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Kibbles' Inventor

Inventor v2.2.1
A gnome sits hunched over a workbench in a room cluttered
with every sort of tool, carefully drawing the final lines to an
intricate rune. With a crackling hum of arcane energy, the
completed rune flares with power, and she watches
with a smile of pride as the golem comes to life and
stands.
An ogre looms large over a dwarf, saliva slopping
down its chin as it considers its hearty meal, only to
turn to a horrified roar of agony lost beneath the
crushing sounds of thunder as the dwarf unloads a
terrifying blast of power from a small metal tube. The
ogre flees in terror hounded by rippling cracks of
thunder.
With a thunderous crash of energy a figure lands in the
middle of the battlefield. As the smoke clears, a towering
presence stands amidst the war-torn battlefield clad in
glowing mechanical plate mail. The glowing visor
swivels to inspect the wreckage. It raises a gauntlet, and
lightning crackles forth.
With a beckoning jesture, the elf summons a swirl of
swords leaping from the sheathes and springing to life... the
bandits start to edge away - breaking into a run as the swords
exuberantly chase.
Makers of magic-infused objects, Inventors are defined by
their inventive nature. Like wizards, they see magic as a
complex system waiting to be decoded and controlled through
a combination of thorough study and investigation.
Inventors, though, focus on creating marvelous new magical
objects. Spells are often too ephemeral and temporary for
their tastes. Instead, they seek to craft durable, useful items.

Cunning Creators
Every Inventor is defined by a specific craft. Inventors see
mastering the basic methods of a craft as the first step to true
progress, the invention of new methods and approaches.
Inventors are arcane engineers, students of invention and
warfare who craft deadly firearms, ingenious gadgets, magical
armor, and mechanical beings that they can augment with Table of Contents
magic. Inventor..................................................................................... 1
All Inventors are united by their curious and creative nature. Gadgetsmith..................................................................................... 5
To an Inventor, magic is an evolving art with a leading edge of Golemsmith....................................................................................10
discovery and mastery that pushes further ahead with each Infusionsmith.................................................................................14
passing year. Inventors value novelty and discovery. This Potionsmith....................................................................................18
penchant pushes them to seek a life of adventure. Thundersmith................................................................................23
A hidden ruin might hold a forgotten magic item or a Warsmith........................................................................................27
beautifully crafted mirror perfect for magical enhancement. Fleshsmith......................................................................................33
Inventors win respect and renown among their kind by Cursesmith.....................................................................................39
uncovering new lore or inventing new methods of creation. Runesmith......................................................................................45
List of Glyphs.................................................................................49
Relicsmith.......................................................................................50
Boundless Imagination Inventor Spell List.................................................................54
An Inventor is not the sort be limited by what already exists or Feats........................................................................................55
conventional wisdom. They combine all the tools at their Innovator's Upgrade.....................................................................55
disposal to go beyond, to discover new boundries and Mental Adaptability.......................................................................55
promptly exceed them. Few things can stand in the path of an Spells.......................................................................................56
Inventor with a mind to change the world.
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Kibbles' Inventor

The Inventor
Proficinecy Spells -Spell Slots per Spell Level-
Level Features Upgrades
Bonus Known 1st 2nd 3rd 4th 5th
1st +2 Inventor Specialization, Magic Item Analysis -- -- -- -- -- -- --

2nd +2 Spellcasting, Arcane Retrofit, Tool Expertise 3 2 -- -- -- -- --

3rd +2 Inventor Specialization Feature, Specialization Upgrade 4 3 -- -- -- -- 1

4th +2 Ability Score Improvement 4 3 -- -- -- -- 1

5th +3 Inventor Specialization Feature 5 4 2 -- -- -- 2

6th +3 Arcane Reconstruction, Cross Disciplinary Knowledge 5 4 2 -- -- -- 2

7th +3 Wondrous Item Proficiency 6 4 3 -- -- -- 3

8th +3 Ability Score Improvement 6 4 3 -- -- -- 3

9th +4 -- 7 4 3 2 -- -- 4

10th +4 Improved Magical Crafting, Wondrous Item Recharge 7 4 3 2 -- -- 4

11th +4 Study of Magic 8 4 3 3 -- -- 5

12th +4 Ability Score Improvement 8 4 3 3 -- -- 5

13th +5 -- 9 4 3 3 1 -- 6

14th +5 Inventor Specialization 9 4 3 3 1 -- 6

15th +5 -- 10 4 3 3 2 -- 7

16th +5 Ability Score Improvement 10 4 3 3 2 -- 7

17th +6 -- 11 4 3 3 2 1 8

18th +6 Wondrous Item Mastery 11 4 3 3 3 1 8

19th +6 Ability Score Improvement 12 4 3 3 3 2 9

20th +6 Peerless Inventor 12 4 3 3 3 2 9

Creating an Inventor Class Features


• Hit Dice: 1d8 per Inventor level
When creating an Inventor character, think about your
• Hit Points at 1st Level: 8 + your Constitution
character’s background and drive for adventure. Does the
modifier
character have a rival? What drove your character down the • Hit Points at Higher Levels: 1d8 (or 5) + your
path of being an Inventor? Is it about curiosity and invention,
Constitution modifier per Inventor level after 1st
or about the power their inventions bring? Did you character
learn from another Inventor, or receive a vision or flash of Proficiencies
inspiration to learn their craft? Armor: Light armor, medium armor
Consider how your character interacts with the world, and Weapons: Simple weapons, hand crossbows, heavy crossbows.
what they represent. Consult with your DM regarding guilds Tools: Thieves’ tools, one other tool of your choice
or societies your character might belong to. Saving Throws: Constitution, Intelligence
Skills: Choose three from Arcana, Deception, History, Investiga-
tion, Medicine, Nature, Religion, Sleight of Hand
Quick Build
You can make an Inventor quickly by following these Equipment
suggestions. For the Gadgetsmith, Thundersmith, Cursesmith, You start with the following equipment, in addition to the equip-
or Relicsmith paths, make your highest attribute Dexterity, ment granted by your background:
followed by Intelligence. For Golemsmith, Infusionsmith,
• (a) a light crossbow and quiver of 20 bolts or (b) any two
Potionsmith, or Runesmith, Intelligence followed by
simple weapons.
Constitution or Dexterity, and for Warsmith or Fleshsmith,
• (a) scale mail, (b) leather armor, or (c) chain mail.
choose either Strength or Intelligence, with Constitution as • thieves’ tools and a dungeoneer’s pack
your second highest attribute. Second, choose the guild
artisan background. If you forgo this startering equipment as well as the items offered
by your background, you start with 4x4 x10 gp to buy your equip-
ment.
Kibbles' Inventor
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Inventor Specialization Spells Known of 1st Level and Higher


At 1st level, you focus your craft on a particular specialization: You know three 1st-level spells of your choice from the
Cursesmith, Fleshmith, Gadgetsmith, Golemsmith, Inventor spell list. The Spells Known column of the Inventor
Infusionsmith, Potionsmith, Relicsmith, Thundersmith, table shows when you learn more Inventor spells of your
Warsmith or Fleshsmith, each of which are detailed at the end choice.
of the class description. Your choice grants you features at 1st Each of these spells must be of a level for which you have
level and again at 3rd, 5th, and 14th level. spell slots. For instance, when you reach 5th level in this class,
you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can
Magic Item Analysis choose one of the Inventor spells you know and replace it with
Starting at 1st level, your understanding of magic items allows another spell from the Inventor spell list, which also must be
you to analyze and understand their secrets. You know the of a level for which you have spell slots.
Inventor spells detect magic and identify, and you can cast
them as rituals without material components. Spell save DC = 8 + your proficiency bonus + your
Intelligence modifier.

Tool Expertise Spell attack modifier = your proficiency bonus + your


Starting at 2nd level, your proficiency bonus is doubled for Intelligence modifier.
any ability check you make that uses any of the tool
proficiencies you gain from this class. Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your
Inventor spells.
Arcane Retrofit
Additionally at 2nd level, you gain the ability to retrofit magical
gear. During a long rest you can perform a ritual using any Inventor’s Spell Casting
+1/2/3 weapon (excluding artifacts and sentient weapons) to An Inventor is fundamentally someone that understands
transfer the magic into an Inventor weapon (a weapon created and regularly interacts with magic, leading to the ability to
by subclass feature or upgrade). Eg: you can turn a +1 apply this knowledge as spell casters, but how you want to
longsword and your impact gauntlet a +1 impact gauntlet. approach your Inventor’s spell casting is up to you.
This includes weapon-like Upgrades that make attack and Feel free to explore other approaches in coordination with
damage rolls (like a Warsmith’s Force Blast). your DM. From a functional standpoint, the only requirement
You cannot transfer any properties from a magical weapon would be that you have a defined material or focus for the
besides a bonus to attack and damage rolls, and the original spell.
weapon is destroyed. Consider for some spells that perhaps your Artisan’s Tools
Additionally, you can convert a set set of armor with a are your focus, or perhaps a specific item you’ve made is your
magical plus to AC to a lighter armor type. material component for a spell. Perhaps instead of a
“Component Pouch” that simply contains all the material
components you could need for your spells, you have an
Additional Retrofits “Inventor’s Tool Belt” that contains the various spellcasting
Your DM may let you expand this feature to do similar tasks, assistance contraptions you’ve made to cast your spells. For
such as making a +1 Heavy Crossbow a +1 Light Crossbow, or the purposes of mechanics, the only thing that matters is that
may allow it to work with other magical armor or weapons it functions the same way, and is used consistently.
(such as converting adamantine chainmail to an adamantine
chain shirt). Specialization Upgrade
Starting at 3rd level, choose an upgrade from the list at the
Spellcasting end of your specialization, and gain the benefits listed in the
As part of your study of magic, you gain the ability to cast description of the upgrade.
spells at 2nd level. The spells you learn are limited in scope, You select an additional upgrade at 5th, 7th, 9th, 11th, 13th,
primarily concerned with modifying creatures and objects or 15th, 17th, and 19th level. You cannot select an Upgrade more
creating items. than once, unless the upgrade’s description says otherwise.
Whenever you level up, you can exchange one of your existing
upgrades for another upgrade of the same level requirement
Spell Slots as the replaced upgrade.
The Inventor table shows how many spell slots you have to In any case an existing upgrade is swapped out for a
cast your Inventor spells of 1st level and higher. To cast one of replacement upgrade (either by a subclass feature or on level
your Inventor spells, you must expend a slot of the spell’s level up), the new upgrade is selected as if the Inventor is the level
or higher. You regain all expended spell slots when you finish a they were when they got that upgrade slot. For example, if you
long rest. 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.
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Kibbles' Inventor

Additionally, you can make 1 hour of progress toward


Customizing Inventor Upgrades crafting a magic item, scroll, or potion during a long rest.
The upgrades for each Inventor Specialization are presented in a
list at the end of the Specialization, but invariably there will always Interaction with the Crafting System
be ideas for upgrades not included in that list. At the heart of an If you are using the Crafting System presented later in the
Inventor beats an unrelenting drive for creativity, after all! Feel free book, this reduces the time a crafting check takes to 1 hour,
to consult your GM for potential custom upgrades. allowing you to make two crafting checks during a long rest, or 8
during a work day.
The following generic upgrades are available to any subclass,
and can be selected in place of any subclass upgrade:
Wondrous Item Recharge
Shield Proficiency Generic Unrestricted Upgrade Starting at 10th level, you can recharge a magic item that has
You gain proficiency with shields. charges or per rest uses, as long as those charges or uses can
only be used to cast spells. To restore charges or uses, you
Tool Proficiency Generic Unrestricted Upgrade perform a ritual that takes one minute and expends a spell slot
You gain proficiency in a tool of your choice. of equal or higher level than a spell slot level of a spell cast by
the item.
The number of charges or uses restored to the item is equal
Ability Score Improvement to the number of charges or uses required to cast that spell
When you reach 4th, 8th, 12th, 16th, and 19th level, you can using the item once.
increase one ability score of your choice by 2, or you can
increase two ability scores of your choice by 1. As normal, you
can’t increase an ability score above 20 using this feature. Study of Magic
At 11th level, your proficiency in the workings of magic has
become so great you can cast detect magic and identify at will
Arcane Reconstruction without expending a spell slot.
At 6th level, you have mastered the knowledge of using magic Additionally, you have advantage on all Intelligence (Arcana)
to repair things. You learn the mending cantrip, and can cast it checks to understand the workings of magical traps, effects,
at will. Additionally, you learn the cure wounds spell. If you or runes.
already know cure wounds you can select another spell from
the Inventor spell list. When you cast cure wounds, it can heal
constructs in addition to normally valid targets. Wondrous Item Mastery
Starting at 18th level you can use a magic item that would
normally take an action as a bonus action instead.
Cross Disciplinary Knowledge Additionally, you can attune to 5 magical items at a time.
At 6th level, you can expand on your knowledge across fields.
You can craft one of the following: a Thundersmith’s
Stormforged Weapon, an Infusionsmith’s Animated Weapon, Peerless Inventor
Blasting Rod, or Infused Weapon, a Potionsmith’s Alchemical At 20th level, your mind is always thinking of new options and
Reagent Pouch and Alchemical Fire or Alchemical Acid, or an clever solutions. After a short or long rest, you can create a
Unrestricted Gadgetsmith Upgrade. temporary version of an Upgrade from your subclass you are
If you select a Stormforged Weapon, you gain proficiency qualified to take but do not have. This upgrade must have a
with that weapon and knowledge of how to make ammunition level requirement of 11th level or lower. You have this upgrade
for it (if required). You cannot apply Infused Weapon to until you complete a short or long rest, which time you can
another weapon granted by this class. select a temporary Upgrade with this feature again.
If this selection is lost or destroyed, you can remake it
following the rules for remaking the select item in the Magical or Mechanical?
subclass. One of the core debates that arises around an Inventor is if they are
a “Magical Engineer” or what a magical engineer would even mean.
Do they tinker with mechanics and gears or with magic and runes?
Wondrous Items Proficiency The answer is, of course, whatever suits your world, game, and the
At 7th level, your familiarity with the workings of magical vision of the player.
items means that you ignore all class requirements on the use
and of magic items.
Additionally, you can now attune to 4 magical items at once.

Improved Magical Crafting


At 10th level, your experience in creating your own wondrous
invention makes you more adept at crafting a magic item than
a normal spellcaster. Creating a non-consumable magic item
takes you half the time it would normally take.
Kibbles' Inventor
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Gadgetsmith
A Gadgetsmith is an Inventor whose curiosity and inventive
genius have run rampant. While other Inventors may spend
their whole career perfecting a single-minded pursuit, a
Gadgetsmith believes that quantity is at least as good as
quality.
Quick footed and quicker witted, a Gadgetsmith is never
caught without another trick up their sleeve. Their minds are
always jumping ahead to solve the next problem with a clever
gadget.
A Gadgetsmith can come from any walk of life, but usually
exemplifies a curiosity and distaste for the suppression of
knowledge or technology, usually favoring freedom to
experiment, leaning toward more Chaotic behaviors.

Gadgetsmith’s Proficiency
When you choose this specialization at 1st level, you gain
proficiency with nets, rapiers, whips, and tinker’s tools.

Essential Tools
At 1st level, you’ve mastered the creation of the essential
reusable tools for surviving the battlefield as a gadgeteer. You
have the following items:

• Grappling Hook. As an attack or as an action, you may


target a surface, object or creature within 20 feet. If the
target is Small or Smaller, you can make a Strength
(Athletics) grappling check to pull it to you and grapple it.
Alternatively, if the target is Medium or larger, you can
choose to be pulled to it, however, this does not grapple it.
Attacks of opportunity generated by this movement have
disadvantage.
• Smoke Bomb. As an action, you can use this to cast fog
cloud centered on yourself without expending a spell slot.
It lasts a number of rounds equal to your Intelligence
modifier and does not require concentration. When you
cast fog cloud in this way, you can set the radius at 5, 10,
Recycle Gadgets
Starting at 3rd level, during a long rest and taking effect when
15, or 20 feet.
you complete it, you can disassemble your gadgets and create
• Gadgetsmith Weapon. Pick one of Impact Gauntlets,
different ones. When you do this, remove any upgrade you
Lightning Baton, Repeating Hand Crossbow, Ricocheting
would like, and pick a new upgrade.
Weapon, or Shock Generator from the upgrade section.
You still must select upgrades that are valid for the level you
You receive this upgrade and it does not count against your
gained the upgrade at (e.g. at 9th level, you can only have one
upgrade total.
upgrade that has a prerequisite of 9th level).
Unlimited Smoke Bombs? Additionally, if a gadget is destroyed, you can use this
If you or your GM is concerned about the unlimited use of Smoke feature to recreate it for materials worth 20 gold pieces.
Bombs, consider adding a Proficiency bonus number of uses per Extra Attack
short rest. This should not mechanically impact their usage, but Beginning at 5th level, you can attack twice, instead of once,
the reason they do not have the limit is to encourage players to feel whenever you take the Attack action on your turn.
free to use them in non-combat situations. With limits, even ones
that are not usually hit, players tend to treat their Smoke Bomb as
exclusively a combat feature. Combat Gadgets
Beginning at the 14th level, when you take the Attack action,
Additional Upgrade you can replace one attack with using any gadget that requires
At 3rd level, you’ve mastered the essential tools, and have an action to use.
begun to tinker with ways to expand your arsenal. The
number of upgrades you have for your class level is increased
by one.
The number of additional upgrades you get increases by one
more at 5th level to two more than the class table.
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Kibbles' Inventor

Gadgetsmith Upgrades Gravity Switch


You build a switch that turns off gravity. You can use it to
cast fall without expending a spell slot. Once you use this
Unrestricted Upgrades gadget, you cannot use it again until you complete a short or
long rest.
Airburst Mine
You create a mechanical device capable of producing a Gliding Cloak
devastating blast. You can use this device to cast shatter or You make a cloak that allows you to glide when falling.
thunderburst mine without expending a spell slot. Once used, When you fall more than 10 feet and aren’t incapacitated, can
the gadget cannot be used again until you complete a short or spread this cloak to reduce your falling speed to 30 feet a
long rest. round take no falling damage. While falling in this manner
toward the ground under normal gravity, you can move
Ricocheting Weapon horizontally 2 feet for every 1 foot you descend.
You create a ranged weapon enchanted or engineered to
ricochet of its targets and return to your hand. You have Impact Gauntlet
proficiency in this weapon, and it has the Finesse, Thrown You create a magic weapon capable of amplifying the impact
(30/90), and Special properties, and deals 1d8 bludgeoning, of your blows. You have proficiency in this weapon, and it has
piercing or slashing damage (chosen at the time you select the Finesse, Light and Special properties. It deals 1d6
this upgrade). You can Arcane Retrofit this weapon. bludgeoning damage.
Special: When this weapon is thrown you can target two Special: When you make an attack roll, you can choose to
creatures within 10 feet of each other, making a separate forgo adding your Proficiency bonus to the attack roll. If the
attack roll against each target; the damage dealt is halved for attack hits, you can add double your Proficiency bonus to the
each target hit after the first. damage roll.
This weapon returns to your hand after you make an attack You can apply this upgrade up to 2 times, making a separate
with it using the Thrown property. weapon each time.

Belt of Adjusting Size Variant: Power Fist


You create a belt with a creature size dial on it. While you Your DM may allow you to take the Power Fist upgrade of
are wearing this belt, you can use an action to cast Enlarge/ the Warsmith in place of an Impact Gauntlet, which is similar
Reduce on yourself without expending a spell slot. Once you but deals 1d8 damage but lacks the Finesse property. For the
use this gadget, you cannot use it again until you complete a purposes of upgrades, Impact Gauntlets and Power Fists should be
short or long rest. considered interchangeable.

Element Eater Jumper Cable Prerequisite: Requires Shock Generator.


You create a device capable of absorbing incoming Once per turn, when dealing lightning damage with a
elemental damage. You can activate this device and cast cantrip from your Shock Generator, you can add you can add
absorb elements without expending a spell slot, but the gadget your Intelligence modifier to the damage dealt.
cannot be used again until you complete a short or long rest. Additionally, as an action you can make a DC 10 Intelligence
(Medicine) to revive an unconscious companion. If you
Enhanced Grappling Hook succeed this check, they can regain consciousness with 1
You enhance your grappling hook, increasing its range to 30 hitpoint and a number of temporary hit points equal to your
feet. Additionally, the enhanced power of the grappling hook Inventor level, but they gain 1 level of exhaustion.
means that when pulling yourself to a Large or larger creature
or object, you can drag one medium or smaller willing or Lightning Baton
grappled creature within 5 feet of you with you. You create a baton that channels lightning, creating a magic
weapon. You have proficiency in this weapon.
Fire Spitter It has the Finesse and Light properties. It deals 1d4
You create a gadget that creates a quick blast of fire. As an bludgeoning damage and 1d4 lightning damage on hit. On an
action, you can cast burning hands as 2nd level spell with this attack roll of 20 with this weapon, the target must succeed a
gadget without expending a spell slot, but the gadget cannot Constitution saving throw against your spell save DC or
be used again until you complete a short or long rest. become stunned until the start of your next turn.
You can apply this upgrade up to 2 times, making a separate
Flashbang item each time.
You create a high luminary discharge device. As an action,
you can target a point within 30 feet. Any creature within 20 Mechanical Arm
feet of the targeted point must make a Dexterity saving throw You create a mechanical arm, giving you an extra hand. This
or be blinded until the end of its next turn. Once you use this mechanical arm only functions while it is mounted on gear
gadget, you cannot use it again until you complete a short or you are wearing, but can be operated mentally without the
long rest. need for your hands. This mechanical arm can serve any
function a normal hand could, such as holding things, making
attacks, interacting with the environment, etc, but does not
give you any additional actions.
Kibbles' Inventor
7
Mechanical Familiar them tougher and more conductive. The net gains an AC of 15
You can create the blueprint for a small mechanical and resistance to slashing damage. Whenever a creature
creature. At the end of a long rest, you can choose to create a restrained by the net takes Lightning damage, it takes an
mechanical familiar based on it, and cast find familiar without additional 1d6 lightning damage.
expending a spell slot. The familiar’s type is Construct. This When a net is turned into a Steelweave Net, only you have
construct stays active until you deactivate it or it is destroyed. proficiency with it. You can have a number of them equal to
In either case, you can choose to reactivate it at the end of a your Intelligence modifier, replenishing your supply over the
long rest. course of a long rest by forging normal nets into Steelweave
Nets.
Jumping Boots
You modify your boots with arcane boosters. While wearing Trick Shots
these boots, you are under the effects of the jump spell. At the end of a short or long rest, you can add one of the
following effects to a piece of ammunition or thrown weapon,
Net Launcher turning it into a trick shot.
You build a device capable of delivering nets to their targets
more effectively. While you have this upgrade, nets have a • Special Tip: You can select a different damage type for the
range of 20/60 for you. attack from bludgeoning, piercing, slashing, acid, cold, fire,
or lightning.
Repeating Hand Crossbow • Bouncing: You can attack a target out of line of sight of
You build an improved hand crossbow. You have proficiency with it if you know their location by bouncing it off a
in this weapon, and it has the Ammunition (range 30/120), surface. They have the benefit of half cover instead of full
Light, and Special properties and deals 1d6 piercing damage. cover.
Special: This weapon does not require a free-hand to load, • Ricochet: If you hit an attack roll with it, you can make
as it has a built-in loader. Once per turn, if you make an attack another attack roll against another target within 10 feet of
with this weapon as part of the Attack action, if you do not the first as part of the same attack.
have disadvantage on that attack, you can give yourself • Smoke Shot: You can use the shot to deploy your smoke
disadvantage to make a single additional weapon attack with bomb feature on impact at a point or target.
this weapon as a bonus action (also at disadvantage). • Arcane Trick: You can imbue a cantrip or 1st level spell
you know into the shot, casting it on impact where the shot
Shock Generator lands. If the spell has a target, the target of the attack is the
You create a device capable of generating potent shocks. You target.
can use this to cast shocking grasp . When you cast shocking
grasp with this feature, you can use either your Dexterity or You can only have one modified shot at a time, and it is
Intelligence modifier for the melee spell attack roll. expended on use. You can take this upgrade multiple times to
gain multiple uses of trick shots.

Shocking Hook Prerequisite: Requires Shock Generator Quick Essential Gadget


You can integrate your Shock Generator and your Grappling You set modify your essential gear for quickened use. You
Hook. If the target of your Grappling Hook is a creature, you can use your Grappling Hook or Smoke Bomb as a bonus
can cast shocking grasp using your Shock Generator on that action. Once you use either this way, you cannot use either of
creature as a bonus action when pulling it to you or being them this way again until completing a short or long rest.
pulled to it.

Sight Lenses 5th Level Upgrades


You create a set of lenses you can integrate into a set of
goggles, glasses, or other vision assistance that allow you to Antimagical Shackle.
see through darkness and obscurement. You can see through You create an antimagical shackle. When you are adjacent
fog, mist, smoke, clouds, and non-magical darkness as normal to a creature, as an action you can attempt to shackle them to
sight up to 15 feet. yourself or a nearby object using these shackles. The you
make a Dexterity (Sleight of Hand) check contested by a
Smoke Cloak Strength (Athletics) or Dexterity (Acrobatics) check. On
You create a cloak that causes you to blend in with smoke. failure, they are shackled to the creature or object you
When you start your turn lightly or heavily obscured by smoke, attempted to shackle them to, and can move only by moving it
you are invisible until your turn ends, you cast a spell, make an if they are able to.
attack, or damage an enemy. Additionally, while shackled by these shackles, they cannot
teleport, planeshift, polymorph, shapechange, dematerialize,
Striding Boots or turn into an amorphous form. As an action they can make a
You modify your boots with amplified striding speed. While Strength saving throw against your spell save DC to break the
wearing these boots, you are under the effects of the shackles once shackled, otherwise these shackles last until
longstrider spell. you remove them.
This shackles have no effect on creatures immune to being
Steelweave Nets grappled or restrained.
You thread your nets with metal reinforcement, making
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Kibbles' Inventor

Crossbow Spider Vanishing Trick


You modify a crossbow to be able to aim and fire on its own. When you use a Smoke Bomb you can cast misty step
As an action, you can deploy a tiny construct. Once deployed, without expending a spell slot. Once you do this, you cannot
the tiny construct can be fired as a bonus action making an do this again until you complete a short or long rest.
attack from where it is deployed with a range of 30/120 feet.
You make a ranged spell attack, and if the attack hits it deals 9th Level Upgrades
1d6 + your Intelligence modifier piercing damage. The
construct becomes inactive after 1 minute has passed, or after Arcane Nullifier
it has fired 10 times. You make a device that nullifies the arcane through means
Once you have activated it, you cannot activate it again until you assure everyone else you understand. As an action, you
you complete a long rest. If it was not destroyed, you can can use this device to cast dispel magic without expending a
activate it again early by expending a 1st level or higher spell spell slot.
slot (if it was destroyed, you cannot activate it again until Once you use this gadget, you cannot use it again until you
repairing or recreating it during a long rest). complete a short or long rest.

Phase Trinket
Crossbow Spider You create a magical gadget that manipulates ethereal
Tiny, unaligned
magic. As an action, you can cast blink or dimension door
Armor Class 10
using the gadget without expending a spell slot.
Hit Points 5 Once you use this ability, you cannot use it again until you
Speed 15 ft., climb 15 ft. complete a long rest.

STR DEX CON INT WIS CHA Stinking Gas


2 (-4) 14 (+2) 10 (+0) 1 (-5) 1 (-5) 1 (-5) You make a more potent compound for your Smoke Bomb.
When you use a Smoke Bomb, you can choose to cast stinking
Damage Immunities poison cloud rather than fog cloud, following the same rules. You
Condition Immunities charmed, exhaustion, frightened, paralyzed,
cannot cast stinking cloud in this way again until you complete
petrified, poisoned
Senses passive Perception 5 a short or long rest.
Languages —
Stopwatch Trinket
Actions You create a magical stopwatch that manipulates time
magic. As an action, you can cast haste or slow using the
Fire Crossbow. Ranged Weapon Attack: your spell attack modifier to
hit, range 30/120 ft., one target you can see. Hit: 1d6 + your Intelligence
stopwatch without expending a spell slot.
modifier piercing damage.Binding Rope Once you use this Upgrade, you cannot use it again until you
complete a long rest.

Binding Rope
11th Level Upgrades
You create a rope that is capable of animating and binding a
target. As an action, choose a target creature within 30 feet. Flying Gadget
The target must make a Dexterity saving throw against your You build a device that allows you to fly, such as deployable
spell save DC or become restrained until the end of your next artificial wings. You can activate this device as a bonus action,
turn. If you are currently grappling the target, it makes the or as a reaction to falling. Whatever form it takes, when
Dexterity saving throw with disadvantage. The rope can only activated it gives you a flying speed of 30 feet.
restrain one target at a time.
Lightning Generator Prerequisite: Requires Shock Generator
Explosive Gauntlet Prerequisite: Impact Gauntlet You upgrade your shock generator with additional lightning
Your gauntlets can exert massive kinetic force when capabilities. You can cast lightning lure at-will using it, and can
striking. When you make an attack with your Impact Gauntlet, overload it to cast lightning bolt without expending a spell slot.
you can choose to be knocked 10 feet in the opposite Once you overload it, you cannot use it to cast lightning bolt
direction, or, as a bonus action, force the target to make a again until you complete a short or long rest.
Strength saving throw or be knocked 10 feet backward. This Additionally, once per turn when dealing Lightning damage
movement does not provoke attacks of opportunity. with a spell, you can add your Intelligence modifier to one roll
You can expend an attack to use the movement effect of this of the damage dealt.
gauntlet even if not attacking the target, in which case you can
use the movement in any direction (including upwards). Truesight Lenses Prerequisite: Sight Lenses
You upgrade and fine-tune your sight lenses, granting you
Smoky Images Truesight up to 15 feet.
When you use a Smoke Bomb, you can use a bonus action
to cast mirror image without expending a spell slot. Once you
do this, you cannot do this again until you complete a short or
long rest.
Kibbles' Inventor
9

Useful Universal Key


You create a Universal Key to obstacles, transmuting them
into not-obstacles. As an action, you can apply this key to a
surface to cast knock or passwall without expending a spell
slot.
Once you use this ability, you cannot use it again until you
complete a long rest.

15th Level Upgrades


Bracers of Empowerment
You create bracers that can empower you. You can use this
to cast arcanist’s transformation without expending a spell
slot.
Once you use this ability, you cannot use it again until you
complete a long rest.

Bee Swarm Rockets


You design a type of tiny firecracker-like device, which can
release rockets in large numbers. You have a maximum
number of rockets equal to your Inventor level. As an action,
you can release 1 to 10 of these rockets. Each rocket targets a
point you can see within 40 feet. Creatures within 10 feet of
the point must make a dexterity saving throw.
Creatures in the area of effect of multiple rockets make one
for all rockets that would hit them. Creatures that fail take 2d6
+ 1 fire damage per rocket that affects the area they are
standing in, or half as much on a successful one.
You rebuild your stock to your maximum during a long rest.

Dimensional Toolbox
You build a toolbox, filling it with the many ideas you’ve had
and discarded, with the magical power of making those ideas
reality when you need them most. As an action, you can
withdraw an Unrestricted Upgrade (one with no level
requirement) from the Gadgetsmith list. Gadgets withdrawn
from the toolbox are fleeting, and disappear after one minute.
Once you have drawn an upgrade from the toolbox, you cannot
draw another upgrade from it until you complete a long rest.

Disintegration Ray
You create a Disintegration Ray. You can use this to cast
disintegrate without expending a spell slot.
Once you use this ability, you cannot use it again until you
complete a long rest.
10
Kibbles' Inventor

Golemsmith
A Golemsmith is an Inventor that has committed Golem
themselves to creating a true work of artifice, forging a golem. Medium Construct, unaligned
A painstaking life ambition, they plan and design meticulously,
even if in practice sometimes compromises on materials must Armor Class 14 (Natural Armor)
be made. Hit Points 5 + ([Golem’s Constitution Modifier + 5] * Inventor Level)
Why a Golemsmith embarks on the quest to forge this Speed 30ft.
artificial construct of life can vary. For many it is the pure
STR DEX CON INT WIS CHA
pursuit of forging the perfect creation, while for others, it is 14 (+2) 12 (+1) 12 (+1) 4 (-3) 5 (-3) 1 (-5)
simply so they do not have to carry around their loot, or to
have a loyal companion to count on at all times. Damage Immunities poison, psychic
A Golemsmith is rarely chaotic, as they are people of great Condition Immunities charmed, exhaustion, frightened, poisoned
care and discipline; those that are not would not have Senses passive perception 7
succeeded where they have, but some have been set on their Languages Understands creator’s languages, but cannot speak
path by such events that might drive them to interact
chaotically with society as a whole.
Bound. The golem is magically bound to its creator. As long as the
creator and it are on the same plane of existence, the creator can
Golemsmith’s Proficiency telepathically call the golem to travel to it, and the golem knows the
distance and direction to its creator.
When you choose this specialization at 1st level, you gain
proficiency with smith’s tools and tinker’s tools.

Mechanical Golem
Starting at 1st level, you forge a mechanical golem to carry
out your orders and protect you. The golem is under your
control, and understands the languages you speak, but does
not speak.
The Golem obeys your commands as best it can. On your
turn, you can verbally command the construct where to move
(no action required by you) and take an action, which requires
your action to do. Additionally, you can use your reaction to
direct it to take a reaction. The Golem acts on your
commands during your turn. If you issue no command to
your Golem, it takes no actions.
Your Golem’s Proficiency increases when yours
does. If the golem is killed, it can be returned
to life via normal means, such as with the
revivify spell.
In addition, over the course of a long
rest, you can repair a slain servant if you
have access to its body. It returns to life
with half (rounded down) its maximum hit
point at the end of the rest during which you
repaired it.
If the servant is beyond recovery, you can
reproduce the construct exactly as it was, with four
days of work (eight hours each day) and 100 gp of
raw materials.
Over the course of a short rest, you can restore
hit points equal to your Intelligence modifier +
your Inventor level to your golem, or repair it to full
health during a long rest. Healing spells you cast
on your golem ignore any restriction against
healing constructs.
The base statistics of your golem are as
follows:
Kibbles' Inventor
11

Golem Chassis Autonomous Action


When you create your golem, you can add one prefix to its Starting at 5th level, you no longer need to spend your
type in the form which basic chassis you use for golem. For action or reaction to direct the golem to use its action or
example, if you select Warforged, your golem becomes a reaction, and it can act following mental commands
Warforged Golem, and gains the Warforged modifications to communicated while it is within 60 feet of you.
its base statistics.
If the Golem is not directed to take any action, it will take
Warforged the Dodge action in combat.
Your golem is roughly humanoid, and comes with the robust
flexibility and options that this form provides. Its base strength Magical Nature
becomes 16(+3) and it gains proficiency in shields, simple Additionally at 5th level, your golem’s natural weapons
weapons, and martial weapons. count as magical for the purposes of overcoming resistance
Its natural weapon is: Slam: +5 (Strength + Proficiency) to and immunity to nonmagical attacks and damage.
hit, reach 5ft., one target. Hit 1d4 + 3 (Strength) bludgeoning
damage.
Perfected Design
Starting at 14th level, your golem can add your Intelligence
Quadrupedal modifier to all of its attack rolls, skill checks, and saving
Your golem takes on a quadrupedal design. Larger and more throws.
sturdy, it is more suitable to launch into the fray or carry its
creator. Its base size becomes Large, its base Strength and
Variant Golem Option: Flesh Golem
Constitution become 16(+3), its natural armor becomes 16, When selecting your golem, some distrubed minds think “by what
and its speed becomes 35 ft. if I want it be a fleshy-monsterousity against sanity?” Well, as usual,
Its natural weapon is: Bite: +5 (Strength + Proficiency) to the Inventor is here for you:
hit, reach 5ft., one target. Hit 1d10 + 3 (Strength) piercing
damage. Flesh Golem?
Your golem is roughly humanoid, a lumbering terror of stitched
Winged flesh, with an odd smell. Its base strength becomes 16(+3) and it
Your Golem is modeled off a flying creature. Smaller and gains proficiency in shields, simple weapons, and martial weapons.
lighter than most golems, it is kept aloft by intricate wings. Its Its natural weapon is: Slam: +5 (Strength + Proficiency) to hit, reach
5ft., one target. Hit 1d4 + 3 (Strength) bludgeoning damage.
base size becomes Small and it gains a flying speed of 30 ft.
Its natural weapon is: Talon: +4 (Strength + Proficiency) to
Additional Changes
hit, reach 5ft., one target. Hit 1d8 + 2 (Strength) slashing • Replace your Smith’s Tool proficiency with Leatherworking
damage. Tools proficiency.
• The upgrades the same, but with “...but from some gross
Launcher fleshy organ.”
Your Golem becomes akin to a mobile turret, taking the frame • Fleshy Upgrades
of a ballista or other launching device. Its base Dexterity At your GMs discretion, you can apply Fleshsmith upgrades to your
becomes 16(+3) and its speed becomes 25 ft. Golem. This has the potential to have balance issues, so assume
Its natural weapon is: Shoot +5 (Dexterity + Proficiency) to the GM will say no unless it’s not and you can explain how it’s not.
hit, reach 60/240ft., one target. Hit 1d10 + 3 (Dexterity)
piercing damage.
Golemsmith Upgrades
Specialized
Your Golem defies all expectations, its design fueled by your
own rampant creativity. A little less robust and stable, it is far Unrestricted Upgrade
more extensible to your visionary plans. Your Golem starts
with the basic statistics, but you can select 2 free upgrades Arcane Barrage Armament.
that do not count against your upgrade total. You install an mounted armament to your golem, taking
Its natural weapon is: Slam: +4 (Strength + Proficiency) to whatever form is most appropriate, charged with arcane
hit, reach 5ft., one target. Hit 1d8 + 2 (Strength) bludgeoning power. As an action, the golem can cast magic missile without
damage. expending a spell slot. When cast this way, it has no Verbal or
Somatic components.
Once used, this armament cannot be used again until the
Intelligent Oversight Inventor completes a short or long rest.
Starting at 3rd level, you can take the Help action as a
When the Golemsmith reaches 5th level, the level of the
bonus action when assisting your golem.
magic missile spell cast increases to 2nd level. It increases
Additionally, when you take the Help action to aid an ally
again at 11th level (to 3rd) and 17th level (to 4th).
(including your golem) in attacking a creature, the target of
that attack can be within 30 feet of you, rather than 5 feet of
you, if the allied creature can see or hear you.
12
Kibbles' Inventor

Arcane Resonance. Structural Constitution.


You craft a magical essence connector and install it into You have reinforced your Golem with layers of protection
your golem’s core, allowing you and it to share certain magical and redundant systems. Its Constitution ability score
effects. You can make any spell you cast that targets only you increases by 2, increasing its stability and durability. If, after
also target your golem. taking this skill, the golem’s Constitution is 16 or greater, it
gains proficiency with Constitution saving throws. If, after
Defender Protocol. taking this skill, the golem’s Constitution is 18, it gains
You build in a protocol response into your golem to defend advantage on Death Saving Throws.
its master. The golem gains the Protection fighting style. You can take this upgrade more than once. A golem’s
maximum Constitution ability score is 18.
Ether Heart
You install a magical ether heart into your golem, because Systematic Strength.
that seems like a good idea. Your golem gains 2 charges. It can You build an improved frame and power source for your
use 1 charge to cast any first level spell you know. These golem. Your golem’s Strength ability score increases by 2, and
changes are restored at the end of a long rest. increases its ability at tasks requiring raw strength. If, after
taking this skill, the golem’s Strength is 16 or greater, it gains
Flamethrower Armament. proficiency with Strength saving throws. If, after taking this
You install an armament to your golem, taking whatever skill, the golem’s Strength is 18, it gains proficiency with the
form is most appropriate, capable of reproducing powerful Athletics skill.
flames. As an action, the golem can cast burning hands. The You can take this upgrade more than once. A golem’s
spell save DC is equal to your spell save DC. When cast this maximum Strength ability score is 18.
way, it has no Verbal or Somatic components. Once used, this
armament cannot be used again until the Inventor completes Warfare Routines.
a short or long rest. You advance the control routines for your golem, allowing it to
When the Golemsmith reaches 5th level, the level of the fight more effectively. Your Golem gains one Fighting Style of
burning hands spell cast increases to 2nd level. It increases your choice from Archery, Dueling, or Great Weapon Fighting.
again at 11th level (to 3rd) and 17th level (to 4th).
5th Level Upgrade
Fine Tuned Dexterity.
You craft improved gears and joints for your golem. Your
golem’s Dexterity ability score increases by 2, increasing its Cloaking Device.
ability at tasks requiring fine motor skills. If, after taking this You install an Arcane Cloaking device on your Golem. Your
skill, the golem’s Dexterity is 16 or greater, it gains proficiency golem can use this device to cast invisibility on itself without
with Thieves’ Tools. If, after taking this skill, the golem’s expending a spell slot.
Dexterity is 18, it gains proficiency with the Stealth skill. Once used, this device cannot be used again until the
You can take this upgrade more than once. A golem’s Inventor completes a short or long rest.
maximum Dexterity ability score is 18.
Expanded Frame.
Grappling Appendages You enlarge your golem, increasing its size category by one
You install an additional pair of grappling appendages if possible, up to a maximum size of Large. If your golem is
taking a form of your choice. For the purposes of grappling, Large after taking this upgrade, it gains advantage on
these serve as two additional free hands for your Golem. Strength checks and Strength saving throws and your golem’s
Additionally, your golem gains a climbing speed equal to its maximum hit points become 5 + ([Golem’s Constitution
movement speed so long as it is not using these appendages Modifier + 6] * Inventor Level).
to grapple. During the process, you can determine if your golem will
have the appropriate physiology to serve as a mount. You can
Heavy Armor Plating take this upgrade multiple times, but cannot make a golem
You can incorporate a suit of Heavy Armor into your golem larger than Large.
allowing it to equip that suit of armor. Your golem’s Armor
Class becomes the Armor Class granted by the equipped Iron Fortress. Prerequisite: Medium or Larger Golem, Golem
armor. While incorporated with your golem in this way, the Constitution of 18.
golem has Proficiency with that armor. You can change or You extend your golems shielding and stationary stability. Your
remove the incorporated armor at any time once you have Golem now counts as three quarters cover for creatures
taken this upgrade, but it takes twice as long as normally within 5 feet (as long as it is between them and the attacker)
equipping or unequipping the chosen armor type. or riding it. Additionally, it cannot be moved against its will
While equipped with Heavy Armor, your Golem has while in contact with the ground.
disadvantage on Dexterity (Stealth) checks.
Reciprocity Programming
Magical Essence. If you use your bonus action to take the Help action to grant
You infuse a fragment of magical essence into your golem, your golem advantage on attacking a creature, your golem can
allowing it to attune to one magical item. This follows all take the Help action as a bonus action to take the Help action
normal attunement rules. to grant you advantage on attacking a creature.
Kibbles' Inventor
13
Shielding Bond
After studying the arcane fundamentals of Shield Golems, Transforming Golem.
you have gained insight on how they shield their controllers, You install clever multifunctional components allowing your
and can implement it in your own golem. Your golem gains the golem to reduce its size. Your golem can collapse its size back
ability to cast warding bond without expending a spell slot. down to one size smaller, but while in the collapsed mode any
When cast in this method, it does not require material movement speed it has is reduced by 10 feet. The process
components. takes 1 minute to invoke or revert.
Once the golem casts warding bond in this way, it cannot
use this feature to cast it again until it completes a short or
15th Level Upgrade
long rest.
Artificial Learning. Prerequisite: Mark of Life
Your Warforged Companion begins to apply its abilities to
9th Level Upgrades learn new things, gaining a class level in a class of your
Powered Charge. You may select this upgrade twice. choosing. Your Warforged Companion gains all the first level
You improve your golem’s charging speed, increasing its features of the chosen class. This does not include HP, hit
movement speed by 5 feet. If your golem’s speed is 40 feet or dice, or class proficiencies (for example, selecting Fighter
more after taking this upgrade, it gains the ability to use a grants only Fighting Style and Second Wind).
Forceful Slam after moving 20 feet or more in a straight line You can select this Upgrade multiple times, granting
toward it before attacking; if the attack hits, the target must another level of features or the first level features of another
make a Strength saving throw with a DC of 8 + the golem’s class each time it is selected.
proficiency + the golem’s strength modifier, being knocked
prone on. Brutal Armaments.
You increase the effectiveness of your Golem’s natural
Mark of Life. Incompatible: Launcher Chassis. weapons, allowing it to strike with lethal strikes. When your
You have attained the understanding of magic and you craft golem makes an attack, you can subtract its proficiency from
a Mark of Life on the forehead of your Warforged Golem, the attack roll. When you do so, if the attack hits, you can add
turning it into a Warforged Companion. It gains an double its proficiency bonus to the damage roll of the attack.
Intelligence score of 10, a Wisdom score of 10 and a
Charisma score of 8. This allows it to follow more complex Shared Power.
commands without direct input, speak, and remember things. You bind your golem’s power source to your own soul,
It gains proficiency in Intelligence and Wisdom saving allowing you to tap its power and it to tap your power.
throws. As its action, your golem can expend one of your spell slots
to cast a spell you know.
Roleplaying a Warforged Companion As an action, you can drain a number of hit points from the
If you choose the Mark of Life upgrade, your Warforged golem golem up to twice your Inventor level, gaining that many
becomes a sentient companion, capable of learning, thinking, and temporary hit points.
having opinions. Consider how this may impact your interactions. Either you or your golem can give up your action to allow
Fundamentally, a Warforged Companion is still entirely loyal to their the other to take an additional action. This additional action
creator, but they develop a personality and thoughts of their own. can only be used to Attack (one weapon attack only), Dash,
Disengage, Hide, or Use an Object.
Overdrive.
You build in a special mode allowing your golem to go Titan Slayer.
beyond its limitations. As your action, you can overcharge your You build into your golem one oversized weapon. This
golem with energy, granting it the effects of haste for a weapon weapon can be an martial melee weapon, or an
number of rounds equal to your Intelligence modifier. Once improved version of any natural weapon the golem has. This
used, you cannot use this again until you complete a long rest. weapon has doubled damage dice. The golem can only attack
with this oversized weapon once per turn (making any
11th Level Upgrade additional attacks it can make with other weapons),
Airborne Propulsion.
You add new method of propulsion to your golem, allowing
it to fly, such as intricate mechanical wings or propellers. It
gains a flying speed of 30 feet.

Multiattack Protocol.
When your Golem uses the Attack action, it can attack twice
instead of once.

Thundering Stomp. Prerequisite: Golem of Large size


Your golem can leverage its increased size and magical
nature to unleash a crushing stomp of magical energy when it
brings down its foot. Your golem can replace any attack with
the thunderclap spell using the Inventors level and spell save
DC for casting the spell.
14
Kibbles' Inventor

but gains the following property: you can apply your


Infusionsmith Intelligence modifier to the to attack and damage roll of the
An Infusionsmith is, in some ways, perhaps the most weapon where you usually apply your Strength or Dexterity
quintessential type of Inventor. While other Inventors may modifier.
delve into mechanics and tinkering, an Infusionsmith is an When you infuse a weapon if it has a single damage die,
Inventor that tinkers with magic itself. increase the die by one step to a maximum of a d12 (e.g. an
These are cutting edge of magical engineering, Infused dagger’s damage type increases from a d4 to a d6).
understanding the principle applications of magic. An
Infusionsmith would have ground to stand on in calling a
wizard an impulsive spell slinger, for these are the Inventors Spell Manual
that work their magic through careful and meticulous method, At 3rd level, you have a Spell Manual containing two 1st-level
laying down magic they may not use for hours, or wizard spells of your choice. Your Spell Manual is the
painstakingly crafting a long lasting enchantment. repository of any non-Inventor spell you know.
An Infusionsmith can be a magical swordsman, a You cannot cast these spells and they do not count against
wandslinger, or bookish supporting character with a bag full of your spells known, but when you would learn a new Inventor
tricks that never quite runs dry. Some will stand within a spell, you can select that spell from a spell in Spell Manual
maelstrom of animated blades while others will plink away instead of the Inventor spell list, at which point you can cast it
with a crossbow that seems unerringly accurate, but their as normal. You can choose to scribe any Inventor spell you can
common theme is using their prowess of infusion to make cast into the Spell Manual, as if copying from a written spell.
themselves formidable.
Learning Spells of 1st Level and Higher
Infusionsmith’s Proficiency Each time you gain an Inventor level, you can add one wizard
When you choose this specialization at 1st level, you gain Spell of your choice to your Spell Manual for free. Each of
proficiency with jeweler’s tools and calligrapher’s supplies. these spells must be of a level for which you have Spell Slots,
Your knowledge of infusion magic gives you a natural affinity as shown on the Inventor table.
for scribing spell scrolls. Creating a magic spell scroll only On your adventures, you might find other Spells that you
takes you half the time it would normally take. can add to your Spell Manual. For each level of the spell, the
process takes 2 hours and costs 50 gold pieces.

Infused Armament
Starting at 1st level, you can infuse a powerful armament to
take into battle. At the end of a long rest, select one of the
Infusions below. The infusion lasts until the end of your next
long rest.

Animated Weapon
You touch a melee weapon, causing it to spring to life. An
animated weapon can be carried or stowed, but while readied,
it floats beside you. While an animated weapon is readied, you
can make attacks with it as part the Attack action sending it
out to strike a target, but all attacks it makes during a turn
must be against the same target.
This special attack is a melee spell attack with a range of 30
feet. That range reduced to 15 feet if the weapon has the
Heavy or Special property and increased to 60 feet if the
weapon has the Light property. If this attack hits, it deals the
weapon’s damage dice + your Intelligence modifier.

Blasting Rod
You touch a nonmagical wand-blank, stick, staff, or rod,
infusing with the ability to cast a cantrip. Select one Evocation
Cantrip from the Wizard spell list that does not require
concentration. Thereafter, as an action, you can use the
Blasting rod to cast that cantrip.
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.

Infused Weapon
You touch a weapon, enchanting it. While this weapon is
enchanted, you (and only you) have proficiency with it.
An Infused Weapon can be wielded like a normal weapon,
Kibbles' Inventor
15

Infuse Magic This attack deals weapon damage + your Intelligence


modifier on hit. The weapon requires ammunition, and can
Additionally at 3rd level, you can use your Spell Manual to
carry up 30 pieces of ammunition at a time, after which it
infuse magic items, such as wands, storing the power for later
needs to be reloaded as an action.
use. In a special ritual taking 1 minute, you can expend a spell
slot to cast a spell as normal, but the spell does not take effect,
Arcane Armament
and is stored in the item for later use.
You master armoring yourself with magical enchantments.
Subsequently, any creature holding the item with an
You learn the mage armor spell. While under the effect of
Intelligence of 6 or higher that is aware there is magic infused
mage armor, you can add your Intelligence modifier to your
in it can expend the stored magic to cast the spell.
AC instead of your Dexterity modifier. You can only do this if
The spell uses your spellcasting modifiers, but is in all other
you are not adding your Intelligence modifier to your AC from
ways treated as if the creature holding it cast the spell. The
another source. Additionally you gain resistance to force
magic infused in the item fades if you complete a long rest
damage.
without expending the stored spell.
Loyal Weapon
Extra Attack You can cast the returning weapon spell without expending
Beginning at 5th level, you can attack twice, instead of once, a spell slot, but if you cast it on a second weapon with this
whenever you take the Attack action on your turn. feature, the spell immediately fades from any previous use of
this feature.
Empowered Infusions Magical Wand of...
Additionally at 5th level, your Infused Armament grows more You create a new Wand that you can infuse with a spell of
powerful. If you Infuse or Animate a weapon, you can Infuse 1st level or higher that you have recorded in your Spell
or Animate an additional weapon (having two infused Manual. This wand does not require attunement, but can only
weapons, two animated weapons, or one of each). If you have be used by you. The spell must be of a level that you can cast
multiple animated weapons, you can attack the same or as an Inventor (as of when you would get this upgrade). This
different targets with them. wand has three charges.
If you cast a spell of 1st level or higher using an item from You can expend a charge to cast the selected spell at its
Infuse Magic, from a Upgrade, or from a wand (from the base level. The wand regains all charges at the end of a long
Magical Wand upgrade or a normal wand), you can cast the rest.
cantrip with your Blasting Rod as a bonus action. You can select this upgrade multiple times, selecting a
different spell each time you take this upgrade.
Benefits of Flexibility?
If you choose to have an Animated and Infused weapon, you can
Magic Wand Spell Level
attack twice with either, but will limit yourself to being able to only
A Magical Wand created using an upgrade slot at level 3 can always
attack one target if you solely rely on the animated weapon. If you
only ever cast 1st level spells. For example, at level 5 if you have
animate two weapons, you can split your attacks like normal using
two Magical Wand upgrades, you will have one that can cast 1st
one to attack a different creature. Alternatively, you can animate a
level spells, and one that can cast 2nd level spells. Even if you later
short range heavy weapon and a long range light weapon giving you
swap the upgrade, the Wand is still an Upgrade from level 3, and
more options at different ranges, but limiting your ability to target
selected as if you are level 3 and only able to cast 1st level spells.
multiple targets at any optimal range.
Skilled Animation
Infused Focus You manage to make the magic of your Animated Weapons
Starting at 14th level, you can anchor a powerful spell into so potent that attacks made with them gain a fighting style.
an item. When you cast a concentration spell, you can anchor Attacks made with one handed melee weapons gain Dueling,
it to an item (such as a staff, wand or weapon), and do not attacks made with two-handed melee weapons gain Great
need to maintain concentration. The spell lasts a number of Weapon Fighting, and attacks made with ranged weapons
rounds equal to your intelligence modifier, after which the gain Archery.
spell ends.
Once you use this ability, you must complete a short or long Soul Saving Bond
rest before using it again. You set up a special magical bond between you and another
creature. When either creature bound by these abilities fails a
Wisdom, Intelligence, Charisma, or Death saving throw, the
Infusionsmith Upgrades other character can make their own saving throw, replacing
the failed save with their own roll. If this ability is used on a
Unrestricted Upgrades death saving throw, the replacement roll is a 20. Once a roll is
replaced by this feature, it cannot be used again until both
Animated Archer creatures in the bond have completed a short or long rest.
You master animation enchantments allowing you to use This bond can be set up with a different creature at the end
your Animate Weapon feature on a ranged weapon and a of a long rest.
quiver of ammunition. An animated ranged weapon hovers
near you, and can target anything inside the weapon’s normal
range with a ranged spell attack.
16
Kibbles' Inventor

Warding Stone Lesser Ring of Protection


You learn how to weave a protective enchantment on an You make a prototype Ring of Protection. Any creature
item. That item gains a pool of temporary hit points equal to wearing it can add +1 to their armor class.
your Inventor level. Whoever is carrying this item gains any
temporary hit points remaining in this pool, but these are lost Malicious Infusion.
when that creature is no longer carrying this item. As a reaction to being hit with a metal weapon, you can cast
This pool of temporary hit points refreshes when the heat metal targeting the weapon that struck you. Additionally,
Inventor that created it completes a long rest. you learn the spell heat metal.

Worn Enchantment Ring of Reaction


You can enchant an item you are wearing, such as a scarf or You make a minor magic ring. Any creature wearing it can
cloak to animate and assist you with a task, be it climbing a add your Intelligence modifier to their Dexterity saving throws
wall, grappling an enemy, or picking a lock. You can expend a and initiative rolls.
1st level spell slot to gain proficiency in a Strength or
Dexterity skill until you complete a long rest. You can use up Translocation Binding
all the magic in the item to additionally gain advantage on one As a bonus action while attacking with an Infused or
check of that skill, immediately ending the effect after the Animated melee weapon, you can expend a first level spell slot
check is complete. and teleport to an unoccupied location within 5 feet of it
before it returns to you. You can invoke this even if the attack
misses the target.
5th Level Upgrades
Weapon Enchantment Resonance
Animated Shield
When you cast arcane weapon, magical weapon, elemental
You apply your animating magic to a shield. At the end of a
weapon, or vorpal weapon on a weapon Animated or Infused
long rest, you can touch a shield, causing it to spring to life
by you it affects all weapons Animated or Infused by you.
and protect you until you complete your next long rest. While
Additionally, you can target a weapon with any arcane weapon,
it is protecting you, you gain the benefit if you had the shield
magical weapon, or elemental weapon even if the weapon is
equipped. You cannot benefit from both an animated shield
already magical.
and an equipped shield.
While you have an animated shield, you can use your
Weapon Enchantment Expertise
reaction to send it to defend an ally within 30 feet who is
When you cast arcane weapon, magical weapon or vorpal
being attacked. You can impose disadvantage on that attack,
weapon on a weapon, that weapon deals an additional 1d4
but do not gain the benefits of having an animated shield until
force damage. The damage of elemental weapon is increased
the start of your next turn.
by 1d4.
Additionally, when you make a Constitution save to maintain
Arcane Ammunition
concentration on arcane weapon, magical weapon, elemental
You infuse a ranged weapon with special magic granting it
weapon, or vorpal weapon, you have advantage on that saving
magical ammunition. The weapons damage becomes force
throw.
damage and it no longer requires ammunition to fire. If the
weapon had the Loading property, it no longer has the
Loading Property. 9th Level Upgrades
Detonate Armament Prerequisite: Arcane Armament.
Deflecting Weapon As a reaction to taking damage, you can end the effect of
While you have an animated melee weapon, if you are mage armor to cast thunder step without expending a spell
attacked by a weapon attack you can use your reaction to slot. When you cast thunder step in this manner, it deals force
attempt to block the attack, rolling a d8 and adding it to your damage instead of thunder damage.
AC. You can decide to block after the attack is rolled, but Once you do this, you cannot use this ability again until the
before the outcome is determined. If you successfully block a end of your next short or long rest.
melee weapon attack like this and the attack misses, you can
immediately make one weapon attack against the target. Dimensional Pockets
If you attempt to use a weapon to block an attack in this way You enchant a pocket on your gear to contain far more than
until the end of your next turn if you take the Attack action, it would appear. That pocket can hold any object that can fit
you can only make a single weapon attack, and you cannot through a 6 inch diameter opening, and up to 50 pounds. The
make attacks with the animated weapon you used to block the pocket otherwise behaves in the same manner as a bag of
attack. holding.

Infuse Shadows Invisibility Cloak


You learn the spell shadow blade. When you are wielding You make a cloak of invisibility. While wearing this a
the blade conjured by shadow blade you can treat it as an creature can cast invisibility once without expending a spell
Infused Weapon. slot. When cast in this method it does not require
concentration. It cannot be used again in that way until you
complete a short or long rest.
Kibbles' Inventor
17

Prepared Enchantment You can select this upgrade multiple times, selecting a
You bestow magical enchantments onto your gear, casting a different spell each time you take this upgrade.
limited version of contingency without expending a material
component or spell slot. When cast in this way, the spell How to get high level spells?
triggered by contingency must must a 2nd level or lower spell, Astute players will note that you can only add spells of a level you
and ends if you complete a long rest before the contingency is can cast through leveling to your Spell Manual, but you cannot
triggered. cast a 5th level spell until a higher level than Magical Rod upgrade
Once you cast contingency in this way, you cannot cast it becomes available. Spells for Magical Rods will primarily have to be
again until you complete a long rest. found in the wild, in the form of scrolls, and copied into your Spell
Manual that way.
Spell Trapping Ring.
You set a powerful magic into a non-magical ring. You can 15th Level Upgrades
use this ring to cast counterspell without expending a spell
slot. When you cast counterspell in this way and it succeeds, Advanced Object Animation
the spell countered is stored in the ring. You can then cast the When you cast the animate objects spell, you can use your
stored spell without expending a spell slot, but the spell fades spell attack modifier for the attack roll of anything animated
if it is not used before you complete a long rest. by the spell, and the damage they deal is increased by +8
Once you use this ring, you cannot use it again until you (divided by the number of things animated - tiny objects gain
complete a long rest. +1, huge objects gain +8).

11th Level Upgrades Third Animated Weapon


Your mastery of weapon animation expands to a greater
Enchanted Broom breadth of control. If you have two animated weapons, you can
You can enchant a broom (or broom like object) into a animate a third weapon with your Animate Weapon feature.
Broom of Flying. You set the command word for the broom, When you take the attack action with your other two animated
and the Broom only obeys you. weapons, you can make a single spell attack with your third
animated weapon as part of the same action.
Empower Weapon
When you hit a creature with a weapon, you can infuse the High Level Wands & Rods
weapon with arcane energy as a bonus action to deal 3d4 While it may appear Infusionsmiths lack high level upgrades, high
additional force damage. When infusing the weapon in this level wand and rod upgrades can be very valuable options.
way you can expend a 1st level spell slot to increase the
damage further. The extra damage is 3d4 for a 1st-level spell
slot, plus 2d4 for each spell level higher than 1st.

Mixed Technique
If you use your action to cast a cantrip with a Blasting Rod,
you can make a single weapon attack as a bonus action using
an Animated or Infused weapon.

Spellsword’s Technique
You can make a Blasting Rod that allows you to cast
booming blade, and consequently use Mixed Technique to cast
booming blade, attacking with your Infused Weapon in your
other hand, and then attack with your bonus action.

Life Infusion
You learn a potent magical infusion that suffuses a creature
with life energy. You can cast regenerate without expending a
spell slot. Once you cast this spell in this manner, you cannot
use it again until you complete a long rest.

Magical Rod of...


You create a new Rod that you can infuse with a spell of 5th
level or higher you have recorded in your Spell Manual. This
rod does not require attunement, but can only be used by you.
The spell level must be equal to half or less of your Inventor
level (as of when you would get this upgrade), rounded down.
This rod has one charge. You can expend the charge to cast
the selected spell at its base level. The rod regains all charges
at the end of a long rest.
18
Kibbles' Inventor

Potionsmith Alchemists and Potions


A potionsmith is an Inventor who has pursued the secrets of Immediately on making a Potionsmith, one may think of the
alchemy. While many a village has an apothecary grinding odd magic potions that exist in most settings, from the simple Healing
herbs and roots into potent (or not so potent) concoctions, the Potion to the legendary Potion of Storm Giant Strength, however,
careful process of mixing and brewing is just one way to someone does not need to be an Potionsmith to make these, as
achieve results. Through the use of the intricate secrets of the crafting rules for them are open to all classes.
craft and direct infusions using magical rituals, a potionsmith An alchemist with their proficiency will certainly have the edge in
can come up with explosive results in the blink of an eye... potion crafting, but these potions are not fundamental to the class.
sometimes literally.
An potionsmith can be a scholar who has delved into the Alchemical Reagents Pouch
knowledge the world has to offer or an explorer that has At 1st level, you’ve acquired a pouch of useful basic
unlocked the secrets of the wilderness. Their knowledge could reagents, much as a wizard might carry a component pouch.
come from being friends of the fey, or from unfettered access You’ve tucked away things that will come in handy, and can
to the royal library. As such, potionsmith’s can be good or evil, retrieve them as part of using an ability that might require
lawful or chaotic. them. As long as you have this pouch on, you use the
potionsmith’s features. This pouch is considered as alchemy
Potionsmith’s Proficiency supplies for the purposes of crafting.
When you choose this specialization at 1st level, you gain If you lose your reagent pouch, you can spend 50 gold
proficiency with Blowguns, Alchemist’s supplies and pieces to reacquire the various stocks you need, or spend 1
Herbalism kit. full day gathering them from a natural environment without
Your knowledge of alchemy gives you a natural affinity for expense.
brewing potions. Creating a potion through normal crafting
takes you only half the time would normally take. Instant Reactions
At 1st level, you know how to get instant reactions to occur
without the niceties of grinding, simmering and brewing
required for more refined concoctions.
Moreover, you know enough ways to do these that with just
a few standard supplies, you can get these results out of a
wide range of things you can gather in almost any locale and a
pinch from your reagent pouch.
Pick three instant reactions from the following: Alchemical
Acid, Alchemical Fire, Fortifying Fumes, Healing Draught, and
Poisonous Gas. These reactions do not count against your
maximum Upgrades known.

Alchemical Infusions
At 3rd level, you have discovered the secrets to drastically
bypass the alchemical brewing process, crafting potent
magical effects through the direct infusion of the potion with
your own magic. When you finish a short or long rest and have
an empty vial on your person, you may choose one or more the
following spells and use spell slots to cast them.

Spell Level Infusion Spells


1st cure wounds, fog cloud, grease, heroism
2nd barkskin, shatter, lesser restoration, web
3rd blink, water breathing, stinking cloud, haste
4th stoneskin, confusion
5th cloudkill, skill empowerment

When you cast spells in this way, the spell does not take
effect immediately, but is infused into the potion.
If the spell grants an effect or restores health, a creature can
consume it or administrator it to another creature as an
action.
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. The area of effect takes place when the vial
Kibbles' Inventor
19
is broken, with the effect centered on where the vial breaks. If Alchemical Acid Instant Reaction
the spell targets a creature, you can treat the vial as a ranged You can produce a reaction causing a caustic acid to form.
weapon you have proficiency with the Thrown (20/60) As an action, you can throw this combination of ingredients at
property. You replace the spell attack with making a weapon a point within 20 feet, causing acid to splatter within a 5 foot
attack made with the vial. radius. Creatures in that area have to make a Dexterity saving
If the spell has a persistent effect that requires throw against your spell save DC, or take 2d4 acid damage.
concentration, it does not require concentration to maintain, Damage from this acid deals double damage against
but its duration is shortened to a number of rounds equal to structures and objects.
your Intelligence modifier. The damage increases by 2d4 when you reach 5th level
A spell that does not require concentration lasts its normal (4d4), 11th level (6d4), and 17th level (8d4).
duration. An infused potion loses its potency if it is not used by Alternatively, you can use a bonus action to prepare it as a
the end of your next long rest. ranged weapon you have proficiency lasting until the end of
You can gain additional spells for your Alchemical Infusions your turn with the Thrown (20/60) and Finesse property that
through your Alchemist upgrades. deals damage equal to failing the save against the effect (but
does not add your Strength or Dexterity modifier).
On Creativity and Catapults
While as per the feature, you can only accurately throw the vial Dragon Draught Instant Reaction (upgrade only)
containing an Infused Potion 30 feet, the trigger merely specifies As an action you quaff a vial of highly reactive liquid, allow
that the effect takes place where it breaks. you to immediately belch a blast of devastating elemental
If you can find another way to deliver the vial, such as the launch energy. You can select between cold, fire, acid, or lightning.
objectK spell (or similar spell) on the Inventor spell list... or, well, an Cold or Fire effect a 10 foot cone. Lightning or Acid effect at
actual catapult, you can apply these methods as well.
15 foot line. Creatures in that area have to make a Dexterity
saving throw against your Spell Save DC, or take 1d8 damage
Practiced Quaff of the elemental type chosen.
Additionally at 3rd level, you gain the ability to consume The damage increases by 1d8 when you reach 5th level
potions and infused potions as a bonus action. (2d8), 11th level (3d8), and 17th level (4d8).

Explosive Reaction Instant Reaction (upgrade only)


Empowered Alchemy You formulate a new instant reaction, a devastating minor
Starting at 5th level, when you deal damage, grant temporary explosion. Targeting a point within 20 feet, as an action, you
hit points, or restore health with an instant reaction or cause an explosion. Creatures within 10 feet of the target
alchemical infusion on your turn, you can add your point must make a Constitution saving throw against your
Intelligence modifier to the damage dealt or health restored. spell save DC, or take 1d10 thunder damage from the
shockwave of the explosion.
Infusion Expertise The damage increases by 1d10 when you reach 5th level
Starting at 14th level, when you create an Alchemical Infusion (2d10), 11th level (3d10), and 17th level (4d10).
at end the end of a short or long rest, the first alchemical Alternatively, you can use a bonus action to prepare it as a
infusion you create does not require a spell slot to infuse, and ranged weapon you have proficiency lasting until the end of
you can select an alchemical infusion that you would your turn with the Thrown (20/60) and Finesse property that
otherwise not have a spell slot of high enough level for when deals damage equal to failing the save against the effect (but
making this infusion. does not add your Strength or Dexterity modifier).

Flaming Grease
Potionsmith Upgrades You tweak your grease formula to be flammable, as grease
should be. When you cast grease or use it to make an
Alchemical Infusion, the effect becomes flammable. If the area
Unrestricted Upgrades of effect is hit with 1 or more point of fire damage, the all
creatures in the area of effect take 2d4 fire damage. The
Alchemical Fire Instant Reaction grease burns for a number of turns equal to your Intelligence
As an action you can produce a reaction causing a searing modifier.
flame. At a point within 20 feet, you can a toss quick Additionally, you when you cast the grease spell or use it as
combination of reagents that will cause searing fire to flare up an Alchemical Infusion, you can instead use it to coat a
in a 5 foot radius. Creatures in that area have to make a weapon. This coating lasts for 1 hour or until ignited by 1 or
Dexterity saving throw against your spell save DC, or take 1d8 more points of fire damage. Once ignited, that weapon deals
fire damage. 1d4 additional fire damage for 1 minute.
The damage increases by 1d8 when you reach 5th level
(2d8), 11th level (3d8), and 17th level (4d8). Fortifying Fumes Reaction Instant Reaction
Alternatively, you can use a bonus action to prepare it as a You formulate a new instant reaction, a powerful fortifying
ranged weapon you have proficiency in lasting until the end of stimulus. Targeting a point within 20 feet, as an action, you
your turn with the Thrown (20/60) and Finesse property that cause fumes to erupt. Creatures within 10 feet of the target
deals damage equal to failing the save against the effect (but point can choose to hold their breath and not inhale, but
does not add your Strength or Dexterity modifier). creatures that inhale the fumes gain 1d4 temporary hit points,
deal 1d4 additional damage on their next melee weapon
20
Kibbles' Inventor

attack, and have advantage on their next Constitution saving Inoculations


throw. Any remaining benefits fade at the end of your next You gain resistance to poison damage.
turn. Additionally, at the end of a long rest you, you can select up
Both the temporary hit points and damage bonus increase to five people (including yourself) that are inoculated against
by 1d4 when you reach 5th level (2d4), 11th level (3d4), and the poisonous effects you can produce that require a
17th level (4d4). Constitution saving throw (such as the Poisonous Gas instant
reaction or the cloudkill infusion), allowing them to
Delivery Mechanism automatically pass the saving throw until the end of your next
You modify the stability of your reagents and develop a long rest.
better delivery mechanism. You can target a point within 40
feet for your instant reactions (including ones gained from Long Acting
Upgrades, such as Explosive Reaction) and Alchemical Your consumed Alchemical Infusions for spells that require
Infusions that target a point. The additional precision allows concentration have their duration increased by a number of
you to better target the effects, allowing creatures of your rounds equal to your Proficiency bonus.
choice within the target area to automatically pass a Dexterity
saving throw against your effects. Persistent Reactions
Additionally, when making attack rolls using Infused Your reactions that affect a target area persist in that area
Potions or Instant Reactions, you can use your Intelligence in until the start of your next turn. Creatures entering the effect
place of your Dexterity for the attack roll. or ending their turn there have to repeat the saving throw
against the effect. You can choose to make a reaction not
Frostbloom Reaction Instant Reaction (upgrade only) persist at the time of taking the action to cause it.
You develop an endothermic reaction, a devastating
localized cold snap that creates an instant bloom of ice. Poisonous Gas Instant Reaction
Targeting a point within 20 feet, as an action, you cause the As an action you can produce a reaction causing noxious
area to erupt in frost. fumes. At a point within 20 feet, you can toss a quick
The area within 5 feet of the target point becomes difficult combination of reagents that will cause a whiff of poisonous
terrain until the end of your next turn, and any creature in the gas to erupt spreading to a radius of 10 feet. Creatures in that
area must make a Dexterity saving throw against your Spell area have to make a Constitution saving throw against your
Save DC, or be caught by the ice taking 1d6 cold damage; a Spell Save DC, or take 1d4 poison damage and become
creature entirely in the area of effect that fails also becomes poisoned until the end of their next turn.
restrained until the end of their next turn. They can use their The damage increases by 1d4 when you reach 5th level
action to make a Strength saving throw to break free of the ice (2d4), 11th level (3d4), and 17th level (4d4).
early.
The damage increases by 1d6 when you reach 5th level Poisoner’s Proficiency.
(2d6), 11th level (3d6), and 17th level (4d6). You delve into the secrets of the darkest secrets of herb lore,
learning the potent secrets of poison. You gain Proficiency in
Healing Draught Instant Reaction poisoner’s kits; if you already have proficiency in them, you
As a bonus action, you can produce a combination that will gain expertise in them and can add twice your proficiency to
provide potent magical healing. After creating the draught, you ability checks using them. Additionally, during a long rest, you
or another creature can use their action to consume it or can create one of the three following poisons.
administer it to a creature within 5 feet before the start of your
next turn. The draught restores 1d8 hit points. If you have the • Contact poison. You can apply this to a melee weapon or
Practiced Quaff feature, you can consume a healing draught up to ten pieces of ammunition, that weapon or
as part of the bonus action used to make it. ammunition deals an additional 1d4 and poison damage;
A creature can benefit from a number of these healing the weapon can deal poison damage 10 times before the
draughts equal to their Constitution modifier (minimum 1), poison wears off.
after which they provide no additional benefit until they • Ingested Poison. This a simple flavorless powder. If a
complete a long rest. A Healing Draught that is not consumed creature consumes a full dose of this poison before the end
by the start of your next turn loses its potency. of your next long rest they must make a Constitution saving
The healing increases by 1d8 when you reach 5th level throw with disadvantage against your spell save DC. After
(2d8), 11th level (3d8), and 17th level (4d8). one minute, if the saving throw was a failure then the
creature takes poison damage equal to a d10 per your
Homunculus Familiar artificier level, and becomes poisoned until they complete a
You learn the alchemical process for creating a homunculus long rest.
minion. You can cast find familiar without expending a spell • Inhaled poison. This poison can be used to modify your
slot or requiring material components beyond your alchemical poisonous gas reaction. You can use this dose of poison to
reagents and blood (as described in the spell). The familiar’s make your poisonous gas instant reaction have a radius of
type becomes construct or monstrosity, and can appear in any 20 feet and deal twice as much damage on a failed save.
tiny shape you want, but uses the statistics of any creature that
can normally be summoned. A poison that has not been used by the time you complete
your next long rest loses its potency and has no effect if used.
Kibbles' Inventor
21

Secrets of Acid. Weapon Coating.


You learn the secrets of infusing acid into your Alchemical You learn how to coat a weapon or piece of ammunition
Infusions. You can add the following spells to your list of with one of your instant reactions to take effect on hit. As a
available spells for alchemical infusions: bonus action, you can apply your instant reaction to a melee
Spell Level Infusion Spells weapon or piece of ammunition. Until the end of your turn, the
next hit with that weapon or with a coated piece of
1st caustic brew ammunition will cause the effect of the instant reaction to the
2nd acid arrow target. The creature automatically takes the damage or
3rd erodeK healing associated with the reaction, but makes a saving
throw as normal against any additional effects.
You can create one infused potion of caustic brew at the end
of a long rest without expending a spell slot. The Implications
There is an Instant Reaction that restores health, rather than deals
Secrets of Flight damage. This can be applied via weapon coating as well, though
You learn the secrets of infusing the ability to escape the the weapon damage of the implement is not negated, perhaps your
allies will forgive a blowgun dart coated in a healing draught... if you
shackles of gravity into your Alchemical Infusions. You can
hit the attack.
add the following spells to your list of available spells for
alchemical infusions:
Spell Level Infusion Spells 5th Level Upgrades
1st feather fall
Adrenaline Serum
2nd levitate You create a potent serum. As a bonus action on your turn,
3rd fly you can consume a dose of this serum. Consuming this
concoction increases your Strength and Dexterity ability score
You can create one infused potion of feather fall at the end modifier by your Intelligence ability score modifier (up to a
of a long rest without expending a spell slot. maximum of +5) for a number of rounds equal to your
Constitution modifier. While you are under the effect of
Secrets of Fire. Adrenaline Serum, you gain the benefits of heroism. After
You learn the secrets of infusing fire into your Alchemical which all effects of the serum fade at the start of your next
Infusions. You can add the following spells to your list of turn. When the effect ends, your speed is reduced by half and
available spells for alchemical infusions: you cannot benefit from Adrenaline Serum until the start of
Spell Level Infusion Spells your next turn.
1st faerie fire
Explosive Powder Prerequisite: Explosive Reaction
2nd dragon’s breath You’ve manage to stabilize and refine your Explosive
3rd fireball Reaction. You can prepare up to your Intelligence modifier in
Explosive Reactions that do not detonate instantly. They will
You can create one infused potion of faerie fire at the end of only detonate when exposed to fire. These Explosive
a long rest without expending a spell slot. Reactions last 1 minute before losing potency. The maximum
damage a creature can take from the detonation of multiple
Secrets of Frost. Explosive Reactions is twice the damage of an Explosive
You learn the secrets of infusing frost into your Alchemical Reaction, but structures take the full damage of multiple
Infusions. You can add the following spells to your list of Explosive Reactions.
available spells for alchemical infusions:
Spell Level Infusion Spells 9th Level Upgrades
1st freezing shellK
Aroma Therapies.
2nd cold snapK You expand your alchemical knowledge to be able to
3rd flash freezeK produce incense and simmering reagents that grant effects to
those that inhale their fumes. If creatures spend a long rest
You can create one infused potion of freezing shell at the inhaling fumes from a concoction you devise with this feature,
end of a long rest without expending a spell slot. creatures regain an extra 2d4 hit dice, recover from 1d4 levels
of exhaustion and are cured of any non-magical diseases they
Secrets of... are suffering from.
Almost any set of three spells, a 1st level, 2nd level, and 3rd level
spell of either short term buffs or area of effect damage spells can Infusion Stone.
work, so long as there is a thematic connection between the spells. You use the secrets of Alchemy to create an Infusion Stone.
Consult with your DM about additional options if you don’t see what You can use this stone in the process of infusing potions in
you want present here. place of a spell slot level less than or equal to the highest level
spell slot you can cast.
You can use this stone to replace a spell slot for an infusion
22
Kibbles' Inventor

once. It regains this charge after you complete a long rest.


Mana Potion. Mutation Mixture Prerequisite: 13th level Artificer
During a short rest, you can create a mana potion. A mana You concoct an infused potion that warps your body, rapidly
potion loses its potency if it is not consumed within 1 hour. As and temporary mutating it in extreme ways. You gain the
an action, a creature can consume a mana potion to restore a polymorph spell as an option for Alchemical Infusion, and
spell slot of its choice, up to third level. when when you consume this Infused Potion, the duration of
the potion is one hour, though it can be ended early by the
Potent Reactions. creature that consumed it as an action.
You refine your reactions increasing their potency. The die A creature cannot undergo the effect of this Infused Potion
you roll to determine the damage or healing effect of your again until they complete a long rest.
reactions is increased by one. A d4 becomes a d6, a d6
becomes a d8, a d8 becomes a d10, and a d10 becomes a d12.
15th Level Upgrades
Rocketry
Adrenaline Rush Prerequisite: Adrenaline Serum
Prerequisite: Explosive Reaction, Delivery Mechanism
While under the effect of Adrenaline Serum, you can attack
Combining the knowledge of explosive with advances in
twice, instead of once, whenever you take the Attack action on
delivery and stabilization, you produce the logical extreme -
your turn.
powering the payload and delivery with your devastating
knowledge.
Mad Alchemy
You can select any instant reaction you know as the payload
You can combine the effects of two Infused Potions into a
of your rocket. Rockets must be prepared ahead of time, and
single potion.
you can prepare a number of equal to your Intelligence
modifier at the end of a short or long rest; any rockets not
Philosopher’s Stone.
used must be remade during a rest due to volatile
You create a philosopher’s stone allowing you to recreate
components, though an alternate payload used to create them
wonders of alchemy. So long as you have a supply of non-gold
can be salvaged.
metal, you can create up to one pound of gold a day (50 gold
A rocket targets a point within 500 feet, but the DC of the
pieces worth). Additionally, the Philosopher’s Stone can be
saving throw is reduced by 2 for each 100 feet it travels; the
used in place of a diamond costing 500gp or less as spell’s
rocket then has the effect of the instant reaction selected as a
Material Component, and is not consumed when used in such
payload at the target point.
a way, but loses its powers for 24 hours.
You can load alternative payloads of up to one pound into
You can brew a special potion using your Philosopher stone
your rocket, replacing the effect of instant reaction.
called an Elixir of Life. Brewing this potion takes 8 hours and
requires crushing a diamond worth at least 2,000 gold pieces.
11th Level Upgrades An Elixir of Life causes a creature that drinks it ceases to age
for 4d4 years. A creature drinks this Elixir gains a death ward
True Homunculus Prerequisite: Homunculus Familiar effect that lasts until triggered.
As your expertise grows, you can create a true wonder of A more potent elixir can be created, adding an additional
alchemy. Instead of casting find familiar you can cast create 1d4 years for regained for each diamond spent.
homunculus, but when casting in this way it requires material
components as normal.

Panacea
When you create a Healing Draught, you can add a more
potent concoction. That Healing Draught heals the maximum
value of the dice rolled when restoring health and has the
effect of greater restoration. Once you make an improved
Healing Draught like this, you cannot make one again until
you complete a long rest.

Perfect Reaction
In a moment of perfect focus, you can create a flawless
instant reaction. When you roll damage, hit points restored, or
temporary hit points granted, you gain the maximum value of
the dice, instead of rolling. Once you create a perfect reaction,
you cannot do so again until you complete a short or long rest.

Field Infusion
You can create an infused potion as an action. Once you do
so, you cannot do so again until you complete a short or long
rest
Kibbles' Inventor
23

Thundersmith
A Thundersmith is an Inventor who harnesses the primal
force of elemental power, channeling its power into their great
creation: a weapon of unmatched devastation. Spectacular
and terrible, these weapons bring fear to their foes and awe to
their allies.
Why a Thundersmith bends their mind to the task of
making such a weapon are as varied as the creations
themselves. Some are coldly analytical about the destruction
it causes seeking to continually improve it, tweaking it for ever
more optimized destruction, while others view it merely as a
tool, a means to an end; others still revel in the crash of
thunder that heralds the terrifying force of their weapon.
Many look at these weapons as the dawn of a new age, in
truth wielding them is a tricky and arcane art; as complex as
its creation it is only truly understood and mastered by the
one who forged the device - each weapon a unique piece of
devastating art.

Thundersmith’s Proficiency
When you choose this specialization at 1st level, you gain
proficiency with tinker’s tools and smith’s tools.
If your weapon requires ammunition, you gain the
knowledge of how to forge them, and create them with
smithing tools during a long rest. You can create up to 50
rounds of ammunition during a long rest, with materials
costing 1 gold piece per 10 rounds.

Stormforged Weapon
Starting at 1st level, you harness the elemental power of
thundering storms to create a powerful weapon. This weapon
requires attunement, you are proficient with it while attuned.
and you can only be attuned to one Stormforged Weapon at a
time. If you have multiple Stormforged Weapons, you can
change which one you are attuned to during a long rest.
If you lose your Stormforged Weapon or wish to create Stormforged Weapon, you can make the same or different
additional ones, you can do so over the course of three days type, and select the same or different upgrades.
(eight hours each day) by expending 200 gold pieces worth of Select one of the following and consult the Stormforged
metal and other raw materials. When you make a new Weapon table for its statistics.

Stormforged Weapons
Weapon Name Damage Weight Type Properties
Ammunition (range 60/180), Two-Handed, Loud†,
Thunder Cannon 1d12 piercing 15 lbs. Ranged
Stormcharged*
Ammunition (range 30/90), Light, Loud†,
Hand Cannon 1d10 piercing 5 lbs. Ranged
Stormcharged*
1d10 bludgeoning +
Kinetic Hammer 10 lbs. Melee Two-Handed, Heavy, Loud†
1d4 thunder
1d6 slashing + 1d4
Charged Blade 3 lbs. Melee Finesse, Loud†
lightning
1d8 piercing + 1d4
Lightning Pike 10 lbs. Melee Reach, Two-Handed, Loud†
lightning

(*) Stormcharged. When you use an action, bonus action, or reaction to attack with a Stormcharged Weapon, you can make
only one Attack regardless of the number of attacks you can normally make. If you could otherwise make additional attacks with
that action, the weapon deals an additional 3d6 lightning or thunder damage per attack that was foregone.
(†) Loud: Your weapon rings with thunder that is audible within 300 feet of you whenever it makes an attack.
24
Kibbles' Inventor

Thunder Cannon Devastating Blasts


You use the power of thunder to launch a projectile with Beginning at 5th level, when you miss an attack with your
terrible power, if limited accuracy, over long distances. Ringing Thundering Weapon, you can apply Thundermonger damage
out with a booming crash, it brings fear to the battlefield. to the target creature you missed, but it deals only half the
bonus damage. Dealing damage this way counts as applying
Hand Cannon Thundermonger damage.
Forgoing the guiding barrel, this pack uses the thundering
power to launch a projectile with all the force of a Cannon, Unleashed Power
though its effective range is far more limited. Starting at 14th level, when rolling damage for
Thundermonger or your Stormforged Weapon, you can
Firearms In a Campaign Setting expend a spell slot to reroll a number of the damage dice up to
A lot of campaign settings do not feature firearms, and in some of your Intelligence modifier (minimum of one) and maximize a
these the Thundersmith variant of Inventor might not be the right number of dice equal to the level of the spell slot expended.
choice, but consider that the Inventor is fundamentally someone
You must use the new rolls.
that tinkers with and explores boundaries of magic as much as or
more so than technology.
A Thunder Cannon need not be a gunpowder powered device, even Thundersmith Upgrades
in a setting where gunpowder exists, but can be powered by harnessing
elemental powers, bound through various carefully researched magical
techniques. In most cases, the wonders of an Inventor are more an
engineering marvel of magic than technology, but that balance can shift
Unrestricted Upgrades
depending on what is best for your setting.
Adaptable Weapon.
Kinetic Hammer You can adapt a weapon without the Ammunition property
Rather than launching a projectile with the thundering force, to have a secondary attack type giving it the functionality of a
you keep that force imbued in the weapon, allowing for Hand Cannon, or give a weapon with the Ammunition
devastating force to be applied to the attack. Property a secondary attack with the properties of a Charged
Blade.

Charged Blade How to merge your weapons.


You create a bladed weapon that channels the harnessed If you want to call it a gunblade, I’m not here to stop you, but it
power of the elemental storm power directly into the blade, can be any range of configuration, from a bayonet to something
causing it to lay waste to all it strikes. This weapon deals more exotic.
Lightning damage when applying Thundermonger.
Lightning Magic
Lightning Pike After a long study of the internal workings of your
You create a charged blade and stick it to the end of a pole, Stormforged Weapon, your mastery of lightning and thunder
making it slightly more unwieldy, but giving it devastating magic is such that you learn the following spells at the
reach. This weapon deals Lightning damage when applying following levels and can cast them as Inventor Spells.
Thundermonger. Inventor Level Spell
3 lightning tendrilK
Thundermonger 5 crackleK
At 3rd level, the elemental might of your weapon is so
9 lightning bolt
powerful its strikes deal bonus thunder damage.
When you hit a target with your Stormforged Weapon, you 13 jumpin joltK
can deal an extra 1d6 thunder damage. After discharging this 15th sky burstK
bonus damage, you cannot deal this bonus damage again until
the start of your next turn. You can cast lightning tendril without expending a spell slot,
This extra damage increases by 1d6 when you reach certain after which you must complete a long rest before you can cast
levels in this class: 5th level (2d6), 7th level (3d6), 9th level it without expanding a spell slot again. Starting at 5th level,
(4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th you can choose to cast crackle without expending a spell slot
level (8d6), and 19th level (9d6). instead.

Stormcharged vs. Thundermonger Extended Range


A common question is why does the Stormcharged Property You extend the reach of your weapon. If your weapon has
exist and how does it interact with Thundermonger? Functionally, the Ammunition property, its range is extended normal range
the stormcharged property (like the previous loading property) by 30 feet, and maximum range by 90 feet. If your weapon has
has no effect on a single classed Thundersmith, it just exists to the Two-Handed property, it gains the Reach property.
make Stormforged Weapons interact better with Extra Attack for
multiclassing and Cross Disciplinary Knowledge.
Kibbles' Inventor
25

Lightning Burst Thundermonger. You don’t add your ability modifier to the
You upgrade your Stormforged Weapon to discharge its damage of the bonus attack, unless that modifier is negative or
power within a 5-feet wide and 60-feet long line. If you have you have the Two Weapon Fighting Fighting Style.
not dealt Thundermonger damage since the start of your turn, While dual wielding Stormforged Weapon, you can load a
as an action, you can make a special attack. Each creature Stormforged Weapon without a free hand.
must make a Dexterity saving throw against your Spell Save
DC or take damage equal to the bonus damage of Weapon Improvement.
Thundermonger as lightning damage on a failed save, half as Your Stormforged weapon gains a +1 to attack and damage
much on a successful save. rolls. This does not stack with any benefit gained from Arcane
This counts as discharging your Thundermonger damage. Retrofit, and this upgrade can be replaced as part of applying
Firing in this way does not consume ammo. a bonus to your Stormforged Weapon via Arcane Retrofit.

Point Blank. Prerequisite: Hand Cannon 5th Level Upgrades


Being within 5 feet of a hostile creature doesn’t impose
disadvantage on your ranged attack rolls. Additionally, can use Echoing Boom. Incompatible with Silencer.
your Hand Cannon when making opportunity attacks. You pack extra power into your Thundermonger, increasing
the damage it deals by 1d6.
Silencer. Incompatible with Echoing Boom.
You upgrade your Stormforged Weapon with a sound Harpoon Reel
dampening module. Your Stormforged Weapon loses the Loud You devise a secondary attack method that launches a
property. Additionally, you can expend a 2nd level spell slot to harpoon attached to a tightly coiled cord. This attack has a
overcharge the Silencer, casting the spell silence. normal range of 30 feet and a maximum range of 60 feet, and
it deals 1d6 piercing damage. This attack does not apply
Note: Sound - and consequently Thunder Damage - cannot pass
Thundermonger damage. This attack can target a surface,
through silence or effect a creature inside its area of effect.
object, or creature.
A creature struck by this attack is impaled by the Harpoon
Shock Absorber.
unless it removes the Harpoon as an action, which causes it to
You add a reclamation device to your Stormforged Weapon
take an additional 1d6 damage. While the Harpoon is stuck in
to gather energy from the surroundings when it is present. As
the target, you are connected to the target by a 60 foot cord.
a reaction to taking Lightning or Thunder damage, you can
Dragging the connected party via the attached cord causes the
cast absorb elements without expending a spell slot. When
creature moving to move at half speed unless they are a size
absorbed in this method, you can apply the bonus damage
category larger.
granted by absorb elements to your next weapon attack even if
While connected in this manner, you can use your bonus
you make a ranged weapon attack.
action to activate the Reel action, pulling yourself to the
location if the target is Medium or larger. A Small or smaller
Sonic Movement. Prerequisite: Stormforged weapon that can
creature is pulled back to you, ending the connection.
deal Thunder damage.
Alternatively, you can opt to disconnect the cord.
You reclaim and rebalance your weapon to leverage the
This attack cannot be used again until the Reel action is
backdraft of the force it exerts. When you make an attack with
taken.
your Stormforged weapon that would deal thunder damage on
your turn with your Stormforged weapon, you are knocked 5
Connected... by a Rope.
feet away from the target you attacked. This movement does
Note that Harpooning a creature means that there is a rope
not provoke attacks of opportunity.
connecting you to them. While you can use this to move them
as per the ability, they can also use this to move you, particularly
Storm Blast. if they are substantially larger. Many Thundersmiths were last
You can make a special attack with your Stormforged seen saying “I got this” and then Harpooning a dragon. User
Weapon, unleashing a storm blast in a 30-foot cone as an discretion is advised.
action. Each creature must make a Strength saving throw
against your Spell Save DC, or take damage equal to the Terrifying Thunder. Prerequisite: Echoing Boom.
bonus damage of Thundermonger and be knocked prone. You add an additional amplifier to maximize the shock and
This counts as discharging your Thundermonger damage. awe value your cannon blasts. The first time a target takes
Firing in this way does not consume ammo. damage from Thundermonger, they are deafened until the end
If using a Kinetic Hammer, you can use your Strength to of their next turn.
calculate the DC of this ability (8 + your Strength modifier + Additionally, they must make a Wisdom saving throw
your Proficiency bonus) instead of your Spell Save DC. against your Spell Save DC or become frightened of you for
one minute. They can repeat this saving throw at the end of
Twin Thunder. each of their turns.
You can attune to two one-handed Stormforged Weapons at If a creature’s saving throw is successful or the effect ends
the same time, so long as they either share the same for it, the creature is immune to Terrifying Thunder for the
Upgrades, or have total Upgrades equal to your maximum next 24 hours.
Upgrade count between them. If you make an attack with one
of them while holding the other, you can attack with the other
as a bonus action, however, both share the same use of
26
Kibbles' Inventor

9th Level Upgrades Transforming Weapon Prequisite: Adaptable Weapon


Select 3 of Thunder Cannon, Lightning Pike, Kinetic
Hammer, Hand Cannon, and Charged Blade. As a bonus
Elemental Swapping. action, you can transform your Stormforged Weapon between
You upgrade the firing chamber for more adaptable damage. them.
When you take the attack action with your Stormforged
Weapon you can adjust the firing chamber, causing any bonus
damage granted by Thundermonger to deal fire, cold, acid, or
11th Level Upgrades
lightning damage instead of thunder damage. Alternatively,
Backblast
you can use a Vial of Holy Water to cause your next
After dealing Thunder damage on your turn, you can cast
Thundermonger bonus damage to deal radiant damage.
thunder clap as a bonus action. You can do this a number of
times equal to your Intelligence modifier, regaining all uses
Mortar Shells. Prerequisite: Stormforged weapon with the
after a long rest.
Ammunition property.
You build a secondary fire mode allowing you to fire your
Blast Radius
cannon like a mortar. Pick a target point within range, and
Your Devastating Blasts now deals half your weapon
make an attack roll. Apply the attack roll to all creatures
damage (including your modifier) in addition to half your
within a 5 foot radius of the target point. Creatures hit take
Thundermonger damage when you apply it to a missed target
weapon damage plus half of Thunder monger bonus damage.
that is within 30 feet of you.
Dealing damage this way counts as applying Thundermonger
damage for the turn.
Stabilization
Creatures do not benefit from cover against this fire mode
When making a ranged weapon attack, if neither you nor
unless they have overhead cover as well.
your target has moved since your last ranged attack against
them, then you gain advantage on the attack. Also, being
Ride the Lightning. Prerequisite: Lightning Burst
prone no longer causes you to have disadvantage when
When you use the Lightning Burst ability, you can opt to
making a ranged weapon attack with your Stormforged
expend a spell slot of the first level or higher to infuse yourself
Weapon.
into the burst of power. When you do so you are teleported up
to 60 feet in the direction of the Lightning Burst (ending early
if the Lighting Burst is blocked by an obstacle). You can stop 15th Level Upgrades
anywhere along the path of the Lighting Burst, but the
Lightning Burst will stop where you do. Massive Overload. Prerequisite: Storm Blast or Lightning
Burst
Shock Harpoon Prerequisite: Harpoon Reel Before taking a shot, you can expend a 3rd level or higher
After hitting a creature with the Harpoon fire mode, you can spell slot to use Storm Blast or Lightning Burst at the same
use a bonus action to deliver a shock. If you have not dealt time as making an attack; in this case the Storm Blast or
Thundermogner damage since the start of your turn, you can Lightning Burst is powered by the spell slot and does not
deal damage equal to your Thundermonger bonus damage as count as applying Thundermonger for that turn. The direction
lightning damage. This counts as discharging your of this secondary ability is the same as your attack.
Thundermonger damage. Additionally, the target must make a Doing this damages your Stormforged Weapon and you
Constitution saving throw against your spell save DC or be must spend an action to repair it before you can fire again. You
stunned until the end of its next turn. must have the secondary ability unlocked as an upgrade to use
Once used, the Harpoon must be reeled in before this can it.
be used again.
Masterwork Weapon. Prerequisite: Weapon Improvement
Synaptic Feedback. The bonus to attack and damage rolls for your Stormforged
You install a feedback loop into your cannon, allowing you to Weapon increases by +2 (stacking with any existing bonus
siphon some energy from your Stormforged Weapon to from Weapon Improvement or Arcane Retrofit), up to a
empower your reflexes. maximum of +4.
Whenever you deal Lightning damage with your
Stormforged Weapon your walking speed increases by 10ft
and you can take the Dash or Disengage actions as a bonus
action. This effect lasts until the end of your turn.

Thunder Jump
Build a quick release for the arcane thundering energy that
fills your Stormforged Weapon. As an action you can channel
it to cast thunder step without expending a spell slot. This
counts as discharging your Thundermonger damage.
Once you use this ability, you cannot use it again until you
complete a short or long rest.
Kibbles' Inventor
27

Warsmith Warsmith’s Armor


A Warsmith is an Inventor that has turned their wondrous At 3rd level, you’ve attained the knowledge of forging and
talent of invention to a singular goal: making themselves a arcane tinkering sufficient to create a set of armor that
juggernaut of war. The reasons behind this could be augments and expands your abilities from a standard, non-
benevolent or nefarious. Some Warsmiths seek to turn their magical, set of heavy armor using resources you’ve gathered.
invention into a machine of death and terror; others become This process takes 8 hours to complete, requiring the use of a
the arbiter of justice and order, and others still perhaps merely forge, foundry or similar and it incorporates a Warplate
seek to refine their craft in pursuit of pure innovation. Gauntlet (they do not require separate attunement).
Because few individuals would pursue such a wondrous While wearing your armor, your Strength ability score
invention without a driven purpose to their endeavor, increases by 2, and your maximum Strength ability score
Warsmiths tend to be Lawful, usually driven to their actions by becomes 22.
a greater purpose they seek the power to accomplish, be it You can create a new set of armor by forging it from a set of
righting the wrongs of the world, or bringing it to heel beneath gathered and purchased materials in a process that takes
their ironshod boot. 2000 gold pieces and eight hours.
You can create multiple sets of armor, but you can only be
attuned to one of them at a given time, and you can only
Warsmith’s Proficiency change which one you are attuned to during a long rest. If you
At 1st level, you gain proficiency with heavy armor, tinker’s create a new set of Warplate, you can apply a number of
tools and smith’s tools. Upgrades equal to the value on the class table, applying each
at the level you get it on the class table.
Warplate Gauntlet When you create your armor, you can create a heavy plated
Warplate, a magically enhanced set of gear, Warsuit, or you
At 1st level, when you take this specialization, you construct
can integrate your changes directly into your body as an
a Warplate Gauntlet. This is a specialized Wondrous Item that
Integrated Armor.
only you can attune to. When you create a Warplate Gauntlet,
If your armor is Warplate or Integrated Armor, you gain the
you can add one of the following upgrades to it: Power Fist,
Powerful Build trait. Powerful Build means you count as one
Force Blast, or Martial Grip. This upgrade does not count
size larger when determining your carrying capacity and the
against your upgrade total. You can make multiple gauntlets
weight you can push, drag, or left. Integrated armor cannot be
with different upgrades, but can only be attuned to one at a
removed, but does not confer any penalty when resting in it.
time.
Additionally, if you are small, you become medium while
If you lose your Warplate Gauntlet, you can remake it during
wearing Warplate.
a long rest with 25 gold worth of materials, or can scavenge
for materials and forge it over two days of work (eight hours a
Warsmiths & Magical Armor
day) without the material expense.
By the rules laid out here, using magical armor as a base for your
While wearing a Warplate Gauntlet, you can engage Warsmith’s armor has no additional effect. This is intentionally the
Artificial Strength. rules-as-written rules, but there is certainly some flexibility here.
• Using Adamantine or Mithral, the properties carry over to the
Artificial Strength Warsmith’s armor.
When you don your Warplate Gauntlet or as an action while • Using +1/+2/+3 armor carries over, but counts as taking a free
wearing it, you can dedicate some of your intelligence to fully “Armor Class” upgrade for each +1 the armor has, meaning that
controlling the power of the gauntlet. You can reduce your upgrade cannot be taken to make the armor +4 or better.
current and maximum Intelligence score to increase your • Armor of Resistance carries over, counting as taking “Resistance”
current Strength ability score by the same amount, but you upgrade for that damage type for free.
Other cases can be handled on a case by case basis. Consult with
can only raise your Strength ability score up what your your DM and work something out that would be reasonable to combine
Intelligence ability score was before engaging Artificial making receiving magic armor a cool bonus, but not something that
Strength. You can stop using Artificial Strength at any time, breaks the game!
and it automatically ends if your gauntlet is removed.

Warsmith Armor
Strength
Armor Name AC Weight Stealth Properties
Requirement
Heavy Armor,
Warplate 18 65 lbs. — Disadvantage
Powerful Build
14 + Dex
Warsuit 20 lbs. — — Medium Armor
Modifier (max 2)
Warskin 12 + Dex
13 lbs. — — Light Armor
(War Suit) Modifier
14 + Dex Medium Armor,
Integrated Armor N/A — —
modifier (max 2) Powerful Build
(*) Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or
lift.
28
Kibbles' Inventor

Extra Attack Collapsible Incompatible with Integrated Armor


Your Warsmith’s armor can collapse into a case for easy
Beginning at 5th level, you can attack twice, instead of once,
storage. When transformed this way the armor is
whenever you take the Attack action on your turn.
indistinguishable from a normal case and weighs 1/3 its
normal weight. As an action you can don or doff the armor,
Fully Customized Gear allowing it to transform as needed.
Starting at 14th level, you’ve mastered the customization of
your Warsmith’s armor. You can add one additional upgrade to Construct Constitution Prerequisite: Integrated Armor
your armor that does not count against your Upgrade total. You gain resistance to poison damage and immunity to the
Additionally, during a long rest, you can now swap out any poisoned condition. You have advantage on saving throws
one upgrade for any other upgrade of the same level, so long against diseases as well as spell effects that require a
as you don’t have an upgrade that requires the upgrade you “humanoid” target.
are removing as a prerequisite, or an incompatible upgrade.
Flame Projector
What Does Your Armor Look Like? You gain the ability to unleash fire energy. While wearing
Nothing in this document specifies the visual appearance of your your Warplate Gauntlet, you can cast fire bolt, and gain access
armor beyond the type of armor, but it very likely does not look like to the following spells at the following levels while wearing
a standard set of armor. Consider what the visual differences are - your Warplate Gauntlet:
are you enhancements more mechanical in nature or more magical
in nature? Does it have geared joints, glowing runes, or both?
Inventor Level Spell
Consider how your setting might react to someone standing around 3th burning hands
in such armor. In all but the highest magical settings, such a set of 5th scorching ray
armor is likely to attract some curiosity or concern.
9th fireball
13th wall of fire
Warsmith Upgrades
17th immolation

Unrestricted Upgrades
Force Blast
Adaptable Armor You upgrade your Warplate Gauntlet to deliver special
You integrate deployable hooks and fins into your armor, ranged attacks. These attacks are a ranged spell attack that
augmenting its mobility. While wearing your armor you gain a deals 1d8 + your Intelligence modifier force damage, and has
climbing speed equal to your walking speed, and you can a range of 60 feet.
move up, down, and across vertical surfaces and upside down You are proficient in this weapon. When you take the attack
along ceilings, while leaving your hands free. action, you can use this ranged spell attack in place of any
Additionally, you gain a swim speed equal to your walking attack made.
speed.
Fortified Brace Prerequisite: Warplate
Accelerated Movement You can apply this upgrade twice. You build in systems to maximize defensive potential. As a
You reduce the weight of your armor by 15 lbs. While reaction to taking damage, you can brace your armor, locking
wearing your armor your speed increases by 10 feet. This it in a defensive position. Until the start of your next turn, you
applies to all movement speeds you have while wearing your gain resistance to all damage and any subsequent attacks
armor. made against you are made with disadvantage. On your next
turn after taking this action, your movement speed is reduced
Arcane Visor You can take this upgrade multiple times by half and you cannot take an action (you can still take a
selecting a different option each time. bonus action).
You magically enchant your visor. You gain one of the
following effects while wearing your armor; you pick the effect Iron Fortitude Prerequisite: Integrated Armor
when selecting the upgrade. You gain an unnatural durability. When damage reduces you
• You gain darkvision to a range of 60 feet. If you already to 0 hit points, you make Constitution saving throw with a DC
have darkvision, the range of that darkvision is increased of 5 + the damage taken, unless the damage from a critical hit.
by 60 feet. On a success, you drop to 1 hit point instead.
• You can ignore Sunlight Sensitivity.
• Divination spells no longer require your Concentration to Grappling Reel Prerequisite: Warplate or Integrated Armor
maintain. You can only use this effect one spell at a time. Your Warsmith’s armor gains an integrated grappling reel
set into your gauntlet. As an attack or as an action, you may
Regardless of the selection, you have advantage on saving target a surface, object or creature within 30 feet. If the target
throws against being blinded while wearing your armor. is Large or Smaller, you can make a Grapple check to pull it to
you and Grapple it on success. Alternatively, if the target is
Large or larger, you can choose to be pulled to it, this does not
grapple it. This movement generates attack of opportunity as
normal movement would.
Kibbles' Inventor
29
Grappling Hook Prerequisite: Warsuit Sentient Armor
Your Warsuit’s gains an integrated grappling hook set into You create an artificial personality integrated into your
your gauntlet. As an attack or as an action, you may target a armor, giving it limited sentience. This sentience assists you in
surface, object or creature within 20 feet. If the target is Small many ways. While wearing your armor, your Intelligence
or Smaller, you can make a Strength (Athletics) grappling ability score and maximum Intelligence ability score are
check to pull it to you and grapple it. Alternatively, if the target increased by 2. Your armor can speak understand and speak
is Medium or larger, you can choose to be pulled to it, however, any language you can speak. You can communicate
this does not grapple it. Attacks of opportunity generated by telepathically with it while wearing it.
this movement have disadvantage.
Wire Acrobatics Prerequisite: Grappling Hook
Lightning Channel You can take your movement using your grappling hook
You are able to funnel your suits’ power into your attacks. instead of using it as an attack or action; you can only move
You can use this upgrade to cast lightning chargedK as a bonus yourself when using the grappling reel in this way.
action without expending a spell slot. Once used, this upgrade The first time you use your Grappling Hook to move on a
cannot be used until you complete a short or long rest. turn, the movement does not provoke attacks of opportunity.
Additionally, you can apply the damage from lightning
charged on your Force Blast ranged spell attacks. Level 5 Upgrades
Lightning Projector
You gain the ability to unleash lightning energy. While Artificial Guidance Prerequisite: Sentient Armor
wearing your Warplate Gauntlet, you can cast shocking grasp, You upgrade the artificial personality integrated into your
and gain access to the following spells at the following levels armor to assist with a new skill. While able to communicate
while wearing your Warplate Gauntlet: with your armor, you can gain the effect of guidance when
making an Intelligence or Wisdom ability check.
Inventor Level Spell
Active Camouflage
3rd lightning tendrilK As an action, you can activate active camouflage causing
5th lightning chargedK your suit to automatically blend into its surroundings. This
lasts until deactivated. While this is active, you are considered
9th lightning bolt
lightly obscured, and can hide from a creature even when they
13th jumping joltK have a clear line of sight to you. Wisdom (Perception) checks
17th sky burstK to find you that rely on vision are made with disadvantage.

Martial Grip Emergency Protocol Prerequisite: Sentient Armor


Your Warplate Gauntlet grants the ability to wield a wide The intelligence in your armor will attempt to preserve your
variety of powerful weapons. You gain proficiency with martial life. If you are Incapacitated or Unconscious and cannot take
weapons while wearing your Warplate Gauntlet. your action, it will cast a spell or take the dodge action. It can
only cast spells using your armor’s upgrades. It can act in this
Power Fist You can apply this upgrade twice. way up a number of turns equal to your Intelligence modifier,
Your Warplate Gauntlet becomes melee weapon while you but this control strains its abilities, and it cannot take control
aren’t holding anything in it. You have proficiency in this again until you complete a short or long rest. You
weapon, and it has the Light and Special properties. It deals automatically resume control if you are no longer
1d8 bludgeoning damage. Incapacitated or Unconscious.
Special: When you make an attack roll, you can choose to
forgo adding your Proficiency bonus to the attack roll. If the Force Accumulator Prerequisite: Force Blast
attack hits, you can add double your Proficiency bonus to the Every time you expend a spell slot of 1st level or higher, you
damage roll. accumulate charges to your Force Blast equal to the level of
You can apply this upgrade up to 2 times, making a separate spell slot spent, up to a maximum number of Charges equal to
weapon with the same properties the second time. half of your Intelligence modifier (rounded down). When you
deal damage with Force Blast, you can expend the
Variant: Impact Gauntlet accumulated charges to deal an additional 1d6 damage or to
Your DM may allow you to take the Impact Gauntlet upgrade move the target 5 feet directly away away from you, per charge
of the Gadgetsmith in place of a Power Fist, which is similar spent
but deals 1d6 damage and has the Finesse property. For the Charges not expended within 1 minute of being
purposes of upgrades, Impact Gauntlets and Power Fists should be accumulated are lost.
considered interchangeable.
Mechanical Enhancement Prerequisite: Integrated Armor
Reinforced Armor You can apply this upgrade up to 3 times. You improve every aspect of yourself ever so slightly. You
You reinforce the structure and materials that make up your gain +5 feet of movement, one additional hit point per Inventor
Warsmith’s armor. Your Warsmith’s armor Armor Class (AC) level, and +1 to Strength, Dexterity, and Constitution saving
increases by 1. throws.
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Reactive Plating Prerequisite: Warplate Ether Reactor


Your armor partially deflects incoming blows. You can use You construct an ether reactor that feeds your armor,
your reaction when hit by an attack that deals bludgeoning, powering its upgrades with arcane energy. The Ether Reactor
piercing, or slashing damage to reduce the damage of that has 6 charges, and can be used to power upgrades that cast
attack by an amount equal to your proficiency bonus. spells, even upgrades that would normally only recharge after
a rest can cast instead using charges, spending 1 charge per
Resistance level of the spell you are casting. You can cast spells at a
You tune your armor against certain forms of damage. higher level by expending more charges. It regains all charges
Choose acid, cold, fire, force, lightning, necrotic, radiant, or at the end of a long rest.
thunder damage. While wearing your armor you have If your Ether Reactor has no charges left, you can overdraw
resistance to that type of damage. If you apply this upgrade your Ether Reactor for one last burst of power, but your armor
more than once you must choose a different damage type. is temporarily immobilized and your speed while wearing your
armor becomes zero for a number of rounds equal to the level
Sealed Suit Prerequisite: Warplate of the spell cast. Once you do this, you cannot do this again
As a bonus action on your turn you can environmentally seal until you complete a long rest.
your Warplate, giving you an air supply for up to 1 hour and
making you immune to poison (but not curing you of existing Heads Up Display Prerequisite: Arcane Visor, Sentient Armor
poisoned conditions). You can delegate displaying and tracking things in your sight
In addition to the above, you are also considered acclimated to your Sentient armor, granting you the following benefits:
to cold and hot climates while wearing your armor, and you’re When a creature attempts to take the Hide action against
also acclimated to high altitude while wearing your armor. you, you can make an active Wisdom (Perception) check to
contest its Dexterity (Stealth) check as a reaction.
Level 9 Upgrades When making an Dexterity saving throw against an attack
you can see, you can make an Intelligence saving throw
instead.
Assume Control Prerequisite: Emergency Protocol, 9th level When a creature hits you with a ranged attack roll, you can
Artificer cast true strike as a reaction targeting that creature.
You expanded the control available to your armor’s Brute Force Style
sentience. You can set additional conditions when your armor The strength imparted by your armor gives the force of
will take control of your movement and actions, and can blows the devastating power of a more skilled combatant. You
maintain this control of up to a 1 minute. can select a Fighting Style from Duelist, Great Weapon
While acting in this mode, it can take any action you could Fighting, or Two Weapon Fighting and gain the effect of that
take (including attacking), but can only cast spells granted by Fighting Style while wearing your armor.
Upgrades. It uses your ability scores.
The triggering event can by a preset condition, a verbal Phase Suit Prerequisite: Warsuit
command, or a specified time. Your armor is immune to the You gain the ability to cast misty step and blink while
charmed, blinded, frightened, paralyzed, and poisoned wearing your Warsuit. Additionally, as an action, you can
conditions, and does not suffer from exhaustion, ignoring become intangible, and move through creatures or objects
these effects if you are under them. until the end of your turn. If you end your turn inside a
If you have Warplate, it can act in this way even when you creature or object, you are forced to the nearest unoccupied
are not wearing it (or dead). When doing so, it uses the game location, taking 10 force damage for each foot you are forced
statistics of animated armor with the following modifications: to move. Once you become intangible using this upgrade, you
• It has an intelligence of 12. cannot do so again until you complete a short or long rest.
• It can cast any spells that come from Upgrades with a DC
equal to your spell save DC. Recall.
This counts as a use of your Emergency Protocol, and it When not being worn you can hide your Warsmith’s armor
cannot control the armor again (in either way) until you in a pocket dimension. As an action you can magically
complete a short or long rest. summon the armor and don it. You can use a bonus action to
In non-combat situations in which you are not wearing your return the armor to the pocket dimension.
armor, it can exert a lesser control of the armor to move it While in the pocket dimension the armor cannot be affected
about and perform simple tasks. During this time it has the by other abilities and cannot be interacted with in any way.
statistics of an unseen servant, though it looks like your suit of
armor. It’s ability to do this is not limited, but it takes 1 minute
to assume this kind of control of your armor, and it can only
do so while you are not wearing it.

Optional Control
With Assume Control upgrade, the armor taking control on
Emergency Protocol becomes optional, though if you do not
choose for it to activate, it cannot activate later unless the
condition was previously specified (i.e. “take control if I fail two
Death Saving throws”).
Kibbles' Inventor
31

Level 11 Upgrades Level 15 Upgrades


Cloaking Device Prerequisite: Active Camouflage Iron Grip Prerequisite: Iron Muscle. Incompatible with
If you do not move during your turn with active camouflage Integrated Attack.
engaged, you can use your reaction to take the Hide action You improve your grip strength and control of one of your
using an Intelligence (Stealth) check. You make this check gauntlets beyond the limits of flesh. While wearing your suit,
with disadvantage if you are within 5 feet of another creature you gain the following benefits:
or you attacked during your turn. You can wield Large sized weapons without a penalty as a
You can overload your camouflage to cast greater invisibility medium sized creature.
without expending a spell slot. Once you do this, you cannot One handed weapons you wield count as if being wielded
do this again until you complete a long rest. with two hands.
Phase Engine Prerequisite: Warsuit
Lightning Rod Prerequisite: Lightning Channel When you are attacked, you can use your reaction to
Whenever you cast lightning chargedInventor, you can treat become intangible, causing that attack to miss if it is a
the spell as if it was cast by a spell slot one level higher. nonmagical attack, or to have disadvantage if it is a magical
attack. Once you do so, you cannot do so again until you
Flash Freeze Capacitor Incompatible with other Capacitors. complete a short or long rest. This upgrade is refreshed every
You can store arcane energy, releasing it in a torrent of time you teleport or enter the ethereal plane.
freezing energy. As an action, you can cast cone of cold
without expending a spell slot or charges. The affected area Heavy Plating Prerequisite: Warplate
becomes difficult terrain until the end of your next turn. You install special heavy plating, giving you resistance to
Once you use this upgrade, you cannot use it again until you bludgeoning, piercing, and slashing damage from non-magical
complete a long rest. sources while wearing your Warplate.
Flight Sun Cannon.
You integrate a magical propulsion system into your You install a sun cannon into your Warsmith’s armor,
Warsmith’s armor. While wearing your Warsmith’s armor you allowing you to unleash devastating solar laser blasts. As an
have a magical flying speed of 30 feet. action, you can cast sunbeam without expending a spell slot.
Once you use this ability, you can not use it again until you
Integrated Attack. Prerequisite: Integrated Armor or complete a long rest.
Warplate Incompatible with Iron Grip.
You integrate a melee weapon into your Warsmith’s Armor. Virtual Interface. Prerequisite: Sentient Armor
When you apply this upgrade you must have a weapon to When you use Artificial Strength to raise your Strength
integrate, and you must choose where on your armor the ability score, you no longer lower your Intelligence ability
weapon is located. The weapon cannot have the Heavy score below your natural maximum (not counting Sentient
property. You are proficient with this weapon. As a bonus Armor).
action you can activate the weapon.
You must treat it as though you are wielding it with one
hand, but you cannot be disarmed of it. Once activated, you Large Suits
can use this weapon when you take the attack action, and it Some players will want to build a larger suit, the Piloted
does not require the use of a hand or your Warplate Gauntlet. Golem option below allows you to do that. The player and the
You can apply this upgrade multiple times, selecting a new DM should give some consideration to the consequences of
weapon and new location on your armor to install it. being a large sized creature. It has advantages but
When you activate your integrated weapon, you can considerably drawbacks that should not be ignored.
immediately make one attack with it. While it is active, if you
take the attack action on your turn, you can make an one Large Inconvenience
additional weapon attack with your integrated weapon using This is an optional route that can offer substantial benefits; it
your bonus action. would generally be advisable to not pull punches on the drawbacks
of being a large sized creature (inability to gain cover, difficulty
Iron Muscle Prerequisite: Integrated Armor or Warplate. in tight areas, etc). Discuss what sort of challenges you might
You reinforce the structure of your armor, giving it the face with this. Consider if a Piloted Golem - essentially a walking
strength of giants. While wearing your armor, your current war tank - would have trouble interacting with things created for
medium sized creatures - ladders, potion bottles, and more.
Strength ability score is increased by 2, and your maximum
Strength ability score becomes 24.
Piloted Golem Prerequisite: Warplate, Incompatible with
Power Slam Capacitor Incompatible with other Capacitors. Collapsible and Flight. Prerequisite: 9th level Artificer
You store up kinetic energy, and unleash it in a mighty You enlarge your Warplate, turning it into a piloted
bound. As an action, you can jump up to your entire movement mechanical golem. Your size category when wearing the
speed and cast destructive wave without expending a spell slot armor increases by one.
or charges upon landing. You have advantage on Strength saving throws and Strength
Once you use this upgrade, you cannot use it again until you checks against creatures the same size as you or smaller than
complete a long rest. you, but you You have disadvantage on Dexterity savings
throws and ability checks (including initiative checks). At the
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Kibbles' Inventor

end of a short or long rest, your Warplate gains temporary hit


points equal to your Artificer level.
You are no longer a valid target for spells that require a
humanoid target, but can be targeted by spells that require a
construct target while wearing this armor.

Self-Repair Matrix Prerequisite: Piloted Golem


Your at the start of each turn you gain temporary hit points
equal your proficiency modifier.

Shield Arm Prerequisite: Piloted Golem


You integrate a shield into one of your armor’s arms. You
have proficiency with that shield, and can deploy it as a bonus
action. It requires the use of that arm while deployed.
Additionally, when shove a medium or smaller creature
while you have the shield deployed, you can shove it by
slamming it with the attached shield causing it to take damage
equal to your Strength modifier.

Iron Fortress Prerequisite: Piloted Golem


You count as three quarters cover for creatures within 5 feet
(so long as you are between them and the attacker).
Additionally, you cannot be moved against your will while in
contact with the ground.

Iron Aura Prerequisite: Iron Fortress


Building defensive systems into your armor, you project a
deflecting aura. Creatures of your choice within 20 feet of you
gain half cover against ranged attacks that originate from
outside the range of this aura.

Sentry Mode Prerequisite: Piloted Golem


As a bonus action deploy stablizers, reducing your speed to
zero but granting your better stability and focus. Until you end
the effect as an action, you can make an attack of opportunity
against a creature that moves more than 5 feet within range of
one of your equipped weapons (melee or ranged).
Kibbles' Inventor
33

Fleshsmith Perfection of Creation


Why let the gods have all the fun? You’ve created life. When
A Fleshsmith is the sort of person that makes people
you take this path, you gain the Adorable Critter upgrade, and
uncomfortable. Even when encountered in the most ideal
it does not count against your upgrade total.
circumstances, they simply have the sort of gaze that makes
Your Adorable Critter gains temporary hit points equal to
one think they may be thinking “how could I improve that” as
your Artificer level + Intelligence modifier each time you
they look at you.
complete a short or long rest. Your Adorable Critter gains a
A particular path of Inventor that has turned their creative
natural weapon dealing 1d6 + your Intelligence modifier
talents... inward. They seek to understand and improve the
piercing damage, though as normal it cannot normal take the
limitations of flesh. All too frequently they place a slightly
attack action. As a bonus action, you can cause your Familiar
different value on aesthetic than others might, tending to find
to move up to 10 feet and take an attack action (requiring no
beauty primarily in efficiency.
action from the familiar).
A Fleshsmith tends to be more eccentric than
inclined to any particular alignment, though even the most
benevolent one may find that the only reason their activities Perfection of Technique
wouldn’t be illegal is that no one considered them possible. Others may call themselves flesh smiths or flesh crafters,
but you are a flesh artist. Flaying, dicing, deboning, you’ve
mastered it all. When you select this thesis option, you gain
Fleshsmith Proficiency. proficiency with martial weapons and gain the Flaying Hook
When you choose this specialization at 1st level, you gain upgrade, and it does not count against your upgrade total. You
proficiency in the Medicine skill, as well as proficiency with can integrate your Flaying Hook into another weapon,
Leatherworker’s tools (it’s best if you don’t think about the attaching it’s heavy chain to the hilt of your weapon, allowing
details on that one too much...) you to attack with either weapon, and being considered to be
Additionally, you can make all Medicine checks as carrying both when carrying one. Any magical bonus to attack
Intelligence (Medicine) check. When you take an Intelligence and damage rolls the attached weapon has are also applied to
(Medicine) check to stabilize a creature, they regain 1 hit the Flaying Hook (if higher).
point. When you using your Flaying Hook to pull a target or pull

Thesis of Flesh
At first level, you select an approach to your work, a
specialization to your art form. Select one the following
options:

Perfection of Form
Nature had its chance to make your form, now it’s your turn
to improve it. When you take this path, you gain the
Fleshcrafted Mutation upgrade, and it does not
count against your upgrade total. Additionally,
when an upgrade calls to use your spell save
DC, you can instead use 8 + your
Constitution modifier + your proficiency
bonus.
When you take the Attack action, you can
use your bonus action to make a single additional attack with
this upgrade. You can make this additional attack a number
of times equal to your Inventor level. You
regain all uses at the end of a long rest.

Perfection of Mind
You know that perfection is an aspect of knowledge, a
perfect understanding of the mechanics of the Body, inside
and out. But particularly inside. You gain expertise in
Medicine. Additionally, you gain the Dissection upgrade, and it
does not count against your upgrade total.
You have a pool of d8s equal to your Inventor level. When
you restore hit points to a creature or use an Intelligence
(Medicine) check to deal damage to a creature, you can
expend these d8s to restore additional health or deal
additional damage. You can spend a number equal to
Proficiency bonus at a time. You regain this pool of d8s at the
end of a long rest.
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Kibbles' Inventor

yourself toward a target, you use your bonus action to make a consciousness. It can do this a number of times equal to your
single weapon attack against it. You can do this a number of Intelligence modifier.
times equal to your Artificer level and you regain all uses at You can resuscitate it (or rebuild it, as necessary) at the end
the end of a long rest. of a short or long rest should anything untoward happen to it
without expending a spell slot or material component. It’s
creature type is Construct.
Uncanny Vitality
Starting at 3rd level, your body has such vitality that it is
Better Eyes You can select this Upgrade multiple times.
constantly able to restore itself. While you have 1 or more hit
Your eyes did not see everything you wanted them to, so you
points, at the start of your turn, you can choose to expend a hit
replace them with eyes that do. You gain a benefit to your
die and regain the value rolled + your Constitution modifier
vision, selecting one of following enhancements:
health (as normal for expending a hit die). If you have zero hit
• Blindsight (10 feet)
points, you can use this feature at the end of your turn.
• Darkvision (60 feet),
Additionally, you regain hit dice equal to your Constitution
• The ability to see clearly twice as far as your natural vision
modifier on a short or long rest (in addition to normal hit dice
range.
recovery on a long rest).
• Proficiency in the Perception skill.
If you are missing any limbs at the start of a long rest, at the
end of the long rest the missing limb is regenerated.
If you select this upgrade again, you must select a different
benefit.
Arcane Bioengineering
Additionally at 3rd level, you can use Arcane Retrofit to Brimstone Bladder
transmute a bonus to attack or damage rolls on a weapon to Why should dragons have all the fun? You can now exhale
natural weapons gained from this subclass. fire. As an action, or as an attack as part of the Attack action,
you can exhale a gout of flames in a 30 foot line or 15 foot
cone. Creatures in the area must make a Dexterity saving
Extra Attack throw against your spell save DC, or take 3d6 fire damage. You
Beginning at 5th level, you can attack twice, instead of once, can expend a spell slot to empower this fire breath, dealing a
whenever you take the Attack action on your turn. number of additional d6 equal to the level of the spell slot
spent.
Perfection of Thesis Once you use the option, you cannot use it again until you
Starting at 14th level, your understanding of Thesis of Flesh complete a short or long rest. The damage increases by 1d6 at
grows; you regain uses of the resource it provides equal to 5th level (4d6) and again at 11th level (5d6), and 17th level
your Intelligence modifier when you complete a short rest. (6d6).

Dissection
Fleshsmith Upgrades If you are holding a melee finesse weapon you have
proficiency with, as an action you can make an Intelligence
(Medicine) ability check against a creature within reach with a
Unrestricted Upgrades DC equal to its armor class. If you succeed the check, you can
deal damage to that creature equal to your weapons damage
Acid Gland
dice plus your Intelligence modifier. On a roll of 20, the roll
Realizing that putting something that oozes acid inside
weapon damage dice are doubled.
yourself could not possible go wrong, you do just that. As an
If you could normally make more than one weapon attack as
action, you can spew acid, making a ranged spell attack
part of the Attack action, you can deal a number of additional
against a target within 30 feet. On hit, you deal 3d8 acid
dice equal to the number of attacks you could normally make
damage.
as part of an attack action when taking this action (for
Alternatively, as an action, or as an attack as part of the
example, if you have the Extra Attack feature and take this
Attack action, you can spray all creatures in a 30 foot cone.
action with a dagger, you would deal 2d4 + your Intelligence
Each creature in the area must make a Dexterity saving throw
modifier damage).
against your spell save DC, taking 3d4 acid damage on failed
save.
Expertise to Hit
Once you use either option, you cannot use this upgrade
Dissection can generate very high hit chance due to its nature, but
again until you complete a short or long rest. The damage
deals less damage than attacking twice with Extra Attack would (as
increased by one die at 5th level (4d8 or 4d4), 11th level (5d8 it only adds your modifier once), making it a trade off.
or 5d4), and 17th level (6d8 or 6d4).
Crushing Grip
Adorable Critter You don’t let things go once you have them in your grip.
You experiment on creating an adorable critter. You create Creatures that are grappled or restrained by you have
- or modify - a CR 0 tiny creature. This creature serves as a disadvantage on attempting to escape the condition.
familiar as per the find familiar spell, but does not disappear Additionally, you can choose to apply damage equal to your
when reduced to zero hit points, and simply becomes Strength modifier to any creature that starts its turn grappled
Unconscious. It cannot fully die unless destroyed. If it starts or restrained by you.
its turn unconscious, it regains its full hit points and regains
Kibbles' Inventor
35
Extra Eyes Each enhancement has an empowered effect. An
Why only see one direction? You add extra eyes. You gain empowered effect automatically occurs when you roll a 20 to
proficiency in the Perception skill. If you are already proficient hit with your natural weapon on an attack with the
in the skill, you add double your proficiency bonus to checks enhancement, or once per turn on your turn, you can manually
you make with it. In addition, you have advantage on Wisdom activate the empowered condition by expending a 1st level or
(Perception) checks that rely on sight. higher spell slot.

Flaying Hook One Enhancement


A metal hook attached to a chain. You a proficient with this Note that unless otherwise specified, an upgrade can be take
weapon, and it has the Special property. It deals 1d6 piercing only once. In this case, all the enhancements are effectly
damage. mutually exclusive.
Special: This weapon has a range of 20 feet. When you hit
at a target that is more than 5 feet away from you, if the target Empowered Relentless Attacks:
is medium or smaller, you can make a Strength (Athletics) Your Empowered Relentless attack will deal either the natural
check contested by its Strength (Athletics) to pull the target weapon die of the natural weapon, or the weapon die of a weapon
toward you. On a successful check, a smaller or smaller target held in an extra arm. This can be a two handed weapon only if you
is pulled to you, and a medium target is pulled half the have two extra arms.
distance (rounding up) toward you. The creature takes 1
additional damage for each 5 feet it is pulled.
If the creature is medium or larger, when hit a target more
than 5 feet away from you you can pull yourself up to 10 feet
toward the target.

Fleshcrafted Enhancement Prerequisite: Applicable


Fleshcrafted Mutation
You use the knowledge of inhuman anatomy or twisted
powers you gain from to formulate an unnatural enhancement
of your Fleshcrafted Mutation, granting it an additional power.
The table below shows which enhancements can be applied to
which mutations.

Enhancement Qualified Mutations Effect Empowered Effect


Once per turn, on your turn, when dealing
damage with your Extra Fangs, you can
You add your Constitution
drain the life from your victim adding 1d4
Vampiric Extra Fangs modifier to the hit points
necrotic damage roll. If the target is a
regained.
living creature over CR 1/4, you regain hit
points equal to the necrotic damage dealt.
Once per turn, on your turn, when dealing
damage with your Fangs or Claws you can
You deal an additional 1d6 fire
Infernal Extra Fangs, Extra Claws ignite your claws with infernal flames, the
damage.
attack deals an additional 1d6 fire
damage.
The target must make a
Constitution saving throw
Once per turn, on your turn, when you hit
against your Spell Save DC or
a creature with your natural weapon you
Venomous Extra Fangs, Extra Claws become poisoned for 1 minute.
can inject venom, the attack deals an
They can repeat their saving
additional 1d8 poison damage.
throw at the end of each of their
turns.
The damage die of your natural weapon You can maximize one damage
Razor Extra Fangs, Extra Claws becomes one step higher (for example, die of your choice from damage
Extra Fangs go from 1d10 to 1d12). dice of the damage roll.
You can make an additional
single attack with your
You gain an additional reaction you can Fleshcrafted addition. This
Relentless Extra Arm, Extra Tentacle only use to make an attack of opportunity attack only deals the weapon
with that Fleshcrafted Mutation. damage of the attack, and does
not add your modifier to the
damage dealt.
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Kibbles' Inventor

Death Flail Prerequisite: Perfection of Technique


Rather than cast out the Flaying Hook, you master the art of Forbidden Knowledge
spinning your attached martial weapon by the chain in You deliver into the arcane mechanics of how bodies work.
windmill of death. Your weapon gains the Reach property Otherwise known as Necromancy. You learn additional spells
when used in this way. as shown on the table below:
Additionally, instead of attacking at target with it normally, Inventor Level Spells Learned
as an action, you can spin the weapon wildly in giant deadly
sweeps. Creatures within 10 feet (select four if there are more 3 inflict wound
than four) must make a Dexterity saving throw against a DC of 5 blindness/deafness, gentle repose
8 + your Strength modifier + your proficiency bonus. On 9 life transference, vampiric touch
failure they take damage equal to your weapon damage dice +
13 blight
your Strength modifier of your weapon's damage type.
If you have the Spiked Chain upgrade and hit one or more
You can cast inflict wound without expending a spell slot,
targets, you can select one of them to be effected by the
after which you must complete a long rest before you can cast
special property of Spiked Chain.
it without expanding a spell slot again. Starting at 5th level,
you can choose to cast blindness/deafness without expending
Fleshcrafted Mutation You can add this upgrade multiple
a spell slot instead.
times
You enhance your body by crafting or mutating a new part
Horrifying Abomination Prerequisite: At least 3 upgrades
through grotesque experimentation. Select one of the
modifying your body.
following mutations:
The perfect form you have crafted intimidates inferior
Mutation Description beings. You gain proficiency in Intimidation skill, and you are
This arm is capable of doing things an already proficient in it, you can add twice your proficiency
Extra Arm arm can do, like holding and hitting bonus.
things.
You gain a natural weapon that deals Massive Mutation
1d8 slashing damage, and counts a You develop a method to suddenly mutate. As a bonus
finesse weapon. You have proficiency with action, you can become a large sized creature. Creatures of
Extra Claws your choice within 30 feet of you that witnesses this must
this weapon, and are considered to be
holding this weapon in one hand for the make a Wisdom Save against your Spell Save DC or become
purposes of attacking. frightened of you until the end of their turn.
While you are large, you deal 1d4 additional damage with
Your mouth becomes a natural weapon your natural weapons and weapons sized for medium
Extra Fangs that deals 1d10 piercing damage. You creatures, and you have advantage on Strength (Athletics)
have proficiency with this weapon. checks against Large or smaller creatures. You can revert to
You gain a tentacle appendage that is a normal size as bonus action.
natural weapon the deals 1d6 You can spend a number of rounds equal to your
bludgeoning damage with the reach Constitution modifier + Intelligence modifier as a large
Extra
property. You have proficiency with this creature before you must revert and can not become large
Tentacle
weapon.. Using this tentacle, you can until you complete a short or long rest. After a short or long
make a Strength (Athletic) check or object rest, you regain all rounds of duration you can remain as a
interaction with a reach of 10 feet. large creature.

Extra Arm & Perfection of Form Mutating Mastery


When attacking with a Perfection of Form with an extra arm, you After so many little adjustments, you find that your form is
can make an attack with a weapon held in that arm. You only make quite flexible to your needs. You gain the ability to cast alter
a weapon attack with two hands if you have two or more extra arms self without expending a spell slot. Once you cast in this way,
to use for it. you cannot cast it again with this upgrade until you complete a
short or long rest.
Field Surgery
Some say that not all medical problems require surgery. Not Secondary Life Organs
you. As an action, you can repair a body to its natural limits far Realizing the fragility of mortal life, you modify yourself with
more quickly than its natural limits. You can repair a willing additional necessary functions. You are no longer take extra
creature within 5 feet, allowing them to expend hit dice up to damage from critical strikes.
half Inventor level (rounded up). Each hit dice spent is rolled Additionally, when you make a Death Saving Throw, you can
as normal, but you can add the higher value of their replace the results of that roll with a 20. Once you do this, you
Constitution modifier or your Intelligence modifier. cannot do this again until you complete a long rest.

Fix Flesh Subdermal Plating


Your expertise in the working of flesh makes you an artisan Exoskeletons are bulky, and endoskeletons just don’t offer
of fixing broken creatures. When you cast cure wounds you enough protection, so you compromise. You gain natural
restore an additional amount of health equal to your armor granting you a base AC of 17 (your Dexterity modifier
Intelligence modifier.
Kibbles' Inventor
37
doesn’t affect this number). This increases to 18 when you Constitution Saving Throw against your spell save DC.
reach 5th level. If you are using a shield, you can apply the If they fail, they suffer the effect of the slow spell until the
shield’s bonus as normal. end of your next turn. If you hit them again while they are
under the effect of this feature, they become Restrained until
Scales & Shells the end of your next turn. If the creatures is already
Like with many upgrades, what this upgrade really represents Restrained they become stunned until the end of your next
is a base AC of 17. Anything else can, within reason and with turn. If they already Stunned they become Paralyzed until the
consultation of your DM, be adjusted. This upgrade could be end of your next turn.
"Heavy Scales" or "Shell", or any other version of natural armor If the target becomes paralyzed from these attacks or
that could plausible provide heavy armor. passes a Constitution saving throw against it, they become
immune to this ability for 24 hours.

Toxicity Reflexive Twitch Prerequisite: Extra Arm


Copying certain frog species, you make your blood When you take damage from a target within 5 feet of you,
poisonous. Once per turn, when a creature hits you piercing you can use your reaction to reflexively attack them with your
or slashing damage while within 5 feet of you, they take poison Extra Arm. This attack does not add your Strength or
damage equal to your Constitution modifier. If damage is from Dexterity modifier to damage dealt, unless that modifier is
a biting attack, they take twice as much damage. negative.
You may also opt to make yourself take on a different skin
hue, to let creatures know they shouldn’t eat you. Safe Revival Technique Prerequisite: Field Surgery
You can cast revivify without expending a spell slot or
Unnatural Health material component. For some reason the target gains a level
You’re a shining beacon of vitality. You gain an additional 1 exhaustion, and is frightened of you for one minute upon
maximum hit point for each level of Inventor you have. reviving.
Additionally, When you roll a 1 or 2 on a hit die for
recovering health, you can reroll the die and must use the new
roll, even if it is a 1 or a 2.
9th Level Upgrades
Spiked Chain Prerequisite: Flaying Hook
You lace the chain of your Flaying Hook with spikes. When Devouring Maw Prerequisite: 9th level Artificer
you attack a creature within 5 with your Flaying Hook, you can Due to the inefficiency of having only one intake port, you
opt to make a Spiked Chain attack. This attack deals 2d4 build an additional one, properly equipped with razor sharp
piercing damage on hit, and has the Special property. fangs and a special property. This maw becomes a natural
Special: When you hit a creature with this weapon, that weapon that deals 1d10 piecing damage.
target loses 10 feet of movement (hindered by the chain) and If you hit with an attack with this maw, you can chose to
takes 1d4 damage each time they move 5 feet, up to 2d4 make a Grapple check against the target as a bonus action.
damage (for 10 feet of movement). You cannot use your Targets grappled by this maw take 1d4 piercing and 1d4 acid
weapon against another creature until the start of your next damage at the start of their turn.
turn, but have advantage on attacks of opportunity against the Attacks with this Maw are made with advantage against
that target. If it does not move before the start of your next targets it is Grappling, but it cannot attack other creatures
turn, you reel your chain back in, dealing 1d4 slashing damage while grappling a creature.
to that target. You can take apply a Fleshcrafted Enhancement to this
Maw instead of Extra Fangs when taking that upgrades; this
Maw can have a different upgrade than your Extra Fangs if
5th Level Upgrades
you have both.

Corrosive Critter?! Prerequisite: 5th level, Perfection of Extreme Mutation Prerequisite: Mutation Mastery
Creation You can push your mutation to the limits and well beyond
Your adorable critters natural weapon deals an additional using a touch of magic. You learn the spell polymorph, but
1d6 acid damage on hit. unless you know this spell from another source, you can only
target yourself. Additionally, you can cast this spell without
Life Merchant expending a spell slot, but once you do so, you cannot do so
You can share your considerable vitality with other again until you complete a long rest.
creatures. You are a generous person, after all. You learn the
spell life transference, and you can cast life transference Life Void Prerequisite: Life Merchant
without expending a spell slot. Once you cast in this way, you You hunger for missing vitality. After casting life
cannot cast it again with this upgrade until you complete a transference the first time you damage a living creature within
short or long rest. the next minute, you deal an additional 3d8 necrotic damage,
and regain hit points equal to the necrotic damage dealt.
Pressure Points Prerequisite: Perfection of Mind
You extensive knowledge of anatomy allows you to target Massive Hulk Prerequisite: Massive Mutation
critical spots. When you deal damage to a target with a melee You no longer have a limit to how long you can stay in larger
weapon, as a bonus action you can force them to roll a form.
38
Kibbles' Inventor

Best Eyes Prerequisite: Better Eyes


11th Level Upgrades Despite your high quality eyes, you’ve noticed somethings
still see better than you, so you take their eyes and use those
...Adorable Critter? Prerequisite: 11th level, Perfect of instead. You gain truesight of 30 feet in addition to your
Creation normal vision.
As an action, your familiar can become small, medium, or
large. It can revert to its normal size as a bonus action. While Flesh Shaper
Medium or larger, it’s natural weapon deals 1d12 + your You gain the ability to cast clone without expending a spell
intelligence modifier piercing damage. Its strength ability slot. You still require material components. Once you cast this
score increases by 4 for each size category large it becomes, spell, you cannot cast it again until you complete a long rest.
to a maximum of 18.
Dark Miracle
When you use an action that restores health another player, Uncanny Strength Prerequisite: 18 Strength You can take
you can expend up to 4d4 of your own hit points to increase this upgrade twice
the amount of health restored by that much. Creatures that You don’t see what the big deal is with two handed weapons.
receive this strange surge vitality have advantage on their next After some small improvements to one of your arm and grip,
attack or saving throw. you can hold a two handed weapon in one-hand in the
upgraded hand.
Unrelenting Predator Prerequisite: Fleshcrafted
Enhancement Rules Tip: Two Weapon Fighting
Activating your Fleshcrafted Enhancement no longer Note that this does not grant them the Light property, so two-
requires a spell slot, though can still only be done once per weapon fighting will not inherently work with them, though with
turn. the Dual Wielder feat, they would.

Wings Seem Useful Undying Fortitude


You decide that wings seem useful, and install a pair on your When you drop to zero hit points, rather than falling
back. You can shape them like any naturally functional wings, conscious, you make a Constitution saving throw equal to the
such as a bird, bat, or insect. These grant you a flying speed amount of damage over your current hit points taken. On
equal to your movement speed, so long as you are not wearing success, your hit points become 1 instead of zero, and you
heavy armor. remain conscious.

Vivisection Prerequisite: Perfection of Mind


When dissecting a creature using an Intelligence (Medicine)
check granted by Perfection of Mind, if the creature’s
remaining hit points is lower than the result of your
Intelligence (Medicine) check, you can choose to vivisect the
creature, killing it instantly instead of dealing damage.
If you kill a creature in this manner, you have advantage on
an Medicine check to harvest organs, ingredients, or other
items from it.

15th Level Upgrades

Adaptive Response
You attain full mastery of your body and its functionality,
able to detect when it malfunctions. As a reaction to failing a
saving throw against becoming paralyzed, blinded, deafened,
poisoned or infected by a disease as the result of failing a
constitution saving throw, you can end the effect, even if you
would normally not be able to take reactions due to the effect..
Once you do this, you cannot do this again until you
complete a short or long rest.

Autoimmune Response
You attain full mastery of your body and its functionality,
able to detect when it malfunctions. 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.
Once you do this, you cannot do this again until you
complete a short or long rest.
Kibbles' Inventor
39

Cursesmith Twisting Reach


Your Forbidden Artifact stretches and flexes unnaturally in
A Cursesmith’s power is invariably marked by the dark
seeking its targets. It’s range increases by 5 feet.
decisions they’ve made; some ignore this lingering darkness,
pursuing the heights of power their reckless creation allows.
Others leverage the twisted side effects themselves, believing Necrotic Rot
there are no mistakes, only opportunities. Darker still are The weapon is enshrouded in dark energy. Each time you hit a
those that truly embrace the darkness of their twisted creature with it, it inflicts a stack of necrotic rot on the
creations, becoming twisted creations themselves. creature. At the end of a creature’s turn it takes a 1d4 damage
A Cursesmith is not always evil, but they walk a path that per stack of necrotic rot on it and makes a Constitution saving
dangles precariously over evil, making it an easy thing to fall throw against your spell save DC. On a success, the stacks on
into. They may be Lawful, but the laws they respect are rarely removed. On a failure, they remain. You can have a maximum
those of normal mortal society that might get in the way of number of stacks on a creature equal to your proficiency
their dark delving. modifier.

Tracking Necrotic Rot


Cursesmith’s Proficiency My favorite way to track this is just place the d4 next to the
When you choose this specialization at 1st level, you gain creature each time it gets a stack as it gives a great feeling of
proficiency with one crafting tool of your choice, and learn one impending doom, but if you have a less absurd collection of d4s on
language of your choice from Infernal, Abyssal, Deepspeech, hand, simple tic marks can suffice.
or Primordial.
Additionally, you have advantage on any check to determine
the nature of a curse.
Eldritch Eruption
You can release magical blasts of power from the weapon that
deal damage equal to the weapons damage dice. Select from
Forbidden Artifact cold, fire, lightning or necrotic for its damage type when you
At 1st level, you set yourself apart from other Artificers by select this upgrade. In place of making an attack with this
seizing power that others dare not wield. You partake a dark
ritual investing enormous power and a part of your soul into a
weapon. The weapon becomes permanently bound to you. You
have proficiency with the weapon.
When you perform the rite, select two of the following of the
following upgrades: Empowered Artifact, Abhorrent Life,
Grasping Form, Twisting Reach, Necrotic Wounding, or
Eldritch Eruption. You can select additional properties as
Upgrades, but your Forbidden Artifact can have a maximum
number of these Upgrades equal to your proficiency bonus
(meaning the first time you can select an additional property is
5th level).

Empowered Artifact
The weapon hums with great power. Once per turn, you can
reroll one of the weapon’s damage dice. When attacking
objects or structures, you can instead maximize its die.

Abhorrent Life
Your Forbidden Artifact takes a life of its own, writhing and
lashing on its own at your mental direction. 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.

Grasping Form
You Forbidden Artifact can twist around binding targets.
When you hit an attack with it, you can attempt to grapple the
target as a bonus action. If you have the Abhorrent Life
property, you can make an Intelligence (Athletics) check to
initiate or contest the grapple. You cannot attack other
creatures while grappling a creature with this weapon.
40
Kibbles' Inventor

weapon, you can release this energy as a ranged spell attack. they are afflicted (regardless if of the roll of the bane die)
The ranged spell attack has a range of 60 feet. You can apply Additionally, when you suffer the effect of any curse effect of
your Intelligence modifier to damage done with this attack. one of the upgrades granted by this class, as a reaction, you
can force another creature within 30 feet to make a Charisma
saving throw against your Spell Save DC or suffer the same
Soul Investiture effect. You can do this a number of times equal to your
Due to your unique bond to your Forbidden Artifact, you can
proficiency bonus, regaining all uses on a long rest.
feed part of your soul into the weapon to empower it,
When you select this path, you learn the following spells at
weakening you and empowering it. While weakened in this
the following levels. These spells do not count against your
way, you are under the effect of bane. While empowered, the
spells known, and are Inventor spells for you.
weapon deals an additional 1d6 necrotic damage on hit.
You can make a DC 10 Charisma saving throw as an action
to reclaim the invested soul, ending the investiture on success. Spells Inventor Level
If you complete a long rest while your soul is invested into the 3rd bane
weapon, the number of hit dice you regain is halved. 5th disorientK

Drawbacks of Investiture 9th bestow curse


Soul Investiture is usually not a good idea, and forms only part of 13th phantasmal killerK
the power budget of the weapon. When interacting with various
17th killing curseK
upgrades it can be quite powerful, but is is a risky and high
cost option.

Curse Eater
Cursed Path You consume your forbidden artifact, destroying it and
Starting at 3rd level, the path you’ve chosen begins to claim afflicting yourself with a terrible curse. You gain a natural
your body and soul - some could call it a curse, some could weapon as the manifestation of this cursed power. On hit, this
call further opportunity. Select a path from the following. weapon deals 1d8 damage of your choice of bludgeoning,
piercing, or slashing damage (selected when you gain this
Curse Bearer feature), and 1d4 necrotic damage. All effects that apply to a
You soul can carry great burdens. When you are under the Forbidden Artifact apply to this natural weapon.
effect of bane, you can chose to ignore the effect for a roll. You can awaken the power gained from the weapon to your
Once you choose to ignore the effect, you cannot do so again natural weapon as well as the effect of the Forbidden Artifact
until the start of your next turn. curse.
Additionally, when you suffer the effect of any curse effect of Additionally, you can absorb any item you create with this
one of the upgrades granted by this class, you can suppress subclass, innately gaining its effect and curse. At the start of
the effect ignore the negative consequence of the effect. You your turn while you are not incapacitated you regain
can do this a number of times equal to your proficiency bonus, temporary hit points equal to 1 + the number of cursed items
regaining all uses on a long rest. If the curse is an ongoing you have consumed with this ability. If you are under the effect
effect, suppressing it suppressing it until the start of your next of bane, this becomes 1d4 + the number of cursed items you
turn. have consumed with this ability.
Additionally, when you gain temporary hit points from this
Other Curses feature, you can instead regain hit points, regaining hit points
At your DMs discretion, you may be able to use this feature to equal to the temporary hit points you have gained. You can do
shrug off the effects of other lesser curses. regain hit points this way a number of times equal to your
proficiency bonus, regaining all uses on a long rest.
When you select this path, you learn the following spells at When you select this path, you learn the following spells at
the following levels. These spells do not count against your the following levels. These spells do not count against your
spells known, and are Inventor spells for you. spells known, and are Inventor spells for you.
Spells Inventor Level
3rd protection from evil and good Spells Inventor Level
5th warding bond 3rd inflict wounds
9th protection from energy 5th darkness
13th death ward 9th mutateK
17th dispel evil and good 13th ichorous bloodK
17th devouring darknessK
Curse Bringer
When spread the burdens you carry. When you make an Damned Affinity
attack roll while under the effect of bane, if you hit the Additionally at 3rd level, magical items granted by this
creature after rolling a 3 or 4 on bane, the target suffers the subclass that require attunement do not count against your
effect of bane until the end of your next turn. This effect is attunement total if that item is cursed.
extended if you hit them your Forbidden Artifact again while
Kibbles' Inventor
41

Extra Attack Curse: When you activate this helm, your AC and bonus to
saving throws is reduced by 5 until the start of your next turn.
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Helm of Omniscience You can only wear 1 Helm at a time.
Attunement, Cursed.
Unlimited Power You make a helm granting your unlimited knowledge. As a
Starting at 14th level, when you use Soul Investiture, you can bonus action, you can gain the effect of foresight until the start
double the amount of damage dealt bonus gained, but take of your next turn. Once you use this helm, you cannot use it
necrotic damage equal to the penalty taken at the end of each again until you complete a short or long rest.
of your turns as it continues to consume your soul. This Curse: When you activate this helm, your mind becomes
damage bypasses immunity and cannot be resisted in anyway. overloaded, causing you to take 1d6 psychic damage when you
make a roll that benefits from foresight until the start of your
next turn.
Unrestricted Upgrades
Dark Magic
Abhorrent Split: Prerequisite: Forbidden Artifact with You record some of the foulest effects your experiments
damage die of d8 or higher have had, codifying them into magical spells. You learn the
When awakened, your Forbidden Artifact splits into multiple following spells. They are Inventor spells for you, but do not
writhing branches. The weapons damage dice convert to count against your spells known.
smaller increments based on the table below: Spell Level Spells Learned
Damage Dice Awakened Damage Dice
1st crippling agonyK
1d12 or 2d6 3d4 2nd blindness/deafness
1d10 1d6 + 1d4 3rd rain of spidersK
1d8 2d4 4th blight
It can attack other creatures even while grappling or 5th contagion
restraining a creature with the Grasping Form artifact
property, but loses one damage die (starting with its smallest) You can cast crippling agonyK without expending a spell slot,
for each creature it is grappling or restraining. after which you must complete a long rest before you can cast
it without expanding a spell slot again. Starting at 5th level,
Blood Rites you can choose to cast blindness/deafness without expending
Delving your dark path, you formulate a way to form a spell slot instead.
temporary containers of magical power using blood. Select
three ritual spells from the Wizard spell list; you gain the Ring of Dark Investment
ability to cast these spells as Ritual Spells. You can only take You create a ring that can store a fragment of corrupted
spells of a level you could normally cast at the level you take power. As an action, you can infuse an Inventor spell you know
this talent. (including spells gained from upgrades) with a casting time of
To cast these spells as rituals, you require fresh blood; this 1 action into the ring. You cast the spell as normal (expending
can be provided by an creature that has been slain in the last the spell slot if it is 1st level or higher) but the spell does not
hour, or by a creature (including yourself) providing it at a cost take effect, and is stored in the ring for later use. When you
of 1d4 slashing damage. take the Attack action while a spell is stored in your ring, you
may replace one attack with the stored spell. You may also
Helm of Invulnerability You can only wear 1 Helm at a time release the stored spell directly, casting it at its normal casting
Attunement, Cursed. time. A stored spell fades if you remove the ring, or if it is
You forge a helmet, making yourself invulnerable... almost. unused at the end of a long rest.
As reaction to taking to bludgeoning piercing or slashing Curse. When you store a spell in your ring, your current and
damage, you can become immune to bludgeoning piercing maximum hit points are reduced by 1 + the level of the spell (1
and slashing damage until the start of your turn. Once you use for a cantrip).
this upgrade, you cannot use it again until you complete a
short or long rest. Ring of Gilded Lies
Curse: Whenever this helm prevents damage, you take Attunement, Cursed.
necrotic damage equal half the damage you would have taken. You create a ring that magically enhances your social
This damage cannot resisted. abilities. Some of them. When your roll Deception or
Performance, you gain the effects of guidance for the roll.
Helm of Madness You can only wear 1 Helm at a time Curse: When you roll for Persuasion, roll a d4 and subtract
Attunement, Cursed. it from the result.
With great madness comes great power. As a bonus action,
you can allow the madness to take your mind. You can Shadowed Shades
immediately move up to your movement speed and make a You make a set of specticles. While wearing them, you can
single weapon attack. Once you use this upgrade, you cannot see normally in darkness, both magical and nonmagical, to a
use it again until you complete a short or long rest. distance of 120 feet.
42
Kibbles' Inventor

Curse: You treat all light as dim light for the purposes of 5th Level Upgrades
vision while wearing them.
Eldritch Magic Prerequisite: Artifact with the Eldritch
Whispers of the Night Eruption upgrade
After tinkering with the properties of your Artifact, you can Select a spell with a spell attack roll from the Wizard spell
hear it... whisper. You can hear that too, right? You gain the list that deals the same damage type as your weapon (when
ability to cast guidance and message, but the message is awakened). Once per turn, you can apply the secondary effect
always delivered in a haunting, unearthly, or creepy voice. of that cantrip to your weapon’s attack roll (for example,
You can amplify these whispers to cast dissonant whispers applying chill touch’s secondary effect to a weapon that deals
without expending a spell slot. Once you do so, you cannot do necrotic damage).
so again until you complete a short or long rest.
Ghostgrasp Gloves You can only wear 1 set of Gauntlets at a
Cursing Rod time
You make a twisted magical rod that can dispense curses. Cursed, Attunement
Select one of rotting curse, binding curse, or befuddling curse When you pull on these pale white gloves, your hands
when you create this item. You can cast that curse once using become ethereal, ghostlike appendages that drift and float
it without expending a spell slot. Once you do so, you cannot from your wrists. You can interact with objects with you hands
do so again until you complete a short or long rest. with a range of 10 feet, including picking up objects, opening
doors, or grappling foes; you can attack with these hands at
Vampiric Infusion range only if wielding light weapons.
You delvelop a dark infusion you can work upon a weapon. Curse: You have disadvantage on grappling checks and the
As a bonus action, you can expend a spell slot infusing a amount you can lift or drag with your hands is halved as things
weapon you touch with vampiric thirst for the next minute. slip through them.
When the wielder of the blade rolls damage with a weapon
attack using the infused weapon, they deal 1d8 additionally Mantle of the Beast
necrotic damage, and regain hit points equal to the necrotic Attunement, Cursed
damage dealt + your Intelligence modifier. This effect can You forge magical mantle by seeping it in the blood beasts.
occur a number of times equal to the spell slot used on the By dripping it in the blood of a beast slain within the past
infusion. week, you can gain one trait of that beast for an hour while
wearing the mantle (such as Keen Senses or Spiderclimb).
Form of the Fiend Curse: When you activate it’s power by dipping it in the
As an action, you can expend a spell slot to assume the form blood of a beast, the languages you can speak become the
of a fiend from the following list. The transformation lasts for languages the beast could speak (you still can understand any
a number of rounds equal to your spell casting modifier and language you could previously understand) until the effect
requires your concentration to maintain, as if concentrating ends.
on a spell, or until you drop to 0 hit points or dies. The new
form can be a fiend from the following table based on the level Skeletal Gauntlets You can only wear 1 set of Gauntlets at a
of spell slot spent. The you game statistics, excluding mental time
ability scores, are replaced by the statistics of the chosen You forge a pair of gauntlets that cause your hands to
fiend. You retains your alignment and personality. appear as skeletal appendages of dark metal. While wearing
You assume the hit points of your new form. When you these gauntlets, if you grapple a creature, at the start of its
reverts to your normal form, you returns to the number of hit turn it takes 1d6 necrotic damage, and cannot regain hit
points you had before you transformed. If you reverts as a points until the start of the of its next turn. Additionally, you
result of dropping to 0 hit points, any excess damage carries have advantage against any check or save that would disarm
over to your normal form. As long as the excess damage you.
doesn’t reduce your normal form to 0 hit points, you aren’t While wearing these gauntlets, you can cast the grip of the
knocked unconscious. dead spell.
You do not gain any spells the form can cast, legendary Curse: The death grip these gloves have make it difficult to
actions, or legendary resistances it might have. Your gear let go of things. You have disadvantage on attacks made
melds into the new form. The creature can’t activate, use, throwing weapons or with weapons with the ammunition
wield, or otherwise benefit from any of its equipment. property. Additionally, you have disadvantage on any ability
Spell Slot Level Fiend Options check to throw an item.
1st Imp
Soul Transfer Token
2nd Spined Devil You create a dark magic object that allows you cast possess
3rd Bearded Devil corpse. Once you use this upgrade, you cannot do so again
4th Babau until you complete a long rest.
5th Barlgura
Soul Ring
You create a ring to store your soul. While wearing this ring,
you have advantage on death saving throws. If you another
creature dons the ring. You can absorb yourself your body and
Kibbles' Inventor
43
equipment into the ring. When you do so, it gains weight equal Ring of Nightmares
to one tenth of your weight (including your equipment). Attunement, Cursed
While another creature is wearing the ring, you can attempt You forge a ring of, well, pure evil. It can bring the horrifying
to posses them. They make a Charsima saving throw. Your nightmares to life in reality in a way that you don’t quite
body vanishes and you become incapicated for the duration, understand, but is very effective. When you invoke a
and they become under the effect of dominate monster. A nightmare, you can cast hunger of hadar, rain of spiders,
creature can choose to fail their save against this. summon lesser demons, or enemies abound without
expending a spell slot. Once you use the ring to invoke a
Vicious Effigy nightmare, you cannot use it until you complete a long rest.
You learn the cruel puppetry spell and can cast it once Curse: You cannot choose the nightmare invoked. When you
without expending a spell slot. Once you use this upgrade, you invoke a nightmare, roll 1d4 (1: hunger of hadar, rain of
cannot do so again until you complete a long rest. spiders, 3 summoner lesser demons, 4 enemies abound)

9th Level Upgrades Shadow Vessel


You create a container filled with an inky shadow. You can
open the container to cast summon shadowspawn without
Amulet of Exiling expending a spell slot. You can expend a spell slot of a higher
You forge a magical amulet that causes creatures to phase level to cast the spell at the level of the expended spell slot
from reality to varying degrees of permanency. You can use plus one level. Once you use this ability, you cannot use it
this amulet to cast banish or blink without expending a spell again until you complete long rest.
slot. Once you use the amulet to cast a spell, you cannot use it
to cast a spell against until you complete a long rest.
11th Level Upgrades
Aspect of the Damned Prerequisite: Curse Eater, 2 upgrades
consumed Consuming Power
The powers you have pilfered for your soul have tainted it... Attunement, Cursed
naturally this gives you great power. In addition to the powers You create a worn magical item - such as a set of bracers,
you have gained from your upgrades, select two of the bands or a ring - that leverages a dark bargain. Souls for
following powers to permanently gain: power... starting with bits of your own.
• Aberrant Life: You no longer count as a humanoid As a bonus action, you allow it feed its consumption from
creature, your creature type becomes aberration. your own soul. You can decrease your Charisma ability score
• Creature of Darkness: Your eyes become inky black pools. by up to your Proficiency modifier, increasing your Strength
You can see normally in darkness, both magical and ability score by an amount equal to your decreased Charisma.
nonmagical, to a distance of 120 feet. You cannot increase your Strength beyond its normal
• Hungering Soul: Once per turn on your turn while you are maximum in this way. This lasts until you use an action to
grappling or grappled by another creature, you can inflict reclaim your Charisma from the item.
1d8 necrotic damage on them as you sap their life force Whenever you slay a creature of CR 1/4 or higher, you gain
through the contact. Any healing they receive that turn is +1 current and maximum Strength ability score. Both of these
reduced by half. effects fade after 1 minute without killing a creature.
• Physical Mutation: The darkness within warps your body, Curse: At the end of each turn your strength is increased by
you can choose an unrestricted Fleshsmith upgrade (it weapon, you take 1 + the amount of additional maximum
must be one that affects your body). Strength you have gained Necrotic damage. This damage
• Unlife: You have found yourself in an odd half living state. cannot resisted.
You gain resistance to necrotic damage, and you no longer
need to consume food. Weapon Apotheosis
When you activate Soul Investiture, your weapon deals an
Spell Eating Ring additional 1d6 necrotic damage on damage rolls.
You make a magical item that consumes magic around you.
You can activate the item, casting counterspell or dispel magic Ghost Cloak You can only wear 1 cloak at a time.
against a target within 15 feet of you. Any spell you that is Attunement, Cursed
stopped or ended by the effect, you can choose to consume, You forge an item that chips away at your bounds to the
restoring 1d4 hit points to you per level of the spell, or gain material world around you. At the start of your turn while
the effect of the spell stopped or ended yourself until the end carrying the item, you can choose to slip those bonds entirely,
of your next turn if it could effect a creature and had a stepping in the etheral plane. Moving through creatures does
duration other than instantaneous. A spell stolen in this way not impose a movement penalty, and you can move through
does not require concentration to maintain, but lasts only a objects up to 5 feet thick as difficult terrain. If you end your
number of turns equal to your Intelligence modifier or the turn in another creature or objects space, you are moved to
spells duration, whichever is shorter. the nearest available space taking 1d10 force damage per five
Once you use this ability, you cannot use it again until you feet moved.
complete long rest. Once you activate this item, you cannot activate it again
until you complete a short or long rest.
Curse: After leaving the Ethereal plane, until the start of
your next turn you appear vaguely translucent, all damage you
44
Kibbles' Inventor

deal is reduced by half and you have resistance to non-magical (chosen when this upgrade is selected) increases by 1, to a
bludgeoning, piercing and slashing damage. maximum of 24.
When you select this upgrade, you can select the condition
Blood Cloak You can only wear 1 cloak at a time. in which your weapon can be destroyed. Your weapon can no
Attunement, Cursed longer be permanently destroyed by any other means. This
You forge a blood red cloak that drinks blood to empower means can be absurd or implausible, but must be something
you. Unfortunately mostly your blood. When you take damage potentially possible.
from bludgeoning or piercing damage while below half of your
maximum hit points, you gain temporary hit points equal to
half the damage taken. If you hit a creature while you have
these temporary hit points, you can add them to your damage
roll.
Curse: If you ar healed while you have these temporary hit
points, the temporary points are lost and the healing is
reduced by the amount of temporary hit points lost.

15th Level Upgrade


Curse Numbnes Prerequisite: Curse Bearer
You become immune to the effects of bane, hex, and bestow
curse even when self inflicted.

Undying Creature Prerequisite: Curse Eater


You gain twice as many temporary hit points at the start of
your turn from Curse Eater (or recover twice as many hit
points when recovering hit points with it). You gain temporary
hit points from the feature even when incapacitated.

Pandemic of Despair Prerequisite: Curse Bringer


If a target becomes effected by bane (either the spell or the
effect from Curse Bringer) you can force a creature within 5
feet of it make a saving throw against the same effect,
repeating indefinitely as long as there is targets. If a target
fails their save, they become effected by the same effect as the
initial target.

Exude Darkness
You allow the power of your artifact to leak out. Whenever
you cast a spell of 1st level or higher, you heavily obscured by
dark shadowy flames for a number of rounds equal to the level
of the spell (for example, a 1st level spell the flames shroud
you until the start of your next turn). Any creature that hits you
with an attack while within 5 feet of you takes 2d8 necrotic
damage while you are shrouded in flames. This effect does not
require concentration to maintain.

True Artifact
So long ago you forged great power. Now you realize its full
potential. Your cursed weapon becomes a true artifact, any
bonus to attack and damage rolls lower than +3 it has is
replaced by a bonus of +3, it gains two additional properties
from the following list:
• While attuned to this artifact, you are immune to disease.
• While attuned to this artifact, you can’t be charmed or
frightened.
• While attuned to this artifact, you can cast a 1st or 2nd
level spell of your choice once per short rest without
expended a spell slot (spell chosen when this upgrade is
selected).
• While attuned to this artifact, you can treat a 1 on a Death
Saving throw as a 20.
• While attuned to this artifact, one of your ability scores
Kibbles' Inventor
45

Runesmith Rune of Power


An imposing rune that speaks to raw power. It has the
A Runesmith is an Artificer that has narrowed their focus to
following effects:
working a specific language of magic - powerful Runes that
can channel long lasting power. These Runes come in many Target Effect
shapes and forms, the lore behind from many sources. The base damage of the weapon becomes
A Runesmith can be a knight, his runes splashed with Weapon 1d6 (if it was lower), and the weapon adds +1
gleaming power across his armor, or a scholar lending their to damage rolls.
power to the companions, marking potent runes on their The base AC of the armor becomes 13 (if it
weapons before standing back, or even a strange tatooed Armor was lower), and the armor's AC bonus is
mystic, their runes tattooed across their very body. increased by +1.
Runesmiths are not inherently good or evil, though their
rigorous attention to detail and patience tend to make them The next attack of the affected creature
more inclined to a Lawful perspective. Active before the start of your next turn deals an
(Empower) additional 1d8 + Intelligence modifier force
damage.
Runesmith Proficiency
When you choose this specialization at 1st level, you gain
proficiency with martial weapons as well as smith's tools or
Rune of Fire
An swirling rune that represents fire and burning. It has the
calligrapher's supplies (based on your preferred method of
following effects:
marking runes. You learn one additional exotic language of
your choice. Target Effect
The first time per turn the weapon deals
Runic Marks Weapon damage, that damage deals an additional
1d4 fire damage.
Starting at 1st level, you can mark magical runes, imbuing the
things they are marked onto with magic. A rune can be When the affected creature is by a melee
marked on a weapon, on a suit of armor, a shield, or directly Armor weapon attack, they can use their reaction
onto yourself, as a type of runic tattoo. to deal 1d4 fire damage to the attacker.
The affected creature of a rune is the creature wielding the Creatures within a 5-foot radius of the
weapon or armor it is marked on, or you if the rune is directly Active
affected creature must pass a Dexterity
marked on you. You can mark one rune on a weapon or set of (Explode)
saving throw, or take 1d8 fire damage.
armor, but there is no limit to the number of runes that can be
marked on a creature.
If a rune is marked on a creature, select if you are effected
by the weapon (affecting your natural weapons or unarmed
strikes) or armor (effecting your natural armor).
You know the following runes, and can learn more from
upgrades. You can mark your runes during a long rest, and
can have two runes marked at a time, gaining the ability to
have an additional rune marked at 3rd level (to three runes),
5th level (to four runes), and 14th level (to five runes). These
last until you mark a new rune, with the oldest rune fading
when you mark a new one after reaching your maximum
number of runes. Upgrades that grant a new Runes does not
increase this number, just expands the range of Runes you can
mark.

Runic Effects
Each rune grants a passive ability based on what is marked
on that enhances the ability of what it is marked on, and has
an active ability that can be activated as an action or in place
of an attack as part of the Attack action while it is marked.
46
Kibbles' Inventor

Rune of Lightning
A jagged rune that manipulates energy and controls Rune Cantrip Spell
lightning. It has the following effects: Rune of Power light magic missile
Target Effect Rune of Fire burnK burning hands
The first time per turn the weapon deals lightning
Weapon damage, that damage deals an additional Rune of Lightning shocking grasp
tendrilK
1d4 lightning damage.
Rune of unlocked
The effected creature gains 5 feet of guidance
Armor Proficiency potentialK
movement speed.
Rune of Warding blade ward freezing shellK
During the affected creature's turn, they
gain an additional action that can be used to Rune of Gravity N/A fallK
Active:
attack (one weapon attack with a light Rune of Blood N/A cure wounds
(Hasten)
weapon or unarmed strike only), dash,
disengage, hide, or use an object.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
Rune of Warding whenever you take the Attack action on your turn.
A stalwart rune that wards off harm. It has the following You can activate a rune using its active property in place of
effects: one or both attacks.
Target Effect
If the affected deals damage with this Twin Flares
Weapon weapon on their turn, they gain 1d4 Starting at 14th level, once per turn, when you use the
temporary hit points. active property of a Rune or Glyph, you can cause the active
Damage taken by the affected creature is effect of any two Runes or Glyphs
Armor
reduced by 1.
The next time the affected creature takes Runesmith Upgrades
Active damage before the start of your next turn, the
(Protect) damage is reduced by 1d4 + your intelligence
modifier. Unrestricted Upgrades

Runic Flare Animate Inscription


You mark special inscription on yourself or an item in your
Starting at 3rd level, you can activate a rune as a bonus
position to represent a familiar. You can spend a hit die to give
action. You can do this a number of times equal to your
it life and cast find familiar using this rune. When you cast
proficiency bonus, and regain all uses when complete a short
find familiar in this way it does not require a spell slot or
or long rest.
require material components, and the casting time is one
action.
Runic Path
Additionally at 3rd level, you can specialize in a certain Arcane Glyph
application of runes, selecting from the following Runic Paths: Learn how to translate a spell you know with a target of self
into a glyph that can marked on a creature or piece of armor.
Runic Knight As a special 1 minute ritual you can cast a spell you know with
You have proficiency with weapons or armor that are a casting time of 1 action, casting the spell as normal, but the
marked with your runes. Your speed is not reduced by wearing spell does not immediately take effect, instead becoming
heavy armor, as long as that heavy armor bears one or more of imbued in special glyph on a creature or armor you are
your runes. touching. This glyph has no passive effect, but when activated
with an action, it casts the stored spell as if the creature the
glyph was marked on cast the spell.
Runic Mystic Alternatively, the creature marked with this glyph or wearing
When you mark a rune on yourself, you gain both the armor marked with this glyph that is aware of is presence can
weapon and armor effects of it. You add your Intelligence use this glyph to cast the spell marked within as if they cast
modifier, instead of your Strength modifier, to the attack and the spell stored using a magical item.
damage rolls when you attack with unarmed strikes. The glyph immediately fades after the spell has been cast
(the spell lasts as normal). The glyph fades when the
Runic Sage Runesmith that marked it completes a long rest.
You gain the ability channel the runic power of runes that
are on armor or weapons you are wearing, or on yourself. You Channel Magic
can use the runes you've marked to channel magic. You gain You can cast a spell of range touch on a creature marked by
the following spells based on which runes you currently have one of your Runes, wearing armor marked by one of your
marked. Runes, or wielding a weapon marked by one of your Runes,
Kibbles' Inventor
47
regardless of the distance between you. Rune of Gravity
Additionally, you can cast any spell with a range of self that A complex run that manipulates the interactions of objects
rune grants as if you were in the space occupied by a creature to change gravity. It has the following effects:
bearing the rune that enables that spell.
Target Effect
Example: Runic Lightning Bolts
Say for example you are a Runic Sage with Greater Rune Magic
Marking this one a weapon adds or removes
and a Rune of Lightning marked on your party's Rogue. This the heavy property. If you remove the heavy
would mean that when you cast Lightning Bolt from Greater Rune Weapon property from a melee weapon with this
Magic, you could cast that Lightning Bolt either from your current rune, you can also remove the two-handed
position, or from the Rogue's position, giving you great flexibility. property.
Any time the affected creature would be
Mark of Shielding moved against their will, they can use their
As an action, you can place a special mark on a creature or Armor
reaction to stay where they are, as long as
armor. This mark lasts until you mark it again or take a long the movement is not falling.
rest. While the mark is on that creature, you can cast shield,
All creatures within 20 feet of the affected
effecting the creature marked.
Active (Pull) creature are dragged 5 feet toward the
affected creature.
Glyph Magic
You gain the ability to cast glyphs. You learn the following
Rune of Returning
spells at the following levels. These spells are Inventor spells
A weapon you mark with this rune is under the effect of
for you, but do not count against your spells known.
returning weapon spell. This rune does not count against the
runes you can mark, though you can only have it marked on
Type Effect Level one weapon at a time.
Requirement
Absorption You learn the glyph of -- Mark of Messaging
absorption spell. You can place a special runic mark on a creature or item.
This mark lasts until you mark it again or take a long rest.
Fire You learn the glyph of fire --
Subsequently you can cast message targeting that the
spell.
creature it is marked on or the creature carrying the item it is
Frost You learn the glyph of frost -- marked on regardless of distance between you and the target.
spell.
Translocation You learn the glyph of 5 Surging Flare
translocation spell. When ever you activate a rune's active effect, the next attack
roll you make before the end of your turn gains advantage.
Nullification You learn the glyph of 9
nullication spell.
Gravity You learn the glyph of 13 5th Level Upgrades
gravity spell.
Duplicate Rune
Rune of Blood For one of the runes you mark, you can mark it on two
An esoteric run that binds the essence of life. It has the different items or creatures counting it as a single use of
following effects: instance of marking that rune. This applies to a single
application (not a single type of rune).
Target Effect
Gravity Brand Prerequisite: Rune of Gravity
Each time the weapon deals damage to a When you hit a creature with a weapon marked with a Rune
creature, it stores one charge, up to a of Gravity, until the start of your next turn, any movement they
Weapon
maximum number of charges equal to your make moving away from you costs twice as much movement.
Intelligence modifier.
If the affected creature is hit by a critical hit Paired Effects
or reduced to zero hit points, the rune stores You can mark two runes on a single item
Armor
one charge, up to a maximum number of
charges equal to your Intelligence modifier. Mark of Size
The affected creature can immediately As an action, you can place a special runic mark on a
expend 1 hit dice, rolling it and regain health creature or armor. This mark lasts until you mark it again or
Active as normal. All charges of the rune are take a long rest. While the run is on that creature, you can cast
(Revitalize) consumed, restoring additional hit points to enlarge/reduce target that creature as a bonus action. You can
the affected creature for 1d4 per charge cast it this way without expending a spell slot once, after
consumed. which you can't cast that spell in this way again until you finish
a short or long rest. You can cast it again by spending using
spell slots.
48
Kibbles' Inventor

Mystic Flare Prerequisite: Runic Mystic Perfected Form


The first time you use a Runic Flare on your turn, it does The number of runes you can mark at the same time
not require a bonus action. increases by one.

Runic Aegis Prerequisite: Rune Knight Mark of Proficiency


You gain temporary hit points equal to your Intelligence You can place a special runic mark on a weapon, armor,
modifier when you use a Runic Flare. shield, or tool. Any creature that is holding or wearing that
item gains proficiency with it. This mark lasts until you mark it
Rune Magic Prequisite: Rune Sage again or take a long rest.
You gain access to more powerful magic through your
runes. 11th Level Upgrade
Rune Spells
Rune of Power star dustK Efficient Language
Rune of Fire scorching ray You mast the language of runes allowing you to get more
from less. The number of runes you can mark at the same
Rune of Lightning lightning chargedK
time increases by one.
Rune of Warding warding bond
Rune of Gravity flingK Primal Emphasis
The size damage dice of runes that deal Lightning, Cold, or
Rune of Blood hold person
Fire damage increases by one step (for example from a d4 to a
d6). This applies to both their passive and flared effect.
You can cast one spell granted by this feature without
expending a spell slot. Once you cast a spell in that what, you
Linguistic Structure
cannot cast it without a spell slot again until you complete a
You can mark up 3 runes on a single item.
long rest.
Mark of the Hidden
Thunder Mine
You can mark a special runic mark on a creature or item.
You learn the thunderburst mine spell and can cast it
This mark lasts until you mark it again or take a long rest. As
without expending a spell slot. Once you cast it in this way, you
an action, you can cause the effect of invisibility, arcanist's
cannot cast it this way again until you complete a short or long
magic auraSRD, or nondetection to take effect on the creature it
rest.
is marked on or is that is carrying the item it is marked on.
This does not require concentration, but otherwise has the
9th Level Upgrades normal limitations of the spell. You can have one of these
effects active on the target at a time, and the effect ends if the
Fire Mine target is no longer marked by the rune or carrying the item
You learn the fireburst mine spell and can cast it without marked with the rune.
expending a spell slot. Once you cast it in this way, you cannot
cast it this way again until you complete a short or long rest.
15th Level Upgrades
Greater Rune Magic Prerequisite: Rune Sage
Glyph of Force
The power you can access through runes grows more
You learn the spell wall of power. It is an Inventor spell for
advanced.
you and does not count against your spells known.
Rune Spells
Rune of Power aether lanceK Mark of Stone
Rune of Fire fireball You as an action, you can place a special runic mark on a
creature or armor. This mark lasts until you mark it again or
Rune of Lightning lighting bolt take a long rest. While the run is on that creature, you can cast
Rune of Warding protection from energy stoneskin target that creature as a bonus action without
Rune of Gravity crushing singularityK requiring any material components. You can cast it this way
without expending a slot once, after which you cannot cast it
Rune of Blood invest lifeK without a spell slot again until you complete a short or long
rest.
You can cast one spell granted by this feature without
expending a spell slot. Once you cast a spell in that what, you Reckless Flare
cannot cast it without a spell slot again until you complete a As an action, you flare all of your marked runes and glyphs
long rest. of your choice, causing their active effects to take place. Once
you use this ability, you cannot use the active effect of a rune
Painted Bulwark flared in this way again for 1 minute.
You gain two additional hit points for each rune marked on You cannot use this ability again once used until you
you or your gear. complete a long rest.
Kibbles' Inventor
49

List of Glyphs Glyph of Gravity


4th level transmutation(glyph)
Glyph of Absorption
1st level abjuration(glyph) Casting Time: 1 bonus action.
Range: 5 feet.
Casting Time: 1 bonus action. Components: S
Range: 5 feet. Duration: 1 minute.
Components: S
Duration: 1 minute. You draw an ethereal mark in the air at a point within range.
Within 30 feet of this Glyph, moving away from it is requires
You draw an ethereal mark in the air at a point within range. twice as much movement, and any creature that ends its turn
Creatures within 10 feet of this glyph have resistance to all within 30 feet of it is pulled 10 feet closer to it if there is space
damage, but this glyphs damage equal to the damage those available.
creature's take (after resistance). The Glyph has 10 hit points. As an action, you can force all creatures within 30 feet of
If the glyph is destroyed, it fades without detonating and the this Glyph to make a Strength saving throw or be flung 40 feet
spell ends. away from this Glyph, taking 4d6 damage and falling prone.
As an action, you can detonate the glyph. Any creature After using this action, the spell ends.
within 15 feet of this glyph must make a Dexterity saving The spell ends early if you until you deactivate it with a
through, or take Force damage equal to half the amount of bonus action.
damage the Glyph has absorbed. After using this action, the
spell ends.
The spell ends early if you until you deactivate it with a
Glyph of Nullification
bonus action. 3rd level abjuration(glyph)
At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, the glyph absorbs 5 additional hit points Casting Time: 1 bonus action.
for each slot level above 1st Range: 5 feet.
Components: S
Duration: 1 minute.
Glyph of Fire
1st level evocation(glyph) You draw an ethereal mark in the air at a point within range.
Creatures within 5 feet of this glyph have resistance to Force
Casting Time: 1 bonus action. damage.
Range: 5 feet. As an action for the duration of the spell, you can cause the
Components: S glypg to form a globe of invulnerability centered on the glyph,
Duration: 1 minute. which lasts until the start of your next turn, at which point the
spell ends.
You draw an ethereal mark in the air at a point within range. The spell ends early if you until you deactivate it with a
Any creature that starts their turn within 5 feet of this glyph bonus action.
takes 1 fire damage.
As an action, you can force all creatures within 15 feet of
this glyph must make a Dexterity saving through, taking 3d6
Glyph of Translocation
fire damage on failure, or half as much on success. After using 2nd level conjuration(glyph)
this action, the spell ends.
The spell ends early if you until you deactivate it with a Casting Time: 1 bonus action.
bonus action. Range: 5 feet.
Components: S
Duration: 1 minute.
Glyph of Frost
1st level evocation(glyph) You draw an ethereal mark in the air at a point within range.
As an action for the duration of the spell, you instantly
Casting Time: 1 bonus action. teleport a willing creature of your choice within 120 feet (of
Range: 5 feet. you) to the closest free space next to this Glyph (your choice if
Components: S multiple free spaces are available). If you expend a higher level
Duration: 1 minute. spell slot, the number of creatures you can teleport increased
by 1 for each level above 2nd, at which point the spell ends.
You draw an ethereal mark in the air at a point within range. The spell ends early if you until you deactivate it with a
The area within 5 feet of this Rune becomes difficult terrain. bonus action.
As an action, you can force all creatures within 15 feet of
this glyph must pass a Constitution saving through, or take
1d8 cold damage and become restrained, or half as much
damage on success. After using this action, the spell ends.
The spell ends early if you until you deactivate it with a
bonus action.
50
Kibbles' Inventor

of power, dealing radiant damage. If the weapon has the


Relicsmith loading property, it is removed.
A Relicsmith is a strange brand of Artificer, often viewed with
spectism by their peers, they are bolstered by one simple fact:
the inventions work. They harness holy power in ways that Relic Lantern
defines arcane logic, bringing a unique blend of methodology You power a sacred lantern with the divine relic, causing it to
and faith. How their inventions work is a source of shed a brilliant pure light for 20-feet and an additional 20-feet
consternation to others, but in faith in their scriptures and of dim light. As a bonus action, you can grant one creature
inscriptions is rewarded... perhaps by the faith they have in within the light of the Lantern 1d4 temporary hit points.
them.
Relicsmith's are inheritors of ancient traditions, sometimes Ordained Path
passed down to them, sometimes ones they have uncovered in
Additionally at 3rd level, the gifts of your divine relic lead you
their research... sometimes, perhaps, ones that they believe
to a revelation of faith. Select a path to follow.
they have uncovered in their research. Patterns, connections,
scriptures, and rituals, their tools are many and varied.
Of course, those that walk this path tend to have strong Path of Justice
conviction with extends beyond just their invention. A Select on Fighting Style from the following list.
Relicsmith is as prone as any Paladin to have a driven and
righteous (in their eyes) cause. Divine power in those Two-Weapon Fighting. When you engage in two-weapon
restrained only by their own conviction can be a dangerous fighting, you can add your ability modifier to the damage of the
thing indeed. second attack.

Great Weapon Fighting. When you roll a 1 or 2 on a damage


Relicsmith's Proficiency die for an attack you make with a melee weapon that you are
When you choose this specialization at 1st level, you gain wielding with two hands, you can reroll the die and must use
proficiency with martial weapons, the Religion skill and the new roll, even if the new roll is a 1 or a 2. The weapon
Calligrapher's supplies. must have the two-handed or versatile property for you to gain
this benefit.
Divine Relic
At 1st level, you unlock the secrets of the sacred, creating a
relic that channels divine power. This relic counts as
spellcasting focus for you. It takes the shape of a small item,
such as a pendent, a amulet, or device. While you possess
your relic, you can use it to focus your powers, gaining the
following abilities:
• You can cast the light cantrip.
• You can cast the sacred flame cantrip.
• You can set a weapon ablaze. As a bonus action, you can
touch a weapon you cause it to burst into holy fire. Attacks
with the weapon deal an additional 1d4 fire damage on hit
for 1 minute or until you use this ability again.

Ingenious Reliquary
Starting at 3rd level, you integrate your reckon into another
item, selecting one of the following for your Relic. Your Relic
retains all the properties it normally has, and gains new
properties based on the selected item. Once selected, you
cannot select a different options, but can replace the weapon
your relic is incorporated to during a long rest.

Melee Weapon
You integrate your divine relic into a melee weapon. The
weapon taps directly into the relics power. If you use your
Divine Relic to ignite it, it adds an additional 1d6 fire damage
(instead of 1d4). Setting a weapon integrated with your relic
ablaze can be done as part of the attack action.

Ranged Weapon
You integrate your divine relic into a ranged weapon, giving an
unlimited supply of sacred power to use as ammunition. It no
longer consumes ammunition and instead fires radiant bolts
Kibbles' Inventor
51
Dueling. When you are wielding a melee weapon in one hand
and no other weapons, you gain a +2 bonus to damage rolls
with that weapon.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Mixed Weapons. When you take the attack action with a one
handed melee weapon with the light property, you can make
immediately make a single weapon attack with a one-handed Justicar Savant
ranged weapon as a bonus action. You ignore the reload Starting at 14th level, your understand of the paths of faith
property of ranged weapons. broadens and matures into a more holistic and naunced
understanding. You can select an additional Ordained Path.
Additionally, when you select this path, you learn the
following spells at the following levels. These spells do not
Relicsmith Upgrades
count against your spells known, and are Inventor spells for
you. Unrestricted Upgrades
Spells Inventor Level
Burning Pennance
3rd divine favor Prerequisite: Path of Penance
5th branding smite Whenever a creature rolls the d4 from the effect of a bane
9th crusader's mantle spell you have afflicted on them, they take fire damage equal to
the value rolled on the die.
13th guardian of faith Additionally, when you deal fire damage, you gain temporary
17th destructive wave hit points equal to the fire damage dealt, to a maximum of
your Proficiency bonus. Once you gain temporary hit points
Path of Salvation this way, you cannot gain them again until the start of your
When you restore hit points or grant temporary hit points to a next turn.
creature with an inventor spell or inventor class feature, you
can add your intelligence modifier. Ceremonial Procedures
Additionally, when you select this path, you learn the You develop a rapid way to produce Holy Water. Whenever
following spells at the following levels. These spells do not you complete a short or long rest, you can produce one flask
count against your spells known, and are Inventor spells for of holy water so long as you have a flask available. Flasks
you. created this way become normal water at dawn the next day.
You learn the spell protection from good and evil.
Spells Inventor Level
3rd bless Cleansing Fires
5th gentle repose You engrave your arcane foncus with the tenets of purging
flame. You learn the following spells at the following levels.
9th beacon of hope
These spells are inventor spells for you, and do not count
13th aure of life against your spells known.
17th mass cure wounds
Inventor Level Spells
Path of Penance Cantrip produce flame
Whips gain the light property for you, and can serve as your 3rd burning hands
spell casting focus.
When you strike a creature with a whip, you can cast bane, 5th scorching ray
targeting only that creature, without expending a spell slot. 9th fireball
Once you use this ability, you cannot use it again in this way 13th wall of fire
until you complete a short or long rest. You can use this ability
again before completing a long rest by expending a spell slot 17th flame strike
of 1st level or higher.
Additionally, when you select this path, you learn the Divine Light
following spells at the following levels. These spells do not Prerequisite: Path of Salvation.
count against your spells known, and are Inventor spells for Your learn the spell healing word. You can cast it this
you. without expending a spell slot once, after which you require a
spell as normal until you complete a long rest.
Spells Inventor Level
3rd bane Engraved Scriptures
5th silence During a long rest you can prepare a number of weapons
equal to your Intelligence modifier with holy scriptures
9th life transference marked upon them. Until the end of your next long rest, this
13th banishment weapons are considered silvered and magical for the purposes
17th insect plague of overcoming damage resistance of fiends, shapechangers,
and undead.
52
Kibbles' Inventor

Radiant Bolt you require a spell as normal until you complete a long rest.
You learn the spell guiding bolt. You can cast it this without
expending a spell slot once, after which you require a spell as Duplicate Relic
normal until you complete a long rest. You create a copy of your divine relic, though the copy only
serves as power source, allowing you to select an second
Inquisitor's Medallion Incorprated Relic.
You build a specialized version of your relic that focuses zeal
for the truth. While carrying it, you can add your Intelligence Ordained Focus
modifier to Wisdom (Insight) checks, and gain the ability to You inscribe your arcane focus with the tenents of your path.
cast zone of truth. You can use this to cast zone of truth You have advantage on Constitution saving throws to maintain
without expending a spell slot. Once you cast it in this way, you concentration on spells granted by your Ordained Path.
cannot do so again until completing a short or long rest.
Silver Bullet
Martyr's Light During a long rest you can create a single piece of
Prequisite: Relic Lantern ammunition specialized in the destruction of one creature
When a creature in the light of your lantern takes damage, type. Select from aberration, celestial, fiend, shapechanger, or
you can use your reaction give them resistance to that undead. The piece of ammunition is considered silvered and
damage. You take damage equal to the damage they take. This magical for the purposes of bypassing resistance. If this piece
damage cannot be reduced or resisted of ammunition hits the specified creature type, the hit
becomes a critical hit, and the piece of ammunition becomes a
Reach of Justice normal piece of ammunition. You can only have one special
Prerequisite: Path of Penance piece of ammunition from this feature at a time.
You can modify any whip to be longer, though only you have
proficiency with these extended whips. The reach of a whip is 9th Level Upgrades
increased by 5 feet for you.
Additionally, you can make an attack of opportunity with a Angelic Eyes
whip when a creature moves 5 or more feet within your reach. You forge a set of spectacles granting you vision the pieces
the darkness. You can see normally in darkness, both magical
Sacred Garments and nonmagical, to a distance of 120 feet, and have advantage
You craft holy scripture that channels divine energy through on ability checks to piece the illusions of fiends.
an article of clothing you wear. While wearing this item, you
can add your Intelligence modifier to any Wisdom or Condemnation of Fire
Charisma saving throw you make against a magical effect, or You invoke the power of your relic to attempt to purge a
the ability of undead or fiend creature. You can do this after creature. The target creature must make a Strength saving.
you roll, but before you know the outcome of the effect. On a failure it becomes restrained by chains of fire and set
Once you do this do this, you cannot do so again until you ablaze. While restrained, it takes 2d6 fire damage at the start
complete a short or long rest. of each of its turns. It may repeat the saving throw at the end
of each of its turns, ending the effect on a success.
Salvation's Shield Once you invoke this ability, you cannot do so again until
Prerequisite: Relic Lantern you complete a short or long rest.
While carrying the relic latern in your hand, you are under
the effect of shield of faith. Holy Hand Grenade
You build a sacred device of dispensing justice. You can use
Torch of Conviction it to cast flamestrike without expending a spell slot. Once
You empower a torch to burn with undying flame. This torch used, you cannot use it again until you complete a long rest.
has an unlimited duration, and deals 1d6 fire damage on hit.
You have proficiency with this weapon and it has the light Inscribed Prayer
property for you. While carrying this torch, in place of making During a long rest, you can inscribe a special divine
an attack with it as part of the attack action, you can cast scripture. This serves as a scroll of mass healing word. You
create bonfire. can use this scroll without a check. This scroll lasts until used
or until you create another divine scripture.
5th level Upgrades
Purifier Rounds
Burning Seal You can make a number of pieces of ammunition equal to
When you strike a creature with a melee weapon, you can your Intelligence modifier imbued with special divine power.
leave a divine brand on them, lasting until the start of your On hit, these rounds do deal an additional 1d6 radiant
next turn. The first time that creature attacks a target other damage. If the creature is undead or a fiend and the damage
than you, it takes 1d8 fire damage. from this round reduces its hit points to a number to less than
your Inventor level, it has to make a Charisma saving throw.
Divine Book On failure, it dies and explodes to ash.
You can read from this book to cast prayer of healing. You You can replenish any spent rounds at the end a long rest.
can cast it this without expending a spell slot once, after which
Kibbles' Inventor
53

11th level Upgrades the purpose of calculating any bonuses to it.

Boundless Radiance Prerequisite: Radiant Bolt Hallowed Armor


You can cast guiding bolt without expending a spell slot an You mark your armor with hallowed inscriptions. When you
unlimited number of times. gain temporary hit points from one of your spells or class
features, you glow with radiance. The next time you deal
Consuming Flames radiant or fire damage with an attack, you deal additional
The Divine Fire power of your relic increases to 1d6 fire damage equal to the temporary hit points gained.
damage. When using it on a weapon that incorporates your
relic, the damage increases to 1d8 fire damage. Transcendent Equation
You unlock the secrets at the heart of divine magic. When
Divine Aid you cast a spell granted by this subclass, you can leverage this
You gain the ability to use your relic to cast summon knowledge add your Wisdom modifer (minimum 1) and
celestial. You can cast it this without expending a spell slot Charisma modifiers (minimum 1) to your Spell Save DC or
once, after which you require a spell as normal until you Spell Attack Roll. Once you do this, you cannot do so again
complete a long rest. until you complete a long rest.

Divinely Inured Trifecta of Ingenuity Prerequisite: Duplicated Relic


You gain resistance to Fire and Radiant damage. If you You can created a third relic as a power source, selecting a
would take Fire or Radiant damage from a magical source third option from the Ingenious Reliquary feature.
that would reduce you to zero hit points, you are instead
reduced to 1 hit point.

Emblem of Faith
You forge a special emblem that serves as the bane of
extraplanar creature. You can cast dispel evil and good once
without expending a spell slot. Once you use this to cast the
spell, you cannot do so again until you complete a long rest.

Empowered Salvation Prerequisite: Relic Lantern


The temporary hit points granted by your Lantern is
increased to 1d8.

Flagellant's Brand
You carve a holy mark onto yourself. Before you make a
saving throw, you can add a number of d6s up to your
Constitution modifier to the roll. You take fire damage equal
twice the value rolled on the d6s. This damage bypasses
resistances and immunity.

Piercing Light
Any bright light you generate with a class features or spells
is considered sunlight.

15th level Upgrades


Blessed Relic
While carrying your divine relic, you are under the effect of
bless.

Favored Relic
While carrying your divine relic, you are under the effect of
divine favor.

Domain Device
You with careful inscription and rituals you create a divine
device that focus the holy power of a particular domain. At the
time of selecting this upgrade, select a cleric domain. This
device can be used to activate that domain's channel divinity
feature once, after which it cannot be used again until you
complete a long rest. Your inventor level is your cleric level for
54
Kibbles' Inventor

Inventor Spell List


1st Level 2nd Level 3rd Level Resilient Sphere
Alarm Aid Dispel Magic RepairK
Arcane AblationK Alter Self Dispel ConstructK Stone Shape
Arcane WeaponK Arcane Lock Elemental Weapon Stoneskin
Awaken Rope Blur Feign Death Sickening Radiance
Bond ItemK Cloud of Daggers Flame Arrows
Launch ObjectK Darkvision Fireburst MineK 5th Level
Comprehend Languages Earthbind Gaseous Form Animate Objects
Cure Wounds Enhance Ability Glyph of Warding Creation
Detect Magic Enlarge/Reduce Magic Circle Hold Monster
Disguise Self Find Traps Nondetection Legend Lore
Expeditious Retreat Heat Metal Protection from Energy Mislead
Fall Inventor Hold Person Sending Passwall
False Life Imbue LuckK Water Breathing Skill Empowerment
Feather Fall Invisibility Water Walk Telekinesis
Grease Knock Wind Wall Teleportation Circle
Identify Lightning ChargedK Transmute Rock
Illusory Script Locate Object 4th Level Vorpal WeaponK
Jump Magic Weapon Arcane Eye Wall of Stone
Longstrider Magic Mouth Death Ward
Sanctuary Arcanist's Magic Aura Fabricate
Seeking ProjectileK Protection from Poison Fire Shield
UnburdenK See Invisibility Freedom of Movement
Unseen Servant Spider Climb Greater Invisibility
Floating Disk Thunderburst Mine K Secret Chest
Kibbles' Inventor
55

Feats
Innovator's Upgrade
Prerequisite: Inventor

You've honed your mind into a nonstop analytical machine.


You can select an additional upgrade from your subclass list.
The upgrade must be from the Unrestricted list. This upgrade
does not count against your class ugprade total.
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.

Mental Adaptability
You've found ways to think outside the box, making
connections that other - lesser - minds can never seem to
understand.
When you have to make an Intelligence, Wisdom or
Charisma saving throw, you can roll all three and pick the
highest result. Once you do this, you cannot do it again until
you complete a long rest.
You can select an additional upgrade that is not from your
subclass list, so long as you can apply it to something in your
possession. This upgrade cannot be a level restricted upgrade.
56
Kibbles' Inventor

• Fasten. The rope flies up 60 feet and ties one end to an


Spells object or surface that a rope could be tied to, before
becoming inanimate again, hanging from the object.
• Grab. The rope lashes out grabs one Small or smaller
object that is not being worn by a creature within a range
Arcane Ablation equal to the length of the rope and pulls that object back to
1st-level transmutation
your hand. If that object is being carried by a creature, it
must make a Strength saving throw. On success, it retains
Casting Time: 1 action
the object, and on failure the object is pulled from the
Range: Touch
creature.
Components: V, S
Duration: 1 hour
At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, you can target a chain instead of a rope.
You touch a piece of worn armor or clothing and imbue it with
It has the same available actions, but it has a DC 15, an AC of
magic. The creature wearing this imbued item gains 4
15, and resistance to slashing damage when taking the Bind
temporary hit points for the duration. When these temporary
action. When cast with a spell slot of 3rd level or higher
hit points are exhausted, at the start of the creature's next turn
targeting a rope, that rope is magically imbued for 1 minute,
it will gain hit points equal to 1 hit point less than the previous
gaining an DC of 15, an AC 20, and 20 hit points.
amount gained from this spell (for example, from 4 to 3), until
no temporary hit points would be gained and the spell ends.
At Higher Levels. The initial temporary hit points increases Bad Blood
by 1 for each slot level above 1st. 1st-level necromancy

Classes: Druid, Occultist, Warlock, Wizard


Arcane Weapon Casting Time: 1 action
1st-level transmutation
Range: 60 ft
Components: V, S, M (a piece of rotten meat)
Casting Time: 1 bonus action
Duration: Concentration, up to 1 minute.
Range: Touch
Components: V, S
Targeting a creature you can see within range, you attempt to
Duration: 1 hour
corrupt its blood. Creatures without blood are immune to this
effect. The target must make a Constitution saving throw. On
You touch a weapon and imbue it with magic. For the duration
failure, they take 1d12 poison damage and become poisoned
the weapon counts as a magical weapon and any damage
for the duration.
dealt by it is Force damage. When casting this one a weapon
At the end of each of its turns, the target can make another
with the ammunition property, it no longer consumes
Constitution saving throw. On a success, the spell ends on the
ammunition when fired, and does not need to be reloaded.
target, on failure; they take an additional 1d4 poison as the
At Higher Levels. When you cast this spell using a spell slot
poison continues to ravage them.
of 3rd or 4th level, the duration becomes 8 hours. When you
At Higher Levels. When you cast this spell using a spell slot
use a spell slot of 5th level or higher, the duration becomes 24
of 2nd level or higher, you can target one additional target for
hours.
each slot level above 2nd. The targets must be within 30 feet
of each other when you target them.
Awaken Rope
1st-level transmutation Befuddling Curse
1st-level enchantment
Classes: Inventor, Bard, Occultist, Ranger, Wizard
Casting Time: 1 Action
Classes: Occultist
Range: Touch
Casting Time: 1 action
Components: V, S, M (10 to 60 feet of cord or rope, worth at
Range: 60 feet
least 1 cp)
Components: V, S, M (something from the target creature
Duration: Instantaneous
(such as blood, hair, or scales) which the spell consumes)
Duration: Concentration, up to 1 minute
As an action, you can touch a rope 10 to 60 feet long and issue
a single command to it, selecting from the following options:
You befuddle a creature's mind, swapping the position of two
things it can see that are of the same size and category (for
• Bind. The rope attempts to bind a creature of your choice
example, two medium creatures or two gargantuan buildings).
within 20 feet of you. The creature must make a Dexterity
The target creature must make a Wisdom saving throw. On
saving throw or become restrained until it is freed. A
failure, it is unaware the two things have been swapped.
creature can use its action to make a DC 10 Strength
Each time the creature interacts with, attacks, or is attacked
check, freeing itself or another creature within its reach on
by a swapped targets, it can repeat its saving throw against the
a success. Dealing 5 slashing damage to the rope (AC 10)
effect.
also frees the creature without harming it, ending the effect
and destroying the rope.
Kibbles' Inventor
57

Binding Curse Crackle


1st-level enchantment 2nd-level evocation

Classes: Occultist Classes: Druid, Occultist, Sorcerer, Warlock, Wizard


Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Components: V, S, M (something from the target creature Components: V, S
(such as blood, hair, or scales) which the spell consumes) Duration: Instantaneous
Duration: Concentration, up to 1 minute
You create three arcs of lightning which strike targets within
You bind a creature to a point within 5 feet of it, causing a range. You can direct them at one target or several.
glowing chains of light to connect it to that point. For the Make a ranged spell attack for each arc. On a hit, the target
duration of the spell, if the creature attempts to move away takes 1d12 lightning damage. If three or more arcs hit a single
from that point, the must make a Wisdom saving throw, or be target, they must make a Constitution saving throw or become
unable to move more than 5 feet away from from that point shocked, stunning them until the start of their next turn.
until the start of their next turn. At Higher Levels. When you cast this spell using a spell slot
If a creature starts its turn more than 10 feet from the of 3rd level or higher, you create one additional arc for each
binding point, they must make a Strength saving throw are slot level above 2nd.
dragged 5 feet toward the binding point.

Bond Item Electrocute


1st-level conjuration 3rd-level evocation

Casting Time: 1 minute Classes: Sorcerer, Wizard


Range: Touch Casting Time: 1 action
Components: V, S Range: 60 feet
Duration: 8 hours Components: V, S
Duration: Instantaneous.
You touch an item weighing no more than 100 pounds and
form a link between you and it. Until the spell ends, you can A massive arc of lightning leaps from your hand to a target you
recall it to your hand as a bonus action. can see within range. The target must make a Constitution
If another creature is holding or wearing the item when you saving throw. On a failed save, the target takes 4d12 lightning
try to recall it, they make a Charisma saving throw to retain damage and is stunned until the start of your next turn. On a
possession of the item, and if they succeed, the spell fails. successful save, the target takes half as much damage and
They make this save with advantage if they have had isn't stunned.
possession of the item for more than 1 minute. At Higher Levels. When you cast this spell using a spell slot
of 4th level or higher, the damage increases by 1d12 for each
Cold Snap slot level above 3rd.
2nd-level evocation
Electrify
Classes: Sorcerer, Wizard 1st-level evocation
Casting Time: 1 action
Range: 90 ft (5 ft radius) Classes: Occultist, Sorcerer, Wizard
Components: V, S Casting Time: 1 bonus action
Duration: Instantaneous. Range: Self
Components: V, S
A swirling burst of freezing wind erupts at a point you choose Duration: 1 round.
within range. Each creature in a 5-foot-radius sphere centered
on that point must make a Constitution saving throw. On a You channel lightning into your hands. The next time you hit a
failed save, a creature takes 3d8 cold damage and becomes creature with a melee attack (including a melee spell attack)
stuck in the ice, reducing their movement speed on their next before the start of your next turn, the target takes 1d10
turn by 10 feet. On a success, the target takes half as much lightning damage and must make a Constitution saving throw.
damage and is not stuck in ice. On a failed save, the target becomes stunned until the start of
The ground in the area is covered with slick ice and snow, their next turn.
making it difficult terrain until the start of your next turn. The spell ends after dealing damage, or at the start of your
At Higher Levels. When you cast this spell using a spell slot next turn, whichever occurs first. For the duration of the spell,
of 3rd level or higher, the damage increases by 1d8 for each you can cast the spell shocking grasp.
slot level above 2nd.
58
Kibbles' Inventor

Fall Force Bolt


1st-level transmutation evocation cantrip

Classes: Inventor, Sorcerer, Wizard Classes: Sorcerer


Casting Time: 1 action Casting Time: 1 Action
Range: Self Range: 120 ft.
Components: V, S Components: V, S
Duration: Instantaneous Duration: Instantaneous

You alter gravity for yourself, causing you to reorient which You hurl a mote of arcane energy at a creature or object within
way is down for you until the end of your turn. You can pick range. Make a ranged spell attack against the target. On a hit,
any direction to fall as if under the effect of gravity, falling up the target takes 2d4 force damage.
to 500 feet before the spell ends. This spell's damage increases by 2d4 when you reach 5th
If you collide with something during this time, you take level (4d4), 11th level (6d4), and 17th level (8d4).
falling damage as normal, but you can control your fall as you
could under normal conditions by holding onto objects or
move along a surface according to your new orientation as
Freezing Shell
1st-level abjuration
normal until your turn ends and gravity returns to normal.
Casting Time: 1 action.
Range: Self
Fling Components: V, S
2nd-level transmutation
Duration: 1 hour
Classes: Sorcerer, Wizard
A freezing shell shrouds you, covering you and your gear. You
Casting Time: 1 action.
gain 5 temporary hit points for the duration. If a creature hits
Range: 30 feet
you with a melee attack while you have these hit points, the
Components: V, S
creature takes 5 cold damage.
Duration: Instantaneous
At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, both the temporary hit points and the
You manipulate gravity around one large or smaller creature.
cold damage increase by 5 for each slot level above 1st.
The target creature makes a Strength saving throw. On
failure, you can fling them 40 feet straight up or 20 feet in any
direction. Jumping Jolt
If you fling them straight up they immediately fall, taking 4th-level evocation
4d6 damage falling damage, and fall prone. If you fling them
any other direction, they take 2d6 damage and fall prone. If Classes: Sorcerer, Wizard
their movement would be stopped early by a creature or Casting Time: 1 action
object, both the target and creature or object takes 3d6 Range: 60 feet
bludgeoning damage. Components: V, S
Duration: Instantaneous.
Flash Freeze You release an arc of lighting at a creature within range. Make
3rd-level evocation
a ranged spell attack roll against the target. On hit, the target
takes 4d12 lightning damage, and you can cause the spell to
Classes: Sorcerer, Wizard
jump to another target within 20 feet of the first target making
Casting Time: 1 action
a new attack roll for each target. The spell cannot hit the same
Range: Self(30-foot cone)
target twice, or jump to a target out of the spells range. The
Components: V, S
spell can jump a maximum of five times.
Duration: Instantaneous.
On a miss, the target takes half as much damage and the
A freezing wind ripples outward. Each creature in a 30-foot
spell does not jump to a new target.
cone must make a Constitution saving throw. On a fail save, a
At Higher Levels. When you cast this spell using a spell slot
creature takes 4d8 cold damage and is restrained by ice until
of 5th level or higher, the starting damage increases by 1d12
the start of your next turn. On a successful save, the target
for each slot level above 4th.
takes half as much damage and isn't restrained.
At Higher Levels. When you cast this spell using a spell slot
of 4th level or higher, the damage increases by 1d8 for each
slot level above 3rd.
Kibbles' Inventor
59

Launch Object At Higher Levels. When you cast this spell using a 3rd- or
4th-level spell slot, the damage increases to 2d12 and the
1st-level transmutation
range increases to 30 feet. When you cast it using a 5th- or
6th-level spell slot, the damage increases to 3d12 and the
Classes: Inventor
range increases to 60 feet.
Casting Time: 1 action
Range: 60 ft.
Components: S Mutate
Duration: Instantaneous 3rd-level transmutation

Choose one object weighing 1 to 5 pounds within range that Classes: Druid, Occutlist, Sorcerer, Warlock, Wizard
isn’t being worn or carried. The object flies in a straight line Casting Time: 1 Action
up to 90 feet in a direction you choose before falling to the Range: Self
ground, stopping early if it impacts against a solid surface. If Components: V, S, M (something from an extinct animal)
the object would strike a creature, that creature must make a Duration: Concentration, up to 10 minutes.
Dexterity saving throw. On a failed save, the object strikes the
target and stops moving. When the object strikes something, You manipulate the nature of your body with magic
the object and what it strikes each take 3d8 bludgeoning temporarily giving it new properties. You can select three of
damage. the following properties:
At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, the maximum weight of objects that you • Your body becomes malleable and amorphous. You have
can target with this spell increases by 5 pounds, and the advantage on saves and checks against grapples and the
damage increases by 1d8, for each slot level above 1st. restrained condition, you do not suffer disadvantage from
squeezing into smaller spaces, and you can squeeze
through openings two sizes smaller than you.
• You grow one additional appendage. This appendage
Lightning Charged serves as an arm and a hand, though it can take the shape
2nd-level evocation
of an arm, tentacle, or similar appendage.
• You extend the length of your limbs, giving you a 10 foot
Classes: Inventor
reach on melee attacks, touch spells, and object
Casting Time: 1 action
interactions.
Range: Touch
• Your flesh hardens, your base AC becomes 14 + your
Components: V, S, M (a piece of once used lightning rod)
dexterity modifier if it is not already higher.
Duration: 10 minutes
• You grow more resilient, adapting against one external
threat. You gain advantage on one type of saving throw of
You channel lightning energy into a creature. The energy is
your choice.
harmless to the creature, but escapes in dangerous bursts to
• You adapt your body to an aquatic environment, sprouting
other nearby creatures.
gills and growing webbing between your fingers. You can
Every time that creature strikes another creature with a
breathe underwater and gain a swimming speed equal to
melee attack, a spell with a range of touch, is struck by
your walking speed.
another creature with a melee attack, or ends their turn while
• Your body grows ablative armor. You gain temporary hit
grappling or being grappled by another creature, they deal
points equal to your spellcasting modifier at the start of
1d6 lightning damage to that creature.
each of your turns.
Once this spell has discharged 6 times (dealing up to 6d6
• You can grow one size larger or smaller.
damage), the spell ends.
• You sprout wings. You gain a flying speed of 30 feet.
At Higher Levels. The spell can discharge damage 2
• You grow a natural weapon; this weapon can have the
additional times (dealing 2d6 more total damage) before the
statistics of any martial melee weapon and takes on a form
spell ends for each slot level above 2nd.
vaguely reminiscent of it without the thrown property. You
have proficiency with this weapon, and are considered
Lightning Tendril holding it. You can use your spellcasting modifier in place
1st-level evocation of your Strength modifier for attack and damage rolls with
this natural weapon. The natural weapon is magic and you
Classes: Druid, Occultist, Sorcerer, Warlock, Wizard have a +1 bonus to the attack and damage rolls you make
Casting Time: 1 bonus action using it.
Range: 20 feet
Components: V, S, M (a twig from a tree that has been struck For the duration of the spell, you can use an action to change
by lightning) one or all of the properties, losing the benefits of your
Duration: Concentration, up to 1 minute. previously selected properties and gaining the benefits of the
new selected properties.
Crackling beams of blue energy leap from your hands. For the At Higher Levels. When you cast this spell using a spell slot
duration of the spell, as an action, you can direct them toward of 4th or higher, you can select one additional property from
a creature within range, dealing 1d12 lightning damage to that the list of options, with one additional property per spell level
creature. above 3rd.
60
Kibbles' Inventor

Orbital Stones Shockwave


4th-level transmutation 5th-level psionic

Classes: Druid, Sorcerer, Wizard Casting Time: : 1 action.


Casting Time: 1 action Range: Self
Range: Self Components: S
Components: V, S Duration: Instantaneous.
Duration: Concentration, Up to 1 Minute.
You unleash a burst of telekinetic force in all directions. Each
You lift three inanimate Small or Medium sized rocks or creature you choose within 30 feet of you is knocked 5 feet
similar objects from within 10 feet of you, causing them to back and must succeed on a Strength saving throw or take
defy gravity and slowly circle you. With all three stones 8d6 damage bludgeoning damage and be knocked prone. A
orbiting, you have three quarters cover. With at least one stone creature that succeeds on its saving throw takes half as much
remaining, you have half cover. damage and isn't knocked prone.
As a bonus action while at least one stone remains in orbit,
you can magically fling a stone at target within 60 feet. Make a
ranged spell attack roll. On hit, the target takes 3d10
Sky Burst
5th-level evocation
bludgeoning damage and is knocked backward 5 feet.
Classes: Druid, Sorcerer, Wizard
Rotting Curse Casting Time: 1 action
1st-level necromancy Range: 120 feet
Components: V, S
Classes: Occultist Duration: Instantaneous.
Casting Time: 1 action
Range: 60 feet Five bolts of lightning strike five points of your choice that you
Components: V, S, M (something from the target creature can see within range. Each creature within 5 feet of the
(such as blood, hair, or scales) which the spell consumes) chosen points must make a Dexterity saving throw. A creature
Duration: Concentration, up to 1 minute takes 4d12 lightning damage on a failed save, or half as much
on a successful one. A creature in the area of more than one
You inflicting a rotting decay on a creature, causing it to to lightning burst is affected only once.
begin to rot. For the duration of the spell, every time the At Higher Levels. When you cast this spell using a spell slot
creature takes damage, it takes an additional 1d4 necrotic of 6th level or higher, you can call down an additional bolt of
damage, and the effect of all healing on the creature is lightning targeting another point within range for each slot
reduced by half. level above 5th.
The target creature has disadvantage on any Charisma
checks for social interaction during the effect of the spell.
Thunder Pulse
3rd-level evocation
Seeking Projectile
1st-level transmutation Classes: Sorcerer, Wizard
Casting Time: 1 bonus action
Casting Time: 1 action Range: Self(15-foot cone)
Range: Touch Components: V, S
Components: V, S Duration: Concentration, up to 1 minute.
Duration: Concentration, up to 10 minutes
You gather sonic energy and can expel it in shockwaves for the
You touch a piece of ammunition or weapon with the thrown duration. Until the spell ends, you can use an action to emit a
property imbuing it with the property of seeking its target. shockwave in a 15-foot cone. Each creature in that area must
When a ranged attack roll is made with that weapon that make a Constitution saving throw, taking 4d8 thunder damage
attack gains advantage and the attack roll can add your spell and being knocked 10 feet away from you on a failed save, or
casting modifier to the value on the dice. If that makes the half as much damage and not being knocked away on a
value on the die + your spell casting modifier results in a 20 or successful one.
more, the attack is a critical hit as if a 20 was rolled. After At Higher Levels. When you cast this spell using a spell slot
making the attack roll, the spell ends. of 3rd level or higher, the damage increases by 1d8 for each
slot level above 2nd.
Kibbles' Inventor
61

Thunder Punch Vortex Blast


1st-level evocation 3rd-level evocation

Classes: Sorcerer, Wizard Classes: Occultist, Sorcerer, Wizard.


Casting Time: 1 action Casting Time: 1 Action
Range: Touch Range: Self (30 foot cone)
Components: V, S Components: V, S
Duration: Instantaneous. Duration: Instantaneous

You charge your hand (or similar appendage) with thunder You create a sudden violent vortex that blasts outwards in a
power. Make a melee spell attack against the target. On a hit, cone, tossing characters and objects within the area.
there is a thunderous crash audible from up to 300 feet of you Creatures take 2d6 bludgeoning damage and must succeed a
and the target takes 3d8 thunder damage, and is knocked 10 Strength saving throw or be knocked 20 feet backward and 40
feet away from you. feet upward.
At Higher Levels. When you cast this spell using a spell slot At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, the damage increases by 1d8 for each of 4th level or higher, the damage increases by 1d6 for each
slot level above 1st. slot level above 3rd.

Turbulent Warp
3rd-level psionic

Casting Time: 1 action


Range: 90 ft.
Components: V
Duration: Instantaneous

You teleport yourself to an unoccupied space you can see


within range, leaving behind a spatial distortion. Each
creature within 10 feet of the space you left must make a
Charisma saving throw. On a failure, they take 5d4 force
damage and are teleported to an empty space of your choice
within 5 feet of where they were. On success they take half as
much damage and are not teleported.
You can also teleport one willing creature of your size or
smaller who is carrying gear up to its carrying capacity. The
creature must be within 5 feet of you when you cast this spell,
and there must be an unoccupied space within 5 feet of your
destination space for the creature to appear in; otherwise, the
creature is left behind.
At Higher Levels. When you cast this spell using a spell slot
of 4th level or higher, the damage increases by 2d4 for each
slot level above 3rd.

Unburden
1st-level transmutation

Casting Time: 1 action


Range: Touch
Components: V, S
Duration: 1 hour

A creature you touch no longer suffers the penalties to


movement speed or to their Dexterity (Stealth) checks while
wearing medium or heavy armor, and is no longer
encumbered from carry weight unless they are carrying more
than twice the weight that would encumber them.
62
Kibbles' Inventor

• Louis.
Credits: •

Mahtaran
MangoPudding
• Mark Brandon
Patreon Supporters • masterofastra
The creation and maintaince of this class was made possible • Meerkat Manor
by patreon supportors. • Michael Molik
• Michael Ramage
• Abeezy • Mitchell Baltosser
• Abyssal Knight • Mitchell Kadolph
• Andrew Keenan Richardson • Name
• Andrew Valenti • Nannette Groft
• AndrewRP8023 • Negitive
• Angel Gomez • Nicholas Sherman
• Anthony Currier-Reagor • Nick
• Arden Dre • Nomatron
• Aren Harper • orionSquared
• Austin Fox • Patrick Hart
• Bailey Halsall • Peter Steil
• BenPriebe • polyblium
• bigbird • poprock3189
• Brandon Emory Lake • PrussiAntique (Antiqua)
• Brendan • PurblyDurbly
• Bryan Patterson • Ronick Dizon
• Bucket • Rory Collier
• C. Dobb • Sam B. Spivey
• Cameron • Seffykun
• CelticGamingGod • selene papathanasiou
• Chad Chadley • Slippygate
• Christian Maerten • Solarfed
• Colin Reilly • SonOfSofaman
• Conor McLaughlin • Spectre Creations
• CovertMuffin • Stormlord
• Crows' GamingDen • Suliman Adel
• Dallas blanch • Thortron
• Dan Schmidt • Tony Bucher
• David Romero • Tyler
• david santistevan • Verixa Okblek
• Dr.arielpro • vetro 26
• Drowrin • Witasmott
• Elijah McGowan • WitchDoctorXera
• Erin Wolsleben • Wraithkin
• FS-1414 • Zauvern
• Garion Pankievich
• Garth Ott ...and many more! Thank you all, you make the fun people
• Glider Onair have playing this class possible.
• GM Binder
• Herdsheep
• Ihileath Art Credits:
• Issac Dyne All it is copyright KibblesTasty, done by the following artists:
• Jack Inacker • Class Image: Adrytia45
• Jacob Herrera • Awakened Psion: Trung Tin Shinji
• Jake Sine • Transcended Psion: Trung Tin Shinji
• Jason Lasica • Shaper: Trung Tin Shinji
• Johannes Wieland • Wandering Mind: Trung Tin Shinji
• Kainoa Pacarro • Elemental Mind: Trung Tin Shinji
• Kilian Tyler • Consumption: Alika Hammam
• KnightOfAlcea
• Larry Eger
• Litchalope
• Logan Olson
• Lone Paladin
Kibbles' Inventor
63

6. Notice of License Copyright: You must update the

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Content that you Use. No terms may be added to or Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
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License itself. No other terms or Conditions may be applied
to any Open Game Content distributed using this License. System Reference Document 5.1 Copyright 2016, Wizards of the
3. Offer and Acceptance: By Using the Open Game Content You Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris
indicate Your acceptance of the terms of this License. Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J.
4. Grant and Consideration: In consideration for agreeing to Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend,
use this License, the Contributors grant You a perpetual, based on original material by E. Gary Gygax and Dave Arneson.
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