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View Full Version : Contest D&D 5e Base Class Contest XIII: Based in Science



MoleMage
2020-10-19, 05:09 PM
Welcome to the thirteenth homebrew base class competition. The goal here is to create an original base class for 5th edition Dungeons and Dragons. Please only place your class submissions in this thread and leave other comments for the chat thread. The rules for the contest are as follows.

Chat Thread: https://forums.giantitp.com/showthread.php?620838-D-amp-D-5e-Base-Class-Contest-XIII-Chat-Thread

1) The class you homebrew should fit the theme. You can interpret the theme as broadly as you like without risk of disqualification, but doing so may reduce your chances of earning votes during the voting period. This contest, the theme is Classes which are based in science. Your class can either use science directly or be based on a scientific principle. Do you want to make a botanist with weaponized plants? Maybe an engineer or a physicist? What about a master of gravity, or a mage that utilizes the Heisenberg Uncertainty Principle? This is the contest for it!


2) You may only create one base class. If you create more than one class then you must choose which one to enter and remove all the others from this thread and the contest (making them invalid) . If you do not specify which one you favor by the time voting begins, all of your content is invalid.
3) When you submit your class you must create a post on this thread which either has the content or holds a link to it. You may also optionally create one other individual thread for your class on the homebrew design sub-forum. If it is found that you have revealed your class on another site or on another thread than one on the homebrew design sub-forum, your entry will be considered invalid. If you do make a specific thread for you class, please mention its involvement to the competition in that thread. If you use external formatting resources such as Homebrewery, or GMBinder it is recommended that you also create a PDF of the content and share it here.
4) You may use other homebrew content (such as feats, spells, magical items and monsters) or even features to supplement your class, provided you have permission from the original creator and provide links to the source. Failure to receive permission from the original creator will disqualify you from entry in the current contest.
5) Your class must have fully completed mechanics and descriptions for it to be valid. Entries are due by 11:59 PM Central Time on the deadline below. Any submissions after this point are invalid. No changes can be made to your class while voting is taking place. Failure to comply with the previous rule will result in disqualification.
6) Any content which has been declared invalid by the rules above cannot be voted for, but you may decide to remove it from the contest and create another class instead. If you are disqualified then you are not allowed to enter any more homebrew for this competition, though you may still vote and later enter the next competition.
7) Please note that misunderstandings occur, if you break a rule which results in disqualification it might be excused if you can convince the group that it was a result of confusion over the rules.

Keep in mind that this contest is entirely for recreational purposes and there is no reward (aside from bragging rights) for someone who succeeds. Let us begin!

Deadline for this contest will be December 13th. The voting thread will be posted the following day and will stay open for three weeks.

Old Harry MTX
2020-10-20, 02:46 PM
Finally!
I can finally take this weight off my shoulders and take out of the workshop this mechanical abomination that I'm building for too long!

Over a year ago a guy opened this topic (http://www.giantitp.com/forums/showthread.php?599083-Iron-Golem-Mecha-suit) triggering an inexorable process of chaotic creation that led to what you see below:

This class is based on 3 distinct mechanics:
The first one consists in piloting a golem as if it were a mecha. This binds the class to small races only (actually, gnomes), and without this mechanic the development of the class would have been much easier, but I liked too much the idea of a "Mobile Suit Golem", that I wanted to try to develop it anyway. Probably in the future the best solution will be to remove this part, keeping only the gadget system, but I wanted to show you the work in its original version.
The second mechanic involves the crafting, installation and upgrading of gadgets, which give features and proficiencies to the character. I was inspired by the various attempts to create a fluid class system, where by using points obtained by leveling you can buy new features. IMHO, the result is quite interesting, and maybes a possible alternative to spellcasting or martial maneuvers to create other classes as well.
Finally, the third mechanic consists of a variant of the multiclass system used as subclass, which actually makes the whole class a mecha variant of any other class. This may seem a lazy solution to subclassing, but I think it fits well with the concept, and the base class is already loaded enough to not need other original content.

Anyway, no more chatter and let's get started!

Pilot


LevelProficiency
BonusSteam
PointsGadget
SlotsFeatures
1253Engineering, Pilot Expertise, Pilot Specialization, Steam Source
2265Pilot Specialization Feature
3277Scrap Miner
4289Ability Score Improvement, Pilot Specialization Feature
53911Advanced Craftsmanship (1)
631013Pilot Specialization Feature
731115Remote Control
831216Pilot Specialization Feature
941317Proficient Mechanic
1041418Fascinating Design, Pilot Specialization Feature
1141519Advanced Craftsmanship (2)
1241620Ability Score Improvement, Pilot Specialization Feature
1351721Quick Assembly
1451922Pilot Specialization Feature
1551922Mechanical Affinity
1652023Pilot Specialization Feature
1762123Advanced Craftsmanship (3)
1862224Pilot Specialization Feature
1962324Ability Score Improvement
2062425Pilot Specialization Feature


It is commonly believed that gnomes have an innate talent for mechanics, but some of them transcend this attitude, managing to equal, and sometimes surpass, the most complex magical arts with their creations. Among these are the Pilots, who combine science and magic to build a personal Mechanical Golem that helps them overcome any pitfalls. Originally born to perform the most tiring and dangerous jobs, the art of the Pilots has then evolved in many ways, adapting and enhancing every talent of the Pilot itself.

NOTE: While racial classes are a thing in the homebrew landscape, I realize that limiting this class to just gnomes, or at least to small sized races, can make many people turn up their noses. So I am considering removing this limitation, keeping the "mobile suite" feeling by adding to the golem a trait similar to the Powerful Build of the Goliath from the old 3.5e. I'm still thinking about how not to push melee builds too much with that.

Class Features

As a pilot, you gain the following class features.

Hit Points

Hit Dice: 1d6 per pilot level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per pilot level after 1st

Proficiencies

You get all the proficiencies granted by the first level of your chosen Specialization, in addition to the proficiency in Blacksmith's tools or Tinker's tools, of your choice.

Equipment

You start with the equipment granted by the first level of your chosen Specialization, in addition to the equipment granted by your background.

You also own a golem.

Golem

Medium construct, unaligned

As a Pilot, you own a golem, a mechanical construct build using mechanical and magical knowledge. When not piloted, the golem is a medium sized creature, no taller than a Half Orc or Dragonborn, with the following features:

Armor Class 10 (Natural Armor)

Hit Dice: Hit Die of the chosen Specialization
Hit Points: maximum possible roll on the Hit Die of the chosen Specialization + the golem Constitution modifier

The number of Hit Dice and Hit Points of the golem may vary based on the number of Upgrade Interventions you will perform on it.

Speed 30 ft.

STR 10 (+0)
DEX 10 (+0)
CON 10 (+0)
INT 3 (-4)
WIS 10 (+0)
CHA 1 (-5)

Damage Immunities Poison, Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses passive Perception 10
Languages Understands The Languages Of Its Owner But Can't Speak

Traits

Immutable Form. The golem is immune to any spell or effect that would alter its form.
Humanoid Shape. The golem can wear any kind of armor and held any kind of tool or weapon, although it is not proficient with any of these.
Behaviour. The golem always obeys your commands. In Combat, it rolls its own Initiative and acts on its own turn. A golem can't Attack, but it can take other Actions as normal.

Actions

Self Repair. You can order your golem to perform automatic repair procedures. You can spend one or more golem's Hit Dice at the end of a short rest, up to its maximum number of Hit Dice. For each Hit Die spent in this way, you roll the die and add the currently golem’s Constitution modifier to it. The golem regains Hit Points equal to the total. You can decide to spend an additional Hit Die after each roll. At the end of a long rest, however, a golem regains all lost Hit Points. The golem also regains spent Hit Dice, up to a number of dice equal to half of the golem’s total number of them (minimum of one die).

Engineering

Your mechanical skills allow you to intervene on your golem in various ways.

Craft and Install Gadgets

When you reach the prerequisites expressed in its description you can craft or upgrade a gadget directly installing it on your golem, consuming the required materials. You must spend 1 hour to install or replace a gadgets with another one you own, or uninstall it. You can't have two identical gadgets installed at the same time.

You cannot have more gadgets installed at the same time than the number expressed in the Gadget Slots column for your level, as shown in the Pilot table. NOTE: The Gadget Slots progression is 2x up to 7th level, 1x up to 14th level, and 0.5x up to 20th. It's similar to the Wizard's or Cleric's prepared spells.

In addition, unless otherwise specified, the saving throw DC for your gadgets is equal to:

Gadget save DC = 8 + your proficiency bonus + your craftsmanship bonus

where the craftsmanship bonus is equal to 2.

Upgrade Intervention

Each time you get a new level in this class you can spend 1 hour of your time upgrading your golem. If you do, add a Hit Die to your golem and a consequent amount of Hit Points, adding the result of that die plus the golem's Constitution modifier. The die may vary depending on the specialization you choose to take at 2nd level.

Hit Points at subsequent Upgrades: Hit Die of the choosen Specialization + golem's Constitution modifier per number of Upgrades

Emergency Maintenance

If the golem drops to 0 hit points you can return it operative with 1 hit point spending an action and passing an Intelligence check with DC 10. You have proficency in that check.

Pilot Expertise

The golem has inside the torso a niche that serves as a cockpit, sufficient to accommodate a small-sized creature, equipped with a seat, haptic controls and magic interfaces that allow you to make a connection with the golem itself, and control it as if it were an extension of your own body. With an action you can enter or exit the cockpit. Once inside, you can spend your turns only to control the golem, and can't be the direct target of attacks or spells. Altough any Poison or Psychic damage inflicted to the golem is directly applied to you, as well as conditions changes for which the golem is normally immune.

Until the end of the pairing, the golem gains the following benefits:

Ability Scores: The golem's ability scores change as follows:

Physical ability scores (STR, DEX, CON) = golem's ability score + pilot's ability score - 10
Mental ability scores (INT, WIS, CHA) = pilot's ability score

Add your physical ability score points over 10 to the relative ability scores of the golem, and replace the mental ability scores of the golem with yours as well. E.G. A pilot with a Strength score of 14 adds 4 (14 - 10) to the golem's ability score, while a pilot with a Wisdom score of 12 use it directly as the golem's ability score. NOTE: The difference between physical and mental abilities is due to a possible development of gadgets that give bonuses to ability scores, not yet created.

Bonus Proficiencies

The golem gains all your proficiencies.

Automated Mimicry

The golem can perform all your features. However it still cannot use spells or features that alter its form.

Comfortable Suit

You can have short rests even while inside your golem. Also, anytime you spend more than 6 continuous hours in the golem you must makes a DC 10 Charisma check to successfully separate from the golem. If you fail you are trapped inside the golem (because you don't want to leave) for 1 hour before you can attempt to separate again.

Damage Feedback

When the golem's HP drop to 0 the bond is interrupted, the golem is deactivated and you suffer as many d6 (or 4) of psychic damage as your levels. In this state, the cockpit gives you only half cover, and you can again be the target of attacks and spells. You must also pass a DC 10 Wisdom saving throw, otherwise you are incapacitated until your next turn. You must repeat the saving throw at the beginning of your turn until you succeed.

Pilot Specialization

Choose a specialization that expands your knowledge and skills, and makes you more competent in different situations, both inside and outside your mechanical partner.

As a pilot you have access to a large number of different experiences. Whether you decide to live on the battlefields as a soldier of fortune, study the secrets of magic, profess the divine will, or simply experiment with your innate arcane powers, you commit yourself to emulate these lifestyles, aided by your golem.

Specialization Features of 1st Level

You choose any base class other than the Pilot among those you know and you perceive congenial to your nature. Your choice grants you all the Proficencies of the 1st level of the chosen class, and you use the Hit Die of that class to determine the Hit Points of your golem.

Specialization Features of 2nd Level and Higher

Additionally, at 2nd level, and again at each even level, you obtain any Features of the next level of the chosen class, starting from the 1st. E.G. If you choose the paladin class, when you reach the 4th level you gain the Fighting Style, Spellcasting and Divine Smite features, plus the ability to cast two 1st level spells.

Every Pilot Specialization Feature you get from 2nd level onwards makes you in all respects as if you have as many levels in that class. E.G. A 10th level pilot who has chosen to specialize in the rogue class is also considered a 5th level rogue.

Multiclass. In case of multiclass, you cannot specialize in a class in which you already have levels, and cannot acquire levels in a class in which you are specializing. Moreover, when you get a level in a class other than the Pilot, you can choose to perform an Upgrade Intervention on your golem. If you do, use the Hit Die of the new class to determine the Hit Points gained by your golem, and a Pilot's Hit Die (1d6) to determine the Hit Points gained by you. Add these Hit Dice to their respective reserves as well.

Steam Source

Your golem can produce energy using the magic steam boiler mounted on its back. This source of energy is represented by steam points, which allow you to power the gadgets installed on your golem.

Steam Points

You have 5 steam points, and you gain more as it reach higher levels, as shown in the Steam Points column of the Pilot table. You can never have more steam points than shown on the table for your level. You regain all spent steam points when you finish a long rest. You can also regain part of your steam points at the end of a short rest, equal to your current proficency bonus.

Scrap Miner

At 3rd level, whenever you make a Wisdom (Perception) check made to find materials to craft gadgets, you can add twice your Proficiency Bonus, instead of any Proficiency Bonus you normally apply. You can use this feature, for example, when you scavenge a pile of wreckage, inspect a machine, take a look to a merchant's goods or collect the treasure from a dungeon.

Ability Score Improvement

When you reach 4th level, and again at 12th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. NOTE: You don't get ASIs to 8th and 16th level as usual because you will get them through specialization.

Advanced Craftsmanship

From the 5th level you perfect the quality of your magitronic creations. Your craftsmanship bonus becomes 3. The bonus will increase again by 1 point at level 11th (4 points) and level 17th (5 points).

Remote Control

When you reach 7th level you can craft a Remote Control, using a metal antenna, an eardrum, some switches and levers and 50gp. With the Remote Control you can send orders to your golem up to 300 feet, and have it take actions that it would otherwise be unable to perform alone. The Remote Control can also reproduce what the golem hears, and let the golem reproduce your voice.

The golem is aware of the position of the Remote Control as long as it is within range, and if you order to reach it, it will try to do it to the best of its ability. You can also control it to perform all the most common actions, including attacking a foe, and use those gadgets that have the remote control tag. However, you can't control your golem if you can't see it clearly.

Proficient Mechanic

You have gained enough experience in maintaining your golem to be able to optimize work times. Starting at 9th level, installing, replacing and uninstalling a gadget takes only 30 minutes.

In addition, you have advantage whenever you make an Intelligence (History) check related to Magic Items, alchemical Objects, or technological devices.

Fascinating Design

At 10th level, the unusual design of your golem astonishes others. Whether you find yourself surrounded by a tribe of wild goblins or in the crowd of a big city, you gain advantage on the first Charisma (Persuasion) or Charisma (Intimidation) checks made against a creature. You can use this feature again on the same creature after you perform a new Upgrade Intervention on your golem.

Quick Assembly

The experience gained working on your golem allows you to optimize your work. Once you reach 13th level, you can prepare up to 3 gadgets for a quick installation, working half 1 hour for each one. If you do, you can replace one of these gadgets with one you've already installed, spending just a minute. Once done, both the installed and the removed gadget are no longer considered prepared.

Mechanical Affinity

Once you reach 15th level you can merge your mind and body with the one of your golem at a higher step. For 1 minute you gain resistance to damage for which the golem is immune, and advantage in saving throws against conditions it cannot suffer. You can use this feature only once before taking a long rest. Moreover, if you use it, you suffer from the effect of comfortable suit even if you have been piloting the golem for less than 6 hours, and you get disadvantage on the Charisma checks to successfully separate from it until you succeed.

*****

Gadgets

NOTE: Below is a list of gadgets that I have made so far. They are designed to meet certain points:
Survive first level.
Introducing brand new mechanics or replace certain weapons or magical items.
Enhance survivability or social skills.
Replicate the effects of some spells.
Emulate existing features to compensate the limited progression of the specialization, to give access to interesting combos and to provide features from levels above 10, which cannot be gained by specialization. These pseudo-features may be nerfed versions of the originals, cost steam points, can be obtained at higher levels than normal, need a warm up procedure, have a limited number of uses, weakened effects, or drawbacks.

Pilot's Gadgets List (https://docs.google.com/spreadsheets/d/1Ibc0jSZ8d50b2o_8xTjYaRa4G5DLiE939LCg172gZZo/edit?usp=sharingttp://)

Each gadget has various tags:

Prerequisites: Here are the parameters needed to craft, install and use a certain gadget. Each gadget has indicated at least the level of the pilot class required, but some may have other requirements, such as the knowledge of certain Features, or a minimum score in certain Ability.
Crafting Materials: Here are the special components needed for crafting gadgets, as well as the amount of gp for the common components. These materials are intended to provide cues to the player and the DM and to encourage scavenging and interaction, and are designed primarily to make fun situations happen. They cover the same function of spells Material (M) components, but a player need to collect them only once before crafting the gadget. Finding them depends on luck when looting, and on the DM generosity.
Upgrade: Some gadgets can be upgraded when certain conditions are reached and specific materials are obtained. This unlocks new features.

TODO: I'd like to introduce a Combine mechanic that allows you to merge two gadgets to get a third one that keeps the effects of the first two and adds new ones. To be used as an alternative to Upgrade.

Usually, a gadget requires the consumption of steam points when used, or to allocate a certain number of them during installation or a long rest. Gadgets that have the remote control tag can be used with the Remote Control feature. Those with the magitronic tag emulate magic effects, and can be therefore countered by spells such as counterspell and antimagic field. On the other hand, their effects can be considered as real spells for the purpose to apply modifiers or effects granted by features or other gadgets.

1st level

Acid Sprayer

Prerequisites: lv 1st pilot
Crafting Materials: stomach of a medium-sized animal, small lever pump, 10gp

During a short or long rest, you can allocate 1 steam point to power this gadget. It can't be regained as long as the gadget is active. With an action you can produce the same effects of the Acid Splash cantrip.

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

Carpenter Torch

Prerequisites: lv 1st pilot
Crafting Materials: oil lantern, blowpipe, 10gp

This gadget emits light like a common torch. Also, during a short or long rest, you can allocate 1 steam point to power this gadget. It can't be regained as long as the gadget is active. With an action you can produce the same effects of the Fire Bolt cantrip, calculating the attack roll as below:

Gadget Attack modifier = your Proficiency Bonus + your craftsmanship bonus

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

Defensive Shell

Prerequisites: lv 1st pilot
Crafting Materials: steel plate, screws, 10gp

Your golem gains +1 to the AC. When your golem takes damage, you must make a Constitution saving throw with DC equal to the damage taken, with a maximum of 15. If it fails, the Defensive Shell is separated from the joints and falls to the ground, losing its effectiveness. You can pick up and reinstall it using an action.

Upgrade: You can upgrade this gadget at 9th level using some magically reinforced rivets. You obtain advantage on the Constitution saving throw.

Nail Gun

Prerequisites: lv 1st pilot
Crafting Materials: iron pipe, small hopper, 10gp

You can use this gadget as a ranged weapon that deals 1d6 piercing damage, with the properties light, ammunition (range 15/90) and loading. You are proficient with it, and you don't need to hold it in your hand.

During a short or long rest, you can also choose to allocate 1 steam point to power this gadget. It can't be regained as long as the gadget is active. If you do, the gadget no longer have the loading property and the damage die becomes 1d8.

Upgrade: This gadget can be improved as a normal weapon to become a magical weapon.

Net'o'matic

Prerequisites: lv 1st pilot
Crafting Materials: hand crossbow, small wooden box, 10gp

Using a minute you can fold a net and place it inside this gadget. Once is loaded, you can use your Attack action to throw the net up to 30 feet. You can expend 1 steam point and do this as a bonus action, instead. When you use this gadget you are considered proficent with nets.

Upgrade: You can upgrade this gadget at 3rd level using a "bigger on the inside" box and 30gp. You can now load it with 2 nets, throwing them individually using a distinct action (Attack or bonus) each, or simultaneously against a single target using a single action (Attack or bonus). If you throw them simultaneously, you can Restrain even Huge creatures, and you have advantage on the attack rolls against Medium or smaller creatures.

Punching Press

Prerequisites: lv 1st pilot
Crafting Materials: piston, metal wedge, 10gp

You can use this gadget as a melee weapon that deals 1d8 bludgeoning damage. You are proficient with it, and you don't need to hold it in your hand.

During a short or long rest, you can also choose to allocate 1 steam point to power this gadget. It can't be regained as long as the gadget is active. If you do, you get a number of charges equal to your craftsmanship bonus. When you make a melee attack with it, after the attack roll, you can choose to expend 1 charge and deals an additional damage die. You recover all charges spent at the end of a short or long rest.

Upgrade: This gadget can be improved as a normal weapon to become a magical weapon.

Resonating Weapon

Prerequisites: lv 2nd pilot
Crafting Materials: wave generator, magic joint x2, 20gp

In order to use this gadget, you must be able to cast spells. Once installed, you can tune a melee weapon with this gadget, performing a magitronic ritual over the course of 1 hour, which can be done during a short rest. You must wield the weapon throughout the ritual.

While wielding a tuned weapon, you can use a bonus action and 1 steam points to activate the gadget. For 1 minute, you can use your spellcasting ability instead of Strength or Dexterity for the attack and damage rolls of melee attacks using that weapon. The weapon also becomes magical, if it isn’t already.

You can have up to two tuned weapons. If you attempt to tune with a third weapon, you lose the tune with one of the other two.

Upgrade: When you reach 12th level you can upgrade this gadget using the "how to craft arcane foci" guide and 120gp. When you use your action to cast a spell while this gadget is active, you can make a melee attack with a tuned weapon as a bonus action.

Spring Boots

Prerequisites: lv 1st pilot
Crafting Materials: giant spring x2, armored boots, 10gp

With this gadget the minimum height beyond which you suffer falling damage is doubled. Also, once landed after a jump, you can choose to make a second jump immediately after that, covering up to the same distance as the first jump. It doesn't cost feet of movement and you can only do it once until your next turn.

Upgrade: At 6th level you can upgarde this gadget using a pair of steam pistons and 60gp. From now on, by using 1 steam point during a jump, you can double the height or the length traveled. If you make a second jump after that, you can choose to double it without expending an additionl steam point.

2nd level

Air Tank
remote control

Prerequisites: lv 2nd pilot
Crafting Materials: barrel, pressure gauge, 20gp

Once you have installed this gadget you can expend 1 steam point and an action to fill it with the gas that forms the atmosphere in which you are at that moment. From this moment on, you can release small quantities of this gas into your cabin, recreating those atmospheric conditions inside it. This allows you, for example, to breathe underwater or avoid to suffer effects that require you to breathe.

The gadget has an overall autonomy of one hour, which can be divided into periods of 5 minutes.

Holographic Projector
magitronic

Prerequisites: lv 2nd pilot
Crafting Materials: fog machine, slides projector, gramophone, 20gp

With an action, you can use this gadget to produce the effects of a spell. If the spell requires Concentration, you must maintain it as if you were casting the spell normally.

You must allocate 1 steam point during a short or long rest to power this gadget. It can't be regained as long as the gadget is active. In its basic version, you can produce the effects of the Minor Illusion cantrip.

Upgrade: You can perform several upgrades on this gadget:

From 3rd level, using a zoetrope and 30gp. You can now choose to expend 2 steam points and generate the effects of the Silent Image spell.
From 5th level, using a magic prism and 50gp. You can now choose to expend 3 steam points and obtain the Blur spell's benefits. Also, you can expend 2 steam points and produce the Minor Illusion cantrip's effects as a bonus action.
From 7th level, using a kaleidoscope and 70gp. You can now choose to expend 4 steam points and generate the effects of the Hypnotic Pattern spell.

To perform the next upgrade you must have performed all the previous ones.

Hydroponic Totem
magitronic

Prerequisites: lv 2nd pilot
Crafting Materials: glass bell, potted bonsai, 20gp

This gadget creates a feeble connection with natural energies, allowing you to produce the effects of various spells as rituals. If the spell requires Concentration, you must maintain it as if you were casting the spell normally.

You must allocate 1 steam point during a short or long rest to power this gadget. It can't be regained as long as the gadget is active. In its basic version, you can use 1 action and produce the effects of the Druidcraft cantrip. Also, choose a 1st level spell from the Druid spell's list with the ritual tag. Until the gadget is active you can cast it as ritual.

Upgrade: You can perform several upgrades on this gadget:

From 4th level, using a water recirculation pump, a handful of fey soil and 40gp. Choose an additional 1st or 2nd level spell from the Druid spell's list with the ritual tag.
From 6th level, using a small source of sunlight and 60gp. Choose a last spell with the ritual tag from the Druid spell's list, of 3rd level or lower, and add it to the gadget's spells.

To perform the next upgrade you must have performed all the previous ones.

Magitronic Ward

Prerequisites: lv 2nd pilot
Crafting Materials: electric socket, electromagnetic relic, 20gp

Installing this gadget, you create a magitronic ward on yourself for protection. The ward have a maximum of hit points equal to your pilot level + your craftsmanship bonus. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.

Any creature can cast a spell of 1st level or higher that deals lightning damage into the gadget by touching the golem as the spell is cast. The spell has no effect, other than add to the ward an amount of hit points equal to the lightning damage. Consider any attack rolls as succeed and any save throws as failed. Also, the ward automatically refills its hit points after a long rest.

Upgrade: When you reach 15th level you can upgrade this gadget using an enchanted dynamo and 70gp. With an action, you can expend a certain number of steam points and add as many d4 of hit points to the ward.

Psychic Cap
magitronic

Prerequisites: lv 2nd pilot
Crafting Materials: dream catcher antenna, spiral colored disk, perfume dispenser, carillon, 20 gp

With an action, you can use this gadget to produce the effects of a spell. If the spell requires Concentration, you must maintain it as if you were casting the spell normally.

You must allocate 1 steam point during a short or long rest to power this gadget. It can't be regained as long as the gadget is active. In its basic version, you can produce the effects of the True Strike cantrip.

Upgrade: You can perform several upgrades on this gadget:

From 4th level, using some mutated gray matter and 40gp. You can now choose to expend 3 steam points and generate the effects of the Detect Thoughts spell.
From 10th level, using a horseshoe magnetic emitter and 100gp. You can now choose to expend 6 steam points and generate the effects of the Modify Memory spell. Also, you can expend 2 steam points and produce the True Strike cantrip's effects as a bonus action.

To perform the next upgrade you must have performed all the previous ones.

Rocket Roller
remote control

Prerequisites: lv 2nd pilot
Crafting Materials: wheelbarrow wheel x2, rocket fireworks, 20gp

If you are on sufficiently smooth and compact ground, such as a paved road or a stone floor, your walking speed will increase by 5 feet. Also, expending 2 steam points you can take the Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. If you do, you can only move straight and you must cover the maximum possible distance, unless you encounter insurmountable obstacles.

Upgrade: You can upgrade this gadget at 7th level using some highly explosive unstable fluid and 70gp. You obtain advantage on the Strenght checks trying to Push a creature while this gadget is active.

Spy-Bot

Prerequisites: lv 2nd pilot
Crafting Materials: spring toy mechanism, sensory organs of various animals, 20gp

Spending 1 steam point you can power this small self-propelled mechanism for 1 hour. It has the appearance of a mechanical lobster with a single mammalian eye nestled in the head. Once detached from your torso it appears in an unoccupied space within 5 feet of you, with the following Statistics:

tiny construct, unaligned

Armor Class 12
Hit Points 2 (1d4)
Speed 40 ft., climb 30 ft., swim 20ft.

STR 3 (-4)
DEX 15 (+2)
CON 10 (+0)
INT 3 (-4)
WIS 10 (+0)
CHA 1 (-5)

Skills Stealth +4
Senses Darkvision 60 Ft.

Damage Immunities Poison, Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Traits

Immutable Form. The Spy-Bot is immune to any spell or effect that would alter its form.
Behaviour. The Spy-Bot has no conscience of its own and can act only when controlled by you.
Keen Hearing. The Spy-Bot has advantage on Wisdom (Perception) checks that rely on hearing.
Keen Smell. The Spy-Bot has advantage on Wisdom (Perception) checks that rely on smell.

After 1 hour the Spy-Bot will deactivate. To use it again you will have to put it back on your golem's torso and spend another steam point. When the Spy-Bot drops to 0 Hit Points, it is considered destroyed, and this gadget becomes a Wrecked Spy-Bot. You can restore it to its original condition using some generic materials, 10gp and spending 1 hour of your time repairing it.

While your Spy-Bot is within 100 feet of you, as an action, you can control it, see through its eyes, hear what it hears and smell what it smells until the start of your next turn, gaining the benefits of any Special Senses that the Spy-Bot has. During this time, you are deaf and blind with regard to your own Senses.

Continues in the Next Post

Old Harry MTX
2020-10-20, 02:48 PM
Continues from the Previous Post

3rd level

Directional Microphone

Prerequisites: lv 3rd pilot
Crafting Materials: small parabolic umbrella, vibrissae of a big feline, 30gp

You can activate this gadget expending 1 steam point. For the next minute you can direct this gadget on a square you can see and hear as if you are positioned on that square. You also get disadvantage on saving throws against spells or effects that involve hearing something, like dissonant whispers spell.

Spectral Visor
magitronic

Prerequisites: lv 3rd pilot
Crafting Materials: pair of goggles, luminescent crystal lens, 30gp

During a long rest, you can choose to allocate 1 steam points to power this gadget. They can't be regained as long as the gadget is active. You obtain 2 charges. As long as you have at least 1 charge you get darkvision up to 60 feet or, if you already have it, it increases the same distance. You can use an action and expend 1 charge and obtain the same effects of the detect magic spell.

Upgrade: When you reach 8th level you can upgrade this gadget using an extraplanar glass and 80gp. For now on, you can choose to allocate 2 steam points and obtain 3 charges instead of 2. Also you can expend 2 charges and produce the same effects of the see invisibility spell.

Taser Smite

Prerequisites: lv 3rd pilot
Crafting Materials: large iron toroid, small tesla tower, 30gp

Lightning springs from your weapon to deliver a shock to a creature you try to attack. Before you make a melee weapon attack against a creature, you can expend 1 steam point to activate this gadget. If you hit the target you add the effects of the Shocking Grasp cantrip to the attack. If the target wears metal armor and you fail the attack, you can reroll the die. If it succeeds, the attack fails, but you can still apply the effects of the cantrip to the target. You can use this gadget only once before your next turn.

Upgrade: The gadget's damage increases by 1d8 when you reach 7th Level (2d8), 13th level (3d8), and 19th level (4d8).

Threat Enhancer

Prerequisites: lv 3rd pilot
Crafting Materials: fireworks fountains, loudspeaker horn, 30gp

With this gadget you can make those around you believe that you are a fearsome threat. As a bonus action you can expend 1 steam point and force up to 3 opponents within 15 feet of you to make a Wisdom saving throw, with DC equal to the greater between 8 + your Charisma modifier + your proficency bonus or your gadget save DC. If they fail, they will have disadvantage on attack rolls against creatures other than you for the next 1d4 rounds (roll a die for each creature). Alternatively, when you use this gadget you can choose to focus your attention on a specific target, located within 45 feet of you. If you do, it is the only one to suffer the effects of the gadget, and it have disadvantage on the saving throw.

Creatures with an Intelligence score of 2 or less do not suffer the effects of this gadget.

3rd Level Upgrades

Holographic Projector, Net’o’matic

4th level

Adaptive Camouflage
remote control

Prerequisites: lv 4th pilot
Crafting Materials: cotton wool, lubricating oil, white noise whistle, cape, iridescent paint, 40gp

This gadget reduces the noises you make when you move. Once installed, you get advantage on hide checks when you try to move silently. Also you can expend an action and 1 steam points to become invisible when you are still. The effect lasts 1 minute or until you take an action other than Dash.

Upgrade: This gadget can be upgraded from 10th level using some shimmering sequins, a foldable teepee and 100gp. From now on you can take a minute and 1 steam point to extend the cape so as to cover a cone centered on you with a 15 foot radius and height, which provides the same protection as a tent. Anyone except the golem can enter or exit the area, and all objects and creatures inside it are invisible to an outside observer. The effect lasts until the golem moves or takes an action. You can't regain the steam point spent until the gadget is active.

Arcane Overcharger

Prerequisites: lv 4th pilot
Crafting Materials: leida bottle, 40gp

When you craft this gadget choose one of the sorcerer's metamagic effects, or from any other source you have available. Once installed, it also gives you a number of charges equal to your craftsmanship bonus.

When you cast a spell you can expend 1 charge and a number of steam points equal to the relative sorcery points and apply the choosen effects to the spell. You regain all your expended charges when you finish long rest.

Upgrade: You can upgrade this gadget at 11th level using a multichannel device and 110gp. You can choose an additional metamagic effect and apply it to your spells as well. From now on, you regain all your expended charges when you finish a short or long rest.

Maneuver Reproducer

Prerequisites: lv 4th pilot
Crafting Materials: punchable card, mechanical piano mechanism, 40gp

When you craft this gadget choose one of the fighter's maneuvers, or from any other source you have available. Once installed, it also gives you two automatronic dice, which are d8s.

Expending 1 steam point you can perform the maneuver you have choosen, replacing the superiority die required with the automatronic one. An automatronic die is expended when you use it. You regain all your expended automatronic dice when you finish a short or long rest.

Upgrade: When you reach 18th level you can upgrade this gadget using a typewriter cart, another punchable card and 180gp. You can choose an additional maneuver, and you obtain another automatronic die. You can also choose to expend 2 steam point instead of 1 and use a d12 as automatronic die.

Clockwork Idol

Prerequisites: lv 4th pilot
Crafting Materials: sacred mechanical figurine, small votive altar, 40gp

If you don't have the Channel Divinity feature, you can use an action and 3 steam points to produce the effect of Turn Undead. You must then finish a short or long rest to use this gadget again.

If you learn, or already have, the Channel Divinity feature, you must instead choose a Channel Divinity option from any 2nd level feature of a Cleric domain or any 3rd level feature of a Paladin oath. From now on, with this gadget installed, you can expend 1 steam point and a Channel Divinity use to produce the choosen effect.

Warp Step
remote control, magitronic

Prerequisites: lv 4th pilot
Crafting Materials: ingot of an alloy made of metals from different planes, copper wire, 40gp

With this gadget you can expend a bonus action and 3 steam points to generate the same effects of the Misty Step spell.

4th Level Upgrades

Hydroponic Totem, Psychic Cap

5th level

Adrenal Injector

Prerequisites: lv 5th pilot
Crafting Materials: adrenal gland of a large creature, syringe, 50 gp

Once installed, this gadget gives you various effects:
You can enter a rage as a bonus action, gaining for 1 minute all the effects granted by the barbarian's Rage feature. You must finish a short or long rest before you can do it again.
Whenever you rage, you can treat the Rage Damage bonus as if you have barbarian levels equals to half your pilot levels + your craftsmanship bonus.
When you enter a rage expending the use granted by this gadget, you get the benefits even if you are wearing heavy armor. If you do, you don't get resistance to bludgeoning, piercing, and slashing damage.

Upgrade: You can upgrade this gadget when you reach 13th level, using a spicy exotic drug and 130gp. While raging, you gain also the effects granted by the barbarian's Relentless Rage feature. You must expend 1 steam point at each Constitution saving throw.

Automatic Parachute
remote control

Prerequisites: lv 5th pilot
Crafting Materials: sail, sturdy strings, 40gp

With this gadget you can expend a reaction or a bonus action and 1 steam point to spread a parachute and get on you the same effects of the Feather Fall spell, without duration limit and with a rate of descent of 30 feet per round. During the fall the parachute counts as an object placed above you, large sized, with CA equal to 10 and 10 Hit Points. If its Hit Points drop to 0, you lose its effects. You can restore it to its original condition spending 1gp and 1 minute for each lost Hit Point. When you land, the parachute automatically folds inside the gadget and can be reused.

Upgrade: You can upgrade this gadget when you reach 8th level, using an "advanced aerodynamics" manual and 80gp. From now on, when you use this gadget you can choose each turn your rate of descent from a minimum of 5 feet to a maximum of 30 feet, and you can move horizontally in any direction up to your walking speed.

Counter-phase Emitter

Prerequisites: lv 5th pilot
Crafting Materials: diapason, enchanted crystal, 50gp

In order to use this gadget you must have spell slots. When someone located within 45 feet of you cast a spell that you can also cast, you can use your reaction and expend the base spell slot of that spell to nullify the effect. Using this gadget costs 1 steam point.

Precise Attack

Prerequisites: lv 5th pilot
Crafting Materials: gyroscope, clock gears, 50gp

Before you make an unarmed melee attack you can choose to expend 1 steam point to power this gadget. If you do, you gain the effect of the Sneak Attack (1d6) feature until the end of your turn.

Upgrade: You can upgrade this gadget when you reach 13th level, using a cursed blade and 130gp. With this upgrade you can expend 2 steam points instead of 1 and obtain the effect of the Sneak Attack (2d6) feature.

Spell Amplifier

Prerequisites: lv 5th pilot
Crafting Materials: tube amplifier, 50gp

Each time you cast a spell of 1st level or higher you can expend 1 steam point. If you do, consider the spell as casted using a spell slot 1 level higher.

Upgrade: When you reach 14th level you can upgrade this gadget using an overcharged capacitor and 140gp. When you cast a spell of 1st through 5th Level that deals damage, you can expend a number of steam points equal to the spell level and deal maximum damage with that spell. If you do, you will not be able to benefit from any effects from this gadget until the end of a long rest.

5th Level Upgrades

Acid Sprayer, Carpenter Torch, Holographic Projector

6th level

Auto-Attack

Prerequisites: lv 6th pilot
Crafting Materials: quick exhaust valve, bronze tubes, 60gp

During a long rest, you can choose to allocate 1 steam points to power this gadget. They can't be regained as long as the gadget is active. You obtain 3 charges. You can expend 1 of these charges during an Attack Action and perform 1 additional Extra Attack until the end of your turn.

Upgrade: You can upgrade this gadget when you reach 17th level, using a pressure multiplier and 170gp. From now on, at the end of a short rest, you can expend up to 3 steam points and regain as many lost charges.

Force Shield
remote control, magitronic

Prerequisites: lv 6th pilot
Crafting Materials: electric winding, shard of pure force, 60gp

An invisible barrier of pure force appears and protects you. During a long rest, you can choose to allocate up to 1 steam points to power this gadget. It can't be regained as long as the gadget is active. You obtain 2 charges. As a reaction, you can expend 1 of these charges and get the benefits of the Shield spell.

Upgrade: You can upgrade this gadget when you reach 16th level, using a hero shield fragment and 160gp. With this upgrade you can allocate up to 2 steam points and obtain 3 charges instead of 2. Also, if a creature within 5 feet of you is the target of an attack, you can spend your reaction and 1 additional steam point to give it the Shield spell's effects.

Magnetic Hand
magitronic

Prerequisites: lv 6th pilot
Crafting Materials: hand bones, marconi's control unit, armored glove, 60gp

During a long rest, you can choose to allocate 1 steam points to power this gadget. They can't be regained as long as the gadget is active. Until the gadget is active you always benefit from the effects of the Mage Hand cantrip.

Upgrade: You can upgrade this gadget when you reach 11th level, choosing between two solutions:

Using a magic crystal divided in two parts, but which still remains one and 110gp. Allocating 1 additional steam point, the magic hand will behave like a real extension of your body, allowing you to deliver the effects of spells with range of self or touch as if you were positioned in place of it. The hand can also activate magic items.
Using a sensible aptic glove and 110gp. Allocating 1 additional steam point, you can now use your magnetic hand to wield a non two-handed weapon you are proficent with, and order it to perform your attacks in place of you, using your statistics and features.


Finally, at 16th level you can choose to upgrade the gadget with both solutions. If you do, you don't need to allocate the third steam point to get the benefit of both upgrades.

Mechanical Bulwark
remote control

Prerequisites: lv 6th pilot
Crafting Materials: stone and metal parts of a barricade, door hinges, 60gp

In order to use this gadget you must have proficiency in heavy armor. As a bonus action, you can expend 2 steam points to activate this gadget. You deploy several bulky metal plates and wooden panels all around you, to form a portable shelter. Your walking speed drop to 5 feet, and you loose any kind of other movement speed that you may have. Also, you automatically fail any Dexterity check or saving throw you perform, but any attack against you have disadvantage and any damage you may suffer from a spell or an effect that require a Dexterity saving throw is automatically halved. Also creatures of your choice treat the space within 5 feet of you as rough terrain. The effects last until you deactivate this gadget, using 1 action.

Upgrade: When you reach 12th level you can upgrade this gadget using a "building fortifications" handbook, some draconic scales and 120gp. Each turn, you can choose up to 2 creature within 5 feet of you that you can see. They gain +1 to their AC. Furthermore, as a reaction and expending 1 steam point, you can give advantage on a Dexterity saving throw to one of this creature.

6th Level Upgrades

Hydroponic Totem, Spring Boots

7th level

Arcane Generator

Prerequisites: lv 7th pilot
Crafting Materials: mummified hand of an arcanist, copper wire, 70gp

In order to use this gadget you must have spell slots. During a long rest, you can choose to allocate 1 steam points to power this gadget. They can't be regained as long as the gadget is active. You obtain a certain number of spell slots, as if you were advanced 1 level in the Spell Slots per Spell Level table.

Upgrade: You can upgrade this gadget when you reach 14th level, using a magic object at least 200 years old and 140gp. With this upgrade you can allocate 2 steam points instead of 1 and advance 2 level in the Spell Slots per Spell Level table.

7th Level Upgrades

Holographic Projector, Rocket Roller, Taser Smite

8th level

Centaurian Trim

Prerequisites: lv 8th pilot
Crafting Materials: pony's skeleton, steam engine, Galvani's artificial muscles, warhorse haunted armor, 80gp

This gadget brings a drastic change in the structure of your golem. For this reason you need at least 4 hours to install or uninstall it, and your golem must have at least 3 steam points available. During the installation, you must allocate those steam points to power this gadget. They can't be regained as long as the gadget is installed. You cannot benefit from the effects of the Proficient Mechanic and Quick Assembly features for this gadget.

Your golem gains the following traits:

Speed. Your base walking speed increases by 10 ft.
Charge. If you move at least 20 feet straight toward a target and then hit it with a melee weapon attack on the same turn, roll the weapon’s damage dice twice and add them together. Roll the weapon’s damage dice three times if you are using a lance.
Hooves. Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.
Quadruped Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag.
In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.
Rider Stance. You can choose to be treated as mounted or as a mount to meet the prerequisites needed to use weapons, items, feats or features that requires it.

While you have this gadget installed you can't wear armor or clothing unless they are made to accommodate them.

Upgrade: You can upgrade this gadget when you reach 12th level, using some giant spider paws and 120gp. You obtain a climb speed of 20 ft. Also, your hooves make 1d6 additional of poison damage.

Handy Belt

Prerequisites: lv 8th pilot
Crafting Materials: robust belt, mannequin arms, magic-entangled buckle x2, 80gp

You install on your golem only the components needed to interact remotely with this gadget. The rest of this gadget looks like a pair of magitronic animated arms, attached to the sides of a heavy leather belt reinforced with strips of metal. When not in use, the arms stay crossed on the front of the belt. During a long rest, you can allocate 2 steam points to power this gadget. They can't be regained as long as the gadget is active. As long as a creature other than you wears the belt and is within 60 feet of you, you get the following benefits:


You can cast any spell as if you were positioned in place of the creature, and the creature can be the target of your spells with the self range.
You can use the Help action to assist the creature when it's required a physical effort, such as climbing, swimming, or attacking, grabbing, or shoving a target, even if you are not within 5 feet from it.


8th Level Upgrades

Automatic Parachute, Spectral Visor

9th level

Aiming System

Prerequisites: lv 9th pilot
Crafting Materials: spyglass, pinhole box, 60gp

Once per round, you can expend 1 steam point before a ranged attack to get advantage on the attack roll.

Upgrade: You can upgrade this gadget right away using a mystical magnifying glass and 30gp. Once per round you can apply the effects of this gadget also on spell ranged attack rolls. This upgrade is considered magitronic.

Prosthetic Limb

Prerequisites: lv 9th pilot
Crafting Materials: small jib crane, robust plier, 90gp

When you install this gadget your golem must have at least 2 steam points available. During the installation, you must allocate those steam points to power this gadget. They can't be regained as long as the gadget is installed. You can clamp a shield, an arcane focus, a musical instrument or a tool on this gadget and use it as if you were holding it in your off-hand. You can use the other hands freely, remembering that you can benefit from only one shield at a time (PHB, page 144). Also, since the item is clamped on the gadget, it cannot be thrown even if it has the thrown property, but you also have advantage to counter a disarm attempt.

9th Level Upgrades

Defensive Shell

10th level

Hindenburg's Flying Ship
remote control

Prerequisites: lv 10th pilot
Crafting Materials: boat (15 feet), giant bladder, small windmill, stove, 100gp

You install on your golem only the components needed to pair with this gadget. The rest of this gadget looks like a light boat surmounted by a floating balloon of elongated shape, with a propeller on the aft and two small wings of fabric on the sides. The Hindenburg's flying ship is a Large object with the following statistics:

Armor Class 15
Hit Points 100
Speed 0 ft.
Damage Immunities poison, psychic

You can use this gadget powering it by connecting your golem to its power joints. As long as the golem is paired with the gadget, the Hindenburg's Flying Ship is a vehicle you are proficent with, with a flying speed of 15 feet that can hover and carry up to 2500 lb. If in the previous turn the ship used all its flying speed to move in a straight line, its speed becomes 40 feet as long as it continues to move in that direction.

Upgrade: When you reach 15th level you can upgrade this gadget using a steam boiler, a fire elemental core and 150gp. You no longer need to pair your golem with the ship to use it, but you still need to have installed the components needed to remote control it.

Finally, at level 20th you can upgrade this gadget using a dimensional drill and 200gp. From now on, you can use the Hindenburg's Flying Ship to make a tear in the fabric of the weave and produce the same effects of the plane shift spell. The effects apply to the ship and everything on board, and are considered magitronic. This ability can be used again after 24 hours.

Shock Absorbers
remote control

Prerequisites: lv 10 pilot
Crafting Materials: tuned mass damper, 100gp

You can use you reaction and 1 steam point to gain advantage on Constitution, Strength or Dexterity saving throws you make to maintain concentration on a spell when you take damage, or to resist an attempt to shove you. The effect lasts until the end of your next turn.

10th Level Upgrades

Adaptive Camouflage, Psychic Cap

11th level

Overdrive Burst
magitronic

Prerequisites: lv 11th pilot
Crafting Materials: rocket propellant, running shoes, eldritch cyclotron, 80gp

With this gadget you can expend a bonus action and 2 steam points to generate the same effects of the Haste spell on yourself. You don't need to stay concentrated to maintain the effects but you have to spend steam points at the beginning of your next turns, otherwise the gadget's effect ends. The first time it costs 1 steam point, the second 2 points, and so on, increasing the upkeep cost by 1 point each turn. When the gadget's effect ends, you suffer the side effects of the spell as normal.

Ray Gun
magitronic

Prerequisites: lv 11th pilot
Crafting Materials: pure crystal, fragile fuse, 110gp

With an action and 6 steam point you can replicate the effect of the Disintegrate spell. You can't use this gadget again until the end of a long rest. Also, each time you use this gadget, roll 1d4. If you roll a 1, the gadget breaks and becomes unusable. You can restore it using a new fragile fuse, worth 30 gp, and spending half an hour repairing it.

11th Level Upgrades

Acid Sprayer, Arcane Overcharger, Carpenter Torch, Magnetic Hand

12th level

Telescopic Arm

Prerequisites: lv 12 pilot
Crafting Materials: accordion bellows, pair of concentric tubes, 120gp

In order to use this gadget you must have proficiency in martial weapons. The weapon you hold in your main hand gets the reach property if it is not held with two hands.

12th Level Upgrades

Centaurian Trim, Mechanical Bulwark, Resonating Weapon

13th level

Diviner Navigator
magitronic

Prerequisites: lv 13th pilot
Crafting Materials: compass, sextant, divination pendulum, 120gp

Spending 4 steam points you can analyze for 1 minute an object from the location you wish to find and get the effects of the Find the Path spell. You need to keep Concentration for the duration of the effect. Once you stop Concentrate on it, you can use it again after 48 hours.

13th Level Upgrades

Adrenal Injector, Precise Attack, Taser Smite

14th level

Jet Wing
remote control

Prerequisites: lv 14th pilot
Crafting Materials: pulse jet engine x2, large sturdy folding fan x2, 140gp

As a bonus action you can expend 1 steam point, gaining a flying speed equal to your current speed for 10 minutes.

While you have this gadget installed you can't wear armor or clothing unless they are made to accommodate them.

Spell Accumulator NOTE: Similar to the Ring of Spell Storing.

Prerequisites: lv 14th pilot
Crafting Materials: large electric battery, 140gp

This gadget stores spells cast into it, holding them until you use them. It can store up to 5 levels worth of spells at a time.

Any creature can cast a spell of 1st through 5th level into the gadget by touching the golem as the spell is cast. The spell has no effect, other than to be stored in the gadget. If the gadget can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

You can cast any spell stored in it spending 1 steam point. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the gadget is no longer stored in it, freeing up space.

14th Level Upgrades

Arcane Generator, Spell Amplifier

15th level

15th Level Upgrades

Hindenburg's Flying Ship, Magitronic Ward

16th level

16th Level Upgrades

Force Shield, Magnetic Hand

17th level

Sputnik's Sidereal Gizmo

Prerequisites: lv 17th pilot
Crafting Materials: huge empty silos, portholes, airtight hatch, gold wire, concave mirrors, solar crystal, large parabolic wok, mechanical abacus, fine telescope, lance +1, fish tank, 360gp.

You install on your golem only the components needed to interact remotely with this gadget. The rest of this gadget looks like a huge sized apparatus, similar to a cylindrical building, with portholes, pipings and protuberances scattered along its sides, and a large parabola in the lower part.

In order to use this gadget you must celebrate a magitronic ritual with the help of 4 other people, including an arcanist able to cast the Teleport spell. The ritual lasts 1 hour, during which the apparatus is activated spending 15 steam points, and is sent to orbit the planet. Once there, it automatically deploys its reflective panels and begins to accumulate solar energy. The Sidereal Gizmo has inside a narrow but habitable space, cylindrical in shape with a 10 feet radius and 15 feet height, reachable through a teleportation circle generated automatically during the ritual. This place is almost unattainable in other ways, it is equipped with a laboratory, a workshop and an airlock from which you can go into the open space. As long the gadget orbits the planet you are on you get the following benefits:

Remote Network: You can craft up to 4 radio terminal using some common components and 20gp each. It is possible to communicate through this devices placed within 1000 miles of each other, as long as they are on the planet's surface around which the Sidereal Gizmo orbits. The transmission can be disturbed or interrupted by weathering or thick environmental obstacles, but not by magical effects.

Sidereal Eye: You can request the Sidereal Gizmo to send you 2 aerial images of geographic areas within 10 miles of you, or of which you are familiar. The area represented in the picture can be 500, 300, 100 or 50 feet of side lenght, of your choice. The smaller the area, the greater the detail of the image. Since the Sidereal Gizmo orbits the planet, it may not immediately be in a suitable position to take the image or send it to you. Once you submit the request, you will receive a reply 1d6 x 10 minutes later, after which you will have to wait 1 hour before you can use this feature again.

Solar Flare: Once a day you can unleash the solar power accumulated inside the Sidereal Gizmo and concentrate it in a pure energy beam with devastating effect. Choose a point exposed to the sky that you can see, located within 1 mile of you. Each creature in a Cylinder 40 feet radius and infinite height must make a Dexterity saving throw. The Cylinder spreads around corners. On a failed save, a creature takes 40d6 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. The beam damages objects in the area and ignites flammable objects that aren’t being worn or carried.

17th Level Upgrades

Acid Sprayer, Auto-Attack, Carpenter Torch

18th level

Attuning Device

Prerequisites: lv 18th pilot
Crafting Materials: spiritual emulator idol, tuning valves, 150gp

During a long rest, you can allocate 2 steam points to power this gadget. They can't be regained as long as the gadget is active. As long as the gadget is active, you can attune to an additional magic item.

18th Level Upgrades

Maneuver Reproducer

19th level

Overcharged Tank

Prerequisites: lv 19th pilot
Crafting Materials: cauldron, non-return valve, 190gp

With a bonus action you can spend up to 6 steam points for this gadget to generate as many charges. These charges remain active even during a long or short rest. With a bonus action you can then spend one or more charges to recover as many steam points previously spent.

19th Level Upgrades

Taser Smite

20th level

Vanity Accessories

Prerequisites: lv 20 pilot
Crafting Materials: studs, bright stripes, high-quality paint, 100gp

Once installed, this gadget is automatically destroyed. You can benefit again from the effects of Fascinating Design on creatures on which you have already used this feature even if you have not obtained a new level.

20th Level Upgrades

Hindenburg's Flying Ship

theVoidWatches
2020-10-20, 05:05 PM
Placeholder for a Mad Scientist class.

I'm thinking it'll follow the Warlock spell progression, but with prepared magic - you learn spells like a wizard and can prepare a limited selection of them, switching out on a short rest. Gadgets instead of invocations, which you can pass out to others. Other details up in the air.

MoleMage
2020-10-26, 09:51 PM
Got an early draft of:

The Botanist (https://www.gmbinder.com/share/-MK8jdkhrekBXkbG7jfz)

I'll get the forum formatting done once I finish the subclass features; I haven't decided what precisely to give them as yet for those.

I'll also remember to put the introductory flavor in the forum post this time (once I get it written, naturally), I forgot that the Witch only had them on the GMBinder link last time.

theVoidWatches
2020-10-26, 11:43 PM
I'm having second thoughts about my initial idea for a warlock-shaped Mad Scientist, mainly because... well, I like unique mechanics for classes, and my draft is shaping up to feel very much like a reflavored Warlock. Being able to lend out cantrip-equivalents and invocation-equivalents is cool, and prepared casting instead will also feel different, but... I dunno, I'm not sure what it could bring that's actually new.

Thoughts? Ideas? Opinions?

Breccia
2020-10-30, 09:08 PM
First draft of

The Chirurgeon (https://homebrewery.naturalcrit.com/share/ClKLVM8XA3eB)

BerzerkerUnit
2020-12-06, 02:14 AM
Not sure if I qualify for this contest. I know I had to take a break, I think I missed a voting cut off. Here's an entry for fun if it's not eligible.


Super Scientist
Among those that seek understanding of the magical world and the place of mundane creatures in it, some few are gifted with an insight and passion that drives them to unearth the deeply confounding principles on which the gods themselves hung the stars. These individuals use their knowledge to unravel the unpredictable magical conundrums, mix potent concoctions that heal the sick, or nightmarish substances that drive men mad. Others pursue aggressive and overt products, wondrous contraptions that twist the world's magic into reliable shapes. Any one of these individuals could have had the potential to be a Wizard, but by fate or design the pursuit of magical understanding was exchanged for a desire to make a deeper connection with the universe.

This kind of knowledge doesn't come without a cost. Wizards, even those on the bleeding edge of magical practice rely on a handful of staid and trusted manners to access their power, such as the weave, begging their god, or sacrifices. The Scientist Supreme eschews these in exchange for rarely knowing exactly what their efforts will yield.

HD: d6
Armor: none
Weapons: Daggers, crossbows, small fire arms, hand axes

Skills: Arcana, and 2 others from Medicine, Nature, Religion, History, Persuasion, Insight, Survival
Saving throw proficiency: Constitution, Intelligence
Tool Proficiency: Tinker or Smith's tools and Alchemy Lab or Herbalism kit.


Scientist Supreme
Level Feature Effect Die
1. Inventions: Concoctions & Contraptions d6
2. Discipline Focus
3. Wild Theory
4. ASI
5. Knowledge in Failure d8
6. Discipline Focus Feature
7. Recreate Results
8. ASI
9. Wild Theory 2/rest
10. Discipline Focus Feature
11. Recreate Results 2/rest d10
12. ASI
13. Wild Theory 3/rest
14. Discipline Focus Feature
15. Knowledge Perseveres
16. ASI
17. Gift to the World d12
18. Recreate Results 3/rest
19. ASI
20. Theory of Everything


Inventions: Concoctions and Contraptions
Beginning at 1st level you throw caution to the wind and seek to invent new devices or substances that will serve you during your adventures. These can have a wide variety of effects but knowing what you want and how to build it is mere Artifice, the Scientist Supreme seeks true innovation and Invention.
At the end of a long rest you can create a number of Concoctions and/or Contraptions equal to your proficiency bonus.
You roll your Effect die for each. The effect die determines how many uses, doses, or charges your Invention has. Full details on the Concoction and Contraption system can be found below.

Discipline Focus
At 2nd level you choose a field of study on which to focus, Medicine or Engineering. You gain additional Discipline Focus features at 6th, 10th, and 14th level.

Wild Theory
By 3rd level you have sufficient insight into the inconceivableness of everything that you can rattle off such convincing nonsense that the gods themselves would have a hard time arguing. As an action you can initiate a rambling tale that explains a situation. Each creature of your choice within 30 feet must succeed on a Wisdom save vs your Concoction and Contraption DC or be charmed by you. This charm ends if they are attacked by you or your allies or you do not use your action on subsequent rounds to continue your Wild Theory. While charmed they will eagerly or skeptically listen to your tale, usually ceasing hostilities but remaining wary unless attacked. If they remain charmed for 1 minute, they will accept that your explanation holds some measure of truth. At the DM's discretion some creatures may willfully twist your story to suit their own ends, such as a group of Orcs absolutely believing that their chief told you to come here and tell them to give you their weapons, but clearly, their chief is testing them and they should take you prisoner as proof of loyalty.

Creatures that do not understand your language or with Intelligence scores lower than 3 are immune to this Feature's effects. You gain additional uses of Wild Theory at levels 9 and 13.

ASI
Standard, 4 8 12 16 19. You know the drill

Knowledge in Failure
At 5th level the crushing disappointment of innumerable failed experiments has forged your curiosity into an indefatigable force. When an attack roll with a Concoction or Contraption misses or the target succeeds on their saving throw, you learn something of value which can be applied immediately to improve the Invention. You can roll your Effect die and apply half the result (rounded down, minimum 1) to the remaining uses of that Invention. You can use this feature a number of times equal to your proficiency bonus and regain all uses after a long rest.

Recreate Results
By 7th level you've learned the critical importance of replicating process to get the same outcomes. As a result, you can sometimes perform a recent action by rote resulting in a nearly identical result. If you repeat an action you performed the previous round, you can forego rolling an attack, ability check, or damage roll and instead duplicate the previous roll. You can use this feature once and regain all uses after a short or long rest. Example: If you rolled a 15 to attack with a Contraption last round, you can forego rolling and use the same roll for that Contraption this round. You gain additional uses of Recreate Results at levels 11 and 18.

Knowledge Perseveres
At 15th level you create a system by which you perfectly preserve your legacy. The exact mechanism by which this is achieved varies by Scientist Supreme, but the end result is identical to the Clone Spell in preparation time and cost of components. It's possible some Scientist Supremes allow their Clones to believe they're a son or daughter before ultimately having the original's consciousness written into their soul.

Gift to the World
By 17th level the reliability of your Inventions is legendary. At the end of a Long Rest you can touch one Contraption or Concoction you have created. A Contraption no longer decomposes when its final charge is used, instead, it rolls a 1d6 Effect Die at the end of a short or long rest. All doses of a Concoction remain potent until consumed.
Only one of your Contraptions or Concoctions can have this benefit. If you use it on a different one, a Contraption decomposes after its last charge is used or you complete a long rest, a Concoction loses its efficacy after your next long rest.

Theory of Everything
At 20th level you are perpetually on the verge of understanding the infinite complexities to which gods claim dominion and responsibility. This transcendental hyperconsciousness can allow you to momentarily see the infinitudes of the multiverse and weave together the threads in a preferential manner. This functions like the Wish Spell. You can use this feature once and regain its use after a long rest.

Inventions
Inventions come in two flavors, Concoctions and Contraptions. Concoctions are marvelous substances that can aid healing, induce vomiting, create visions, and so much more. Contraptions are wondrous devices built to serve a purpose, but that purpose might not be immediately evident during construction. In any event, your Invention may require an attack roll or its target will have to make a saving throw. You are proficient with your Concoctions and Contraptions and can add your Intelligence bonus to the attack rolls of either. DCs to resist an Invention's effect are 8+ your Intelligence modifier + Proficiency Bonus.

At the end of a long rest you can create a number of Inventions equal to your Proficiency Bonus, decide how many of each you wish to make. These prototypes are generally unstable, decomposing after your next long rest or when they are out of charges. Decomposition means they are rendered down to component parts, though some may in fact turn to ash or dust or burst into flame as you prefer. To create an Invention you decide if you're creating a concoction or contraption and roll on the tables below. You require tinker's or smith's tools for Contraptions and Alchemist's Supplies or Herbalism kit for Concoctions. For Concoctions you roll on the Substance and Delivery Tables. For Contraptions roll on the Purpose and Device tables.

Unexpected Application
Given the frailty of the mortal form its very possible something not intended to injure Like an All Terrain Ranged Propulsion device could be turned to such a purpose. In these instances the DM should determine whether an attack or saving throw roll need be made and the player should roll their Effect die a number of times equal to half their proficiency and use the total as an appropriate damage type.
The aesthetics of your Inventions can vary wildly depending on available materials.

Other creatures can use your Concoctions or Contraptions for their effects as described below. Using an Invention is an action.

Concoctions
Substance Table
1. Explosive.
2. Phosphorescent.
3. Vitriolic.
4. Neurostimulant.
5. Candylure.
6. Healing Balm.
7. Painkiller.
8. Calcificant.
9. Soporific.
10. Neutralizer.
11. Dark Impulse.
12. Ooze.
Explosive. This happy accident is an accelerant with explosive properties. One Dose deals Fire damage equal to your effect die rolled a number of times equal to your proficiency bonus and double damage to objects and structures. A creature can reduce the damage by half with a successful Dexterity save against your Invention DC.

Phosphorescent. This substance begins to brightly illuminate on contact with air. As an action you can apply 1 dose to an object and it will produce light like a torch. Alternatively, a creature that gets the substance on or inside them must succeed at a constitution save vs your Invention DC or become blinded for 1 minute and become incapable of stealth as the substance shines. They can repeat the save at the end of each of their turns to end the blindness but the penalty to stealth lingers for the full minute until.

Vitriolic. Warning: creatures that come into contact with this Concoction may dissolve. A creature that comes into contact with this substance becomes covered in acid. At the start of each of its turns it suffers Acid damage equal to your effect die rolled a number of times equal to half your proficiency bonus, rounded down. The creature can end this effect by using an action to wash off the acid with a gallon or more of water.

Neurostimulant. This substance enhances cognitive processes, improving memory, allowing mind effecting magic or negative emotions like fear to be shrugged off more easily and a greater capacity to pierce illusions. A creature affected by this substance gains Resistance to Psychic Damage and has Advantage on Intelligence and Wisdom Ability Checks and saving throws for 1 minute.

Candy-Lure. This substance, so named for its sweet smell has two applications. Whatever its Delivery method, a dose can be poured on an object or space and for the next minute creatures within 30 feet of it must succeed on a wisdom save vs your Invention DC or move to the object or spot to see what smells so good. Creatures in combat or without a sense of smell can ignore this effect. Alternatively, this substance can grant a creature greater social acuity, adding your effect die to Persuasion and Deception checks for 1 minute and advantage on Charisma Saving throws.

Healing Balm. This substance soothes injuries and accelerates recovery. As an action you can apply this substance to another creature. The creature immediately regains a number of hit points equal to 1 roll of your effect die. At the start of each of its turns it regains hit points equal to one roll of your effect die until a number of effect dice have been rolled equal to your Proficiency bonus.

Painkiller. This potent substance is a double edged sword. One dose of this this concoction grants a creature Resistance to Slashing, Piercing, and Bludgeoning damage for 1 minute. At the end of that minute the creature becomes exhausted until the end of its next short or long rest. A creature rendered unconscious or reduced to 0 hit points while under the effects of this Substance remains asleep for 1 hour even after being stabilized.

Calcificant. This fantastic substance causes a chemical reaction that transforms organic tissue into sturdy rigid material. While this accelerates the time required for leatherworking by a factor of 10 and reduces costs by half, it also has interesting adventuring applications. 1 dose can transform an object or space up to 5ft on a side of rotted wood or other organic matter into a solid mass that can support the weight of a creature normally. Ropes can become poles, etc. A creature that comes into contact with this substance must succeed on a Constitution saving throw against your Invention DC or become Restrained for 1 minute. The creature can repeat the save at the end of each of its turns. If the creature fails the save by 5 or more it is Petrified until the beginning of its next turn. A construct or object that comes into contact with this substance immediately regains hit points equal to your Effect die rolled a number of times equal to your proficiency bonus.

Soporific. A common sleeping draught. A single dose can bring even the mightiest creatures to their knees. A creature that comes into contact with this substance must succeed on a Constitution save against your Invention DC or fall unconscious. The creature will remain asleep for up to an hour unless something disturbs it such as a loud noise or an attempt to move it.

Neutralizer. This antimagical brew is a witch's bane. This substance can be applied to a creature or area and has the effect of Dispel Magic or Remove Curse.

Dark Impulse. This hallucinogenic draws out wild emotions that can make even the most reserved creature a violent beast. A creature that comes into contact with Dark Impulse must succeed on a Wisdom save or have their perceptions altered, seeing every other creature as prey for 1 minute. For the duration of the effect the creature can only take the Dash and Attack actions and can only make melee attacks against the nearest creature. If more than one target is in reach the creature decides which to attack.

Ooze. Oops. You've made a tiny ooze. Ignore the roll for Delivery method. You've created a tiny Ooze of a type with a CR up to your Proficiency bonus. The creature uses the normal Ooze stats but is Tiny. It remains in its vial until you release it as an action. It is charmed by you but treats other creatures it can sense as food and is always hungry.
Delivery Table
1. Inhaled.
2. Injected.
3. Topical.
4. Ingested.

Inhaled. You can use your action to release one or more doses of an Inhaled Concoction, producing a 10 ft cube of vapor in an adjacent space. This cloud lingers in its space until the end of your next turn, until a strong wind has dispersed it, or it has affected a number of creatures equal to the number of doses released. A light breeze or the Gust Cantrip can move the cube up to 10 feet. Creatures that enter the cube or start their turn there suffer the effect of the Concoction. At the end of your next turn the cube expands into a 20 foot cube until the end of your next turn when it disperses. Creatures in the 20 ft cube have advantage on saving throws to avoid deleterious effects. Creatures that do not breathe or that attempt to hold their breath are immune.

Injected. Injected concoctions limit their effects to the creature they're injected into unlike the indiscriminate Inhaled varieties. One dose can be applied to a piercing or slashing melee weapon or 3 pieces of ammunition as an action and remains viable for 1 minute. Once the dose on a melee weapon has affected a creature, another must be applied.

Topical. Topical Concoctions affect any creature that comes into direct contact with them, as a result they can be applied to blunt weapons or splashed on a target. Splashing a dose on an adjacent target is an action and requires an Invention attack roll. On a hit the target is affected by the Concoction. Alternatively, a dose can be hurled in its vial as a thrown weapon. You are proficient with this attack. On a hit the target suffers 1d4 slashing damage from the shattered vial and suffers the effect of the Concoction, if you miss by 5 or less, the vial shatters close enough that some of the Concoction splashes on them anyway though they have advantage on any saving throw to avoid its effects.

Ingested. Ingested Concoctions can be added to food, beverages, or taken straight. One dose can reliably affect a single creature's meal and only a single bite is enough to trigger its effects, however if at least as many doses as half the creatures eating are added, every meal is tainted. Example if 8 doses are applied to a side of beef 16 creatures will be eating from, they'll all be affected. Ingested Concoctions remain potent for up to an hour after being added to a meal or beverage.


Contraptions
Purpose Table
1. Universal Ampoule.
2. Restraint.
3. Scanner.
4. Strength Enhancement.
5. Seismobrator.
6. All Terrain Transport.
7. Cryogenic Inducer.
8. Sonic Amplification.
9. Voltaic Pacifier.
10. Trinketizer.
11. Instant Fortification.
12. Reflex Enhancement.

Universal Ampoule. This Contraption is intended to facilitate the delivery of Concoctions of any sort. You can expend a charge from this Contraption to apply the effect of a Concoction to a creature as a bonus action. If you have no doses of Concoctions or none suitable for the situation, you can instead load it with a Healing Potion or Poison, or even a preferred beverage.

Restraint. Net Guns, Web Shooters, Magnetic Manacles, Prison Transports etc. This Contraption harmlessly restrains a target. By spending a charge Make an attack roll against a target in reach, on a hit, the target is Restrained. The target can use their action to escape the Restraints with a successful Dexterity or Strength check against your Invention DC. Alternatively the Restraint can be destroyed. It has an AC equal to your Invention DC and 5 hit points per level in this class. It is Immune to Psychic and Poison damage.

Scanner. This Contraption is sensitive to a variety of phenomena. As an action you can spend 1 or more charges to trigger its effects on a given area.
Sniffer (1 Charge). You may add your effect die to a Survival check to track a creature that has passed through the affected area. This counts as magical tracking for the purposes of overcoming Pass Without Trace and similar magic, but not magical when determining if Nondetection or similar effects apply.
Detect Magic (1 Charge). Over the course of three rounds the device determines if there is any magic present in an area, how many individual effects, and then the magical school of those effects.
Reveal Invisible Presence (2 Charges). All invisible creatures and objects in an area become visible until the end of you next turn.
Detect Planar Disruptions (2 Charges). The Contraption provides a rough distance and direction to any portals within 1 mile of the target area and over the course of 3 rounds determines if there are any Elemental, Fey, Fiend, or Celestial entities in the area, how many, and their nature.

Strength Enhancement. This contraption can be activated with a Bonus Action and provides its benefit for 1 minute. The affected creature is counted as one size larger to determine its lifting and carrying capacity and once per turn can add your effect die to the damage of a melee attack.

Seismobrator. This Contraption generates powerful vibrations in an area that simulate an Earthquake. You can spend a charge as an action to make a 20 ft cube of difficult terrain for 1 minute. Each creature that starts its turn in the area must succeed on a strength saving throw vs your Invention DC or fall prone and suffer your effect die in bludgeoning damage. While active you can spend a charge as a bonus action to force creatures in the area to make the saving throw again.

All Terrain Transport. This Contraption is intended to facilitate travel in any environment. You can spend a charge as an action and the affected creature gains its choice of the following: a swim speed equal to its speed and 10 minutes of breathable air; a Climb speed equal to its speed and its unarmed strikes deal piercing damage equal to your effect die; a Burrow speed equal to half its walking speed and its unarmed strikes deal slashing damage equal to your effect die. This benefit lasts for 10 minutes.

Cryogenic Inducer. This Contraption reduces the temperature of objects and creatures at a fantastic rate. You can spend a charge as an action and make an Invention Attack against a creature in range. On a hit, roll your effect die a number of times equal to your proficiency bonus and deal the total as Cold damage. On a critical hit, the creature is partially encased in ice, becoming Restrained until the end of your next turn. Alternatively, you can spend 1 charge to keep perishables from spoiling for 4 hours.

Sonic Amplifier. This Contraption produces devastating forces by amplifying a given sound, from a heartbeat to a scream. As an action you can spend a charge and creatures within a 15 ft cone originating from the Contraption must succeed on a Constitution save or suffer Thunder damage equal to your Proficiency bonus in rolls of your Effect die and be deafened for 1 minute. While deafened in this way a creature that moves more than half their speed falls prone when they end their movement. Creatures immune to thunder damage cannot be deafened in this way. A creature that succeeds on the save takes half damage and is not deafened. Alternatively, you can spend a charge and allow you or another creature to be heard clearly up to 600 feet away from the Contraption.

Voltaic Pacifier This Contraption harnesses the power of lightning to deal with threats! As an action you can spend a charge and make an Invention Attack against a creature in range. On a hit the target suffers lightning damage equal to your proficiency bonus in rolls of your Effect die and cannot take reactions until the beginning of its next turn. On a critical hit the target is paralyzed until the beginning of its next turn.

Trinketizer. This marvelous Contraption can reduce the size of creatures and objects. As an action you can spend a charge to affect one creature in range. That creature and all its worn equipment are reduced in size by one size category for 1 minute. This reduces a creatures carrying capacity as normal as well as their reach and speed by 5 feet to a minimum of 5 feet.
Unattended, loose, non magical objects can also be reduced in this way indefinitely. The objects can be returned to their original size by spending another charge. By spending 3 charges the size of objects can be reduced two size categories, objects reduced to Tiny size will weigh no more than 10 lbs and fit in a bag or pocket.

Instant Fortification. This Contraption produces force fields or unfolding shield walls to provide cover to allies, unlucky enemies may be crushed when its deployed. As an action you can spend a charge and Provide 1/2 cover to creatures of your choice within a 10 ft cube for 1 minute. Any other creature in that area when it's deployed must succeed on a dexterity save vs your Invention DC or suffer 1 effect Die of bludgeoning damage and be knocked prone. Alternatively you can spend 3 charges to provide 3/4 cover or 4 charges to provide Total Cover. These fortifications count as a structure, have an AC equal to your Invention DC and 5 hit points per level in this class. Enemies can move through them freely, but their shifting walls and projections provide them no benefit.

Reflex Enhancement. This Contraption, loaded with springs and pneumatic joints, or perhaps wires driven directly into a brain, enhances the affected creature's reflexes to a remarkable degree. You can spend charge as bonus action, an affected creature in range gains a +2 bonus to Armor Class and an additional Reaction or Bonus Action until start of your next turn.

Device Table
1. Ranged Propulsion. the device hurls some manner of projectile to create desired effect range 30/120.
2. Vehicle. the device can transport up to 2 medium creatures at your walking speed. You can dash as a bonus action on any turn that you activate the contraption.
3. Armor. the device is conveniently if prominently mounted on your body, +2 AC (not compatible w/shield).
4. Automaton. the device is capable of independent movement to deliver its effect (expect a minion block).
The nature of a Device determines how it applies the effects of the Contraction's purpose.
Ranged Propulsion. Devices of this type are typically hand held, but might be shoulder or head mounted. They require at least one hand to operate. The Device produces a ray or hurls a projectile at a target creature or target area with a range of 30/120. If the Purpose of the Contraption describes an area such as a cone or a Cube, you determine the orientation of that area from the projectile's or ray's point of impact.

Vehicle. Be it a hover board or rocket powered unicycle, a Vehicle serves the dual functions of being a personal transport and its intended purpose. A vehicle remains in a generally stowable form until you mount it as an action at which time it unfolds to a medium Device that can carry yourself and one other medium creature comfortably. It has a speed equal to yours, an AC equal to your Invention DC and 5 hitpoints per level in this class. Attacks with Contraptions can be made against any creature adjacent to it and Contraptions with Areas of Effect can orient the area in any adjacent space so the vehicle and its occupants are within the area or outside it as desired. Once areas with durations are placed (such as from the Seismobrator) the vehicle can move away normally. Whenever you expend a Charge on the Vehicle's purpose as an action, you can Dash as a bonus action.

Armor. This Contraption is mounted on your frame and provides enough coverage to give you some defense. While wearing this Contraption you gain a +2 shield bonus to your Armor Class. Attacks with Contraptions can be made against any creature adjacent to you and Contraptions with Areas of Effect can orient the area in any adjacent space so you are within the area or outside it as desired. Once areas with durations are placed (such as from the Seismobrator) you can move away normally.

Automaton. This Contraption can move independently. You can use a bonus action to spend a Charge, the Automaton then becomes animate for 1 minute, using the Mr. Roboto stat block below. As part of its activation and as a bonus action on subsequent turns you can direct the automaton's movement and direct it to take an action. It takes its turn immediately after yours and can take only the Dash action and its Contraption action. After using the Contraption action or if the Automaton is reduced to 0 hit points, it becomes inert until you expend another charge.

Mr. Roboto
Small Construct, Unaligned
Abilities- all 10
AC- equals your Invention DC
Hp: 1/level you have in this class
Speed: 30
Senses: Darkvision 30, Tremorsense 10
Actions
Contraption. Reach 5', Applies the effect of its Contraption to creature or object within 5 feet using your Invention Attack modifier or Invention DC as needed.
Bonus Actions
Contraption. Reach 5', Applies the effect of its Contraption to a creature or object within 5 feet using your Invention Attack modifier or Invention DC as needed.

A rich Doctor you say?...
Bonus Proficiency
You gain Proficiency in the Medicine skill if you don't have it already. If you are proficient, you may add your Proficiency bonus a second time to medicine checks unless you have a similar benefit from another feature.

Doctor Doctor
Beginning at 2nd level when you choose this Discipline Focus you gain great facility with Concoctions, being able to far more reliably create what you want. At the end of a Long rest when you create Concoctions, you can choose Substance and Delivery method for 1 of your Concoctions. Additionally, Concoctions deal 1 additional Effect die of damage or healing when you apply them personally. Finally, your general awareness of your bodily needs allows you to maintain a physical and dietary regimen that enhances your overall health. You gain 2 additional hit points and 1 additional hit point for each additional level you acquire in this class.

PPE
Beginning at 2nd level you are familiar enough with the deleterious effects of many substances that you take great care in maintaining gloves, boots, treated garments, and a mask. While wearing these you have Resistance to Acid and Poison and have advantage on Poison saves and saves against diseases.

Hyde, I Presume
At 6th level, when you create the Healing Balm, Neuro Stimulant, or Painkiller you can tailor them to your own biology for enhanced effects. You treat all dice from Healing Balm as if they'd rolled the maximum amount. In addition to its normal effects Neuro Stimulant functions like a potion of Haste. Painkiller grants resistance to all damage.

Eyes of a Surgeon
At 10th level and beyond your understanding of biology becomes second to none. When you attack a creature with a slashing or piercing weapon, you may add your Effect die to the damage of the attack as you target their weakpoints. Additionally, you can reattach lost limbs to animate creatures with a medicine check that takes 10 Minutes. These limbs don't need to come from the original creature just be the same rough size and shape and dead for no more than 1 hour, they regain full functionality as soon as the creature receives 1 point of healing or completes a rest.

Life where there was None!
You can perform an 8 hour ritual to turn a corpse, or pieces of several, into a Flesh Golem that functions as if you had used a Golem Manual. The Flesh Golem becomes hostile to you and automatically goes berserk if you attempt to create another. If your Flesh Golem is destroyed you must wait 1d4 long rests before creating another.

Guns that shoot nets! Motorcycles that drop pillboxes! Mechanical men that shoot lightning!

I Know What I'm Doing
Beginning at 2nd level your ability to Invent what you need improves significantly. At the end of a long rest when you create one or more Contraptions, you can choose the Purpose and Device instead of rolling for one of your Contraptions. Roll for the rest normally Additionally, Contraptions deal one additional Effect die of damage when you wield them yourself.

PPE
Also beginning at 2nd level, the general rigors of smelting, welding, drilling and wrenching are well known to you and you take care in maintaining a set of boots, gloves, heavy treated garments, and a mask to protect you from such workshop hazards. While wearing these garments you have Resistance to Fire and can calculate your AC as 10 + half your proficiency bonus + Dexterity modifier.

Reverse Polarity
By 6th level some of your Contraptions, the All Terrain Transport, the Seismobrator, and the Trinketizer, can be enhanced with basic improvements to the design that reverse the flows of energy that create their effects. Whenever you would create an All Terrain Transport you can grant a Fly Speed as it propels things away from the ground. The Seismobrator can be set to absorb all manner of vibrations creating 20 ft cube of Silence, creatures in the silence have Resistance to Bludgeoning damage as well. Finally, the Trinketizer can be used to enlarge objects and creatures. 1 charge increases a creature or object's size one category, 3 charges increases it by two.

Get on the Bus!
By 10th level the quality of your Contraptions is lauded wherever you go. Your Ranged Propulsion Devices' range changes to 100/600. Your Vehicles can now seat 8 medium creatures. Armor allows you to calculate AC as 13+Dexterity in addition to its normal +2 AC bonus. Spending an Automaton's Contraption charge allows it to function for up to an hour during which it is capable of taking the object interaction, Disengage, and Dodge actions in addition to Dash and its Contraption effect, it falls inert after using its Contraption action as normal.

Overcharge
At 14th level you learn how fine tuning your Contraption's output can allow seemingly insurmountable challenges to be overcome with relative ease. When you use a Contraption that deals damage, you can spend two charges instead of 1. Doing so ignores the target's resistances and immunities and allows you to reroll a number of dice up to your Intelligence Modifier. You must keep the results of the new roll.

noob
2020-12-06, 08:14 AM
Technological artist.
Members of that class use inventions powered by style.
Please note that the amount of silly involved in that class can and will break any setting that is not meant for absurdities such as a computer that works fast because the rotating gears attached to it are captivating or an armour that protects very well because its colours matches the hair of the wearer.
Please note that the concept of the class is to imitate technology instead of actually using it so it might not fit the theme.
It is also heavily inspired by jormengad's dnd 3.5 inventor base class but is not directly the same system.
link toward inspiration (https://forums.giantitp.com/showthread.php?461501-Inventions!-Magitech-Classes-Base-Class-Contest-30-winner-PEACH&highlight=jormengad)

HD: d8
Armor: light armour
Weapons: Simple weapons, handguns, one handed musical instruments with concealed blades, any invention you built yourself.

Skills: Choose any three
Saving throw proficiency: Charisma , Intelligence
Tool Proficiency: Tinker tools and two musical instruments of your choice


LevelProficiency
BonusStyle
PointsTechnologies availableFeatures
1211Style, Inventions, Performance
2232Subclass choice, Mandatory art
3253Art or craft
4274Mandatory art
53115Art or craft
63156Mandatory art
73197Art or craft
83238Mandatory art
94279Art or craft
1043510Mandatory art
1144311Art or craft
1245112Mandatory art
1355913Art or craft
1456714Mandatory art
1557915Art or craft
1659116Mandatory art
17610317Art or craft
18611518Mandatory art
19612719Art or craft
20613920Capstone

Saves: unless indicated otherwise the save against one effect made by the technological artist is of a dc equal to 8 + proficiency bonus + Charisma modifier
Style: You get as many style points as the value indicated in the table plus your intelligence modifier.
Style points can be used to obtain advantage on a perform check(one point for getting advantage once) and for inventions.
You regain all lost style points that are not in inventions you own on a long rest.
Inventions: At first level you choose an inventing style which determines the weaknesses of your inventions.
There is three styles available:
1) Elegant: inventions of that type are sleek, functional looking, hide the contained parts very well and looks smooth and well finished. Elegant inventions stops working when too dirty but can take extreme amounts of punishment (they have twice the hit points).
2) Steampunk: inventions of that type are full of gears, follows no safety rules and have the parts sticking out, looks bulky, smoke and move constantly. Steampunk inventions works regardless of how much jammed it should be and no matter how dirty it is (because it is how the genre works despite the fact that gears should jam when you make 10 gears chains everywhere) but they are extremely vulnerable to physical punishment(they have half the hit points).
3) Experimental: inventions of that type verge on the mystic including parts that you can not make sense off, lightning and blinking lights that serves no logical purposes and usually massive amounts of visible cables and sometimes even non euclidean geometry provided you watch too long, the parts shifts progressively without you being aware until you blink. Experimental inventions can be resisted by an intelligence save to disbelieve the idea it could be functional.
Resisting an invention of that type with no save halves damage and penalties caused by the invention except for binary penalties(such as "can not move") that are entirely cancelled. if the invention already have a save the subject of that invention can pick between an intelligence save and the ordinary save and a success hampers the effect of the invention as normal.
Inventions are items with varying functions as described in their characteristics.
You can learn one invention of the highest level you unlocked among the schools of invention you know(or of a lower level) at each level and you unlock first level inventions at level 1.
You can learn inventions outside of your known schools of inventions as long as their level is at least 2 level lower than your highest possible invention level and they can not be upinvented to the highest level nor to the highest level -1.
You can build known inventions by paying their cost (indicated in the invention) and you can even build multiple times the same invention if you want to.
Style spent on an invention stays spent on the invention as long as you have the invention.
Each time one of your inventions is destroyed or lost the invention loses its style(and function) and the style comes back to you in the next long rest so you can use it again.
Costs scales with level and power at a fast pace but some inventions goes well with each other and costs less style points when together just the way it takes less effort to look great in matched clothes.

Art or craft: This feature allows you to pick between increasing the maximum level of your inventions by one(called craft) and improving your artistic ability as per the subclass you picked(called art).

Mandatory Art: This feature makes you improve your artistic ability as per the subclass you picked.

Subclasses:
1)Power musician
For picking that subclass you need the tech instrument invention.
You unlock the instrument branch of inventions and picking art in the art or craft branch(or when receiving mandatory art) allows to gain musics in the following progression.
1 use of music per long rest per pick of art.
Each time you gain art you unlock the next music in the following order:
You pick the order for the three first ones
1 to 3: fascinate(wisdom save or creatures have to watch you until someone is hurt or something looks dangerous close to the fascinated. Activated as a standard action and costs a concentration to maintain and a radius of 60 feet), countersong (counters any sonic ability by doing an opposed perform check activated as a reaction: you must be in a position where you would normally hear the sound of the sonic ability to counter it), bardic inspiration(with your level in this class counting as your bard level and it spends from the music pool)
4:Cosmic fire music(Deals fire damage equal to perform check to picked target for each turn, costs a concentration and lasts up to one minute and takes a standard action to start)
5:Epic rock:Is gust of wind but it increases fires instead of extinguishing them
6:Thunderstorm music:Hits 3 targets with lightning dealing damage equal to perform check at each turn costs a concentration and lasts up to one minute and takes a standard action to start
7:Protective music: gives advantages on saves to allies within 60 feet of the technological artist and grants resistance to damage of one type chosen at the start of the performance costs a concentration and lasts up to one minute and takes a standard action to start.
8:Regenerative music: allows allies within 60 feet of the technological artist to spend hit dice to regain health at a doubled efficiency, takes a standard action.
9:Music of the ages: in a radius of 60 feet of the technological artist disrupting inventions is impossible through magical means and inventions within the radius also loses their weaknesses. Costs a concentration and lasts up to one minute and takes a standard action to start.
10+: You can decide to pick craft even if it was mandatory art.

Capstone:You are unlimited in amounts of use of your music, you gain expertise in perform and you can pick a ninth level spell: now you can use it one time a day through the power of music (can be countered with counter-song and is also a spell that can be countered by a counter-spell).

2)Engineer:
Part 1:Each time you pick art unlock a school of invention.

Part 2:If you unlocked all the schools of invention then you can instead gain the ability to improve level 1 inventions to no longer cost style point and keep working even when lost and also have them be repairable by anyone with tinker tool proficiency when destroyed.
It comes at the cost of 500 gold and one hour of work per level 1 inventions to modify (so for example if you want to sell three hand guns you could improve all the three hand guns for 500 gold each and then sell them).
If you gain art yet another time you gain the ability to modify any invention that way but it costs 500 times the style points in gold and also takes 1 hour per style point of the invention furthermore a character can benefit from at most 1 invention modified this way per four levels or CR(with a minimum of 1).
You can do that on inventions you did not build yourself(for example you could do that on an invention of a rival to then steal it and have it still be functional).

Part 3: If you gained the two arts of part 2 you can now gain the following art over and over: cross school invention: you suggest to the gm an invention that belongs to two or more schools of invention if the gm approves it then you learn it if not then the gm suggests a more balanced cross school invention.

Capstone:The engineer can now create copies of any invention they can get their hands on as if they knew those inventions(provided the invention is still functional so it means that they would need to first modify it to use no style points before being able to steal it and start copying it from their home).
Furthermore the engineer gains the ability to research extra inventions by spending one week per level of the invention they are researching as well as 1000 gp per level of the invention.

3)Cyborg:
Because cyborgs are fancy.
You unlock component and weapons inventions.
Arts:unlocked in the following order
1) Cybernetic implants: You can graft to yourself or other people weapons and devices in order to make them harder to remove: a grafted weapon or device can not be removed if the wearer is conscious without the thing being sundered first.
2) Tough as nails: You now have your maximum hit points increased by twice the number of times you have picked art.
3) Self repairing: You can repair yourself using materials worth 1 gp per hit point and regain hit dice at a cost of 10 gp per hit dice in a matter of 1 round per hit point and 10 rounds per hit dice and if repairing yourself takes more than 10 minutes then it counts as a short rest. shorts rests now takes 10 minutes only.
4)Overdrive: You can do an action surge once per long rest.
5)Efficient integration: Weapons and devices you graft are possible to attack only in turns where they are used.
6)Fire resilience: You gain resistance to fire and sharp damage as your body is mostly mechanical.
7)Grafting science: Weapons and devices you graft works as if they were up invented of one more level for free possibly allowing the invention to work as if over your invention level.
8)Mechanical rebirth: Resurrection no longer works on your body (it still works if you do not have the body ex: true resurrection with the "no body" clause) but now when dead you can assimilate mechanical parts and metals that touch your body to repair yourself. you need roughly the mass of your body in metal or other components that would fit in a high tech device to come back to life (it takes at least one minute and can be easily disrupted).
9)You gain the construct type and no longer need to breathe or eat or drink.
10+: You can decide to pick craft even if it was mandatory art.

Capstone:You are now an horrific construct of terror: you gain 10 extra hit points, animals do not want to approach you on their own volition, you gain advantage on intimidate checks and creatures seeing you for the first time must do a charisma save or flee as fast as they can(including teleporting away) for 4 rounds(they can do charisma saves on subsequent turns in order to stop fleeing).
Furthermore you gain one hit point per turn and damage can not kill you nor can death spells: only bringing you to 0 hp with a construct bane weapon(or in fact any weapon that have extra effects while fighting constructs) or destroying your body in one way or another will kill you(that and ways of killing that do not deal damage)
You also look completely inhuman and more like one of your own inventions.
You can instead of gaining this capstone gain another one as a cyborg:
embedded components: now integrated inventions can not be targeted while within the body of a conscious creature and gains an extra level of upinventing for free.

noob
2020-12-06, 05:45 PM
Inventions for the above class.
General branch of invention: any invention in that branch is available for all technological artists.
They all also cost a single style point and ten minutes of work unless specified otherwise.
Reinforced.
Style cost: any.
Add four times the style point cost of that invention to the hp of invention to which it is attached and adds up to the invention level you can use to the damage reduction of the invention.

Self cleaning.
Minimal invention level: 3
Style cost: 3.
The invention to which this invention is added cleans itself in 2 minutes after being dirtied and can not be made dirty again for one minute after cleaning.

Tech instrument.
Hp 40 damage reduction 10.
This instrument can be used both as a musical instrument and as a melee martial weapon you choose on creating this invention.

Hand gun.
Hp 20 damage reduction 8.
This weapon works like an hand crossbow but it never runs out of ammo because who would make a gun powered by style and then make it need ammo?
You can not use special ammo with the hand gun.

Miniature robot.
Hp 4 ac 10
This small construct moves on its own scuttering or rolling or walking or slithering around at a speed of 15 feet per round to reach the location you ask it to reach. It can not follow any other kind of order nor communicate but it knows exactly where you asked it to go if the location is within sight for you.
It have 3 to all the physical stats, _ int, 1 wisdom and 1 charisma and never tries to hide or climb or jump.

Fancy armour.
Hp 50 damage reduction 10
This armour grants you a defence equal to 13 + your charisma modifier due to how it complements your style.

Weapon branch(for fighting):
Those three weapons looks the way you design them: some people like to have a weapon be a fancy rifle but you could also make it look like a remote or like a sphere pulsing with energy or like a small box with sharp stuff spilling off: possibilities are endless as long as it fits your kind of inventing. People can feel how weapon like it is regardless of how it looks because it is powered by style and it is the deadliness of its look that makes it be a weapon.

Name: Spell weapon
Style cost equal to CL needed to cast the spell.
Crafting time : 5 minutes
Hp is style cost
Damage reduction 10
Effect: replicates an evocation spell meant to deal damage and breaks on use.
When upinvented it upcasts the spell as much as it is upinvented (and also raise the style cost to the level needed to cast the spell).
If you make a spell weapon of a tenth level spell then it costs 20 style points.
For higher levels raise the style cost of 2 per level.
You need to pick each evocation spell you want as a spell weapon as an invention individually.
Please note that each spell needs gm approval and that this whole feature is optional.

Name: Single use weapon(if you do not want to use spell weapon)
Style cost is equal to the IL of this invention.
Crafting time 5 minutes.
Hp is style cost + hp of attached blast shape.
Damage reduction 10
Effect: can be used as a simple action to deal 1d6 fire damage per invention level(when upinvented else it just deals 1d6) in the blast zone and is destroyed on use.
Targets can do a reflex save to halve.
When you learn this invention you also learn a blast zone automatically.

Name: Repeated use weapon
Style cost is equal to the IL of this invention.
Crafting time 5 minutes
Minimal IL for this invention and to learn it is 2
Hp is 30.
Damage reduction 10
Effect: Deals 1d6 piercing damage per two invention level(when upinvented else it just deals 1d6) in the blast zone but needs to hit ac(you make a single attack roll against the ac of all the opponents in the zone).
Can be used as an attack.
When you learn this invention you also learn a blast zone automatically.
Someone can use only one repeated use weapon per turn.

Blast zones:(subschool of the weapon branch and can be picked as inventions: if you do so then pick two blast zones at once)

Name: Single target
Style cost 1
Crafting time 1 round
Hp is 3
Blast zone: one creature or object within 60 feet of the attached invention.(you can decide to exclude creatures or exclude objects)
Can be upinvented to level 2 and style cost 2 to raise range to 300 feet

Name: Cone
Style cost 5
Minimal IL to learn this invention is 3
Crafting time 1 round
Hp is style cost
Blast zone: all the creature and objects within a cone of 45 degree angle starting from the attached invention with a maximum range of 40 foot.(you can decide to exclude creatures or exclude objects)
Can be upinvented to raise range of 20 foot per extra level this raises the style point cost of 2 per level of upinventing.

Name: Firestorm
Style cost 9
Minimal IL to learn this invention is 7
Crafting time 2 minutes
Hp is style cost
Blast zone: All the creature and objects within 10 cubes of 10 foot by 10 foot each all of them within a 300 feet range of the invention.
This zone also raises the damage dice of the associated invention by two steps.
Can be upinvented to raise the number of cubes hit by this invention this raises the style point cost of 1 per level of upinventing.

Name: Explode
Style cost 3
Minimal IL to learn this invention is 2
Crafting time 1 round
Hp is style cost
Blast zone: All the creature and objects within a 20 foot radius sphere within 150 feet of the invention

Name: Line
Style cost 3
Minimal IL to learn this invention is 2
Crafting time 1 round
Hp is style cost
Blast zone: All the creature and objects in a 200 foot long line of 10 feet width (if using a battle grid instead of theatre of the mind reduce width to 5 feet).

Name: Focused
Style cost 5
Minimal IL to learn this invention is 3
Crafting time 1 round
Hp is style cost
Blast zone: One creature or object within 600 feet of the attached invention.
Raise damage of the associated invention as if it was upinvented of 4 levels.
Can be upinvented to increase the upinventing of the associated invention by one per level of upinventing.

End of the blast zones

Here is some invention modifiers.(still in the weapon branch)

Name: Elemental redirector
Style cost 0
Crafting time 1 minute
Hp: none as it is directly inbuilt in an invention
Effect: The modified invention deals damage of a new kind instead of using its old kind of damage.
Each time you learn this invention you can pick a kind of damage that is now allowed to use as a replacement damage.
Special: damage that is not among the base physical damages and the elemental damages costs 1 style instead of 0(ex: magical piercing damage would cost 1 style).

Name: Effect repeater
Style cost 7
Minimum IL to learn: 4
Crafting time 1 minute
Hp: none as it is directly inbuilt in an invention
Effect: The modified invention repeats its effect on the next turn with the same zone or targets (if a target moved more than 30 feet it is not subject to the repeating of the effect) only works on single use inventions.

Instrument branch(for performing and making shows):
Name: Polysonic instrument
Style cost 1
Hp 40 damage reduction 10.
Crafting time 1 hour
This instrument can be used as a musical instrument or to make any sound you want as long as it is under 120 decibels (you need to spend one action each time you want to change which planned sound you want and it can include periods of silence in the sound if you wish to).
Occupies an hand or can be added to another invention in which case it does add only 2 hp to the hp total of the invention to which it is added.

Name: Holographic projector
Style cost 1
Hp 40 damage reduction 10.
Crafting time 1 hour
Can replicate minor illusion or silent image and can be upinvented to replicate higher level illusion spells.
It can replicate illusion spell of a level equal to the invention level of the projector by spending equivalent amounts of actions as the spell itself would.
Occupies an hand or can be added to another invention in which case it does add only 1 hp per style point to the hp total of the invention to which it is added.
Up-inventing cost: 2 per level of the illusion spell above 1 and if replicating an illusion spell that have a duration measured in rounds or instantaneous the inventing cost is doubled and it acquires a cool-down of 10 rounds(you need to wait 10 rounds between two uses).
The two mentioned illusion spells are acquired for free on getting that invention but for other illusion spells you need to unlock them individually as if acquiring other inventions and whenever an illusion spell is allowed or not is up to the gm.

Name: Awesome
Style cost 5
Minimal invention level 3
Hp: style cost.
Crafting time 1 hour
Can be added to any musical instrument in order to make it awesome which means that any perform check with the instrument benefits from a +1d4 modifier.
The added modifier is also applied to attack damage with the instrument at half the value after being averaged.(rounded down)
The instrument also irradiates light as a lit torch.
Can be upinvented to raise dice size of 1 per invention level raising invention cost by 2 per invention level(progression: 1d4, 1d6, 1d8, 1d10, 1d12, 2d8, 1d20, 4d6, add 1 extra d6 per additional invention level because at that point you are in the land of epic nonsense because you realised you did upinvent up to 11).
People are able to see how ridiculously awesome the instrument to which this invention is added just by looking at it whenever it is constant lightning arcing in the instrument or an impressive radiance or the instrument constantly on fire or something similarly epic.
The hp of awesome is added to the hp of the instrument to which it is added.

Name: Hypnotic instrument.
Style cost 1
Crafting time 5 minutes.
Hp 40 damage reduction 10.
Is a musical instrument.
When you fascinate creatures with your music you can then give to one of the creatures a simple order that results in no harm or reduction in fighting ability(The creature is still entitled to an additional charisma save to break out of fascination and of the order).
Occupies an hand or can be added to another invention in which case it does add only 1 hp to the hp total of the invention to which it is added.

Name: Improved thunderstorm
Style cost 13
Minimal invention level: 6
Crafting time 1 hour.
Hp 10.
Can be added to an instrument.
When you use the instrument to which this invention is added to do a thunderstorm music not only you can hit up to 6 targets but you can also reduce the number of targets to increase the damage to the targets by twice the reduction in number of targets.
Increase the hit points of the instrument to which it is added by 10.

Name: Improved rock
Style cost: 10
special: Goes well with improved thunderstorm and does not adds extra cost if you have already improved thunderstorm on the instrument to which you affix this modification
Minimal invention level: 5
Crafting time 1 hour.
Can be added to an instrument.
When you use the instrument to play epic rock you can keep playing epic rock up to 10 minutes and if you do so you can replicate the effect of control weather but only to create storms or increase wind speed or shift weather toward stormy weather.

Name: Reverberation mechanism
Style cost: 5
special: Goes well with improved rock and does not adds extra cost if you have already improved rock on the instrument to which you affix this modification
Minimal invention level: 3
Crafting time 20 minutes.
Can be added to an instrument.
While you use an instrument with that modifier the range of your music is doubled and the radius of any area of effect your music have is doubled.

Name: Sonic multi-tool.
Style cost: 9
Minimal invention level: 5
Crafting time 1 hour.
This tool needs one hand to use.
This tool can be used as any toolkit involved in a proficiency as long as you do not think too hard about how your sonic multi-tool would help at brewing and other stuff like that.
You can gain advantage for any tool based checks using the sonic multitool by spending one style point(this is done once per check and those lost style points are regained on a long rest).
It can repair a broken or destroyed object or structure in one round if it is smaller than a cube of 5 feet by 5 feet by 5 feet and for bigger objects it takes 1 more round per cube of that volume needed to make the object fit in the virtual cubes.(you need to spend full round actions for each turn of repairing)
It can also replicate shatter but it needs 5 rounds between two replications of shatter and it spends a simple action to do so.
Furthermore it can be used to halve the time needed to build an invention.
It can be upinvented to divide more the build time of inventions and increase the building rate: it doubles the repairing rate and the building rate for each level of upinventing and if upinvented by 3 levels it can be used to replicate fabricate(with the same costs in terms of actions and materials) for each level of upinventing you need to raise the style cost of 2.

Enhancement branch(for improving people and things)
Many enhancement inventions are similar to magical items (but are not)or modifications to normal items or normal creatures. Unless indicated otherwise you can not apply an enhancement invention to a magical item so you can not use the deadly enhancement on an holy avenger or whatever plans you had to get the deadlyest dealdly weapon of doom.
In general you can not improve multiple times with inventions an item or creature if the multiple improvements are applied to the same thing so you could not apply deadly and awesome on a tech instrument for example(even if it would make a really great looking item)

Name:Deadly
Style cost: 3
Minimal invention level: 2
Crafting time 10 minutes.
Can be added to any weapon provided you follow the restrictions of the school.
Adds 2 damage to the attacks done with the weapon the weapon also counts as magical for bypassing immunities.
Can be upinvented at a rate of 1 extra damage per invention level and the style cost raise of 2 per invention level.
Is completely incompatible with Accurate.

Name:Accurate
Style cost: 3
Minimal invention level: 2
Crafting time 10 minutes.
Can be added to any weapon provided you follow the restrictions of the school.
Adds 2 to the attacks rolls done with the weapon the weapon also counts as magical for bypassing immunities.
Can be upinvented at a rate of 1 extra point to attack rolls per invention level and the style cost raise of 2 per invention level.
Is completely incompatible with Deadly.

Name:Power leggings
Style cost: 1
Hp 10.
Damage reduction 10.
Crafting time 30 minutes.
This invention takes the boots slot and either allows to triple jump height or to raise base movement speed by 10 feet or to double carrying capacity(pick one when you make the invention)
Upinventing effect: for each level of upinventing you can pick an extra effect and the style cost raise by one point then once you have all the effects if you upinvent further you can pick again one of the effects of the list provided you did not pick it more than any of the other effects.
Example: you upinvent this invention by 4 levels then you could pick jump twice, speed twice and carrying capacity once but you could not pick one effect 3 times because you would be picking an effect you already did pick more than the others.
In this case multiplications are exponential so if you picked jump height 4 times you could jump 81 times higher which is kind of irrelevant because you have a level 10 invention and by that point you already could fly.

Abjuration replicator: as spell weapon but with abjuration spells instead of evocation spells.

Name:Fancy hat
Style cost: 3
Goes well with the Sonic multi-tool(reduce the cost of the latter by 5 or the style cost of the hat whichever is lower)
Minimum invention level 2
Hp 10.
Damage reduction 2.
Crafting time 15 minutes.
Those who wears this dashing hat can not be charmed or possessed.
Donning this hat does nothing to help those who are already under those conditions.
It takes the helmet slot.
You can upinvent this item as many times as wanted by 1 level and increase the style cost of 2 each time to provide immunities from this list: fear immunity, divination immunity(as nondetection), dirt immunity(for the individual, the hat and a sonic multi-tool only),immunity to lack of fanciness(you always look fancy as long as you have the hat).

Name:Extreme plating
Style cost: 3
Minimum invention level 2
Hp: 20
Crafting time: 2 hours
This invention can be added to an armour(respecting all the conditions indicated in this invention school) to increase its armour value by 1(can work on fancy armour) and increase the hit points of the armour by 20.
Can be upinvented by one level(increasing the style cost by 2) to add the extra effect of making the armour work against attacks with incorporeal weapons or by incorporeal creatures.

Name:Improvement
Style cost: 7
Hp: -3
Minimum invention level 4
crafting time 1 hour
This invention can be added to any creature(respecting all the conditions indicated in this invention school) to increase one of its characteristics by 1(capped at 20) this comes at the cost of making any other way to improve this characteristic of the creature impossible until the invention is removed and that the creature is targeted by the regenerate spell or any effect that can restore lost body parts.
The creature have half of the the hp of this invention added to its own total(so yes you could use that to make a creature be ridiculously tougher).
Can be upinvented to level 7 and have its style cost raised to 13 for instead of increasing the characteristic replace the modified characteristic by a 19.
A creature can have only one improvement of that kind even if a creature have 6 distinct characteristics.

Name:Extra arms
Style cost: 5
Minimum invention level 3
Hp: 10 for each individual arm
Damage reduction 10
crafting time 1 hour
The creature modified by this invention have one extra arm. this does not allows extra actions nor does it allows to use more hands to use shields and weapons as the creature can still only coordinate the same amount of arms as before but it allows for example to carry an healing potion and use it without needing to search for it in a bag for example.
This takes the belt slot.
You can upinvent this invention of X levels and raise the style cost by 2X to raise the number of arms by X.

Name:Rocket propelled thing.
Style cost: 11
Minimum invention level 6
Hp: 40
Damage reduction 10
crafting time 1 hour
This thing have rockets and allows any creature using it to fly at a base flying speed of 60 feet.
The thing in question can be anything from boots to a backpack to the most deadly looking hat or even a small car looking thing.
When it stops working the creature using it falls normally and can risk injuries from falling.

Robotics branch(for having armies of robotic minions)

Name:Mind transfer operation
Style cost: 40
Minimum invention level: 8
Allows to transfer the mind of a creature(or of a backed up robot) within a robot(the resulting amalgam have the abilities and mental characteristics of the creature(or backed up robot) and the physical characteristics of the robot(ex: automatic regeneration, damage reduction, hit points, strength, constitution, dexterity, having wings that allows flight(appendage related abilities in general) and the like))
If the creature is not willing the operation fails and if the robot is not willing it is entitled to a charisma save, a wisdom save and an intelligence save(each able to cancel the process) as each part of the spirit of the robot tries to fight back total annihilation with all of its strengths.
This invention is destroyed when the robotic body is destroyed at which point the mind of the creature returns back to its own body and the soul of the robot(if it had int 1 or more) can be found within one afterlife corresponding to the beliefs and alignment the robot had but the memories are still lost.
You automatically acquire the back up invention if you take this invention and if you had the back up invention when you reach the level needed to learn this invention you instantly learn it.
Name:Back up
Style cost: 1
Hp 1.
You create a duplicate of the memories of a robot stored within this invention If the robot soul would escape its body it is instead caught within this invention thus completing the mind.

Subschool: robot
When you acquire this subschool you can pick a default behaviour of berserk or of idling for non intelligent robots and you can not change that choice.
Things of the robot subschool costs at least 1/10 of your total style points.(because swarming too much slows down the game which is annoying)
Robots follows all the commands of their creator the best they can and are loyal to their creator and loves their creator but it does not means they will automatically be friendly with allies of the creator.
Robots in general acts on their own desires when not directed and their desires are generally to prove their worth and value to their creator but the longer a robot stays alive the more complicated its desires can grow but it will only develop desires that does not conflict with the following rules: protect their master and do their best to follow their commands (And go to their master to point inconsistencies between commands if they meet those not if the inconsistencies are not met).
Non-intelligent robots will not go further than following simple commands but they can potentially follow dozens of simple instructions however they will not point out inconsistencies and will instead shut down when inconsistencies between their orders prevents them from finding what to do (or turn berserk and attack the closest creature until it is dead and go to the next creature until there is no creatures in sight or the robot is destroyed if their creator decided to pick berserk)
Robotic duplicate.
Type: robot
Style cost: 2*Invention level-1
Hp:the hp of the creature or of the creature/2
This robot functions as a creature of a cr depending on the invention level:
1/4 or lower for IL1
1/2 or lower for IL2
1 or lower for IL3
for each IL above IL3 increase the maximum CR by 1
The replicated creature can not use spell likes abilities and is either extremely similar to the replicated creature or looks extremely mechanical.
If the replicated creature looks like the original then it have halved hit points but nothing allows to understand the creature is a replicate unless it is damaged in one way or another(ex: put into dirt for an elegant variant or stabbed for any variant)

Simulacrum
Type: robot
Style cost: 13+cr of duplicated creature
Gold cost: 1500
Minimum invention level 7
Crafting time 12 hours
Like the simulacrum spell but the resulting creature is a robot(you can not have multiple robotic simulacrums) and is not made of snow but of whatever you usually make robots off(like steel for gracious, brass for steampunk and random circuitry for experimental).

MoleMage
2020-12-15, 02:00 PM
It's time to vote on class and theme!

https://forums.giantitp.com/showthread.php?624021-D-amp-D-Base-Class-Contest-XIII-Voting-Thread&p=24846131#post24846131

Happy Holidays and a Happy New Year to everyone, as well, since the new contest will start in January.

MoleMage
2021-01-04, 12:21 PM
Voting time is over, new contest on the way!

Our bronze medal this time goes to the master of plants, MoleMage's Botanist! Summon sproutlings, then shoot your crossbow while they go to town on your foes! The Botanist earned 10 points, the same as the Chirurgeon, but the Chirurgeon earned it through more 1st-place votes, meaning...

Our silver medal this time goes to the devious medic, Breccia's Chirurgeon! Heal your friends, and sever your foes' arteries with extreme precision. The Chirurgeon also earned 10 points but won through the 2nd tiebreaker.

And finally, our gold medal, our blue ribbon, our 1st place winner, is none other than Old Harry MTX's Pilot! Wear your golem suit and craft golem gadgets to go with it! Want a flamethrower or a counterspell shield! There's (probably) a gadget for everything! The Pilot earned 12 votes, securing its victory!

With two last-minute votes, Monster Mash is our next theme. Looking forward to seeing what you guys do with some monsters. Look for the new contest shortly.

Votes are tallied! Look forward to seeing everyone in Monster Mash II!