Cannon Harpoon Reel

Being within 5 feet of a hostile creature doesn't impose You devise a secondary attack method that launches a

disadvantage on your ranged attack rolls. Additionally, can harpoon attached to a tightly coiled cord. This attack has a

use your Hand Cannon when making opportunity attacks. normal range of 30 feet and a maximum range of 60 feet, and

it deals 1d6 piercing damage. This attack does not apply


Silencer. Incompatible with Echoing Boom.
Thundermonger damage. This attack can target a surface,
You upgrade your Stormforged Weapon with a sound
object, or creature.
dampening module. Your Stormforged Weapon loses the
A creature struck by this attack is impaled by the Harpoon
Loud property. Additionally, you can expend a 2nd level spell
unless it removes the Harpoon as an action, which causes it
slot to overcharge the Silencer, casting the spell silence.
to take an additional 1d6 damage. While the Harpoon is

stuck in the target, you are connected to the target by a 60

Note: Sound - and consequently Thunder Damage - foot cord. Dragging the connected party via the attached cord

cannot pass through silence or effect a creature causes the creature moving to move at half speed unless they

inside its area of effect. are a size category larger.

While connected in this manner, you can use your bonus

action to activate the Reel action, pulling yourself to the

location if the target is Medium or larger. A Small or smaller


Shock Absorber.
creature is pulled back to you, ending the connection.
You add a reclamation device to your Stormforged Weapon
Alternatively, you can opt to disconnect the cord.
to gather energy from the surroundings when it is present. As
This attack cannot be used again until the Reel action is
a reaction to taking Lightning or Thunder damage, you can
taken.
cast absorb elements without expending a spell slot. When

absorbed in this method, you can apply the bonus damage

granted by absorb elements to your next weapon attack even


Connected... by a Rope.
if you make a ranged weapon attack.

Note that Harpooning a creature means that there


Sonic Movement. Prerequisite: Stormforged weapon that is a rope connecting you to them. While you can
can deal Thunder damage. use this to move them as per the ability, they can
You reclaim and rebalance your weapon to leverage the also use this to move you, particularly if they are
backdraft of the force it exerts. When you make an attack substantially larger. Many Thundersmiths were last
with your Stormforged weapon that would deal thunder
seen saying "I got this" and then Harpooning a
damage on your turn with your Stormforged weapon, you are
dragon. User discretion is advised.
knocked 5 feet away from the target you attacked. This

movement does not provoke attacks of opportunity.

Terrifying Thunder. Prerequisite: Echoing Boom.


Twin Thunder.
You add an additional amplifier to maximize the shock and
You can attune to two one-handed Stormforged Weapons
awe value your cannon blasts. The first time a target takes
at the same time, so long as they either share the same
damage from Thundermonger, they are deafened until the
Upgrades, or have total Upgrades equal to your maximum
end of their next turn.
Upgrade count between them. If you make an attack with one
Additionally, they must make a Wisdom saving throw
of them while holding the other, you can attack with the other
against your Spell Save DC or become frightened of you for
as a bonus action, however, both share the same use of
one minute. They can repeat this saving throw at the end of
Thundermonger. You don't add your ability modifier to the
each of their turns.
damage of the bonus attack, unless that modifier is negative
If a creature's saving throw is successful or the effect ends
or you have the Two Weapon Fighting Fighting Style.
for it, the creature is immune to Terrifying Thunder for the
While dual wielding Stormforged Weapon, you can load a
next 24 hours.
Stormforged Weapon without a free hand.

25
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
Storm Blast. Thunder Jump

You can make a special attack with your Stormforged Build a quick release for the arcane thundering energy that

Weapon, unleashing a storm blast in a 30-foot cone as an fills your Stormforged Weapon. As an action you can channel

action. Each creature must make a Strength saving throw, or it to cast thunder step without expending a spell slot. This

take 1d6 + half the bonus damage of Thundermonger and be counts as discharging your Thundermonger damage.

knocked prone. Once you use this ability, you cannot use it again until you

This counts as discharging your Thundermonger damage. complete a short or long rest.

Firing in this way does not consume ammo.

11th Level Upgrades


9th Level Upgrades Backblast

Elemental Swapping. You upgrade the firing chamber for After dealing Thunder damage on your turn, you can cast

more adaptable damage. When you take the attack action thunder clap as a bonus action. You can do this a number of

with your Stormforged Weapon you can adjust the firing times equal to your Intelligence modifier, regaining all uses

chamber, causing any bonus damage granted by after a long rest.

Thundermonger to deal fire, cold, acid, or lightning damage

instead of thunder damage. Alternatively, you can use a Vial Blast Radius

of Holy Water to cause your next Thundermonger bonus Your Devastating Blasts now deals half your weapon

damage to deal radiant damage. damage (including your modifier) in addition to half your

Thundermonger damage when you apply it to a missed target

Mortar Shells. Prerequisite: Stormforged weapon with the that is within 30 feet of you.

Ammunition property.
Stabilization
You build a secondary fire mode allowing you to fire your

cannon like a mortar. Pick a target point within range, and When making a ranged weapon attack, if neither you nor

make an attack roll. Apply the attack roll to all creatures your target has moved since your last ranged attack against

within a 5 foot radius of the target point. Creatures hit take them, then you gain advantage on the attack. Also, being

weapon damage plus half of Thunder monger bonus damage. prone no longer causes you to have disadvantage when

Dealing damage this way counts as applying Thundermonger making a ranged weapon attack with your Stormforged

damage for the turn. Weapon.

Creatures do not benefit from cover against this fire mode


15th Level Upgrades
unless they have overhead cover as well.
Massive Overload. Prerequisite: Storm Blast or Lightning

Ride the Lightning. Prerequisite: Lightning Burst Burst

When you use the Lightning Burst ability, you can opt to Before taking a shot, you can expend a 3rd level or higher

expend a spell slot of the first level or higher to infuse spell slot to use Storm Blast or Lightning Burst at the same

yourself into the burst of power. When you do so you are time as making an attack; in this case the Storm Blast or

teleported up to 60 feet in the direction of the Lightning Lightning Burst is powered by the spell slot and does not

Burst (ending early if the Lighting Burst is blocked by an count as applying Thundermonger for that turn. The

obstacle). You can stop anywhere along the path of the direction of this secondary ability is the same as your attack.

Lighting Burst, but the Lightning Burst will stop where you Doing this damages your Stormforged Weapon and you

do. must spend an action to repair it before you can fire again.

You must have the secondary ability unlocked as an upgrade


Shock Harpoon Prerequisite: Harpoon Reel
to use it.
After hitting a creature with the Harpoon fire mode, you

can use a bonus action to deliver a shock. If you have not Masterwork Weapon. Prerequisite: Weapon Improvement

dealt Thundermogner damage since the start of your turn, The bonus to attack and damage rolls for your Stormforged

you can deal damage equal to your Thundermonger bonus Weapon increases by +2 (stacking with any existing bonus

damage as lightning damage. This counts as discharging your from Weapon Improvement or Arcane Retrofit), up to a

Thundermonger damage. Additionally, the target must make maximum of +4.

a Constitution saving throw against your spell save DC or be

stunned until the end of its next turn.

Once used, the Harpoon must be reeled in before this can

be used again.

Synaptic Feedback.

You install a feedback loop into your cannon, allowing you

to siphon some energy from your Stormforged Weapon to

empower your reflexes.

Whenever you deal Lightning damage with your

Stormforged Weapon your walking speed increases by 10ft

and you can take the Dash or Disengage actions as a bonus

action. This effect lasts until the end of your turn.

26
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
 
At 3rd level, you've attained the knowledge of forging and
A Warsmith is an Inventor that has turned their wondrous
arcane tinkering sufficient to create a set of armor that
talent of invention to a singular goal: making themselves a
augments and expands your abilities from a standard, non-
juggernaut of war. The reasons behind this could be
magical, set of heavy armor using resources you've gathered.
benevolent or nefarious. Some Warsmiths seek to turn their
This process takes 8 hours to complete, requiring the use of a
invention into a machine of death and terror; others become
forge, foundry or similar and it incorporates a Warplate
the arbiter of justice and order, and others still perhaps
Gauntlet (they do not require separate attunement).
merely seek to refine their craft in pursuit of pure innovation.
While wearing your armor, your Strength ability score
Because few individuals would pursue such a wondrous
increases by 2, and your maximum Strength ability score
invention without a driven purpose to their endeavor,
becomes 22.
Warsmiths tend to be Lawful, usually driven to their actions
You can create a new set of armor by forging it from a set of
by a greater purpose they seek the power to accomplish, be it
gathered and purchased materials in a process that takes
righting the wrongs of the world, or bringing it to heel
2000 gold pieces and eight hours.
beneath their ironshod boot.
You can create multiple sets of armor, but you can only be

 attuned to one of them at a given time, and you can only

change which one you are attuned to during a long rest. If you
At 1st level, you gain proficiency with heavy armor, tinker's
create a new set of Warplate, you can apply a number of
tools and smith's tools.
Upgrades equal to the value on the class table, applying each

 at the level you get it on the class table.

When you create your armor, you can create a heavy plated
At 1st level, when you take this specialization, you construct a
Warplate, a magically enhanced set of gear, Warsuit, or you
Warplate Gauntlet. This is a specialized Wondrous Item that
can integrate your changes directly into your body as an
only you can attune to. When you create a Warplate Gauntlet,
Integrated Armor.
you can add one of the following upgrades to it: Power Fist,

Force Blast, or Martial Grip. This upgrade does not count

against your upgrade total. You can make multiple gauntlets

with different upgrades, but can only be attuned to one at a

time.

If you lose your Warplate Gauntlet, you can remake it

during a long rest with 25 gold worth of materials, or can

scavenge for materials and forge it over two days of work

(eight hours a day) without the material expense.

While wearing a Warplate Gauntlet, you can engage

Artificial Strength.

Artificial Strength

When you don your Warplate Gauntlet or as an action while

wearing it, you can dedicate some of your intelligence to fully

controlling the power of the gauntlet. You can reduce your

current and maximum Intelligence score to increase your

current Strength ability score by the same amount, but you

can only raise your Strength ability score up what your

Intelligence ability score was before engaging Artificial

Strength. You can stop using Artificial Strength at any time,

and it automatically ends if your gauntlet is removed.

Warsmith Armor

Armor Name AC Weight Strength Requirement Stealth Properties


Warplate 18 65 lbs. — Disadvantage Heavy Armor, Powerful Build
Warsuit 14 + Dex Modifier (max 2) 20 lbs. — — Medium Armor
Integrated Armor 14 + Dex modifier (max 2) N/A — — Medium Armor, Powerful Build

(*) Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

27
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
If your armor is Warplate or Integrated Armor, you gain the

Powerful Build trait. Powerful Build means you count as one

size larger when determining your carrying capacity and the


Unrestricted Upgrades
weight you can push, drag, or left. Integrated armor cannot be
Accelerated Movement You can apply this upgrade twice.
removed, but does not confer any penalty when resting in it.
You reduce the weight of your armor by 15 lbs. While
Additionally, if you are small, you become medium while
wearing your armor your speed increases by 10 feet. This
wearing Warplate.
applies to all movement speeds you have while wearing your

armor.

Design Note:
Arcane Visor You can take this upgrade multiple times

Warsmiths & Magical Armor selecting a different option each time.


By the rules laid out here, using magical armor as You magically enchant your visor. You gain one of the
a base for your Warsmith's armor has no additional following effects while wearing your armor; you pick the
effect. This is intentionally the rules-as-written effect when selecting the upgrade.
rules, but there is certainly some flexibility here.
Personally in my games, I allow it use magic armor You gain darkvision to a range of 60 feet. If you already
as the base armor with the following have darkvision, the range of that darkvision is increased
considerations: by 60 feet.

Using Adamantine or Mithral, the properties You can ignore Sunlight Sensitivity.

carry over to the Warsmith's armor. Divination spells no longer require your Concentration to

Using +1/+2/+3 armor carries over, but counts maintain. You can only use this effect one spell at a time.

as taking a free "Armor Class" upgrade for each


Regardless of the selection, you have advantage on saving
+1 the armor has, meaning that upgrade cannot
be taken to make the armor +4 or better. throws against being blinded while wearing your armor.

Armor of Resistance carries over, counting as


taking "Resistance" upgrade for that damage Collapsible Incompatible with Integrated Armor

type for free. Your Warsmith's armor can collapse into a case for easy

storage. When transformed this way the armor is

Other cases can be handled on a case by case indistinguishable from a normal case and weighs 1/3 its
basis. Consult with your DM and work something normal weight. As an action you can don or doff the armor,
out that would be reasonable to combine making allowing it to transform as needed.
receiving magic armor a cool bonus, but not
something that breaks the game! Flame Projector

You gain the ability to unleash fire energy. While wearing

your Warplate Gauntlet, you can cast fire bolt, and gain

 access to the following spells at the following levels while

wearing your Warplate Gauntlet:


Beginning at 5th level, you can attack twice, instead of once,

whenever you take the Attack action on your turn.


Inventor Level Spell
 3th burning hands
Starting at 14th level, you've mastered the customization of
5th scorching ray
your Warsmith's armor. You can add one additional upgrade

to your armor that does not count against your Upgrade total. 9th fireball
Additionally, during a long rest, you can now swap out any
13th wall of fire
one upgrade for any other upgrade of the same level, so long

as you don't have an upgrade that requires the upgrade you 17th immolation
are removing as a prerequisite, or an incompatible upgrade.

Force Blast

You upgrade your Warplate Gauntlet to deliver special

What Does Your Armor Look Like? ranged attacks. These attacks are a ranged spell attack that

Nothing in this document specifies the visual deals 1d8 + your Intelligence modifier force damage, and has

appearance of your armor beyond the type of a range of 60 feet.

armor, but it very likely does not look like a You are proficient in this weapon. When you take the attack

standard set of armor. Consider what the visual action, you can use this ranged spell attack in place of any

differences are - are you enhancements more attack made.


mechanical in nature or more magical in nature?
Does it have geared joints, glowing runes, or both?
Consider how your setting might react to
someone standing around in such armor. In all but
the highest magical settings, such a set of armor is
likely to attract some curiosity or concern.

28
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
Grappling Reel

Prerequisite: Warplate or Integrated Armor Variant: Impact Gauntlet


Your Warsmith's armor gains an integrated grappling reel
Your DM may allow you to take the Impact
set into your gauntlet. As an attack or as an action, you may Gauntlet upgrade of the Gadgetsmith in place of a
target a surface, object or creature within 30 feet. If the target Power Fist, which is similar but deals 1d6 damage
is Large or Smaller, you can make a Grapple check to pull it and has the Finesse property. For the purposes of
to you and Grapple it on success. Alternatively, if the target is upgrades, Impact Gauntlets and Power Fists should
Large or larger, you can choose to be pulled to it, this does be considered interchangeable.
not grapple it. This movement generates attack of opportunity

as normal movement would.

Reinforced Armor
Grappling Hook
You reinforce the structure and materials that make up
Prerequisite: Warsuit
your Warsmith's armor. Your Warsmith's armor Armor Class
Your Warsuit's gains an integrated grappling hook set into
(AC) increases by 1.
your gauntlet. As an attack or as an action, you may target a
You can apply this upgrade up to 3 times.
surface, object or creature within 20 feet. If the target is

Small or Smaller, you can make a Strength (Athletics) Sentient Armor

grappling check to pull it to you and grapple it. Alternatively, if You create an artificial personality integrated into your
the target is Medium or larger, you can choose to be pulled to armor, giving it limited sentience. This sentience assists you
it, however, this does not grapple it. Attacks of opportunity in many ways. While wearing your armor, your Intelligence
generated by this movement have disadvantage. ability score and maximum Intelligence ability score are

increased by 2. Your army can speak understand and speak


Lightning Channel
any language you can speak. You can communicate
You are able to funnel your suits' power into your attacks.
telepathically with it while wearing it.
Inventor
You can use this upgrade to cast lightning charged as a

bonus action without expending a spell slot. Once used, this


Level 5 Upgrades
upgrade cannot be used until you complete a short or long
Artificial Guidance Prerequisite: Sentient Armor
rest.
You upgrade the artificial personality integrated into your
Additionally, you can apply the damage from lightning
armor to assist with a new skill. While able to communicate
charged on your Force Blast ranged spell attacks.
with your armor, you can gain the effect of guidance when

making an Intelligence or Wisdom ability check.


Lightning Projector

You gain the ability to unleash lightning energy. While


Active Camouflage
wearing your Warplate Gauntlet, you can cast shocking
As an action, you can activate active camouflage causing
grasp, and gain access to the following spells at the following
your suit to automatically blend into its surroundings. This
levels while wearing your Warplate Gauntlet:
lasts until deactivated. While this is active, you are considered

Inventor Level Spell lightly obscured, and can hide from a creature even when

they have a clear line of sight to you. Wisdom (Perception)


3 lightning tendrilK checks to find you that rely on vision are made with

5 lightning chargedK disadvantage.

9 lightning bolt Emergency Protocol Prerequisite: Sentient Armor

K
13 jumping jolt The intelligence in your armor will attempt to preserve

your life. If you are Incapacitated or Unconscious and cannot


17th sky burstK take your action, it will cast a spell or take the dodge action. It

can only cast spells using your armor's upgrades. It can act in

Martial Grip this way up a number of turns equal to your Intelligence

Your Warplate Gauntlet grants the ability to wield a wide modifier, but this control strains its abilities, and it cannot

variety of powerful weapons. You gain proficiency with take control again until you complete a short or long rest. You

martial weapons while wearing your Warplate Gauntlet. automatically resume control if you are no longer

Incapacitated or Unconscious.
Power Fist You can apply this upgrade twice.

Your Warplate Gauntlet becomes melee weapon while you Force Accumulator Prerequisite: Force Blast

aren't holding anything in it. You have proficiency in this Every time you expend a spell slot of 1st level or higher, you

weapon, and it has the Light and Special properties. It deals accumulate charges to your Force Blast equal to the level of

1d8 bludgeoning damage. spell slot spent, up to a maximum number of Charges equal

Special: When you make an attack roll, you can choose to to half of your Intelligence modifier (rounded down). When

forgo adding your Proficiency bonus to the attack roll. If the you deal damage with Force Blast, you can expend the

attack hits, you can add double your Proficiency bonus to the accumulated charges to deal an additional 1d6 damage or to

damage roll. move the target 5 feet directly away away from you, per

You can apply this upgrade up to 2 times, making a charge spent

separate weapon with the same properties the second time. Charges not expended within 1 minute of being

accumulated are lost.

29
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
Mechanical Enhancement Prerequisite: Integrated Armor Brute Force Style

You improve every aspect of yourself ever so slightly. You The strength imparted by your armor gives the force of

gain +5 feet of movement, one additional hit point per blows the devastating power of a more skilled combatant. You

Inventor level, and +1 to Strength, Dexterity, and Constitution can select a Fighting Style from Duelist, Great Weapon

saving throws. Fighting, or Two Weapon Fighting and gain the effect of that

Fighting Style while wearing your armor.


Reactive Plating Prerequisite: Warplate

Your armor partially deflects incoming blows. You can use Phase Suit Prerequisite: Warsuit

your reaction when hit by an attack that deals bludgeoning, You gain the ability to cast misty step and blink while

piercing, or slashing damage to reduce the damage of that wearing your Warsuit. Additionally, as an action, you can

attack by an amount equal to your proficiency bonus. become intangible, and move through creatures or objects

until the end of your turn. If you end your turn inside a

Resistance creature or object, you are forced to the nearest unoccupied

You tune your armor against certain forms of damage. location, taking 10 force damage for each foot you are forced

Choose acid, cold, fire, force, lightning, necrotic, radiant, or to move. Once you become intangible using this upgrade, you

thunder damage. While wearing your armor you have cannot do so again until you complete a short or long rest.

resistance to that type of damage. If you apply this upgrade

more than once you must choose a different damage type. Recall.

When not being worn you can hide your Warsmith's armor
Sealed Suit Prerequisite: Warplate in a pocket dimension. As an action you can magically

As a bonus action on your turn you can environmentally summon the armor and don it. You can use a bonus action to

seal your Warplate, giving you an air supply for up to 1 hour return the armor to the pocket dimension.

and making you immune to poison (but not curing you of While in the pocket dimension the armor cannot be

existing poisoned conditions). affected by other abilities and cannot be interacted with in

In addition to the above, you are also considered any way.

acclimated to cold and hot climates while wearing your

armor, and you're also acclimated to high altitude while

wearing your armor.

Level 9 Upgrades

Ether Reactor

You construct an ether reactor that feeds your armor,

powering its upgrades with arcane energy. The Ether Reactor

has 6 charges, and can be used to power upgrades that cast

spells, even upgrades that would normally only recharge after

a rest can cast instead using charges, spending 1 charge per

level of the spell you are casting. You can cast spells at a

higher level by expending more charges. It regains all charges

at the end of a long rest.

If your Ether Reactor has no charges left, you can overdraw

your Ether Reactor for one last burst of power, but your

armor is temporarily immobilized and your speed while

wearing your armor becomes zero for a number of rounds

equal to the level of the spell cast. Once you do this, you

cannot do this again until you complete a long rest.

Heads Up Display Prerequisite: Arcane Visor, Sentient

Armor

You can delegate displaying and tracking things in your

sight to your Sentient armor, granting you the following

benefits:

When a creature attempts to take the Hide action against

you, you can make an active Wisdom (Perception) check

to contest its Dexterity (Stealth) check as a reaction.

When making an Dexterity saving throw against an attack

you can see, you can make an Intelligence saving throw

instead.

When a creature hits you with a ranged attack roll, you

can cast true strike as a reaction targeting that creature.

30
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
Level 11 Upgrades Level 15 Upgrades

Cloaking Device Prerequisite: Active Camouflage Iron Grip Prerequisite: Iron Muscle. Incompatible with

If you do not move during your turn with active camouflage Integrated Attack.

engaged, you can use your reaction to take the Hide action You improve your grip strength and control of one of your

using an Intelligence (Stealth) check. You make this check gauntlets beyond the limits of flesh. While wearing your suit,

with disadvantage if you are within 5 feet of another creature you gain the following benefits:

or you attacked during your turn.


You can wield Large sized weapons without a penalty as a
You can overload your camouflage to cast greater
medium sized creature.
invisibility without expending a spell slot. Once you do this,
One handed weapons you wield count as if being wielded
you cannot do this again until you complete a long rest.
with two hands.

Lightning Rod Prerequisite: Lightning Channel


Inventor Phase Engine Prerequisite: Warsuit
Whenever you cast lightning charged , you can treat
When you are attacked, you can use your reaction to
the spell as if it was cast by a spell slot one level higher.
become intangible, causing that attack to miss if it is a

Flash Freeze Capacitor Incompatible with other Capacitors. nonmagical attack, or to have disadvantage if it is a magical

You can store arcane energy, releasing it in a torrent of attack. Once you do so, you cannot do so again until you

freezing energy. As an action, you can cast cone of cold complete a short or long rest. This upgrade is refreshed every

without expending a spell slot or charges. The affected area time you teleport or enter the ethereal plane.

becomes difficult terrain until the end of your next turn.


Heavy Plating Prerequisite: Warplate
Once you use this upgrade, you cannot use it again until
You install special heavy plating, giving you resistance to
you complete a long rest.
bludgeoning, piercing, and slashing damage from non-

Flight magical sources while wearing your Warplate.

You integrate a magical propulsion system into your


Sun Cannon.
Warsmith's armor. While wearing your Warsmith's armor you
You install a sun cannon into your Warsmith's armor,
have a magical flying speed of 30 feet.
allowing you to unleash devastating solar laser blasts. As an

Integrated Attack. Prerequisite: Integrated Armor or action, you can cast sunbeam without expending a spell slot.

Warplate Incompatible with Iron Grip. Once you use this ability, you can not use it again until you

You integrate a melee weapon into your Warsmith's Armor. complete a long rest.

When you apply this upgrade you must have a weapon to


Virtual Interface. Prerequisite: Sentient Armor
integrate, and you must choose where on your armor the
When you use Artificial Strength to raise your Strength
weapon is located. The weapon cannot have the Heavy
ability score, you no longer lower your Intelligence ability
property. You are proficient with this weapon. As a bonus
score below your natural maximum (not counting Sentient
action you can activate the weapon.
Armor).
You must treat it as though you are wielding it with one

hand, but you cannot be disarmed of it. Once activated, you

can use this weapon when you take the attack action, and it

does not require the use of a hand or your Warplate Gauntlet.

You can apply this upgrade multiple times, selecting a new

weapon and new location on your armor to install it.

When you activate your integrated weapon, you can

immediately make one attack with it. While it is active, if you

take the attack action on your turn, you can make an one

additional weapon attack with your integrated weapon using

your bonus action.

Iron Muscle Prerequisite: Integrated Armor or Warplate.

You reinforce the structure of your armor, giving it the

strength of giants. While wearing your armor, your current

Strength ability score is increased by 2, and your maximum

Strength ability score becomes 24.

Power Slam Capacitor Incompatible with other Capacitors.

You store up kinetic energy, and unleash it in a mighty

bound. As an action, you can jump up to your entire

movement speed and cast destructive wave without

expending a spell slot or charges upon landing.

Once you use this upgrade, you cannot use it again until

you complete a long rest.

31
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)

A Fleshsmith is the sort of person that makes people

uncomfortable. Even when encountered in the most ideal

circumstances, they simply have the sort of gaze that makes

one think they may be thinking "how could I improve that" as

they look at you.

A particular path of Inventor that has turned their

creative talents... inward. They seek to understand

and improve the limitations of flesh. All too

frequently they place a slightly different value

on aesthetic than others might, tending to

find beauty primarily in efficiency.

A Fleshsmith tends to be more eccentric than

inclined to any particular alignment, though even the most

benevolent one may find that the only reason their activities

wouldn't be illegal is that no one considered them possible.


When you choose this specialization at 1st level, you gain

proficiency in the Medicine skill, as well as proficiency with

Leatherworker's tools (it's best if you don't think about the

details on that one too much...)

Additionally, you can make all Medicine checks as

Intelligence (Medicine) check. When you take an Intelligence

(Medicine) check to stabilize a creature, they regain 1 hit

point.


At first level, you select an approach to your work, a

specialization to your art form. Select one the following

options:

Perfection of Form

Nature had its chance to make your form, now it's your turn
Starting at 3rd level, your body has such vitality that it is
to improve it. When you take this path, you gain the
constantly able to restore itself. While you have 1 or more hit
Fleshcrafted Mutation upgrade, and it does not count
points, at the start of your turn, you can choose to expend a
against your upgrade total.
hit die and regain the value rolled + your Constitution
When you take the Attack action, you can use your bonus
modifier health (as normal for expending a hit die). If you
action to make a single additional attack with this upgrade.
have zero hit points, you can use this feature at the end of
You can make this additional attack a number of times equal
your turn.
to your Inventor level. You regain all uses at the end of a long
Additionally, you regain hit dice equal to your Constitution
rest.
modifier on a short or long rest (in addition to normal hit dice

recovery on a long rest).


Perfection of Mind
If you are missing any limbs at the start of a long rest, at
You know that perfection is an aspect of knowledge, a perfect
the end of the long rest the missing limb is regenerated.
understanding of the mechanics of the Body, inside and out.

But particularly inside. You gain expertise in Medicine.



Additionally, you gain the Dissection upgrade, and it does not
Additionally at 3rd level, you can use Arcane Retrofit to
count against your upgrade total.
transmute a bonus to attack or damage rolls on a weapon to
You have a pool of d8s equal to your Inventor level. When
natural weapons gained from this subclass.
you restore hit points to a creature or use an Intelligence

(Medicine) check to deal damage to a creature, you can 


expend these d8s to restore additional health or deal
Beginning at 5th level, you can attack twice, instead of once,
additional damage. You can spend a number equal to
whenever you take the Attack action on your turn.
Proficiency bonus at a time. You regain this pool of d8s at the

end of a long rest. 


Starting at 14th level, your understanding of Thesis of Flesh

grows; you regain uses of the resource it provides equal to

your Intelligence modifier when you complete a short rest.

32
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
 Fleshcrafted Mutation You can add this upgrade multiple

times

You enhance your body by crafting or mutating a new part


Unrestricted Upgrades
through grotesque experimentation. Select one of the
Adorable Critter
following mutations:
You experiment on creating an adorable critter. You create -

or modify - a CR 0 tiny creature. This creature serves as a Mutation Description


familiar as per the find familiar spell, but does not disappear

when reduced to zero hit points, and simply becomes


Extra This arm is capable of doing things an arm can
Arm do, like holding and hitting things.
Unconscious. It cannot fully die unless destroyed. If it starts

its turn unconscious, it regains its full hit points and regains You gain a natural weapon that deals 1d8
Extra
slashing damage, and counts a finesse weapon.
consciousness. It can do this a number of times equal to your
Claws
Intelligence modifier. You are proficient with these new claws.
You can resuscitate it (or rebuild it, as necessary) at the end
Your mouth becomes a natural weapon that
Extra
of a short or long rest should anything untoward happen to it deals 1d10 piercing damage. You are proficient
Fangs
without expending a spell slot or material component. It's using these fangs as a weapon.
creature type is Construct.
You gain a tentacle appendage that is a natural
Better Eyes You can select this Upgrade multiple times. weapon the deals 1d6 bludgeoning damage with
Your eyes did not see everything you wanted them to, so
Extra the reach property. You are proficient with this
you replace them with eyes that do. You gain a benefit to your
Tentacle natural weapon. Using this tentacle, you can
make a Strength (Athletic) check or object
vision, selecting one of following enhancements:
interaction with a reach of 10 feet.
Blindsight (10 feet)

Darkvision (60 feet),

The ability to see clearly twice as far as your natural vision Extra Arm & Perfection of Form
range.
When attacking with a Perfection of Form with an
Proficiency in the Perception skill. extra arm, you can make an attack with a weapon
held in that arm. You only make a weapon attack
If you select this upgrade again, you must select a different
with two hands if you have two or more extra arms
benefit.
to use for it.
Dissection

If you are holding a melee finesse weapon you have


Fleshcrafted Enhancement
proficiency with, as an action you can make an Intelligence
Prerequisite: Applicable Fleshcrafted Mutation
(Medicine) ability check against a creature within reach with

a DC equal to its armor class. If you succeed the check, you You use the knowledge of inhuman anatomy or twisted

can deal damage to that creature equal to your weapons powers you gain from to formulate an unnatural

damage dice plus your Intelligence modifier. On a roll of 20, enhancement of your Fleshcrafted Mutation, granting it an

the roll weapon damage dice are doubled. additional power. The table below shows which

enhancements can be applied to which mutations.


If you could normally make more than one weapon attack

as part of the Attack action, you can deal a number of Each enhancement has an empowered effect. An

additional dice equal to the number of attacks you could empowered effect automatically occurs when you roll a 20 to

normally make as part of an attack action when taking this hit with your natural weapon on an attack with the

action (for example, if you have the Extra Attack feature and enhancement, or once per turn on your turn, you can

take this action with a dagger, you would deal 2d4 + your manually activate the empowered condition by expending a

Intelligence modifier damage). 1st level or higher spell slot.

Crushing Grip

You don't let things go once you have them in your grip.

Creatures that are grappled or restrained by you have

disadvantage on attempting to escape the condition.

Additionally, you can choose to apply damage equal to your

Strength modifier to any creature that starts its turn grappled

or restrained by you.

Extra Eyes

Why only see one direction? You add extra eyes. You gain

proficiency in the Perception skill. If you are already

proficient in the skill, you add double your proficiency bonus

to checks you make with it. In addition, you have advantage

on Wisdom (Perception) checks that rely on sight.

33
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
Enhancement Qualified Mutations Effect Empowered Effect
Once per turn, on your turn, when dealing
damage with your Extra Fangs, you can drain the
life from your victim adding 1d4 necrotic damage You add your Constitution modifier
Vampiric Extra Fangs
roll. If the target is a living creature over CR 1/4, to the hit points regained.
you regain hit points equal to the necrotic
damage dealt.
Once per turn, on your turn, when dealing
Extra Fangs, Extra damage with your Fangs or Claws you can ignite You deal an additional 1d6 fire
Infernal
Claws your claws with infernal flames, the attack deals damage.
an additional 1d6 fire damage.
The target must make a Constitution
Once per turn, on your turn, when you hit a saving throw against your Spell Save
Extra Fangs, Extra creature with your natural weapon you can inject DC or become poisoned for 1
Venomous
Claws venom, the attack deals an additional 1d8 poison minute. They can repeat their saving
damage. throw at the end of each of their
turns.
The damage die of your natural weapon becomes You can maximize one damage die
Extra Fangs, Extra
Razor one step higher (for example, Extra Fangs go of your choice from damage dice of
Claws
from 1d10 to 1d12). the damage roll.
You can make an additional single
attack with your Fleshcrafted
You gain an additional reaction you can only use
Extra Arm, Extra addition. This attack only deals the
Relentless to make an attack of opportunity with that
Tentacle weapon damage of the attack, and
Fleshcrafted Mutation.
does not add your modifier to the
damage dealt.

One Enhancement

Note that unless otherwise specified, an upgrade


can be take only once. In this case, all the
enhancements are effectly mutually exclusive.

Empowered Relentless Attacks:

Your Empowered Relentless attack will deal either


the natural weapon die of the natural weapon, or
the weapon die of a weapon held in an extra arm.
This can be a two handed weapon only if you have
two extra arms.

34
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
Field Surgery Additionally, when you make a Death Saving Throw, you can

Some say that not all medical problems require surgery. replace the results of that roll with a 20. Once you do this, you

Not you. As an action, you can repair a body to its natural cannot do this again until you complete a long rest.

limits far more quickly than its natural limits. You can repair
Subdermal Plating
a willing creature within 5 feet, allowing them to expend hit
Exoskeletons are bulky, and endoskeletons just don't offer
dice up to half Inventor level (rounded up). Each hit dice
enough protection, so you compromise. You gain natural
spent is rolled as normal, but you can add the higher value of
armor granting you a base AC of 17 (your Dexterity modifier
their Constitution modifier or your Intelligence modifier.
doesn't affect this number). This increases to 18 when you

Fix Flesh reach 5th level. If you are using a shield, you can apply the

Your expertise in the working of flesh makes you an artisan shield's bonus as normal.

of fixing broken creatures. When you cast cure wounds you


Toxicity
restore an additional amount of health equal to your
Copying certain frog species, you make your blood
Intelligence modifier.
poisonous. Once per turn, when a creature hits you piercing

Forbidden Knowledge or slashing damage while within 5 feet of you, they take

You deliver into the arcane mechanics of how bodies work. poison damage equal to your Constitution modifier. If damage

Otherwise known as Necromancy. You learn additional spells is from a biting attack, they take twice as much damage.

as shown on the table below: You may also opt to make yourself take on a different skin

hue, to let creatures know they shouldn't eat you.


Inventor Level Spells Learned
Unnatural Health
3 inflict wound, false life
You're a shining beacon of vitality. You gain an additional 1

5 blindness/deafness, gentle repose maximum hit point for each level of Inventor you have.

9 life transference, vampiric touch Additionally, When you roll a 1 or 2 on a hit die for

recovering health, you can reroll the die and must use the
13 blight new roll, even if it is a 1 or a 2.

Horrifying Abomination Prerequisite: At least 5 upgrades 5th Level Upgrades


modifying your body. Life Merchant

The perfect form you have crafted intimidates inferior You can share your considerable vitality with other
beings. You gain proficiency in Intimidation skill, and you are creatures. You are a generous person, after all. You learn the
already proficient in it, you can add twice your proficiency spell life transference, and you can cast life transference
bonus. without expending a spell slot. Once you cast in this way, you

cannot cast it again with this upgrade until you complete a


Massive Mutation
short or long rest.
You develop a method to suddenly mutate. As a bonus

action, you can become a large sized creature. Creatures of Pressure Points Prerequisite: Perfection of Mind

your choice within 30 feet of you that witnesses this must You extensive knowledge of anatomy allows you to target

make a Wisdom Save against your Spell Save DC or become critical spots. When you deal damage to a target with a melee

frightened of you until the end of their turn. weapon, as a bonus action you can force them to roll a

While you are large, you deal an 1d4 damage with your Constitution Saving Throw against your spell save DC.

natural weapons and weapons sized for medium creatures, If they fail, they suffer the effect of the slow spell until the

and you have advantage on Strength (Athletics) checks. You end of your next turn. If you hit them again while they are

can revert to normal size as bonus action. under the effect of this feature, they become Restrained until

You can spend a number of rounds equal to your the end of your next turn. If the creatures is already

Constitution modifier + Intelligence modifier as a large Restrained they become stunned until the end of your next

creature before you must revert and can not become large turn. If they already Stunned they become Paralyzed until the

until you complete a short or long rest. After a short or long end of your next turn.

rest, you regain all rounds of duration you can remain as a If the target becomes paralyzed from these attacks or

large creature. passes a Constitution saving throw against it, they become

immune to this ability for 24 hours.


Mutating Mastery

After so many little adjustments, you find that your form is Reflexive Twitch Prerequisite: Extra Arm

quite flexible to your needs. You gain the ability to cast alter When you take damage from a target within 5 feet of you,

self without expending a spell slot. Once you cast in this way, you can use your reaction to reflexively attack them with your

you cannot cast it again with this upgrade until you complete Extra Arm. This attack does not add your Strength or

a short or long rest. Dexterity modifier to damage dealt, unless that modifier is

negative.
Secondary Life Organs

Realizing the fragility of mortal life, you modify yourself

with additional necessary functions. You are no longer take

extra damage from critical strikes.

35
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
Safe Revival Technique Prerequisite: Field Surgery Vivisection Prerequisite: Perfection of Mind

You can cast revivify without expending a spell slot or When dissecting a creature using an Intelligence

material component. For some reason the target gains a level (Medicine) check granted by Perfection of Mind, if the

exhaustion, and is frightened of you for one minute upon creature's remaining hit points is lower than the result of your

reviving. Intelligence (Medicine) check, you can choose to vivisect the

creature, killing it instantly instead of dealing damage.


9th Level Upgrades
If you kill a creature in this manner, you have advantage on

Extreme Mutation Prerequisite: Mutation Mastery an Medicine check to harvest organs, ingredients, or other

You can push your mutation to the limits and well beyond items from it.

using a touch of magic. You learn the spell polymorph, but

unless you know this spell from another source, you can only 15th Level Upgrades

target yourself. Additionally, you can cast this spell without Autoimmune Response You attain full mastery of your body

expending a spell slot, but once you do so, you cannot do so and its functionality, able to detect when it malfunctions. As a

again until you complete a long rest. reaction, you can end a condition or disease affecting you as

the result of failing a saving throw, even if you would normally

not be able to take reactions due to the condition.

Polymorph Shapes Once you do this, you cannot do this again until you

For balance reasons, Polymorph allows you to turn complete a short or long rest.

into beasts. If you'd like to work with your DM to a


form that uses the stats of a beast, that may be Best Eyes Prerequisite: Better Eyes

more visually thematic for your shape changing Despite your high quality eyes, you've noticed somethings
ability that's something that might be a neat flavor still see better than you, so you take their eyes and use those
to it, but unlocking monstrosities or aberrations instead. You gain truesight of 30 feet in addition to your
tends to introduce balance issues. normal vision.

Flesh Shaper

Life Void Prerequisite: Life Merchant You gain the ability to cast clone without expending a spell

You hunger for missing vitality. After casting life slot. You still require material components. Once you cast

transference the first time you damage a living creature this spell, you cannot cast it again until you complete a long

within the next minute, you deal an additional 3d8 necrotic rest.

damage, and regain hit points equal to the necrotic damage


Uncanny Strength Prerequisite: 18 Strength You can take
dealt.
this upgrade twice

Massive Hulk Prerequisite: Massive Mutation You don't see what the big deal is with two handed

You no longer have a limit to how long you can stay in weapons. After some small improvements to one of your arm

larger form. and grip, you can hold a two handed weapon in one-hand in

the upgraded hand.

11th Level Upgrades

Dark Miracle
Rules Tip: Two Weapon Fighting
When you use an action that restores health another player,

you can expend up to 4d4 of your own hit points to increase Note that this does not grant them the Light
the amount of health restored by that much. Creatures that property, so two-weapon fighting will not
receive this strange surge vitality have advantage on their
inherently work with them, though with the Dual
next attack or saving throw.
Wielder feat, they would.

Unrelenting Predator Prerequisite: Fleshcrafted

Enhancement Undying Fortitude

Activating your Fleshcrafted Enhancement no longer When you drop to zero hit points, rather than falling

requires a spell slot, though can still only be done once per conscious, you make a Constitution saving throw equal to the

turn. amount of damage over your current hit points taken. On

success, your hit points become 1 instead of zero, and you


Wings Seem Useful
remain conscious.
You decide that wings seem useful, and install a pair on

your back. You can shape them like any naturally functional

wings, such as a bird, bat, or insect. These grant you a flying

speed equal to your movement speed, so long as you are not

wearing heavy armor.

36
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)

1st Level 2nd Level 3rd Level

Alarm Aid Dispel Magic


Arcane Ablation K Alter Self Dispel Construct K
Arcane Weapon K Arcane Lock Elemental Weapon
Awaken Rope Blur Feign Death
Bond Item K Cloud of Daggers Flame Arrows
Catapult Darkvision Fireburst Mine K
Comprehend Languages Earthbind Gaseous Form
Cure Wounds Enhance Ability Glyph of Warding
Detect Magic Enlarge/Reduce Life Transference
Disguise Self Find Traps Lightning Arrow
Expeditious Retreat Heat Metal Magic Circle
Fall Inventor Hold Person Nondetection
False Life Imbue Luck K Protection from Energy
Feather Fall Invisibility Sending
Grease Knock Tiny Servant
Identify Lightning Charged K Wall of Sand
Illusory Script Locate Object Water Breathing
Jump Magic Weapon Water Walk
Longstrider Magic Mouth Wind Wall
Sanctuary Nystul’s Magic Aura
Seeking Projectile K Protection from Poison 4th Level

Snare See Invisibility Arcane Eye


Unburden K Spider Climb Death Ward
Unseen Servant Thunderburst Mine K Fabricate
Tenser’s Floating Disk Fire Shield
Freedom of Movement
Greater Invisibility
Leomund’s Secret Chest
Otiluke’s Resilient Sphere
Repair K
Stone Shape
Stoneskin
Sickening Radiance

5th Level

Animate Objects
Creation
Hold Monster
Legend Lore
Mislead
Passwall
Skill Empowerment
Telekinesis
Teleportation Circle
Transmute Rock
Vorpal Weapon K
Wall of Stone

Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)




 Fasten. The rope flies up 60 feet and ties one end to an

object or surface that a rope could be tied to, before

 becoming inanimate again, hanging from the object.

Grab. The rope lashes out grabs one Small or smaller


1st-level transmutation
object that is not being worn by a creature within a range
Casting Time: 1 action
equal to the length of the rope and pulls that object back
Range: Touch
to your hand. If that object is being carried by a creature, it
Components: V, S
must make a Strength saving throw. On success, it retains
Duration: 1 hour
the object, and on failure the object is pulled from the

You touch a piece of worn armor or clothing and imbue it creature.

with magic. The creature wearing this imbued item gains 4


At Higher Levels. When you cast this spell using a spell
temporary hit points for the duration. When these temporary
slot of 2nd level or higher, you can target a chain instead of a
hit points are exhausted, at the start of the creature's next
rope. It has the same available actions, but it has a DC 15, an
turn it will gain hit points equal to 1 hit point less than the
AC of 15, and resistance to slashing damage when taking the
previous amount gained from this spell (for example, from 4
Bind action. When cast with a spell slot of 3rd level or higher
to 3), until no temporary hit points would be gained and the
targeting a rope, that rope is magically imbued for 1 minute,
spell ends.
gaining an DC of 15, an AC 20, and 20 hit points.
At Higher Levels: The initial temporary hit points

increases by 1 for each slot level above 1st.



 1st-level conjuration

Casting Time: 1 minute


1st-level transmutation
Range: Touch
Casting Time: 1 bonus action
Components: V, S
Range: Touch
Duration: 8 hours
Components: V, S

Duration: 1 hour You touch an item weighing no more than 100 pounds and

form a link between you and it. Until the spell ends, you can
You touch a weapon and imbue it with magic. For the
recall it to your hand as a bonus action.
duration the weapon counts as a magical weapon and any
If another creature is holding or wearing the item when
damage dealt by it is Force damage. When casting this one a
you try to recall it, they make a Charisma saving throw to
weapon with the ammunition property, it no longer consumes
retain possession of the item, and if they succeed, the spell
ammunition when fired, and does not need to be reloaded.
fails. They make this save with advantage if they have had
At Higher Levels: When you cast this spell using a spell
possession of the item for more than 1 minute.
slot of 3rd or 4th level, the duration becomes 8 hours. When

you use a spell slot of 5th level or higher, the duration



becomes 24 hours.
1st-level transmutation

 Classes: Inventor, Sorcerer, Wizard

Casting Time: 1 action


1st-level transmutation
Range: Self
Classes: Inventor, Bard, Occultist, Ranger, Sorcerer, Wizard
Components: V, S
Casting Time: 1 Action
Duration: Instantaneous
Range: Touch

Components: V, S, M (10 to 60 feet of cord or rope, worth at You alter gravity for yourself, causing you to reorient which

least 1 cp) way is down for you until the end of your turn. You can pick

Duration: Instantaneous any direction to fall as if under the effect of gravity, falling up

to 500 feet before the spell ends.


As an action, you can touch a rope 10 to 60 feet long and
If you collide with something during this time, you take
issue a single command to it, selecting from the following
falling damage as normal, but you can control your fall as you
options:
could under normal conditions by holding onto objects or

move along a surface according to your new orientation as


Bind. The rope attempts to bind a creature of your choice
normal until your turn ends and gravity returns to normal.
within 20 feet of you. The creature must make a Dexterity

saving throw or become restrained until it is freed. A

creature can use its action to make a DC 10 Strength

check, freeing itself or another creature within its reach

on a success. Dealing 5 slashing damage to the rope (AC

10) also frees the creature without harming it, ending the

effect and destroying the rope.

38
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
 
1st-level transmutation 2nd-level evocation

Casting Time: 1 action Casting Time: 1 action

Range: Self Range: Touch

Components: V, S, M (A magic item that casts a spell). Components: V, S, M (a piece of once used lightning rod)

Duration: 24 hours. Duration: 10 minutes

Classes: Inventor
You channel lightning energy into a creature. The energy is

You touch a weapon granting it the throwing 20/60 property. harmless to the creature, but escapes in dangerous bursts to

If it already has the thrown property, it's range increases by other nearby creatures.

20/60. It also gains the "returning" property. After being Every time that creature strikes another creature with a

thrown it automatically reappears in the throwers hand. melee attack, a spell with a range of touch, is struck by

another creature with melee attack, or ends their turn while


 grappling or being grappled by another creature, they deal

1st-level transmutation 1d6 Lightning damage to that creature.

Casting Time: 1 action Once this spell has discharged 6 times (dealing up to 6d6

Range: Touch damage), the spell ends.

Components: V, S At Higher Levels: The spell can discharge damage 2

Duration: Concentration, up to 10 minutes additional times (dealing 2d6 more total damage) before the

spell ends for each slot level above 2nd.


You touch a piece of ammunition or weapon with the thrown

property imbuing it with the property of seeking its target.



When a ranged attack roll is made with that weapon that
2nd-level abjuration
attack gains advantage and the attack roll can add your spell
Casting Time: 1 minute
casting modifier to the value on the dice. If that makes the
Range: Touch
value on the die + your spell casting modifier results in a 20
Components: V, S, M (Any tiny nonmagical item, which is
or more, the attack is a critical hit as if a 20 was rolled. After
destroyed by the activation of the spell)
making the attack roll, the spell ends.
Duration: 8 hours

 You can set a magical trap by infusing explosive magic into an
1st-level transmutation
item. You can set this item to detonate when someone comes

Casting Time: 1 action within 5 feet of it, or by a verbal command using your

Range: Touch reaction (one or more mines can be detonated).

Components: V, S When the magic trap detonates, each creature in a 10-foot-

Duration: 1 hour radius sphere centered on the item must make a Constitution

saving throw. A creature takes 3d8 thunder damage on a


A creature you touch no longer suffers the penalties to
failed save, or half as much damage on a successful one. If a
movement speed or to their Dexterity (Stealth) checks while
creature is in the area of effect of more than one
wearing medium or heavy armor, and is no longer
thunderburst mine during a turn, they take half damage from
encumbered from carry weight unless they are carrying more
any subsequent effects of the mines.
than twice the weight that would encumber them.
A magical mine must be set 5 feet or more from another

 mine, and cannot be moved once placed; any attempt to move

it results in it detonating unless the Inventor that set it

 disarms it with an action.

2nd-level abjuration

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: 1 hour

You touch a weapon or worn item and imbue luck into it. If

imbued on a weapon, for the duration, on an attack roll, the

wielder can roll an additional d20 (they can choose to do this

after they roll, but before the outcome is determined). The

creature can choose which of the d20s is used for the attack

roll.

If imbued into a worn item, they can roll a d20 when

attacked, then choose whether the attack uses the attacker's

roll or theirs.

With either use, the spell immediately ends upon rolling

the extra d20.

39
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
 
 
3rd-level abjuration 5th-level transmutation

Casting Time: 1 action Casting Time: 1 action

Range: 60 feet Range: Touch

Components: V, S Components: V, S

Duration: Instantaneous Duration: Concentration, Up to 1 hour

You can attempt to purge the magic animating a construct You touch a weapon and imbue it with power. Until the spell

within range, rendering it inert. The target takes 4d10 force ends, the weapon becomes indescribably sharp, ignoring

damage must succeed on a Constitution saving throw or resistance to slashing damage, and gains the Siege property,

become stunned for 1 minute. At the end of each of its turns, dealing double damage to inanimate objects such as

the target can make another Constitution saving throw. On a structures. If a weapon has a modifier of less than +3 to

success, the spell ends on the target. If the target has less attack and damage rolls, its modifier becomes +3 to attack

than 50 hit points remaining when it fails, it is reduced to and damage rolls for the duration of the spell.

zero hit points. Additionally, if a critical strike of this weapon would leave a

creature with less than 50 hitpoints, the target creature is

 decapitated, killing it.

3rd-level abjuration

Casting Time: 1 minute

Range: Touch

Components: V, S, M (Any tiny nonmagical item, which is

destroyed by the activation of the spell)

Duration: 8 hours

You can set a magical trap by infusing explosive magic into an

item. You can set this item to detonate when someone comes

within 5 feet of it, or by a verbal command using your

reaction (one or more mines can be detonated).

When the magic trap detonates, each creature in a 20-foot-

radius sphere centered on the item must make a Dexterity

saving throw. A creature takes 5d8 fire damage on a failed

save, or half as much damage on a successful one. If a

creature is in the area of effect of more than one fireburst

mine during a turn, they take half damage from any

subsequent effects of the mines.

A magical mine must be set 5 feet or more from another

mine, and cannot be moved once placed; any attempt to move

it results in it detonating unless the Inventor that set it

disarms it with an action.



4th-level transmutation

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous

You touch a construct or inanimate object, causing it to

regain 10d6 hit points. This causes any parts or material that

has broken away from the construct or object to reattach,

repairing it to the condition it was in before losing those hit

points.

If the construct or object damaged state is the result of age,

you can instead repair to the condition it was in 10d6 years

ago, if it was previously in a better condition during that time

(the condition can only improve or not change).

At Higher Levels: The hit points restored increases by 2d6

(or the years restored) for each slot above 4th.

Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)



When you have to make an Intelligence, Wisdom or

Charisma saving throw, you can roll all three and pick the

highest result. Once you do this, you cannot do it again


Should you want to multiclass into Inventor, the prerequisites
until you complete a long rest.
and proficiencies are listed below:
You can select an additional upgrade that is not from your

subclass list, so long as you can apply it to something in


Prerequisite: 13 Intelligence.
your possession. This upgrade cannot be a level restricted
Proficiencies gained: Arcana skill, light armor.
upgrade.

For the purpose of multiclassing and spell slots, add half

your Inventor levels rounded down when calculating your 


Spell Slots on the multiclassing spells slots table (like Prerequisite: 16th level Inventor

Paladin or Ranger). You can select the Artificial Learning upgrade. This

upgrade does not count against your class upgrade total.


While an Inventor can get a lot of mileage from the existing Why Does this Exist?
feats, this is an additional select with two things in mind. This was an interaction with the older versions of
First, they are feats that may more directly play on what an Innovator's Upgrade I wanted to perserve as this is
Inventor will find themselves gravitating to in the course of fairly balanced and interesting, but the original
play, and second feats that leverage the new mechanics version of Innovator's upgrade has be nerfed.
introduced by the Inventor.

You can see from feats like Magic Initiate or Martial Adept

that leveraging other class features can be a core part of

expanding your character through feats, and a feat is a

perfect way to dabble in a bit of Artifice without fully walking

the path of Gond.

'
Innovator s Upgrade

Prerequisite: Inventor

You've honed your mind into a nonstop analytical machine.

You can select an additional upgrade from your subclass list.

The upgrade must be from the Unrestricted list. This

upgrade does not count against your class ugprade total.

If a feature allows you to exchange upgrades, you can

exchange upgrades selected with this feat, but they must be

selected from the same (or lower) level requirement category

as the originally selected upgrade.

You can take this feat additional times, selecting higher

level feats each additional time you take it, as per the table

below:

Times Select Upgrade Level


1st Unrestricted
2nd 5th Level
3rd 9th Level
4th+ 11th Level

Further Inteactions

If you allow free feats, it is generally recommended


to restrict that + the first feat to unrestricted
upgrades. It is recommended simply to not allow
selecting additional magic rod upgrades with this
feat.

Mental Adaptability

You've found ways to think outside the box, making

connections that other - lesser - minds can never seem to

understand.

Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)



Glider Onair

GMBinder

herdsheep
Class Image: Inventor Warsmith - Art by Trung Tin Shinjji
Ihileath
- Copyright KibblesTasty.
Issac Dyne
Tinkerer - art by Alifka Hammam - Copyright KibblesTasty.
Jake Sine
Gadgetsmith Character - art by adrytia45 - Copyright
Jason Lasica
KibblesTasty
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42
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)

Recall moved to 9th level required.

Fleshsmith
 Adorable Critter line has largely been removed. While I


was found of them (mostly for their names) it required too

many upgrades to be viable. Zombie Critter has been

 folded into the base critter, though it has lost its ability to

attack. Its ability to attack has been folded into a new

 Thesis option in Expanded Toolbox (Perfection of

Creation). It is now just a ridiculously durable familiar.

 Ravenous removed (too much tracking and rolls).

Infernal Mutation reduced to 1d6.

 Vampiric Mutation empowered regeneration effect


changed 1d6 + Constitution.

Massive Mutation is now a bonus action. Massive

mutation now targets creatures of your choice, but has a

Golemsmith reduced range.

Healing spells you cast can now heal the golem from level Secondary Life Organs now makes you immune to critical

1 (effectively level 2 as that's when you'd get cure wounds). strikes (like adamantine armor) in addition to its old

This should reduce fights where the golem gets disabled effect.

early on at the cost of dedicating more resources to it Subdermal Platting changed from 16 + Dexterity (max 2)

(these cases just felt bad early on). to 17, scaling to 18 @ 5, giving fleshsmiths a route to not

Mechanical Wings renamed Airborne Propulsion and rely on dexterity for AC.

clarified/fixed wording.

Structural Constitution flipped the 16 and 18 effects, Spells


moving Proficiency with Constitution saves to 16 making Arcane Weapon now makes a weapon no longer require

it easier to reach. ammunition and by passes any loading properties of the

Mark of Life grants proficiency with Wisdom and weapon.

Intelligence saving throws. Returning Weapon duration and range increase buffed.

Seeking Projectile now grants advantage on the attack

Potionsmith that consumes the enchanted shot.

Infused Potions can be spells with spell attacks. Become Dispel Construct changed. Now deals 4d10 guaranteed

ranged weapon attacks (with the infused potion). damage, stuns on fail, and reduces to zero from a 50 hp

Potionsmiths now gain proficiency in Instant Reactions threshold.

used as weapons.

Delivery Mechanism now allows you to use your

Intelligence modifier for attack rolls with potions.

Added Perfection Reaction

Added Field Infusion

Added Mad Alchemy

Merged Elixir of Life and Philosophers Stone.

Thundersmith
Arcane Lightning has become Lightning Magic. The 4th

level spell has been replaced with Jumping Jolt for OGL

simplicity, a new 5th level spell is added (Sky Burst)

Warsmith
Integrated Armor no longer counds against carry weight.

Warplate weight slightly reduced (matching plate).

Warsuit weight greatly reduced (matching breastplate).

Collapsible made an unrestricted upgraded.

Faraday Helmet removed.

Iron Grip removed the ability to wield 2-handed weapons

in one hand and use lances while not mounted (the later

of which isn't a balance issue, just ended up being weird).

Warsmith's Grappling Reel now requires Warplate or

Integrated Armor.

Grappling Hook added to Warsmith with prerequisite of

Warsuit.

5th level spells added to Lightning and Fire Projector

4th level Spell of lightning projector replaced for OGL

simplicity reasons.

Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)


 

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