Inventor
Inventors are genius engineers who test their gadgets in the field. They design and build a variety of amazing or technologically impossible devices to fight enemies or accomplish tasks. An inventor’s gadgets might include robot minions, prototype firearms, or electrical circuits. Inventors ignore the normal technological level of the setting.
Inventor talents let them create gadgets that perform a variety of utility effects. These include everything from potions that heal injured allies to automatic turrets that attack enemies to grappling hooks to fly around. Inventor ribbons give them even more options for building objects with miscellaneous useful effects.
Examples of inventors in fiction include Iron Man from Marvel Comics, the Engineer from Team Fortress 2, and most fictional scientist or engineer heroes.
Novice Talents
Alchemical Bomb
You throw an explosive bomb full of unstable chemicals
You throw an explosive bomb full of unstable chemicals
Brew Elixir
You craft a potion with a versatile beneficial effect
You craft a potion with a versatile beneficial effect
Choose one of the following types of elixir. You produce two doses of that elixir that you brewed previously. A creature can drink a dose of elixir with the Interact power to gain the effects of the elixir. Each dose loses its magic when you complete an 8-hour rest.
Boldness. The drinker gains +1 to all attacks for 1 minute.
Healing. The drinker heals 2d4 + your Intellect health.
Levitate. The drinker can fly at half Speed for 10 minutes.
Resilience. The drinker gains +1 Defense for 10 minutes.
Swiftness. The drinker gains +10 feet Speed for 1 hour.
Transformation. The drinker’s physical features change for 10 minutes, making them appear as a different person of their choice of roughly the same body shape.
Clockwork Turret
You construct a turret that can fire its ballista at enemies
You construct a turret that can fire its ballista at enemies
You set up a clockwork turret on a flat surface you can reach. The turret’s Agility equals your Intellect, and the turret’s Health equals 5 times your Inventor level.
When the duration expires, the clockwork turret deactivates and starts to fall apart into a pile of scraps.
Magitech Engine
You craft a small engine with an elemental effect
You craft a small engine with an elemental effect
You craft a small magic device that outputs a stream of elemental energy. Choose the engine’s element to be one of Cold, Electricity, Fire, Sonic, or Toxic. The engine continually emits small jet of that element. You can set up the engine to perform a minor utility effect related to its element.
When you use this power, or with the Interact power afterwards, you can attach the engine to a weapon you touch. Strikes with that weapon deal an extra 1d6 damage of the chosen trait. A weapon can only have one engine attached to it at a time.
Mutagen
You give someone a dangerous mutagen that enhances them at a cost
You give someone a dangerous mutagen that enhances them at a cost
Drinking multiple mutagens in a short time is very dangerous to the body. Your target takes 2d6 damage for each time they’ve been affected by Mutagen in the past 8 hours.
Choose one of the following effects.
Bestial Mutagen
Your target has advantage on Athletics rolls, and their unarmed Strikes deal 1d8 Slashing base damage. Your target has a -1 penalty to Defense.
Cognitive Mutagen
Your target has advantage on Intellect rolls made to recall knowledge. Your target has disadvantage on Strikes and on Athletics rolls.
Juggernaut Mutagen
Your target has a +1 bonus to Defense and a +2 bonus to Strength DC. Your target has a -2 penalty to Spirit DC and disadvantage on Notice rolls.
Quicksilver Mutagen
Your target has advantage on Agility rolls and has a +10 feet bonus to Speed. Your target takes 3d6 damage and can’t heal any health.
Serene Mutagen
Your target has advantage on Intellect rolls made to notice things or interact with the world. Your target has disadvantage on attack rolls.
Silvertongue Mutagen
Your target has advantage on Spirit rolls made to interact with people. Your target has disadvantage on Intellect rolls.
Shock Net
You throw an electrified net to restrain an enemy
You throw an electrified net to restrain an enemy
Make an Intellect attack roll against your target’s Defense.
- Critical Success
- Your target takes 2d6 damage and is restrained
- Success
- Your target takes 1d6 damage and is restrained
You can use the Send Shock power.
Universal Gadget
You create a gadget that lets you replicate another talent
You create a gadget that lets you replicate another talent
You learn a Novice talent of your choice from any class. This talent cannot have the Daily trait.
If you learn a Spell talent, then you gain a mystic origin for the duration if you didn’t have one already. You must pay mana to cast the spell as normal.
Upgrade Weapon
You upgrade an existing weapon with an additional effect
You upgrade an existing weapon with an additional effect
Choose one of the following effects.
- Deadly Critical
- Critical successes on Strikes with your target deal an extra 2d12 damage
- Extended Reach
- Melee Strikes with your target have an extra 5 feet of reach
- Flaming Weapon
- Strikes with your target deal an extra 1d6 Fire damage
- Freezing Weapon
- Strikes with your target deal an extra 1d6 Cold damage
- Heavy Impact
- Successes on Strikes with your target push creatures back 5 feet
- Shocking Weapon
- Strikes with your target deal an extra 1d6 Electricity damage
Veteran Talents
Destructive Bomb
Your alchemical bombs cause massive of damage and destruction
Your alchemical bombs cause massive of damage and destruction
Your Alchemical Bomb power deals 2d12 damage on a success instead of 1d12.
Optionally, when you use your Alchemical Bomb power, you can choose to place the bomb on a fuse instead of detonating it instantly. The power loses its range; instead, you place the bomb on a solid surface you can reach. Choose an exact time for the fuse, up to 1 hour. Make the attack roll for this power when the fuse expires.
Double Upgrade
You can apply two upgrades at once, to the same or different weapons
You can apply two upgrades at once, to the same or different weapons
When you use your Upgrade Weapon power, choose one of the following:
- You target two weapons and apply the same effect to each
- You choose two effects from the list
Healing Alchemy
Your mutagens and elixirs heal the creatures they affect
Your mutagens and elixirs heal the creatures they affect
Improved Turret
Your clockwork turret can move and project shields
Your clockwork turret can move and project shields
Clockwork turrets you create have a Speed of 20 feet and can climb at their full Speed. Your clockwork turret can use the Clockwork Barrier power.
Master Talents
Grenadier
You have a special launcher that lets you deliver bombs and potions at range
You have a special launcher that lets you deliver bombs and potions at range
The range of your Alchemical Bomb power increases to 300 feet, and its area increases to a 20-foot burst.
If you know the Brew Elixir power, you can use the Interact power to splash a dose of elixir on a willing ally within 120 feet, granting them the effect of the elixir.
Your Mutagen power gains a range of 120 feet. It targets one willing ally within range.
Multiversal Gadget
You can build gadgets that do just about anything in the world
You can build gadgets that do just about anything in the world
When you use your Universal Gadget power, you can learn any talent of up to Master tier from any class. This talent cannot have the Daily trait.
Siege Engineer
You activate a powerful weapon that you constructed earlier
You activate a powerful weapon that you constructed earlier
You can use the Siege Weapon power once.
When you use this power, choose one of the Bludgeoning, Electricity, Fire, Piercing, Sonic, or Toxic traits. The Siege Weapon power gains that trait.
Epic Talents
Ribbons
Clockwork Tinker
You quickly construct a small mechanical device to perform a simple task
You quickly construct a small mechanical device to perform a simple task
You quickly construct one of the following devices out of spare parts. The device malfunctions and falls apart when the duration ends.
- Clockwork Toy
- This toy is a clockwork animal, monster, or person that slowly clatters along the ground and makes noise that imitates the creature it represents
- Fire Starter
- The device produces a miniature flame, which you can use to light a small fire
- Music Box
- When opened, this music box plays a single song at a moderate volume
Magical Tinker
You infuse a small spark of magic into a mundane object, for a variety of effects
You infuse a small spark of magic into a mundane object, for a variety of effects
Choose one of the folllowing effects:
- The object sheds dim light out to 10 feet
- Whenever tapped by a creature, the object emits a short recorded message, which you speak when you use this power
- The object continuously emits a faint odor or a soft nonverbal sound ( wind, waves, chirping, or the like)
- A static visual effect appears on the object’s surface (a picture, a piece of text, a geometric shape, or so on)
Multitool
You have a special multitool that can do many things at once
You have a special multitool that can do many things at once
You own a multitool, which is a small handheld item that counts as 3 tools of your choice. Your multitool can replicate even tools that would normally be much too heavy to carry around, such as smith’s tools (including a forge and anvil) or weaver’s tools (including a full loom).
Only you can use your multitool. If you ever lose your multitool, you can obtain a replacement when you complete an 8-hour rest.
Mystery Potion
You produce a mysterious potion with a chaotic, unpredictable effect
You produce a mysterious potion with a chaotic, unpredictable effect
Robot Servant
You created a robotic servant that completes simple tasks for you
You created a robotic servant that completes simple tasks for you
You have constructed a robotic servant that obeys you commands. Your servant loyally follows orders you give them, even if those orders are insane or suicidal put them in extreme danger. As a robot, your servant is incapable of advanced thought or social interaction, and may interpret orders overly literally. If combat stats are necessary, your servant is a Construct Minion Unintelligent commoner.