Fighter
Base Class: Fighter

fabricator. Noun. (plural fabricators) A person who fabricates or manufactures something; a manufacturer. A person who makes a fabrication of something; a counterfeiter or falsifier.

Fabricators Spark

It allows the character to construct and deconstruct weapons and gadgets. Takes 2 hours per point expended to create, 1 hour per point to deconstruct. The player is proficient in all their creations and all artisan's tools. Saving throw DC is 8+procinciency+INT 

Gadgets and Weapons

1-Point

Incandescent Flashlight
Spreads bright light in a 30-ft cone. The second 30 feet in dim light. (remote)
UPGRADE to LED for 1 point for 60 bright and 60 dim

Concealable Pistol
Small chambered double-barrel breach load pistol. 1d8p +DEX 30-ft range.

Weapon Upgrade 
Take any standard or martial weapon and add elemental damage of Acid, Cold, Fire, Thunder, Or lightning doing an extra 1d4 of that element. 
UPGRADE to 1d6 for 1 point.

Coolant Disperser
compressed nitrogen that disperses with a level. It can be mounted on the forearm. Spays a 5-ft cone of 2d6 cold damage +INT target makes a CON save success takes half. 
UPGRADE to 4d6 cold damage in a 10-ft cone for 1 point.

Elemental Resistant Weave
Choose between Plastic, Titanium, Rubber, Thermal, or antivibration weave to get resistance for the following damage type- Acid, Fire, Lightning, Cold, or Thunder.
UPGRADE to get an additional weave for 1 point.

Mute Weaved Fibers 
light and quiet fabric applied on armor to make it quiet. It can negate a disadvantage on sneak or give an advantage on sneak. It can be added to light or medium armor. 

Stimpack 
A formula that regenerates cells at an exponential rate. Makes 4 2d6+3 Healing stims. Used as Bonus Action on self, full action when reviving a teammate 
UPGRADE to 4d6+6 for 1 point
UPGRADE to 8d6+12 for 2 points
DESTROY

Throwing Knives
A small knife that is designed to be thrown with accuracy. 1 attack action. 30ft range, 1d4 +dex/str
UPGRADE to do +1d4 elemental damage 

Lighter
Spark a fire at touch with flint and a stone-like mechanism that sprays a volatile gas after its ignition causing a controlled flame. Attack action. Dex saves or takes 2d6 fire damage. Used to start bigger fires.

Hidden Blade
Make a concealed dagger attack. make an attack. 1d4 +Dex. Nat sneak attack 1d6.
UPGRADE for 1 additional point to 2d4 with 2d6 sneak. 

Ladder
A collapsible ladder that can elevate a player by 15-ft 

Riot Control Armor
A suite of lightweight armor that resists the damage of outside forces with maneuverability. 12+dex AC
UPGRADE for 1 point 14+dex AC

2-Points

4-Shot Revolver
This a one-handed ranged handgun that can attack four times before reloading is required, one attack is one shot. make an attack. Does 1d10 +Dex mod of piercing damage. Misfires on 1
UPGRADE to 6 shots and +1 for 1 point. 60-ft range

Acid Gauntlet 
A mechanized sprayer that straps to the forearm.one attack. As two attack actions, Sprays acid in a 10-ft cone. 3d6 +INT acid damage. Targets make a CON save on success takes half.
UPGRADE for 1 point to 6d6 acid damage in a 20-ft cone.

Jump Boots
Foot Footwear with powerful springs that set behind a resetting gear. Allows the player to jump 30-ft high and 5-ft long or 30-ft long at 5-ft high. Resets every 30 seconds.
UPGRADE adds +10ft of movement speed.

Glider Staff
A quarterstaff with collapsible wings that are used to glide from heights. 

Concussion Trap
A loud shock-wave created by percussive heavy-duty snares snapping with high tension springs. It requires an action to reset and trigger. Creatures within 15 feet of trap take 2d10 thunder damage +str (remote)
UPGRADE to 20 ft range 4d8 thunder 1 point

Radio Transmitter/receiver
allows
 the player to remotely detonate traps and operate mechanical familiars. 60-ft range
UPGRADE to 120ft-range for 1 point

Rebreather
A mask that contains 30 minutes of breathable air. Breathe underwater for 30 minutes.
UPGRADE to 1 hour for 1 point.

Grenade
a throwable object that explodes after a one player move.creates 2 grenades that do 4d10+20 force damage is given in a 15-ft radius. Attack to throw.
DESTROY
UPGRADE to 6d10+40 for 1 point

Full Body Armor 
Heavier set of armor that takes in more impact at slightly less mobility, disadvantage on sneak. 15+dex (max +2) AC
UPGRADE 17+dex (max +2) AC for 1 point

Grappling Hook
Spring deployed grappling hook with spring retraction that can lift 250lbs anything heavier will not automatically repel. Action to deploy, range 30-ft
UPGRADE to 60-ft, Bonus action deploy for 1 point. 

3-Points 

Double Barrel shotgun
Two attacks before reload is required. 30-ft cone that does 4d6 piercing damage. Make 1 save if within 15 feet. 2 saves when 15-30. attack to use.
UPGRADE to 8d6 with additional for 1 point (level 7 req.)

Dark Vision Goggles
transmit an invisible light into visible light through a sensitive prism in a pair of goggles. Darkvision for 60-ft. 
UPGRADE to 120-ft for 1 point (lvl 7)

BOOMerang
A concussive throw-able blunt contraption that returns when thrown. 1d6 blunt 1d6 thunder +Dex 30 ft range. 1 attack to use. (remote)
UPGRADE 2d6 blunt for 1 point (lvl 7)

Bear Trap
A trap that is placed on a surface. When a Large or smaller creature steps into the trap it takes 8d6 +16. action to set up.(remote)
UPGRADE to 8d6 plus 6d10 poison +24 for 1 point (lvl 7 req.) 

Flame Jets
two nozzles that set under the player's forearms. flexible lines go from the nozzle to a small compressed tank on the back of the character. As 2 attack actions, the player can spray a 15-ft cone of fire that does 4d6 +INT. Targets make a DEX save success takes half.
UPGRADE to 30ft cone and 7d6 fire damage +INT. (lvl 7 req.)

Robo-Cat
a remote-controlled familiar that can be sent out for recon. transmitter/receiver required. 
UPGRADE to Robo-Tressym that can fly as well as walk. (lvl 7)

Motorcycle 
A vehicle that can seat 2 people that can travel 120-ft per turn (240 on the dash)
UPGRADE to a model A for an additional point seats 4 people. 

Juggernaught Armor
Heavyset armor that inhibits movement but allows extreme protection. -5 ft of movement and CANNOT sneak and unarmed attacks are at a disadvantage. 18 AC
UPGRADE to 20 AC for 1 point. (lvl 7)

4-points

The Demon
A larger chambered 5 cylinder revolver. 2d8 p +dex. 80-ft range. Misfires on 1. attack to use (lvl 7)
UPGRADE to 7 cylinder revolver and 1d6 force for 1 point (lvl 10)

Tesla Arc Accelerator 
An AC generator that straps to the players back and weighs about 50lbs that has a heavy cable that attaches to a wielded rifle that harnesses the electricity and directs it to a target. For two attack actions, the player can arc a bolt that can chain off 3 targets of AC current doing 5d6 lightning +INT 30ft initial range, 15-ft from affected targets. Targets make a DEX save success takes half (lvl 7)
UPGRADE to 8d6 and 60ft range and 30-ft range from affected targets for 1 point (lvl 10)

Mechanical Flying
Wings that stretch and propelled with a jet explosion. Fly speed of 30-ft (lvl 7)
UPGRADE to 60-ft for 1 Point (lvl 10)

Pulverizer
A sledgehammer has a bored hole in the head that allows a shotgun shell to be fired upon the impact of the head through a pressure plate. Does 2d6 blunt and 1 d10 piercing. attack to use (lvl 7)
UPGRADE to 2d10 for 1 point (lvl 10)

Zombie Virus/Vaccine 
Create 3 syringes that contain either the cure for EARLY zombification or a virus for making a living creature a zombie. these zombies are not loyal to their creator. Zombies scale to the level of the infected creature. (lvl 7)
UPGRADE to make them loyal to their creator for 1 point. (lvl 10)
DESTROY

Vampire Virus/Vaccine 
create a syringe that contains the cure or virus of Vampirification. The infected humanoid scales to its level and is FERAL. (lvl 7)
UPGRADE to non-feral for 1 point. (lvl 10)
DESTROY

5-Points

The ANTIM
A breech-loading rifle .50 cal. 2d12 p +dex. Attack to use. Misfires on 1 and 2 (lvl 10)
UPGRADE to double-barrel and extra 1d10 force for 1 point (lvl 15)

Fat Man 
A heavy spring-loaded launcher that lobs a small explosive. For 2 attack actions, It can launch the explosive 30-ft and causes an explosion in a 15-ft radius from ground 0. All creatures take 6d6 force damage make a DEX save success takes half. Make an STR save or be knocked prone
UPGRADE to 9d6 force and a 60-ft range. 

BOMB
A 1x1 contraption with a custom timer that is detonated when set up to 12 hours. upon detonation the bomb does 12 d10+40 force damage in a 60-ft radius. Action to set and bonus action to detonate. (lvl 10)
UPGRADE to 16d10+80 for 1 point (lvl 15)
UPGRADE to 20d10+120 for 2 points (lvl 15)
DESTROY

Propeller Plane 
A small airplane that can seat 2 people going 120 ft a turn (240 if dashing) (lvl 10)
UPGRADE to a bigger plane that seats 4 

Special Creations 

Airship
a massive weaponized blimp that travels up to 40 mph. 
details are between player and DM 

Nuke 
a massive bomb that can cover a 5-mile radius 

Institute/lab
A location for teaching, revenue, and limitless creation.

Tank
a heavily armored all-terrain vehicle that can fire an explosive round. Possibly fire small arms as well with assisting passengers. 

Submarine 
an armored protective shell that rebreathes air to dive deep into bodies of water.

Apprentice Fabricator

Access to level 7 creations and upgrades. All attacks with inventions are considered magical. Everything crafted is +1.

Journeyman Fabricator

Can craft level 10 creations and upgrades. Everything that is crafted has +2. Material points can be bought for 50 gold a point. Limit to the current level.

Expert Fabricator

Access to level 15 creations and upgrades. +3 to all creations. Targets have disadvantages against saving throws from creations.

Master Fabricator

Unlocks level 18 creations and updates. There is no limit to material points. 

Previous Versions

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