5e Artificer Kibblestasty
5e Artificer Kibblestasty
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,
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.
The Inventors’ drive to invent and expand their knowledge
item must act fast to get it before any rivals do. Good-aligned
rivals.
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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
Intelligence, with Constitution as your second highest (a) a light crossbow and quiver of 20 bolts or (b) any two
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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
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.
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
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,
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
level or higher. You regain all expended spell slots when you
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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
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.
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
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
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
effects, or runes.
When you reach 4th, 8th, 12th, 16th, and 19th level, you can
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
subclass.
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Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
A Gadgetsmith is an Inventor whose curiosity and inventive
quality.
gadget.
When you choose this specialization at 1st level, you gain
At 1st level, you've mastered the creation of the essential
disadvantage.
cast fog cloud in this way, you can set the radius at 5, 10,
15, or 20 feet.
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
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,
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.
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Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
Gliding Cloak
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,
attack roll against each target; the damage dealt is halved for
Once you use this gadget, you cannot use it again until you
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
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
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
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.
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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
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
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
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
Striding Boots
longstrider spell.
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Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
Explosive Gauntlet Prerequisite: Impact Gauntlet Lightning Generator Prerequisite: Requires Shock
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.
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.
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
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.
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
can use this device to cast dispel magic without expending a Once you use this ability, you cannot use it again until you
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
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.
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
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.
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Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
A Golemsmith is an Inventor that has committed themselves
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.
spell.
materials.
healing constructs.
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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
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
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.
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
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.
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.
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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
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.
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
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
taken this upgrade, but it takes twice as long as normally Iron Fortress. Prerequisite: Medium or Larger Golem,
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
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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
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.
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
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
Overdrive.
used, you cannot use this again until you complete a long rest.
Airborne Propulsion.
Multiattack Protocol.
brings down its foot. Your golem can replace any attack with
the thunderclap spell using the Inventors level and spell save
Transforming Golem.
your golem to reduce its size. Your golem can collapse its size
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Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
An Infused Weapon can be wielded like a normal weapon,
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
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).
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
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
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
readied, you can make attacks with it as part the Attack action
Blasting Rod
Evocation Cantrip from the Wizard spell list that does not
object with your Blasting Rod, you can add your Intelligence
Infused Weapon
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
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
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
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
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
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
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.
You can enchant an item you are wearing, such as a scarf throws and initiative rolls.
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
Loading Property.
15
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
9th Level Upgrades
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.
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
stored spell without expending a spell slot, but the spell fades
11th Level Upgrades spell attack modifier for the attack roll of anything animated
slot, plus 2d4 for each spell level higher than 1st.
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
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
expense.
At 1st level, you know how to get instant reactions to occur
wide range of things you can gather in almost any locale and
At 3rd level, you have discovered the secrets to drastically
your own magic. When you finish a short or long rest and
more the following spells and use spell slots to cast them.
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.
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
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.
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).
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
your turn with the Thrown (20/60) and Finesse property that
deals damage equal to failing the save against the effect (but
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
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.
to five people (including yourself ) that are inoculated against Spell Level Infusion Spells
the poisonous effects you can produce that require a
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.
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:
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.
'
up to ten pieces of ammunition, that weapon or
Kibbles Generic Spells
ammunition deals an additional 1d4 and poison damage;
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.
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
Explosive Reactions.
Aroma Therapies.
Infusion Stone.
place of a spell slot level less than or equal to the highest level
You can use this stone to replace a spell slot for an infusion
21
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
11th Level Upgrades
components as normal.
Panacea
value of the dice rolled when restoring health and has the
Healing Draught like this, you cannot make one again until
Perfect Reaction
long rest.
Field Infusion
rest
Mad Alchemy
single potion.
Philosopher's Stone.
metal, you can create up to one pound of gold a day (50 gold
22
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
Select one of the following and consult the Thunder Powered
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
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.
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
Stormforged Weapons
(*) 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
Thundermonger.
At 3rd level, the elemental might of your weapon is so
certain levels in this class: 5th level (2d6), 7th level (3d6), 9th
level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6),
Beginning at 5th level, when you miss an attack with your
to the target creature you missed, but it deals only half the
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
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
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.
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
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
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.
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
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
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
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.
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
be used again.
Synaptic Feedback.
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
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,
time.
Artificial Strength.
Artificial Strength
Warsmith Armor
(*) 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
armor.
Design Note:
Arcane Visor You can take this upgrade multiple times
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.
type for free. Your Warsmith's armor can collapse into a case for easy
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
your Warplate Gauntlet, you can cast fire bolt, and gain
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
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
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
28
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
Grappling Reel
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
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
Inventor Level Spell lightly obscured, and can hide from a creature even when
K
13 jumping jolt The intelligence in your armor will attempt to preserve
can only cast spells using your armor's upgrades. It can act in
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
separate weapon with the same properties the second time. Charges not expended within 1 minute of being
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
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
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.
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
Level 9 Upgrades
Ether Reactor
level of the spell you are casting. You can cast spells at a
your Ether Reactor for one last burst of power, but your
equal to the level of the spell cast. Once you do this, you
Armor
benefits:
instead.
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:
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.
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.
can use this weapon when you take the attack action, and it
take the attack action on your turn, you can make an one
Once you use this upgrade, you cannot use it again until
31
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
A Fleshsmith is the sort of person that makes people
benevolent one may find that the only reason their activities
When you choose this specialization at 1st level, you gain
point.
At first level, you select an approach to your work, a
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
32
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
Fleshcrafted Mutation You can add this upgrade multiple
times
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)
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
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
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
Crushing Grip
You don't let things go once you have them in your grip.
or restrained by you.
Extra Eyes
Why only see one direction? You add extra eyes. You gain
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
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.
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
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.
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
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
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
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
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.
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
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.
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.
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
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.
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
your back. You can shape them like any naturally functional
36
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
1st Level 2nd Level 3rd Level
5th Level
Animate Objects
Creation
Hold Monster
Legend Lore
Mislead
Passwall
Skill Empowerment
Telekinesis
Teleportation Circle
Transmute Rock
Vorpal Weapon K
Wall of Stone
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
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
10) also frees the creature without harming it, ending the
38
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
1st-level transmutation 2nd-level evocation
Components: V, S, M (A magic item that casts a spell). Components: V, S, M (a piece of once used lightning rod)
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
Casting Time: 1 action Once this spell has discharged 6 times (dealing up to 6d6
Duration: Concentration, up to 10 minutes additional times (dealing 2d6 more total damage) before the
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
Duration: 1 hour radius sphere centered on the item must make a Constitution
mine, and cannot be moved once placed; any attempt to move
2nd-level abjuration
Range: Touch
Components: V, S
Duration: 1 hour
You touch a weapon or worn item and imbue luck into it. If
creature can choose which of the d20s is used for the attack
roll.
roll or theirs.
39
Kibbles' Inventor 2.2 (a.k.a. The Alternate Artificer)
3rd-level abjuration 5th-level transmutation
Components: V, S Components: V, S
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
3rd-level abjuration
Range: Touch
Duration: 8 hours
item. You can set this item to detonate when someone comes
4th-level transmutation
Range: Touch
Components: V, S
Duration: Instantaneous
regain 10d6 hit points. This causes any parts or material that
points.
Charisma saving throw, you can roll all three and pick the
Paladin or Ranger). You can select the Artificial Learning upgrade. This
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
'
Innovator s Upgrade
Prerequisite: Inventor
level feats each additional time you take it, as per the table
below:
Further Inteactions
Mental Adaptability
understand.
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
Johannes Wieland
Golemsmith Image 1: Wizards of the Coast.
Kainoa Pacrro
Golemsmith Image 2: Wizards of the Coast.
KnightOfAlcea
Infusionsmith Character: Art by Trung Tin Shinjji -
Kybernetes
Copyright KibblesTasty.
Larry Eger
Tiefling Potionsmith: Art by Trung Tin Shinjji - Copyright
lastnamefirst
KibblesTasty.
Meerkat Manor
Alchemist - Art by Alifka Hammam - Copyright
Michael Ramage
KibblesTasty.
Micheal Molik
Potions: Art by Liza Alyakova - Copyright KibblesTasty.
Mitchell Baltosser
Fleshsmith Image: Fleshsmith Inventor - Art by Shinji Art
Nannette Groft
- Copyright KibblesTasty
Nicholas Sherman
OrionSquared
Patrick Hart
Fan Content Policy
Peter Steil
This work is unofficial Fan Content permitted Prussi Antique
under the Fan Content Policy. Not Robert White
approved/endorsed by Wizards. Portions of the
Rory Collier
materials used are property of Wizards of the
Coast. ©Wizards of the Coast LLC. Sam B Spivey
Seffykun
Seranata
SlippyGate
Solarfed
SonOfSofaman
Suliman Adel
Abeezy
Thortron
Abyssal Knight
Tony Bucher
Amara
Verixa Okblek
Andrew Keenan Richardson
Witasmott
Andrew Valenti
WitchDoctorXera
AndrewRP8023
Wraithkin
Angel Gomez
Zac McPherron
Austin Fox
Zaubern
Bailey Halsall
Billy Greene creating more homebrew like this? You can join them here on
C. Dobb
Cameron
Colin Reilly
CovertMuffin
Dallas blanch
David Santistevan
Dr. Arielpro
Drowrin
Elijah McGowan
Ethan Hart
Fencing Bucket
FS-1414
Garion Pankievich
í
Garr K
Garth Ott
Gengoron
Glacirus
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
folded into the base critter, though it has lost its ability to
changed 1d6 + Constitution.
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.
Intelligence saving throws. Returning Weapon duration and range increase buffed.
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
used as weapons.
Thundersmith
Arcane Lightning has become Lightning Magic. The 4th
level spell has been replaced with Jumping Jolt for OGL
Warsmith
Integrated Armor no longer counds against carry weight.
in one hand and use lances while not mounted (the later
Integrated Armor.
Warsuit.
simplicity reasons.
using GM Binder.