Archetype - Inventor

## Every Problem has a Solution

The Inventor represents Characters in fiction who solve their problems through ingenuity and their mastery of technology. Inventors of all kinds are seen throughout history, and they can be seen to practice in a range of sciences including botany, chemistry, mechanical and electrical engineering to name but a few examples. Whatever the science they practice, Inventors are avid problem solvers, and may be driven by the need to solve a problem or improve their knowledge further.

### Features

Inventors are able to support both themselves and their allies by altering the properties of items with a number of Upgrades. Inventors have a limited capability to cast Spell from the Creation Tradition of Magic. However, while the Inventor's capabilities are frequently portrayed with the language of Spells, the Inventor does not draw power from magic itself. While the Inventor's capabilities may have the appearance of magic to the uninformed, their capabilities are, if only loosely, obeying the conventional laws of physics.

### Recommended Ability Bonuses

* High Strength or Dexterity
* Good Endurance
* Good Intelligence

### Alternate Names

* High Fantasy: Artisan
* Historic and Modern Settings: Inventor
* Futuristic Setting: Engineer

## Level 0

In addition to the features your Character gains at Level 1, they gain the following for starting their adventure as a Inventor.

### Skill

* You gain the Technology Skill.
	+ If you already have this Skill, you gain another Skill of your Choice.

### Weapon and Armor Training

* Trained in Basic, Advanced and Complex Weapons.
* Trained in Light Armor, Medium Armor, Heavy or Difficult Armor and Shields.

### Saving Throw Skills

* Skilled in Intelligence Saving Throws
* Skilled in Endurance Saving Throws

## Level 1

### Starting Damage Limit

* Your Damage Limit increases by 5 for each level of this Archetype you have.

### Tinkerer

* You learn the Mending Cantrip
	+ If you already know the Mending Cantrip, you learn another Creation Cantrip of your Choice.
	+ The Cantrip does not count against your total number of known Cantrips.
* You become Skilled in Tinkerer's Tools and one other set of Tools of your choice
	+ If you are already Skilled in Tinkerer's Tools, you instead become Skilled in another set of Tools of your Choice.
* You do not have Disadvantage on Checks to use Tools with which you are not Skilled.

### Inventor's Pack

* You gain an Inventor's Pack, within which you keep any Tool Sets with which you are Skilled.
* The Inventor's Pack may store up to 5 different sets of Tools, and always has a Bulk of 2.
* An Inventor's Pack can take the form of any wearable piece of equipment within which you store Tools you are Skilled with, such as as Tool Belt, Utility Belt, a Satchel or Bandolier.
* An Inventor's Pack functions in the same way as a Spell Component's Pouch for the purposes of providing the Material Components of Spells. All Inventor Spells require a Material Component. See Technology Spellcasting for more.
* An Inventor's Pack must be holding at least two sets of Tools with which you are Skilled in order to gain this benefit.
	+ If you lose your Inventor's Pack, you can make another one over a period of 1 hour provided you have access to at least two sets of Tools with which you are Skilled.

### Expertise die

* At Level 1 your Expertise Die is a d4. This die represents your Character's ability to succeed in situations in which they have significant experience, and is used by many of the Inventor's features.
* At levels 5, 9, 13 and 17 of Inventor, the Improved Expertise Die feature increases the size of your expertise die to a d6, a d8, a d10 and a d12 respectively.
	+ If you gain the Improved Expertise Die feature from another source (such as the Trickster or Muse Archetypes), increase the Expertise Die by one size category, up to a maximum of a d12.

### Spellcasting: Limited Creation

You have learned to recreate the effects of Spellcasting through the use of Technology.

While the effects created may not be magical in nature the language of Spellcasting is used to describe how these effects are learned and utilized.

All Spells you learn through this Archetype, or the Themes granted by this Archetype may be referred to as Inventor Spells.

#### Cantrips

* Cantrips are a subset of Spells which you may use with the Cast a Spell Action without expending Mana.
* You learn one Cantrip of your choice from the Creation Spell List.
* You learn additional Cantrips from this list you gain levels in this Archetype, as shown in the Cantrips Known column of the Inventor Archetype features Table.
* You may change any number of Cantrips gained through this Archetype for other Cantrips on the Creation Spell List when you Level Up.

#### Mana

* Mana is a resource which Characters may expend to Cast levelled spells of between 1st and 5th Level.
* When you gain the Spellcasting feature, you have one Mana point.
	+ When you gain the Additional Mana feature from this Archetype, another Archetype or another Feature, your Mana increases by one. You cannot have more than 10 Mana.
* When you Cast a Spell of between 1st and 5th Level, you must expend an amount of Mana equal to the Spells level. The Spell fails if you are unable to provide sufficient Mana.
* You regain all expended Mana when you complete a Long Rest, or when you use the Recharge Action.
* You are able to use the Recharge Action twice. You regain the ability to use the Recharge Action twice after you complete a Long Rest.

#### Upcasting

* Some Spells grant additional benefits when additional Mana is spent during their Casting. This is referred to as Upcasting.
* The Maximum Mana you can spend on a Spell is equal to the Highest Spell Level you may learn (see Max Spell Level in the Archetype features Table)

#### Spells Known of 1st Level and Higher

* You may know up to two Spells at a time, and you may choose these Spells from the Creation Spell list.
* The number of Spells you may know at any time increases as you gain levels in this Archetype.
* Whenever you gain the Additional Spell Known feature from this Archetype or another Archetype or feature, you may learn an additional Spell, and you may choose this Spell from the Creation Spell List.
	+ For New Players, we recommend that whenever you may learn an additional Spell, you learn a Spell of the highest Spell Level available to you (see Additional Spellcasting Rules for Inventors).

#### Spellcasting Ability

* Intelligence is your Spellcasting ability for your Inventor Spells. The effects of these spells are caused by technological marvels you have created.
* You use your Bonus whenever a spell refers to your Spellcasting Ability.
* In addition, you use your Intelligence Bonus when setting the Saving Throw DC for a Inventor Spell you cast and when making an Attack roll for such a Spell.
	+ Spell Save DC = 8 + your Skill Bonus + your Intelligence Bonus
	+ Spell Attack Bonus= your Skill Bonus + your Intelligence Bonus

#### Ritual Casting

* You can Cast any Spell you have learned as a Ritual if that Spell has the ritual tag.
* The Duration to Cast a Ritual is the Spell's usual casting time plus 10 minutes.
* When you Cast a Spell as a Ritual you do not expend Mana.
	+ Casting a Spell as a Ritual requires you maintain Concentration on the Spell throughout performing the Ritual.

#### Additional Spellcasting Rules for Inventors

##### Maximum Spell Level

* The maximum level of a Spell you may learn through this Archetype is equal to quarter your Spellcasting level rounded up, up to a maximum of 5th level.

##### Changing Spells Known

* Whenever you level up, you may change any number of Spells learned through this Archetype for other Spells you may learn from the Creation Spell List.
* These Natural Spells may be of any Spell Level available to you through this Archetype, but we recommend having a balanced number of Spells from each Level.

##### Daily Spell Preparation

* In addition to changing your learned Spells when they Level Up, when you complete a Long Rest you may change one Creation Spell you know for another you could learn at your current Level.

##### Spellcasting Focus: Inventor's Pack

* You may use a Spellcasting Focus whenever a costless material component is required to perform an Inventor Spell.
* You may use your Inventor's Pack as a Spellcasting Focus, which functions like a Spell Components bag for the purposes of providing Material Components.
	+ Provided you have a free hand, you may use this hand to interact with your Inventors pack where you store these tools to provide the Material and Somatic Components of an Inventor Spell.

#### Technology Spellcasting

* You must provide a Material Component for any Inventor Spell you cast, even if the Spell typically does not include a Material Component.

* You do not need to provide Verbal Components for any Inventor Spell you cast.

#### The Power Of Science

* Inventor Spells are not Magical in their origins. Instead they rely upon esoteric, hitherto unexplored fields of Science which may appear Magical to the uninformed.
* Inventor Spells are powered by an energy source of your choice. Examples might include an undiscovered source of energy, electricity, gravitational waves, sonic vibrations, psychic frequencies etc.
* Spells and Magical Effects which interact with Spells or Magical Effects fail when used against an Inventor Spell.
	+ Examples of such Spells include but are not limited to Detect Magic, Identify, Counterspell, Dispel Magic and Resilient Sphere.
	+ Examples of such Magical Effects may include Antimagic Fields.

## Level 2

### Expertise

* You gain Expertise in one Skill and one Tool in which you are Skilled
* Whenever you make a Skill Check using a Skill or a Tool you have Expertise in, you may add one roll of your Expertise Die (See Below) to the result.
	+ If a Skill Check benefits from multiple instances of Expertise, roll the Expertise Die with Advantage.
		- For Example, a Character with Expertise in both Technology and Smith's Tools making a Strength Technology Check to forge a metal object using Smith's Tools would roll the Expertise Die twice and take the Higher result to determine the bonus granted to that Check.

### Upgrades

* Upgrades allow you to change the properties and abilities of Objects.
* When you gain this feature, you may maintain up to two Upgrades at any one time.
	+ To apply an Upgrade to an Object you must have access to it
	+ A list of Upgrades and their requirements are presented at the end of this Archetype.
	+ You may only apply one Upgrade to a given Object.
* The effects of your Upgrades end when you finish a Long Rest, unless during your Long Rest you take time to reapply them to the chosen Objects.
* Alternatively, you may choose to apply new Upgrades to different Objects when you finish a Long Rest.
	+ It takes a duration of 10 minutes to apply an Upgrade. You may assume this occurs during the course of your Long Rest.
* **T**he maximum number of Upgrades you can maintain Upgrades on at any given time is presented in the Inventor Archetype Features Table.
* As you gain Levels as an Inventor, you gain the ability to maintain Upgrades on more Objects and the benefits they grant improve at Levels 6, 9 and 18.
* Your Upgrades are not considered to be Magical in their origins, but are instead scientific marvels.

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

## Level 3

### Theme

* At Level 3 you may choose a Theme compatible with this Archetype, such as the Prodigy Theme.
* At Levels 6, 10 and 14 the Theme Improvement feature unlocks additional benefits from this Theme.

### Additional Mana and Spell Known

* Your Mana Point Maximum increases by one.
* The number of Spells you may know at a time increases by one.

## Level 4

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat
	+ You cannot increase an Ability Bonus to higher than +5 at this level.

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

## Level 5

### Improved Expertise Die

* Your Expertise Die increases from a d4 to a d6.

### Improved Attack

* When you take the Attack Action, you may make up to two separate Attacks during your Turn.

### Power Efficiency

* You may spend 10 minutes tinkering with components in your Inventor's Pack to draw more energy from your power source, restoring expended Mana points equal to one roll of your Expertise Die.
	+ You may do this as part of a Short Rest.
	+ You may use this feature once, and you regain the ability to use this feature after finishing a Long Rest.

### Additional Upgrade

* The number of Upgrades you can maintain increases by one.

### Additional Mana and Spell Known

* Your Mana Point Maximum increases by one.
* The number of Spells you may know at a time increases by one.

## Level 6

### Theme Improvement

* You unlock the 6th Level Features of a Theme you gained from this Archetype.

### Improved Upgrades

* At Level 6, Damage caused by Upgraded Weapons ignores Resistances to Physical Damage Types (Bludgeoning, Piercing and Slashing Damage).

### Additional Spell Known

* Your Mana Point Maximum increases by one.
* The number of Spells you may know at a time increases by one.

## Level 7

### Improvised Inventions

* At level 7 you gain the ability to respond quickly to danger using a range of devices contained in your Inventor's Pouch.
* When you, or a Character you can see within 30ft of you, fails a Saving Throw, you may as a Reaction one Mana to add a bonus to the result of the Saving Throw equal to a roll of your Expertise Die.

### Additional Upgrade

* The number of Upgrades you can maintain increases by one.

### Additional Mana and Spell Known

* Your Mana Point Maximum increases by one.
* The number of Spells you may know at a time increases by one.

## Level 8

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat
	+ You cannot increase an Ability Bonus to higher than +5 at this level.

### Additional Cantrip and Spell Known

* You Mana Point Maximum increases by one.
* The number of Spells you may know at a time increases by one.

## Level 9

### Improved Expertise Die

* Your Expertise Die increases from a d6 to a d8.

### Improved Upgrades

* The Upgrades you create gain additional benefits. Refer to the Upgrades you have chosen to see the benefits they gain.

### Additional Upgrade

* The number of Upgrades you can maintain increases by one.

### Additional Mana and Spell Known

* Your Mana Point Maximum increases by one.
* The number of Spells you may know at a time increases by one.

## Level 10

### Theme Improvement

* You unlock the 10th Level Features of a Theme you gained from this Archetype.

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

## Level 11

### Tool Expertise

* You become Skilled in one set of Tools of your choice.

* You gain Expertise in one set of Tools in which you are Skilled

### Improved Power Efficiency

* You may roll your Expertise Die with Advantage when determining the amount of Mana regained due to the Power Efficiency feature.

### Additional Upgrade

* The number of Upgrades you can maintain increases by one.

### Additional Mana and Spell Known

* Your Mana Point Maximum increases by one.
* The number of Spells you may know at a time increases by one.

## Level 12

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat
	+ You cannot increase an Ability Bonus to higher than +5 at this level.

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

## Level 13

### Improved Expertise Die

* Your Expertise Die increases from a d8 to a d10.

### Emergency Invention

* When you finish a Short Rest, you may end an Upgrade on one Object and apply a new Upgrade to either a different Object or the same Object.
	+ This process takes a total of 10 minutes to complete which you may perform as part of the Short Rest.
	+ You may only gain the benefits of a Short Rest twice, after which you must take a Long Rest to gain further benefits from a Short Rest.

### Additional Upgrade

* The number of Upgrades you can maintain increases by one.

### Additional Mana and Spell Known

* Your Mana Point Maximum increases by one.
* The number of Spells you may know at a time increases by one.

## Level 14

### Theme Improvement

* You unlock the 14th Level Features of a Theme you gained from this Archetype.

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

## Level 15

### Instantaneous Improvised Inventions

* At level 15, you no longer expend a Reaction when you use the Improvised Inventions feature
* Additionally you may target Characters up to 60ft away from you with this feature.

### Additional Upgrade

* The number of Upgrades you can maintain increases by one.

### Additional Mana and Spell Known

* Your Mana Point Maximum increases by one.
* The number of Spells you may know at a time increases by one.

## Level 16

### Legendary Abilities

* From Level 16 onwards, Major Improvements you gain from this Archetype may increase your Ability Bonuses above +5.

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

## Level 17

### Improved Expertise Die

* Your Expertise Die increases from a d10 to a d12.

### Tool Expertise

* You become Skilled in one set of Tools of your choice.

* You gain Expertise in one set of Tools in which you are Skilled

### Additional Upgrade

* The number of Upgrades you can maintain increases by one.

### Additional Mana and Spell Known

* Your Mana Point Maximum increases by one.
* The number of Spells you may know at a time increases by one.

## Level 18

### Improved Upgrades

* The Upgrades you create gain additional benefits. Refer to the Upgrades you have chosen.

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

## Level 19

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat

### Additional Upgrade

* The number of Upgrades you can maintain increases by one.

### Additional Mana and Spell Known

* Your Mana Point Maximum increases by one.
* The number of Spells you may know at a time increases by one.

## Level 20

### Masterpiece

* Each Upgrade you have grants an additional benefit to it's holder or wearer, depending whether the Upgraded Object is a Weapon, Shield or Set of Armor, a Set of Tools or an Item

#### Masterpiece Weapons

* Attacks with Masterpiece Weapons are considered a Critical Hit on a d20 roll of 19 or higher.

#### Masterpiece Shields or Armor

* Masterpiece Shields or Armor grant the wearer immunity to Critical Hits. If an Attack against a Character wearing a Masterpiece Shield or Set of Armor is a Critical Hit, treat the result as a normal Hit instead.

#### Masterpiece Items

* If a Character holding or wearing a Masterpiece Item is exceeds their Damage Limit, they may choose to sacrifice the Masterpiece Item to have their Damage reduced to their Damage Limit.
	+ When a Character uses this feature, the benefits of the Upgrade on the Item end, and the item itself is damaged. An Inventor may repair the Damaged item in 10 minutes using Tools appropriate for it's repair.

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

### Epic Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Epic Feat

## Inventor Upgrades

* Inventor Upgrades represent ways in which Inventors can temporarily modify the properties of equipment they have in their possession to give them new or improved capabilities.

* Each Upgrade will include a description of the items eligible for the upgrade, and the effect which the Upgrade will have upon the Object.
	+ Upgrades also include suggested flavor describing how the effects of the Upgrade are manifested physically. The Player which creates the Upgrade may at their discretion change the description of how the Upgrade is achieved to match their own fantasy.

* Each Upgrade features benefits granted when an Inventor reaches Level 9 and 18 in addition to those granted at lower levels.

* Below we present the Upgrades in four sections: Weapon Upgrades, Armor Upgrades and Item Upgrades.
	+ "Item" refers to any Object which is not otherwise defined as a Weapon, Shield, Set of Armor or Set of Tools.
* If an Upgrade is placed on an Object which grants a numerical bonus (e.g. +1. +2 or +3) to a Weapons Damage Rating, or a Character's Armor Class or Saving Throws, then this Numerical Bonus cannot be added to the Numerical Bonuses caused by the Upgrade. Take the Highest Numerical Bonus when determining how these effects combine.
	+ For Example, a Magical Weapon grants a +1 Bonus to Attack and Damage Rolls receives an Upgrade which, among other benefits, grants a +1 Bonus to Attack and Damage Rolls. The result is that this Weapon will only grant one instance of a +1 Bonus to Attack and Damage Rolls, but will also grant the other benefits associated with that Upgrade.
	+ Alternatively, if the same Magic Weapon were to receive an Upgrade which, among other benefits, would grant a +2 Bonus to Attack and Damage Rolls, the Weapon would grant the benefits of a higher Numerical Bonus. The result is that this Weapon will only grant a +2 Bonus to Attack and Damage Rolls in addition to the other benefits associated with that Upgrade.

### Weapon Upgrades

* Weapon Upgrades typically provide your weapons with additionally properties, allowing them to be used in new, innovative ways.

#### Ranged Weapon: Accuracy Upgrade

* **Requirement**
	+ A Weapon with the Ranged Weapon property
* **Accuracy**
	+ Attacking targets at Long Range with this Weapon does not cause Disadvantage, and it ignores the AC bonuses granted by half and three quarters Cover.
* **Improved Attack**
	+ The Weapon gains a +1 bonus to it's Damage Rating.
	+ When you reach Level 9 as an Inventor this bonus increases to a +2, and at Level 18 as an Inventor it increases to a +3.
* **Suggested Flavor**
	+ A laser pointer, better rifling of the barrel, a crosshair, a longer barrel or an arrow guide or added to the Weapon to improve the accuracy of the users shots.

#### Ranged Weapon: Steady Aim Upgrade

* **Requirement**
	+ A Weapon with the Ranged Weapon property
* **Steady Aim**
	+ Being Threatened does not cause Disadvantage on Attacks made with this Ranged Weapon.
* **Improved Damage**
	+ The Weapon gains a +1 bonus to it's Damage Rating.
* **Improved Upgrade**
	+ At Level 9, the bonus to the Weapon's Damage Rating increases to a +2.
	+ At Level 18, the bonus to the Weapon's Damage Rating increases to a +3.

* **Suggested Flavor**
	+ A recurve bowstring attachment, a handguard, or a sawn off barrel are appied to the weapon, allowing it's wielder to better fire it in close quarters.

#### Loading Weapon: Automatic Upgrade

* **Requirement**
	+ A Weapon with the Loading property
* **Automatic**
	+ A Character does not require a free hand to load ammunition into this Weapon (i.e. it is loaded through clips or hands-free magazines). Additionally the Weapon may ignore the Loading property for the purposes of firing the Weapon multiple times on a Turn.
* **Improved Damage**
	+ The Weapon gains a +1 bonus to it's Damage Rating.
* **Improved Upgrade**
	+ At Level 9, the bonus to the Weapon's Damage Rating increases to a +2.
	+ At Level 18, the bonus to the Weapon's Damage Rating increases to a +3.
* **Suggested Flavor**
	+ A long belt of ammunition is fed into the Weapon, or a series of magazines are attached to the Characters clothing to allow munitions to be loaded into it with only one hand.

#### Melee Weapon: Extendable Upgrade

* **Requirement**
	+ A Melee Weapon.
* **Extendable**
	+ This Weapon gains the Reach property if it lacks it. Additionally it's Reach increases by 5ft.
* **Improved Damage**
	+ The Weapon gains a +1 bonus to it's Damage Rating.
* **Improved Upgrade**
	+ At Level 9, the bonus to the Weapon's Damage Rating increases to a +2.
	+ At Level 18, the bonus to the Weapon's Damage Rating increases to a +3.
* **Suggested Flavor**
	+ The Weapon is attached to a telescopic shaft or a chain that allows it to be thrust forward, surprising enemies.

#### All Weapons: Lightweight

* **Requirement**
	+ A Weapon without the Light property.
* **Lightweight**
	+ If the Weapon has the Heavy Property, it loses that property.
	+ If the Weapon does not have the Heavy property, it gains the Light property.
* **Improved Damage**
	+ The Weapon gains a +1 bonus to it's Damage Rating.
* **Improved Upgrade**
	+ At Level 9, the bonus to the Weapon's Damage Rating increases to a +2.
	+ At Level 18, the bonus to the Weapon's Damage Rating increases to a +3.
* **Suggested Flavor**
	+ The Weapon includes lighter weight components or anti-gravity devices to make it easier to handle.

#### All Weapons: Heavyweight

* **Requirement**
	+ A Weapon without the Heavy or Light property.
* **Heavyweight**
	+ The Weapon gains the Heavy Property.
* **Improved Damage**
	+ The Weapon gains a +2 bonus to it's Damage Rating.
* **Improved Upgrade**
	+ At Level 9, the bonus to the Weapon's Damage Rating increases to a +3.
	+ At Level 18, the bonus to the Weapon's Damage Rating increases to a +4.
* **Suggested Flavor**
	+ The Weapon features heavier construction, potentially allowing it to deal greater amounts of damage.

#### Melee Weapon: Versatility

* **Requirement**
	+ A Melee Weapon without the Versatile or Two-Handed property.
* **Versatility**
	+ The weapon gains the Versatile property.
	+ While the Weapon is wielded in one hand, it gains a +1 Bonus to it's Damage Rating.
	+ While the Weapon is wielded in two-hands, it gains a +2 Bonus to it's Damage Rating.
* **Improved Upgrade**
	+ At Level 9, the bonuses to the Weapon's Damage Rating increases to a +2 and +3 when wielded in one or two hands respectively..
	+ At Level 18, the bonuses to the Weapon's Damage Rating increases to a +3 and +4 when wielded in one or two hands respectively..
* **Suggested Flavor**
	+ The Weapon features a longer hilt or additional hand grips, allowing it to be held in two hands when wielded.

#### Thrown Weapon: Returning

* **Requirement**
	+ A Weapon with the Thrown property.
* **Returning**
	+ Whenever this Weapon is thrown a distance within it's long range, the holder may choose to have it return to their hand after the effects of the Attack have taken place.
* **Improved Damage**
	+ The Weapon gains a +1 bonus to it's Damage Rating.
* **Improved Upgrade**
	+ At Level 9, the bonus to the Weapon's Damage Rating increases to a +2.
	+ At Level 18, the bonus to the Weapon's Damage Rating increases to a +3.
* **Suggested Flavor**
	+ The Weapon features a chain, powerful magnets or propellants which allow it to be returned to the wielder after each time it is thrown.

#### Melee Weapon: Launching

* **Requirement**
	+ A Melee weapon without the Thrown property.
* **Launching**
	+ The Weapon gains the Thrown property, with a short range of 20ft and a long range of 60ft. The weapon uses Strength for it's Attack and Damage roll Ability Bonuses, unless it also has the Finesse property in which case it may also use Dexterity.
* **Improved Damage**
	+ The Weapon gains a +1 bonus to it's Damage Rating.
* **Improved Upgrade**
	+ At Level 9, the bonus to the Weapon's Damage Rating increases to a +2.
	+ At Level 18, the bonus to the Weapon's Damage Rating increases to a +3.
* **Suggested Flavor**
	+ The hilt of the weapon features a gas or explosive propellant, allowing the weapon to be launched forward at great speed.

#### Melee Weapon: Finesse

* **Requirement**
	+ A Melee weapon without the Finesse property.
* **Finesse**
	+ The Weapon gains the Finesse property, allowing Dexterity to be used for it's Attack and Damage roll Ability Bonuses..
* **Improved Damage**
	+ The Weapon gains a +1 bonus to it's Damage Rating.
* **Improved Upgrade**
	+ At Level 9, the bonus to the Weapon's Damage Rating increases to a +3.
	+ At Level 18, the bonus to the Weapon's Damage Rating increases to a +3.
* **Suggested Flavor**
	+ The weapon is modified to be better balanced and made more aerodynamic, increasing it's agility.

#### Two-Handed Weapon: Versatility

* **Requirement**
	+ A Melee weapon with the Two-Handed property.
* **Versatility**
	+ The weapon gains the Versatile property.
	+ While it is wielded in one-hand, the Weapon's Damage Rating is unchanged.
	+ While it is wielded in two-hands, the Weapon gains a +1 Bonus to it's Damage Rating.
* **Improved Upgrade**
	+ At Level 9, the bonus to the Weapon's Damage Rating when wielded in two hands increases to a +2. Additionally when the Weapon is wielded in one hand it gains a +1 Bonus to it's Damage Rating.
	+ At Level 18, the bonus to the Weapon's Damage Rating when wielded in two hands increases to a +3. Additionally when the Weapon is wielded in one hand it gains a +2 Bonus to it's Damage Rating.
* **Suggested Flavour**
	+ The weapon includes an adjustable grip which allows it to be held in one hand.

#### All Weapons: Composite

* **Requirement**
	+ Two Weapons.
* **Composite**
	+ The two Weapons become integrated into a single Weapon.
	+ While holding this Weapon, the holder may make an Attack using either of the two Weapons.
	+ While holding this Weapon the holder gain the benefits of holding both Weapons simultaneously.
		- For example, a Character holding Heavy Crossbow combined with a Greatsword may use the Greatsword to make Attack of Opportunity,
	+ The Weapons function independently from each other, and do not gain any of the properties of the Weapon they are combined with.
	+ Both Weapons benefit from the Improved Attack Feature (below).
* **Improved Damage**
	+ Both Weapons gain a +1 bonus to their Damage Ratings.

* **Improved Upgrade**
	+ At Level 9, the bonuses to the Weapons Damage Ratings increases to a +2.
	+ At Level 18, the bonuses to the Weapons Damage Ratings increases to a +3.

* **Suggested Flavour**
	+ Two weapons are seamlessly integrated into a single weapon allowing either weapon to be used. The potential combinations are endless, but examples include:
		- A firearm being stored within the hilt and flange of a sword.
		- Daggers being integrated into the guards of a Greatsword.
		- Blades being attached to the ends of a longbow
		- A retractable dagger being stored within the mechanism of a hand crossbow.

### Armor Upgrades

Armor Upgrades often address short comings caused in a range of different armors.

#### Shield: Free Hand

* **Requirement**
	+ A Shield.
* **Free Hand**
	+ The wearer may use the hand holding this Shield to interact with objects such as Spellcasting foci and Potions.
	+ The hand holding this Shield may not be used to wield a Weapon however.
* **Improved Upgrade**
	+ At Level 9, the Shield grants a +1 bonus to a Character's Armor Class while it is worn.
	+ At Level 18, the Shield grants a +2 bonus to a Character's Armor Class while it is worn.
* **Suggested Flavour**
	+ The Shield includes an adjustable grip and mounting strap, allowing the hand holding it to interact with objects.

#### Shield: Weaponized

* **Requirement**
	+ A Shield.
* **Weaponized**
	+ An equipped Shield may be used as a weapon. The Shield gains the following properties:
		- It is a Melee Weapon with the Thrown Property.
		- It has a Short range of 20ft and a Long Range of 60ft.
		- It's Damage Rating is equal to half the Maximum Value on your Expertise Die.
		- Whenever the Shield is thrown a distance within it's long range, the wielder may choose to have it return to their hand after the effects of the Attack have taken place. It is automatically returns to being worn when it returns to a Character in this way.
* **Improved Upgrade**
	+ At Level 9, the Shield grants a +1 bonus to a Character's Armor Class while it is worn.
	+ At Level 18, the Shield grants a +2 bonus to a Character's Armor Class while it is worn.
* **Suggested Flavor**
	+ The shield is reinforced and includes an electromagnetic or easy release mechanism allowing it to be thrown at unsuspecting targets.

#### Armor: Silenced

* **Requirement**
	+ A set of Armor.
* **Silenced**
	+ A person wearing this armor has Advantage on Skill Checks to remain Unheard. If the Armor originally caused the wearer to have Disadvantage on Skill Checks to remain Unheard, this source of Disadvantage is cancelled out by the Advantage caused by this Upgrade.
* **Improved Upgrade**
	+ At Level 9, the Armor grants a +1 bonus to a Character's Armor Class while it is worn.
	+ At Level 18, the Armor grants a +2 bonus to a Character's Armor Class while it is worn.
* **Suggested Flavor**
	+ The armor includes noise cancelling acoustics or sound absorbent materials to minimize the noise it makes.

#### Armor: Mobile

* **Requirement**
	+ A set of Armor.
* **Mobile**
	+ The Movement Speed of the wearer is increased by 10ft.
* **Improved Upgrade**
	+ At Level 9, the Movement Speed Bonus granted by this Armor increase to 20ft.
	+ At Level 9, the Movement Speed Bonus granted by this Armor increase to 30ft.
* **Suggested Flavor**
	+ The armor includes pneumatics or is motorized in such a way that it increases the speed at which a person wearing it can move.

#### Armor: Unrestrictive

* **Requirement**
	+ A set of Armor.
* **Unrestrictive**
	+ Characters wearing this Armor may ignore restrictions specified by Ancestry or Archetype features relating to the wearing of this Armor.
		- For example, a Fairy's Fast Flying feature or a Brute's Rage feature would be unaffected by wearing Heavy Armor while it has this upgrade.
	+ Additionally, during a Conflict the Armor may be equipped or unequipped using a single Action.
* **Improved Upgrade**
	+ At Level 9, the Armor grants a +1 bonus to a Character's Armor Class while it is worn.
	+ At Level 18, the Armor grants a +2 bonus to a Character's Armor Class while it is worn.
* **Suggested Flavor**
	+ The Armor is held together with highly maneuverable joints, moving seamlessly with the wearer's movements.

#### Armor: Powered

* **Requirement**
	+ An item of clothing which covers the hands or forearms, such as gloves, gauntlets or armguards.
* **Enhanced Strength**
	+ The wearer may choose to use your Intelligence Bonus in place of their Strength Bonus.
* **Improved Upgrade**
	+ At Level 9, the Armor grants a +1 bonus to a Character's Armor Class while it is worn.
	+ At Level 18, the Armor grants a +2 bonus to a Character's Armor Class while it is worn.

#### Shield or Armor: Reinforced

* **Requirement**
	+ A set of Armor or a Shield.
* **Reinforced**
	+ The Armor or Shield grants a +1 bonus to a Character's Armor Class
		- A Character may only benefit from one instanced of the Bonuses to AC granted by this Upgrade.
* **Improved Upgrade**
	+ At Level 9, the Armor grants a +2 bonus to a Character's Armor Class while it is worn.
	+ At Level 18, the Armor grants a +3 bonus to a Character's Armor Class while it is worn.
* **Suggested Flavour**
	+ The Armor's weak points have been addressed with reinforcing materials.

### Item Upgrades

* Item Upgrades allow the Inventor to grant an Item additional properties, such as making them more durable or creating fantastical effects with them.

* Most Item Upgrades grant the a Character the ability to create an effect with that item through the Use an Object Action.

#### Fantastical Tools

* **Requirement**
	+ A Set of Tools
* **Fantastical Effects**
	+ Choose one Cantrip from the Creation Spell List with a Casting time of one Action or Minor Action. This Spell is imbued into the Object.
	+ A Character holding the Tools may use the Use an Object Action to Cast this Spell without providing Verbal, Somatic or Material Components.
	+ Treat the Spell has having been Cast by yourself for the purposes of determining the Spell's properties including Spell Save DC and Spell Attack Bonus
	+ Once the Object has Cast a Spell, it cannot be used to Cast this Spell again until you reapply this Upgrade at the End of a Long Rest.
* **Level 9 Improvement**
	+ When you reach Level 9 as an Inventor you gain the ability to recharge this Item.
	+ While holding the Tools you may use the Use an Object Action and expend one Mana to allow the item to Cast a Spell again.

* **Level 18 Improvement**
	+ You no longer expend Mana when you recharge this Item.

#### Fantastical Capsules

* **Requirement**
	+ A small container of some size, about the size of a person's fist.
* **Fantastical Effects**
	+ This Capsule is capable of storing the effects of a Creation Spell you know of 5th level or less.
	+ You may use the Use an Object Action to store one Levelled Spell with a Casting time of one Action or Minor Action in the Capsule. When you do so you expend a number of Mana points equal to the Spell's level and must provide costly Material Components if the Spell requires this.
	+ A Character holding this Capsule may use the Use an Object Action to Cast the Spell contained within the capsule without providing Verbal, Somatic or Material Components.
		- This effect still counts as Casting a Levelled Spell for the purposes of you or another Character being unable to Cast more than one Levelled Spell per Turn.
	+ Treat the Spell has having been Cast by yourself for the purposes of determining the Spell's properties including Spell Save DC and Spell Attack Bonus.
	+ If the Spell requires Concentration, you immediately begin Concentrating on the effect after the Spell is Cast.
	+ Once the Object has Cast a Spell, the Spell is removed from the Capsule, and the Capsule cannot be used again until you reapply this Upgrade at the End of a Long Rest.
	+ A Spell which is contained within a Capsule dissipates without being Cast when you complete a Long Rest.
* **Level 9 Improvement**
	+ When you reach Level 9 as an Inventor you may set a Capsule to be Triggered by another effect.
	+ You may use the Use an Object Action to prime and place the Capsule either in a location, preparing it to be Triggered by one of the following effects:
		- **Remote Detonation:** You create a remote device for causing the Spell within the Capsule to Trigger. While the Capsule is within 120ft of this device, a Character may use the Use an Object Action to cause the Spell to be Cast.
			* Using this Remote still counts as Casting a Levelled Spell for the purposes of you or another Character being unable to Cast more than one Levelled Spell per Turn.
		- **Proximity Detonation:** You create a movement detection device on the Capsule for causing the Spell within it to Trigger. When a Character moves into an area within 5ft of the Capsule, it Triggers the Spell to be Cast. You may choose to exclude yourself from this effect.
		- **Timed Detonation:** You create a Timing Mechanism for causing the Spell within the Capsule to be Triggered. You may set this as a number of rounds or a number of minutes up to a limit of 10 minutes.
	+ The Spell is automatically Triggered if the Capsule is moved without removing one of the above effects.
	+ If the Capsule is Triggered on a Turn during which you have already Cast a Levelled Spell, it malfunctions, causing the Spell within the Capsule to dissipate without being Cast.
	+ When a Capsule is Triggered in this way and has a Target of Self or Targets one or more Characters within the Spell's range, the Characters closest to the Object are Targeted by the effect. The Characters affected may be determined by opposed Luck Checks if multiple Characters are of similar distances to the Object.
	+ If the Capsule affects a certain area or position, the point of origin of the effect is the Capsule's position. If the effect has a direction (such as a Spell causing a effect in a cone or line shape) you determine the direction of the effect when you determine the Trigger.
	+ You may use the Use an Object Action to change the Trigger or remove this effect from a Capsule.
	+ A Character other than yourself may attempt to remove this effect by making a Dexterity with Technology Skill Check using Tinkerer's Tools. The DC for this Check is your Spell Save DC.

* **Level 18 Improvement**
	+ When you reach Level 18 as an Inventor a Capsule can be used repeatedly without the need for the Upgrade to be reapplied.

#### Animated Rope

* **Requirement**
	+ A 30ft length of non-magical rope. The length of rope required increases to 60ft at Level 9 and 120ft at Level 18.
* **Animated**
	+ Using the Use an Object Action, a Character can cause the rope to move to a Target no further than the ropes length away and anchor itself there (provided there is an Object or Character it can tie itself to).
		- If the Target is a Character, it may make a Dexterity Saving Throw against the Inventor's Spell Saving Throw DC to prevent the rope attaching itself to them.
		- A Character the rope is attached to may unattach it with the Use an Object Action (no Check required)
* **Coil**
	+ The holder of the Animated Rope may use an additional Use an Object Action to do one of the following:
		- Cause the rope to pull the holder a distance of their choice up to the rope's length towards the Target it is anchored to (the object it is anchored to must be able to support the weight of the Character or be heavier than the Character, and the Character must be Medium in Size).
			* If the holder is heavier than the Target, the Target is instead pulled up to a distance equal to the ropes length towards the holder.
			* The Rope cannot move Characters who are Large Sized or larger.
		- Cause the entirety of the rope to wrap itself around a Target it is attached to. If the Target is Large or smaller, the Target is Grappled by the rope.
			* The escape DC of the rope is equal to your Spell Save DC. Alternatively the Character may Attack the Rope, ending the grapple if it succeeds in cutting it.
* **Level 9 Improvement**
	+ When you reach Level 9 as an Inventor the Animated Rope can be upto 60ft in length.
	+ Additionally it may be used to move Large Sized Characters and can Grapple Huge Sized Characters.
	+ The Rope's AC increases by 5.
* **Level 18 Improvements**
	+ When you reach Level 18 as an Inventor the Animated Rope can be upto 120ft in length
	+ Additionally it may be used to move Huge Sized Characters or Targets and it can Grapple Gigantic Sized Characters.
	+ Additionally it's AC increases by 10.

#### Extradimensional Bag

* **Requirement**
	+ A bag, satchel or Backpack, with an opening no larger than 2ft in diameter.
* **Extradimensional Space**
	+ The Bag is far bigger on the inside than it previously was. A Character may store upto 20 weight units in the bag, and yet the bag itself feels as though it weights only 1 weight unit.
		- The inside of the bag is effectively a 5ft cube. You decide the appearance of the extradimensional space inside.
	+ A Character must use the Use an Object Action to retrieve an Object from the Bag, or place an Object into the Bag.
	+ A Character may also use the Use an Object Action to enter the Bag, provided there is are at least 10 weight units unused within the Bag per each Medium sized Character entering the Bag.
		- Large Sized Characters cannot enter the Bag. The air inside the bag is finite, providing only enough air for 1 medium sized Character to breath for 5 minutes.
	+ If the Bag is destroyed, all the contents of the Bag appear within a space within 5ft of the bag.
* **Level 9 Improvements**
	+ When you reach Level 9 as an Inventor the Extradimensional Bag becomes significantly bigger on the inside.
	+ It may now store 200 weight units within it and the internal space is effectively a 15ft cube.
		- There is sufficient air inside for a Medium sized Character to breath for 1 hour.
	+ Additionally the Bag's AC increases by 5.
* **Level 18 Improvements**
	+ When you reach Level 18 as an Inventor the Extradimensional Bag becomes effectively the size of a small house inside.
	+ It may store upto 1000 weight units within it, and the dimensions are equivalent to 5 adjoined rooms, each of which a 15ft cube or similar.
		- There is sufficient air inside for 8 medium sized characters to breath inside the bag indefinitely.
	+ Additionally it's AC increases by 10.

#### Stealth Garb

* **Requirement**
	+ A set of clothing, including items such as shoes and a cloak
* **Silent Steps**
	+ The wearer has Advantage on Checks to become hidden and remain both unheard and unseen,
* **Level 9 Improvements**
	+ When you reach Level 9 as an Inventor the wearer does not leave tracks when they move.
	+ Additionally while the wearer is in an area of Dim Light or Darkness they may use the Use an Object action to become Invisible.
		- They remain Invisible until they move or use an Action, or until the Start of their Next Turn whereupon they may immediately use the Use an Object Action to remain Invisible.
		- The wearer also becomes visible if the location they are in is illuminated by Bright Light.
* **Level 18 Improvements**
	+ When you reach Level 18 as an Inventor, the wearer may become and remain Invisible even in Brightly Lit locations.
	+ Additionally, moving no longer ends the Invisibility granted by this Garb.

#### Stealth Scopes

* **Requirement**
	+ An item of clothing which covers the eyes, such as goggles, spectacles or a mask.
* **Night Sight**
	+ The wearer gains Darkvision with a range of 60ft.
* **Level 9 Improvements**
	+ When you reach Level 9 the Darkvision range granted by this item increases to 120ft.
	+ Additionally, the wearer may ignore the Disadvantage on Focus Checks caused by observing an object which is far away or unclear due to poor visibility or lighting.
* **Level 18 Improvements**
	+ When you reach Level 18 as an Inventor, the wearer is able to see Invisible objects and Characters within 120ft of them as though they were visible.

#### X-Ray Scopes

* **Requirement**
	+ An item of clothing which covers the eyes, such as goggles, spectacles or a mask.
* **Night Sight**
	+ The Wearer gains Ethereal Sight upto 5ft. Within this range they may see well in Dim Light and poorly in Darkness. Additionally they are able to see through Obscurements and Objects which are not made of lead. This vision does not allow you to see Invisible objects or through Illusions.
* **Level 9 Improvements**
	+ When you reach Level 9 the Ethereal Sight granted by this item increases to 15ft.
* **Level 18 Improvements**
	+ When you reach Level 18, the Ethereal Sight granted by this item increases to 30ft.

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## Copyright Notice

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode

## Credit this Work

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This work includes material taken from "7e” by Peter Rees and materials taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC. Both "7e" and the "SRD5.1" are Licensed under the Creative Commons: By Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode