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Published by Sanguinetti, 2022-08-12 02:19:17

Inventor Class Book

[PHB] 2021 u:KibblesTasty

Inventor Class Book

Kibbles' Inventor 1

Inventor v2.2.1

A gnome sits hunched over a workbench in a room cluttered
with every sort of tool, carefully drawing the final lines to an
intricate rune. With a crackling hum of arcane energy, the
completed rune flares with power, and she watches
with a smile of pride as the golem comes to life and
stands.

An ogre looms large over a dwarf, saliva slopping
down its chin as it considers its hearty meal, only to
turn to a horrified roar of agony lost beneath the
crushing sounds of thunder as the dwarf unloads a
terrifying blast of power from a small metal tube. The
ogre flees in terror hounded by rippling cracks of
thunder.

With a thunderous crash of energy a figure lands in the
middle of the battlefield. As the smoke clears, a towering
presence stands amidst the war-torn battlefield clad in
glowing mechanical plate mail. The glowing visor
swivels to inspect the wreckage. It raises a gauntlet, and
lightning crackles forth.

With a beckoning jesture, the elf summons a swirl of
swords leaping from the sheathes and springing to life... the
bandits start to edge away - breaking into a run as the swords
exuberantly chase.

Makers of magic-infused objects, Inventors are defined by
their inventive nature. Like wizards, they see magic as a
complex system waiting to be decoded and controlled through
a combination of thorough study and investigation.

Inventors, though, focus on creating marvelous new magical
objects. Spells are often too ephemeral and temporary for
their tastes. Instead, they seek to craft durable, useful items.

Cunning Creators Table of Contents

Every Inventor is defined by a specific craft. Inventors see Inventor.................................................................................... 1
mastering the basic methods of a craft as the first step to true Gadgetsmith.................................................................................... 5
progress, the invention of new methods and approaches. Golemsmith ................................................................................... 10
Inventors are arcane engineers, students of invention and Infusionsmith ................................................................................ 14
warfare who craft deadly firearms, ingenious gadgets, magical Potionsmith ................................................................................... 18
armor, and mechanical beings that they can augment with Thundersmith ...............................................................................23
magic. Warsmith .......................................................................................27
Fleshsmith ..................................................................................... 33
All Inventors are united by their curious and creative nature. Cursesmith ....................................................................................39
To an Inventor, magic is an evolving art with a leading edge of Runesmith .....................................................................................45
discovery and mastery that pushes further ahead with each List of Glyphs................................................................................49
passing year. Inventors value novelty and discovery. This Relicsmith ...................................................................................... 50
penchant pushes them to seek a life of adventure.
Inventor Spell List ................................................................54
A hidden ruin might hold a forgotten magic item or a Feats .......................................................................................55
beautifully crafted mirror perfect for magical enhancement.
Inventors win respect and renown among their kind by Innovator's Upgrade ....................................................................55
uncovering new lore or inventing new methods of creation. Mental Adaptability......................................................................55
Spells ...................................................................................... 56
Boundless Imagination

An Inventor is not the sort be limited by what already exists or
conventional wisdom. They combine all the tools at their
disposal to go beyond, to discover new boundries and
promptly exceed them. Few things can stand in the path of an
Inventor with a mind to change the world.

2 Kibbles' Inventor

The Inventor

Level Proficinecy Features Spells -Spell Slots per Spell Level- Upgrades
Bonus Known 1st 2nd 3rd 4th 5th

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 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 2 1 8

18th +6 Wondrous Item 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

Creating an Inventor Class Features

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
character have a rival? What drove your character down the
path of being an Inventor? Is it about curiosity and invention, modifier
or about the power their inventions bring? Did you character • Hit Points at Higher Levels: 1d8 (or 5) + your
learn from another Inventor, or receive a vision or flash of
inspiration to learn their craft? Constitution modifier per Inventor level after 1st

Consider how your character interacts with the world, and Proficiencies
what they represent. Consult with your DM regarding guilds
or societies your character might belong to. Armor: Light armor, medium armor
Weapons: Simple weapons, hand crossbows, heavy crossbows.
Quick Build Tools: Thieves’ tools, one other tool of your choice
Saving Throws: Constitution, Intelligence
You can make an Inventor quickly by following these Skills: Choose three from Arcana, Deception, History, Investiga-
suggestions. For the Gadgetsmith, Thundersmith, Cursesmith, tion, Medicine, Nature, Religion, Sleight of Hand
or Relicsmith paths, make your highest attribute Dexterity,
followed by Intelligence. For Golemsmith, Infusionsmith, Equipment
Potionsmith, or Runesmith, Intelligence followed by
Constitution or Dexterity, and for Warsmith or Fleshsmith, You start with the following equipment, in addition to the equip-
choose either Strength or Intelligence, with Constitution as ment granted by your background:
your second highest attribute. Second, choose the guild
artisan background. • (a) a light crossbow and quiver of 20 bolts or (b) any two
simple weapons.

• (a) scale mail, (b) leather armor, or (c) chain mail.
• thieves’ tools and a dungeoneer’s pack

If you forgo this startering equipment as well as the items offered
by your background, you start with 4x4 x10 gp to buy your equip-
ment.

Kibbles' Inventor 3

Inventor Specialization Spells Known of 1st Level and Higher

At 1st level, you focus your craft on a particular specialization: You know three 1st-level spells of your choice from the
Cursesmith, Fleshmith, Gadgetsmith, Golemsmith, Inventor spell list. The Spells Known column of the Inventor
Infusionsmith, Potionsmith, Relicsmith, Thundersmith, table shows when you learn more Inventor spells of your
Warsmith or Fleshsmith, each of which are detailed at the end choice.
of the class description. Your choice grants you features at 1st
level and again at 3rd, 5th, and 14th level. Each of these spells must be of a level for which you have
spell slots. For instance, when you reach 5th level in this class,
Magic Item Analysis you can learn one new spell of 1st or 2nd level.

Starting at 1st level, your understanding of magic items allows Additionally, when you gain a level in this class, you can
you to analyze and understand their secrets. You know the choose one of the Inventor spells you know and replace it with
Inventor spells detect magic and identify, and you can cast another spell from the Inventor spell list, which also must be
them as rituals without material components. of a level for which you have spell slots.

Tool Expertise Spell save DC = 8 + your proficiency bonus + your
Intelligence modifier.
Starting at 2nd level, your proficiency bonus is doubled for
any ability check you make that uses any of the tool Spell attack modifier = your proficiency bonus + your
proficiencies you gain from this class. Intelligence modifier.

Arcane Retrofit Spellcasting Focus

Additionally at 2nd level, you gain the ability to retrofit magical You can use an arcane focus as a spellcasting focus for your
gear. During a long rest you can perform a ritual using any Inventor spells.
+1/2/3 weapon (excluding artifacts and sentient weapons) to
transfer the magic into an Inventor weapon (a weapon created Inventor’s Spell Casting
by subclass feature or upgrade). Eg: you can turn a +1
longsword and your impact gauntlet a +1 impact gauntlet. An Inventor is fundamentally someone that understands
This includes weapon-like Upgrades that make attack and and regularly interacts with magic, leading to the ability to
damage rolls (like a Warsmith’s Force Blast). apply this knowledge as spell casters, but how you want to
approach your Inventor’s spell casting is up to you.
You cannot transfer any properties from a magical weapon
besides a bonus to attack and damage rolls, and the original Feel free to explore other approaches in coordination with
weapon is destroyed. your DM. From a functional standpoint, the only requirement
would be that you have a defined material or focus for the
Additionally, you can convert a set set of armor with a spell.
magical plus to AC to a lighter armor type.
Consider for some spells that perhaps your Artisan’s Tools
Additional Retrofits are your focus, or perhaps a specific item you’ve made is your
material component for a spell. Perhaps instead of a
Your DM may let you expand this feature to do similar tasks, “Component Pouch” that simply contains all the material
such as making a +1 Heavy Crossbow a +1 Light Crossbow, or components you could need for your spells, you have an
may allow it to work with other magical armor or weapons “Inventor’s Tool Belt” that contains the various spellcasting
(such as converting adamantine chainmail to an adamantine assistance contraptions you’ve made to cast your spells. For
chain shirt). the purposes of mechanics, the only thing that matters is that
it functions the same way, and is used consistently.
Spellcasting
Specialization Upgrade
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, Starting at 3rd level, choose an upgrade from the list at the
primarily concerned with modifying creatures and objects or end of your specialization, and gain the benefits listed in the
creating items. description of the upgrade.

Spell Slots You select an additional upgrade at 5th, 7th, 9th, 11th, 13th,
15th, 17th, and 19th level. You cannot select an Upgrade more
The Inventor table shows how many spell slots you have to than once, unless the upgrade’s description says otherwise.
cast your Inventor spells of 1st level and higher. To cast one of Whenever you level up, you can exchange one of your existing
your Inventor spells, you must expend a slot of the spell’s level upgrades for another upgrade of the same level requirement
or higher. You regain all expended spell slots when you finish a as the replaced upgrade.
long rest.
In any case an existing upgrade is swapped out for a
replacement upgrade (either by a subclass feature or on level
up), the new upgrade is selected as if the Inventor is the level
they were when they got that upgrade slot. For example, if you
replace your Stormforged Weapon and reselect all of your
upgrades as a 5th level Inventor, you could select one 3rd level
upgrade and one 5th level upgrade, or two 3rd level upgrades,
but you would not be able to select two 5th level upgrades.

4 Kibbles' Inventor

Customizing Inventor Upgrades Additionally, you can make 1 hour of progress toward
The upgrades for each Inventor Specialization are presented in a crafting a magic item, scroll, or potion during a long rest.
list at the end of the Specialization, but invariably there will always
be ideas for upgrades not included in that list. At the heart of an Interaction with the Crafting System
Inventor beats an unrelenting drive for creativity, after all! Feel free If you are using the Crafting System presented later in the
to consult your GM for potential custom upgrades. book, this reduces the time a crafting check takes to 1 hour,
allowing you to make two crafting checks during a long rest, or 8
The following generic upgrades are available to any subclass, during a work day.
and can be selected in place of any subclass upgrade:
Wondrous Item Recharge
Shield Proficiency Generic Unrestricted Upgrade
You gain proficiency with shields. Starting at 10th level, you can recharge a magic item that has
charges or per rest uses, as long as those charges or uses can
Tool Proficiency Generic Unrestricted Upgrade only be used to cast spells. To restore charges or uses, you
You gain proficiency in a tool of your choice. perform a ritual that takes one minute and expends a spell slot
of equal or higher level than a spell slot level of a spell cast by
Ability Score Improvement the item.

When you reach 4th, 8th, 12th, 16th, and 19th level, you can The number of charges or uses restored to the item is equal
increase one ability score of your choice by 2, or you can to the number of charges or uses required to cast that spell
increase two ability scores of your choice by 1. As normal, you using the item once.
can’t increase an ability score above 20 using this feature.
Study of Magic
Arcane Reconstruction
At 11th level, your proficiency in the workings of magic has
At 6th level, you have mastered the knowledge of using magic become so great you can cast detect magic and identify at will
to repair things. You learn the mending cantrip, and can cast it without expending a spell slot.
at will. Additionally, you learn the cure wounds spell. If you
already know cure wounds you can select another spell from Additionally, you have advantage on all Intelligence (Arcana)
the Inventor spell list. When you cast cure wounds, it can heal checks to understand the workings of magical traps, effects,
constructs in addition to normally valid targets. or runes.

Cross Disciplinary Knowledge Wondrous Item Mastery

At 6th level, you can expand on your knowledge across fields. Starting at 18th level you can use a magic item that would
You can craft one of the following: a Thundersmith’s normally take an action as a bonus action instead.
Stormforged Weapon, an Infusionsmith’s Animated Weapon,
Blasting Rod, or Infused Weapon, a Potionsmith’s Alchemical Additionally, you can attune to 5 magical items at a time.
Reagent Pouch and Alchemical Fire or Alchemical Acid, or an
Unrestricted Gadgetsmith Upgrade. Peerless Inventor

If you select a Stormforged Weapon, you gain proficiency At 20th level, your mind is always thinking of new options and
with that weapon and knowledge of how to make ammunition clever solutions. After a short or long rest, you can create a
for it (if required). You cannot apply Infused Weapon to temporary version of an Upgrade from your subclass you are
another weapon granted by this class. qualified to take but do not have. This upgrade must have a
level requirement of 11th level or lower. You have this upgrade
If this selection is lost or destroyed, you can remake it until you complete a short or long rest, which time you can
following the rules for remaking the select item in the select a temporary Upgrade with this feature again.
subclass.
Magical or Mechanical?
Wondrous Items Proficiency One of the core debates that arises around an Inventor is if they are
a “Magical Engineer” or what a magical engineer would even mean.
At 7th level, your familiarity with the workings of magical Do they tinker with mechanics and gears or with magic and runes?
items means that you ignore all class requirements on the use The answer is, of course, whatever suits your world, game, and the
and of magic items. vision of the player.

Additionally, you can now attune to 4 magical items at once.

Improved Magical Crafting

At 10th level, your experience in creating your own wondrous
invention makes you more adept at crafting a magic item than
a normal spellcaster. Creating a non-consumable magic item
takes you half the time it would normally take.

Kibbles' Inventor 5

Gadgetsmith

A Gadgetsmith is an Inventor whose curiosity and inventive
genius have run rampant. While other Inventors may spend
their whole career perfecting a single-minded pursuit, a
Gadgetsmith believes that quantity is at least as good as
quality.

Quick footed and quicker witted, a Gadgetsmith is never
caught without another trick up their sleeve. Their minds are
always jumping ahead to solve the next problem with a clever
gadget.

A Gadgetsmith can come from any walk of life, but usually
exemplifies a curiosity and distaste for the suppression of
knowledge or technology, usually favoring freedom to
experiment, leaning toward more Chaotic behaviors.

Gadgetsmith’s Proficiency

When you choose this specialization at 1st level, you gain
proficiency with nets, rapiers, whips, and tinker’s tools.

Essential Tools

At 1st level, you’ve mastered the creation of the essential
reusable tools for surviving the battlefield as a gadgeteer. You
have the following items:

• Grappling Hook. As an attack or as an action, you may Recycle Gadgets
target a surface, object or creature within 20 feet. If the
target is Small or Smaller, you can make a Strength Starting at 3rd level, during a long rest and taking effect when
(Athletics) grappling check to pull it to you and grapple it. you complete it, you can disassemble your gadgets and create
Alternatively, if the target is Medium or larger, you can different ones. When you do this, remove any upgrade you
choose to be pulled to it, however, this does not grapple it. would like, and pick a new upgrade.
Attacks of opportunity generated by this movement have
disadvantage. You still must select upgrades that are valid for the level you
gained the upgrade at (e.g. at 9th level, you can only have one
• Smoke Bomb. As an action, you can use this to cast fog upgrade that has a prerequisite of 9th level).
cloud centered on yourself without expending a spell slot.
It lasts a number of rounds equal to your Intelligence Additionally, if a gadget is destroyed, you can use this
modifier and does not require concentration. When you feature to recreate it for materials worth 20 gold pieces.
cast fog cloud in this way, you can set the radius at 5, 10,
15, or 20 feet. Extra Attack

• Gadgetsmith Weapon. Pick one of Impact Gauntlets, Beginning at 5th level, you can attack twice, instead of once,
Lightning Baton, Repeating Hand Crossbow, Ricocheting whenever you take the Attack action on your turn.
Weapon, or Shock Generator from the upgrade section.
You receive this upgrade and it does not count against your Combat Gadgets
upgrade total.
Beginning at the 14th level, when you take the Attack action,
Unlimited Smoke Bombs? you can replace one attack with using any gadget that requires
If you or your GM is concerned about the unlimited use of Smoke an action to use.
Bombs, consider adding a Proficiency bonus number of uses per
short rest. This should not mechanically impact their usage, but
the reason they do not have the limit is to encourage players to feel
free to use them in non-combat situations. With limits, even ones
that are not usually hit, players tend to treat their Smoke Bomb as
exclusively a combat feature.

Additional Upgrade

At 3rd level, you’ve mastered the essential tools, and have
begun to tinker with ways to expand your arsenal. The
number of upgrades you have for your class level is increased
by one.

The number of additional upgrades you get increases by one
more at 5th level to two more than the class table.

6 Kibbles' Inventor

Gadgetsmith Upgrades Gravity Switch
You build a switch that turns off gravity. You can use it to
Unrestricted Upgrades
cast fall without expending a spell slot. Once you use this
Airburst Mine gadget, you cannot use it again until you complete a short or
You create a mechanical device capable of producing a long rest.

devastating blast. You can use this device to cast shatter or Gliding Cloak
thunderburst mine without expending a spell slot. Once used, You make a cloak that allows you to glide when falling.
the gadget cannot be used again until you complete a short or
long rest. When you fall more than 10 feet and aren’t incapacitated, can
spread this cloak to reduce your falling speed to 30 feet a
Ricocheting Weapon round take no falling damage. While falling in this manner
You create a ranged weapon enchanted or engineered to toward the ground under normal gravity, you can move
horizontally 2 feet for every 1 foot you descend.
ricochet of its targets and return to your hand. You have
proficiency in this weapon, and it has the Finesse, Thrown Impact Gauntlet
(30/90), and Special properties, and deals 1d8 bludgeoning, You create a magic weapon capable of amplifying the impact
piercing or slashing damage (chosen at the time you select
this upgrade). You can Arcane Retrofit this weapon. of your blows. You have proficiency in this weapon, and it has
the Finesse, Light and Special properties. It deals 1d6
Special: When this weapon is thrown you can target two bludgeoning damage.
creatures within 10 feet of each other, making a separate
attack roll against each target; the damage dealt is halved for Special: When you make an attack roll, you can choose to
each target hit after the first. forgo adding your Proficiency bonus to the attack roll. If the
attack hits, you can add double your Proficiency bonus to the
This weapon returns to your hand after you make an attack damage roll.
with it using the Thrown property.
You can apply this upgrade up to 2 times, making a separate
Belt of Adjusting Size weapon each time.
You create a belt with a creature size dial on it. While you
Variant: Power Fist
are wearing this belt, you can use an action to cast Enlarge/ Your DM may allow you to take the Power Fist upgrade of
Reduce on yourself without expending a spell slot. Once you the Warsmith in place of an Impact Gauntlet, which is similar
use this gadget, you cannot use it again until you complete a but deals 1d8 damage but lacks the Finesse property. For the
short or long rest. purposes of upgrades, Impact Gauntlets and Power Fists should be
considered interchangeable.
Element Eater
You create a device capable of absorbing incoming Jumper Cable Prerequisite: Requires Shock Generator.
Once per turn, when dealing lightning damage with a
elemental damage. You can activate this device and cast
absorb elements without expending a spell slot, but the gadget cantrip from your Shock Generator, you can add you can add
cannot be used again until you complete a short or long rest. your Intelligence modifier to the damage dealt.

Enhanced Grappling Hook Additionally, as an action you can make a DC 10 Intelligence
You enhance your grappling hook, increasing its range to 30 (Medicine) to revive an unconscious companion. If you
succeed this check, they can regain consciousness with 1
feet. Additionally, the enhanced power of the grappling hook hitpoint and a number of temporary hit points equal to your
means that when pulling yourself to a Large or larger creature Inventor level, but they gain 1 level of exhaustion.
or object, you can drag one medium or smaller willing or
grappled creature within 5 feet of you with you. Lightning Baton
You create a baton that channels lightning, creating a magic
Fire Spitter
You create a gadget that creates a quick blast of fire. As an weapon. You have proficiency in this weapon.
It has the Finesse and Light properties. It deals 1d4
action, you can cast burning hands as 2nd level spell with this
gadget without expending a spell slot, but the gadget cannot bludgeoning damage and 1d4 lightning damage on hit. On an
be used again until you complete a short or long rest. attack roll of 20 with this weapon, the target must succeed a
Constitution saving throw against your spell save DC or
Flashbang become stunned until the start of your next turn.
You create a high luminary discharge device. As an action,
You can apply this upgrade up to 2 times, making a separate
you can target a point within 30 feet. Any creature within 20 item each time.
feet of the targeted point must make a Dexterity saving throw
or be blinded until the end of its next turn. Once you use this Mechanical Arm
gadget, you cannot use it again until you complete a short or You create a mechanical arm, giving you an extra hand. This
long rest.
mechanical arm only functions while it is mounted on gear
you are wearing, but can be operated mentally without the
need for your hands. This mechanical arm can serve any
function a normal hand could, such as holding things, making
attacks, interacting with the environment, etc, but does not
give you any additional actions.

Kibbles' Inventor 7

Mechanical Familiar them tougher and more conductive. The net gains an AC of 15
You can create the blueprint for a small mechanical and resistance to slashing damage. Whenever a creature
restrained by the net takes Lightning damage, it takes an
creature. At the end of a long rest, you can choose to create a additional 1d6 lightning damage.
mechanical familiar based on it, and cast find familiar without
expending a spell slot. The familiar’s type is Construct. This When a net is turned into a Steelweave Net, only you have
construct stays active until you deactivate it or it is destroyed. proficiency with it. You can have a number of them equal to
In either case, you can choose to reactivate it at the end of a your Intelligence modifier, replenishing your supply over the
long rest. course of a long rest by forging normal nets into Steelweave
Nets.
Jumping Boots
You modify your boots with arcane boosters. While wearing Trick Shots
At the end of a short or long rest, you can add one of the
these boots, you are under the effects of the jump spell.
following effects to a piece of ammunition or thrown weapon,
Net Launcher turning it into a trick shot.
You build a device capable of delivering nets to their targets
• Special Tip: You can select a different damage type for the
more effectively. While you have this upgrade, nets have a attack from bludgeoning, piercing, slashing, acid, cold, fire,
range of 20/60 for you. or lightning.

Repeating Hand Crossbow • Bouncing: You can attack a target out of line of sight of
You build an improved hand crossbow. You have proficiency with it if you know their location by bouncing it off a
surface. They have the benefit of half cover instead of full
in this weapon, and it has the Ammunition (range 30/120), cover.
Light, and Special properties and deals 1d6 piercing damage.
• Ricochet: If you hit an attack roll with it, you can make
Special: This weapon does not require a free-hand to load, another attack roll against another target within 10 feet of
as it has a built-in loader. Once per turn, if you make an attack the first as part of the same attack.
with this weapon as part of the Attack action, if you do not
have disadvantage on that attack, you can give yourself • Smoke Shot: You can use the shot to deploy your smoke
disadvantage to make a single additional weapon attack with bomb feature on impact at a point or target.
this weapon as a bonus action (also at disadvantage).
• Arcane Trick: You can imbue a cantrip or 1st level spell
Shock Generator you know into the shot, casting it on impact where the shot
You create a device capable of generating potent shocks. You lands. If the spell has a target, the target of the attack is the
target.
can use this to cast shocking grasp . When you cast shocking
grasp with this feature, you can use either your Dexterity or You can only have one modified shot at a time, and it is
Intelligence modifier for the melee spell attack roll. expended on use. You can take this upgrade multiple times to
gain multiple uses of trick shots.
Shocking Hook Prerequisite: Requires Shock Generator
You can integrate your Shock Generator and your Grappling Quick Essential Gadget
You set modify your essential gear for quickened use. You
Hook. If the target of your Grappling Hook is a creature, you
can cast shocking grasp using your Shock Generator on that can use your Grappling Hook or Smoke Bomb as a bonus
creature as a bonus action when pulling it to you or being action. Once you use either this way, you cannot use either of
pulled to it. them this way again until completing a short or long rest.

Sight Lenses 5th Level Upgrades
You create a set of lenses you can integrate into a set of
Antimagical Shackle.
goggles, glasses, or other vision assistance that allow you to You create an antimagical shackle. When you are adjacent
see through darkness and obscurement. You can see through
fog, mist, smoke, clouds, and non-magical darkness as normal to a creature, as an action you can attempt to shackle them to
sight up to 15 feet. yourself or a nearby object using these shackles. The you
make a Dexterity (Sleight of Hand) check contested by a
Smoke Cloak Strength (Athletics) or Dexterity (Acrobatics) check. On
You create a cloak that causes you to blend in with smoke. failure, they are shackled to the creature or object you
attempted to shackle them to, and can move only by moving it
When you start your turn lightly or heavily obscured by smoke, if they are able to.
you are invisible until your turn ends, you cast a spell, make an
attack, or damage an enemy. Additionally, while shackled by these shackles, they cannot
teleport, planeshift, polymorph, shapechange, dematerialize,
Striding Boots or turn into an amorphous form. As an action they can make a
You modify your boots with amplified striding speed. While Strength saving throw against your spell save DC to break the
shackles once shackled, otherwise these shackles last until
wearing these boots, you are under the effects of the you remove them.
longstrider spell.
This shackles have no effect on creatures immune to being
Steelweave Nets grappled or restrained.
You thread your nets with metal reinforcement, making

8 Kibbles' Inventor Vanishing Trick
When you use a Smoke Bomb you can cast misty step
Crossbow Spider
You modify a crossbow to be able to aim and fire on its own. without expending a spell slot. Once you do this, you cannot
do this again until you complete a short or long rest.
As an action, you can deploy a tiny construct. Once deployed,
the tiny construct can be fired as a bonus action making an 9th Level Upgrades
attack from where it is deployed with a range of 30/120 feet.
You make a ranged spell attack, and if the attack hits it deals Arcane Nullifier
1d6 + your Intelligence modifier piercing damage. The You make a device that nullifies the arcane through means
construct becomes inactive after 1 minute has passed, or after
it has fired 10 times. you assure everyone else you understand. As an action, you
can use this device to cast dispel magic without expending a
Once you have activated it, you cannot activate it again until spell slot.
you complete a long rest. If it was not destroyed, you can
activate it again early by expending a 1st level or higher spell Once you use this gadget, you cannot use it again until you
slot (if it was destroyed, you cannot activate it again until complete a short or long rest.
repairing or recreating it during a long rest).
Phase Trinket
CROSSBOW SPIDER You create a magical gadget that manipulates ethereal

Tiny, unaligned magic. As an action, you can cast blink or dimension door
using the gadget without expending a spell slot.
Armor Class 10
Hit Points 5 Once you use this ability, you cannot use it again until you
Speed 15 ft., climb 15 ft. complete a long rest.

STR DEX CON INT WIS CHA Stinking Gas
2 (-4) 14 (+2) 10 (+0) 1 (-5) 1 (-5) 1 (-5) You make a more potent compound for your Smoke Bomb.

Damage Immunities poison When you use a Smoke Bomb, you can choose to cast stinking
Condition Immunities charmed, exhaustion, frightened, paralyzed, cloud rather than fog cloud, following the same rules. You
petrified, poisoned cannot cast stinking cloud in this way again until you complete
Senses passive Perception 5 a short or long rest.
Languages —
Stopwatch Trinket
Actions You create a magical stopwatch that manipulates time

Fire Crossbow. Ranged Weapon Attack: your spell attack modifier to magic. As an action, you can cast haste or slow using the
hit, range 30/120 ft., one target you can see. Hit: 1d6 + your Intelligence stopwatch without expending a spell slot.
modifier piercing damage.Binding Rope
Once you use this Upgrade, you cannot use it again until you
Binding Rope complete a long rest.
You create a rope that is capable of animating and binding a
11th Level Upgrades
target. As an action, choose a target creature within 30 feet.
The target must make a Dexterity saving throw against your Flying Gadget
spell save DC or become restrained until the end of your next You build a device that allows you to fly, such as deployable
turn. If you are currently grappling the target, it makes the
Dexterity saving throw with disadvantage. The rope can only artificial wings. You can activate this device as a bonus action,
restrain one target at a time. or as a reaction to falling. Whatever form it takes, when
activated it gives you a flying speed of 30 feet.
Explosive Gauntlet Prerequisite: Impact Gauntlet
Your gauntlets can exert massive kinetic force when Lightning Generator Prerequisite: Requires Shock Generator
You upgrade your shock generator with additional lightning
striking. When you make an attack with your Impact Gauntlet,
you can choose to be knocked 10 feet in the opposite capabilities. You can cast lightning lure at-will using it, and can
direction, or, as a bonus action, force the target to make a overload it to cast lightning bolt without expending a spell slot.
Strength saving throw or be knocked 10 feet backward. This Once you overload it, you cannot use it to cast lightning bolt
movement does not provoke attacks of opportunity. again until you complete a short or long rest.

You can expend an attack to use the movement effect of this Additionally, once per turn when dealing Lightning damage
gauntlet even if not attacking the target, in which case you can with a spell, you can add your Intelligence modifier to one roll
use the movement in any direction (including upwards). of the damage dealt.

Smoky Images Truesight Lenses Prerequisite: Sight Lenses
When you use a Smoke Bomb, you can use a bonus action You upgrade and fine-tune your sight lenses, granting you

to cast mirror image without expending a spell slot. Once you Truesight up to 15 feet.
do this, you cannot do this again until you complete a short or
long rest.

Kibbles' Inventor 9

Useful Universal Key
You create a Universal Key to obstacles, transmuting them

into not-obstacles. As an action, you can apply this key to a
surface to cast knock or passwall without expending a spell
slot.

Once you use this ability, you cannot use it again until you
complete a long rest.

15th Level Upgrades

Bracers of Empowerment
You create bracers that can empower you. You can use this

to cast arcanist’s transformation without expending a spell
slot.

Once you use this ability, you cannot use it again until you
complete a long rest.

Bee Swarm Rockets
You design a type of tiny firecracker-like device, which can

release rockets in large numbers. You have a maximum
number of rockets equal to your Inventor level. As an action,
you can release 1 to 10 of these rockets. Each rocket targets a
point you can see within 40 feet. Creatures within 10 feet of
the point must make a dexterity saving throw.

Creatures in the area of effect of multiple rockets make one
for all rockets that would hit them. Creatures that fail take 2d6
+ 1 fire damage per rocket that affects the area they are
standing in, or half as much on a successful one.

You rebuild your stock to your maximum during a long rest.

Dimensional Toolbox
You build a toolbox, filling it with the many ideas you’ve had

and discarded, with the magical power of making those ideas
reality when you need them most. As an action, you can
withdraw an Unrestricted Upgrade (one with no level
requirement) from the Gadgetsmith list. Gadgets withdrawn
from the toolbox are fleeting, and disappear after one minute.
Once you have drawn an upgrade from the toolbox, you cannot
draw another upgrade from it until you complete a long rest.

Disintegration Ray
You create a Disintegration Ray. You can use this to cast

disintegrate without expending a spell slot.
Once you use this ability, you cannot use it again until you

complete a long rest.

10 Kibbles' Inventor GOLEM

Golemsmith Medium Construct, unaligned
Armor Class 14 (Natural Armor)
A Golemsmith is an Inventor that has committed Hit Points 5 + ([Golem’s Constitution Modifier + 5] * Inventor Level)
themselves to creating a true work of artifice, forging a golem. Speed 30ft.
A painstaking life ambition, they plan and design meticulously, STR DEX CON INT WIS CHA
even if in practice sometimes compromises on materials must 14 (+2) 12 (+1) 12 (+1) 4 (-3) 5 (-3) 1 (-5)
be made. Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, poisoned
Why a Golemsmith embarks on the quest to forge this Senses passive perception 7
artificial construct of life can vary. For many it is the pure Languages Understands creator’s languages, but cannot speak
pursuit of forging the perfect creation, while for others, it is
simply so they do not have to carry around their loot, or to Bound. The golem is magically bound to its creator. As long as the
have a loyal companion to count on at all times. creator and it are on the same plane of existence, the creator can
telepathically call the golem to travel to it, and the golem knows the
A Golemsmith is rarely chaotic, as they are people of great distance and direction to its creator.
care and discipline; those that are not would not have
succeeded where they have, but some have been set on their
path by such events that might drive them to interact
chaotically with society as a whole.

Golemsmith’s Proficiency

When you choose this specialization at 1st level, you gain
proficiency with smith’s tools and tinker’s tools.

Mechanical Golem

Starting at 1st level, you forge a mechanical golem to carry
out your orders and protect you. The golem is under your
control, and understands the languages you speak, but does
not speak.

The Golem obeys your commands as best it can. On your
turn, you can verbally command the construct where to move
(no action required by you) and take an action, which requires
your action to do. Additionally, you can use your reaction to
direct it to take a reaction. The Golem acts on your
commands during your turn. If you issue no command to
your Golem, it takes no actions.

Your Golem’s Proficiency increases when yours
does. If the golem is killed, it can be returned
to life via normal means, such as with the
revivify spell.

In addition, over the course of a long
rest, you can repair a slain servant if you
have access to its body. It returns to life
with half (rounded down) its maximum hit
point at the end of the rest during which you
repaired it.

If the servant is beyond recovery, you can
reproduce the construct exactly as it was, with four
days of work (eight hours each day) and 100 gp of
raw materials.

Over the course of a short rest, you can restore
hit points equal to your Intelligence modifier +
your Inventor level to your golem, or repair it to full
health during a long rest. Healing spells you cast
on your golem ignore any restriction against
healing constructs.

The base statistics of your golem are as
follows:

Kibbles' Inventor 11

Golem Chassis Autonomous Action

When you create your golem, you can add one prefix to its Starting at 5th level, you no longer need to spend your
type in the form which basic chassis you use for golem. For action or reaction to direct the golem to use its action or
example, if you select Warforged, your golem becomes a reaction, and it can act following mental commands
Warforged Golem, and gains the Warforged modifications to communicated while it is within 60 feet of you.
its base statistics.
If the Golem is not directed to take any action, it will take
Warforged the Dodge action in combat.

Your golem is roughly humanoid, and comes with the robust Magical Nature
flexibility and options that this form provides. Its base strength
becomes 16(+3) and it gains proficiency in shields, simple Additionally at 5th level, your golem’s natural weapons
weapons, and martial weapons. count as magical for the purposes of overcoming resistance
and immunity to nonmagical attacks and damage.
Its natural weapon is: Slam: +5 (Strength + Proficiency) to
hit, reach 5ft., one target. Hit 1d4 + 3 (Strength) bludgeoning Perfected Design
damage.
Starting at 14th level, your golem can add your Intelligence
Quadrupedal modifier to all of its attack rolls, skill checks, and saving
throws.
Your golem takes on a quadrupedal design. Larger and more
sturdy, it is more suitable to launch into the fray or carry its Variant Golem Option: Flesh Golem
creator. Its base size becomes Large, its base Strength and When selecting your golem, some distrubed minds think “by what
Constitution become 16(+3), its natural armor becomes 16, if I want it be a fleshy-monsterousity against sanity?” Well, as usual,
and its speed becomes 35 ft. the Inventor is here for you:

Its natural weapon is: Bite: +5 (Strength + Proficiency) to Flesh Golem?
hit, reach 5ft., one target. Hit 1d10 + 3 (Strength) piercing Your golem is roughly humanoid, a lumbering terror of stitched
damage. flesh, with an odd smell. Its base strength becomes 16(+3) and it
gains proficiency in shields, simple weapons, and martial weapons.
Winged
Its natural weapon is: Slam: +5 (Strength + Proficiency) to hit, reach
Your Golem is modeled off a flying creature. Smaller and 5ft., one target. Hit 1d4 + 3 (Strength) bludgeoning damage.
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. Additional Changes

Its natural weapon is: Talon: +4 (Strength + Proficiency) to • Replace your Smith’s Tool proficiency with Leatherworking
hit, reach 5ft., one target. Hit 1d8 + 2 (Strength) slashing Tools proficiency.
damage. • The upgrades the same, but with “...but from some gross
fleshy organ.”
Launcher • Fleshy Upgrades

Your Golem becomes akin to a mobile turret, taking the frame At your GMs discretion, you can apply Fleshsmith upgrades to your
of a ballista or other launching device. Its base Dexterity Golem. This has the potential to have balance issues, so assume
becomes 16(+3) and its speed becomes 25 ft. the GM will say no unless it’s not and you can explain how it’s not.

Its natural weapon is: Shoot +5 (Dexterity + Proficiency) to Golemsmith Upgrades
hit, reach 60/240ft., one target. Hit 1d10 + 3 (Dexterity)
piercing damage. Unrestricted Upgrade

Specialized Arcane Barrage Armament.
You install an mounted armament to your golem, taking
Your Golem defies all expectations, its design fueled by your
own rampant creativity. A little less robust and stable, it is far whatever form is most appropriate, charged with arcane
more extensible to your visionary plans. Your Golem starts power. As an action, the golem can cast magic missile without
with the basic statistics, but you can select 2 free upgrades expending a spell slot. When cast this way, it has no Verbal or
that do not count against your upgrade total. Somatic components.

Its natural weapon is: Slam: +4 (Strength + Proficiency) to Once used, this armament cannot be used again until the
hit, reach 5ft., one target. Hit 1d8 + 2 (Strength) bludgeoning Inventor completes a short or long rest.
damage.
When the Golemsmith reaches 5th level, the level of the
Intelligent Oversight magic missile spell cast increases to 2nd level. It increases
again at 11th level (to 3rd) and 17th level (to 4th).
Starting at 3rd level, you can take the Help action as a
bonus action when assisting your golem.

Additionally, when you take the Help action to aid an ally
(including your golem) in attacking a creature, the target of
that attack can be within 30 feet of you, rather than 5 feet of
you, if the allied creature can see or hear you.

12 Kibbles' Inventor

Arcane Resonance. Structural Constitution.
You craft a magical essence connector and install it into You have reinforced your Golem with layers of protection

your golem’s core, allowing you and it to share certain magical and redundant systems. Its Constitution ability score
effects. You can make any spell you cast that targets only you increases by 2, increasing its stability and durability. If, after
also target your golem. taking this skill, the golem’s Constitution is 16 or greater, it
gains proficiency with Constitution saving throws. If, after
Defender Protocol. taking this skill, the golem’s Constitution is 18, it gains
You build in a protocol response into your golem to defend advantage on Death Saving Throws.

its master. The golem gains the Protection fighting style. You can take this upgrade more than once. A golem’s
maximum Constitution ability score is 18.
Ether Heart
You install a magical ether heart into your golem, because Systematic Strength.
You build an improved frame and power source for your
that seems like a good idea. Your golem gains 2 charges. It can
use 1 charge to cast any first level spell you know. These golem. Your golem’s Strength ability score increases by 2, and
changes are restored at the end of a long rest. increases its ability at tasks requiring raw strength. If, after
taking this skill, the golem’s Strength is 16 or greater, it gains
Flamethrower Armament. proficiency with Strength saving throws. If, after taking this
You install an armament to your golem, taking whatever skill, the golem’s Strength is 18, it gains proficiency with the
Athletics skill.
form is most appropriate, capable of reproducing powerful
flames. As an action, the golem can cast burning hands. The You can take this upgrade more than once. A golem’s
spell save DC is equal to your spell save DC. When cast this maximum Strength ability score is 18.
way, it has no Verbal or Somatic components. Once used, this
armament cannot be used again until the Inventor completes Warfare Routines.
a short or long rest. You advance the control routines for your golem, allowing it to
fight more effectively. Your Golem gains one Fighting Style of
When the Golemsmith reaches 5th level, the level of the your choice from Archery, Dueling, or Great Weapon Fighting.
burning hands spell cast increases to 2nd level. It increases
again at 11th level (to 3rd) and 17th level (to 4th). 5th Level Upgrade

Fine Tuned Dexterity. Cloaking Device.
You craft improved gears and joints for your golem. Your You install an Arcane Cloaking device on your Golem. Your

golem’s Dexterity ability score increases by 2, increasing its golem can use this device to cast invisibility on itself without
ability at tasks requiring fine motor skills. If, after taking this expending a spell slot.
skill, the golem’s Dexterity is 16 or greater, it gains proficiency
with Thieves’ Tools. If, after taking this skill, the golem’s Once used, this device cannot be used again until the
Dexterity is 18, it gains proficiency with the Stealth skill. Inventor completes a short or long rest.

You can take this upgrade more than once. A golem’s Expanded Frame.
maximum Dexterity ability score is 18. You enlarge your golem, increasing its size category by one

Grappling Appendages if possible, up to a maximum size of Large. If your golem is
You install an additional pair of grappling appendages Large after taking this upgrade, it gains advantage on
Strength checks and Strength saving throws and your golem’s
taking a form of your choice. For the purposes of grappling, maximum hit points become 5 + ([Golem’s Constitution
these serve as two additional free hands for your Golem. Modifier + 6] * Inventor Level).
Additionally, your golem gains a climbing speed equal to its
movement speed so long as it is not using these appendages During the process, you can determine if your golem will
to grapple. have the appropriate physiology to serve as a mount. You can
take this upgrade multiple times, but cannot make a golem
Heavy Armor Plating larger than Large.
You can incorporate a suit of Heavy Armor into your golem
Iron Fortress. Prerequisite: Medium or Larger Golem, Golem
allowing it to equip that suit of armor. Your golem’s Armor Constitution of 18.
Class becomes the Armor Class granted by the equipped You extend your golems shielding and stationary stability. Your
armor. While incorporated with your golem in this way, the Golem now counts as three quarters cover for creatures
golem has Proficiency with that armor. You can change or within 5 feet (as long as it is between them and the attacker)
remove the incorporated armor at any time once you have or riding it. Additionally, it cannot be moved against its will
taken this upgrade, but it takes twice as long as normally while in contact with the ground.
equipping or unequipping the chosen armor type.
Reciprocity Programming
While equipped with Heavy Armor, your Golem has If you use your bonus action to take the Help action to grant
disadvantage on Dexterity (Stealth) checks.
your golem advantage on attacking a creature, your golem can
Magical Essence. take the Help action as a bonus action to take the Help action
You infuse a fragment of magical essence into your golem, to grant you advantage on attacking a creature.

allowing it to attune to one magical item. This follows all
normal attunement rules.

Kibbles' Inventor 13

Shielding Bond Transforming Golem.
After studying the arcane fundamentals of Shield Golems, You install clever multifunctional components allowing your

you have gained insight on how they shield their controllers, golem to reduce its size. Your golem can collapse its size back
and can implement it in your own golem. Your golem gains the down to one size smaller, but while in the collapsed mode any
ability to cast warding bond without expending a spell slot. movement speed it has is reduced by 10 feet. The process
When cast in this method, it does not require material takes 1 minute to invoke or revert.
components.
15th Level Upgrade
Once the golem casts warding bond in this way, it cannot
use this feature to cast it again until it completes a short or Artificial Learning. Prerequisite: Mark of Life
long rest. Your Warforged Companion begins to apply its abilities to

9th Level Upgrades learn new things, gaining a class level in a class of your
choosing. Your Warforged Companion gains all the first level
Powered Charge. You may select this upgrade twice. features of the chosen class. This does not include HP, hit
You improve your golem’s charging speed, increasing its dice, or class proficiencies (for example, selecting Fighter
grants only Fighting Style and Second Wind).
movement speed by 5 feet. If your golem’s speed is 40 feet or
more after taking this upgrade, it gains the ability to use a You can select this Upgrade multiple times, granting
Forceful Slam after moving 20 feet or more in a straight line another level of features or the first level features of another
toward it before attacking; if the attack hits, the target must class each time it is selected.
make a Strength saving throw with a DC of 8 + the golem’s
proficiency + the golem’s strength modifier, being knocked Brutal Armaments.
prone on. You increase the effectiveness of your Golem’s natural

Mark of Life. Incompatible: Launcher Chassis. weapons, allowing it to strike with lethal strikes. When your
You have attained the understanding of magic and you craft golem makes an attack, you can subtract its proficiency from
the attack roll. When you do so, if the attack hits, you can add
a Mark of Life on the forehead of your Warforged Golem, double its proficiency bonus to the damage roll of the attack.
turning it into a Warforged Companion. It gains an
Intelligence score of 10, a Wisdom score of 10 and a Shared Power.
Charisma score of 8. This allows it to follow more complex You bind your golem’s power source to your own soul,
commands without direct input, speak, and remember things.
allowing you to tap its power and it to tap your power.
It gains proficiency in Intelligence and Wisdom saving As its action, your golem can expend one of your spell slots
throws.
to cast a spell you know.
Roleplaying a Warforged Companion As an action, you can drain a number of hit points from the
If you choose the Mark of Life upgrade, your Warforged golem
becomes a sentient companion, capable of learning, thinking, and golem up to twice your Inventor level, gaining that many
having opinions. Consider how this may impact your interactions. temporary hit points.
Fundamentally, a Warforged Companion is still entirely loyal to their
creator, but they develop a personality and thoughts of their own. Either you or your golem can give up your action to allow
the other to take an additional action. This additional action
Overdrive. can only be used to Attack (one weapon attack only), Dash,
You build in a special mode allowing your golem to go Disengage, Hide, or Use an Object.

beyond its limitations. As your action, you can overcharge your Titan Slayer.
golem with energy, granting it the effects of haste for a You build into your golem one oversized weapon. This
number of rounds equal to your Intelligence modifier. Once
used, you cannot use this again until you complete a long rest. weapon weapon can be an martial melee weapon, or an
improved version of any natural weapon the golem has. This
11th Level Upgrade weapon has doubled damage dice. The golem can only attack
with this oversized weapon once per turn (making any
Airborne Propulsion. additional attacks it can make with other weapons),
You add new method of propulsion to your golem, allowing

it to fly, such as intricate mechanical wings or propellers. It
gains a flying speed of 30 feet.

Multiattack Protocol.
When your Golem uses the Attack action, it can attack twice

instead of once.

Thundering Stomp. Prerequisite: Golem of Large size
Your golem can leverage its increased size and magical

nature to unleash a crushing stomp of magical energy when it
brings down its foot. Your golem can replace any attack with
the thunderclap spell using the Inventors level and spell save
DC for casting the spell.

14 Kibbles' Inventor

Infusionsmith but gains the following property: you can apply your
Intelligence modifier to the to attack and damage roll of the
An Infusionsmith is, in some ways, perhaps the most weapon where you usually apply your Strength or Dexterity
quintessential type of Inventor. While other Inventors may modifier.
delve into mechanics and tinkering, an Infusionsmith is an
Inventor that tinkers with magic itself. When you infuse a weapon if it has a single damage die,
increase the die by one step to a maximum of a d12 (e.g. an
These are cutting edge of magical engineering, Infused dagger’s damage type increases from a d4 to a d6).
understanding the principle applications of magic. An
Infusionsmith would have ground to stand on in calling a Spell Manual
wizard an impulsive spell slinger, for these are the Inventors
that work their magic through careful and meticulous method, At 3rd level, you have a Spell Manual containing two 1st-level
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 of your spells known, but when you would learn a new Inventor
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 can
common theme is using their prowess of infusion to make cast into the Spell Manual, as if copying from a written spell.
themselves formidable.
Learning Spells of 1st Level and Higher
Infusionsmith’s Proficiency
Each time you gain an Inventor level, you can add one wizard
When you choose this specialization at 1st level, you gain Spell of your choice to your Spell Manual for free. Each of
proficiency with jeweler’s tools and calligrapher’s supplies. these spells must be of a level for which you have Spell Slots,
as shown on the Inventor table.
Your knowledge of infusion magic gives you a natural affinity
for scribing spell scrolls. Creating a magic spell scroll only On your adventures, you might find other Spells that you
takes you half the time it would normally take. can add to your Spell Manual. For each level of the spell, the
process takes 2 hours and costs 50 gold pieces.
Infused Armament

Starting at 1st level, you can infuse a powerful armament to
take into battle. At the end of a long rest, select one of the
Infusions below. The infusion lasts until the end of your next
long rest.

Animated Weapon

You touch a melee weapon, causing it to spring to life. An
animated weapon can be carried or stowed, but while readied,
it floats beside you. While an animated weapon is readied, you
can make attacks with it as part the Attack action sending it
out to strike a target, but all attacks it makes during a turn
must be against the same target.

This special attack is a melee spell attack with a range of 30
feet. That range reduced to 15 feet if the weapon has the
Heavy or Special property and increased to 60 feet if the
weapon has the Light property. If this attack hits, it deals the
weapon’s damage dice + your Intelligence modifier.

Blasting Rod

You touch a nonmagical wand-blank, stick, staff, or rod,
infusing with the ability to cast a cantrip. Select one Evocation
Cantrip from the Wizard spell list that does not require
concentration. Thereafter, as an action, you can use the
Blasting rod to cast that cantrip.

Once per turn, when you deal damage to a creature or
object with your Blasting Rod, you can add your Intelligence
modifier to damage dealt to that target.

Infused Weapon

You touch a weapon, enchanting it. While this weapon is
enchanted, you (and only you) have proficiency with it.

An Infused Weapon can be wielded like a normal weapon,

Infuse Magic Kibbles' Inventor 15

Additionally at 3rd level, you can use your Spell Manual to This attack deals weapon damage + your Intelligence
infuse magic items, such as wands, storing the power for later modifier on hit. The weapon requires ammunition, and can
use. In a special ritual taking 1 minute, you can expend a spell carry up 30 pieces of ammunition at a time, after which it
slot to cast a spell as normal, but the spell does not take effect, needs to be reloaded as an action.
and is stored in the item for later use.
Arcane Armament
Subsequently, any creature holding the item with an You master armoring yourself with magical enchantments.
Intelligence of 6 or higher that is aware there is magic infused
in it can expend the stored magic to cast the spell. You learn the mage armor spell. While under the effect of
mage armor, you can add your Intelligence modifier to your
The spell uses your spellcasting modifiers, but is in all other AC instead of your Dexterity modifier. You can only do this if
ways treated as if the creature holding it cast the spell. The you are not adding your Intelligence modifier to your AC from
magic infused in the item fades if you complete a long rest another source. Additionally you gain resistance to force
without expending the stored spell. damage.

Extra Attack Loyal Weapon
You can cast the returning weapon spell without expending
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. a spell slot, but if you cast it on a second weapon with this
feature, the spell immediately fades from any previous use of
Empowered Infusions this feature.

Additionally at 5th level, your Infused Armament grows more Magical Wand of...
powerful. If you Infuse or Animate a weapon, you can Infuse You create a new Wand that you can infuse with a spell of
or Animate an additional weapon (having two infused
weapons, two animated weapons, or one of each). If you have 1st level or higher that you have recorded in your Spell
multiple animated weapons, you can attack the same or Manual. This wand does not require attunement, but can only
different targets with them. be used by you. The spell must be of a level that you can cast
as an Inventor (as of when you would get this upgrade). This
If you cast a spell of 1st level or higher using an item from wand has three charges.
Infuse Magic, from a Upgrade, or from a wand (from the
Magical Wand upgrade or a normal wand), you can cast the You can expend a charge to cast the selected spell at its
cantrip with your Blasting Rod as a bonus action. base level. The wand regains all charges at the end of a long
rest.
Benefits of Flexibility?
If you choose to have an Animated and Infused weapon, you can You can select this upgrade multiple times, selecting a
attack twice with either, but will limit yourself to being able to only different spell each time you take this upgrade.
attack one target if you solely rely on the animated weapon. If you
animate two weapons, you can split your attacks like normal using Magic Wand Spell Level
one to attack a different creature. Alternatively, you can animate a A Magical Wand created using an upgrade slot at level 3 can always
short range heavy weapon and a long range light weapon giving you only ever cast 1st level spells. For example, at level 5 if you have
more options at different ranges, but limiting your ability to target two Magical Wand upgrades, you will have one that can cast 1st
multiple targets at any optimal range. level spells, and one that can cast 2nd level spells. Even if you later
swap the upgrade, the Wand is still an Upgrade from level 3, and
Infused Focus selected as if you are level 3 and only able to cast 1st level spells.

Starting at 14th level, you can anchor a powerful spell into Skilled Animation
an item. When you cast a concentration spell, you can anchor You manage to make the magic of your Animated Weapons
it to an item (such as a staff, wand or weapon), and do not
need to maintain concentration. The spell lasts a number of so potent that attacks made with them gain a fighting style.
rounds equal to your intelligence modifier, after which the Attacks made with one handed melee weapons gain Dueling,
spell ends. attacks made with two-handed melee weapons gain Great
Weapon Fighting, and attacks made with ranged weapons
Once you use this ability, you must complete a short or long gain Archery.
rest before using it again.
Soul Saving Bond
Infusionsmith Upgrades You set up a special magical bond between you and another

Unrestricted Upgrades creature. When either creature bound by these abilities fails a
Wisdom, Intelligence, Charisma, or Death saving throw, the
Animated Archer other character can make their own saving throw, replacing
You master animation enchantments allowing you to use the failed save with their own roll. If this ability is used on a
death saving throw, the replacement roll is a 20. Once a roll is
your Animate Weapon feature on a ranged weapon and a replaced by this feature, it cannot be used again until both
quiver of ammunition. An animated ranged weapon hovers creatures in the bond have completed a short or long rest.
near you, and can target anything inside the weapon’s normal
range with a ranged spell attack. This bond can be set up with a different creature at the end
of a long rest.

16 Kibbles' Inventor Lesser Ring of Protection
You make a prototype Ring of Protection. Any creature
Warding Stone
You learn how to weave a protective enchantment on an wearing it can add +1 to their armor class.

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 cast
temporary hit points remaining in this pool, but these are lost
when that creature is no longer carrying this item. heat metal targeting the weapon that struck you. Additionally,
you learn the spell heat metal.
This pool of temporary hit points refreshes when the
Inventor that created it completes a long rest. Ring of Reaction
You make a minor magic ring. Any creature wearing it can
Worn Enchantment
You can enchant an item you are wearing, such as a scarf or add your Intelligence modifier to their Dexterity saving throws
and initiative rolls.
cloak to animate and assist you with a task, be it climbing a
wall, grappling an enemy, or picking a lock. You can expend a Translocation Binding
1st level spell slot to gain proficiency in a Strength or As a bonus action while attacking with an Infused or
Dexterity skill until you complete a long rest. You can use up
all the magic in the item to additionally gain advantage on one Animated melee weapon, you can expend a first level spell slot
check of that skill, immediately ending the effect after the and teleport to an unoccupied location within 5 feet of it
check is complete. before it returns to you. You can invoke this even if the attack
misses the target.
5th Level Upgrades
Weapon Enchantment Resonance
Animated Shield When you cast arcane weapon, magical weapon, elemental
You apply your animating magic to a shield. At the end of a
weapon, or vorpal weapon on a weapon Animated or Infused
long rest, you can touch a shield, causing it to spring to life by you it affects all weapons Animated or Infused by you.
and protect you until you complete your next long rest. While Additionally, you can target a weapon with any arcane weapon,
it is protecting you, you gain the benefit if you had the shield magical weapon, or elemental weapon even if the weapon is
equipped. You cannot benefit from both an animated shield already magical.
and an equipped shield.
Weapon Enchantment Expertise
While you have an animated shield, you can use your When you cast arcane weapon, magical weapon or vorpal
reaction to send it to defend an ally within 30 feet who is
being attacked. You can impose disadvantage on that attack, weapon on a weapon, that weapon deals an additional 1d4
but do not gain the benefits of having an animated shield until force damage. The damage of elemental weapon is increased
the start of your next turn. by 1d4.

Arcane Ammunition Additionally, when you make a Constitution save to maintain
You infuse a ranged weapon with special magic granting it concentration on arcane weapon, magical weapon, elemental
weapon, or vorpal weapon, you have advantage on that saving
magical ammunition. The weapons damage becomes force throw.
damage and it no longer requires ammunition to fire. If the
weapon had the Loading property, it no longer has the 9th Level Upgrades
Loading Property.
Detonate Armament Prerequisite: Arcane Armament.
Deflecting Weapon As a reaction to taking damage, you can end the effect of
While you have an animated melee weapon, if you are
mage armor to cast thunder step without expending a spell
attacked by a weapon attack you can use your reaction to slot. When you cast thunder step in this manner, it deals force
attempt to block the attack, rolling a d8 and adding it to your damage instead of thunder damage.
AC. You can decide to block after the attack is rolled, but
before the outcome is determined. If you successfully block a Once you do this, you cannot use this ability again until the
melee weapon attack like this and the attack misses, you can end of your next short or long rest.
immediately make one weapon attack against the target.
Dimensional Pockets
If you attempt to use a weapon to block an attack in this way You enchant a pocket on your gear to contain far more than
until the end of your next turn if you take the Attack action,
you can only make a single weapon attack, and you cannot it would appear. That pocket can hold any object that can fit
make attacks with the animated weapon you used to block the through a 6 inch diameter opening, and up to 50 pounds. The
attack. pocket otherwise behaves in the same manner as a bag of
holding.
Infuse Shadows
You learn the spell shadow blade. When you are wielding Invisibility Cloak
You make a cloak of invisibility. While wearing this a
the blade conjured by shadow blade you can treat it as an
Infused Weapon. creature can cast invisibility once without expending a spell
slot. When cast in this method it does not require
concentration. It cannot be used again in that way until you
complete a short or long rest.

Kibbles' Inventor 17

Prepared Enchantment You can select this upgrade multiple times, selecting a
You bestow magical enchantments onto your gear, casting a different spell each time you take this upgrade.

limited version of contingency without expending a material How to get high level spells?
component or spell slot. When cast in this way, the spell Astute players will note that you can only add spells of a level you
triggered by contingency must must a 2nd level or lower spell, can cast through leveling to your Spell Manual, but you cannot
and ends if you complete a long rest before the contingency is cast a 5th level spell until a higher level than Magical Rod upgrade
triggered. becomes available. Spells for Magical Rods will primarily have to be
found in the wild, in the form of scrolls, and copied into your Spell
Once you cast contingency in this way, you cannot cast it Manual that way.
again until you complete a long rest.
15th Level Upgrades
Spell Trapping Ring.
You set a powerful magic into a non-magical ring. You can Advanced Object Animation
When you cast the animate objects spell, you can use your
use this ring to cast counterspell without expending a spell
slot. When you cast counterspell in this way and it succeeds, spell attack modifier for the attack roll of anything animated
the spell countered is stored in the ring. You can then cast the by the spell, and the damage they deal is increased by +8
stored spell without expending a spell slot, but the spell fades (divided by the number of things animated - tiny objects gain
if it is not used before you complete a long rest. +1, huge objects gain +8).

Once you use this ring, you cannot use it again until you Third Animated Weapon
complete a long rest. Your mastery of weapon animation expands to a greater

11th Level Upgrades breadth of control. If you have two animated weapons, you can
animate a third weapon with your Animate Weapon feature.
Enchanted Broom When you take the attack action with your other two animated
You can enchant a broom (or broom like object) into a weapons, you can make a single spell attack with your third
animated weapon as part of the same action.
Broom of Flying. You set the command word for the broom,
and the Broom only obeys you. High Level Wands & Rods
While it may appear Infusionsmiths lack high level upgrades, high
Empower Weapon level wand and rod upgrades can be very valuable options.
When you hit a creature with a weapon, you can infuse the

weapon with arcane energy as a bonus action to deal 3d4
additional force damage. When infusing the weapon in this
way you can expend a 1st level spell slot to increase the
damage further. The extra damage is 3d4 for a 1st-level spell
slot, plus 2d4 for each spell level higher than 1st.

Mixed Technique
If you use your action to cast a cantrip with a Blasting Rod,

you can make a single weapon attack as a bonus action using
an Animated or Infused weapon.

Spellsword’s Technique
You can make a Blasting Rod that allows you to cast

booming blade, and consequently use Mixed Technique to cast
booming blade, attacking with your Infused Weapon in your
other hand, and then attack with your bonus action.

Life Infusion
You learn a potent magical infusion that suffuses a creature

with life energy. You can cast regenerate without expending a
spell slot. Once you cast this spell in this manner, you cannot
use it again until you complete a long rest.

Magical Rod of...
You create a new Rod that you can infuse with a spell of 5th

level or higher you have recorded in your Spell Manual. This
rod does not require attunement, but can only be used by you.
The spell level must be equal to half or less of your Inventor
level (as of when you would get this upgrade), rounded down.
This rod has one charge. You can expend the charge to cast
the selected spell at its base level. The rod regains all charges
at the end of a long rest.

18 Kibbles' Inventor

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

An potionsmith can be a scholar who has delved into the At 1st level, you’ve acquired a pouch of useful basic
knowledge the world has to offer or an explorer that has reagents, much as a wizard might carry a component pouch.
unlocked the secrets of the wilderness. Their knowledge could You’ve tucked away things that will come in handy, and can
come from being friends of the fey, or from unfettered access retrieve them as part of using an ability that might require
to the royal library. As such, potionsmith’s can be good or evil, them. As long as you have this pouch on, you use the
lawful or chaotic. potionsmith’s features. This pouch is considered as alchemy
supplies for the purposes of crafting.
Potionsmith’s Proficiency
If you lose your reagent pouch, you can spend 50 gold
When you choose this specialization at 1st level, you gain pieces to reacquire the various stocks you need, or spend 1
proficiency with Blowguns, Alchemist’s supplies and full day gathering them from a natural environment without
Herbalism kit. expense.

Your knowledge of alchemy gives you a natural affinity for Instant Reactions
brewing potions. Creating a potion through normal crafting
takes you only half the time would normally take. At 1st level, you know how to get instant reactions to occur
without the niceties of grinding, simmering and brewing
required for more refined concoctions.

Moreover, you know enough ways to do these that with just
a few standard supplies, you can get these results out of a
wide range of things you can gather in almost any locale and a
pinch from your reagent pouch.

Pick three instant reactions from the following: Alchemical
Acid, Alchemical Fire, Fortifying Fumes, Healing Draught, and
Poisonous Gas. These reactions do not count against your
maximum Upgrades known.

Alchemical Infusions

At 3rd level, you have discovered the secrets to drastically
bypass the alchemical brewing process, crafting potent
magical effects through the direct infusion of the potion with
your own magic. When you finish a short or long rest and have
an empty vial on your person, you may choose one or more the
following spells and use spell slots to cast them.

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

When you cast spells in this way, the spell does not take
effect immediately, but is infused into the potion.

If the spell grants an effect or restores health, a creature can
consume it or administrator it to another creature as an
action.

If a spell targets an area of effect, you can accurately throw
a vial up to 30 feet, dealing no inherent damage, but breaking
the vial in impact. The area of effect takes place when the vial

Kibbles' Inventor 19

is broken, with the effect centered on where the vial breaks. If Alchemical Acid Instant Reaction
the spell targets a creature, you can treat the vial as a ranged You can produce a reaction causing a caustic acid to form.
weapon you have proficiency with the Thrown (20/60)
property. You replace the spell attack with making a weapon As an action, you can throw this combination of ingredients at
attack made with the vial. a point within 20 feet, causing acid to splatter within a 5 foot
radius. Creatures in that area have to make a Dexterity saving
If the spell has a persistent effect that requires throw against your spell save DC, or take 2d4 acid damage.
concentration, it does not require concentration to maintain, Damage from this acid deals double damage against
but its duration is shortened to a number of rounds equal to structures and objects.
your Intelligence modifier.
The damage increases by 2d4 when you reach 5th level
A spell that does not require concentration lasts its normal (4d4), 11th level (6d4), and 17th level (8d4).
duration. An infused potion loses its potency if it is not used by
the end of your next long rest. Alternatively, you can use a bonus action to prepare it as a
ranged weapon you have proficiency lasting until the end of
You can gain additional spells for your Alchemical Infusions your turn with the Thrown (20/60) and Finesse property that
through your Alchemist upgrades. deals damage equal to failing the save against the effect (but
does not add your Strength or Dexterity modifier).
On Creativity and Catapults
While as per the feature, you can only accurately throw the vial Dragon Draught Instant Reaction (upgrade only)
containing an Infused Potion 30 feet, the trigger merely specifies As an action you quaff a vial of highly reactive liquid, allow
that the effect takes place where it breaks.
you to immediately belch a blast of devastating elemental
If you can find another way to deliver the vial, such as the launch energy. You can select between cold, fire, acid, or lightning.
objectK spell (or similar spell) on the Inventor spell list... or, well, an Cold or Fire effect a 10 foot cone. Lightning or Acid effect at
actual catapult, you can apply these methods as well. 15 foot line. Creatures in that area have to make a Dexterity
saving throw against your Spell Save DC, or take 1d8 damage
Practiced Quaff of the elemental type chosen.

Additionally at 3rd level, you gain the ability to consume The damage increases by 1d8 when you reach 5th level
potions and infused potions as a bonus action. (2d8), 11th level (3d8), and 17th level (4d8).

Empowered Alchemy Explosive Reaction Instant Reaction (upgrade only)
You formulate a new instant reaction, a devastating minor
Starting at 5th level, when you deal damage, grant temporary
hit points, or restore health with an instant reaction or explosion. Targeting a point within 20 feet, as an action, you
alchemical infusion on your turn, you can add your cause an explosion. Creatures within 10 feet of the target
Intelligence modifier to the damage dealt or health restored. point must make a Constitution saving throw against your
spell save DC, or take 1d10 thunder damage from the
Infusion Expertise shockwave of the explosion.

Starting at 14th level, when you create an Alchemical Infusion The damage increases by 1d10 when you reach 5th level
at end the end of a short or long rest, the first alchemical (2d10), 11th level (3d10), and 17th level (4d10).
infusion you create does not require a spell slot to infuse, and
you can select an alchemical infusion that you would Alternatively, you can use a bonus action to prepare it as a
otherwise not have a spell slot of high enough level for when ranged weapon you have proficiency lasting until the end of
making this infusion. your turn with the Thrown (20/60) and Finesse property that
deals damage equal to failing the save against the effect (but
Potionsmith Upgrades does not add your Strength or Dexterity modifier).

Unrestricted Upgrades Flaming Grease
You tweak your grease formula to be flammable, as grease
Alchemical Fire Instant Reaction
As an action you can produce a reaction causing a searing should be. When you cast grease or use it to make an
Alchemical Infusion, the effect becomes flammable. If the area
flame. At a point within 20 feet, you can a toss quick of effect is hit with 1 or more point of fire damage, the all
combination of reagents that will cause searing fire to flare up creatures in the area of effect take 2d4 fire damage. The
in a 5 foot radius. Creatures in that area have to make a grease burns for a number of turns equal to your Intelligence
Dexterity saving throw against your spell save DC, or take 1d8 modifier.
fire damage.
Additionally, you when you cast the grease spell or use it as
The damage increases by 1d8 when you reach 5th level an Alchemical Infusion, you can instead use it to coat a
(2d8), 11th level (3d8), and 17th level (4d8). weapon. This coating lasts for 1 hour or until ignited by 1 or
more points of fire damage. Once ignited, that weapon deals
Alternatively, you can use a bonus action to prepare it as a 1d4 additional fire damage for 1 minute.
ranged weapon you have proficiency in lasting until the end of
your turn with the Thrown (20/60) and Finesse property that Fortifying Fumes Reaction Instant Reaction
deals damage equal to failing the save against the effect (but You formulate a new instant reaction, a powerful fortifying
does not add your Strength or Dexterity modifier).
stimulus. Targeting a point within 20 feet, as an action, you
cause fumes to erupt. Creatures within 10 feet of the target
point can choose to hold their breath and not inhale, but
creatures that inhale the fumes gain 1d4 temporary hit points,
deal 1d4 additional damage on their next melee weapon

20 Kibbles' Inventor

attack, and have advantage on their next Constitution saving Inoculations
throw. Any remaining benefits fade at the end of your next You gain resistance to poison damage.
turn. Additionally, at the end of a long rest you, you can select up

Both the temporary hit points and damage bonus increase to five people (including yourself) that are inoculated against
by 1d4 when you reach 5th level (2d4), 11th level (3d4), and the poisonous effects you can produce that require a
17th level (4d4). Constitution saving throw (such as the Poisonous Gas instant
reaction or the cloudkill infusion), allowing them to
Delivery Mechanism automatically pass the saving throw until the end of your next
You modify the stability of your reagents and develop a long rest.

better delivery mechanism. You can target a point within 40 Long Acting
feet for your instant reactions (including ones gained from Your consumed Alchemical Infusions for spells that require
Upgrades, such as Explosive Reaction) and Alchemical
Infusions that target a point. The additional precision allows concentration have their duration increased by a number of
you to better target the effects, allowing creatures of your rounds equal to your Proficiency bonus.
choice within the target area to automatically pass a Dexterity
saving throw against your effects. Persistent Reactions
Your reactions that affect a target area persist in that area
Additionally, when making attack rolls using Infused
Potions or Instant Reactions, you can use your Intelligence in until the start of your next turn. Creatures entering the effect
place of your Dexterity for the attack roll. or ending their turn there have to repeat the saving throw
against the effect. You can choose to make a reaction not
Frostbloom Reaction Instant Reaction (upgrade only) persist at the time of taking the action to cause it.
You develop an endothermic reaction, a devastating
Poisonous Gas Instant Reaction
localized cold snap that creates an instant bloom of ice. As an action you can produce a reaction causing noxious
Targeting a point within 20 feet, as an action, you cause the
area to erupt in frost. fumes. At a point within 20 feet, you can toss a quick
combination of reagents that will cause a whiff of poisonous
The area within 5 feet of the target point becomes difficult gas to erupt spreading to a radius of 10 feet. Creatures in that
terrain until the end of your next turn, and any creature in the area have to make a Constitution saving throw against your
area must make a Dexterity saving throw against your Spell Spell Save DC, or take 1d4 poison damage and become
Save DC, or be caught by the ice taking 1d6 cold damage; a poisoned until the end of their next turn.
creature entirely in the area of effect that fails also becomes
restrained until the end of their next turn. They can use their The damage increases by 1d4 when you reach 5th level
action to make a Strength saving throw to break free of the ice (2d4), 11th level (3d4), and 17th level (4d4).
early.
Poisoner’s Proficiency.
The damage increases by 1d6 when you reach 5th level You delve into the secrets of the darkest secrets of herb lore,
(2d6), 11th level (3d6), and 17th level (4d6).
learning the potent secrets of poison. You gain Proficiency in
Healing Draught Instant Reaction poisoner’s kits; if you already have proficiency in them, you
As a bonus action, you can produce a combination that will gain expertise in them and can add twice your proficiency to
ability checks using them. Additionally, during a long rest, you
provide potent magical healing. After creating the draught, you can create one of the three following poisons.
or another creature can use their action to consume it or
administer it to a creature within 5 feet before the start of your • Contact poison. You can apply this to a melee weapon or
next turn. The draught restores 1d8 hit points. If you have the up to ten pieces of ammunition, that weapon or
Practiced Quaff feature, you can consume a healing draught ammunition deals an additional 1d4 and poison damage;
as part of the bonus action used to make it. the weapon can deal poison damage 10 times before the
poison wears off.
A creature can benefit from a number of these healing
draughts equal to their Constitution modifier (minimum 1), • Ingested Poison. This a simple flavorless powder. If a
after which they provide no additional benefit until they creature consumes a full dose of this poison before the end
complete a long rest. A Healing Draught that is not consumed of your next long rest they must make a Constitution saving
by the start of your next turn loses its potency. throw with disadvantage against your spell save DC. After
one minute, if the saving throw was a failure then the
The healing increases by 1d8 when you reach 5th level creature takes poison damage equal to a d10 per your
(2d8), 11th level (3d8), and 17th level (4d8). artificier level, and becomes poisoned until they complete a
long rest.
Homunculus Familiar
You learn the alchemical process for creating a homunculus • Inhaled poison. This poison can be used to modify your
poisonous gas reaction. You can use this dose of poison to
minion. You can cast find familiar without expending a spell make your poisonous gas instant reaction have a radius of
slot or requiring material components beyond your alchemical 20 feet and deal twice as much damage on a failed save.
reagents and blood (as described in the spell). The familiar’s
type becomes construct or monstrosity, and can appear in any A poison that has not been used by the time you complete
tiny shape you want, but uses the statistics of any creature that your next long rest loses its potency and has no effect if used.
can normally be summoned.

Kibbles' Inventor 21

Secrets of Acid. Weapon Coating.
You learn the secrets of infusing acid into your Alchemical You learn how to coat a weapon or piece of ammunition

Infusions. You can add the following spells to your list of with one of your instant reactions to take effect on hit. As a
available spells for alchemical infusions: bonus action, you can apply your instant reaction to a melee
weapon or piece of ammunition. Until the end of your turn, the
Spell Level Infusion Spells next hit with that weapon or with a coated piece of
ammunition will cause the effect of the instant reaction to the
1st caustic brew target. The creature automatically takes the damage or
healing associated with the reaction, but makes a saving
2nd acid arrow throw as normal against any additional effects.

3rd erodeK The Implications
There is an Instant Reaction that restores health, rather than deals
You can create one infused potion of caustic brew at the end damage. This can be applied via weapon coating as well, though
of a long rest without expending a spell slot. the weapon damage of the implement is not negated, perhaps your
allies will forgive a blowgun dart coated in a healing draught... if you
Secrets of Flight hit the attack.
You learn the secrets of infusing the ability to escape the
5th Level Upgrades
shackles of gravity into your Alchemical Infusions. You can
add the following spells to your list of available spells for Adrenaline Serum
alchemical infusions: You create a potent serum. As a bonus action on your turn,

Spell Level Infusion Spells you can consume a dose of this serum. Consuming this
concoction increases your Strength and Dexterity ability score
1st feather fall modifier by your Intelligence ability score modifier (up to a
maximum of +5) for a number of rounds equal to your
2nd levitate Constitution modifier. While you are under the effect of
Adrenaline Serum, you gain the benefits of heroism. After
3rd fly which all effects of the serum fade at the start of your next
turn. When the effect ends, your speed is reduced by half and
You can create one infused potion of feather fall at the end you cannot benefit from Adrenaline Serum until the start of
of a long rest without expending a spell slot. your next turn.

Secrets of Fire. Explosive Powder Prerequisite: Explosive Reaction
You learn the secrets of infusing fire into your Alchemical You’ve manage to stabilize and refine your Explosive

Infusions. You can add the following spells to your list of Reaction. You can prepare up to your Intelligence modifier in
available spells for alchemical infusions: Explosive Reactions that do not detonate instantly. They will
only detonate when exposed to fire. These Explosive
Spell Level Infusion Spells Reactions last 1 minute before losing potency. The maximum
damage a creature can take from the detonation of multiple
1st faerie fire Explosive Reactions is twice the damage of an Explosive
Reaction, but structures take the full damage of multiple
2nd dragon’s breath Explosive Reactions.

3rd fireball 9th Level Upgrades

You can create one infused potion of faerie fire at the end of Aroma Therapies.
a long rest without expending a spell slot. You expand your alchemical knowledge to be able to

Secrets of Frost. produce incense and simmering reagents that grant effects to
You learn the secrets of infusing frost into your Alchemical those that inhale their fumes. If creatures spend a long rest
inhaling fumes from a concoction you devise with this feature,
Infusions. You can add the following spells to your list of creatures regain an extra 2d4 hit dice, recover from 1d4 levels
available spells for alchemical infusions: of exhaustion and are cured of any non-magical diseases they
are suffering from.
Spell Level Infusion Spells
Infusion Stone.
1st freezing shellK You use the secrets of Alchemy to create an Infusion Stone.

2nd cold snapK You can use this stone in the process of infusing potions in
place of a spell slot level less than or equal to the highest level
3rd flash freezeK spell slot you can cast.

You can create one infused potion of freezing shell at the You can use this stone to replace a spell slot for an infusion
end of a long rest without expending a spell slot.

Secrets of...
Almost any set of three spells, a 1st level, 2nd level, and 3rd level
spell of either short term buffs or area of effect damage spells can
work, so long as there is a thematic connection between the spells.

Consult with your DM about additional options if you don’t see what
you want present here.

22 Kibbles' Inventor

once. It regains this charge after you complete a long rest. Mutation Mixture Prerequisite: 13th level Artificer
Mana Potion. You concoct an infused potion that warps your body, rapidly

During a short rest, you can create a mana potion. A mana and temporary mutating it in extreme ways. You gain the
potion loses its potency if it is not consumed within 1 hour. As polymorph spell as an option for Alchemical Infusion, and
an action, a creature can consume a mana potion to restore a when when you consume this Infused Potion, the duration of
spell slot of its choice, up to third level. the potion is one hour, though it can be ended early by the
creature that consumed it as an action.
Potent Reactions.
You refine your reactions increasing their potency. The die A creature cannot undergo the effect of this Infused Potion
again until they complete a long rest.
you roll to determine the damage or healing effect of your
reactions is increased by one. A d4 becomes a d6, a d6 15th Level Upgrades
becomes a d8, a d8 becomes a d10, and a d10 becomes a d12.
Adrenaline Rush Prerequisite: Adrenaline Serum
Rocketry While under the effect of Adrenaline Serum, you can attack
Prerequisite: Explosive Reaction, Delivery Mechanism
Combining the knowledge of explosive with advances in twice, instead of once, whenever you take the Attack action on
your turn.
delivery and stabilization, you produce the logical extreme -
powering the payload and delivery with your devastating Mad Alchemy
knowledge. You can combine the effects of two Infused Potions into a

You can select any instant reaction you know as the payload single potion.
of your rocket. Rockets must be prepared ahead of time, and
you can prepare a number of equal to your Intelligence Philosopher’s Stone.
modifier at the end of a short or long rest; any rockets not You create a philosopher’s stone allowing you to recreate
used must be remade during a rest due to volatile
components, though an alternate payload used to create them wonders of alchemy. So long as you have a supply of non-gold
can be salvaged. metal, you can create up to one pound of gold a day (50 gold
pieces worth). Additionally, the Philosopher’s Stone can be
A rocket targets a point within 500 feet, but the DC of the used in place of a diamond costing 500gp or less as spell’s
saving throw is reduced by 2 for each 100 feet it travels; the Material Component, and is not consumed when used in such
rocket then has the effect of the instant reaction selected as a a way, but loses its powers for 24 hours.
payload at the target point.
You can brew a special potion using your Philosopher stone
You can load alternative payloads of up to one pound into called an Elixir of Life. Brewing this potion takes 8 hours and
your rocket, replacing the effect of instant reaction. requires crushing a diamond worth at least 2,000 gold pieces.
An Elixir of Life causes a creature that drinks it ceases to age
11th Level Upgrades for 4d4 years. A creature drinks this Elixir gains a death ward
effect that lasts until triggered.
True Homunculus Prerequisite: Homunculus Familiar
As your expertise grows, you can create a true wonder of A more potent elixir can be created, adding an additional
1d4 years for regained for each diamond spent.
alchemy. Instead of casting find familiar you can cast create
homunculus, but when casting in this way it requires material
components as normal.

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

potent concoction. That Healing Draught heals the maximum
value of the dice rolled when restoring health and has the
effect of greater restoration. Once you make an improved
Healing Draught like this, you cannot make one again until
you complete a long rest.

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

instant reaction. When you roll damage, hit points restored, or
temporary hit points granted, you gain the maximum value of
the dice, instead of rolling. Once you create a perfect reaction,
you cannot do so again until you complete a short or long rest.

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

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

Kibbles' Inventor 23

Thundersmith

A Thundersmith is an Inventor who harnesses the primal
force of elemental power, channeling its power into their great
creation: a weapon of unmatched devastation. Spectacular
and terrible, these weapons bring fear to their foes and awe to
their allies.

Why a Thundersmith bends their mind to the task of
making such a weapon are as varied as the creations
themselves. Some are coldly analytical about the destruction
it causes seeking to continually improve it, tweaking it for ever
more optimized destruction, while others view it merely as a
tool, a means to an end; others still revel in the crash of
thunder that heralds the terrifying force of their weapon.

Many look at these weapons as the dawn of a new age, in
truth wielding them is a tricky and arcane art; as complex as
its creation it is only truly understood and mastered by the
one who forged the device - each weapon a unique piece of
devastating art.

Thundersmith’s Proficiency

When you choose this specialization at 1st level, you gain
proficiency with tinker’s tools and smith’s tools.

If your weapon requires ammunition, you gain the
knowledge of how to forge them, and create them with
smithing tools during a long rest. You can create up to 50
rounds of ammunition during a long rest, with materials
costing 1 gold piece per 10 rounds.

Stormforged Weapon Stormforged Weapon, you can make the same or different
type, and select the same or different upgrades.
Starting at 1st level, you harness the elemental power of
thundering storms to create a powerful weapon. This weapon Select one of the following and consult the Stormforged
requires attunement, you are proficient with it while attuned. Weapon table for its statistics.
and you can only be attuned to one Stormforged Weapon at a
time. If you have multiple Stormforged Weapons, you can
change which one you are attuned to during a long rest.

If you lose your Stormforged Weapon or wish to create
additional ones, you can do so over the course of three days
(eight hours each day) by expending 200 gold pieces worth of
metal and other raw materials. When you make a new

Stormforged Weapons

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

1d8 piercing + 1d4 Reach, Two-Handed, Loud†
lightning

(*) 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.

24 Kibbles' Inventor

Thunder Cannon Devastating Blasts

You use the power of thunder to launch a projectile with Beginning at 5th level, when you miss an attack with your
terrible power, if limited accuracy, over long distances. Ringing Thundering Weapon, you can apply Thundermonger damage
out with a booming crash, it brings fear to the battlefield. to the target creature you missed, but it deals only half the
bonus damage. Dealing damage this way counts as applying
Hand Cannon Thundermonger damage.

Forgoing the guiding barrel, this pack uses the thundering Unleashed Power
power to launch a projectile with all the force of a Cannon,
though its effective range is far more limited. Starting at 14th level, when rolling damage for
Thundermonger or your Stormforged Weapon, you can
Firearms In a Campaign Setting expend a spell slot to reroll a number of the damage dice up to
A lot of campaign settings do not feature firearms, and in some of your Intelligence modifier (minimum of one) and maximize a
these the Thundersmith variant of Inventor might not be the right number of dice equal to the level of the spell slot expended.
choice, but consider that the Inventor is fundamentally someone You must use the new rolls.
that tinkers with and explores boundaries of magic as much as or
more so than technology. Thundersmith Upgrades

A Thunder Cannon need not be a gunpowder powered device, even Unrestricted Upgrades
in a setting where gunpowder exists, but can be powered by harnessing
elemental powers, bound through various carefully researched magical Adaptable Weapon.
techniques. In most cases, the wonders of an Inventor are more an You can adapt a weapon without the Ammunition property
engineering marvel of magic than technology, but that balance can shift
depending on what is best for your setting. to have a secondary attack type giving it the functionality of a
Hand Cannon, or give a weapon with the Ammunition
Kinetic Hammer Property a secondary attack with the properties of a Charged
Blade.
Rather than launching a projectile with the thundering force,
you keep that force imbued in the weapon, allowing for How to merge your weapons.
devastating force to be applied to the attack. If you want to call it a gunblade, I’m not here to stop you, but it
can be any range of configuration, from a bayonet to something
Charged Blade more exotic.

You create a bladed weapon that channels the harnessed Lightning Magic
power of the elemental storm power directly into the blade, After a long study of the internal workings of your
causing it to lay waste to all it strikes. This weapon deals
Lightning damage when applying Thundermonger. Stormforged Weapon, your mastery of lightning and thunder
magic is such that you learn the following spells at the
Lightning Pike following levels and can cast them as Inventor Spells.

You create a charged blade and stick it to the end of a pole, Inventor Level Spell
making it slightly more unwieldy, but giving it devastating
reach. This weapon deals Lightning damage when applying 3 lightning tendrilK
Thundermonger.
5 crackleK
Thundermonger
9 lightning bolt
At 3rd level, the elemental might of your weapon is so
powerful its strikes deal bonus thunder damage. 13 jumpin joltK

When you hit a target with your Stormforged Weapon, you 15th sky burstK
can deal an extra 1d6 thunder damage. After discharging this
bonus damage, you cannot deal this bonus damage again until You can cast lightning tendril without expending a spell slot,
the start of your next turn. after which you must complete a long rest before you can cast
it without expanding a spell slot again. Starting at 5th level,
This extra damage increases by 1d6 when you reach certain you can choose to cast crackle without expending a spell slot
levels in this class: 5th level (2d6), 7th level (3d6), 9th level instead.
(4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th
level (8d6), and 19th level (9d6). Extended Range
You extend the reach of your weapon. If your weapon has
Stormcharged vs. Thundermonger
A common question is why does the Stormcharged Property the Ammunition property, its range is extended normal range
exist and how does it interact with Thundermonger? Functionally, by 30 feet, and maximum range by 90 feet. If your weapon has
the stormcharged property (like the previous loading property) the Two-Handed property, it gains the Reach property.
has no effect on a single classed Thundersmith, it just exists to
make Stormforged Weapons interact better with Extra Attack for
multiclassing and Cross Disciplinary Knowledge.

Kibbles' Inventor 25

Lightning Burst Thundermonger. You don’t add your ability modifier to the
You upgrade your Stormforged Weapon to discharge its damage of the bonus attack, unless that modifier is negative or
you have the Two Weapon Fighting Fighting Style.
power within a 5-feet wide and 60-feet long line. If you have
not dealt Thundermonger damage since the start of your turn, While dual wielding Stormforged Weapon, you can load a
as an action, you can make a special attack. Each creature Stormforged Weapon without a free hand.
must make a Dexterity saving throw against your Spell Save
DC or take damage equal to the bonus damage of Weapon Improvement.
Thundermonger as lightning damage on a failed save, half as Your Stormforged weapon gains a +1 to attack and damage
much on a successful save.
rolls. This does not stack with any benefit gained from Arcane
This counts as discharging your Thundermonger damage. Retrofit, and this upgrade can be replaced as part of applying
Firing in this way does not consume ammo. a bonus to your Stormforged Weapon via Arcane Retrofit.

Point Blank. Prerequisite: Hand Cannon 5th Level Upgrades
Being within 5 feet of a hostile creature doesn’t impose
Echoing Boom. Incompatible with Silencer.
disadvantage on your ranged attack rolls. Additionally, can use You pack extra power into your Thundermonger, increasing
your Hand Cannon when making opportunity attacks.
the damage it deals by 1d6.
Silencer. Incompatible with Echoing Boom.
You upgrade your Stormforged Weapon with a sound Harpoon Reel
You devise a secondary attack method that launches a
dampening module. Your Stormforged Weapon loses the Loud
property. Additionally, you can expend a 2nd level spell slot to harpoon attached to a tightly coiled cord. This attack has a
overcharge the Silencer, casting the spell silence. normal range of 30 feet and a maximum range of 60 feet, and
it deals 1d6 piercing damage. This attack does not apply
Note: Sound - and consequently Thunder Damage - cannot pass Thundermonger damage. This attack can target a surface,
through silence or effect a creature inside its area of effect. object, or creature.

Shock Absorber. A creature struck by this attack is impaled by the Harpoon
You add a reclamation device to your Stormforged Weapon unless it removes the Harpoon as an action, which causes it to
take an additional 1d6 damage. While the Harpoon is stuck in
to gather energy from the surroundings when it is present. As the target, you are connected to the target by a 60 foot cord.
a reaction to taking Lightning or Thunder damage, you can Dragging the connected party via the attached cord causes the
cast absorb elements without expending a spell slot. When creature moving to move at half speed unless they are a size
absorbed in this method, you can apply the bonus damage category larger.
granted by absorb elements to your next weapon attack even if
you make a ranged weapon attack. While connected in this manner, you can use your bonus
action to activate the Reel action, pulling yourself to the
Sonic Movement. Prerequisite: Stormforged weapon that can location if the target is Medium or larger. A Small or smaller
deal Thunder damage. creature is pulled back to you, ending the connection.

You reclaim and rebalance your weapon to leverage the Alternatively, you can opt to disconnect the cord.
backdraft of the force it exerts. When you make an attack with This attack cannot be used again until the Reel action is
your Stormforged weapon that would deal thunder damage on taken.
your turn with your Stormforged weapon, you are knocked 5
feet away from the target you attacked. This movement does Connected... by a Rope.
not provoke attacks of opportunity. Note that Harpooning a creature means that there is a rope
connecting you to them. While you can use this to move them
Storm Blast. as per the ability, they can also use this to move you, particularly
You can make a special attack with your Stormforged if they are substantially larger. Many Thundersmiths were last
seen saying “I got this” and then Harpooning a dragon. User
Weapon, unleashing a storm blast in a 30-foot cone as an discretion is advised.
action. Each creature must make a Strength saving throw
against your Spell Save DC, or take damage equal to the Terrifying Thunder. Prerequisite: Echoing Boom.
bonus damage of Thundermonger and be knocked prone. You add an additional amplifier to maximize the shock and

This counts as discharging your Thundermonger damage. awe value your cannon blasts. The first time a target takes
Firing in this way does not consume ammo. damage from Thundermonger, they are deafened until the end
of their next turn.
If using a Kinetic Hammer, you can use your Strength to
calculate the DC of this ability (8 + your Strength modifier + Additionally, they must make a Wisdom saving throw
your Proficiency bonus) instead of your Spell Save DC. against your Spell Save DC or become frightened of you for
one minute. They can repeat this saving throw at the end of
Twin Thunder. each of their turns.
You can attune to two one-handed Stormforged Weapons at
If a creature’s saving throw is successful or the effect ends
the same time, so long as they either share the same for it, the creature is immune to Terrifying Thunder for the
Upgrades, or have total Upgrades equal to your maximum next 24 hours.
Upgrade count between them. If you make an attack with one
of them while holding the other, you can attack with the other
as a bonus action, however, both share the same use of

26 Kibbles' Inventor

9th Level Upgrades Transforming Weapon Prequisite: Adaptable Weapon
Select 3 of Thunder Cannon, Lightning Pike, Kinetic
Elemental Swapping.
You upgrade the firing chamber for more adaptable damage. Hammer, Hand Cannon, and Charged Blade. As a bonus
action, you can transform your Stormforged Weapon between
When you take the attack action with your Stormforged them.
Weapon you can adjust the firing chamber, causing any bonus
damage granted by Thundermonger to deal fire, cold, acid, or 11th Level Upgrades
lightning damage instead of thunder damage. Alternatively,
you can use a Vial of Holy Water to cause your next Backblast
Thundermonger bonus damage to deal radiant damage. After dealing Thunder damage on your turn, you can cast

Mortar Shells. Prerequisite: Stormforged weapon with the thunder clap as a bonus action. You can do this a number of
Ammunition property. times equal to your Intelligence modifier, regaining all uses
after a long rest.
You build a secondary fire mode allowing you to fire your
cannon like a mortar. Pick a target point within range, and Blast Radius
make an attack roll. Apply the attack roll to all creatures Your Devastating Blasts now deals half your weapon
within a 5 foot radius of the target point. Creatures hit take
weapon damage plus half of Thunder monger bonus damage. damage (including your modifier) in addition to half your
Dealing damage this way counts as applying Thundermonger Thundermonger damage when you apply it to a missed target
damage for the turn. that is within 30 feet of you.

Creatures do not benefit from cover against this fire mode Stabilization
unless they have overhead cover as well. When making a ranged weapon attack, if neither you nor

Ride the Lightning. Prerequisite: Lightning Burst your target has moved since your last ranged attack against
When you use the Lightning Burst ability, you can opt to them, then you gain advantage on the attack. Also, being
prone no longer causes you to have disadvantage when
expend a spell slot of the first level or higher to infuse yourself making a ranged weapon attack with your Stormforged
into the burst of power. When you do so you are teleported up Weapon.
to 60 feet in the direction of the Lightning Burst (ending early
if the Lighting Burst is blocked by an obstacle). You can stop 15th Level Upgrades
anywhere along the path of the Lighting Burst, but the
Lightning Burst will stop where you do. Massive Overload. Prerequisite: Storm Blast or Lightning
Burst
Shock Harpoon Prerequisite: Harpoon Reel
After hitting a creature with the Harpoon fire mode, you can Before taking a shot, you can expend a 3rd level or higher
spell slot to use Storm Blast or Lightning Burst at the same
use a bonus action to deliver a shock. If you have not dealt time as making an attack; in this case the Storm Blast or
Thundermogner damage since the start of your turn, you can Lightning Burst is powered by the spell slot and does not
deal damage equal to your Thundermonger bonus damage as count as applying Thundermonger for that turn. The direction
lightning damage. This counts as discharging your of this secondary ability is the same as your attack.
Thundermonger damage. Additionally, the target must make a
Constitution saving throw against your spell save DC or be Doing this damages your Stormforged Weapon and you
stunned until the end of its next turn. must spend an action to repair it before you can fire again. You
must have the secondary ability unlocked as an upgrade to use
Once used, the Harpoon must be reeled in before this can it.
be used again.
Masterwork Weapon. Prerequisite: Weapon Improvement
Synaptic Feedback. The bonus to attack and damage rolls for your Stormforged
You install a feedback loop into your cannon, allowing you to
Weapon increases by +2 (stacking with any existing bonus
siphon some energy from your Stormforged Weapon to from Weapon Improvement or Arcane Retrofit), up to a
empower your reflexes. maximum of +4.

Whenever you deal Lightning damage with your
Stormforged Weapon your walking speed increases by 10ft
and you can take the Dash or Disengage actions as a bonus
action. This effect lasts until the end of your turn.

Thunder Jump
Build a quick release for the arcane thundering energy that

fills your Stormforged Weapon. As an action you can channel
it to cast thunder step without expending a spell slot. This
counts as discharging your Thundermonger damage.

Once you use this ability, you cannot use it again until you
complete a short or long rest.

Kibbles' Inventor 27

Warsmith Warsmith’s Armor

A Warsmith is an Inventor that has turned their wondrous At 3rd level, you’ve attained the knowledge of forging and
talent of invention to a singular goal: making themselves a arcane tinkering sufficient to create a set of armor that
juggernaut of war. The reasons behind this could be augments and expands your abilities from a standard, non-
benevolent or nefarious. Some Warsmiths seek to turn their magical, set of heavy armor using resources you’ve gathered.
invention into a machine of death and terror; others become This process takes 8 hours to complete, requiring the use of a
the arbiter of justice and order, and others still perhaps merely forge, foundry or similar and it incorporates a Warplate
seek to refine their craft in pursuit of pure innovation. Gauntlet (they do not require separate attunement).

Because few individuals would pursue such a wondrous While wearing your armor, your Strength ability score
invention without a driven purpose to their endeavor, increases by 2, and your maximum Strength ability score
Warsmiths tend to be Lawful, usually driven to their actions by becomes 22.
a greater purpose they seek the power to accomplish, be it
righting the wrongs of the world, or bringing it to heel beneath You can create a new set of armor by forging it from a set of
their ironshod boot. gathered and purchased materials in a process that takes
2000 gold pieces and eight hours.
Warsmith’s Proficiency
You can create multiple sets of armor, but you can only be
At 1st level, you gain proficiency with heavy armor, tinker’s attuned to one of them at a given time, and you can only
tools and smith’s tools. change which one you are attuned to during a long rest. If you
create a new set of Warplate, you can apply a number of
Warplate Gauntlet Upgrades equal to the value on the class table, applying each
at the level you get it on the class table.
At 1st level, when you take this specialization, you construct
a Warplate Gauntlet. This is a specialized Wondrous Item that When you create your armor, you can create a heavy plated
only you can attune to. When you create a Warplate Gauntlet, Warplate, a magically enhanced set of gear, Warsuit, or you
you can add one of the following upgrades to it: Power Fist, can integrate your changes directly into your body as an
Force Blast, or Martial Grip. This upgrade does not count Integrated Armor.
against your upgrade total. You can make multiple gauntlets
with different upgrades, but can only be attuned to one at a If your armor is Warplate or Integrated Armor, you gain the
time. Powerful Build trait. Powerful Build means you count as one
size larger when determining your carrying capacity and the
If you lose your Warplate Gauntlet, you can remake it during weight you can push, drag, or left. Integrated armor cannot be
a long rest with 25 gold worth of materials, or can scavenge removed, but does not confer any penalty when resting in it.
for materials and forge it over two days of work (eight hours a
day) without the material expense. Additionally, if you are small, you become medium while
wearing Warplate.
While wearing a Warplate Gauntlet, you can engage
Artificial Strength. Warsmiths & Magical Armor
By the rules laid out here, using magical armor as a base for your
Artificial Strength Warsmith’s armor has no additional effect. This is intentionally the
rules-as-written rules, but there is certainly some flexibility here.
When you don your Warplate Gauntlet or as an action while • Using Adamantine or Mithral, the properties carry over to the
wearing it, you can dedicate some of your intelligence to fully Warsmith’s armor.
controlling the power of the gauntlet. You can reduce your • Using +1/+2/+3 armor carries over, but counts as taking a free
current and maximum Intelligence score to increase your “Armor Class” upgrade for each +1 the armor has, meaning that
current Strength ability score by the same amount, but you upgrade cannot be taken to make the armor +4 or better.
can only raise your Strength ability score up what your • Armor of Resistance carries over, counting as taking “Resistance”
Intelligence ability score was before engaging Artificial upgrade for that damage type for free.
Strength. You can stop using Artificial Strength at any time,
and it automatically ends if your gauntlet is removed. Other cases can be handled on a case by case basis. Consult with
your DM and work something out that would be reasonable to combine
making receiving magic armor a cool bonus, but not something that
breaks the game!

Warsmith Armor

Armor Name AC Weight Strength Stealth Properties
Requirement

Warplate 18 65 lbs. — Disadvantage Heavy Armor,
Powerful Build

Warsuit 14 + Dex 20 lbs. — — Medium Armor
Modifier (max 2)

Warskin 12 + Dex 13 lbs. — — Light Armor
(War Suit) Modifier

Integrated Armor 14 + Dex N/A — — Medium Armor,
modifier (max 2) Powerful Build

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

lift.

28 Kibbles' Inventor Collapsible Incompatible with Integrated Armor
Your Warsmith’s armor can collapse into a case for easy
Extra Attack
storage. When transformed this way the armor is
Beginning at 5th level, you can attack twice, instead of once, indistinguishable from a normal case and weighs 1/3 its
whenever you take the Attack action on your turn. normal weight. As an action you can don or doff the armor,
allowing it to transform as needed.
Fully Customized Gear
Construct Constitution Prerequisite: Integrated Armor
Starting at 14th level, you’ve mastered the customization of You gain resistance to poison damage and immunity to the
your Warsmith’s armor. You can add one additional upgrade to
your armor that does not count against your Upgrade total. poisoned condition. You have advantage on saving throws
against diseases as well as spell effects that require a
Additionally, during a long rest, you can now swap out any “humanoid” target.
one upgrade for any other upgrade of the same level, so long
as you don’t have an upgrade that requires the upgrade you Flame Projector
are removing as a prerequisite, or an incompatible upgrade. You gain the ability to unleash fire energy. While wearing

What Does Your Armor Look Like? your Warplate Gauntlet, you can cast fire bolt, and gain access
Nothing in this document specifies the visual appearance of your to the following spells at the following levels while wearing
armor beyond the type of armor, but it very likely does not look like your Warplate Gauntlet:
a standard set of armor. Consider what the visual differences are -
are you enhancements more mechanical in nature or more magical Inventor Level Spell
in nature? Does it have geared joints, glowing runes, or both? 3th burning hands
5th scorching ray
Consider how your setting might react to someone standing around 9th
in such armor. In all but the highest magical settings, such a set of 13th fireball
armor is likely to attract some curiosity or concern. 17th wall of fire
immolation
Warsmith Upgrades
Force Blast
Unrestricted Upgrades You upgrade your Warplate Gauntlet to deliver special

Adaptable Armor ranged attacks. These attacks are a ranged spell attack that
You integrate deployable hooks and fins into your armor, deals 1d8 + your Intelligence modifier force damage, and has
a range of 60 feet.
augmenting its mobility. While wearing your armor you gain a
climbing speed equal to your walking speed, and you can You are proficient in this weapon. When you take the attack
move up, down, and across vertical surfaces and upside down action, you can use this ranged spell attack in place of any
along ceilings, while leaving your hands free. attack made.

Additionally, you gain a swim speed equal to your walking Fortified Brace Prerequisite: Warplate
speed. You build in systems to maximize defensive potential. As a

Accelerated Movement You can apply this upgrade twice. reaction to taking damage, you can brace your armor, locking
You reduce the weight of your armor by 15 lbs. While it in a defensive position. Until the start of your next turn, you
gain resistance to all damage and any subsequent attacks
wearing your armor your speed increases by 10 feet. This made against you are made with disadvantage. On your next
applies to all movement speeds you have while wearing your turn after taking this action, your movement speed is reduced
armor. by half and you cannot take an action (you can still take a
bonus action).
Arcane Visor You can take this upgrade multiple times
selecting a different option each time. Iron Fortitude Prerequisite: Integrated Armor
You gain an unnatural durability. When damage reduces you
You magically enchant your visor. You gain one of the
following effects while wearing your armor; you pick the effect to 0 hit points, you make Constitution saving throw with a DC
when selecting the upgrade. of 5 + the damage taken, unless the damage from a critical hit.
• You gain darkvision to a range of 60 feet. If you already On a success, you drop to 1 hit point instead.

have darkvision, the range of that darkvision is increased Grappling Reel Prerequisite: Warplate or Integrated Armor
by 60 feet. Your Warsmith’s armor gains an integrated grappling reel
• You can ignore Sunlight Sensitivity.
• Divination spells no longer require your Concentration to set into your gauntlet. As an attack or as an action, you may
maintain. You can only use this effect one spell at a time. target a surface, object or creature within 30 feet. If the target
is Large or Smaller, you can make a Grapple check to pull it to
Regardless of the selection, you have advantage on saving you and Grapple it on success. Alternatively, if the target is
throws against being blinded while wearing your armor. Large or larger, you can choose to be pulled to it, this does not
grapple it. This movement generates attack of opportunity as
normal movement would.

Kibbles' Inventor 29

Grappling Hook Prerequisite: Warsuit Sentient Armor
Your Warsuit’s gains an integrated grappling hook set into You create an artificial personality integrated into your

your gauntlet. As an attack or as an action, you may target a armor, giving it limited sentience. This sentience assists you in
surface, object or creature within 20 feet. If the target is Small many ways. While wearing your armor, your Intelligence
or Smaller, you can make a Strength (Athletics) grappling ability score and maximum Intelligence ability score are
check to pull it to you and grapple it. Alternatively, if the target increased by 2. Your armor can speak understand and speak
is Medium or larger, you can choose to be pulled to it, however, any language you can speak. You can communicate
this does not grapple it. Attacks of opportunity generated by telepathically with it while wearing it.
this movement have disadvantage.
Wire Acrobatics Prerequisite: Grappling Hook
Lightning Channel You can take your movement using your grappling hook
You are able to funnel your suits’ power into your attacks.
instead of using it as an attack or action; you can only move
You can use this upgrade to cast lightning chargedK as a bonus yourself when using the grappling reel in this way.
action without expending a spell slot. Once used, this upgrade
cannot be used until you complete a short or long rest. The first time you use your Grappling Hook to move on a
turn, the movement does not provoke attacks of opportunity.
Additionally, you can apply the damage from lightning
charged on your Force Blast ranged spell attacks. Level 5 Upgrades

Lightning Projector Artificial Guidance Prerequisite: Sentient Armor
You gain the ability to unleash lightning energy. While You upgrade the artificial personality integrated into your

wearing your Warplate Gauntlet, you can cast shocking grasp, armor to assist with a new skill. While able to communicate
and gain access to the following spells at the following levels with your armor, you can gain the effect of guidance when
while wearing your Warplate Gauntlet: making an Intelligence or Wisdom ability check.

Inventor Level Spell Active Camouflage
3rd lightning tendrilK As an action, you can activate active camouflage causing
5th lightning chargedK
9th your suit to automatically blend into its surroundings. This
13th lightning bolt lasts until deactivated. While this is active, you are considered
17th jumping joltK lightly obscured, and can hide from a creature even when they
have a clear line of sight to you. Wisdom (Perception) checks
sky burstK to find you that rely on vision are made with disadvantage.

Martial Grip Emergency Protocol Prerequisite: Sentient Armor
Your Warplate Gauntlet grants the ability to wield a wide The intelligence in your armor will attempt to preserve your

variety of powerful weapons. You gain proficiency with martial life. If you are Incapacitated or Unconscious and cannot take
weapons while wearing your Warplate Gauntlet. your action, it will cast a spell or take the dodge action. It can
only cast spells using your armor’s upgrades. It can act in this
Power Fist You can apply this upgrade twice. way up a number of turns equal to your Intelligence modifier,
Your Warplate Gauntlet becomes melee weapon while you but this control strains its abilities, and it cannot take control
again until you complete a short or long rest. You
aren’t holding anything in it. You have proficiency in this automatically resume control if you are no longer
weapon, and it has the Light and Special properties. It deals Incapacitated or Unconscious.
1d8 bludgeoning damage.
Force Accumulator Prerequisite: Force Blast
Special: When you make an attack roll, you can choose to Every time you expend a spell slot of 1st level or higher, you
forgo adding your Proficiency bonus to the attack roll. If the
attack hits, you can add double your Proficiency bonus to the accumulate charges to your Force Blast equal to the level of
damage roll. spell slot spent, up to a maximum number of Charges equal to
half of your Intelligence modifier (rounded down). When you
You can apply this upgrade up to 2 times, making a separate deal damage with Force Blast, you can expend the
weapon with the same properties the second time. accumulated charges to deal an additional 1d6 damage or to
move the target 5 feet directly away away from you, per charge
Variant: Impact Gauntlet spent
Your DM may allow you to take the Impact Gauntlet upgrade
of the Gadgetsmith in place of a Power Fist, which is similar Charges not expended within 1 minute of being
but deals 1d6 damage and has the Finesse property. For the accumulated are lost.
purposes of upgrades, Impact Gauntlets and Power Fists should be
considered interchangeable. Mechanical Enhancement Prerequisite: Integrated Armor
You improve every aspect of yourself ever so slightly. You
Reinforced Armor You can apply this upgrade up to 3 times.
You reinforce the structure and materials that make up your gain +5 feet of movement, one additional hit point per Inventor
level, and +1 to Strength, Dexterity, and Constitution saving
Warsmith’s armor. Your Warsmith’s armor Armor Class (AC) throws.
increases by 1.

30 Kibbles' Inventor

Reactive Plating Prerequisite: Warplate Ether Reactor
Your armor partially deflects incoming blows. You can use You construct an ether reactor that feeds your armor,

your reaction when hit by an attack that deals bludgeoning, powering its upgrades with arcane energy. The Ether Reactor
piercing, or slashing damage to reduce the damage of that has 6 charges, and can be used to power upgrades that cast
attack by an amount equal to your proficiency bonus. spells, even upgrades that would normally only recharge after
a rest can cast instead using charges, spending 1 charge per
Resistance level of the spell you are casting. You can cast spells at a
You tune your armor against certain forms of damage. higher level by expending more charges. It regains all charges
at the end of a long rest.
Choose acid, cold, fire, force, lightning, necrotic, radiant, or
thunder damage. While wearing your armor you have If your Ether Reactor has no charges left, you can overdraw
resistance to that type of damage. If you apply this upgrade your Ether Reactor for one last burst of power, but your armor
more than once you must choose a different damage type. is temporarily immobilized and your speed while wearing your
armor becomes zero for a number of rounds equal to the level
Sealed Suit Prerequisite: Warplate of the spell cast. Once you do this, you cannot do this again
As a bonus action on your turn you can environmentally seal until you complete a long rest.

your Warplate, giving you an air supply for up to 1 hour and Heads Up Display Prerequisite: Arcane Visor, Sentient Armor
making you immune to poison (but not curing you of existing You can delegate displaying and tracking things in your sight
poisoned conditions).
to your Sentient armor, granting you the following benefits:
In addition to the above, you are also considered acclimated When a creature attempts to take the Hide action against
to cold and hot climates while wearing your armor, and you’re
also acclimated to high altitude while wearing your armor. you, you can make an active Wisdom (Perception) check to
contest its Dexterity (Stealth) check as a reaction.
Level 9 Upgrades
When making an Dexterity saving throw against an attack
Assume Control Prerequisite: Emergency Protocol, 9th level you can see, you can make an Intelligence saving throw
Artificer instead.

You expanded the control available to your armor’s When a creature hits you with a ranged attack roll, you can
sentience. You can set additional conditions when your armor cast true strike as a reaction targeting that creature.
will take control of your movement and actions, and can
maintain this control of up to a 1 minute. Brute Force Style
The strength imparted by your armor gives the force of
While acting in this mode, it can take any action you could blows the devastating power of a more skilled combatant. You
take (including attacking), but can only cast spells granted by can select a Fighting Style from Duelist, Great Weapon
Upgrades. It uses your ability scores. Fighting, or Two Weapon Fighting and gain the effect of that
Fighting Style while wearing your armor.
The triggering event can by a preset condition, a verbal
command, or a specified time. Your armor is immune to the Phase Suit Prerequisite: Warsuit
charmed, blinded, frightened, paralyzed, and poisoned You gain the ability to cast misty step and blink while
conditions, and does not suffer from exhaustion, ignoring
these effects if you are under them. wearing your Warsuit. Additionally, as an action, you can
become intangible, and move through creatures or objects
If you have Warplate, it can act in this way even when you until the end of your turn. If you end your turn inside a
are not wearing it (or dead). When doing so, it uses the game creature or object, you are forced to the nearest unoccupied
statistics of animated armor with the following modifications: location, taking 10 force damage for each foot you are forced
• It has an intelligence of 12. to move. Once you become intangible using this upgrade, you
• It can cast any spells that come from Upgrades with a DC cannot do so again until you complete a short or long rest.

equal to your spell save DC. Recall.
This counts as a use of your Emergency Protocol, and it When not being worn you can hide your Warsmith’s armor
cannot control the armor again (in either way) until you
complete a short or long rest. in a pocket dimension. As an action you can magically
In non-combat situations in which you are not wearing your summon the armor and don it. You can use a bonus action to
armor, it can exert a lesser control of the armor to move it return the armor to the pocket dimension.
about and perform simple tasks. During this time it has the
statistics of an unseen servant, though it looks like your suit of While in the pocket dimension the armor cannot be affected
armor. It’s ability to do this is not limited, but it takes 1 minute by other abilities and cannot be interacted with in any way.
to assume this kind of control of your armor, and it can only
do so while you are not wearing it.

Optional Control
With Assume Control upgrade, the armor taking control on
Emergency Protocol becomes optional, though if you do not
choose for it to activate, it cannot activate later unless the
condition was previously specified (i.e. “take control if I fail two
Death Saving throws”).

Kibbles' Inventor 31

Level 11 Upgrades Level 15 Upgrades

Cloaking Device Prerequisite: Active Camouflage Iron Grip Prerequisite: Iron Muscle. Incompatible with
If you do not move during your turn with active camouflage Integrated Attack.

engaged, you can use your reaction to take the Hide action You improve your grip strength and control of one of your
using an Intelligence (Stealth) check. You make this check gauntlets beyond the limits of flesh. While wearing your suit,
with disadvantage if you are within 5 feet of another creature you gain the following benefits:
or you attacked during your turn.
You can wield Large sized weapons without a penalty as a
You can overload your camouflage to cast greater invisibility medium sized creature.
without expending a spell slot. Once you do this, you cannot
do this again until you complete a long rest. One handed weapons you wield count as if being wielded
with two hands.
Lightning Rod Prerequisite: Lightning Channel Phase Engine Prerequisite: Warsuit
Whenever you cast lightning chargedInventor, you can treat
When you are attacked, you can use your reaction to
the spell as if it was cast by a spell slot one level higher. become intangible, causing that attack to miss if it is a
nonmagical attack, or to have disadvantage if it is a magical
Flash Freeze Capacitor Incompatible with other Capacitors. attack. Once you do so, you cannot do so again until you
You can store arcane energy, releasing it in a torrent of complete a short or long rest. This upgrade is refreshed every
time you teleport or enter the ethereal plane.
freezing energy. As an action, you can cast cone of cold
without expending a spell slot or charges. The affected area Heavy Plating Prerequisite: Warplate
becomes difficult terrain until the end of your next turn. You install special heavy plating, giving you resistance to

Once you use this upgrade, you cannot use it again until you bludgeoning, piercing, and slashing damage from non-magical
complete a long rest. sources while wearing your Warplate.

Flight Sun Cannon.
You integrate a magical propulsion system into your You install a sun cannon into your Warsmith’s armor,

Warsmith’s armor. While wearing your Warsmith’s armor you allowing you to unleash devastating solar laser blasts. As an
have a magical flying speed of 30 feet. action, you can cast sunbeam without expending a spell slot.

Integrated Attack. Prerequisite: Integrated Armor or Once you use this ability, you can not use it again until you
Warplate Incompatible with Iron Grip. complete a long rest.

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

You must treat it as though you are wielding it with one Large Suits
hand, but you cannot be disarmed of it. Once activated, you
can use this weapon when you take the attack action, and it Some players will want to build a larger suit, the Piloted
does not require the use of a hand or your Warplate Gauntlet. Golem option below allows you to do that. The player and the
You can apply this upgrade multiple times, selecting a new DM should give some consideration to the consequences of
weapon and new location on your armor to install it. being a large sized creature. It has advantages but
considerably drawbacks that should not be ignored.
When you activate your integrated weapon, you can
immediately make one attack with it. While it is active, if you Large Inconvenience
take the attack action on your turn, you can make an one This is an optional route that can offer substantial benefits; it
additional weapon attack with your integrated weapon using would generally be advisable to not pull punches on the drawbacks
your bonus action. of being a large sized creature (inability to gain cover, difficulty
in tight areas, etc). Discuss what sort of challenges you might
Iron Muscle Prerequisite: Integrated Armor or Warplate. face with this. Consider if a Piloted Golem - essentially a walking
You reinforce the structure of your armor, giving it the war tank - would have trouble interacting with things created for
medium sized creatures - ladders, potion bottles, and more.
strength of giants. While wearing your armor, your current
Strength ability score is increased by 2, and your maximum Piloted Golem Prerequisite: Warplate, Incompatible with
Strength ability score becomes 24. Collapsible and Flight. Prerequisite: 9th level Artificer

Power Slam Capacitor Incompatible with other Capacitors. You enlarge your Warplate, turning it into a piloted
You store up kinetic energy, and unleash it in a mighty mechanical golem. Your size category when wearing the
armor increases by one.
bound. As an action, you can jump up to your entire movement
speed and cast destructive wave without expending a spell slot You have advantage on Strength saving throws and Strength
or charges upon landing. checks against creatures the same size as you or smaller than
you, but you You have disadvantage on Dexterity savings
Once you use this upgrade, you cannot use it again until you throws and ability checks (including initiative checks). At the
complete a long rest.

32 Kibbles' Inventor

end of a short or long rest, your Warplate gains temporary hit
points equal to your Artificer level.

You are no longer a valid target for spells that require a
humanoid target, but can be targeted by spells that require a
construct target while wearing this armor.

Self-Repair Matrix Prerequisite: Piloted Golem
Your at the start of each turn you gain temporary hit points

equal your proficiency modifier.

Shield Arm Prerequisite: Piloted Golem
You integrate a shield into one of your armor’s arms. You

have proficiency with that shield, and can deploy it as a bonus
action. It requires the use of that arm while deployed.

Additionally, when shove a medium or smaller creature
while you have the shield deployed, you can shove it by
slamming it with the attached shield causing it to take damage
equal to your Strength modifier.

Iron Fortress Prerequisite: Piloted Golem
You count as three quarters cover for creatures within 5 feet

(so long as you are between them and the attacker).
Additionally, you cannot be moved against your will while in
contact with the ground.

Iron Aura Prerequisite: Iron Fortress
Building defensive systems into your armor, you project a

deflecting aura. Creatures of your choice within 20 feet of you
gain half cover against ranged attacks that originate from
outside the range of this aura.

Sentry Mode Prerequisite: Piloted Golem
As a bonus action deploy stablizers, reducing your speed to

zero but granting your better stability and focus. Until you end
the effect as an action, you can make an attack of opportunity
against a creature that moves more than 5 feet within range of
one of your equipped weapons (melee or ranged).

Fleshsmith Kibbles' Inventor 33

A Fleshsmith is the sort of person that makes people Perfection of Creation
uncomfortable. Even when encountered in the most ideal
circumstances, they simply have the sort of gaze that makes Why let the gods have all the fun? You’ve created life. When
one think they may be thinking “how could I improve that” as you take this path, you gain the Adorable Critter upgrade, and
they look at you. it does not count against your upgrade total.

A particular path of Inventor that has turned their creative Your Adorable Critter gains temporary hit points equal to
talents... inward. They seek to understand and improve the your Artificer level + Intelligence modifier each time you
limitations of flesh. All too frequently they place a slightly complete a short or long rest. Your Adorable Critter gains a
different value on aesthetic than others might, tending to find natural weapon dealing 1d6 + your Intelligence modifier
beauty primarily in efficiency. piercing damage, though as normal it cannot normal take the
attack action. As a bonus action, you can cause your Familiar
A Fleshsmith tends to be more eccentric than to move up to 10 feet and take an attack action (requiring no
inclined to any particular alignment, though even the most action from the familiar).
benevolent one may find that the only reason their activities
wouldn’t be illegal is that no one considered them possible. Perfection of Technique

Fleshsmith Proficiency. Others may call themselves flesh smiths or flesh crafters,
but you are a flesh artist. Flaying, dicing, deboning, you’ve
When you choose this specialization at 1st level, you gain mastered it all. When you select this thesis option, you gain
proficiency in the Medicine skill, as well as proficiency with proficiency with martial weapons and gain the Flaying Hook
Leatherworker’s tools (it’s best if you don’t think about the upgrade, and it does not count against your upgrade total. You
details on that one too much...) can integrate your Flaying Hook into another weapon,
attaching it’s heavy chain to the hilt of your weapon, allowing
Additionally, you can make all Medicine checks as you to attack with either weapon, and being considered to be
Intelligence (Medicine) check. When you take an Intelligence carrying both when carrying one. Any magical bonus to attack
(Medicine) check to stabilize a creature, they regain 1 hit and damage rolls the attached weapon has are also applied to
point. the Flaying Hook (if higher).

Thesis of Flesh When you using your Flaying Hook to pull a target or pull

At first level, you select an approach to your work, a
specialization to your art form. Select one the following
options:

Perfection of Form

Nature had its chance to make your form, now it’s your turn
to improve it. When you take this path, you gain the
Fleshcrafted Mutation upgrade, and it does not
count against your upgrade total. Additionally,
when an upgrade calls to use your spell save
DC, you can instead use 8 + your
Constitution modifier + your proficiency
bonus.

When you take the Attack action, you can
use your bonus action to make a single additional attack with
this upgrade. You can make this additional attack a number
of times equal to your Inventor level. You

regain all uses at the end of a long rest.

Perfection of Mind

You know that perfection is an aspect of knowledge, a
perfect understanding of the mechanics of the Body, inside
and out. But particularly inside. You gain expertise in
Medicine. Additionally, you gain the Dissection upgrade, and it
does not count against your upgrade total.

You have a pool of d8s equal to your Inventor level. When
you restore hit points to a creature or use an Intelligence
(Medicine) check to deal damage to a creature, you can
expend these d8s to restore additional health or deal
additional damage. You can spend a number equal to
Proficiency bonus at a time. You regain this pool of d8s at the
end of a long rest.

34 Kibbles' Inventor

yourself toward a target, you use your bonus action to make a consciousness. It can do this a number of times equal to your
single weapon attack against it. You can do this a number of Intelligence modifier.
times equal to your Artificer level and you regain all uses at
the end of a long rest. You can resuscitate it (or rebuild it, as necessary) at the end
of a short or long rest should anything untoward happen to it
Uncanny Vitality without expending a spell slot or material component. It’s
creature type is Construct.
Starting at 3rd level, your body has such vitality that it is
constantly able to restore itself. While you have 1 or more hit Better Eyes You can select this Upgrade multiple times.
points, at the start of your turn, you can choose to expend a hit Your eyes did not see everything you wanted them to, so you
die and regain the value rolled + your Constitution modifier
health (as normal for expending a hit die). If you have zero hit replace them with eyes that do. You gain a benefit to your
points, you can use this feature at the end of your turn. vision, selecting one of following enhancements:
• Blindsight (10 feet)
Additionally, you regain hit dice equal to your Constitution • Darkvision (60 feet),
modifier on a short or long rest (in addition to normal hit dice • The ability to see clearly twice as far as your natural vision
recovery on a long rest).
range.
If you are missing any limbs at the start of a long rest, at the • Proficiency in the Perception skill.
end of the long rest the missing limb is regenerated.
If you select this upgrade again, you must select a different
Arcane Bioengineering benefit.

Additionally at 3rd level, you can use Arcane Retrofit to Brimstone Bladder
transmute a bonus to attack or damage rolls on a weapon to Why should dragons have all the fun? You can now exhale
natural weapons gained from this subclass.
fire. As an action, or as an attack as part of the Attack action,
Extra Attack you can exhale a gout of flames in a 30 foot line or 15 foot
cone. Creatures in the area must make a Dexterity saving
Beginning at 5th level, you can attack twice, instead of once, throw against your spell save DC, or take 3d6 fire damage. You
whenever you take the Attack action on your turn. can expend a spell slot to empower this fire breath, dealing a
number of additional d6 equal to the level of the spell slot
Perfection of Thesis spent.

Starting at 14th level, your understanding of Thesis of Flesh Once you use the option, you cannot use it again until you
grows; you regain uses of the resource it provides equal to complete a short or long rest. The damage increases by 1d6 at
your Intelligence modifier when you complete a short rest. 5th level (4d6) and again at 11th level (5d6), and 17th level
(6d6).
Fleshsmith Upgrades
Dissection
Unrestricted Upgrades If you are holding a melee finesse weapon you have

Acid Gland proficiency with, as an action you can make an Intelligence
Realizing that putting something that oozes acid inside (Medicine) ability check against a creature within reach with a
DC equal to its armor class. If you succeed the check, you can
yourself could not possible go wrong, you do just that. As an deal damage to that creature equal to your weapons damage
action, you can spew acid, making a ranged spell attack dice plus your Intelligence modifier. On a roll of 20, the roll
against a target within 30 feet. On hit, you deal 3d8 acid weapon damage dice are doubled.
damage.
If you could normally make more than one weapon attack as
Alternatively, as an action, or as an attack as part of the part of the Attack action, you can deal a number of additional
Attack action, you can spray all creatures in a 30 foot cone. dice equal to the number of attacks you could normally make
Each creature in the area must make a Dexterity saving throw as part of an attack action when taking this action (for
against your spell save DC, taking 3d4 acid damage on failed example, if you have the Extra Attack feature and take this
save. action with a dagger, you would deal 2d4 + your Intelligence
modifier damage).
Once you use either option, you cannot use this upgrade
again until you complete a short or long rest. The damage Expertise to Hit
increased by one die at 5th level (4d8 or 4d4), 11th level (5d8 Dissection can generate very high hit chance due to its nature, but
or 5d4), and 17th level (6d8 or 6d4). deals less damage than attacking twice with Extra Attack would (as
it only adds your modifier once), making it a trade off.
Adorable Critter
You experiment on creating an adorable critter. You create Crushing Grip
You don’t let things go once you have them in your grip.
- or modify - a CR 0 tiny creature. This creature serves as a
familiar as per the find familiar spell, but does not disappear Creatures that are grappled or restrained by you have
when reduced to zero hit points, and simply becomes disadvantage on attempting to escape the condition.
Unconscious. It cannot fully die unless destroyed. If it starts Additionally, you can choose to apply damage equal to your
its turn unconscious, it regains its full hit points and regains Strength modifier to any creature that starts its turn grappled
or restrained by you.

Extra Eyes Kibbles' Inventor 35
Why only see one direction? You add extra eyes. You gain
Each enhancement has an empowered effect. An
proficiency in the Perception skill. If you are already proficient empowered effect automatically occurs when you roll a 20 to
in the skill, you add double your proficiency bonus to checks hit with your natural weapon on an attack with the
you make with it. In addition, you have advantage on Wisdom enhancement, or once per turn on your turn, you can manually
(Perception) checks that rely on sight. activate the empowered condition by expending a 1st level or
higher spell slot.
Flaying Hook
A metal hook attached to a chain. You a proficient with this One Enhancement
Note that unless otherwise specified, an upgrade can be take
weapon, and it has the Special property. It deals 1d6 piercing only once. In this case, all the enhancements are effectly
damage. mutually exclusive.

Special: This weapon has a range of 20 feet. When you hit Empowered Relentless Attacks:
at a target that is more than 5 feet away from you, if the target Your Empowered Relentless attack will deal either the natural
is medium or smaller, you can make a Strength (Athletics) weapon die of the natural weapon, or the weapon die of a weapon
check contested by its Strength (Athletics) to pull the target held in an extra arm. This can be a two handed weapon only if you
toward you. On a successful check, a smaller or smaller target have two extra arms.
is pulled to you, and a medium target is pulled half the
distance (rounding up) toward you. The creature takes 1
additional damage for each 5 feet it is pulled.

If the creature is medium or larger, when hit a target more
than 5 feet away from you you can pull yourself up to 10 feet
toward the target.

Fleshcrafted Enhancement Prerequisite: Applicable
Fleshcrafted Mutation

You use the knowledge of inhuman anatomy or twisted
powers you gain from to formulate an unnatural enhancement
of your Fleshcrafted Mutation, granting it an additional power.
The table below shows which enhancements can be applied to
which mutations.

Enhancement Qualified Mutations Effect Empowered Effect
Vampiric Extra Fangs
Infernal Once per turn, on your turn, when dealing You add your Constitution
Extra Fangs, Extra Claws damage with your Extra Fangs, you can modifier to the hit points
Venomous drain the life from your victim adding 1d4
Razor necrotic damage roll. If the target is a regained.

Relentless living creature over CR 1/4, you regain hit You deal an additional 1d6 fire
points equal to the necrotic damage dealt. damage.

Once per turn, on your turn, when dealing The target must make a
damage with your Fangs or Claws you can Constitution saving throw
ignite your claws with infernal flames, the against your Spell Save DC or
become poisoned for 1 minute.
attack deals an additional 1d6 fire They can repeat their saving
damage. throw at the end of each of their

Extra Fangs, Extra Claws Once per turn, on your turn, when you hit turns.
a creature with your natural weapon you You can maximize one damage
die of your choice from damage
can inject venom, the attack deals an
additional 1d8 poison damage. dice of the damage roll.
You can make an additional
Extra Fangs, Extra Claws The damage die of your natural weapon
becomes one step higher (for example, single attack with your
Fleshcrafted addition. This
Extra Fangs go from 1d10 to 1d12). attack only deals the weapon
damage of the attack, and does
You gain an additional reaction you can not add your modifier to the
Extra Arm, Extra Tentacle only use to make an attack of opportunity
damage dealt.
with that Fleshcrafted Mutation.

36 Kibbles' Inventor

Death Flail Prerequisite: Perfection of Technique Forbidden Knowledge
Rather than cast out the Flaying Hook, you master the art of You deliver into the arcane mechanics of how bodies work.

spinning your attached martial weapon by the chain in Otherwise known as Necromancy. You learn additional spells
windmill of death. Your weapon gains the Reach property as shown on the table below:
when used in this way.
Inventor Level Spells Learned
Additionally, instead of attacking at target with it normally,
as an action, you can spin the weapon wildly in giant deadly 3 inflict wound
sweeps. Creatures within 10 feet (select four if there are more
than four) must make a Dexterity saving throw against a DC of 5 blindness/deafness, gentle repose
8 + your Strength modifier + your proficiency bonus. On
failure they take damage equal to your weapon damage dice + 9 life transference, vampiric touch
your Strength modifier of your weapon's damage type.
13 blight
If you have the Spiked Chain upgrade and hit one or more
targets, you can select one of them to be effected by the You can cast inflict wound without expending a spell slot,
special property of Spiked Chain. after which you must complete a long rest before you can cast
it without expanding a spell slot again. Starting at 5th level,
Fleshcrafted Mutation You can add this upgrade multiple you can choose to cast blindness/deafness without expending
times a spell slot instead.

You enhance your body by crafting or mutating a new part Horrifying Abomination Prerequisite: At least 3 upgrades
through grotesque experimentation. Select one of the modifying your body.
following mutations:
The perfect form you have crafted intimidates inferior
Mutation Description beings. You gain proficiency in Intimidation skill, and you are
already proficient in it, you can add twice your proficiency
Extra Arm This arm is capable of doing things an bonus.
arm can do, like holding and hitting

things.

Extra Claws You gain a natural weapon that deals Massive Mutation
1d8 slashing damage, and counts a You develop a method to suddenly mutate. As a bonus
finesse weapon. You have proficiency with
this weapon, and are considered to be action, you can become a large sized creature. Creatures of
holding this weapon in one hand for the your choice within 30 feet of you that witnesses this must
make a Wisdom Save against your Spell Save DC or become
purposes of attacking. frightened of you until the end of their turn.

Extra Fangs Your mouth becomes a natural weapon While you are large, you deal 1d4 additional damage with
that deals 1d10 piercing damage. You your natural weapons and weapons sized for medium
creatures, and you have advantage on Strength (Athletics)
have proficiency with this weapon. checks against Large or smaller creatures. You can revert to
normal size as bonus action.
Extra You gain a tentacle appendage that is a
Tentacle natural weapon the deals 1d6 You can spend a number of rounds equal to your
Constitution modifier + Intelligence modifier as a large
bludgeoning damage with the reach creature before you must revert and can not become large
property. You have proficiency with this until you complete a short or long rest. After a short or long
weapon.. Using this tentacle, you can rest, you regain all rounds of duration you can remain as a
make a Strength (Athletic) check or object large creature.

interaction with a reach of 10 feet.

Extra Arm & Perfection of Form Mutating Mastery
When attacking with a Perfection of Form with an extra arm, you After so many little adjustments, you find that your form is
can make an attack with a weapon held in that arm. You only make
a weapon attack with two hands if you have two or more extra arms quite flexible to your needs. You gain the ability to cast alter
to use for it. self without expending a spell slot. Once you cast in this way,
you cannot cast it again with this upgrade until you complete a
Field Surgery short or long rest.
Some say that not all medical problems require surgery. Not
Secondary Life Organs
you. As an action, you can repair a body to its natural limits far Realizing the fragility of mortal life, you modify yourself with
more quickly than its natural limits. You can repair a willing
creature within 5 feet, allowing them to expend hit dice up to additional necessary functions. You are no longer take extra
half Inventor level (rounded up). Each hit dice spent is rolled damage from critical strikes.
as normal, but you can add the higher value of their
Constitution modifier or your Intelligence modifier. Additionally, when you make a Death Saving Throw, you can
replace the results of that roll with a 20. Once you do this, you
Fix Flesh cannot do this again until you complete a long rest.
Your expertise in the working of flesh makes you an artisan
Subdermal Plating
of fixing broken creatures. When you cast cure wounds you Exoskeletons are bulky, and endoskeletons just don’t offer
restore an additional amount of health equal to your
Intelligence modifier. enough protection, so you compromise. You gain natural
armor granting you a base AC of 17 (your Dexterity modifier

Kibbles' Inventor 37

doesn’t affect this number). This increases to 18 when you Constitution Saving Throw against your spell save DC.
reach 5th level. If you are using a shield, you can apply the If they fail, they suffer the effect of the slow spell until the
shield’s bonus as normal.
end of your next turn. If you hit them again while they are
Scales & Shells under the effect of this feature, they become Restrained until
Like with many upgrades, what this upgrade really represents the end of your next turn. If the creatures is already
is a base AC of 17. Anything else can, within reason and with Restrained they become stunned until the end of your next
consultation of your DM, be adjusted. This upgrade could be turn. If they already Stunned they become Paralyzed until the
"Heavy Scales" or "Shell", or any other version of natural armor end of your next turn.
that could plausible provide heavy armor.
If the target becomes paralyzed from these attacks or
Toxicity passes a Constitution saving throw against it, they become
Copying certain frog species, you make your blood immune to this ability for 24 hours.

poisonous. Once per turn, when a creature hits you piercing Reflexive Twitch Prerequisite: Extra Arm
or slashing damage while within 5 feet of you, they take poison When you take damage from a target within 5 feet of you,
damage equal to your Constitution modifier. If damage is from
a biting attack, they take twice as much damage. you can use your reaction to reflexively attack them with your
Extra Arm. This attack does not add your Strength or
You may also opt to make yourself take on a different skin Dexterity modifier to damage dealt, unless that modifier is
hue, to let creatures know they shouldn’t eat you. negative.

Unnatural Health Safe Revival Technique Prerequisite: Field Surgery
You’re a shining beacon of vitality. You gain an additional 1 You can cast revivify without expending a spell slot or

maximum hit point for each level of Inventor you have. material component. For some reason the target gains a level
Additionally, When you roll a 1 or 2 on a hit die for exhaustion, and is frightened of you for one minute upon
reviving.
recovering health, you can reroll the die and must use the new
roll, even if it is a 1 or a 2. 9th Level Upgrades

Spiked Chain Prerequisite: Flaying Hook Devouring Maw Prerequisite: 9th level Artificer
You lace the chain of your Flaying Hook with spikes. When Due to the inefficiency of having only one intake port, you

you attack a creature within 5 with your Flaying Hook, you can build an additional one, properly equipped with razor sharp
opt to make a Spiked Chain attack. This attack deals 2d4 fangs and a special property. This maw becomes a natural
piercing damage on hit, and has the Special property. weapon that deals 1d10 piecing damage.

Special: When you hit a creature with this weapon, that If you hit with an attack with this maw, you can chose to
target loses 10 feet of movement (hindered by the chain) and make a Grapple check against the target as a bonus action.
takes 1d4 damage each time they move 5 feet, up to 2d4 Targets grappled by this maw take 1d4 piercing and 1d4 acid
damage (for 10 feet of movement). You cannot use your damage at the start of their turn.
weapon against another creature until the start of your next
turn, but have advantage on attacks of opportunity against the Attacks with this Maw are made with advantage against
that target. If it does not move before the start of your next targets it is Grappling, but it cannot attack other creatures
turn, you reel your chain back in, dealing 1d4 slashing damage while grappling a creature.
to that target.
You can take apply a Fleshcrafted Enhancement to this
5th Level Upgrades Maw instead of Extra Fangs when taking that upgrades; this
Maw can have a different upgrade than your Extra Fangs if
Corrosive Critter?! Prerequisite: 5th level, Perfection of you have both.
Creation
Extreme Mutation Prerequisite: Mutation Mastery
Your adorable critters natural weapon deals an additional You can push your mutation to the limits and well beyond
1d6 acid damage on hit.
using a touch of magic. You learn the spell polymorph, but
Life Merchant unless you know this spell from another source, you can only
You can share your considerable vitality with other target yourself. Additionally, you can cast this spell without
expending a spell slot, but once you do so, you cannot do so
creatures. You are a generous person, after all. You learn the again until you complete a long rest.
spell life transference, and you can cast life transference
without expending a spell slot. Once you cast in this way, you Life Void Prerequisite: Life Merchant
cannot cast it again with this upgrade until you complete a You hunger for missing vitality. After casting life
short or long rest.
transference the first time you damage a living creature within
Pressure Points Prerequisite: Perfection of Mind the next minute, you deal an additional 3d8 necrotic damage,
You extensive knowledge of anatomy allows you to target and regain hit points equal to the necrotic damage dealt.

critical spots. When you deal damage to a target with a melee Massive Hulk Prerequisite: Massive Mutation
weapon, as a bonus action you can force them to roll a You no longer have a limit to how long you can stay in larger

form.

38 Kibbles' Inventor

11th Level Upgrades Best Eyes Prerequisite: Better Eyes
Despite your high quality eyes, you’ve noticed somethings
...Adorable Critter? Prerequisite: 11th level, Perfect of
Creation still see better than you, so you take their eyes and use those
instead. You gain truesight of 30 feet in addition to your
As an action, your familiar can become small, medium, or normal vision.
large. It can revert to its normal size as a bonus action. While
Medium or larger, it’s natural weapon deals 1d12 + your Flesh Shaper
intelligence modifier piercing damage. Its strength ability You gain the ability to cast clone without expending a spell
score increases by 4 for each size category large it becomes,
to a maximum of 18. slot. You still require material components. Once you cast this
Dark Miracle spell, you cannot cast it again until you complete a long rest.

When you use an action that restores health another player, Uncanny Strength Prerequisite: 18 Strength You can take
you can expend up to 4d4 of your own hit points to increase this upgrade twice
the amount of health restored by that much. Creatures that
receive this strange surge vitality have advantage on their next You don’t see what the big deal is with two handed weapons.
attack or saving throw. After some small improvements to one of your arm and grip,
you can hold a two handed weapon in one-hand in the
Unrelenting Predator Prerequisite: Fleshcrafted upgraded hand.
Enhancement
Rules Tip: Two Weapon Fighting
Activating your Fleshcrafted Enhancement no longer Note that this does not grant them the Light property, so two-
requires a spell slot, though can still only be done once per weapon fighting will not inherently work with them, though with
turn. the Dual Wielder feat, they would.

Wings Seem Useful Undying Fortitude
You decide that wings seem useful, and install a pair on your When you drop to zero hit points, rather than falling

back. You can shape them like any naturally functional wings, conscious, you make a Constitution saving throw equal to the
such as a bird, bat, or insect. These grant you a flying speed amount of damage over your current hit points taken. On
equal to your movement speed, so long as you are not wearing success, your hit points become 1 instead of zero, and you
heavy armor. remain conscious.

Vivisection Prerequisite: Perfection of Mind
When dissecting a creature using an Intelligence (Medicine)

check granted by Perfection of Mind, if the creature’s
remaining hit points is lower than the result of your
Intelligence (Medicine) check, you can choose to vivisect the
creature, killing it instantly instead of dealing damage.

If you kill a creature in this manner, you have advantage on
an Medicine check to harvest organs, ingredients, or other
items from it.

15th Level Upgrades

Adaptive Response
You attain full mastery of your body and its functionality,

able to detect when it malfunctions. As a reaction to failing a
saving throw against becoming paralyzed, blinded, deafened,
poisoned or infected by a disease as the result of failing a
constitution saving throw, you can end the effect, even if you
would normally not be able to take reactions due to the effect..

Once you do this, you cannot do this again until you
complete a short or long rest.

Autoimmune Response
You attain full mastery of your body and its functionality,

able to detect when it malfunctions. As a reaction, you can end
a condition or disease affecting you as the result of failing a
saving throw, even if you would normally not be able to take
reactions due to the condition.

Once you do this, you cannot do this again until you
complete a short or long rest.

Cursesmith Kibbles' Inventor 39

A Cursesmith’s power is invariably marked by the dark Twisting Reach
decisions they’ve made; some ignore this lingering darkness,
pursuing the heights of power their reckless creation allows. Your Forbidden Artifact stretches and flexes unnaturally in
Others leverage the twisted side effects themselves, believing seeking its targets. It’s range increases by 5 feet.
there are no mistakes, only opportunities. Darker still are
those that truly embrace the darkness of their twisted Necrotic Rot
creations, becoming twisted creations themselves.
The weapon is enshrouded in dark energy. Each time you hit a
A Cursesmith is not always evil, but they walk a path that creature with it, it inflicts a stack of necrotic rot on the
dangles precariously over evil, making it an easy thing to fall creature. At the end of a creature’s turn it takes a 1d4 damage
into. They may be Lawful, but the laws they respect are rarely per stack of necrotic rot on it and makes a Constitution saving
those of normal mortal society that might get in the way of throw against your spell save DC. On a success, the stacks on
their dark delving. removed. On a failure, they remain. You can have a maximum
number of stacks on a creature equal to your proficiency
Cursesmith’s Proficiency modifier.

When you choose this specialization at 1st level, you gain Tracking Necrotic Rot
proficiency with one crafting tool of your choice, and learn one My favorite way to track this is just place the d4 next to the
language of your choice from Infernal, Abyssal, Deepspeech, creature each time it gets a stack as it gives a great feeling of
or Primordial. impending doom, but if you have a less absurd collection of d4s on
hand, simple tic marks can suffice.
Additionally, you have advantage on any check to determine
the nature of a curse. Eldritch Eruption

Forbidden Artifact You can release magical blasts of power from the weapon that
deal damage equal to the weapons damage dice. Select from
At 1st level, you set yourself apart from other Artificers by cold, fire, lightning or necrotic for its damage type when you
seizing power that others dare not wield. You partake a dark select this upgrade. In place of making an attack with this
ritual investing enormous power and a part of your soul into a
weapon. The weapon becomes permanently bound to you. You
have proficiency with the weapon.

When you perform the rite, select two of the following of the
following upgrades: Empowered Artifact, Abhorrent Life,
Grasping Form, Twisting Reach, Necrotic Wounding, or
Eldritch Eruption. You can select additional properties as
Upgrades, but your Forbidden Artifact can have a maximum
number of these Upgrades equal to your proficiency bonus
(meaning the first time you can select an additional property is
5th level).

Empowered Artifact

The weapon hums with great power. Once per turn, you can
reroll one of the weapon’s damage dice. When attacking
objects or structures, you can instead maximize its die.

Abhorrent Life

Your Forbidden Artifact takes a life of its own, writhing and
lashing on its own at your mental direction. You can apply
your Intelligence modifier to the to attack and damage roll of
the weapon where you usually apply your Strength or
Dexterity modifier.

Grasping Form

You Forbidden Artifact can twist around binding targets.
When you hit an attack with it, you can attempt to grapple the
target as a bonus action. If you have the Abhorrent Life
property, you can make an Intelligence (Athletics) check to
initiate or contest the grapple. You cannot attack other
creatures while grappling a creature with this weapon.

40 Kibbles' Inventor

weapon, you can release this energy as a ranged spell attack. they are afflicted (regardless if of the roll of the bane die)
The ranged spell attack has a range of 60 feet. You can apply Additionally, when you suffer the effect of any curse effect of
your Intelligence modifier to damage done with this attack.
one of the upgrades granted by this class, as a reaction, you
Soul Investiture can force another creature within 30 feet to make a Charisma
saving throw against your Spell Save DC or suffer the same
Due to your unique bond to your Forbidden Artifact, you can effect. You can do this a number of times equal to your
feed part of your soul into the weapon to empower it, proficiency bonus, regaining all uses on a long rest.
weakening you and empowering it. While weakened in this
way, you are under the effect of bane. While empowered, the When you select this path, you learn the following spells at
weapon deals an additional 1d6 necrotic damage on hit. the following levels. These spells do not count against your
spells known, and are Inventor spells for you.
You can make a DC 10 Charisma saving throw as an action
to reclaim the invested soul, ending the investiture on success. Spells Inventor Level
If you complete a long rest while your soul is invested into the 3rd bane
weapon, the number of hit dice you regain is halved. 5th
9th disorientK
Drawbacks of Investiture 13th bestow curse
Soul Investiture is usually not a good idea, and forms only part of 17th phantasmal killerK
the power budget of the weapon. When interacting with various killing curseK
upgrades it can be quite powerful, but is is a risky and high
cost option.

Cursed Path Curse Eater

Starting at 3rd level, the path you’ve chosen begins to claim You consume your forbidden artifact, destroying it and
your body and soul - some could call it a curse, some could afflicting yourself with a terrible curse. You gain a natural
call further opportunity. Select a path from the following. weapon as the manifestation of this cursed power. On hit, this
weapon deals 1d8 damage of your choice of bludgeoning,
Curse Bearer piercing, or slashing damage (selected when you gain this
feature), and 1d4 necrotic damage. All effects that apply to a
You soul can carry great burdens. When you are under the Forbidden Artifact apply to this natural weapon.
effect of bane, you can chose to ignore the effect for a roll.
Once you choose to ignore the effect, you cannot do so again You can awaken the power gained from the weapon to your
until the start of your next turn. natural weapon as well as the effect of the Forbidden Artifact
curse.
Additionally, when you suffer the effect of any curse effect of
one of the upgrades granted by this class, you can suppress Additionally, you can absorb any item you create with this
the effect ignore the negative consequence of the effect. You subclass, innately gaining its effect and curse. At the start of
can do this a number of times equal to your proficiency bonus, your turn while you are not incapacitated you regain
regaining all uses on a long rest. If the curse is an ongoing temporary hit points equal to 1 + the number of cursed items
effect, suppressing it suppressing it until the start of your next you have consumed with this ability. If you are under the effect
turn. of bane, this becomes 1d4 + the number of cursed items you
have consumed with this ability.
Other Curses
At your DMs discretion, you may be able to use this feature to Additionally, when you gain temporary hit points from this
shrug off the effects of other lesser curses. feature, you can instead regain hit points, regaining hit points
equal to the temporary hit points you have gained. You can do
When you select this path, you learn the following spells at regain hit points this way a number of times equal to your
the following levels. These spells do not count against your proficiency bonus, regaining all uses on a long rest.
spells known, and are Inventor spells for you.
When you select this path, you learn the following spells at
the following levels. These spells do not count against your
spells known, and are Inventor spells for you.

Spells Inventor Level

3rd protection from evil and good Spells Inventor Level
3rd inflict wounds
5th warding bond 5th
9th darkness
9th protection from energy 13th mutateK
17th ichorous bloodK
13th death ward devouring darknessK

17th dispel evil and good

Curse Bringer Damned Affinity

When spread the burdens you carry. When you make an Additionally at 3rd level, magical items granted by this
attack roll while under the effect of bane, if you hit the subclass that require attunement do not count against your
creature after rolling a 3 or 4 on bane, the target suffers the attunement total if that item is cursed.
effect of bane until the end of your next turn. This effect is
extended if you hit them your Forbidden Artifact again while

Kibbles' Inventor 41

Extra Attack Curse: When you activate this helm, your AC and bonus to
saving throws is reduced by 5 until the start of your next turn.
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. Helm of Omniscience You can only wear 1 Helm at a time.
Attunement, Cursed.
Unlimited Power You make a helm granting your unlimited knowledge. As a

Starting at 14th level, when you use Soul Investiture, you can bonus action, you can gain the effect of foresight until the start
double the amount of damage dealt bonus gained, but take of your next turn. Once you use this helm, you cannot use it
necrotic damage equal to the penalty taken at the end of each again until you complete a short or long rest.
of your turns as it continues to consume your soul. This
damage bypasses immunity and cannot be resisted in anyway. Curse: When you activate this helm, your mind becomes
overloaded, causing you to take 1d6 psychic damage when you
Unrestricted Upgrades make a roll that benefits from foresight until the start of your
next turn.

Abhorrent Split: Prerequisite: Forbidden Artifact with Dark Magic
damage die of d8 or higher You record some of the foulest effects your experiments

When awakened, your Forbidden Artifact splits into multiple have had, codifying them into magical spells. You learn the
writhing branches. The weapons damage dice convert to following spells. They are Inventor spells for you, but do not
smaller increments based on the table below: count against your spells known.

Spell Level Spells Learned

Damage Dice Awakened Damage Dice 1st crippling agonyK

1d12 or 2d6 3d4 2nd blindness/deafness

1d10 1d6 + 1d4 3rd rain of spidersK

1d8 2d4 4th blight

It can attack other creatures even while grappling or 5th contagion
restraining a creature with the Grasping Form artifact
property, but loses one damage die (starting with its smallest) You can cast crippling agonyK without expending a spell slot,
for each creature it is grappling or restraining. after which you must complete a long rest before you can cast
it without expanding a spell slot again. Starting at 5th level,
Blood Rites you can choose to cast blindness/deafness without expending
Delving your dark path, you formulate a way to form a spell slot instead.

temporary containers of magical power using blood. Select Ring of Dark Investment
three ritual spells from the Wizard spell list; you gain the You create a ring that can store a fragment of corrupted
ability to cast these spells as Ritual Spells. You can only take
spells of a level you could normally cast at the level you take power. As an action, you can infuse an Inventor spell you know
this talent. (including spells gained from upgrades) with a casting time of
1 action into the ring. You cast the spell as normal (expending
To cast these spells as rituals, you require fresh blood; this the spell slot if it is 1st level or higher) but the spell does not
can be provided by an creature that has been slain in the last take effect, and is stored in the ring for later use. When you
hour, or by a creature (including yourself) providing it at a cost take the Attack action while a spell is stored in your ring, you
of 1d4 slashing damage. may replace one attack with the stored spell. You may also
release the stored spell directly, casting it at its normal casting
Helm of Invulnerability You can only wear 1 Helm at a time time. A stored spell fades if you remove the ring, or if it is
Attunement, Cursed. unused at the end of a long rest.
You forge a helmet, making yourself invulnerable... almost.
Curse. When you store a spell in your ring, your current and
As reaction to taking to bludgeoning piercing or slashing maximum hit points are reduced by 1 + the level of the spell (1
damage, you can become immune to bludgeoning piercing for a cantrip).
and slashing damage until the start of your turn. Once you use
this upgrade, you cannot use it again until you complete a Ring of Gilded Lies
short or long rest. Attunement, Cursed.

Curse: Whenever this helm prevents damage, you take You create a ring that magically enhances your social
necrotic damage equal half the damage you would have taken. abilities. Some of them. When your roll Deception or
This damage cannot resisted. Performance, you gain the effects of guidance for the roll.

Helm of Madness You can only wear 1 Helm at a time Curse: When you roll for Persuasion, roll a d4 and subtract
Attunement, Cursed. it from the result.
With great madness comes great power. As a bonus action,
Shadowed Shades
you can allow the madness to take your mind. You can You make a set of specticles. While wearing them, you can
immediately move up to your movement speed and make a
single weapon attack. Once you use this upgrade, you cannot see normally in darkness, both magical and nonmagical, to a
use it again until you complete a short or long rest. distance of 120 feet.

42 Kibbles' Inventor

Curse: You treat all light as dim light for the purposes of 5th Level Upgrades
vision while wearing them.
Eldritch Magic Prerequisite: Artifact with the Eldritch
Whispers of the Night Eruption upgrade
After tinkering with the properties of your Artifact, you can
Select a spell with a spell attack roll from the Wizard spell
hear it... whisper. You can hear that too, right? You gain the list that deals the same damage type as your weapon (when
ability to cast guidance and message, but the message is awakened). Once per turn, you can apply the secondary effect
always delivered in a haunting, unearthly, or creepy voice. of that cantrip to your weapon’s attack roll (for example,
applying chill touch’s secondary effect to a weapon that deals
You can amplify these whispers to cast dissonant whispers necrotic damage).
without expending a spell slot. Once you do so, you cannot do
so again until you complete a short or long rest. Ghostgrasp Gloves You can only wear 1 set of Gauntlets at a
time
Cursing Rod
You make a twisted magical rod that can dispense curses. Cursed, Attunement
When you pull on these pale white gloves, your hands
Select one of rotting curse, binding curse, or befuddling curse become ethereal, ghostlike appendages that drift and float
when you create this item. You can cast that curse once using from your wrists. You can interact with objects with you hands
it without expending a spell slot. Once you do so, you cannot with a range of 10 feet, including picking up objects, opening
do so again until you complete a short or long rest. doors, or grappling foes; you can attack with these hands at
range only if wielding light weapons.
Vampiric Infusion Curse: You have disadvantage on grappling checks and the
You delvelop a dark infusion you can work upon a weapon. amount you can lift or drag with your hands is halved as things
slip through them.
As a bonus action, you can expend a spell slot infusing a
weapon you touch with vampiric thirst for the next minute. Mantle of the Beast
When the wielder of the blade rolls damage with a weapon Attunement, Cursed
attack using the infused weapon, they deal 1d8 additionally You forge magical mantle by seeping it in the blood beasts.
necrotic damage, and regain hit points equal to the necrotic
damage dealt + your Intelligence modifier. This effect can By dripping it in the blood of a beast slain within the past
occur a number of times equal to the spell slot used on the week, you can gain one trait of that beast for an hour while
infusion. wearing the mantle (such as Keen Senses or Spiderclimb).

Form of the Fiend Curse: When you activate it’s power by dipping it in the
As an action, you can expend a spell slot to assume the form blood of a beast, the languages you can speak become the
languages the beast could speak (you still can understand any
of a fiend from the following list. The transformation lasts for language you could previously understand) until the effect
a number of rounds equal to your spell casting modifier and ends.
requires your concentration to maintain, as if concentrating
on a spell, or until you drop to 0 hit points or dies. The new Skeletal Gauntlets You can only wear 1 set of Gauntlets at a
form can be a fiend from the following table based on the level time
of spell slot spent. The you game statistics, excluding mental
ability scores, are replaced by the statistics of the chosen You forge a pair of gauntlets that cause your hands to
fiend. You retains your alignment and personality. appear as skeletal appendages of dark metal. While wearing
these gauntlets, if you grapple a creature, at the start of its
You assume the hit points of your new form. When you turn it takes 1d6 necrotic damage, and cannot regain hit
reverts to your normal form, you returns to the number of hit points until the start of the of its next turn. Additionally, you
points you had before you transformed. If you reverts as a have advantage against any check or save that would disarm
result of dropping to 0 hit points, any excess damage carries you.
over to your normal form. As long as the excess damage
doesn’t reduce your normal form to 0 hit points, you aren’t While wearing these gauntlets, you can cast the grip of the
knocked unconscious. dead spell.

You do not gain any spells the form can cast, legendary Curse: The death grip these gloves have make it difficult to
actions, or legendary resistances it might have. Your gear let go of things. You have disadvantage on attacks made
melds into the new form. The creature can’t activate, use, throwing weapons or with weapons with the ammunition
wield, or otherwise benefit from any of its equipment. property. Additionally, you have disadvantage on any ability
check to throw an item.
Spell Slot Level Fiend Options
Soul Transfer Token
1st Imp You create a dark magic object that allows you cast possess

2nd Spined Devil corpse. Once you use this upgrade, you cannot do so again
until you complete a long rest.
3rd Bearded Devil
Soul Ring
4th Babau You create a ring to store your soul. While wearing this ring,

5th Barlgura you have advantage on death saving throws. If you another
creature dons the ring. You can absorb yourself your body and

Kibbles' Inventor 43

equipment into the ring. When you do so, it gains weight equal Ring of Nightmares
to one tenth of your weight (including your equipment). Attunement, Cursed
You forge a ring of, well, pure evil. It can bring the horrifying
While another creature is wearing the ring, you can attempt
to posses them. They make a Charsima saving throw. Your nightmares to life in reality in a way that you don’t quite
body vanishes and you become incapicated for the duration, understand, but is very effective. When you invoke a
and they become under the effect of dominate monster. A nightmare, you can cast hunger of hadar, rain of spiders,
creature can choose to fail their save against this. summon lesser demons, or enemies abound without
expending a spell slot. Once you use the ring to invoke a
Vicious Effigy nightmare, you cannot use it until you complete a long rest.
You learn the cruel puppetry spell and can cast it once
Curse: You cannot choose the nightmare invoked. When you
without expending a spell slot. Once you use this upgrade, you invoke a nightmare, roll 1d4 (1: hunger of hadar, rain of
cannot do so again until you complete a long rest. spiders, 3 summoner lesser demons, 4 enemies abound)

9th Level Upgrades Shadow Vessel
You create a container filled with an inky shadow. You can
Amulet of Exiling
You forge a magical amulet that causes creatures to phase open the container to cast summon shadowspawn without
expending a spell slot. You can expend a spell slot of a higher
from reality to varying degrees of permanency. You can use level to cast the spell at the level of the expended spell slot
this amulet to cast banish or blink without expending a spell plus one level. Once you use this ability, you cannot use it
slot. Once you use the amulet to cast a spell, you cannot use it again until you complete long rest.
to cast a spell against until you complete a long rest.
11th Level Upgrades
Aspect of the Damned Prerequisite: Curse Eater, 2 upgrades
consumed Consuming Power
Attunement, Cursed
The powers you have pilfered for your soul have tainted it... You create a worn magical item - such as a set of bracers,
naturally this gives you great power. In addition to the powers
you have gained from your upgrades, select two of the bands or a ring - that leverages a dark bargain. Souls for
following powers to permanently gain: power... starting with bits of your own.
• Aberrant Life: You no longer count as a humanoid
As a bonus action, you allow it feed its consumption from
creature, your creature type becomes aberration. your own soul. You can decrease your Charisma ability score
• Creature of Darkness: Your eyes become inky black pools. by up to your Proficiency modifier, increasing your Strength
ability score by an amount equal to your decreased Charisma.
You can see normally in darkness, both magical and You cannot increase your Strength beyond its normal
nonmagical, to a distance of 120 feet. maximum in this way. This lasts until you use an action to
• Hungering Soul: Once per turn on your turn while you are reclaim your Charisma from the item.
grappling or grappled by another creature, you can inflict
1d8 necrotic damage on them as you sap their life force Whenever you slay a creature of CR 1/4 or higher, you gain
through the contact. Any healing they receive that turn is +1 current and maximum Strength ability score. Both of these
reduced by half. effects fade after 1 minute without killing a creature.
• Physical Mutation: The darkness within warps your body,
you can choose an unrestricted Fleshsmith upgrade (it Curse: At the end of each turn your strength is increased by
must be one that affects your body). weapon, you take 1 + the amount of additional maximum
• Unlife: You have found yourself in an odd half living state. Strength you have gained Necrotic damage. This damage
You gain resistance to necrotic damage, and you no longer cannot resisted.
need to consume food.
Weapon Apotheosis
Spell Eating Ring When you activate Soul Investiture, your weapon deals an
You make a magical item that consumes magic around you.
additional 1d6 necrotic damage on damage rolls.
You can activate the item, casting counterspell or dispel magic
against a target within 15 feet of you. Any spell you that is Ghost Cloak You can only wear 1 cloak at a time.
stopped or ended by the effect, you can choose to consume, Attunement, Cursed
restoring 1d4 hit points to you per level of the spell, or gain You forge an item that chips away at your bounds to the
the effect of the spell stopped or ended yourself until the end
of your next turn if it could effect a creature and had a material world around you. At the start of your turn while
duration other than instantaneous. A spell stolen in this way carrying the item, you can choose to slip those bonds entirely,
does not require concentration to maintain, but lasts only a stepping in the etheral plane. Moving through creatures does
number of turns equal to your Intelligence modifier or the not impose a movement penalty, and you can move through
spells duration, whichever is shorter. objects up to 5 feet thick as difficult terrain. If you end your
turn in another creature or objects space, you are moved to
Once you use this ability, you cannot use it again until you the nearest available space taking 1d10 force damage per five
complete long rest. feet moved.

Once you activate this item, you cannot activate it again
until you complete a short or long rest.

Curse: After leaving the Ethereal plane, until the start of
your next turn you appear vaguely translucent, all damage you

44 Kibbles' Inventor (chosen when this upgrade is selected) increases by 1, to a
maximum of 24.
deal is reduced by half and you have resistance to non-magical When you select this upgrade, you can select the condition
bludgeoning, piercing and slashing damage. in which your weapon can be destroyed. Your weapon can no
longer be permanently destroyed by any other means. This
Blood Cloak You can only wear 1 cloak at a time. means can be absurd or implausible, but must be something
Attunement, Cursed potentially possible.
You forge a blood red cloak that drinks blood to empower

you. Unfortunately mostly your blood. When you take damage
from bludgeoning or piercing damage while below half of your
maximum hit points, you gain temporary hit points equal to
half the damage taken. If you hit a creature while you have
these temporary hit points, you can add them to your damage
roll.

Curse: If you ar healed while you have these temporary hit
points, the temporary points are lost and the healing is
reduced by the amount of temporary hit points lost.

15th Level Upgrade

Curse Numbnes Prerequisite: Curse Bearer
You become immune to the effects of bane, hex, and bestow

curse even when self inflicted.

Undying Creature Prerequisite: Curse Eater
You gain twice as many temporary hit points at the start of

your turn from Curse Eater (or recover twice as many hit
points when recovering hit points with it). You gain temporary
hit points from the feature even when incapacitated.

Pandemic of Despair Prerequisite: Curse Bringer
If a target becomes effected by bane (either the spell or the

effect from Curse Bringer) you can force a creature within 5
feet of it make a saving throw against the same effect,
repeating indefinitely as long as there is targets. If a target
fails their save, they become effected by the same effect as the
initial target.

Exude Darkness
You allow the power of your artifact to leak out. Whenever

you cast a spell of 1st level or higher, you heavily obscured by
dark shadowy flames for a number of rounds equal to the level
of the spell (for example, a 1st level spell the flames shroud
you until the start of your next turn). Any creature that hits you
with an attack while within 5 feet of you takes 2d8 necrotic
damage while you are shrouded in flames. This effect does not
require concentration to maintain.

True Artifact
So long ago you forged great power. Now you realize its full

potential. Your cursed weapon becomes a true artifact, any
bonus to attack and damage rolls lower than +3 it has is
replaced by a bonus of +3, it gains two additional properties
from the following list:
• While attuned to this artifact, you are immune to disease.
• While attuned to this artifact, you can’t be charmed or

frightened.
• While attuned to this artifact, you can cast a 1st or 2nd

level spell of your choice once per short rest without
expended a spell slot (spell chosen when this upgrade is
selected).
• While attuned to this artifact, you can treat a 1 on a Death
Saving throw as a 20.
• While attuned to this artifact, one of your ability scores

Kibbles' Inventor 45

Runesmith Rune of Power

A Runesmith is an Artificer that has narrowed their focus to An imposing rune that speaks to raw power. It has the
working a specific language of magic - powerful Runes that
can channel long lasting power. These Runes come in many following effects:
shapes and forms, the lore behind from many sources.
Target Effect
A Runesmith can be a knight, his runes splashed with
gleaming power across his armor, or a scholar lending their Weapon The base damage of the weapon becomes
power to the companions, marking potent runes on their 1d6 (if it was lower), and the weapon adds +1
weapons before standing back, or even a strange tatooed to damage rolls.
mystic, their runes tattooed across their very body.
Armor The base AC of the armor becomes 13 (if it
Runesmiths are not inherently good or evil, though their was lower), and the armor's AC bonus is
rigorous attention to detail and patience tend to make them increased by +1.
more inclined to a Lawful perspective.
Active The next attack of the affected creature
Runesmith Proficiency (Empower) before the start of your next turn deals an
additional 1d8 + Intelligence modifier force
When you choose this specialization at 1st level, you gain damage.
proficiency with martial weapons as well as smith's tools or
calligrapher's supplies (based on your preferred method of Rune of Fire
marking runes. You learn one additional exotic language of
your choice. An swirling rune that represents fire and burning. It has the

Runic Marks following effects:

Starting at 1st level, you can mark magical runes, imbuing the Target Effect
things they are marked onto with magic. A rune can be
marked on a weapon, on a suit of armor, a shield, or directly Weapon The first time per turn the weapon deals
onto yourself, as a type of runic tattoo. damage, that damage deals an additional
1d4 fire damage.
The affected creature of a rune is the creature wielding the
weapon or armor it is marked on, or you if the rune is directly Armor When the affected creature is by a melee
marked on you. You can mark one rune on a weapon or set of weapon attack, they can use their reaction
armor, but there is no limit to the number of runes that can be to deal 1d4 fire damage to the attacker.
marked on a creature.
Active Creatures within a 5-foot radius of the
If a rune is marked on a creature, select if you are effected (Explode) affected creature must pass a Dexterity
by the weapon (affecting your natural weapons or unarmed saving throw, or take 1d8 fire damage.
strikes) or armor (effecting your natural armor).

You know the following runes, and can learn more from
upgrades. You can mark your runes during a long rest, and
can have two runes marked at a time, gaining the ability to
have an additional rune marked at 3rd level (to three runes),
5th level (to four runes), and 14th level (to five runes). These
last until you mark a new rune, with the oldest rune fading
when you mark a new one after reaching your maximum
number of runes. Upgrades that grant a new Runes does not
increase this number, just expands the range of Runes you can
mark.

Runic Effects

Each rune grants a passive ability based on what is marked
on that enhances the ability of what it is marked on, and has
an active ability that can be activated as an action or in place
of an attack as part of the Attack action while it is marked.

46 Kibbles' Inventor

Rune of Lightning Rune Cantrip Spell
Rune of Power light magic missile
A jagged rune that manipulates energy and controls burnK
Rune of Fire burning hands
lightning. It has the following effects: shocking grasp
Rune of Lightning lightning
Target Effect guidance tendrilK
Rune of
Weapon The first time per turn the weapon deals Proficiency blade ward unlocked
damage, that damage deals an additional Rune of Warding N/A potentialK
1d4 lightning damage. Rune of Gravity N/A freezing shellK
Rune of Blood
Armor The effected creature gains 5 feet of fallK
movement speed.
cure wounds
Active: During the affected creature's turn, they
(Hasten) gain an additional action that can be used to
attack (one weapon attack with a light
weapon or unarmed strike only), dash, Extra Attack
disengage, hide, or use an object.
Beginning at 5th level, you can attack twice, instead of once,
Rune of Warding whenever you take the Attack action on your turn.

A stalwart rune that wards off harm. It has the following You can activate a rune using its active property in place of
one or both attacks.
effects:

Target Effect

Weapon If the affected deals damage with this Twin Flares
weapon on their turn, they gain 1d4
temporary hit points. Starting at 14th level, once per turn, when you use the
active property of a Rune or Glyph, you can cause the active
Armor Damage taken by the affected creature is effect of any two Runes or Glyphs
reduced by 1.

The next time the affected creature takes Runesmith Upgrades
damage before the start of your next turn, the
Active damage is reduced by 1d4 + your intelligence Unrestricted Upgrades
(Protect) modifier.

Runic Flare Animate Inscription
You mark special inscription on yourself or an item in your
Starting at 3rd level, you can activate a rune as a bonus
action. You can do this a number of times equal to your position to represent a familiar. You can spend a hit die to give
proficiency bonus, and regain all uses when complete a short it life and cast find familiar using this rune. When you cast
or long rest. find familiar in this way it does not require a spell slot or
require material components, and the casting time is one
Runic Path action.

Additionally at 3rd level, you can specialize in a certain Arcane Glyph
application of runes, selecting from the following Runic Paths: Learn how to translate a spell you know with a target of self

Runic Knight into a glyph that can marked on a creature or piece of armor.
As a special 1 minute ritual you can cast a spell you know with
You have proficiency with weapons or armor that are a casting time of 1 action, casting the spell as normal, but the
marked with your runes. Your speed is not reduced by wearing spell does not immediately take effect, instead becoming
heavy armor, as long as that heavy armor bears one or more of imbued in special glyph on a creature or armor you are
your runes. touching. This glyph has no passive effect, but when activated
with an action, it casts the stored spell as if the creature the
Runic Mystic glyph was marked on cast the spell.

When you mark a rune on yourself, you gain both the Alternatively, the creature marked with this glyph or wearing
weapon and armor effects of it. You add your Intelligence armor marked with this glyph that is aware of is presence can
modifier, instead of your Strength modifier, to the attack and use this glyph to cast the spell marked within as if they cast
damage rolls when you attack with unarmed strikes. the spell stored using a magical item.

Runic Sage The glyph immediately fades after the spell has been cast
(the spell lasts as normal). The glyph fades when the
You gain the ability channel the runic power of runes that Runesmith that marked it completes a long rest.
are on armor or weapons you are wearing, or on yourself. You
can use the runes you've marked to channel magic. You gain Channel Magic
the following spells based on which runes you currently have You can cast a spell of range touch on a creature marked by
marked.
one of your Runes, wearing armor marked by one of your
Runes, or wielding a weapon marked by one of your Runes,

Kibbles' Inventor 47

regardless of the distance between you. Rune of Gravity
Additionally, you can cast any spell with a range of self that A complex run that manipulates the interactions of objects

rune grants as if you were in the space occupied by a creature to change gravity. It has the following effects:
bearing the rune that enables that spell.
Target Effect
Example: Runic Lightning Bolts
Say for example you are a Runic Sage with Greater Rune Magic Weapon Marking this one a weapon adds or removes
and a Rune of Lightning marked on your party's Rogue. This the heavy property. If you remove the heavy
would mean that when you cast Lightning Bolt from Greater Rune property from a melee weapon with this
Magic, you could cast that Lightning Bolt either from your current rune, you can also remove the two-handed
position, or from the Rogue's position, giving you great flexibility. property.

Mark of Shielding Armor Any time the affected creature would be
As an action, you can place a special mark on a creature or moved against their will, they can use their
reaction to stay where they are, as long as
armor. This mark lasts until you mark it again or take a long the movement is not falling.
rest. While the mark is on that creature, you can cast shield,
effecting the creature marked. All creatures within 20 feet of the affected
Active (Pull) creature are dragged 5 feet toward the
Glyph Magic
You gain the ability to cast glyphs. You learn the following affected creature.

spells at the following levels. These spells are Inventor spells Rune of Returning
for you, but do not count against your spells known. A weapon you mark with this rune is under the effect of

Type Effect Level returning weapon spell. This rune does not count against the
Absorption Requirement runes you can mark, though you can only have it marked on
You learn the glyph of one weapon at a time.
Fire absorption spell. --
Frost Mark of Messaging
Translocation You learn the glyph of fire -- You can place a special runic mark on a creature or item.
Nullification spell.
Gravity -- This mark lasts until you mark it again or take a long rest.
You learn the glyph of frost Subsequently you can cast message targeting that the
spell. 5 creature it is marked on or the creature carrying the item it is
marked on regardless of distance between you and the target.
You learn the glyph of 9
translocation spell. Surging Flare
13 When ever you activate a rune's active effect, the next attack
You learn the glyph of
nullication spell. roll you make before the end of your turn gains advantage.

You learn the glyph of 5th Level Upgrades
gravity spell.

Rune of Blood Duplicate Rune
An esoteric run that binds the essence of life. It has the For one of the runes you mark, you can mark it on two

following effects: different items or creatures counting it as a single use of
instance of marking that rune. This applies to a single
Target Effect application (not a single type of rune).
Weapon
Each time the weapon deals damage to a Gravity Brand Prerequisite: Rune of Gravity
Armor creature, it stores one charge, up to a When you hit a creature with a weapon marked with a Rune
maximum number of charges equal to your
Active Intelligence modifier. of Gravity, until the start of your next turn, any movement they
(Revitalize) make moving away from you costs twice as much movement.
If the affected creature is hit by a critical hit
or reduced to zero hit points, the rune stores Paired Effects
one charge, up to a maximum number of You can mark two runes on a single item
charges equal to your Intelligence modifier.
Mark of Size
The affected creature can immediately As an action, you can place a special runic mark on a
expend 1 hit dice, rolling it and regain health
as normal. All charges of the rune are creature or armor. This mark lasts until you mark it again or
consumed, restoring additional hit points to take a long rest. While the run is on that creature, you can cast
the affected creature for 1d4 per charge enlarge/reduce target that creature as a bonus action. You can
consumed. cast it this way without expending a spell slot once, after
which you can't cast that spell in this way again until you finish
a short or long rest. You can cast it again by spending using
spell slots.

48 Kibbles' Inventor

Mystic Flare Prerequisite: Runic Mystic Perfected Form
The first time you use a Runic Flare on your turn, it does The number of runes you can mark at the same time

not require a bonus action. increases by one.

Runic Aegis Prerequisite: Rune Knight Mark of Proficiency
You gain temporary hit points equal to your Intelligence You can place a special runic mark on a weapon, armor,

modifier when you use a Runic Flare. shield, or tool. Any creature that is holding or wearing that
item gains proficiency with it. This mark lasts until you mark it
Rune Magic Prequisite: Rune Sage again or take a long rest.
You gain access to more powerful magic through your
11th Level Upgrade
runes.
Efficient Language
Rune Spells You mast the language of runes allowing you to get more

Rune of Power star dustK from less. The number of runes you can mark at the same
time increases by one.
Rune of Fire scorching ray
Primal Emphasis
Rune of Lightning lightning chargedK The size damage dice of runes that deal Lightning, Cold, or

Rune of Warding warding bond Fire damage increases by one step (for example from a d4 to a
d6). This applies to both their passive and flared effect.
Rune of Gravity flingK
Linguistic Structure
Rune of Blood hold person You can mark up 3 runes on a single item.

You can cast one spell granted by this feature without Mark of the Hidden
expending a spell slot. Once you cast a spell in that what, you You can mark a special runic mark on a creature or item.
cannot cast it without a spell slot again until you complete a
long rest. This mark lasts until you mark it again or take a long rest. As
an action, you can cause the effect of invisibility, arcanist's
Thunder Mine magic auraSRD, or nondetection to take effect on the creature it
You learn the thunderburst mine spell and can cast it is marked on or is that is carrying the item it is marked on.
This does not require concentration, but otherwise has the
without expending a spell slot. Once you cast it in this way, you normal limitations of the spell. You can have one of these
cannot cast it this way again until you complete a short or long effects active on the target at a time, and the effect ends if the
rest. target is no longer marked by the rune or carrying the item
marked with the rune.
9th Level Upgrades
15th Level Upgrades
Fire Mine
You learn the fireburst mine spell and can cast it without Glyph of Force
You learn the spell wall of power. It is an Inventor spell for
expending a spell slot. Once you cast it in this way, you cannot
cast it this way again until you complete a short or long rest. you and does not count against your spells known.

Greater Rune Magic Prerequisite: Rune Sage Mark of Stone
The power you can access through runes grows more You as an action, you can place a special runic mark on a

advanced. creature or armor. This mark lasts until you mark it again or
take a long rest. While the run is on that creature, you can cast
Rune Spells stoneskin target that creature as a bonus action without
requiring any material components. You can cast it this way
Rune of Power aether lanceK without expending a slot once, after which you cannot cast it
without a spell slot again until you complete a short or long
Rune of Fire fireball rest.

Rune of Lightning lighting bolt Reckless Flare
As an action, you flare all of your marked runes and glyphs
Rune of Warding protection from energy
of your choice, causing their active effects to take place. Once
Rune of Gravity crushing singularityK you use this ability, you cannot use the active effect of a rune
flared in this way again for 1 minute.
Rune of Blood invest lifeK
You cannot use this ability again once used until you
You can cast one spell granted by this feature without complete a long rest.
expending a spell slot. Once you cast a spell in that what, you
cannot cast it without a spell slot again until you complete a
long rest.

Painted Bulwark
You gain two additional hit points for each rune marked on

you or your gear.

List of Glyphs Kibbles' Inventor 49

Glyph of Absorption Glyph of Gravity

1st level abjuration(glyph) 4th level transmutation(glyph)

Casting Time: 1 bonus action. Casting Time: 1 bonus action.
Range: 5 feet. Range: 5 feet.
Components: S Components: S
Duration: 1 minute. Duration: 1 minute.

You draw an ethereal mark in the air at a point within range. You draw an ethereal mark in the air at a point within range.
Creatures within 10 feet of this glyph have resistance to all Within 30 feet of this Glyph, moving away from it is requires
damage, but this glyphs damage equal to the damage those twice as much movement, and any creature that ends its turn
creature's take (after resistance). The Glyph has 10 hit points. within 30 feet of it is pulled 10 feet closer to it if there is space
If the glyph is destroyed, it fades without detonating and the available.
spell ends.
As an action, you can force all creatures within 30 feet of
As an action, you can detonate the glyph. Any creature this Glyph to make a Strength saving throw or be flung 40 feet
within 15 feet of this glyph must make a Dexterity saving away from this Glyph, taking 4d6 damage and falling prone.
through, or take Force damage equal to half the amount of After using this action, the spell ends.
damage the Glyph has absorbed. After using this action, the
spell ends. The spell ends early if you until you deactivate it with a
bonus action.
The spell ends early if you until you deactivate it with a
bonus action. Glyph of Nullification

At Higher Levels. When you cast this spell using a spell slot 3rd level abjuration(glyph)
of 2nd level or higher, the glyph absorbs 5 additional hit points
for each slot level above 1st Casting Time: 1 bonus action.
Range: 5 feet.
Glyph of Fire Components: S
Duration: 1 minute.
1st level evocation(glyph)
You draw an ethereal mark in the air at a point within range.
Casting Time: 1 bonus action. Creatures within 5 feet of this glyph have resistance to Force
Range: 5 feet. damage.
Components: S
Duration: 1 minute. As an action for the duration of the spell, you can cause the
glypg to form a globe of invulnerability centered on the glyph,
You draw an ethereal mark in the air at a point within range. which lasts until the start of your next turn, at which point the
Any creature that starts their turn within 5 feet of this glyph spell ends.
takes 1 fire damage.
The spell ends early if you until you deactivate it with a
As an action, you can force all creatures within 15 feet of bonus action.
this glyph must make a Dexterity saving through, taking 3d6
fire damage on failure, or half as much on success. After using Glyph of Translocation
this action, the spell ends.
2nd level conjuration(glyph)
The spell ends early if you until you deactivate it with a
bonus action. Casting Time: 1 bonus action.
Range: 5 feet.
Glyph of Frost Components: S
Duration: 1 minute.
1st level evocation(glyph)
You draw an ethereal mark in the air at a point within range.
Casting Time: 1 bonus action. As an action for the duration of the spell, you instantly
Range: 5 feet.
Components: S teleport a willing creature of your choice within 120 feet (of
Duration: 1 minute. you) to the closest free space next to this Glyph (your choice if
multiple free spaces are available). If you expend a higher level
You draw an ethereal mark in the air at a point within range. spell slot, the number of creatures you can teleport increased
The area within 5 feet of this Rune becomes difficult terrain. by 1 for each level above 2nd, at which point the spell ends.

As an action, you can force all creatures within 15 feet of The spell ends early if you until you deactivate it with a
this glyph must pass a Constitution saving through, or take bonus action.
1d8 cold damage and become restrained, or half as much
damage on success. After using this action, the spell ends.

The spell ends early if you until you deactivate it with a
bonus action.


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