Sorcerer - Innate Invention Bloodline

Oh, the stories my mother used to tell me. How she was working on something in the cellar, some sort of astral transmodulator, when she hit the wrong bolt and next thing she knew, three thousand kilo-daltons of extraplanar lightning went jolting through her veins. The damage was done, even if only for a moment. Course, she didn't know she was with child then, but, here I am. I always thought she used to exaggerate that story, and it was a load of toss, until I figured out that, well, I've a knack for magic and tinkering.Sorcerers who come from this bloodline have some sort of origin often in technology. Their knack for constructs, transmutation and controlling magical machinery, as well as often their artisanal skills, know no bounds. All that remains to be seen is whether they can firmly grasp their skills to calmly and carefully aid them, or let the electricity of their blood run free.
=== Born Improviser ===
Starting at 1st level, your magically enhanced knack for fiddling with stuff has come in useful, especially when you have to improvise. You gain expertise with tinker's tools.
=== Innate Invention Spells ===
Also starting at 1st level, you learn additional spells when you reach a certain level in this class, as shown in the Innate Invention Spells table. These count as sorcerer spells for you but don't count against the number of sorcerer spells you know.
Sorcerer Level	Spells
1st 	grease, tenser's floating disk
3rd 	arcane lock, heat metal
5th 	arcane exchange, elemental weapon
7th 	arcane eye, fabricate
9th 	animate objects, legend lore
=== Chaotic Deflection ===
Beginning at 6th level, you can channel some of the unstable energy of a spell back away from you, just like a backfired invention. Whenever you cast a spell that deals acid, cold, fire, lightning or thunder damage, you can expend 2 sorcery points and use your reaction to divert some more of the energy to any point within 15 feet of the original target. A creature within 5 feet of that point takes damage of the same type as the initial attack equal to your half your sorcerer level.
=== Explosive Deactivation ===
At 14th level, you can retire creations with a bang, assured that you are in control of their backfiring. As a bonus action on your turn, you can choose one object that isn't being worn or carried that you can see within 60 feet of you. You can cause it to explode, erupting in your choice of acid, cold, fire, lightning or thunder. Each creature within 5 feet of the object must succeed on a Dexterity saving throw, taking damage of the chosen type equal to your sorcerer level on a failure, or half on a success. If the object was one you created, such as a floating disk or tiny servant, you may have it be flung up to 15 feet in one direction before it explodes. (The spell then ends).
You can use this feature a number of times equal to your Charisma modifier between rests.
=== One with the Machine ===
At 18th level, you can momentarily become one with the chaotic elements of construction. When you take acid, cold, fire, lightning or thunder damage, you may use your reaction to gain immunity to the triggering damage type until the end of your next turn. You can also use a bonus action on your own turn to gain this immunity, but you must choose the damage type beforehand. Once you use this feature, you can't use it again until you finish a long rest.
Category:Classes