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Scientific Improvisation in Dungeons & Dragons 5e

Scientific Improvisation - 4500 AXP

TIER TWO FEATURE: Scientific Improvisation

    • AXP: 4500
    • Pre-Requisites: Intelligence ability score of at least 12
    • Grants Access To: None

You gain the ability to improvise solutions using common objects and scientific know-how. This ability lets you create objects in a dramatic situation quickly and cheaply, but that have a limited duration.

By using a full action and combining common objects with a Craft check that corresponds to the function desired, you can build a tool or device to deal with any situation. The DC for the Craft check is equal to 6 + the Value of the object that most closely matches the desired function.

The object, when put into use, lasts for a number of rounds equal to the your tier, or until the end of the current encounter before it breaks down. It can’t be repaired.

Only objects that can normally be used more than once can be improvised. Electronic devices, special tools, weapons, mechanical devices, and more can be built with scientific improvisation.


 

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