Spell save DC = 8 + your proficiency bonus + your Intelligence modifier. You create a mechanical arm, giving you an extra hand. Having a creatures speed reduced to 0 is already a significant benefit if you go no further. Rockets must be prepared ahead of time, and you can prepare a number of equal to your Intelligence modifier at the end of a short or long rest; any rockets not used must be remade during a rest due to volatile components, though an alternate payload used to create them can be salvaged. If they fail, they suffer the effect of the slow spell until the end of your next turn. When a creature hits you with a ranged attack roll, you can cast. You create bracers that can empower you. At a point within 20 feet, you can a toss quick combination of reagents that will cause searing fire to flare up in a 5 foot radius. As an action you can magically summon the armor and don it. The Golem obeys your commands as best it can. That item gains a pool of temporary hit points equal to your Inventor level. When you hit a target with your Stormforged Weapon, you can deal an extra 1d6 thunder damage. Some say that not all medical problems require surgery. Until the end of your turn, the next hit with that weapon or with a coated piece of ammunition will cause the effect of the instant reaction to the target. Unless, of course, the player character is okay with being robbed in broad daylight and accepts the merchants first offer. In our first article in our series on dealing with magic items, we covered the notoriously hard task of pricing magic items, and in our book Wanderers Guide to Merchants & Magic, weve set individual price tags for every item in the 5E SRD, so check that out if you havent already! At 20th level, your mind is always thinking of new options and clever solutions. Mark of Life. As an action, you can cast haste or slow using the stopwatch without expending a spell slot. You reclaim and rebalance your weapon to leverage the backdraft of the force it exerts. Secondary Life Organs now makes you immune to critical strikes (like adamantine armor) in addition to its old effect. Its natural weapon is: Slam: +5 (Strength + Proficiency) to hit, reach 5ft., one target. After a short or long rest, you regain all rounds of duration you can remain as a large creature. difficult, but theres a lot to consider, and the further you go the more Your class is the only thing that can give you Extra Attack, which makes your While dual wielding Stormforged Weapon, you can load a Stormforged Weapon without a free hand. You set a powerful magic into a non-magical ring. While you have an animated melee weapon, if you are attacked by a weapon attack you can use your reaction to attempt to block the attack, rolling a d8 and adding it to your AC. Dexterity is higher. Alternatively, you can use a bonus action to prepare it as a ranged weapon you have proficiency lasting until the end of your turn with the Thrown (20/60) and Finesse property that deals damage equal to failing the save against the effect (but does not add your Strength or Dexterity modifier). As an action, choose a target creature within 30 feet. Adorable Critter line has largely been removed. Additionally at 5th level, your golem's natural weapons count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. Once you create a perfect reaction, you cannot do so again until you complete a short or long rest. Masterwork Weapon. If, after taking this skill, the golem's Strength is 16 or greater, it gains proficiency with Strength saving throws. You touch a weapon granting it the throwing 20/60 property. Belt of Growth 1/day affected as enlarge person for up to 10 minutes. You can add one additional upgrade to your armor that does not count against your Upgrade total. You don't let things go once you have them in your grip. However, you only need to make that attack once, so Zombie Critter has been folded into the base critter, though it has lost its ability to attack. Your Stormforged Weapon loses the Loud property. You hunger for missing vitality. turn that you use Two-Weapon Fighting, provided that you have Extra Attack. Prerequisite: Golem of Large size. This construct stays active until you deactivate it or it is destroyed. An Infusionsmith is, in some ways, perhaps the most quintessential type of Inventor. You have this upgrade until you complete a short or long rest, which time you can select a temporary Upgrade with this feature again. This upgrade does not count against your upgrade total. Choose acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage. You build an improved frame and power source for your golem. If your ranged allies complain about you knocking foes prone, encourage them to learn spells like Create Bonfire or to switch targets. Why a Golemsmith embarks on the quest to forge this artificial construct of life can vary. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). An Inventor who hears news of a newly discovered magic item must act fast to get it before any rivals do. Each creature must make a Strength saving throw, or take 1d6 + half the bonus damage of Thundermonger and be knocked prone. Once you do this, you cannot do this again until you complete a long rest. Cloak of Quills 5/day while grappling, deal 1d6 points of damage to grappling opponent. If you shove the creature away, an attempt will cost one of your attacks, so you can either retry or attack with any remaining attacks. You can expend a 1st level spell slot to gain proficiency in a Strength or Dexterity skill until you complete a long rest. The area of effect takes place when the vial is broken, with the effect centered on where the vial breaks. If imbued on a weapon, for the duration, on an attack roll, the wielder can roll an additional d20 (they can choose to do this after they roll, but before the outcome is determined). When you lasso an immoveable object, you can swing on it. Despite your high quality eyes, you've noticed somethings still see better than you, so you take their eyes and use those instead. You touch a weapon or worn item and imbue luck into it. The problem is that escaping this way takes an When you use an action that restores health another player, you can expend up to 4d4 of your own hit points to increase the amount of health restored by that much. Your golem's Dexterity ability score increases by 2, increasing its ability at tasks requiring fine motor skills. to decide the market value of an item or just have a price tag in mind for the specific item a player character wants to buy it would make sense to have the merchants initial offer add somewhere between 10-50% to that base price (depending on how greedy they are). The Golem acts on your commands during your turn. You are proficient with these new claws. arrangement (meaning a weapon and a shield), grappling is difficult. On an attack roll of 20 with this weapon, the target must succeed a Constitution saving throw against your spell save DC or become stunned until the start of your next turn. Well need to look beyond the Grapple rules, too, so settle in. This is great for shoving your partys wizard out of a grapple with big strong foes who you might not be strong enough to shove (unless youre optimized for grappling, in which case you might go shove the tarrasque just to show off). While this is active, you are considered lightly obscured, and can hide from a creature even when they have a clear line of sight to you. Standard. Additionally, you can make 1 hour of progress toward crafting a magic item, scroll, or potion during a long rest. If you lose your reagent pouch, you can spend 50 gold pieces to reacquire the various stocks you need, or spend 1 full day gathering them from a natural environment without expense. Item Type. immune to the Grappled condition somehow. If, after taking this skill, the golem's Dexterity is 18, it gains proficiency with the Stealth skill. You touch an item weighing no more than 100 pounds and form a link between you and it. If you choose to have an Animated and Infused weapon, you can attack twice with either, but will limit yourself to being able to only attack one target if you solely rely on the animated weapon. When you choose this specialization at 1st level, you gain proficiency with jeweler's tools and calligrapher's supplies. Acrobatics is helpful, but you can also make yourself larger or make yourself After being thrown it automatically reappears in the throwers hand. Effects of Non-Damage Spells (Antimagic Field) on CR. If that makes the value on the die + your spell casting modifier results in a 20 or more, the attack is a critical hit as if a 20 was rolled. When you move, you can drag or carry the grappled creature with you, but Of course, every merchant isnt the same and that should be reflected when negotiating a price! The condition ends if the grappler isincapacitated(see the will suffer Disadvantage to hit the target. Its base Dexterity becomes 16(+3) and its speed becomes 25 ft. Its natural weapon is: Shoot +5 (Dexterity + Proficiency) to hit, reach 60/240ft., one target. For the duration the weapon counts as a magical weapon and any damage dealt by it is Force damage. Starting at 5th level, you no longer need to spend your action or reaction to direct the golem to use its action or reaction, and it can act following mental commands communicated while it is within 60 feet of you. If you don't use KGE, replace cold snap with snowball storm and flash freeze with ice storm. Your Warplate Gauntlet becomes melee weapon while you aren't holding anything in it. Explosive Powder Prerequisite: Explosive Reaction. At the end of a long rest, you can choose to create a mechanical familiar based on it, and cast find familiar without expending a spell slot. Dealing damage this way counts as applying Thundermonger damage. You can take this upgrade more than once. Additionally, at the end of a long rest you, you can select up to five people (including yourself) that are inoculated against the poisonous effects you can produce that require a Constitution saving throw (such as the Poisonous Gas instant reaction or the cloudkill infusion), allowing them to automatically pass the saving throw until the end of your next long rest. I dont know, You install a sun cannon into your Warsmith's armor, allowing you to unleash devastating solar laser blasts. Alternatively, you can use a Vial of Holy Water to cause your next Thundermonger bonus damage to deal radiant damage. Comments? You may also opt to make yourself take on a different skin hue, to let creatures know they shouldn't eat you. You rebuild your stock to your maximum during a long rest. release, and has existed for decades in prior editions of Dungeons and Lightning Generator Prerequisite: Requires Shock Generator. At the end of each of its turns, the target can make another Constitution saving throw. Now deals 4d10 guaranteed damage, stuns on fail, and reduces to zero from a 50 hp threshold. An Infused Weapon can be wielded like a normal weapon, but gains the following property: you can apply your Intelligence modifier to the to attack and damage roll of the weapon where you usually apply your Strength or Dexterity modifier. First, they are feats that may more directly play on what an Inventor will find themselves gravitating to in the course of play, and second feats that leverage the new mechanics introduced by the Inventor. You make this check with disadvantage if you are within 5 feet of another creature or you attacked during your turn. Role-playing Games Stack Exchange is a question and answer site for gamemasters and players of tabletop, paper-and-pencil role-playing games. While the Harpoon is stuck in the target, you are connected to the target by a 60 foot cord. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. many wizards grappling, but barbarians, fighters, and paladins should do You can choose to make a reaction not persist at the time of taking the action to cause it. Immediately on making a Potionsmith, one may think of the magic potions that exist in most D&D settings, from the simple Healing Potion to the legendary Potion of Storm Giant Strength, however, someone does not need to be an Potionsmith to make these, as crafting rules for them are open to all classes. Then require it to be shot from a MW heavy crossbow only, loading action takes one full round due to needing to get the rope coiled properly.. Not you. roughly the same place, so if your race choice supports your build very well, You upgrade and fine-tune your sight lenses, granting you Truesight up to 15 feet. A little less robust and stable, it is far more extensible to your visionary plans. You gain natural armor granting you a base AC of 17 (your Dexterity modifier doesn't affect this number). You grappled something! While wearing these boots, you are under the effects of the longstrider spell. For the purposes of grappling, these serve as two additional free hands for your Golem. Subdermal Platting changed from 16 + Dexterity (max 2) to 17, scaling to 18 @ 5, giving fleshsmiths a route to not rely on dexterity for AC. As a reaction to taking Lightning or Thunder damage, you can cast absorb elements without expending a spell slot. The target must make a Dexterity saving throw against your spell save DC or become restrained until the end of your next turn. When you start your turn lightly or heavily obscured by smoke, you are invisible until your turn ends, you cast a spell, make an attack, or damage an enemy. This both discourages creatures from breaking the grapple and gives you an easy source of additional damage output when you inevitably decide to drop them. You create a Philosopher's Stone allowing you to recreate wonders of alchemy. They can repeat this saving throw at the end of each of their turns. Its a little bit Truesight Lenses Prerequisite: Sight Lenses. Your knowledge of infusion magic gives you a natural affinity for scribing spell scrolls. You can resuscitate it (or rebuild it, as necessary) at the end of a short or long rest should anything untoward happen to it without expending a spell slot or material component. You have proficiency in this weapon, and it has the Light and Special properties. The grapple rules are, by default, tipped in the favor of monsters. I recommend addressing the following points in this order. Your Stormforged weapon gains a +1 to attack and damage rolls. As a DM, I try to interpret these rules as simply as possible. Collapsible made an unrestricted upgraded. The weapon cannot have the Heavy property. Or what are the different situations where they can be used, along with the associated difficulty? When you apply this upgrade you must have a weapon to integrate, and you must choose where on your armor the weapon is located. You can activate this device as a bonus action, or as a reaction to falling. You gain Proficiency in poisoner's kits; if you already have proficiency in them, you gain expertise in them and can add twice your proficiency to ability checks using them. You can use this to cast shocking grasp . Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class. Potionsmiths now gain proficiency in Instant Reactions used as weapons. Not approved/endorsed by Wizards. dont care about a creatures actual weight, Grappling uses the Attack action, and is not its own action. You gain proficiency with martial weapons while wearing your Warplate Gauntlet. An optional rule presented in the Dungeon Masters Guide, the Climbing a The damage die of your natural weapon becomes one step higher (for example, Extra Fangs go from 1d10 to 1d12). A round represents about 6 seconds in the game world. Force Accumulator Prerequisite: Force Blast, Every time you expend a spell slot of 1st level or higher, you accumulate charges to your Force Blast equal to the level of spell slot spent, up to a maximum number of Charges equal to half of your Intelligence modifier (rounded down). You have proficiency in this weapon. After a short or long rest, you can create a temporary version of an Upgrade from your subclass you are qualified to take but do not have. While in the pocket dimension the armor cannot be affected by other abilities and cannot be interacted with in any way. Artificial Learning. The target of your grapple must be no more than one size larger than And stay tuned for our next article where well dive into how to create a well-protected magic shop, design a unique merchant, and put together a cool inventory! Optimizing for grappling, including the grapple+shove combo, isnt especially Every merchant is unique and their specific quirks and biases should influence how they interact with the player characters when negotiating the price for magic items. Im not your DM. For example: a giant toad has no hands, but You must have the secondary ability unlocked as an upgrade to use it. Extremely important. You modify the stability of your reagents and develop a better delivery mechanism. In turn, the player character should then be allowed to make a counteroffer, leading to back and forth haggling until a price has been agreed upon. Magic items and 5E D&D go hand in hand and its only natural for the player characters to search for ways to spend their hard-earned gold on magic items and sell the magic items they cant use! A small creature can Prerequisite: Echoing Boom. Securing a grappling hook requires a Use Rope check ( DC 10, +2 for every 10 feet of distance the grappling hook is thrown, to a maximum DC of 20 at 50 feet). You install clever multifunctional components allowing your golem to reduce its size. Hit 1d10 + 3 (Dexterity) piercing damage. This means that you could grapple creatures then fly into the air, drag them up walls with a climb speed or spider climb, or if youre a monk potentially even run up a wall while grappling a creature. You can revert to normal size as bonus action. The merchant sure isnt going to complain about that. grapples by any other means possible. Or you could decide that Marizyn demands a much steeper price from the goblin urchin, while almost offering a magic item for free to the noble (as long as they promise to put in a good word in for her with some important people!). This process takes 8 hours to complete, requiring the use of a forge, foundry or similar and it incorporates a Warplate Gauntlet (they do not require separate attunement). Did you character learn from another Inventor, or receive a vision or flash of inspiration to learn their craft? parts of your character, while Advantage/Disadvantage are frequently As a reaction, you can end a condition or disease affecting you as the result of failing a saving throw, even if you would normally not be able to take reactions due to the condition. It gains a flying speed of 30 feet. Because few individuals would pursue such a wondrous invention without a driven purpose to their endeavor, Warsmiths tend to be Lawful, usually driven to their actions by a greater purpose they seek the power to accomplish, be it righting the wrongs of the world, or bringing it to heel beneath their ironshod boot. Starting at 14th level, your golem can add your Intelligence modifier to all of its attack rolls, skill checks, and saving throws. If your weapon requires ammunition, you gain the knowledge of how to forge them, and create them with smithing tools during a long rest. They make this save with advantage if they have had possession of the item for more than 1 minute. At the heart of an Inventor beats an unrelenting drive for creativity, after all! If a spell targets an area of effect, you can accurately throw a vial up to 30 feet, dealing no inherent damage, but breaking the vial in impact. You can expend a charge to cast the selected spell at its base level. Case, Map or Scroll: This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment. Unrelenting Predator Prerequisite: Fleshcrafted Enhancement. At 1st level, you've acquired a pouch of useful basic reagents, much as a wizard might carry a component pouch. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. When you make an attack with your Stormforged weapon that would deal thunder damage on your turn with your Stormforged weapon, you are knocked 5 feet away from the target you attacked. Cloaking Device Prerequisite: Active Camouflage. The golem gains the Protection fighting style. Why a Thundersmith bends their mind to the task of making such a weapon are as varied as the creations themselves. Iron Grip Prerequisite: Iron Muscle. GRAPPLE HOOK | Right click to toss your hook. You can make any spell you cast that targets only you also target your golem. Youre free to use that hand to go back to attacking with a Your eyes did not see everything you wanted them to, so you replace them with eyes that do. While grappling a creature in this way, you must wield the grappling hook with both hands and cannot make any attacks with it until the grapple is ended." There are several monsters in the MM that have abilities which deal damage and also grapple a creature (no contest involved). You learn how to coat a weapon or piece of ammunition with one of your instant reactions to take effect on hit. The weapons damage becomes force damage and it no longer requires ammunition to fire. If, after taking this skill, the golem's Dexterity is 16 or greater, it gains proficiency with Thieves' Tools. Having the player characters negotiate for the price of a magic item isnt as easy as it sounds hell, even pricing magic items is extremely difficult in 5E D&D! a grapple. These Explosive Reactions last 1 minute before losing potency. . A Rope of Climbing could help, or you could use Mage Hand to manually dislodge the hook, for example. Consider what the visual differences are - are you enhancements more mechanical in nature or more magical in nature? Use Raster Layer as a Mask over a polygon in QGIS. Ring of Spell Storing: Depending on your allies, tis is a great way to get Additionally, you regain hit dice equal to your Constitution modifier on a short or long rest (in addition to normal hit dice recovery on a long rest). Starting at 14th level, you can anchor a powerful spell into an item. You can select between cold, fire, acid, or lightning. Once you cast in this way, you cannot cast it again with this upgrade until you complete a short or long rest. For example, if you replace your Stormforged Weapon and reselect all of your upgrades as a 5th level Inventor, you could select one 3rd level upgrade and one 5th level upgrade, or two 3rd level upgrades, but you would not be able to select two 5th level upgrades. While as per the feature, you can only accurately throw the vial containing an Infused Potion 30 feet, the trigger merely specifies that the effect takes place where it breaks. In any case an existing upgrade is swapped out for a replacement upgrade (either by a subclass feature or on level up), the new upgrade is selected as if the Inventor is the level they were when they got that upgrade slot. Creating a magic spell scroll only takes you half the time and material cost it would normally take. You create a rope that is capable of animating and binding a target. This upgrade does not count against your class upgrade total. A Magical Wand created using an upgrade slot at level 3 can always only ever cast 1st level spells. Your consumed Alchemical Infusions for spells that require concentration have their duration increased by a number of rounds equal to your Proficiency bonus. When you take the attack action, you can use this ranged spell attack in place of any attack made. your reach for melee attacks on your turn by 5 feet. Good-aligned Inventors recover items on adventures or offer gold or wondrous items to those who possess items they are keen to own. Vivisection Prerequisite: Perfection of Mind. Consider how your character interacts with the world, and what they represent. You gain +5 feet of movement, one additional hit point per Inventor level, and +1 to Strength, Dexterity, and Constitution saving throws. if you have Extra Attacks you could spend any additional attacks to grapple User discretion is advised. Additionally at 3rd level, you gain the ability to consume potions and infused potions as a bonus action. Once per turn, when you deal damage to a creature or object with your Blasting Rod, you can add your Intelligence modifier to damage dealt to that target. Mechanical Wings renamed Airborne Propulsion and clarified/fixed wording. The target of your grapple must be no more than one size larger than you and must be within your reach. Functionally, the stormcharged property (like the previous loading property) has no effect on a single classed Thundersmith, it just exists to make Stormforged Weapons interact better with Extra Attack for multiclassing and Cross Disciplinary Knowledge. If a feature allows you to exchange upgrades, you can exchange upgrades selected with this feat, but they must be selected from the same (or lower) level requirement category as the originally selected upgrade. The rules also dont care about what sort of movement you use, and Jeremy Crawford has tweeted that it works with movement of any sort. It is now just a ridiculously durable familiar. When these temporary hit points are exhausted, at the start of the creature's next turn it will gain hit points equal to 1 hit point less than the previous amount gained from this spell (for example, from 4 to 3), until no temporary hit points would be gained and the spell ends. That Healing Draught heals the maximum value of the dice rolled when restoring health and has the effect of greater restoration. If, after taking this skill, the golem's Constitution is 16 or greater, it gains proficiency with Constitution saving throws. Additionally, as an action you can make a DC 10 Intelligence (Medicine) to revive an unconscious companion. complicated, so well examine the Grappled Condition below. As for detaching a grappling hook, there are also many options. The creature automatically takes the damage or healing associated with the reaction, but makes a saving throw as normal against any additional effects. If you end your turn inside a creature or object, you are forced to the nearest unoccupied location, taking 10 force damage for each foot you are forced to move. When you take damage from a target within 5 feet of you, you can use your reaction to reflexively attack them with your Extra Arm. You can use an arcane focus as a spellcasting focus for your Inventor spells. If your golem is Large after taking this upgrade, it gains advantage on Strength checks and Strength saving throws and your golem's maximum hit points become 5 + ([Golem's Constitution Modifier + 6] * Inventor Level). Need even more Inventor? You can select this upgrade multiple times, selecting a different spell each time you take this upgrade. Whoever is carrying this item gains any temporary hit points remaining in this pool, but these are lost when that creature is no longer carrying this item. You create a ranged weapon enchanted or engineered to ricochet of its targets and return to your hand. If the Golem is not directed to take any action, it will take the Dodge action in combat. A common question is why does the Stormcharged Property exist and how does it interact with Thundermonger? If you successfully block a melee weapon attack like this and the attack misses, you can immediately make one weapon attack against the target. And if you DM ever looks at Instead of casting find familiar you can cast create homunculus, but when casting in this way it requires material components as normal. While wearing your armor, your current Strength ability score is increased by 2, and your maximum Strength ability score becomes 24. contested by the targets Strength (Athletics) or Dexterity (Acrobatics) What drove your character down the path of being an Inventor? 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