Blackbando

tinkerer rogue

Apr 24th, 2019
93
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 6.67 KB | None | 0 0
  1. ### Tinkerer
  2. Science is a study that is still somewhat new to Acirena, making use of different substances than others, which can be manipulated into creations that are not quite spells, but rather, are physical contraptions that make use of the properties of things other than mana. Rogues that choose to capitalize on the study and experimentation of science are known as tinkerers, wielding a combination of alchemical potions and vials with mechanical devices and constructs.
  3. ##### Tinkerer Features
  4. |Rogue Level|Feature
  5. |:---:|:---
  6. |3rd|Scientist, Inventions (2)
  7. |9th|Quick-Fix, Inventions (3)
  8. |13th|Disassemble, Inventions (4)
  9. |17th|Mad Science, Inventions (6)
  10. #### Scientist
  11. When you choose this archetype, at 3rd level, you gain proficiency in Technology, alchemy supplies, and tinker's tools, and your proficiency bonus is doubled for checks using Technology.
  12. If you are already proficient in Technology, you gain proficiency in a different skill of your choice. If your Expertise feature already applies to Technology, then you may choose to double your proficiency bonus for a different skill you are proficient in.
  13. #### Inventions
  14. Additionally, at 3rd level, you are able to craft various inventions. At the end of a long rest, you create 2 inventions of your choice from the list of inventions, at the end of this class description. Each invention lasts until your next long rest, at which point its battery runs dry, and it ceases functioning. If an invention uses a DC, the DC is equal to 8 + your proficiency bonus + your Intelligence modifier.
  15.  
  16. You can create 3 inventions beginning at 9th level, 4 inventions at 13th level, and 6 inventions at 17th level.
  17. #### Quick-Fix
  18. At 9th level, you can more quickly use various objects. You can take the Use an Object action as a bonus action, including when using any of your inventions.
  19. #### Disassemble
  20. Starting at 13th level, you know how to pull apart various contraptions with ease. You have advantage on all ability checks made to disarm traps, and you can apply your Sneak Attack when you attack constructs and objects, even if you do not have advantage on the attack roll and no allied creatures are within 5 feet of the target. All the other rules for Sneak Attack still apply to you.
  21. #### Mad Science
  22. Beginning at 17th level, you make one augment to your body using your technology, improving your physical capabilities. You gain one of the following benefits, which you can change after you take a long rest.
  23. - Your speed increases by 15 feet, you ignore difficult terrain, and your jumping distance increases by a number of feet your Intelligence modifier (a minimum of 1).
  24. - You gain resistance to two damage types of your choice, from acid, cold, fire, lightning, and thunder.
  25. - You gain proficiency in Constitution saving throws.
  26. - You gain immunity to poison.
  27.  
  28. #### Inventions
  29. The inventions are listed in alphabetical order.
  30.  
  31. ***Assistant Drone.*** When you create this invention, you make a small robotic companion, which serves you faithfully. The drone functions similarly to a familiar from the *find familiar* spell, except it is a construct instead of a beast, you cannot summon or banish the drone by casting *find familiar*, and you can have more than one drone at a time.
  32.  
  33. ***Climbing Gloves.*** When you create this invention, you make a pair of gloves or gauntlets that are fitted with iron claws with powerful grips. A creature that wears these gloves has a climbing speed equal to its walking speed, and has advantage on all ability checks and saving throws made to resist being forcibly moved or knocked prone when it is climbing.
  34.  
  35. ***Communicator.*** When you create this invention, you make two small brick-shaped devices that can communicate with one another. While the communicators are within 1 mile of each other, creatures that are holding the communicators can speak to one another as if they were close by.
  36.  
  37. ***Extending Pole.*** When you create this invention, you make a 5-foot metal pole that extends and retracts. As an action, you can either have the pole extend to a maximum of 20 feet, or retract to a minimum of 5 feet.
  38.  
  39. ***Glass Barrier.*** When you create this invention, you make a small brooch out of glass and metal, which any creature can wear. When a creature wearing this brooch is attacked, it can use its reaction to activate the barrier inside of the brooch, casting the *shield* spell. When the *shield* spell wears off, the glass part of the brooch shatters, making it unusable.
  40.  
  41. ***Jetpack.*** When you create this invention, you make a fiery engine of sorts that can be fitted onto a Medium or smaller creature's back, as an action. When a creature is wearing the jetpack, it can use its action to gain a flying speed equal to its walking speed until the end of its turn, after which point it must land or it will fall. The jetpack can fly for a total of 1 minute (10 uses), after which point it runs out of fuel and no longer functions.
  42.  
  43. ***Minor Alchemy.*** When you create this invention, you make a simple alchemical creation; either a jar of acid, a vial of basic poison, a flask of alchemist's fire, or a flask of oil. You add your Intelligence modifier to the damage dealt by the object, and it uses your invention save DC, instead of its normal save DC.
  44.  
  45. ***Poison Caltrops.*** When you create this invention, you make caltrops that are coated in a disabling toxin. They function just as normal caltrops do, however they use your invention save DC, and if a creature takes the piercing damage from the caltrops, then it is poisoned until the end of its turn.
  46.  
  47. ***Quickseal Glue.*** When you create this invention, you make a jar of glue that has 3 uses. As an action, you can expend 1 use to cast the *mending* cantrip, except it takes effect immediately, instead of requiring 1 minute to cast. After the jar has run out of uses, it is completely empty.
  48.  
  49. ***Strength Serum.*** When you create this invention, you make a syringe filled with bright blue liquid that pulsates occasionally. As an action, you or any creature holding the serum can inject it into a willing creature it can touch, including itself. Until the end of the injected creature's turn, when it rolls for damage with a weapon attack, it deals additional damage equal to your Intelligence modifier (a minimum of +1).
  50.  
  51. ***Tanglefoot Bag.*** When you create this invention, you make a bag filled with tar, glue, and other sticky substances. As an action, you can toss this bag at a point within 20 feet, causing it to burst. The bag also bursts whenever it takes any damage, or if a creature steps on it. When the bag bursts, all creatures within 5 feet of the bag must succeed on a Dexterity saving throw, or have its movement speed reduced to 0 feet until the end of its next turn.
Add Comment
Please, Sign In to add comment