Artificer Specialist Inventor An inventor loves to come up with ideas for devices that can help them in the heat of battle or from a distance, and will tinker with everything to make sure they are prepared to face just about anything. When you choose this specialization at 1st level, you gain proficiency with Tinker's tools, and you also gain proficiency with heavy crossbows and hand crossbows. Inventions At 1st level you know your way with metal, and loves to tinker with it. You have crafted a toolbox where you can carry your inventions around, it will also function as your tinker's tools. You can use the toolbox to make inventions (See the "Inventions" section) You can make inventions as many inventions you want as part of a long rest. Your inventions need some of your magic to function so you can only have so many active at a time. The amount of inventions you can have built at a time is equal to your intelligence modifier + your artificer level. You can craft multiple of the same invention. Some invention can only be used once (Ex: The Boom-Bot), others can be used multiple times (Ex: The Tazer). Since the inventions are linked to your magic, you are the only person who can use the inventions. If you lose it you can craft a new one as part of a long rest, at the cost of 100g for materials. Limit of the mind With all your invention, it can be hard to keep track of them all and keep their magic functional. You can only craft a specific amount of different inventions. At first level when you pick this class you can have 3 different inventions. this increase as you level up. you can have 5 different inventions at level three, and 6 at level six, you can have 8 at level nine, 9 at level thirteen, 10 at level seventeen, at level nineteen you can pick from all the inventions. Inventions Inventions help the artificer on their goal, whenever it’s to get past a puzzle in a tomb, or to slay vile fiends, the inventor have something for every occasion. Freeze Ray Gun As an action you can pull out a gun, that is infused with frost magic, and shoot a frigid beam of blue-white light that streaks toward a creature within 60 feet. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The Guns damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Tazer As an action, you can pull out a tazer to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn. Creatures wearing metal armor must succeed a constitution saving throw against your spell save DC or be stunned until the end of their next turn. The Tazers damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). The appearance of the inventions The invention can look just how you want them to look. maybe your Boom-Bot is a little spider robot with a bomb on the back, or maybe it’s a bomb with some legs attached. It’s all about making the inventions your own. Making your own inventions Since the subclass is focused about inventing stuff it is highly advised that if you have a good idea for an invention, you talk with your DM and try to balance the Invention with him/her.

Medi-Bot Prerequisite: 4th level Artificer, That you can cast "Cure Wounds" You can cast "Cure Wounds" on this little robot and use your "Infuse Magic" to store the spell in it. The medi-bot can have 3 Cure wounds stored in it at a time, but can only use one per round. As an action, you can put down the medi-bot 5 feet near you, the bot will act at the end of your turn. Its will try and follow you around. A creature that is friendly to you can use a bonus action to call for the robot to help them, the medi-bot will on seek out that creature and cast "Cure Wounds" on it if it has it infused. The medi-bot have 15 AC, (five times your artificer level) in hit points and 30 feet movement speed. Boom-Bot As an action, you can place this little robot 5 feet near you. When you do so you give the robot a target (either one you can point out or describe to the bot). The robot will act at the end of your turn. It will move towards the target with all its movement speed taking the shortest route, but will avoid holes and other obvious danger to it. when it comes within 5 feet of its target it will explode dealing damage in a 5 feet radius. Every creature in the radius must succeed a dexterity saving throw against your Artificer spell DC and take 2d8 Magical piercing damage on a failed save, and half as much on a success. The boom-bot have 15 AC, (five times your artificer level) in hit points and 30 feet movement speed. If the target gets more than 200 feet away from the boom-bot the bot will stop chasing and turn itself off. The boom-bots damage increase to 3d8 at 3rd level, 4d8 at 6th level, 5d8 at 9th level, 6d8 at 13th level, 7d8 at 17th level and 8d8 at 19th level. Teleportation Pad Prerequisite: 9th level Artificer As an action, you can throw a teleportation pad infused with magic up to 15 feet. When thrown it will have its magic for up to 1 minute. While it has it magic you can, as an action, teleport yourself to the pad, as long as you are within 100 feet of the pad and on the same plane of existence. Each teleportation pad can only be used once per short or long rest. Pop-Up Barricade As an action, you can put and a foldable barricade. A Medium or smaller creature can take cover behind the barricade and benefit from half-cover. Bounce Pad As an action, you can put down a bounce pad within 5 feet of you. When its placed you can point it in a direction. When a creature of medium or smaller size steps on the pad they must succeed a Dexterity saving throw against your Artificer spell save DC and be flung 30 feet in the direction that the pad is facing and a failed save. A creature can also choose to fail the save and get flung on purpose. Items that land of the bounce pad will also get flung. Timed Explosives As an action, you can throw a big ticking bomb at a point up to 30 feet away. When you throw the bomb, you choose how many rounds before it will explode (minimum 1 and maximum 10). it will tick down 1 turn at the start of your turn, so if you set it to 1 round, then it will explode at the start of your next turn. When it explodes it deal damage in a 20 feet radius around the explosives, every creature in the radius must make a dexterity save against your Artificer spell save DC or take 1d10 Thunder damage and half as much on a success. The bombs deal double damage if it has been set for 3 or more rounds. Creatures can pick up the bomb and throw it 30 feet as an action. The damage increases to 2d10 3rd level, 3d10 at 6th level, 4d10 at 9th level, 5d10 at 13th level, 6d10 at 17th level and 7d10 at 19th level. Bipod You can put this invention on a light crossbow or heavy crossbow. As a bonus action, you can go prone and extend the bipod mounted on your crossbow. while prone with the bipod, you gain +200 range with the crossbow, you also don’t get disadvantage on attack roll while prone. Auto reloader You can put this invention on a light crossbow, handcrossbow or heavy crossbow. As a bonus action, you can wind up the auto reloader if it is mounted on a crossbow you are holding. When you do so, you don’t need to use a bonus action to reload the crossbow for the next 1 minutes. At level 9 the duration becomes 10 minutes. Anti-Magic Field Generator Prerequisite: 9th level Artificer As an action, you can deploy an anti-magic field generator 5 feet near you. The radius of the field is 10 feet from the generator. Any creature that is inside the field has advantage on saving throws against spell effects. If a creature wants to cast a spell while inside the field they have to succeed a saving throw with their spell casting ability score against your artificer spell save DC. At the end of your next turn the generator runs out of power. Each anti-magic field generator can be used once per short or long rest. Protective Plaiting Prerequisite: 6th level Artificer, that you have your mechanical servant This invention can be mounted on your mechanical servant. When you put this plating on your mechanical servant, you bolster its defences and gives it +3 to its AC. Magical Reparation Unit Prerequisite: 6th level Artificer, that you have your mechanical servant This invention can be mounted on your mechanical servant. When you install this reparation unit on your mechanical servant, you can touch your robot, and as an action, spend a spellslot to heal the servant for 1d8+ your spellcasting modifier.