Inventor

No one knows for sure what Sparks are or what makes a Spark awaken, though the people of Brozen believe it's the blessing of the Muses and blood. When the spark ignites in a person, their mind is set ablaze with raw, unfurling power and passion while their mind races with cognitive speed, power, and inspiration beyond most people’s dreams. An Inventor with the Spark can't stand idle: they must explore, learn, experiment, and create. This rush can lead Sparks to rash actions and even madness. The greatest power of the Sparks is how reality warps around the Inventor, subconsciously bending it to the will of their enigmatic sciences and fevered imaginations.

The Mad Inventors of Brozen

Inventors are a powerful group of people driven by passion and enpowered by twisted science. Their passion warps reality itself and makes the impossible possible. While most Inventors are found in the Enlightened Empire of Brozen, it is not unheared of to find them elsewhere.

Subconscious Psionics

Inventors, unlike most psionics, do not consciously know they're psionic, instead attributing their ablity to science and willpower. While they understand that there is something special about being a Spark, they still reject and argue against proof of their true nature.

Creating an Inventor

Inventors are people scientifically driven by the insatiable curiosity and passion of their Spark. When creating a Spark, invest in a mad scientist, essentric inventer, or crafty explorer. Inventors can fill the role of defender or damage dealer with the right kit, but their main role is support. While they don't have the same quality or quantity of "spells" as true spellcasters, they make up for this by having inventions that are both infinitely reuseable and transferable.


Class Features

As an Inventor, you gain the following class features:

Hit Points

Hit Die: 1d8

Health: 8 (8 + con. mod.)

Proficiencies

Armor: Light

Weapon: Simple weapons, all crossbows

Tools: Tinker's tools, any 2 artisan's tools

Saving Throw: Int., Dex.

Skills: Pick three: Investigation, history, arcana, medicine, perception, nature, intimidation.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) one crossbow, or (b) any simple weapon
  • tinker's tools
  • one set of any artisan tools
  • (a) scholar's pack, or (b) dungeoneer's pack
  • a dagger
  • (c) 3d4 x 10 gp

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The Inventor
Level Proficiency Bonus Features Inventions Cantrip 1st 2nd 3rd 4th
1st +2 Scientific Genius, Invention 4 4 -- -- -- --
2nd +2 Passion, The Dangers of Science! 4 4 -- -- -- --
3nd +2 Personal Construct, Spark Frenzy, Field of Study 6 4 2 -- -- --
4th +2 Ability Score Improvement, Hidden Tools 7 4 3 -- -- --
5th +3 Improved Equipment 7 4 3 -- -- --
6th +3 Enigmatic Mind, Field Features 11 4 4 3 -- --
7th +3 Continued Education 11 4 5 3 -- --
8th +3 Ability Score Improvement 12 4 5 3 -- --
9th +4 Impossible Logistics 13 4 5 4 -- --
10th +4 Field Features 14 5 5 4 -- --
11th +4 Improvise 14 5 5 4 -- --
12th +4 Ability Score Improvement 14 5 5 4 -- --
13th +5 One Step Ahead 14 5 5 4 -- --
14th +5 Field Features 17 5 5 4 3 --
15th +5 -- 17 5 5 4 3 --
16th +5 Ability Score Improvement 17 5 5 4 3 --
17th +6 Great Works 18 5 5 5 3 --
18th +6 Field Features 18 5 5 5 3 --
19th +6 Ability Score Improvement 20 5 5 5 3 2
20th +6 Magnum Opus 20 5 5 5 3 2

Class Features (Cont.)

Scientific Genius

At level 1, the Inventor may use tinker's tools like thieves' tools and may add their proficiency bonus when dealing with alchemy, machinery, or anatomy.

Invention

Starting at level 1, during a long rest, the Inventor can create artifacts (inventions) from the invention list (p.5) or with the effects of wizard list spells. Inventons are used in the same way as wands or other magic items with the exception that they have 16 charges and count as psionic instead of magic for the purposes of interaction with other spells, items, and effects. Spell charge cost is (spell level) charges per use, with cantrip be counted as lv. 0.

Inventions use Int. for operation (a.k.a. casting) and charges are refreshed after a short rest. You can’t have more inventions then you can make in a single long rest but they can be used by others. You can change which spell the inventions are mimicking during a long rest at the cost of 10 gp. Starting Inventions are free but the cost of replacing a lost or broken invention is 100gp x spell level.

Note: See table above for invention levels

Additional Inventions:

You may commit 3 spark x (spell level) [min 3 spark] to create additional inventions past your cap. These spark points cannot be used or recovered until the invention is destroyed [spell level can’t be higher than current max.]

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Passion

Begining at level 2, the passion of the Inventor begins to warp reality itself, manifesting as raw subconscious power and giving the Inventor Spark points equal to their Inventor level. Spark points are refreshed after a long rest.

The Dangers of Science!

At level 2 the Inventor may spend three Spark points as a reaction to add their Int. mod. to their AC or saving throw from one incoming attack or effect.

Personal Construct

At level 3 the Inventor may make a single mechanical or bio-mechanical familiar (see find familiar spell). The familiar can be replaced over the course of a long rest for a gold cost of half its (the animal’s) xp value

Spark Frenzy

Starting at level 3 the Inventor is imbued with the limitless power of their Spark. The inventor can still perform any normal action or tasks during long and short rests and still gain benefit from the rest so long as it is not combat or involves moving more the 60ft from the place of rest. At the cost of +1 exhaustion and 4 psi the Inventor can take a extra bonus action during their turn

Hidden Tools:

At level 4 the Inventor gain advantage to concealing tinker’s tools on their person. as well they can spend 3 spark to suddenly have a ‘spare’ set of hidden tinker’s tools if their main set is lost or stolen.

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Improved Equipment

At level 5 the Inventor may gain one of the following to their personal equipment

  • Autoloader: Inventor the effects of the Crossbow Expert feat when using their personal crossbow.
  • Gyro-Hydraulic Armor: Inventor become proficient in a set med. or heavy armor.
  • Custom Grip: Inventor become proficient in three martial melee weapons.

Enigmatic Mind

Atarting at level 6 he Inventor takes an advantage to resisting mind reading and any form of mind control. If no saving throw is normal given then the Inventor gains a int. saving throw to resist. at the cost of 4 spark the Inventor may also block a read intentions.

Continued Education

At level 7 the Inventor becomes proficient in two extra sets of artisan tools and one additional skill from their class skill list.

Impossible Logistics

Upon reaching level 9 the Inventor may use their spark points to negate time for a project. 1 day at a cost of 2 spark.


Improvise

At level 11 the Inventor my spend 1 action and 6 spark points to create (for free) a inventon of lv. 4 or lower. This invention can only be use once before breaking. The invetor my only make two improvised inventons per long rest.

One Step Ahead

At level 13 the Inventor may replace the outcome of one of their rolls with their Int. score. This ablity is refreshed after a short rest.

Great Works

At level 17 the time to create any item or project is reduced to ¼ its normal time and ½ it normal cost.

Magnum Opus

At level 20 the Inventor My make one 9th level invention, once picked the function is final.

Field of Study

Biology

Self Improvement:

At level 3 the Inventor may gain ac without armor of 13 + dex mod and +1 hp per level

Splicing:

At level 6 the Inventor may add one of the below racial trait.

  • Superior Darkvision: you have superior vision in dark anddim conditions. you can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. you can’t discern color in darkness, only shades of gray.
  • Keen Senses: you have proficiency in the perception skill.
  • Fleet Foot: your base walking speed increases by 50%.
  • Breath Weapon: you can use your action to exhale destructive energy.the dc for this saving throw equals 8 + your constitution modifier + your proficiency bonus. a creature takes 2d6 damage on a failed save, and half as much damage on a successful one. the damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. after you use your breath weapon, you can’t use it again until you complete a short or long rest. (chose a element from the dragonborn list to be your breath base)
  • Relentless Endurance: when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. you can’t use this feature again until you finish a long rest.

Note: dm can add more traits to this base on custiom or expaneded race in their game.

Biomorphic Control:

At level 10 the Inventor gains a advantage on environment based saves throws and can move through rough terrain without penalty. The Inventor can spend 1 spark and one action to change one size up or down from their base at will.

Artificial Life:

At level 14 The Inventor gains a additional +1 hp per level, and resistance to poison/illness (immunity if already resistant). As well they can cast a ritual to resurrect a non-decayed player/npc (see resurrect spell) / create a flesh golem. (see golem rules).

Abomination:

At level 18 the Inventor gains one of the following traits

  • Regeration: the Inventor regains 3 hit points at the start of their turn. if the Inventor takes acid or fire damage, this trait doesn't function at the start of the Inventor's next turn.
  • Chameleon Skin: the Inventor has advantage on dexterity (stealth) checks made to hide.
  • Standing Leap: the Inventor long jump is up to 40 feet and high jump up to 25 feet, with or without a running start.
  • Spider Climb: the Inventor can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Tail: The Inventor gains a tail, melee weapon. with a reach 10ft and damage of 1d8 + 3 slashing. This can be use as a separate (free) action alongside your normal attack action.
  • Extra Arms: the Inventor gain two exrta arms allowing them to make two attacks with one handed weapoins, four if the Inventor has the Dual Wielder feat.

Mechanical Engineering

Clank:

Starting at level 3 the Inventor may create and control one construct equivalent to a cr1 or less creature. Said construct (a futuer level constructs) gain the construct trait. replacing said creature cost 100 gp and the use of tinker’s tools.

Note: This is just for the class based constructs, further constructs/automatons can be gotten and used in setting at the DM's Discretion.

Improved Clank:

At level 6 the Inventor may create and control one construct equivalent to a cr4 or less creature. replacing said creature cost 100 gp per cr. alternatively the Inventor can make and control two artifact creatures equivalent to a cr2 or less creature. The construct gains advatage of str. rolls

Integrated Equipment:

Begining at level 10 the Inventor may add two weapons and four tools on one cr4 construct or one weapon and two tools on two cr2 (or less) constructs. The construst gains a advantage with inbuilt equepment and can use them as a bonus action.

Superior Clank:

At level 14 the Inventor may create and control one construct equivalent to a cr8 creature. replacing said creature cost 1000 gp per cr. alternatively the Inventor can make and control two constructs equivalent to a cr4 (or less) creature. Integrated Equipment is scaled accordingly, replace cr4 with cr8 and cr2 with cr4 in the effect description.

Full Integration:

Upon reaching level 19 the Inventor can now create and integrate inventions into their clank(s) separate to their normal invention limit. a cr8 clank can have two of any 1 or 2 level inventions and five cantrip level inventions. cr4 (or less) clanks can have one of any 1 or 2 level inventions and three cantrip level inventions

Chemistry

Power through Chemistry:

Starting at level 3, once per long, rest the Inventor may use their alchemist tools craft three free vials, potions, flasks (including alcohol), or bombs [1d8 fire damage] normaly worth 100gp or less. The Inventor may also use this item as a bonus action so long as they are physically capable of doing so, as well they gain proficiency and x2 range to throwing said items. as well the spark gain proficiency with alchemist tools if they are not already proficient.

Future Levels:
  • At level 6 this exstends to all common and uncommon potions (or other above list items).
  • At level 14 you may also make one free rare level potion (or other above list items).
Elemental Augmentation:

At level 6 the Inventor may add one of the below elemental effects to a weapon, armor, or item. this effect lasts one day. may only be done three time per long rest and only once per weapon/item.

  • Fire: [Weapon] hit targets take 1d6 fire damage [Armor] resistace to fire damage.
  • Water: [Weapon] hit targets are slowed by 10ft [Armor] advantage to dex saves.
  • Earth: [Weapon]hit targets must take a DC 15 dex. sav. to not be knocked prone [Armor] +5 AC
  • Air: [Weapon] gains a advatage to accuracy [Armor] Improves movement speed and jump height by 50%.
  • Ligthning: [Weapon] hit targets take 1d6 lightning damage [Armor] resistace to Ligthning damage.

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Aqua Vitae:

Begining at level 10, once per long rest, the Inventor may use their alchemist tools to create a 5oz vail of aqua vitae. When consumed aqua vitae the user rolls their full level hit dice to regain health; if passed their full health then the extra health is added a temp. health that lasts for one hour. the drinker can not rest for the next 12 hours, afterwards they are hungover (poisoned) for 6 - con mod. hours. aqua vitae brewed at level 13 or higher removes stunned, deafened, blinded, and unconscious conditions as well, and can even resurrect the dead so long as (a) the body is whole and (b) the drinker died within the last 5 turns/30 sec. (resurrected drinker starts a (players int. mod hit points). you may only have one vial at a time

Master Chemist:

At level 14, during a long rest, the Inventor may use their alchemist tools to craft any one literal consumable (drunk, eaten, inhaled, or applied not scrolls or other one use magic items) they have studied for free.

Ex Nihilo:

Upon reaching level 19, during a long rest, the Inventor may create a vial of pure ichor. when used the ichor turns into one pound any resource, material, or other non-finished goods the spark whats.

Inventions:

Cantrips (0 Level)
  • Acid Sprayer
  • Freeze Ray
  • Arc Lamp
  • Slip drone
2nd Level
  • 3rd Level
4th Level
  • 5th Level
6th Level
  • 7th Level
8th Level
  • 9th Level

--

1st-level Invention


  • Casting Time: 1 action
  • Range: --
  • Components: --
  • Duration: --

--

Credits

by sir aroace, inspired by the works of studio foglio.

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