Quick Reference
Create new invention
Downtime only
Either have a problem you are trying to solve or a specific invention idea
Choose one or both: create prototype, create blueprint
Three Inventor's Tools checks: Int, Wis, Dex
Time and materials required depends on the Inventor's Tools checks and the complexity of the invention
Understand Blueprints
Long rest or downtime
Have a blueprint that you want to be familiar with
Each blueprint has their own DC
Inventor's Tools check based on Int. Add Wis if you know the inventor
If you are at your limit of familair blueprints, choose one to forget
Train Worker
Long rest or downtime
Have a blueprint you are currently familiar with
Worker makes an Int check
If you are helping them understand, add your Wis modifier (min 0) and proficiency bonus
Full Rules
A character proficient with Inventor's Tools can create new inventions to help them solve problems they are facing or just generally improve the world. An inventor can theorize new inventions, build prototypes, draft blueprints, train works on constructing from the blueprints and understand other invetors' blueprints.
Create new invention
During downtime, when you try to create a prototype for a new invention you will need to make three Invetor's Tools checks using intelligence, wisdom and dexterity. The intelligence check represents your knowledge of the technology used and determines how efficient the prototype is. The wisdom check represents your knowledge of how the prototype can be used and determines how easy it is to control. The dexterity check represents building the device and determines how well the device is put together. These three checks affect how well the prototype functions and any drawbacks it has.
If you want to create a blueprint for one of your inventions so that it can be created by others, make three Inventor's Tools checks using your Intelligence modifier, Wisdom modifier and Dexterity modifier respectively . The intelligence check represents how much you actually know about your invention so that you can properly document it. The wisdom check represents your understanding of what knowledge is required on the blueprints and how to best communicate that knowledge. The dexterity check represents how well you draw your design on paper. The results of these checks go into how complex the blueprint is to become familiar with and construct from.
If you are creating both a blueprint and a prototype at the same time, only roll once for each skill check and use the result for both the prototype and the blueprint. The DC checks required for all of the above are based on the complexity of the invention. Each check will scale from 10 to 30 and will be based off of abilities or spells that have a similar level of power as well as how knowledgeable you are around the topics required.
The amount of time, gold and materials spent determines the functionality, stats, DC modifiers and if applicable how long the invention lasts. You may use your action to dismantle a prototype; at that time, you can reclaim the materials used to create it.
When you create a device from a blueprint that you are currently familiar with, you may roll only an Invetor's Tools (dexterity check) and use your previous knowledge to automatically pass the other two checks. However, if you wish to improve upon the other two checks, you may re-roll them with a DC of two less than before, representing your knowledge of the invention. If you fail one or both of these two DC checks, you may either accept a worse prototype or spend additional time and materials to automatically pass them.
After each use, your prototype has been put under strain and may suffer damage. To determine what damage it has taken, roll an Inventor's Check (dexterity) against the DC of the invention. To diagnose and fix the issue, roll an Inventor's Check (intelligence) that determines how long and how many resources it will take to fix the device. A catastrophic failure happens if you fail the DC by 5 or more. The maximum time and resources required to fix are half of the original time and resources spent on the prototype. If anyone else uses your prototypes or attempts to fix them, they make all checks with disadvantage as no one else ever treats your inventions with the care they deserve.
Understand blueprints
If you wish to read and understand a blueprint that you are not familiar with (either another inventor's blueprints or one of your older blueprints), make an Inventor's Tools check based on intelligence. The DC is based on the complexity of the blueprints. If you know the original inventor of the blueprint, you may add your wisdom modifier to the check.
Train workers
If you wish to have a worker or multiple workers to construct your inventions for you, the workers roll an intelligence check against the DC of the blueprint. If there are multiple workers present, they make the check with advantage. If you are helping the workers understand the blueprints, add your wisdom modifier and your proficiency bonus to their intelligence heck.
How well the workers do on the check determines the quality of the resulting objects. The workers can make as many objects as you want, provided they have the materials, time and gold required. Most workers will also ask for payment in return for their services.
An invention constructed by a trained worker does not have the drawbacks of strain of use that the prototype has if they are created by workers who are professionals in the relevant fields for the invention in question.
Power sources
When you create a prototype that requires power, choose one of the following options to power it:
- Clockwork. A clockwork invention uses gears, springs and weights to store and release energy in a controlled fashion. These devices have a lot of small, finicky parts and will often require a higher DC for dexterity checks involved with creating them. However, when they run out of power, they simply require being rewound using a key. This key can either be built in or kept separate from the prototype.
- Fire. A fire based invention gets its energy from the combustion of some material. This can involve heating water to create steam or other means of harnessing the combustion caused by some materials. These devices are very rare and little knowledge is common about them and will often require a higher DC for intelligence checks involved with creating them. They also tend to have shorter durations and require more materials when they need to be refuelled. However, they have a lot more potential.
- Natural. For example, potential energy from water, animal powered, wind powered. These devices use natural energy that exists in the world but have large drawbacks. They usually have to be larger and are not mobile. However, they are usually simple in nature and require normal DC values.
- Magic. A magical invention can do anything, but requires a magic user to either actively or passively provide the device with power. Building these devices requires higher DC for wisdom checks as you need to collaborate with a magic user or require arcana checks to represent your own magical knowledge.
- Justify your own based on the current state of the world. This might require a wisdom check that represents your knowledge of the world.
Draw backs
Inventions will often have drawbacks for their use based on how successful the DC checks were. These can range from breaking after repeated use, breaking randomly, occassionally failing to work, working less efficiently than expected, etc. The drawbacks chosen depend on the invention in question.
Invetor's Tools
Inventor's Tools are artisan's tools that have everything you need to make a new invention. This includes drawing tools required for sketching designs, taking notes and creating blueprints, as well as basic tinker's tools like supplies to prototype your designs in the field or in the lab.
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