The Inventor Class A Class based upon creating inventions and machines

The Inventor Level Proficiency Bonus Features Scrap Maximum Expansion Points 1st +2 Scrapwork 1 - 2nd +2 Jury Rig 1 - 3rd +2 Inventor Discipline 2 - 4th +2 Ability Score Improvement 2 - 5th +3 Expansion Slots 3 3 6th +3 Inventor Discipline Feature 3 3 7th +3 Scrap Armour 4 4 8th +3 Ability Score Improvement 4 4 9th +4 Inventor Discipline Feature 5 5 10th +4 Rushed Inventor 5 5 11th +4 Sturdy Construction (+2) 6 6 12th +4 Ability Score Improvement 6 6 13th +5 Scavenger 7 7 14th +5 Inventor Discipline Feature 7 7 15th +5 Sturdy Construction (+4) 8 8 16th +5 Ability Score Improvement 8 8 17th +6 Inventor Discipline Feature 9 9 18th +6 Replacement Parts 9 9 19th +6 Ability Score Improvement 10 10 20th +6 Mass Production 14 10 Creating an Inventor When you create your inventor, consider how they became one and their relationship with the world. Did they become one under the tutelage of a master inventor? Are they pioneers in their field? Did they become one out of necessity? Inventors often keep to themselves, working day and night over their workbenches to create magnificent machines from nothing. What was the moment that drew you away from your workshop, and into the field as an adventurer? Was it the need to field test your inventions? Was it being driven away by the local citizenry for an experiment gone wrong? Or was it the lust for gold and fame? Being craftsmen and women, inventors often belong to a guild. Is your character is out on a job for them? Or perhaps they are on the run from the very guild they once belonged to? Quick Build You can make an inventor quickly by following these suggestions. Make your highest attribute Intelligence, followed by Dexterity if you intend to use ranged weapons in addition to your inventions or Constitution if you wish to prioritise health. Second, choose the guild artisan background. Class Features As an inventor, you gain the following class features Hit Points Hit Dice: 1d8 per inventor level

1d8 per inventor level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per inventor level after 1st Proficiencies Armor: Light and Medium

Light and Medium Weapons: Simple Weapons, Light Crossbows

Simple Weapons, Light Crossbows Tools: Tinker's Tools and 2 Artisan's tools of your choice Saving Throws: Constitution, Intelligence

Constitution, Intelligence Skills: Choose two from Arcana, Athletics, History, Investigation, Medicine, Perception and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a light hammer and a dagger or (b) any two simple weapons

A Light Crossbow and 20 Bolts

(a) Scale mail or (b) Studded leather armour

A set of artisan’s tools of your choice and a dungeoneers pack

Scrapwork At 1st level you can scavenge useful materials to create inventions that provide numerous abilities. You store it in a magic satchel that weighs 5 pounds and as you level up the maximum amount of scrap you can store increases. Without a satchel, you may only hold 1 scrap. Gathering Scrap To gather scrap, you must spend 1 minute to find and gather usable scrap. Roll a 1d4-1 to determine how much scrap you gather. Sources of scrap can include but are not limited to: rubble, corpses, abandoned structures, vehicles or containers such as chests or sacks. Before a short or long rest, a free scrap check can be made. Scrap can be shared amongst other inventors. Creating and Using Inventions You can create inventions using 1 minute of work and scrap. The inventions you can create are listed below the Inventor Disciplines. You cannot create inventions that require more scrap than your scrap maximum. Using an invention will require an action (some inventions require bonus actions instead) and a free hand. Bomb inventions such as the Flash Bomb can be thrown 60ft away and detonate on impact or can be detonated remotely as a bonus action from 300ft away. Some items in scrapwork will require saves against your inventions or require you to roll damage using a modifier. The modifier and save DC is as follows: Invention Save DC = 8 + Intelligence Modifier + Proficiency Bonus Invention Attack Modifier = Intelligence Modifier + Proficiency Bonus Inventions can be given to other non-inventors, they will use your invention attack modifier and save DC when needed. Jury Rig At 2nd level you can use the materials you have on hand to provide rudimentary repairs to most items. Using 1 scrap, you can use an action to cast the mending cantrip. Additionally, you can also repair any construct for 2d4 + your Intelligence modifier hit points when using this feature. At 9th level the roll is a 4d4 and at 15th level it is a 6d4. Inventor Discipline At 3rd level you specialise in one of three disciplines: Siege Mechanic, Fabricator Architect or Clockwork Technician which are all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 9th 14th and 17th level. Expansion Points At 5th level you expand upon your inventor discipline in the form of expansion points. Representing the designs and upgrades you have made over time, these improve your mechanical servant or add new abilities. Some expansions have requirements detailed next to their name. Expansions cannot be applied more than once unless specified. You can swap once expansion for another on a long rest and must be done so if you were at the level you originally acquired that expansion. Scrap Armour At 7th level you can attach plates of scrap as armour to you or others. As an action, you can spend up to a maximum of 4 scrap to apply +1 armour class for 10 minutes on yourself or on a willing creature within 5ft. A single piece of scrap armour will be destroyed if the wearer has taken any damage or 10 minutes has passed. Wearing any scrap armour will incur disadvantage on Stealth checks but the first two pieces of scrap armour do not count as armour in terms of spells or features but the third and fourth piece do. Rushed Inventor At 10th level your experience with inventions has provided you with methods to produce them at impressive speeds. You can now create a scrapwork invention using an action once per short or long rest. Sturdy Construction At 11th level your inventions are more durable and can be used for longer. Applicable inventions either recieve 2 additional charges, have 2 more created or last for 2 additional hours. Special interactions with this feature are explained in the invention's description. At 15th level, this feature repeats, providing an additional +2 bonus. Scavenger At 13th level you now roll a 1d6-1 for the amount of scrap you gather. Additionally, when a creature dies, roll a d20. On a 10 or above the creature drops 1 scrap that can be picked up. Replacement Parts At 18th level you can expend 1 scrap to fully replenish the amount of charges a scrapwork invention has at the point you run out of charges as an action. Inventions that have timers instead of charges like the Scuba Gear or the Chameleon Cover drop expired versions when they run out of time and can be repaired with 1 scrap. Mass Production At 20th level, when you create a scrapwork invention that requires 3 scrap or below, you can choose two additional inventions of the same cost for free. Creating inventions that cost 4 to 6 scrap will allow you to create 1 more invention of the same cost for free.

Inventor Disciplines Inventing is a precise art, which rewards a keen mind and insaitable curiosity. Whilst not having rigid schools of thought, inventing can be defined into disciplines. These disciplines show themselves in the form of mechanical servants. These servants perform their own initiative rolls when starting combat, and can be controlled by the player. If a servant is reduced to 0 hit points, it breaks and is unconscious. Servants can be restored with abilities that heal constructs such as Jury Rig. Alternatively, 50 gold worth of materials and 8 hours of work can make a new servant. All expansion points are refunded when a servant is rebuilt. Siege Mechanic The siege mechanic specialises in creating rugged weapons of war designed to deal massive damage and support those in close complexity with cover and fire support. Mechanic's Proficiency When you choose this discipline, you gain proficiency with Land Vehicles and Heavy Armour. War Machine At 3rd level you construct the war machine, a magically powered construct that uses treads to move around and is not slowed down by difficult terrain The war machine counts as 1/2 cover to anyone hiding behind it and comes with a heavy crossbow installed which can be replaced with other ranged weapons. The war machine adds your invention attack modifier to it's attack rolls and your intelligence to it's damage. The war machine is granted a temporary hit points pool that replenish after a short or long rest using the formula below. War Machine Temporary Hitpoints = (Intelligence modifier + Proficiency Bonus) x your Inventor level Overwatch At 6th level, if any creature within 30ft of the war machine moves any distance then it may make a ranged attack with disadvantage on a reaction. If the war machine did not move then the disadvantage for using this feature is removed. Scrap Bulwark At 9th level, any scrap armour applied to the war machine now provides +2 AC instead of +1 AC. Additionally, each individual piece of scrap armour repairs the war machine as if you were using the Jury Rig feature. War Machine Medium construct, unaligned Armour Class 14 (Natural Armour)

14 (Natural Armour) Hit Points 10 (Additional 1d10 or 6 per Inventor Level after 1st)

10 (Additional 1d10 or 6 per Inventor Level after 1st) Speed 30ft STR DEX CON INT WIS CHA 14 (+2) 6 (-2) 16 (+3) 4 (-3) 5 (-2) 1 (-5) Damage Immunities poison, psychic

poison, psychic Condition Immunities exhaustion, charmed, poisoned, prone

exhaustion, charmed, poisoned, prone Senses passive Perception 7

passive Perception 7 Languages Understand's creator's language but cannot speak Treads The war machine is not slowed down by difficult terrain Bulky The war machine provides 1/2 cover to those hiding behind it Ablative Plating The war machine has a temporary hit points pool that replenishes upon a short or long rest. Actions Heavy Crossbow Ranged Weapon Attack:, +(Invention Attack Modifier) to hit, range 100/400., one target. Hit (1d10 + player INT) Covering Fire At 14th level the war machine may make a ranged attack at a disadvantage using a reaction against any target within 60ft that has attempted to attack an ally. If the war machine did not move the turn before, the disadvantage is not applied. Unstoppable At 17th level the the war machine is capable of destroying structures that count as 3/4 cover or below as well as thin walls that are less than 5ft thick by moving through it. Aditionally, the war machine cannot be forcibly moved by any means unless it can no longer make contact with the floor and any abilitys or features that restrict its movement automatically fail.

War Machine Upgrades Each of these upgrades apply to the war machine. Armour Class (Repeatable: 4): The war machine gains +1 to its armour class. Weapon Hardpoint (Repeatable: 3) : The war machine may have an additional loading ranged weapon installed on it which can fire with it's main weapon. The weapon itself and ammunition must be supplied separately. Enhanced Motors (Repeatable: 3) : Provides the war machine with additional speed. Each upgrade adds 10ft more movement speed. First Aid Response : Onboard medical supplies to treat wounds. This feature has 5 charges which are replenished on a long rest. The war machine can expand a charge on an action to do any of the following: • Heal an ally within 5ft for 4d4 + your invention modifier • Remove a single condition from an ally within 5ft Amphibious Conversion (Required: Level 9. Incompatible with Levitation Suite) : The war machine has rotors and sealing installed, granting it swimming speed equal to its movement speed. Spinal Mount (Required: Level 9) : A large weapons platform that replaces a weapon hardpoint which allows a single spinal weapon . Spinal weapons are listed below the list of upgrades, spinal weapons have level requirements but don't cost expansion points. The war machine can fire these weapons with an action. Rapid Medic Response (Required: Level 9. First Aid Response) : Improved medical equipment that can be deployed quickly to save lives. This feature has 5 charges which are replenished on a long rest. The war machine can expend a charge on an action to do any of the following : • Heal an ally within 5ft for 8d4 + your invention modifier • Remove all negative conditions from an ally within 5ft • Heal all allies within 10ft for 4d4 + your invention modifier Ramming Spikes (Required: Level 9) : Large metal plates adorned with spikes. When the war machine uses the dash action, you can make a melee invention attack which deals 3d10 piercing damage. The target must also make a Strength saving throw, being knocked prone on a failed saving throw. Large Frame (Required: Level 9) : The war machine is now large. It uses 1d12 as its hit die and it's health is recalculated to accomodate. It gains advantage on Strength checks and Strength saving throws and now counts as 3/4 cover instead of 1/2. It can fit in 5ft spaces but at double the movement cost. Enclosed Mounting System (Required: Level 9. Large Frame) : Provides space for a single Medium or smaller creature to mount the War Machine while remaining fully protected. The creature mounting has the option to turn out, allowing them to perform actions but at the cost of only being protected by 1/2 cover instead of full cover. The War Machine is an intelligent mount. Levitation Suite (Required: Level 14. Incompatible with Amphibious Conversion) : A set of levitation pads and flight stabilisers grant the war machine flying speed equal to it's movement speed. Composite Armour (Required: Level 14) : The war machine now has resistance to bludgeoning, slashing and piercing damage. Additionally, you can pick one of the following damage types to be resistant to: acid, cold, fire, force, lightning or thunder. Dazzle System (Required: Level 14. Incompatible with Stealth Cloak) : A set of lights and mirrors, providing a dazzling effect when looked at. This feature has 3 charges, which are replenished on a long rest. The war machine can expend a charge as an action to force any ranged attacks made against the war machine or any creature within 10ft at a disadvantage until the war machine's next turn. Missile Mount (Required: Level 14) : A group of runed tubes that fire a volley of magic missiles. This feature has 3 charges, which are replenished on a long rest. The war machine can expend a charge as an action to cast Magic Missile at 3rd level. Bunker Module (Required: Level 14, Enclosed Mounting System) : Reinforcements are made to the mounting system, protecting the occupant more. Two small or medium creatures can now occupy the war machine. Turning out will now provide 3/4 cover instead of 1/2. Regenerative Field (Required: Level 14, Rapid Medic Response) : Improvements on the rapid medical response, it's range and potency has been improved with a passive crisis response unit to automatically sustain allies. • Once per turn, an ally within 10ft can be stabilised at no cost • Every turn, an ally within 10ft has a single negative condition on them removed. • Heal an ally within 10ft for 12d4 + your invention modifier • Heal all allies within 15ft for 6d4 + your invention modifier

Fortress System (Required: Level 17) : A set of extendable armour plates and bores, allowing the War Machine to dig in. As an action, the war machine's speed is reduced to 0 at the benefit of being resistant to all damage and providing full cover. Aiming Assist (Required: Level 17) : An independent system dedicated to calculating perfect aiming. This feature has 3 charges, which replenish on a long rest. As a bonus action, expend a charge to maximise all damage dealt by the war machine in the turn it was activated. Additionally, any disadvantages to ranged attacks are nullified during this turn. Planar Phase Module (Required: Level 17) : As an action, the war machine and any creatures occupying it will disappear and reappear in the Ethereal Plane until the end of their next turn or if it chooses to reappear as a bonus action. Whilst in the Ethereal Plane, the war machine and any occupants can see and hear the plane it originated from within 60ft. They can only be affected by other creatures in the Ethereal Plane. When the war machine reappears, it does so in the nearest unoccupied space. This expansion may only be used once per long rest. Spinal Weapons All of the following weapons require the Spinal Mount upgrade on the War Machine. A spinal weapon is created with 8 hours of work and a different gold cost depending on the level requirements. The upgrade starts with the Ballista or the Sharpnel Cannon already built. • Level 9 weapons cost nothing. • Level 14 weapons cost 500 Gold Pieces to make • Level 17 weapons cost 5000 Gold Pieces to make Ballista : A large crossbow that fires spear sized bolts. Deals 3d10 piercing damage on hit. Range: 150/600 Shrapnel Cannons : Several smaller cannons that fire shrapnel. Can make three ranged invention attacks, dealing 1d8 piercing damage on hit. Range: 80/320 Mortar (Required: Level 14) A cannon designed to fire heavy projectiles at long distances at the cost of accuracy. Has two different types of shot. • Round Shot: A single ranged invention attack dealing 4d8 bludgeoning damage on hit. Range 150/600 • Explosive: Select a point within 150ft. Targets in a 15ft sphere must make a Dexterity saving throw or take 4d10 fire damage on a failed saving throw and half on a successful saving throw. Chain Gun (Required: Level 14) A multi-barreled cannon capable of firing large amounts of shrapnel in quick succession. Can make two ranged invention attacks, dealing 1d10 Piercing damage on hit. Range 80/320 If an attack with chain gun has been made last turn, then an additional invention attack can be made to a maximum of 5 attacks per turn. Doomsday Cannon (Required: Level 17) : A magically powered ranged weapon that is capable of firing different types of shot. The Doomsday Cannon has 4 different attacks it can make. • Solid Shot: A single ranged invention attack dealing 6d10 bludgeoning damage on hit. 300/900ft range • Explosive: Select a point within 300ft. Targets in a 20ft Sphere must make a Dexterity saving throw or take 6d8 fire damage on a failed saving throw and half on a successful saving throw. • Fire: Select a point within 300ft. A 15ft circle is covered in persistant fire for until the end of your next turn dealing 4d6 fire damage to those inside it. • Spray: All creatures in a 30ft cone take 6d10 piercing damage on a failed Dexterity saving throw and half on a successful saving throw. Storm Array (Required Level: 17) : Magical coils and lightning generators create a powerful close range weapon. The Storm Array has 3 different attacks it can make. • Field Generation: All creatures within 10ft of the War Machine take 4d8 lightning damage • Stream Generation: Three ranged attacks dealing 6d8 lightning damage on hit. 60/180 range. • Bolt Generation: A single ranged attack dealing 8d8 lightning damage on hit. 80/240 range. The ranged attacks are not affected by disadvantage imposed by making them against creatures within 5ft.

Fabricator Architect The Fabricator Architect specialises in erecting structures that can be used as cover. Architect's Proficiency When you choose this discipline, you gain proficiency with Mason’s Tools and Warhammers. Structure Fabrication At 3rd Level you construct the Fabricator, a magically powered construct that uses wheels to move around. The Fabricator is equipped with numerous tools and machines that builds structures within 5ft of it as an action. Basic structures require a cost of 1 scrap which covers building materials and are medium sized unless specified. Fabricator Medium construct, unaligned Armour Class 16 (Natural Armour)

16 (Natural Armour) Hit Points 10 (Additional 1d10 or 6 per Inventor Level after 1st)

10 (Additional 1d10 or 6 per Inventor Level after 1st) Speed 30ft STR DEX CON INT WIS CHA 14 (+2) 8 (-1) 12 (+1) 14 (+2) 10 (0) 1 (-5) Damage Immunities poison, psychic

poison, psychic Condition Immunities exhaustion, charmed, poisoned, prone

exhaustion, charmed, poisoned, prone Senses passive Perception 7

passive Perception 7 Languages Understand's creator's language but cannot speak Actions Build Structure The Fabricator can build a single structure using an action. Command Structure The Fabricator can command a structure to use it's action as a bonus action. Every structure has a Durability Rating which determines it's hit point maximum and armour class. Structure's collapse harmlessly when they are reduced to 0 hit points or when an hour has passed. This can be prevented by maintaining the structure by spending another scrap. Durability Rating Rating Hit Point Maximum Armour Class Fragile 6 x (Inventor Level) 13 Standard 8 x (Inventor Level) 15 Durable 10 x (Inventor Level) 17 Reinforced 12 x (Inventor Level) 19 Impenetrable 20 x (Inventor Level) 21 Basic Structures Reinforcement (Reinforced) : On an action, the Fabricator can reinforce two surfaces such as a wall. The surface's new hit points and armour class is the durability rating. Barricade (Durable) : Two chest high walls with protruding spikes that provides 1/2 cover. Scaling the wall requires an acrobatics check vs your invention save DC. On a fail, the creature takes 1d8 piercing and fails to scale the wall. On a success, the creature successfully scales the wall. Tunnel (Fragile) : A 10ft deep tunnel entrance with ladders. The Fabricator can then burrow without scrap costs equal to its movement speed. Another tunnel entrance can be dug for free, but two additional entrances cost 1 scrap. Bridge (Standard) : An extendable platform that can support several creatures. Spending 1 scrap will extend the bridge 20ft. The bridge must be connected to ground on both sides of the bridge for creatures to cross. Additional structures can be unlocked using expansion points in later levels. Playing as a Fabricator A Fabricator should play more defensively than other subclasses. Support other ranged characters and spellcasters with cover whilst also providing area denial and a safe area to fall back to for melee characters. Out of combat, you may be able to construct non-combat structures like houses. Talk with your dungeon master to see what you are able to build out of combat. It doesn't have to be structures listed here. Scrap Reserves At 6th level you store prepared construction materials. The Fabricator can store up to 4 scrap that can be used by the Fabricator or shared with you. At level 14 this increases to 6 scrap. Dense Ammunition At 9th level the damage that structures deal count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Rapid Redeployment At 14th level, you can recycle your structures to yield half the scrap it costed. If a structure has taken no damage then you yield the full amount of scrap instead. Fortification Expert At 17th level your structure's durability rating increase by 1 up the table. For example, fragile structures now become standard.

Fabricator / Structure Upgrades Each of these upgrades apply to the fabricator Improved Motors (Repeatable: 3) : The Fabricator's movement speed is increased by 10ft. Armour Class (Repeatable: 3) : The Fabricator's armour class is increased by 1. Weapon Hardpoint : The Fabricator has a hardpoint installed where it can have a loading ranged weapon attached to defend itself. It adds your Invention Attack Modifier to it's attack rolls. Scrap Manufactory (Repeatable: 3) : The Fabricator can make scrapwork inventions that cost 1 scrap as an action. Additional expansion points raise the maximum scrap cost of an item the Fabricator can make. Harvesting Module (Repeatable: 2) : The Fabricator can make scrap harvesting checks alongside or independently of the player character. This expansion rolls a 1d4 to determine the amount found. An additional expansion point increases this to 1d6. Construction Arm (Repeatable: 2) : A mechanical arm that extends the Fabricator's reach. Structures can now be built an additional 10ft away. Repeating this expansion increases the range by a further 10ft. Advanced Structures These are plans for stuctures that your Fabricator develops as you level up. Certain structures do not require expansion points to learn but have level requirements. Structures that have actions can be commanded to do so with a bonus action by the Fabricator. Structures that require higher levels cost more scrap to be built. Level 5 structures require only 1 scrap, Level 9 require 2, Level 14 require 3 and Level 17 require 4. Defence Control (Fragile. Unlocked upon reaching Level 5) : A tower with machines capable of coordinating defensive operations. A single creature inside can use their action to command all other structures that require bonus actions seperately. Trench (Reinforced) : A large sized trench that is 5ft deep which provides 3/4 cover to a maximum of 4 creatures inside. Small or smaller creatures have full cover but cannot look over. It takes half a creature’s movement to enter or exit the trench. The trench has no roof, creatures within 5ft or are at least 15ft higher are not blocked by the cover the trench provides. Searchtower (Standard) : A tower with a powerful magical light. As a bonus action, the tower marks a single creature within 60ft. Attacks made against this creature have advantage until the start of your next turn. The tower casts bright light in a 60ft cone and dim light for an additional 60ft. Creatures within 15ft of the tower that are invisible or hidden are revealed. Shrapnel Repeater (Standard) : A improvised weapon that can rapidly fire shards of metal at targets. The cannon can make 2 seperate ranged invention attacks against targets. On hit each attack deals 1d10 piercing damage. It has a range of 60/150 ft. At level 9, level 14 and level 17 an additional attack is granted. Junk Mortar (Standard) A tube that launches balls of junk which airburst, at a point within 120ft as a bonus action. Targets within 10ft of the point must make a Dexterity saving throw, taking 3d8 piercing damage on a failed save or only taking half damage on a successful one. At level 9, level 14 and level 17 an extra 1d8 is added to the damage dealt. Bunker (Reinforced. Unlocked upon reaching Level 9) A fortified structure that can house a single medium or smaller creature. Creatures inside benefit from 3/4 cover and effects that require saves do not effect the occupant but the bunker itself. Dexterity saving throws automatically fail but all other saving throws automatically succeed. Alternatively as an action, the occupant can seal themselves inside, providing full cover at the cost of unable to make actions except for unsealing themselves and cannot move. It requires half the creature's movement to leave the bunker when it is unsealed. Field Cannon (Standard. Required: Level 9) A pit that houses a long cannon. As a bonus action, the cannon fires a shell at a creature within 120ft. On a hit, the target takes 4d10 piercing damage and must make a Strength saving throw. On a failed save, the target is knocked prone and pushed back up to 15ft. Targets only take half damage on a successful save. At level 14 the damage dealt increases to 6d10 and at level 17 it increases again to 8d10. Munitions Stockpile (Fragile. Required: Level 9) : A stockpile of ammunition that dispenses short-lasting munitions to nearby allies. Allies within 30ft of the stockpile that require ammuntion do not expend it and structures that deal damage now add your invention attack modifier to their damage. Command Tent (Fragile. Required: Level 9) : A tent that can support allies with coordination and advanced tactics. As a bonus action, command an ally within 30 feet of the tent. If the target can see or hear the command, the target can make one weapon attack using its reaction and has advantage on the attack roll. Alternatively, the tent can alert an ally of an incoming attack. If the target can see or hear this, the target can add +3 to it's AC as a reaction.

Advanced Structures Continued Communication Array (Fragile. Required: Level 9) A set of aligned dishes and antennas which allow for discreet and long range communication. Select up to 10 creatures that know a language. Within 10 miles, these creatures can spend 1 minute to send a message to the array. The array can store and send messages to individual or all creatures connected to the array. Additionally, the array can observe a 1 mile diameter sphere around itself. Larger objects like buildings can be seen easily. Obscured objects like hidden or small creatures or areas obscured by trees may require a variable DC perception check determined by the dungeon master. Component Fortification (Standard. Unlocked upon reaching Level 14) : A fortification that can retrofit scrapwork inventions as it's main weapon, using it on a bonus action. Wearable inventions like the scuba gear or consumables like the performance enhancer will not work. Bombs are loaded into a cannon that fires them 120ft away. The invention isn't consumed until the structure is destroyed, but applying an invention is irreversable. Blackout Node (Fragile. Required: Level 14) : A large sized tower that disrupts visual contact. Every structure and ally within 20ft of the node is invisible but not the node itself. Alternatively, you may instead turn a single creature within 60ft invisible. Only one creature can be invisible at a time and the node cannot do both functions. Force Shield Generator (Reinforced. Required: Level 14) : A spire that can generate a 30ft diameter dome of force that absorbs attacks and spells but doesn't hinder movement. Creatures within the dome cannot be targeted by spells originating from outside the dome. Instead, the spell effects the dome. The dome and the generator share the same hit point pool and armour class, but when the generator itself is attacked it takes double damage. Storm Pylon (Durable. Required: Level 14) : A pylon that is charged with lightning, the pylon can make a ranged invention attack at a creature within 60ft as a bonus action. Creatures hit take 4d10 lightning damage and must make a Constitution saving throw. On a failed save, the creature takes another 4d10 lightning damage and loses all movement on their next turn. On a successful save, nothing happens. Siege Howitzer (Durable. Required: Level 14) : A large sized pit that houses a semi-intelligent howtizer. As a bonus action, the gun fires a shell at a point within 300ft, but cannot target a point within 30ft of the howtizer. Targets within 15ft of the point must make a Dexterity saving throw. The target takes 8d8 bludgeoning damage and are stunned until the end of their next turn on a failed save. Targets only take half damage on a successful save. At level 17 the damage dealt increases to 16d8. Headquarters (Reinforced. Unlocked upon reaching Level 17) : A gargantuan sized structure that can serve as a command center. The fabricator can plug itself into the headquarters, providing it with full cover. With the fabricator plugged in, the headquarters can build two structures at a time, using the fabricators action, within 60ft of it. The fabricator when plugged in can also command every structure individually as a single bonus action. Additionally, the fabricator can spend 1 scrap to repair every structure within range as if you were using the Jury Rig feature. Overdrive Generator (Fragile. Required: Level 17) : A series of generators hooked up to a tall spire. When built, structures within 30ft of the spire can use their action or attack twice per turn. Structures that have multiple attacks have an additional three attacks instead. The spire is volatile and can only last 1 + your Intelligence modifier turns (minimum of 1 turn) before it breaks apart. Shooting Star (Fragile. Required: Level 17) A gargantuan sized structure that can fire a rocket at a point within 1 mile. Creatures within 45ft of the point must make a Dexterity saving throw. On a failed save, creatures take 20d8 fire damage, are deafened and blinded until the end of their next turn. On a successful save, only half damage is taken. After firing, the shooting star requires 2 turns to reload. In this time, the structure will take double damage from all sources. Supply Nexus (Durable. Required: Level 17) : A huge sized structure with compact storage bays and tiny constructs that can harvest and distribute supplies to those in range. The nexus can be commanded to harvest resources, where it will comb a 5 mile radius circle for resources including but not limited to: • Scrap • Natural resources like water, edible food or alchemy reagents • Construction materials like wood or stone The nexus can store a maximum of 10 scrap, which can be used to automatically maintain every structure, including itself, within 1 mile. Additionally, the nexus can place and retrieve items in a willing creature's inventory within 10 miles.

Clockwork Technician The clockwork technician specialises in creating small, intricate machines that perform a variety of tasks that assists its creator. Technician's Proficiency When you choose this discipline, you gain proficiency with Thieves' Tools and Heavy Crossbows. Clockwork Assistants At 3rd level you construct a clockwork assistant, a small magically powered construct that has a pair of mechanical arms that are capable of fine manipulation. It can open unlocked doors and containers, stow or retrieve items from open containers, or activate non-magical mechanisms. The assistant can perform the Help action and the Attack action, adding your invention attack modifier to their attack rolls and your intelligence to their damage. However, they cannot activate magic items or carry more than 10 pounds. You roll initiative for every assistant as a group. As you level up, you can spend expansion points to create more assistants or upgrade your existing ones. All assistants will share the same upgrades. Clockwork Assistant Small construct, unaligned Armour Class 15 (Natural Armour)

15 (Natural Armour) Hit Points 6 (Additional 1d6 or 4 per Inventor Level after 1st)

6 (Additional 1d6 or 4 per Inventor Level after 1st) Speed 30ft, 30ft Climbing STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 10 (0) 8 (-1) 10 (0) 1 (-5) Damage Immunities poison, psychic

poison, psychic Condition Immunities exhaustion, charmed, poisoned

exhaustion, charmed, poisoned Senses passive Perception 10

passive Perception 10 Languages Understand's creator's language but cannot speak Actions Assist Perform the help action on an ally, granting them advantage on their next ability check or attack roll against an enemy the assistant is next to. Claws Melee Weapon Attack:, +(Invention Attack Modifier) to hit, reach 5ft., one target. Hit (1d6 + player INT) slashing Remote Control At 6th level, you construct a pair of goggles that link up with a any one of your clockwork assistants. When wearing these goggles, you see what your assistant sees and can issue them commands from anywhere within 1 mile. However, when using the goggles, the wearer is also blinded as they can only see through the assistant. Swarm Mechanics At 9th level your clockwork assistants learn to depend on each other more to get a job done. When there is another clockwork assistant that isn't incapacitated within 5ft, the clockwork assistant has advantage on attack rolls and ability checks. Additionally, a clockwork assistant can occupy another creature's space and vice versa. Adaptable Development At 14th level you gain 4 expansion points that do not count towards your maximum expansion points. Clockwork Scrap At 17th level you may spend 2 scrap and an action to make an inferior variant of your assistants. This version counts as a clockwork assistant, shares the same upgrades and stats as them with the exception of them only having 1 hitpoint and incapable of recieving temporary hitpoints.

Clockwork Assistant Upgrades Each of these upgrades apply to the clockwork assistant. Additional Assistant (Repeatable) : You create an additional clockwork assistant which shares the same upgrades your other assistants have. Improved Motors (Repeatable: 3) : Adds +10ft movement speed and climbing speed to the clockwork assistant. Darkvision Sensors : Your clockwork assistants now have 60ft of darkvision. Muffled Motors : Your clockwork assistants now have advantage on Stealth checks. Honed Claws (Incompatible with Force Cutters) : The clockwork assistant's claw attack is now a +1 magic weapon. Turns into a +2 weapon at level 9 and +3 weapon at level 14 with no additional cost. Powerful Servos (Repeatable: 2) : Your clockwork assistants gain +1 to Strength and can now lift an additional 10 pounds. Recall Modules (Required: Level 9. Incompatible with Blink Drives) : As an action, you can recall all of your clockwork assistants back to you instantly. This can only be done once per long rest. Seismic Scanners (Required: Level 9) : Scanners that send out vibrations to detect creatures. Has 3 charges, charges replenish on a long rest. Expending 1 charge will provide every assistant with 30ft of Tremorsense Integrated Crossbow (Required: Level 9. Incompatible with Force Cannon) : Integrates a light crossbow into the frame of the assistant which it can then use to attack, adding your invention attack modifier their attack rolls and your intelligence to their damage. Can be replaced with superior light crossbows such as +1 magic items which then apply to all other assistants. Active Camoflague (Required: Level 9) : A device that provides a clockwork assistant with invisibility. The device has 5 charges which is shared by all assistants, a single assistant can expend a charge to go invisible for 1 minute or until it attacks a creature. Charges are replenished upon a long rest. Extendable Claws (Required: Level 9) : Claw attacks now have the reach property. Additionally, the clockwork assistant can make sleight of hand checks to pickpocket items off other creatures. Force Cutters (Required: Level 9. Incompatible with Honed Claws) Claw attacks now deal an additional 1d8 force damage and deal double damage to structures Clockwork Wings (Required: Level 14) : Adds a set of wings to the frame of your clockwork assistants, providing them with flying equal to their movement speed. Weak Point Analyser (Required: Level 14) When an assistant has advantage on an attack, the damage dealt is maximised. Force Cannon (Required: Level 14. Incompatible with Integrated Crossbow) Attaches a small cannon that fires magical bolts of force. Assistants can make a ranged invention attack, dealing 1d8 + your invention attack modifier, force damage on hit. Range 30/90. Decoy Projectors (Required: Level 14) Projectors that create decoy versions of the clockwork assistant. Has 3 charges, charges replenish on a long rest. Expending 1 charge creates a decoy version of every assistant currently active. Decoys have 1 hit point, share the Armor Class of all other assistants, can attack but deal no damage when doing so and cannot combine into the Greater Form expansion. Blink Drive (Required: Level 14, Incompatible with Recall Modules) A teleportation device that allows a single assistant to teleport to an unoccupied point within 60ft that it can see. Using this expansion is silent, allowing for use while hidden. Has 5 charges which is shared by all assistants, charges replenish upon a long rest. Overcharged Motors (Required: Level 17) The clockwork assistant can now attack twice instead of once whenever it takes the attack action. Swarm Overclocking (Required: Level 17. Incompatible with Greater Form) On your turn as an action you can speed up every clockwork assistant under your command. Every clockwork assistant under this effect has an additional action, it's movement speed doubled, a +2 to their AC and an advantage on Dexterity saving throws. This effect lasts for 1 minute and can only be used once per long rest.

Greater Form (Required: Level 17. 4 or more assistants) : Using their combined intelligence, 4 or more clockwork assistants can combine into a larger form. Adding an assistant to the combination after 4 will do the following: • Increase the form's Armour Class by +1 • Add it’s hit point maximum to the form’s This combined form still benefits from upgrades, but some have been modified to work with the combined form: • Honed Claws turns the Mega Claw attack to a +3 magical weapon • Integrated Crossbow adds the Barrage ability • Extendable Claws add an additional +5ft reach to the Mega Claw attack • Force Cutters adds 1d12 + your invention attack modifier force damage to the Mega Claw attack. • Force Cannon turns into the Force Beam attack. • Overcharged Motors allows the Greater Form to make two attacks with standard attacks, or four with the Mega Claw Combined Assistant Large construct, unaligned Armor Class 16 + (1 for each additional assistant after 4)

16 + (1 for each additional assistant after 4) Hit Points All assistants that make it up

All assistants that make it up Speed 20ft, 20ft Climbing STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 8 (-1) 10 (0) 1 (-5) Damage Immunities poison, psychic

poison, psychic Condition Immunities exhaustion, charmed, poisoned

exhaustion, charmed, poisoned Senses passive Perception 10

passive Perception 10 Languages Understand's creator's language but cannot speak Multi Attack : The combined assistant can make two attacks with it's Mega Claw.

: The combined assistant can make two attacks with it's Mega Claw. Overcharged Multi Attack The combined assistant can make an extra attack with any other attack, or two more with it's Mega Claw Actions Mega Claw Melee Weapon Attack:, +(Invention Attack Modifier) to hit reach 10ft, one target. Hit 1d12 slashing

Smash Melee Weapon Attack:, +(Invention Attack Modifier) to hit reach 5ft, one target. Hit 2d8 bludgeoning

Barrage Make 3 ranged weapon attacks with the light crossbow

Barrage Light Crossbow Ranged Weapon Attack:, +(Invention Attack Modifier) to hit range 80/320, one target. Hit 1d8 piercing

Force Beam 30ft Line. Dexterity saving throw, deals 6d10 force damage on failed save. Half on successful save.

Scrapwork Inventions Inventions List 1 Scrap Scrap Satchel Alchemical Torch Scrap Ammunition Smoke Bomb Skeleton Key Simple Scrap Weapon 2 Scrap Flash Bomb Scrap Mine Scuba Gear Applicator Chameleon Cover Martial Scrap Weapon 3 Scrap Trick Arrows/Bolts Performance Enhancers Grapple Gauntlet Zipline Launcher Gas Bomb 4 Scrap Missile Net Counterspell Sentry Darkvision Goggles Mine Dispenser Slip Spray Glue Bomb 5 Scrap Makeshift Explosive Charge Dragonpowder Charge Peep Hole Mechanical Arm Heat-Detecting Goggles Shard Bomb 6 Scrap Aerial Movement Pack Visual Disruptive Field Last Stand Stimulator Environment Suit Miasma Bomb Universal Rocket 7 Scrap Ground Tether Mechanical Assistance Suit Seismic Detector Gravity Bomb Powered Wagon 8 Scrap Adaptable Shield Antimagic Bomb See-Through Goggles Might Serum Damage Reflector 9 Scrap Devastator Charge Earthshaker Charge Gate Bomb Planar Tunneling Pads 1 Scrap Inventions Scrap Satchel : A near-magical satchel that can hold assorted junk that can be later refined into useful inventions. Only inventors may use this satchel and only one can be used at a time. Disposable Tools : Creates a single use set of tools that are not Musical Instruments or Gaming Sets. Alchemical Torch : A tube that glows light for 1 hour. Provides 20ft of bright light and dim light for an additional 20ft. The light is chemical, meaning water and magic countermeasures cannot put it out. Creates 2 torches Scrap Ammunition : Creates 5 arrows, bolts or darts that cannot be reclaimed when used. Sturdy Construction yields 5 additional ammunition each time. Smoke Bomb : A stick of chemicals that creates a 30ft x 15ft cylinder cloud of thick smoke that lasts for 1d4+1 rounds. The smoke heavily obscures vision and spreads round corners. Creates 2 bombs. Skeleton Key : A throwable explosive that destroys wooden surfaces with ease, can be thrown 20ft away. Targets within 5ft take 1d12 fire damage and creatures within 300ft can hear the explosion. Creates 2 explosives Simple Scrap Weapon : Create any simple weapon that will break after being used 5 times. Scrap weapons have the choice to either use your Intelligence instead of Strength or Dexterity on attack and damage rolls. Sturdy Construction increases this by another 5 each time. 2 Scrap Inventions Flash Bomb : A stick of volatile powder which explodes in a bright flash. Targets that can see within a 15ft sphere must make a Constitution saving throw or be blinded and deafened. Creatures that fail the saving throw can make it at the start of their next turn, with the effects persisting on another failed save. Creates 2 bombs. Scrap Mine : A concealed mine that triggers upon hostile creatures moving within 10ft of it. When triggered, creatures 10ft away must make a Dexterity saving throw or take 3d10 piercing damage on a failed save, taking half damage on a successful save. Creates 2 mines. Scuba Gear : A tank and breathing apparatus that provides it's wearer with the ability to breathe underwater and swimming speed equal to the wearer's movement speed. Lasts 1 hour. Applicator : A device that can fire a needle which can be fired 60ft away, which applies it's contents on a creature in range. Creates two needles. Chameleon Cover : A cloak that changes colour depending on it's surroundings. When wearing the cloak, you are lightly obscured to creatures 60ft or further away. When prone, you are heavily obscured to creatures 60ft or further away. The cover lasts 1 hour. Martial Scrap Weapon : Create any martial weapon that will break after being used 5 times. Scrap weapons have the choice to either use your Intelligence instead of Strength or Dexterity on attack and damage rolls. Sturdy Construction increases this by another 5 each time.

3 Scrap Inventions Autotools : A semi-automated set of tools that are not Musical Instruments or Gaming Sets. When being used by someone without proficiency, a proficency bonus is added to rolls. When being used by someone with proficiency, then any rolls with the autotools have advantage. Has 2 uses. Trick Arrows/Bolts : Modify 5 existing arrows or bolts to add a modified tip. The modifications are: • Fire: Target takes an additional 1d8 fire damage. Sets flammable items on fire. • Poison: Target must make a Constitution saving throw, becoming poisoned for 1 minute. If the target's save is successful the effect ends. Targets can repeat the saving throw at the end of their turn. • Blunt: Replaces bludgeoning damage with piercing damage • Rope: A 30ft rope releases from where the arrow strikes. Sturdy Construction allows you to apply 5 additional modifications each time. Performance Enhancer : A small vial filled with chemicals that when drank, provides an extra action and double movement speed for 1d4+1 rounds. Creates two vials. Grapple Glove : A glove that launches a hook up to 120ft away which can then retract back into the glove, taking the wearer with them towards the surface the hook is attached to. Alternatively, they can pull a creature equal to or below their size towards them by rolling a Strength(Athletics) check against a Strength saving throw. Pulling the creature towards them on a failed saving throw. Has two uses. Zipline Launcher : A device that launches a hook that can embed into wooden or stone walls. Attached is a 120ft long rope and a zipline that can hold a single medium or smaller creature. The zipline can go across the rope both ways and any extra rope is wasted. The zipline can be used 5 times before breaking, Sturdy Construction increases this by 5 each time. Gas Bomb : A cylinder full of gas that disperses into a 20ft x 10ft cylinder cloud of choking gas that spreads round corners which lasts for 1d4+1 rounds. When the cloud appears, creatures within range must make a Constitution saving throw. Taking 3d10 poison damage, being unable to breathe and speak on a failed saving throw, with only half damage dealt on a successful saving throw. Creatures that enter the cloud or end their turn in the cloud must also make the saving throw. Creatures that fail the saving throw can make it at the start of their next turn, taking another 3d10 poison damage and the effects persisting on a failed saving throw. Makes two bombs. 4 Scrap Inventions Missile Net : A deployable device that fires shrapnel at physical missiles. If any allied creature within 30ft of the missile net has been attacked with a ranged weapon attack, the damage is reduced to 0 and the missile is broken. Has three charges. Counterspell Sentry : A floating orb that disrupts spellcasting techniques. When an enemy casts a spell within 30ft, the sentry casts counterspell at 3rd level against that creature. At level 14 this becomes a 5th level counterspell instead. Has two charges. Darkvision Goggles : A set of goggles that provide it's wearer with 60ft of Darkvision. Those with Darkvision already gain an additional 60ft. Goggles last for 1 hour. Mine Dispenser : A device that when activated, covers a 20ft circle with hidden proximity explosives. The explosives last 48 hours or 16 detonations before expiring. Creatures that enter the circle must make a Dexterity saving throw or take 4d10 piercing damage and having their speed reduced to 0 until their next turn on a failed saving throw. Nothing happens on a successful saving throw. Creates 2 dispensers. Slip Spray : A bottle containing slippery liquid that disperses into a 15ft by 30ft line which lasts 1 minute. Creatures that enter the area must treat the area as difficult terrrain or make a Dexterity saving throw. On a failed saving throw, the creature is knocked prone, has their movement reduced to 0 until their next turn and slips to the opposite side of the area. On a successful saving throw, nothing happens. Has two uses. Glue Bomb : A sticky flask that when making contact with a surface, covers any surface within a 15ft sphere in a sticky resin. The area becomes difficult terrain, however, creatures may walk up, down and across walls covered in the resin and upside down along ceilings covered in the resin. Creates two bombs.

5 Scrap Inventions Makeshift Explosive : A box filled with volatile chemicals that explodes after 1 minute of being activated. Targets within a 60ft sphere must make a Dexterity saving throw, dealing 8d10 fire damage on failed saving throw or half damage on a successful saving throw. Objects and structures within range take double damage and are ignited. Creates one explosive. Dragonpowder Charge : A charge that contains powder which burns with intense heat on ignition that can be triggered remotely. When attached to a surface, it will melt through the surface with a small explosion to finish it off. Surfaces that are metal, stone or wood and are 5ft or less thick are destroyed. Creatures within 5ft take 4d10 fire damage and those within 300ft can clearly hear the explosion. Creates two charges. Peep Hole : A drill with detatchable bits. The hole the drill makes is 3 inches in diameter, each bit can only be used twice before breaking. Alternatively, the bit can detatch when drilling a hole, creating a seal that can be opened or closed from the side the drill was used. This only works with bits that havent been used before Creates two drill bits. Mechanical Arm : A backpack mounted mechanical arm that provides a second action that can only be used to take the Attack action, use a Scrapwork Invention or use non-magic items. You can only support up to 2 arms at one time. The arm lasts for 1 hour. Heat-Detecting Goggles : A set of goggles that provides it's wearer to see any creatures that generate heat within 30ft including those who are invisible. Goggles last for 1 hour. Shard Bomb : A small bomb filled with hundreds of shards that penertrate armour. Creatures within a 20ft sphere must roll a Dexterity saving throw or take 5d10 piercing damage. The damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. 6 Scrap Inventions Aerial Movement Pack : A backpack attachtment with jets, stabilisers and fuel required for flight. Provides 60ft of flying speed for 1 hour. Visual Disruptor : A backpack attachment that makes creatures within 15ft hard to see in the current environment. Creatures under the effect have advantage on Stealth checks, able to take the hide action in direct sight and ranged attacks made against them are at a disadvantage. Lasts for 1 minute, Sturdy Construction adds an additional minute each time. Last Stand Stimulator : A chemical that sustains a creature after taking mortal wounds. This invention can be used on a reaction when the user is reduced to 0 hit points. When used, the user will fall unconscious at the end of their next turn instead unless they take any damage before then. Miasma Bomb : A improved forumla of the gas bomb that disperses into a 30ft x 15ft cylinder cloud of purple gas that spreads round corners which lasts for 1d4+1 rounds. When the cloud appears, creatures inside must make a Constitution saving throw. Being blinded, unable to breathe, speak, are poisoned and taking 6d10 poison damage on a failed saving throw, with only half poison damage on a successful save. Creatures that enter the cloud or end their turn in the cloud must also make the saving throw. Creatures that fail the saving throw can make it at the start of their next turn, taking another 6d10 poison damage on a failed saving throw with the effects persisting. Makes 2 bombs. Environment Suit : A thin suit and mask that fits any medium or small creature. Wearing this suit provides immunity against acid, cold, fire, lightning and poison damage and the poisoned condition. The mask provides an independant air supply, allowing you to breathe in environments with no air for the duration. The suit lasts for 1 hour or until the creature wearing it takes any piercing or slashing damage. Universal Rocket: A device that launches a rocket which can travel up to 240ft away. The rocket can be loaded with any bomb inventions which detonate at the targeted area. The rocket is fitted with cluster charges, allowing an additional bomb of the same type will detonate 20ft away in each cardinal direction. If not given any bomb, the rocket instead will use explosives. Creatures within 30ft of the explosion must make a Dexterity saving throw or take 6d6 fire damage, taking half damage on a successful save. Makes two rockets.

7 Scrap Inventions Ground Tether : A device that when aimed at a flying creature, will stop them from flying. When aimed at a creature that can fly within 200ft, they must make a Wisdom saving throw or lose all flying movement for 1d4+1 turns. If they target is already in the air, they fall. Has two charges. Mechanical Assistance Suit : A frame that fits on a small or medium creature. Increases the wearer's Strength by +2, they as one size larger in terms of carrying, lifting, pushing or dragging and have advantage on Strength checks. However, they suffer disadvantage on Stealth checks. Lasts for 1 hour. Seismic Detector : A device that creates vibrations to detect creatures. Provides user with 60ft of Tremorsense for 1 minute, Sturdy Construction increases by 1 additional minute each time. Gravity Bomb : A throwable device that attracts all creatures within a 30ft sphere towards it. Creatures within range must make a Strength saving throw or be pulled as closed to the center as possible. Creatures pulled towards the center take 6d10 bludgeoning damage and are knocked prone. Makes 2 bombs. Powered Wagon : A metal wagon fitted with magical and mundane equipment to propel itself. The wagon is 10ft wide and 15ft long and can hold up to six medium or smaller creatures comfortably, with one of them controlling the wagon. It has 100 hit points and an AC of 13. The wagon can travel 20 miles per hour assuming the terrain is flat with no obstacles. The wagon contains enough fuel and spare parts to last for 1 hour, this also counts for when the wagon is not in use. 8 Scrap Inventions Adaptable Shield : A small shield that adapts to whatever is damaging it. When it's wearer takes damage, they can make a reaction to provide an immunity against a single damage type that is currently damaging them. The wearer cannot be under the effect of multiple adaptable shields, the shield provides +2 Armour Class. Has two uses. Antimagic Bomb : A small bomb that can be thrown 20ft. When it hits the ground, the grenade casts Antimagic Field on itself for 1d4+1 rounds before fizzling out. Creates 2 bombs. See-Through Goggles : A set of goggles that can see through 5ft thick walls. Thicker surfaces or surfaces made from metal block the goggles. These goggles also automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Lasts 1 hour. Might Serum : A vial of liquid that enhances the user's abilities. Creatures that drink this liquid gain 100 temporary hit points, damage from melee weapons is maximised and advantage on Strength and Constitution checks for 1d4+1 rounds. Makes 2 vials. Damage Reflector : A small device that when activated as a bonus action, reduces all damage taken by half while also reflecting half the damage taken upon the attacker. The device lasts until the start of your next turn. Makes two reflectors.