Fighter
Base Class: Fighter

Inventor

Inventors are fighters who approach battle as a problem waiting to be solved. Where others perfect a weapon or fighting style, Inventors build mechanisms, devices, traps, and machines to give themselves an advantage.

Their creations aren't magical. They are the product of engineering, experimentation, and an obsessive desire to make something that has never existed before.

Level 3: Prototypes

You have learned to rapidly construct temporary devices called Prototypes.

As a Bonus Action, you can expend one use of this feature to create a Prototype in an unoccupied space within 5 feet of you, unless its description says otherwise.

A Prototype remains functional for a number of rounds equal to your Proficiency Bonus. Its duration begins when you create it, and it ceases to function at the end of your turn on the final round.

You can have a number of Prototypes active at one time equal to your Proficiency Bonus. If you create a Prototype that would exceed this limit, choose one of your existing Prototypes, which immediately ceases to function.

You have a number of Prototype Uses equal to 2 + your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest.

Your Prototypes are nonmagical physical objects and can be damaged or destroyed. If a Prototype calls for an attack roll or saving throw, use the following:

Prototype Attack Modifier: your Proficiency Bonus + your Intelligence modifier

Prototype Save DC: 8 + your Proficiency Bonus + your Intelligence modifier

 

Level 7: Practical Ingenuity

Your experience building devices has taught you how to rapidly improvise useful equipment.

You gain proficiency with Tinker's Tools. If you already have this proficiency, choose another type of Artisan's Tools with which you gain proficiency.

You can take the Utilize action as a Bonus Action.

Additionally, using Tinker's Tools and materials available to you, you can Jury-Rig one of the following pieces of equipment:

Ball Bearings, Caltrops, Crowbar, Grappling Hook, Net, Rope, Shovel, or Iron Spikes.

[Jury-Rig mechanics: We should put the exact action/time, duration, and number of simultaneous Jury-Rigged objects here once we settle those. I wouldn't invent that part just to fill the DDB field.]

Level 10: Advanced Prototypes

Your continued experimentation has allowed you to construct increasingly sophisticated Prototypes.

You gain the following additional Prototype designs: Bolt-Thrower, Bear Trap, and Deployable Barricade.

These Prototypes follow all the normal rules of your Prototypes.

Bolt-Thrower

Large Prototype

Armor Class: 14
Hit Points: 5 + twice your Fighter level

The Bolt-Thrower is stationary. A creature adjacent to it can operate it.

When an operator takes the Attack action, they can replace one of their attacks with a ranged Prototype Attack using the Bolt-Thrower.

Range: 80/320 feet

Hit: 1d10 + your Intelligence modifier Piercing damage.

The Bolt-Thrower includes the ammunition it requires while functional.

Overclock. Once on each operator's turn when the Bolt-Thrower hits, the attack deals an additional 1d10 Piercing damage.

Bear Trap

Small Prototype

Armor Class: 13
Hit Points: 5 + your Fighter level

When a creature enters the space containing the Bear Trap, it must succeed on a Dexterity saving throw against your Prototype Save DC or take 1d8 Piercing damage and have the Restrained condition.

A Restrained creature can take an action to make a Strength (Athletics) check against your Prototype Save DC, freeing itself on a success. Destroying the Bear Trap also frees the creature.

The Bear Trap can restrain only one creature at a time.

Overclock. The initial damage increases to 2d8 Piercing damage, and ability checks made to escape the Bear Trap have Disadvantage.

Deployable Barricade

Large Prototype

Armor Class: 15
Hit Points: 10 + twice your Fighter level

The Prototype unfolds into a solid barrier up to 10 feet wide and 5 feet high.

The barrier blocks movement through its space. A creature on one side of the barrier has Three-Quarters Cover against attacks and effects originating from the opposite side.

Overclock. The barrier can be up to 20 feet wide.

Level 15: Overclock

You have learned to push your Prototypes beyond their normal operating limits.

When you create a Prototype, you can Overclock it, granting it the Overclock benefit described in that Prototype's entry.

You can Overclock a Prototype a number of times equal to half your Proficiency Bonus, rounded down, and you regain all expended uses when you finish a Short or Long Rest.

Level 18: Masterpiece

You have perfected one of your inventions beyond the limitations of your other Prototypes.

Whenever you finish a Long Rest, choose one Prototype design you know. That design becomes your Masterpiece until you choose a different design after finishing a Long Rest.

You can create your Masterpiece without expending a Prototype Use. Once you create it this way, you can't do so again until you finish a Short or Long Rest.

A Masterpiece created this way has no normal round duration. It remains functional until it is destroyed, you create another Masterpiece, or you finish a Long Rest.

Your Masterpiece otherwise follows the normal rules for your Prototypes, including the maximum number of Prototypes you can have active at once.

You can Overclock your Masterpiece normally by expending a use of your Overclock feature.

Prototypes

Prototypes

You have learned to rapidly construct temporary devices called Prototypes.

As a Bonus Action, you can expend one use of this feature to create a Prototype in an unoccupied space within 5 feet of you, unless its description says otherwise.

A Prototype remains functional for a number of rounds equal to your Proficiency Bonus. Its duration begins when you create it, and it ceases to function at the end of your turn on the final round.

You can have a number of Prototypes active at one time equal to your Proficiency Bonus. If you create a Prototype that would exceed this limit, choose one of your existing Prototypes, which immediately ceases to function.

You have a number of Prototype Uses equal to 2 + your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest.

Your Prototypes are nonmagical physical objects and can be damaged or destroyed. If a Prototype calls for an attack roll or saving throw, use the following:

Prototype Attack Modifier: your Proficiency Bonus + your Intelligence modifier

Prototype Save DC: 8 + your Proficiency Bonus + your Intelligence modifier

You know the following Prototype designs.

Combat Dummy

Medium Prototype

Armor Class: 12
Hit Points: 4 + your Fighter level

You deploy a stationary, spring-loaded false combatant.

The Combat Dummy counts as an allied creature only for the purpose of determining whether a creature has Advantage on an attack roll due to flanking. It can't make Opportunity Attacks.

Dummy Strike. When instructed to attack, the Combat Dummy makes a melee Prototype Attack against a creature within 5 feet of it. On a hit, the target takes 1d4 Bludgeoning damage.

Overclock. When a creature makes an attack with Advantage because of flanking with the Combat Dummy, you can use your Reaction to cause the Dummy to make a Dummy Strike against the same target.

Extending Striker

Wearable Prototype

Hit Points: 10 + your Fighter level

You fit the Prototype to yourself or a willing creature within 5 feet of you.

The wearer's reach increases by 5 feet when making melee attacks.

While wearing the Prototype, the wearer has Resistance to nonmagical Bludgeoning, Piercing, and Slashing damage. Whenever this Resistance prevents damage, the Prototype takes damage equal to the amount prevented.

Overclock. The wearer's reach instead increases by 10 feet when making melee attacks.

Rising Perch

Large Prototype

Armor Class: 13
Hit Points: 5 + twice your Fighter level

The Prototype occupies a 5-foot space and rapidly unfolds into a platform 10 feet above the ground. A willing Small or Medium creature can ride the platform as it rises.

A creature on the platform has Half Cover against attacks and effects that pass through or around the Rising Perch. Creatures can climb the structure normally.

When the Prototype ceases to function, the platform safely lowers to the ground.

Overclock. The platform rises up to 20 feet instead of 10 feet, and a creature on it has Three-Quarters Cover instead of Half Cover.

Practical Ingenuity

Practical Ingenuity

Your experience building devices has made you remarkably adept at solving practical problems with whatever materials are at hand.

You gain proficiency with Tinker’s Tools. If you already have proficiency with Tinker’s Tools, you instead gain proficiency with one other type of Artisan’s Tools of your choice.

Efficient Handling. You can take the Utilize action as a Bonus Action.

Jury-Rig. As a Bonus Action while you have Tinker’s Tools and assorted materials on your person, you can rapidly assemble one of the following items:

  • Ball Bearings
  • Caltrops
  • Crowbar
  • Grappling Hook
  • Net
  • Rope
  • Shovel
  • Iron Spikes

A Jury-Rigged item functions as a normal version of that item, has no monetary value, and can't be used as a material for crafting another item.

You can have only one Jury-Rigged item at a time. If you use this feature to create another item, the previous one becomes unusable. A Jury-Rigged item also becomes unusable when you finish a Long Rest.

Advanced Prototypes

Your growing experience allows you to construct more sophisticated Prototypes. You gain access to the following Prototype designs, which follow all the rules of your Prototypes feature.

Bolt-Thrower. Large Prototype; AC 14; Hit Points equal to 5 + twice your Fighter level. The Bolt-Thrower is stationary. Any adjacent creature can operate it, including a hostile creature. When an operator takes the Attack action, it can replace one attack with a ranged Prototype attack (range 80/320 feet). On a hit, the attack deals 1d10 + your Intelligence modifier Piercing damage. The attack uses your Prototype Attack Modifier regardless of who operates it.

Bear Trap. Small Prototype; AC 13; Hit Points equal to 5 + your Fighter level. When any creature enters its space, that creature must succeed on a Dexterity saving throw against your Prototype Save DC or take 1d8 Piercing damage and have the Restrained condition. A Restrained creature can take an action to make a Strength (Athletics) check against your Prototype Save DC, freeing itself on a success. Destroying the Bear Trap also frees the creature. It can restrain only one creature at a time.

Deployable Barricade. Large Prototype; AC 15; Hit Points equal to 10 + twice your Fighter level. When created, it unfolds into a solid barrier up to 10 feet wide and 5 feet high. It blocks movement through its space. A creature behind it has Three-Quarters Cover against attacks and effects originating from the opposite side. The Barricade has no firing slits or other openings through which creatures can attack.

Overclock

Overclock

You have learned to push your Prototypes beyond their normal operating limits.

When you create a Prototype, you can choose to Overclock it, granting it the Overclock benefit listed below for its design.

You can Overclock a Prototype a number of times equal to half your Proficiency Bonus (rounded down), and you regain all expended uses when you finish a Short or Long Rest.

Combat Dummy. When a creature makes an attack with Advantage because of flanking with the Combat Dummy, you can use your Reaction to cause the Dummy to make a Dummy Strike against the same target.

Extending Striker. The additional reach granted by the Extending Striker increases to 10 feet instead of 5 feet.

Rising Perch. The platform rises 20 feet instead of 10 feet, and a creature on the platform has Three-Quarters Cover instead of Half Cover against attacks and effects that must pass through or around the Perch.

Bolt-Thrower. Once on each operator's turn when the operator hits with the Bolt-Thrower, the attack deals an additional 1d10 Piercing damage.

Bear Trap. The Bear Trap deals 2d8 Piercing damage when triggered instead of 1d8, and ability checks made to escape it have Disadvantage.

Deployable Barricade. The Barricade can be up to 20 feet wide instead of 10 feet.

Masterpiece

Masterpiece

18th-Level Inventor Feature

Your skill has reached the point where you can construct a Prototype of exceptional durability and stability.

When you finish a Long Rest, choose one Prototype design you know to be your Masterpiece design. It remains your Masterpiece design until you choose a different design when you finish a Long Rest.

You can create your Masterpiece without expending a Prototype Use. Once you create it this way, you can't do so again until you finish a Short or Long Rest.

A Masterpiece created in this way doesn't have the normal duration of your Prototypes. Instead, it remains functional until one of the following occurs:

  • It is destroyed.
  • You create another Masterpiece.
  • You finish a Long Rest.

Your Masterpiece otherwise follows all the normal rules for Prototypes, including counting against the maximum number of Prototypes you can have active at once.

Creating your Masterpiece doesn't automatically Overclock it. You can choose to Overclock it normally by expending one use of your Overclock feature.

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