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Inventor Class

Inventor Table

Spell Slots per Spell Circle
Level Features Cutomisations Known Cantrips Prepared 1st Circle 2nd Circle 3rd Circle 4th Circle 5th Circle 6th Circle
1st: Entered Apprentice Blueprints, Spellcasting 3 2 2 - - - - -
2nd: Fellow of the Craft Adaptable Tools, Experienced Development, Personalised Craft 3 2 2 - - - - -
3rd: Journeyist of the Craft Inventor’s Eureka 4 2 3 - - - - -
4th: Master of the Craft Feat 4 2 3 - - - - -
5th: Master of the Secret Craft Optimised Performance, Quick Maintenance, Spell Infusion 4 2 4 2 - - - -
6th: Master of the Perfect Craft Expanded Eureka 5 2 4 2 - - - -
7th: Provost of the Craft Analytical Craft, Crafting Expertise, Developed Craft 5 3 4 3 - - - -
8th: Judge of the Craft Feat 5 3 4 3 - - - -
9th: Intendent of the Craft Efficient Work, Reliable Tools 6 3 4 3 2 - - -
10th: Grand Master of the Craft Expanded Eureka 6 3 4 3 2 - - -
11th: Ancient Master of the Royal Craft Creator’s Insight, Soul Crafter 6 3 4 3 3 - - -
12th: Sovereign Master of the Rose Craft Feat 7 3 4 3 3 - - -
13th: Exalted Master of the Craft Item Savant, Reliable Crafter, Strengthened Craft 7 3 4 3 3 1 - -
14th: Venerable Grand Master of the Craft Expanded Eureka 7 4 4 3 3 1 - -
15th: Paragon of the Craft Masterwork Artisan, Signature Mastery 8 4 4 3 3 2 - -
16th: Starforger Feat 8 4 4 3 3 2 - -
17th: The Perfect Stone Expert Ritualist 8 4 4 3 3 3 1 -
18th: Legendforger Soulbond Manipulation 9 4 4 3 3 3 1 -
19th: Fateforger Feat 9 4 4 3 3 3 2 -
20th: Soulforger Master of Invention 10 5 4 3 3 3 2 1

Class Features

As a Inventor, you gain the following Class Features.

Core Aspects

Hit Points

Hit Dice: 1d8 per Inventor Level

Hit Points at 1st Character Level: 8 + your Endurance

Hit Points at Higher Levels: 1d8 (or 5) + your Endurance per Inventor Level

Training

Armour: Light Armour, Medium Armour, Shields

Weapons: Simple Weapons, Firearms Weapon Group

Tools: Three Artisan Tools and one Gatherer’s Tool

Skills: Choose any three

Equipment

Upon gaining your first Level in this Class, you start with the following equipment, in addition to your starting equipment:

  • Any Simple Weapon, with 4 Units of Ammunition if you choose a Ranged Weapon

  • Any Simple Weapon and Shield, or any two Simple Weapons

  • A complete set of Leather Armour or Scale Mail

  • Any two Artisan’s and/or Gatherer’s Tools

  • A Blueprint Manual



Unique Aspects

Class Tags: Inventor, Martial, Spellcaster, Cosmic Magic, Ritual Caster, Expert, Mage

Mark of Fate: Fateful Invention. In this moment you channel the powers of this conflux to perform actions beyond your normal capability. When making a Trait Test using any Tool, including those you are not Trained in the use of, you may use the Adaptable Tools Feature to apply a Tool Technique that the Tool's Item Bonus would allow for without reducing its Item Bonus for that Test. If you have already unlocked the Adaptable Tools Feature, you also increase the Tool's Item Bonus by 1.

Inspired Action:

Inventor Action Card (Inspired Action) Inspired Crafting AP Cost: 1AP Effect: You quickly can create what you need in the moment. If you can describe how you are using the materials around you in place of the normal Ingredients required (GG has final say on if it is satisfactory), you can create a nonmagical Item. For making the chosen Item, make the Crafting Test as normal, treating these replaced Ingredients as having Standard Quality, treating the time taken for this Test to only be the AP cost of this action, and on a successful Test, treating the Crafting Progress roll as automatically reaching the Crafting Progress Goal. Otherwise, you can perform a Crafting Test as normal, treating all Ingredients with its Quality Levels increased by 3. If this Test is successful, the Crafting Progress adds double your Inventor Level to the result. No matter how this action is used, whatever is being Crafted is treated as being a Signature Blueprint Item for your Inventor Class Features.


Blueprints

1st Lvl Inventor Feature

You are a master on invention. You start knowing the Blueprint for you first invention, a Signature Blueprint, that you always know the Blueprint for, you are always considered Trained in the use of the Signature Blueprint Item. Work with your GG, using the guidance in Appendix A: Blueprints & Customisations for help in designing your first invention’s Blueprint. Over time through roleplaying and taking time in quiet moments, you can develop new Blueprints or modify your earlier Blueprints.

As you gain Levels in this Class, you can choose for a number of additional Blueprints to become Signature Blueprints for you. The number of Signature Blueprints you know are equal to your Skill Bonus. You can change these chosen Signature Blueprints whenever you gain a Character Level.

Blueprint Manual

At 1st level, you gain a Manual of Blueprints; this manual can be used to store Crafting Recipes as well as Inventor Blueprints. Your Manual contains your Signature Blueprint of your first invention as well as two other Crafting Recipes.

The Recipes and Blueprints that you add to your Manual as you gain Levels reflect your developing theories and experimentation. You might find other Blueprints and Recipes during your adventures. You could discover a tome of common Crafting Recipes in a trader town, whereas maybe in an ancient arcane laboratory of a fallen empire you could locate a forgotten Blueprint of ancient lost technology.

Each time you gain an Inventor level, you can add a Crafting Recipe of your choice to your Manual for free.



Copying a Recipe into the Manual

When you find a Recipe, you can add it to your Manual, so long as it has no Prerequisites to learn which you do not meet, and if you can spare the time to decipher and copy it.

Copying that Recipe into your Manual involves reproducing the design schematics and listed methodologies, then deciphering the unique system of notation used by the Inventor who wrote it. You then may transcribe it into your Manual using your own notation.

For each Recipe, the process takes 3 Hours and requires three Pots of Alchemical Ink and a Page of Magically Conductive Paper or similar material appropriate to your Manual. The cost represents material components you expend as you experiment with the design to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you know the Recipe and my gain the benefits of having it in your Manual, so long as it remains in your Manual.



Copying a Blueprint into the Manual

When you find a Blueprint, you can add it to your Manual, so long as it has no Prerequisites to learn which you do not meet the requirements of learning, and if you can spare the time to decipher and copy it as you would with a Recipe.

The only difference in this process is for each Blueprint, the process takes 6 Hours and requires six Pots of Alchemical Ink and two Pages of of Magically Conductive Paper or similar material appropriate to your Manual that had been modified to hold the ink. Once you have spent this time and money, you know the Blueprint and gain the benefits of having it in your Manual, so long as it remains in your Manual.

Note: Blueprints from Inventor Eurekas you have not gained Tiers of, are of such an unusual nature they cannot be transcribed into your Manual.



Replacing the Manual

You can copy a Blueprint or Recipe from your own Manual into another book - for example, if you want to make a backup copy of your Manual. This is just like copying a new Recipe or Blueprint into your Manual, but faster and easier since you understand your own notation and already know the inner workings of the invention. You need to spend only 1 Hour and half a Pot of Alchemical Ink and a Page of Magically Conductive Paper for each Recipe or Signature Blueprint and double the amount for a Blueprint.

If you lose your Manual, you can use the same procedure to transcribe the Signature Blueprints, or the Recipes and Blueprints gained from the other Features of this Class into a new manual. Filling out the remainder of your Manual requires you to find new Recipes and Blueprints to do so, as normal. For this reason, many Inventors keep backup Manuals in a safe place.



Customising Creations

You always make sure to add your own personal spin to your creations. Soulbonding with Signature Blueprint Items does not count against your limited number of Soulbonds.

When you gain this Feature, select three of the Blueprint Customisations from Appendix A: Blueprints & Customisations. As you gain Levels in this Class you gain access to more Customisations, the number of Customisations you know are at one time is shown in the “Customisations Known” column of the Inventor Table. Some Customisations may have Prerequisites, you must meet all the listed Prerequisites before you can choose this Customisation.

Whenever you making a Crafting Test for Crafting an Item for which you have a Recipe or Blueprint in your Manual, you may choose to apply one Customisations to the Ttem, if the Test is successful. The total number of Customisations you can apply depends on what the Item is:

  • If the Item comes from a Recipe, you can apply a total number of Customisations equal to a quarter of your Knowledge.

  • If the Item comes from a Blueprint, you can apply a total number of Customisations equal to half of your Knowledge.

  • If the Item comes from a Signature Blueprint, you can apply a total number of Customisations equal to your Knowledge.

You may choose to invent your own Customisations, working with your GG to develop a unique Customisation to you, and you may also learn some unique Customisation from other NPCs. These Customisations do not count against the number of Customisations you know.



Spellcasting

1st Lvl Inventor Feature

As a student of cosmic magic, you have learnt how to channel the power of your ingenuity and imagination to affect the world around you. See the Magic Chapter for the general rules of spellcasting and for the Cosmic Spell List.

Spell List: Cosmic

Spellcasting Trait: Knowledge

Spellcasting TG: 8 + your SB + your Knowledge

Spell Attack Modifier: Your SB + your Knowledge

Spellcasting Focus: Arcane Focus, Artisan’s Tools, Gatherer’s Tools, Thieves’ Tools

The following exceptions to the rules presented in the Magic Chapter are as follows:

Cantrips

You Prepare Cantrips as you would any other spell. At 1st Level you can Prepare 2 Cantrips during your Long Rest.

As you increase your Level in this Class, you will increase the number of Cantrips you can Prepare as shown in the “Cantrips Prepared” column of the Inventor Class Table.

In addition, you always have the Mending Cantrip Prepared.



Cosmic Bolt

An Inventor casting their Cosmic Bolt Cantrip, if they have it Prepared, infuses it with the power of their inventions. When you cast Cosmic Bolt, you can select Vorpal damage as an additional Damage Type option.



Tools as Spellcasting Focus

You may add the Item Bonus for Artisan’s Tools/ Gatherer's Tools/ Thieves’ Tools you are Trained in the use of, for your spell’s Attack and Damage Rolls and Spell TG, when wielding them as a Spellcasting Focus.



Eureka Spells

Each Eureka has a list of spells, known as Eureka Spells, that you gain at the Inventor Levels noted in the Eureka's description. Once you gain a Eureka Spell, you always have it Prepared.

If you have a Eureka Spells that do not appear on the Cosmic Spell List, the spell is nonetheless a Cosmic spell for you.



Implant Cantrip

You can utilise a cantrip to place it within an object for others to use. While casting a Cantrip that does not deal damage, restore HP, or bestow BP, if you are holding a tiny object, you may place the Cantrip into the object. From then on, whenever an entity holding the object, takes the Use Object action they may use the Cantrip bestowed to the object.

If the Cantrip had options, such as choosing an illusion to be shown with Minor Illusion, or selecting an effect with Prestidigitation or Primalcraft, the choice is made by you when you cast it and cannot be altered.

With the Store Memories and Store Sounds Cantrips, you can choose when using the object to either implant a new memory or sound relacing the previous one, or to playback the sound or memory stored within. An object affected either of these Cantrips may store up to 3 memories or sounds at a time.

The stored Cantrip lasts indefinitely, though you can end any infusion at will. You can infuse Cantrips into multiple objects, though a single object can only bear one infused Cantrip at a time, with a new Cantrip infusion replacing the old one. The maximum number of objects you can affect with this Feature at one time is equal to your Knowledge (minimum of one object). If you try to exceed your maximum, the oldest infusion immediately ends, and then the new Cantrip becomes applied.



Magic Touch

You can perform the Use Item action for 1AP. You can sense the presence of magic tied to anything you are touching. If you sense magic in this way, you can feel whilst in contact with entity, object, structure, or vehicle that bears magic and the School of Magic, if it has any.

If what you are touching is a Magic Item, you can tell what its abilities are, if it requires a Soulbond to use and any requirements to Soulbond with it, if it has Charges, and if so how many Charges the Item has remaining,if any spells/powers/rites are affecting the Item or were used in its construction, and what they are, and if it has any Runes or Enchantments affecting it and what they are.



Adaptable Tools

2nd Lvl Inventor Feature

You always know how to make the most out of your tools. Whilst holding a set of Thieves’ Tools or an Artisan’s Tool that you are Trained in the use of, you may use the held Tool as any other of the listed Tools you are Trained in the use of. If you do this the Item Bonus of the Tool is halved (minimum of a +1).

Whilst holding a set of Gatherer’s Tools, that you are Trained in the use of, you may use the held Tool as any other Gatherer’s Tool you are Trained in the use of. If you do this the Item Bonus of the Tool is halved (minimum of a +1).

When making a Trait Test using an Artisan's Tool, Gatherer's Tool or Thieves’ Tools you are Trained in the use of, you may choose to apply one of the Tool Techniques from those presented in Appendix B: Tool Techniques.

Each Technique has a cost, this is how much you must reduce the Item Bonus of the Tool by (this Bonus can never be reduced to below 0, if a Technique would do so you cannot use that Technique).

Once you have reduced the Tool’s Item Bonus you may then add the Bonus to the Trait Test's TTV calculation, and the Technique effect occurs immediately after the Test has resolved.



Experienced Development

2nd Lvl Inventor Feature

You adopt a particular style of crafting/gathering as your specialty. Choose any of the two of the Crafter & Gatherer Feats. You gain the Aspirant of Land & Hand Feat and your two chosen Feats.

If you are wielding a Weapon that you Crafted or a Magic Weapon, you treat the Weapon as being an Active Weapon Focus for you, and may use your Knowledge instead of Physique or Agility for Attack and Damage Rolls with that Weapon.

Choose two of the Skills you have Learnt. You become a Master in those chosen Skills. You may also choose an additional Skill to Learn.

You count as one Size Category larger for determining your Carrying Capacity, and have Advantage on Trait Tests made to identify and scavenge parts from technological and technomagical devices.

You also have Advantage on Trait Tests made to identify the location and nature of a Construct's harvestable components, and Gathering Test to harvest from a Construct.



Personalised Craft

2nd Lvl Inventor Feature

You create a unique craft to aid you in your work and empower your Eureka. You can choose to either gain the Adaptive Harness, Adaptive Weapon, or Living Manual Class Feature.



Adaptive Harness

Spell List: Eternal

Spellcasting Trait: Your Trait of Power

Spell TG: 8 + your SB + your Spellcasting Trait

Spell Attack Modifier: Your SB + your Spellcasting Trait

Spellcasting Focus: Holy Symbol



Adaptive Weapon

You have developed a simple rod reminisent of the hilt of a weapon, that with the push of a button will change into the form of a weapon of your choosing. You gain the Alter Weapon action.

Inventor Action Card Alter Weapon Weapon AP Cost: 1AP Effect: You change your Adaptable Weapon into the form of a Melee Weapon or return it to the form of a simple rod. You can choose the form that this Weapon takes each time you use this action, the chosen form must be a Melee Weapon or to the hilt rod form. The Adaptable Weapon ceases to function, returning to the rod form, if it is more than 1m away from you for 1 Minute, if you are Incapacitated, or if you Die.

You can transform one Magic Weapon into your Adaptive Weapon by performing a technique to adapt the Magic Weapon melding it with your adaptive functions. You perform the conversion as an Activity during a Short or Long Rest, which can occur simultaneously to forming a Soulbond with the Weapon. You can then alter the Weapon per the Alter Weapon action.

The Weapon ceases being your Adaptive Weapon if you Die, if you convert a different Weapon, or if you use a ritual to break your Soulbond to it. The Weapon appears at your feet when the conversion breaks.

Your Adaptive Weapon has the following special abilities:

  • Innate Weapon Training. You are always considered Trained in the use of the current Form of your Adaptive Weapon.

  • Crafted Foci. This Weapon is a Spellcasting Focus for you and is a Magic Weapon with a Magic Bonus to Attack and Damage Rolls equal to half your Skill Bonus.

  • Innate Weapon Focus. When using the Alter Weapon action, you can choose a Weapon Focus Property the current form meets the Prerequisites of, you always have access to the chosen Weapon Focus Property of the current Form of your Adaptive Weapon.

  • Charged Weapon. Whenever you cast a spell that deals damage, until the end of your next Turn the Adaptive Weapon may replace its Damage Type with that of the cast spell.

  • Customisable Weapon. When using the Alter Weapon action, you can choose a number of Blueprint Customisations the current form meets the Prerequisites of equal to half your Knowledge (minimum of 1), until the action is used again, the Weapon's current form gains the benefits of the chosen customisations.



Living Manual

You create a small construct to act as your blueprint manual and assist you with your projects, it may be a small clockwork creature in the shape of an animal, some animated bones, or maybe an alchemically produced homunculi, no matter the form it is a representation of your work as an inventor. This Manual can be used as a living manual using the Living Manual statistics presented below. This Living Manual follows the rules presented in the Class Companions section of the Other Rules Chapter of the Core Rules.

The Manual is friendly to you and your allies and obeys your commands. Its game statistics are in the Living Manual Stat Block presented below, which uses your Skill Bonus (SB) in several places.

In combat, the Manual shares your Initiative count, and you can weave its actions amongst your own. When it is reduced to 0 HP it leaves the battlefield using its Temporary Dismissal Trait to recover, effectively counting as being Taken Out of the Fight. During this time, you are considered to not have access to your Blueprint Manual. During a Short or Long Rest, your Manual will appear next to you allowing you to repair it as needed.

You gain a Shared Bond Concept with your Living Manual “Living Manual”. A Bond Concept with your Living Manual does not count against the number of Shared Bond Concepts you can have at any one time.

To add new Recipies, Blueprints, and Signature Blueprints, follow the normal rules per the Blueprints Feature to your Living Manual, bar that you do not need pages of Magically Conductive Paper and requires half the time and number of Pots of Alchemical Ink.

Whenever your Living Manual would gain a Companion Upgrade Point, you may instead apply one Living Manual Upgrade as found in Appendix C: Living Manual Upgrades, as you tinker and work on improving your companion.


Living Manual
Tiny/ Small Construct (Class Companion, Familiar)

HT: 11 + your KNO

HP: Your KNO + [4 x Class Level]

Speed: 6m, 6m Fly


Initiative: -

Hit Die: [Class Level]d4

PHY -3 KNO Your KNO
AGI 2 INT Your INT SB [Your SB]
END 1 DET Your DET

Immunities Charmed, Exhaustion, Poisoned

Senses Nightvision (6m)

Languages Any Language the Inventor knows & Telepathy 1.5km (works only with Inventor)

Passive Traits

Creator's Bond. The Manual can add your SB to their Trait Tests, bar Attack Rolls.

Evasion. If the Manual would make an Agility Test that would deal half as much damage on a successful Test, then on a failed Test they take half as much damage, and on a successful Test they take no damage.

Shard of Mind & Soul. When the Manual is created choose one of your Concepts bar Shared Bond Concepts, the Manual gains the chosen Concept.

Telepathic Link. As an action (2AP), you can see through your Manual’s eyes and hear what it hears until the start of your next Turn, gaining the benefits of any special Senses that the Manual has. During this time, you are Deaf and Blind regarding your own senses.

Temporary Dismissal. As an action (1AP), you can temporarily dismiss the Manual to a pocket dimension. As an action (1AP) while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 6m (Near) of you. Whenever the Manual disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

Actions

The Manual has 3AP and 1RP.

Natural Weapons (2AP). Melee Spell Attack Roll: Your Spell Attack Modifier Target: 1, Reach: 1m. Hit: 1d6 + KNO + SB Force damage.

Force Bolt (2AP). Ranged Spell Attack Roll: Your Spell Attack Modifier Target: 1, Range: 6m | Near. Hit: 1d6 + KNO + SB Force damage.

Reactions

Transfer Spell (1RP). Trigger: You Cast a spell with a Range of Touch whilst you Manual is within 24m (At Range) of you and you can see it. Effect: Your Manual can deliver the spell as if it had Cast the spell. If the spell requires an Attack Roll, you use your Spell Attack Modifier for the roll.



Inventor’s Eureka

3rd Lvl Inventor Feature

You choose a Inventor’s Eureka gaining the benefits of that Eureka’s first Tier. These Eurekas are based around a single unique innovation or kind of invention.



Feat

4th Lvl Inventor Feature

You can increase the value of a Character Trait by 1, to a maximum of 5, and choose a Feat to gain.



Optimised Performance

5th Lvl Inventor Feature

You are a master with your tools and the items you create. If an Artisan’s Tool, Gatherer’s Tools, or Thieves’ Tools you are trained in the use of, bestows an Item Bonus less than half your Skill Bonus, you always treat it as bestowing an Item Bonus equal to half of your Skill Bonus.

You always gain a +1 Item Bonus for Artisan’s Tool, Gatherer’s Tools, or Thieves’ Tools you are not Trained in the use of.

You can attack twice, instead of once, whenever you take the Attack action, so long as both attacks are made with Magical Weapons and/or Weapons you have Crafted.



Quick Maintenance

5th Lvl Inventor Feature

As an Activity during a Rest, you can spend your time tending to a single Weapon, Armour Piece, or Shield. Making a Crafting Test appropriate to the type of Item. Consulting the Table below to determine its effect against the Test’s TTV.

Test TTV Armour Piece/ Shield Weapon
10

Has Faulty Property: If it has the Faulty Armour Property it becomes the Faulty (5) Armour Property. Reduce the value of X in the Faulty (X) Armour Property by 1.

Does Not Have Faulty Property: It gains the Hardened (1, [Your Knowledge]) Armour Property.

Has Faulty Property: If it has the Faulty Weapon Property it becomes the Faulty (5) Weapon Property. Reduce the value of X in the Faulty (X) Weapon Property by 1.

Does Not Have Faulty Property: It gains the Sharp (1, [Your Knowledge]) Weapon Property.

15

Has Faulty Property: If it has the Faulty Armour Property it becomes the Faulty (5) Armour Property. Reduce the value of X in the Faulty (X) Armour Property by half your SB.

Does Not Have Faulty Property: It gains the Hardened (Half SB, [Your Knowledge]) Armour Property.

Has Faulty Property: If it has the Faulty Weapon Property it becomes the Faulty (5) Weapon Property. Reduce the value of X in the Faulty (X) Weapon Property by half your SB.

Does Not Have Faulty Property: It gains the Sharp (Half SB, [Your Knowledge]) Weapon Property.

20

Has Faulty Property: If it has the Faulty Armour Property it becomes the Faulty (5) Armour Property. Reduce the value of X in the Faulty (X) Armour Property by your Knowledge.

Does Not Have Faulty Property: It gains the Hardened (SB, [Your Knowledge]) Armour Property.

Has Faulty Property: If it has the Faulty Weapon Property it becomes the Faulty (5) Weapon Property. Reduce the value of X in the Faulty (X) Weapon Property by your Knowledge.

Does Not Have Faulty Property: It gains the Sharp (SB, [Your Knowledge]) Weapon Property.

25

Has Faulty Property: If it has the Faulty Armour Property it becomes the Faulty (5) Armour Property. Reduce the value of X in the Faulty (X) Armour Property by your Knowledge.

Does Not Have Faulty Property: It gains the Hardened (Double SB, [Your Knowledge]) Armour Property.

Has Faulty Property: If it has the Faulty Weapon Property it becomes the Faulty (5) Weapon Property. Reduce the value of X in the Faulty (X) Weapon Property by your Knowledge.

Does Not Have Faulty Property: It gains the Sharp (Double SB, [Your Knowledge]) Weapon Property.



Spell Infusion

5th Lvl Inventor Feature

You have learnt how to infuse the most common item with a small amount of your magical potential. Upon completing a Long Rest, whilst in contact with a Weapon, a Spellcasting Focus, or a tiny or small object, you can infuse the chosen Item with one spell (it must be a spell you can Prepare, though you need not have it Prepared currently), with a Casting Time of 1AP or 2AP, whose Spell Circle is equal to or less than half your SB. You may use this Feature upon completing a Short Rest, though you must expend a Spell Slot of the spell’s Circle to infuse the Item.

Once this is done, the spell becomes infused to the Item. From then on, the Item is treated as a Magic Item, and an entity wielding the object may use the Use Object action to cast the infused spell.

The spell uses your Knowledge for determining its Attack Roll bonus and Spell TG. However, if the spell requires Concentration, the user of the object must use their Concentration to maintain the spell.

An Item may only be infused with one spell at a time, and the infusion immediately ends if you use this Feature to infuse a spell to any Item again. Otherwise, the Item may be used to cast the infused spell a number of times equal to 2 x your Knowledge, upon all uses becoming expended the Item returns to its original state.

You gain the Charge Item and Drain Item actions.

Inventor Action Card Charge Item AP Cost: 1AP Cost: A Spell Slot Target: A Magic Item you can see within Range Range: Touch Effect: The Item recovers a number of expended Charges equal to the Circle of the expended Spell Slot. Inventor Action Card Drain Item AP Cost: 1AP Target: 1 non-Sentient Magic Item you can see within Range Range: Touch Effect: You absorb the Magic Items power to fuel your own. Choose one of the following effects to occur: Magic Item with Charges: You can remove all Charges from the Target and make it lose all magical abilities until you next complete a Long Rest. You then recover a number of expended Spell Slots whose total Circle is equal to or less than half the Charges removed from the Item. Any Magic Item: The Target is destroyed, it leaves behind no remains, and you immediately recover a number of expended Spell Slots whose total Circle is equal to or less than the Grade of the Target. The Grade of the Target Item is halved (rounded down) for this action if the Target Item has the Consumable Item Tag.

Once the Drain Item action is used, you may not do so again until you have completed a Long Rest.



Expanded Eureka

6th Lvl Inventor Feature

You can choose to either progress through a known Inventor’s Eureka, increasing its Tier by 1 and unlocking the appropriate Features, or choose the 1st Tier of a different Inventor’s Eureka to gain.

Increase the maximum number of simultaneous Soulbonds you can have by 1.



Analytical Craft

7th Lvl Inventor Feature

You have developed an eye for identifying weaknesses in your items and refining them to remove such issues. You gain +1RP. So long as you did not Critically Fail on the Crafting Test for a Weapon, Armour Piece, or Shield, the Item always gains the Well Crafted (X) Weapon/Armour Property where X equals your Knowledge. If you scored an Inspired Event, instead the Item gains the Well Crafted Weapon/Armour Property.

You can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath. When you are subjected to an effect that allows you to make an Agility Test to take only half damage, and you are not Incapacitated, you instead take no damage if you succeed on the Test, and only half damage if you fail.

Once you have resolved this Feature, if you succeeded on the Test, you Teleport to an unoccupied space outside of the AoE.

You gain the Analytical Insight reaction.

Inventor Reaction Card Analytical Insight RP Cost: 1RP Trigger: You or an entity you can see within Range fails a Trait Test, bar an Attack Roll Range: 6m | Near Effect: You have developed an eye for seeing weaknesses in what you are working with before they manifest. Add your Knowledge to the Test’s TTV, potentially turning a failure into a success. If this reaction was used on a Trait Test you made to Craft, Enchant, Modify or Repair an Item, you can as part of the reaction choose to reroll the d20 as well as add your Knowledge to the roll. You must use the new result of the roll.

You may use this reaction a number of times up to your Knowledge (minimum of 1), replenishing expended uses upon completing a Long Rest.



Crafting Expertise

7th Lvl Inventor Feature

You are an expert in your craft. You always treat yourself as being a Master in a Skill used as part of your Trait Tests for Crafting Items or Gathering Materials, so long as you are using a Tool you are Trained in the use of.

When Crafting a project, the total number of Crafting Progress needed to complete a project is halved. Whenever you gain an Inspired Event during Trait Tests for Crafting, you may add double your Knowledge to your Crafting Progress generated for the Trait Test, this is tripled for Items which have a Signature Blueprint in your Manual.



Developed Craft

7th Lvl Oathsworn Feature

Your connection to your Oath empowers those spirits tied to it. Your chosen Channel the Oath Feature gains the following benefit:



Adaptive Harness

You gain the following benefits:

  • X

  • X

  • X



Adaptive Weapon

Your Adaptive Weapon gains the following benefits:

  • Enhanced Focus.. The Magic Bonus of the Weapon can apply to the Attack and Damage Rolls of spells cast using this Weapon as its Spellcasting Focus.

  • Charged Smites. Once per Turn, when you hit a Target with a Weapon Attack using this Weapon, you may expend a number of this Weapon's Charges up to half your SB. For each Charge you expend, this Weapon deals an additional 1d8 Force damage. The Force damage can be replaced with a Damage Type bestowed by the Charged Weapon effect. Once the damage has been dealt, the Target must make a Knowledge Test against your Spell TG.

    On a failed Test, the Target gains X Degrees of the Dazed condition until the start of your next Turn, where X equals the number of Charges expended.

  • Spell Charged Weapon. When a spell of 1st Circle or greater is cast using this Weapon as its Spellcasting Focus, you can recover a number of Charges of this Weapon equal to half the Circle of the spell. If the Weapon does not normally have Charges, it can store a number of Charges equal to your Knowledge due to this effect.

    Whenever the Weapon gains an additional Damage Type due to the Charged Weapon effect, you can choose to combine rather than replace the Damage Type of the Weapon.



Living Manual

Your Living Manual gains 2 additional Living Manual Upgrades, and you gain the following benefits:

  • Expanded Repository. Increase your number of Customisations known by your Knowledge.

  • Illusory Plan Overlay. Double the number of Customisations you can apply per the Blueprints Feature to an Item you are Crafting.



Feat

8th Lvl Inventor Feature

You can increase the value of a Character Trait by 1, to a maximum of 5, and choose a Feat to gain.



Efficient Work

9th Lvl Inventor Feature

You know how to make the most out of your time. The Inspired Event Scope for Trait Tests made as part of the Crafting, Enchanting, Modifying, or Repairing process increases by 1. Each step of the Crafting process takes a quarter the normal amount of time to Craft, and you require half the Units of each Ingredient (minimum of 1 Unit of each Ingredient).

When Gathering Materials, you always treat the Degrees of Success as being one higher than normal for the TTV for determining the Units of Material gathered.



Reliable Tools

9th Lvl Inventor Feature

You have refined your techniques using your Tools until they approach perfection. Choose two of the Skills you have Learnt. You become a Master in those chosen Skills.

Whenever you make a Trait Test, bar Attack Rolls, that lets you add an Item Bonus to the Test’s TTV, you can treat a d20 roll of 9 or lower as a 10.

If you roll within your Critical Failure Scope, you can choose whether or not to treat it as a 10, or to Critically Fail and hence gain a Mark of Fate.

In addition, you may choose an additional Skill or Tool to Learn/be Trained in the use of.



Expanded Eureka

10th Lvl Inventor Feature

You can choose to either progress through a known Inventor’s Eureka, increasing its Tier by 1 and unlocking the appropriate Features, or choose the 1st Tier of a different Inventor’s Eureka to gain.

Increase the maximum number of simultaneous Soulbonds you can have by 1.



Creator’s Insight

11th Lvl Inventor Feature

You are able to get the most out of your creations in combat. Whilst wielding a Weapon you Crafted you always consider it to gain the benefits of the Silvered Weapon Property.

Whilst equipped with one or more Pieces of Armour you Crafted, you always consider it to gain the benefits of the Reinforced Armour Property.



Soulforger

11th Lvl Inventor Feature

You are able to awaken the glimmers of your soul let fused within your items. As an Activity during a Short or Long Rest, you may choose to perform a minor rite on an Item you have Crafted. At the end of this Activity, the Item becomes Awakened or increases its Awakened Tier by 1.

If you Awaken an Item you made with a Blueprint in your Manual, the Item becomes a Sentient Magic Item, its personality traits are based off of the Concepts bestowed as part of gaining Tiers of Awakening.

If the Item was a Signature Blueprint Item, then you may replace any one Concept with another of your choosing, either giving one of your own Concepts or a variation of it.

You can attempt to Awaken an Item you have not Crafted; this requires a TG 18 Knowledge (Magical Lore) Test at Disadvantage. Awakening the Item or increasing its Awakened Tier by 1 on a successful Test, though no additional effects are applied. If the Item is one you have a Blueprint for in your Manual, the Test is not made at Disadvantage.



Feat

12th Lvl Inventor Feature

You can increase the value of a Character Trait by 1, to a maximum of 5, and choose a Feat to gain.



Item Savant

13th Lvl Inventor Feature

You know how to get the most out of your creations, more so than normally available. You may ignore Soulbonding Prerequisites for a specified Ancestry, Class, Class Tag, Concept, Level, or Template requirements for Items you Crafted.

You also gain the benefits of one Armour Set Bonus from Armour which you Crafted and have equipped, but do not have all the required Pieces of the Set.

When you use the Identify spell, you are able to identify if an Item is Cursed, the nature of the Curse, and how to remove it. You have Advantage on Trait Tests to maintain the magical effects not tied to the Curse of a Cursed Magic Item when the Curse is removed.



Reliable Crafter

13th Lvl Inventor Feature

You know how to avoid costly losses when you make a mistake. You may reroll d20 results of a 1 for Trait Tests made to Craft, Enchant, Modify, or Repair an Item, you must use the new result.

If your Crafting Test scores a result that does not allow you to gain Crating Progress or if your Crafting Progress roll is lower than your Inventor Class Level, roll 1d6 for each Ingredient provided. On the d6 result of a 1, the Ingredient is lost. On a 2-3, half the Units of the appropriate Ingredient is lost (minimum of 1 Unit). On a 4-5, you lose only 1 Unit of that Ingredient. On a 6, you lose none of that Ingredient and it does not degrade in Quality.

For any result other than a 6, if you manage to save any Units of the Ingredient, the recovered Ingredient has its Quality Level reduced by 1.



Strengthened Craft

13th Lvl Inventor Feature

Your connection to your Oath empowers those spirits tied to it. Your chosen Channel the Oath Feature gains the following benefit:



Adaptive Harness

You gain the following benefits:

  • X

  • X

  • X



Adaptive Weapon

Your Adaptive Weapon gains the following benefits:

  • Enhanced Customisability. The Customisable Weapons effect now allows you to apply a number of Blueprint Customisations the current form meets the Prerequisites of equal to your Knowledge (minimum of 1).

  • Enhanced Smites. The Charged Smites effect now allows 2d10 Force damage for each Charge expended.

  • Precise Strikes. This Weapon ignores Damage Reduction and Resistances to the Damage Types of this Weapon's attacks.



Living Manual

Your Living Manual gains 3 additional Living Manual Upgrades, and you gain the following benefit:

  • Further Expanded Repository. Increase your number of Customisations known by 3.



Expanded Eureka

14th Lvl Inventor Feature

You can choose to either progress through a known Inventor’s Eureka, increasing its Tier by 1 and unlocking the appropriate Features, or choose the 1st Tier of a different Inventor’s Eureka to gain.

Increase the maximum number of simultaneous Soulbonds you can have by 1.



Masterwork Artisan

15th Lvl Inventor Feature

You are a master of your craft. No matter the Quality of the Ingredients provided, the TTV for Trait Tests made for Crafting Items which you have a Recipe or Blueprint in your Manual, have a minimum TTV of 7. If it is a Signature Blueprint from your Manual, it has a minimum TTV of 10.

So long as you did not Critically Fail on the Crafting Test, the Item always gains the Masterwork Item Property.

No matter the result of your Surveying and Gathering Tests, you always get at least one random resource from the appropriate gathering result table no matter the result of the roll.

In addition, when you would make an Initiative Test, replenish one expended use of the Analytical Insight reaction. The Analytical Insight reaction recovers all expended uses upon completing a Short or Long Rest.



Signature Mastery

15th Lvl Inventor Feature

You have mastered the ability to tutor others. Whilst using an Item which you have as a Signature Blueprint in your Manual, you gain the following benefits:

  • If the Item is a Weapon; it gains a +3 Magic Bonus to Attack and Damage Rolls, and the Critical Hit Scope of the Weapon increases by 1.

  • It the Item is a Tool; it bestows a +4 Item Bonus, and the Inspired Event Scope of Trait Tests using the Tool increases by 1.

  • If the Item is a Piece of Armour; Attack Rolls made against you have their Critical Failure Scope increased by 3 (this does not stack with multiple affected Pieces of Armour).

  • If the Item is an Accessory; Your Inspired Event Scope increases by 1 for all Trait Tests, bar Attack Rolls.

  • All Signature Blueprint Items become Immune to effects that would reduce their effectiveness, damage them, or destroy them so long as they have an active Soulbond with you.



Feat

16th Lvl Inventor Feature

You can increase the value of a Character Trait by 1, to a maximum of 5, and choose a Feat to gain.



Expert Ritualist

17th Lvl Inventor Feature

You have experience of how best to contribute when performing rites. You have Advantage on Trait Tests made during the performance of a rite or ritual.

You can also use the Aid action once per Trait Test made during a Party Challenge to assist another entity performing the Party Challenge.



Soulbond Manipulation

18th Lvl Inventor Feature

You drain an item you have a Soulbond with of its power to sustain you from lethal blows. Whenever you would be reduced to 0 HP, you can immediately destroy one non-Sentient Magic Item with which you have a Soulbond. It leaves behind no remains, and you immediately recover HP equal to your Inventor Level + your Knowledge + double the Power Level of the Item destroyed.

You cannot use that Soulbond Slot again to form a new Soulbond until you have completed a Long Rest.



Feat

19th Lvl Inventor Feature

You can increase the value of a Character Trait by 1, to a maximum of 6, and choose a Feat to gain.



Master of Invention

20th Lvl Inventor Feature

You have unlocked the secrets of making the most out of your creations. You increase the maximum number of simultaneous Soulbonds to Magic Items you can have by 1 and your Inspired Event Scope increases by 1.

You gain a Shield Bonus and a Soulbond Bonus to Trait Tests to resist, avoid, or end harmful effects equal to half the number of Soulbonded Items you have bonded with.

In addition, you can choose two Skills you have mastered to become Legendary in those Skills, for Trait Tests made using these Skill you can roll an additional d20 choosing to replace the final d20 result of the Trait Test (after Advantage and Disadvantage has been resolved) with the value rolled on this separate d20. You can only be Legendary in two Skills at a time.

You also can increase one Trait’s score by 2 or two Trait’s scores by 1, these can increase any Trait’s value up to a maximum of 7.