Wizard
Base Class: Wizard

A contraptionist is an inventor. They create contraptions that deal damage, trip, restrain, grapple, or cause other effects to their foes. They are also known for their quests for far-flung magics and items to help them get better inventions. 

Basic Utility Belt

The mainstay of every Contraptionist is their utility belt. They are able to get to their tools easily as well as some of their small weaponized inventions. A contraptionist gets one of each contraption picked per contraptionist level. At first level they would have 1 of each contraption picked (max of three) at second level they would have 2 of each. and so on and so forth.

A Basic Contraption costs 1 GP each. If they are recovered they can be used again except for bombs. Traps need to be disarmed to recover. If a trap has been expended they can still be recovered but the Contraptionist must make a Tinkering check = 10+ Level of the contraptionist when they made it. 

Gained at levels 1,1,1,5, 7,11

Basic Bomb

Dex Save for each in 5 foot radius of targeted area. On fail take 2d6 damage

Basic Spring Trap

 Trap is placed anywhere and any creature who steps on it needs to make a Dex save or take 2d6 piercing damage.

Fog Bomb

Obscures a 10 foot radius area for 1d4 rounds

Grappling Spider Hook

Its a grappling hook the size of spider. Its also shaped like a clockwork spider. Can be thrown a number of feet equal to your contraptionist level * 10. Range attack to use, based on DMs DC. Gives advantage to athletic checks pertaining to climbing (or swinging from it)

Micro Bola

Ranged attack that if hits it grapples the opponent. On a hit the opponent needs to make a Dex save or fall prone

Pocket Snare

A trap that adheres to the floor wherever you place it. When a creature walks over it the creature must make a sex save or become grappled

Weapon Spike

Add a spike onto a weapon to deal 1d6 piercing damage. Once it hits the enemy it sticks into them. (Can be recovered)

Advanced Contraption

Pick a contraption from the basic utility belt and upgrade it. These Contraptions cost 10 GP each to create as well an hour of time spent creating, reconstituting, or repairing any recovered but broken piece.

 

When Recovering an Advanced Contraption you must succeed on a Tinkering check equal to your Contraptionist DC

 

3,6,8,10,12

Advanced Bomb

Deals 3d6 on each creature in a 10 foot radius, who must make a Dex Save or take half damage. 

A Bomb is expended without a chance to recover

Advanced Fog Bomb

Obscures an area equal to 10x your contraptionist level. This lasts for 2d4 rounds

 

A fog bomb is expended without a chance to recover

Advanced Pocket Snare

Adheres to the floor wherever you place it. When a creature steps foot within 15+ 1/2 your contraptionist level feet of the trap (Can be modified by the Contraptionist) the creature must make a DEX save or become pulled towards the trap. Upon a simple command word, set by the contraptionist, is said the creature can be let go. 

It takes a DC check of 15+ 1/2 your contraptionist level to perceive the snare. 

The Snare itself is silent, but the creatures it captures might not be.

Advanced Spring Trap

The Spring Trap now shoots multiple projectiles from it. Creature who activates an Advanced Spring Trap must make a DEX save or take 3d8. On a successful save they take no damage 

Advanced Weapon Spike

You have figured out how to make this sharp little spike move on its own. Upon a successful hit the spike opens its point and starts to burrow within the opponent. 

 

Adv weapon spike deals 1d8 peircing damage and then target needs to make a CON saving throw or take 1d4 damage at the start of their turn until they save (at the end of their turn) or take an action to stop the burrow.

Amazing Spider Hook

You now auto succeed on climb checks that carry just you a distance of 1/2 your Contraptionist level X10 feet. You still have advantage on climb checks that are your contraptionist lvl x10 feet. You only carry a max of 2 of these items but they can be used in tandem with each other

Mirco Impaling Bola

Ranged attack that on a success grapples an opponent and takes 2d4 piercing damage. Target also has to make a DEX save or fall prone

Master Work Contraptions

Pick an ADVANCED CONTRAPTION and upgrade it. It now counts as a magical item and gains a +1 to attack and damage (or DC)

You may only have 1/4 your contraptionists level rounded down to the nearest even number of each Master Work Contraptions on you. Only 2 at level 9. 3@12 4@16 5@20

It now costs 10 GP to create an item

A masterwork contraption takes one full day to create. All Items can be recovered.

9,13,15,17

Master Work Bola

Contraptionist can choose if the Bola will deal damage or not. 

Ranged attack that upon a hit can deal 2d6 damage.

Upon a successful hit the target must make a Dex saving throw. If it fails it is restrained and falls prone. The target has to make a strength saving throw to break out of the bola. This effect doesn't work on creatures in size greater than Large.

For a huge creature Upon a successful hit the target must make a Dex saving throw. If it fails it is grappled. If it has two legs it falls prone.

 

Master Work Bomb

Each Creature in a 15foot area must make a DEX save or take half damage. On a failed save creatures in that area take 5d6 fire damage. The area is now considered difficult terrain. When the contraptionist speaks the magic word they set the Master Work Bomb reconstitutes itself and the creatures in the area must make another DEX save or take 5d6 piercing damage. 

The bomb has to be recovered and reactivated (bonus action-tinker check 15) before it can be used again

Master Work Fog Bomb

The fog bomb now obscures a radius equal to 1/2 your contraptionist level x 10 feet. The cloud lasts for 3d4 rounds

Contraptionist may call type during creation or create a random roll fog type

  1. Healing Fog - Each round a creature ends their turn or moves into the fog cloud they heal 1d6 points of health -Red Cloud
  2. Acid Fog- Each round a creature ends their turn or moves into the fog the receive 1d6 points of acid damage - Green Cloud
  3. Dark Fog - Each round a creature ends their turn or moves into the fog they are considered hidden as if by magical darkness - Black Cloud
  4. Rave Fog - Each round a creature ends their turn or moves into the fog they must make a wisdom saving throw or become confused - Rainbow with laser lights
  5. Sickly Fog - Each round a creature ends their turn or moves into the fog they must make a constitution saving throw or become sickened - Orange Cloud
  6. Sexy Mist - Each round a creature ends their turn or moves into the fog they must make a charisma saving throw or become charmed - Pink mist that is half the height of the contraptionist
  7. Stone Smoke - Each round a creature ends their turn or moves into the fog they must make a constitution saving throw or become paranoid...I mean under the effects of fear - Green cloud with purple and orange lights dancing through the area.
  8. Fog of War - Each round a creature ends their turn or moves into the fog they get advantage on strength ability checks -  Grey fog with thunderous flashes
  9. Thick Fog - Each round a creature ends their turn or moves into the fog gets disadvantage on dexterity saving throws - Blue almost liquidy fog
  10. RANDOM ROLL ONLY  - If you random rolled a 10 roll 2d10s and that fog bomb now as both affects. If you roll another 10 roll an additional 2d10 until that doesn't happen again. Affects stack by increasing die size (aka 2 healing clouds make 1d8 HP regained each round)

Master Work Pocket Snare

Pocket Snare now comes with its own pocket dimension (Making the cost of each pocket snare 500 GP and a week to create)

Pocket Snare can be placed anywhere, even in mid air. It takes a command word to hide and once it is hidden it is activated. It takes another command word to deactivate it. When it is hidden it takes true sight to be able to see it and even then it looks like a sparkling light with little wisps whipping around it.

EACH creature within the distance set by Contraptionist equal to a max of their contraptionist level + 10 feet must make a DEX save or be grappled and brought to the base of the Snare. If the creatures are medium sized or smaller the creatures are trapped within the pocket dimension. Each round they can make an INT save or continue to be trapped in the dimension. The dimension holds enough air for 15 minutes per 1 medium creature. Each medium creature divides this by 5. each small creature divides this by 3. Pocket dimension can hold 6 medium creatures or 12 small creatures for a max of 15 rounds. After 5 rounds the creatures inside will start to suffocate and take damage. Upon all the air in the pocket dimension being expended the dimension will spit out everything inside. The Pocket Snare will not stop trying to snare nearby creatures even if it is full. If this happens it will spit out one random creature within it.

Large creatures clog the portal and will be held at the portal entrance until they make a DEX or STR save.

Master Work Spider Hook

Spider hook can now carry you and one other creature of medium size. You automatically succeed on climb checks that are  your contraptionist level x 10 feet. 

 

The spider hook can be thrown or set down upon a surface and pushed in a direction. The spider will climb at a rate of 30 feet per round until it has reached the farthest away it can go to automatically succeed or until the contraptionist pulls once upon its thread. Two pulls and it will automatically retract and pull the contraptionist to it. If the surface is unsteady or gives way while the contraptionist is in the air the contraptionist is subject to fall damage

Master Work Spring Trap

Spring trap adheres to wherever it is placed. A creature that activates it must make a DEX saving throw or take 3d10 damage. Spring trap automatically resets and can be activated next round by the same creature. 

Trap takes 1 minute to place

Master Work Weapon Spike

The spike, now more mechanical beast than the basic contraption you use to create. This object may be placed on any weapon to give an initial 1d8 damage. The creature must make a constitution saving throw or the spike turns into a burrowing contraption who's gears not only chew their way through the enemy's flesh but also burn it and devour it with either Acid or Fire (each can be different). The spike uses it to power itself making it stronger and faster.

Upon a failed saving throw the creature takes 1d4 damage. Each round they continue to fail the saving throw (made at the start of the Contraptionist's turn) the damage is increased by 1d4 for a maximum of 10d4

The creature may choose to take a round and attack itself to pull the spike out from within it. The creature must use or drop their current weapon to do so.

Mechanical Aide

Contraptionist gains a mechanical side kick. Who acts like a construct and has a CR of 3 from the Monster manual. 

The Mechanical aide can carry extra weight and has access to the basic utility belt, but cannot work higher contraptions than basic. It can hold 2x your contraptionist level in contraptions

The Mechanical Aide can be leveled up if you so choose. It may only level up when you take a level in contraptionist When you level up the Mechanical Aide you can spend 3 days working on modifications to the aid to change the CR from the monster manual to be 1/4 of your current level. It Costs 1000GP and 1 day to level up the Aide

It costs Your Contraptionist level * 1000 GP to create 

It costs 1000 GP to repair if broken and recovered

 

Legendary Contraptions

Take one of your master Contraptions and upgrade it to LEGENDARY status

These take 1000 GP and a week to create.

These are all recoverable 

You have a TOTAL number of Legendary Contraptions equal to 1/4 your contraptionist level

Legendary Bola

Ranged attack that can choose to deal damage or not.

Upon a hit it can deal 5d6 Damage.

Upon a successful hit the target must make a DEX saving throw. If it fails it is restrained and falls prone. The target has to make a STR saving throw to break the restrained.

This works for ALL sized creatures

 

Legendary Bomb

Each Creature in a 15foot area must make a DEX save or take half damage. On a failed save creatures in that area take 5d6 fire damage. The area is now considered difficult terrain and creatures walking through it at normal speed take 1d4 per 10 feet of terrain walked through. When the contraptionist speaks the magic word they set the Bomb reconstitutes itself and the creatures in the area must make another DEX save or take 5d6 piercing damage. 

As a bonus action the contraptionist may say another magic word and the bomb reactivates.

 

Legendary Fog Bomb

The fog bomb can have a radius UP TO to 1/2 your contraptionist level x 10 feet and a minimum of a 5 foot radius. The cloud lasts for 3d4 rounds

Contraptionist may call 2 types during creation or create a random roll fog type.Affects stack by increasing die size (aka 2 healing clouds make 2d8 HP regained each round)

  1. Healing Fog - Each round a creature ends their turn or moves into the fog cloud they heal 2d6 points of health -Red Cloud
  2. Acid Fog- Each round a creature ends their turn or moves into the fog the receive 2d6 points of acid damage - Green Cloud
  3. Dark Fog - Each round a creature ends their turn or moves into the fog they are considered hidden as if by magical darkness - Black Cloud
  4. Rave Fog - Each round a creature ends their turn or moves into the fog they must make a wisdom saving throw or become confused - Rainbow with laser lights They have advantage on performance checks
  5. Sickly Fog - Each round a creature ends their turn or moves into the fog they must make a constitution saving throw or become sickened - Orange Cloud
  6. Sexy Mist - Each round a creature ends their turn or moves into the fog they must make a charisma saving throw or become charmed - Pink mist that is half the height of the contraptionist
  7. Stone Smoke - Each round a creature ends their turn or moves into the fog they must make a constitution saving throw or become paranoid...I mean under the effects of fear - Green cloud with purple and orange lights dancing through the area.
  8. Fog of War - Each round a creature ends their turn or moves into the fog they get advantage on strength ability checks -  Grey fog with thunderous flashes
  9. Thick Fog - Each round a creature ends their turn or moves into the fog gets disadvantage on dexterity saving throws - Blue almost liquidy fog
  10. RANDOM ROLL ONLY  - If you random rolled a 10 roll 2d10s and that fog bomb now as both affects. If you roll another 10 roll an additional 2d10 until that doesn't happen again. Affects stack by increasing die size (aka 2 healing clouds make 1d8 HP regained each round)

Legendary Pocket Snare

Pocket Snare access to an elemental dimension (Making the cost of each pocket snare 1000 GP and a week to create). During the creation of the Pocket Snare you can choose an element to fill the dimension with (Fire, water, acid, electricity, earth, air). 

Pocket Snare can be placed anywhere, even in mid air. It takes a command word to hide and once it is hidden it is activated. It takes another command word to deactivate it. When it is hidden it takes true sight to be able to see it and even then it looks like a sparkling light with little wisps whipping around it.

EACH creature within the distance set by Contraptionist equal to a max of their contraptionist level + 10 feet must make a DEX save or be grappled and brought to the base of the Snare and if the creature is medium sized or smaller the creatures are thrown into the portal. The creatures take 1d6 damage per round spent inside of the portal. The creature needs to make a strength and intelligence saving throw to break out of the portal. If a creature breaks out of the portal it takes 2d4 rounds until it can snare another creature.

Large creatures clog the portal and will be held at the portal entrance until they make a DEX or STR save.

Legendary Spider Hook

Spider hook can now carry you and one other creature of medium size. You automatically succeed on climb checks that are  your contraptionist level x 10 feet. 

The spider hook can be thrown or set down upon a surface and pushed in a direction. The spider will climb at a rate of 30 feet per round until it has reached the farthest away it can go to automatically succeed or until the contraptionist pulls once upon its thread. Two pulls and it will automatically retract and pull the contraptionist to it. If the surface is unsteady or gives way while the contraptionist is in the air the contraptionist is subject to fall damage

The spider can now jump a distance equal to your contraptionist level vertically or horizontally. After it makes the jump it can then pull the player.

Legendary Spring Trap

Spring trap adheres to wherever it is placed. A creature that activates it must make a DEX saving throw or take 3d10 damage. Upon a successful save they take half damage. Spring trap automatically resets and can be activated next round by the same creature. 

Trap takes 2 rounds to place

Legendary Weapon Spike

The spike, now more mechanical beast than the basic contraption you use to create. This object may be placed on any weapon to give an initial 2d8 damage. The creature must make a constitution saving throw or the spike turns into a burrowing contraption who's gears not only chew their way through the enemy's flesh but also burn it and devour it with either Acid or Fire (each can be different). The spike uses it to power itself making it stronger and faster.

Upon a failed saving throw the creature takes 1d6 damage. Each round they continue to fail the saving throw (made at the start of the Contraptionist's turn) the damage is increased by 1d6 for a maximum of 10d6

The creature may choose to take a round and attack itself to pull the spike out from within it. The creature must use or drop their current weapon to do so.

 

Epic Contraptions

Even the gods watch these contraptions. They are dangerous and powerful.

They cost 10,000 for each one. They take three months to create.

You can only have one on you at a time.

Epic Bola

Ranged Attack that has a range of sight. If the target it is living you have advantage on attack rolls. 

This automatically deals 5d6 damage.

Upon a successful hit the target must make a DEX saving throw. If it fails it is restrained and falls prone. The target has to make a STR saving throw to break the restrained.

This works for ALL sized creatures

Epic Bomb

Each Creature in a 15foot area must make a DEX save or take half damage. On a failed save creatures in that area take 5d6 fire damage. The area is now considered difficult terrain. Creatures within the area take a 1d6 radiant damage and 1d6 fire damage each round after until the bomb is reconstituted.  When the contraptionist speaks the magic word they set the Bomb reconstitutes itself and the creatures in the area must make another DEX save or take 5d6 piercing damage. 

As a bonus action the contraptionist may say another magic word and the bomb reactivates.

Epic Fog Bomb

The fog bomb can have a radius UP TO to 1/2 your contraptionist level x 10 feet and a minimum of a 5 foot radius. The cloud lasts for 3d6 rounds

Contraptionist may call 2 types during creation or create a random roll fog type.Affects stack by increasing die size (aka 2 healing clouds make 2d8 HP regained each round)

  1. Healing Fog - Each round a creature ends their turn or moves into the fog cloud they heal 3d6 points of health -Red Cloud
  2. Acid Fog- Each round a creature ends their turn or moves into the fog the receive 3d6 points of acid damage - Green Cloud
  3. Dark Fog - Each round a creature ends their turn or moves into the fog they are considered hidden as if by magical darkness - Black Cloud
  4. Rave Fog - Each round a creature ends their turn or moves into the fog they must make a wisdom saving throw or become confused - Rainbow with laser lights They have advantage on performance checks
  5. Sickly Fog - Each round a creature ends their turn or moves into the fog they must make a constitution saving throw or become sickened - Orange Cloud
  6. Sexy Mist - Each round a creature ends their turn or moves into the fog they must make a charisma saving throw or become charmed - Pink mist that is half the height of the contraptionist
  7. Stone Smoke - Each round a creature ends their turn or moves into the fog they must make a constitution saving throw or become paranoid...I mean under the effects of fear - Green cloud with purple and orange lights dancing through the area.
  8. Fog of War - Each round a creature ends their turn or moves into the fog they get advantage on strength ability checks -  Grey fog with thunderous flashes
  9. Thick Fog - Each round a creature ends their turn or moves into the fog gets disadvantage on dexterity saving throws - Blue almost liquidy fog
  10. RANDOM ROLL ONLY  - If you random rolled a 10 roll 2d10s and that fog bomb now as both affects. If you roll another 10 roll an additional 2d10 until that doesn't happen again. Affects stack by increasing die size (aka 2 healing clouds make 1d8 HP regained each round)

Epic Pocket Snare

Pocket Snare access to an elemental dimension (Making the cost of each pocket snare 5000 GP and a week to create). During the creation of the Pocket Snare you can choose an element to fill the dimension with (Fire, water, acid, electricity, earth, air). 

Pocket Snare can be placed anywhere, even in mid air. It takes a command word to hide and once it is hidden it is activated. It takes another command word to deactivate it. When it is hidden it takes true sight to be able to see it and even then it looks like a sparkling light with little wisps whipping around it.

EACH creature within the distance set by Contraptionist equal to a max of their contraptionist level + 10 feet must make a DEX save or be grappled and brought to the base of the Snare and if the creature is medium sized or smaller the creatures are thrown into the portal. The creatures take 1d8 damage per round spent inside of the portal. The creature needs to make a strength and intelligence saving throw to break out of the portal. If a creature breaks out of the portal it takes 1d4 rounds until it can snare another creature.

Large creatures clog the portal and will be held at the portal entrance until they make a DEX or STR save.

Epic Spider Hook

Spider hook can now carry you and 5 other creatures of medium size. You automatically succeed on climb checks that are  your contraptionist level x 10 feet. 

The spider hook can be thrown or set down upon a surface and pushed in a direction. The spider will climb at a rate of 30 feet per round until it has reached the farthest away it can go to automatically succeed or until the contraptionist pulls once upon its thread. Two pulls and it will automatically retract and pull the contraptionist to it. If the surface is unsteady or gives way while the contraptionist is in the air the contraptionist is subject to fall damage

The spider can now jump a distance equal to your contraptionist level x 2 vertically or horizontally. It can move you and the others without issues

Epic Spring Trap

Spring trap adheres to wherever it is placed. A creature that activates it must make a DEX saving throw or take 3d10 damage. Upon a successful save they take half damage. Spring trap automatically resets and can be activated next round by the same creature.

The trap is a magical weapon that syphons the damage done to the creature back to the contraptionist.

Trap takes 2 rounds to place

Epic Weapon Spike

The spike, now more mechanical beast than the basic contraption you use to create. This object may be placed on any weapon to give an initial 2d8 damage. The creature must make a constitution saving throw or the spike turns into a burrowing contraption who's gears not only chew their way through the enemy's flesh but also burn it and devour it with either Acid and Fire. The spike uses it to power itself making it stronger and faster.

Upon a failed saving throw the creature takes 2d6 damage. Each round they continue to fail the saving throw (made at the start of the Contraptionist's turn) the damage is increased by 2d6 for a maximum of 20d6

The creature may choose to take a round and attack itself to pull the spike out from within it. The creature must use or drop their current weapon to do so.

Once the creature has succeeded on a save you can reclaim the spike by succeeding on a grapple check and then spending an action to recover the object. 

 

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