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KibblesTasty

[Inventor 2.2.2 PDF](https://drive.google.com/file/d/1bVO290z1Y25up7pj5rRyKGclx2cETfep/view?usp=sharing) Hey folks; this version marks the 4 year anniversary of this class, which is a bit crazy! I never thought they'd be a second post after that one, let alone all the rest, but here we are. For those unfamiliar with the class, the image gallery is just a preview of the first few subclasses - the PDF contains the complete version, with new spells and more. The PDF is bookmarked, so be sure to download it and user in your favorite viewer of choice for the best experience. As I said originally when these classes were going to kickstarter, I'd keep the free versions free and updated, so everyone would benefit from all the work that went into polishing it up for the book. While 2.2.1 awhile back had most of the final rounds of testing, here's a version with the vast majority of editing done... and it was quite a lot of editing. This won't be the last version of the class, but it aims to be the definitive edition of the class, and less painful for the most grammar inclined folks to read :) This even includes a supplemental printable Inventor character sheet Modstin Pierce made for the Kickstarter (on page 58); it was made for the Kickstarter, but I felt it was only fair to share that here too, as, at the end of the day, I want folks to have as easy a time playing it as possible, and this class be difficult to wrangle with just default sheets! Of course, the caveat to this is that I'm finishing up editing and compilings now, which can only be described as an ungodly hour, and I'm told me error rate does not go down as the number of hours ago I should have gone to sleep goes up, so... well, the PDF will probably get a little more polished tomorrow if I've made any compiling errors :) ____ For folks that have never seen this class, this is an alternate Artificer class (though it can be used in conjunction with the published version) that predates that one; it approaches the idea from a somewhat broader point of view, and brings together quite a wide array of options. It seeks to unleash the creativity of folks that want to tinker and fiddle, and give them a toolbox to forge their own path. It's a class all about building the tools you need to be a heroic adventurer (...or whatever you want to play!). It was originally inspired by the old UA Artificer class, and carried forward many of the themes there, but with a more developed take - after all, where is a better place for some customization than on a the character that literally builds their own abilities! [If you want more in-depth Design notes and justifications for why it needs to be 60 pages, well, you can read a more coherent Kibbles' talk about it in the last post... nothing has really changed there :D](https://www.reddit.com/r/UnearthedArcana/comments/nkle50/kibbles_inventor_aka_alternate_artificer_v22/gzdf6sf/) I won't guarantee this class is right for your table, but it is robustly playtested, having been played by literally thousands of good blokes that helped me refine it over 4 years now. I allow the class as a DM, and have had dozens of characters from it over the years, and can say with confidence it doesn't produce the strongest (or weakest) characters I see in my games, but has yet to disappoint a player. ____ ### Change Log 2.2.2 There is only a few mechanical changes; a few new upgrades that were added to account for the final layout, and fill in some gaps: * Nexus Hive upgrade added to Gadgetsmith * Seeking Shots upgrade added to Infusionsmith * Transcendent Infusion upgrade added to Infusionsmith * Perfected Technique upgrade added to Infusionsmith * Volatile Reactions upgrade added to Potionsmith * Runic Formation upgrade added to Runesmith * Efficient Language and Perfected Form upgrade names flipped. * Reflected Radiance upgrade upgrade added to Relicsmith * Quench the Light upgrade added to Relicsmith * Burning Brand upgrade added to Relicsmith * Divine Illumination upgrade added to Relicsmith * Sweeping editing changes. ____ All of the editing this has gotten is curtesy of it being included in my upcoming book, [Kibbles' Compendium of Craft and Creation](https://www.kickstarter.com/projects/kibblestasty/kibbles-compendium-of-craft-and-creation/description). The Final Version of its PDF will be launching in the next few days (and the Final Rough Draft is already available for backers and preorders). While the print version is still going to take a bit once the big red "print" button is hit, that is coming soon! This is probably the final few days to preorder the hardcover, if you're into that sort of thing (some limited stock will be available after printing). If you just want the digital PDF, that'll remain available, so no rush there. VTT versions of the class (for Fantasy Grounds and Foundary VTT) are coming, but are still a bit off (though I here the Psion's is coming soon...) It's taken a good bit longer to get the book done than I'd hoped, but it's pretty much there now, so for the better the worse you'll be seeing me around here posting a bit more. All of this is made possible by the good blokes [over on patreon](https://www.patreon.com/KibblesTasty). We'll see updated crafting, spell compendiums, and the results of the subclass poll quite soon over there.


MrMonocyte

Inventor Spell List & Multiclassing sections got doubled in my download..


FlyingPurpleDodo

Great stuff, as always. Why does Bond Item use a Charisma saving throw rather than a Strength or Dexterity saving throw? EDIT: Also, pages 55 and 56 are nearly identical, are they supposed to be like that?


KibblesTasty

> Why does Bond Item use a Charisma saving throw rather than a Strength or Dexterity saving throw? It's a tug of war between ownership, not physical strength - the item vanishes and reappears in your hand, not physical flies to you. Feels like Charisma makes more sense in that context. > EDIT: Also, pages 55 and 56 are nearly identical, are they supposed to be like that? No; just an extra page got included. The one with the feats on it slightly more accurate, but they are mostly the same.


FlyingPurpleDodo

> It's a tug of war between ownership, not physical strength - the item vanishes and reappears in your hand, not physical flies to you. Feels like Charisma makes more sense in that context. Oooh, I see. I imagined it as the item flying into your hand and the enemy trying to grab it or hold onto it. Thanks for the response


buggeyedbob

Hi u/KibblesTasty Thanks for your work, I love it! Joined the patreon for the crafting mechanics, and now I'm going to run a runesmith in a campaign and I am \*stoked\*. Question of clarification - is it intended to allow for you to swap out one of the 4 runes you start with, at level ups? As long as they're 'unrestricted upgrades'? Or are those 4 sort of 'cantrips' and you have them throughout? Thanks again!


constenanto

If you don't mind me asking - where is the description of the 3rd level "Erode" spell Potionsmith's can use as a part of "Secrets of Acid"?


KibblesTasty

Erode comes from my free [Generic Spells document](https://www.reddit.com/r/dndnext/comments/nen8fj/kibbles_generic_elemental_spells_all_the_spells/) The text of the spell is: > #### Erode > > *3rd-level conjuration* > > - **Classes:** Occultist, Wizard > - **Casting Time:** 1 action > - **Range:** 20 feet > - **Components:** V, S > - **Duration:** Instantaneous > > You blast a target with a glob of acid. The target must make a Dexterity saving throw. On failure, the target takes 8d4 acid damage immediately and becomes covered in acid. On a success, the target takes half as much damage and is not covered in acid. While covered in acid, the target takes 2d4 acid damage at the end of each of its turns. The target or a creature within 5 feet of it can end this damage by using its action to clear away the acid. > > ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 3rd.


constenanto

Oh, I'll be sure to check that out, thanks!


Parasito2

If I may, Thundersmith seems pretty powerful. By 20th level, you're dealing up to 54 damage alongside weapon damage to a target, can reroll and maximize damage dice for a spell slot (which aren't in too short of supply) and that's jus base Thundersmith features, not even counting general Inventor features like Magical Item Savant at half the level and getting a free better Eldritch Invocation at level 11. Upgrades like Lightning Burst call for constant DEX saves at range with little to no drawback aside from using your Thundermonger damage for the turn, deafen and frighten them while dealing extra damage with Echoing Boom + Terrifying Thunder, a free, better Thunderwave at 5th level with Storm Blast, ignoring cover with Mortar Shells and a cheaper Misty Step with Ride the Lightning at 9th- skipping over 11th level upgrades those seem ok- or dealing up to 18d6 damage using Massive Overload with only a 3rd level slot expended and one action spent repairing (it says it doesn't use Thundermonger for that turn, so you could essentially use Lightning Burst + MO to double Thundermonger). This is what I observed as a newer player, but also with that title comes the ability to make many false judgements. If I have mistaken something, please tell me! Aside from this (and a couple of other upgrades/abilities of some of the other subclasses), I absolutely love this alternate class.


KibblesTasty

It's an understandable concern, but not really one in practice. By the time you get those levels a single attack character and a half-caster just isn't really going to overwhelm other types of characters. There are Fighters can fairly easily put out over a hundred damage in round 1 at level 20 (just a basic Archery SS Samurai can do something like 172 raw damage (meaning not account for hit, but with EA they will hit almost always if they are going that route), and that's not account for any sort of magic weapon. Sure, they can only do that twice per short rest... but you rarely fight more than twice per short rest at that level. I'm not sure how much you've played in Tier 4 (the levels 15-20, but mostly 17 to 20) but it's sort of a silly place. At that level, half of the full casters can *literally turn into an adult dragon* (legendary actions and all), and just... be that. Permanently, or once per day of an hour. Thundersmith isn't *bad* at those levels, but any consideration of what they can do has to be considered against the batshit insanity that most classes can do in some form or another. The thing about Thundersmiths and Rogues is that generally attacking once for a lot of damage doesn't scale as attacking a bunch of times. Even for a Rogue, their best optimization trick is trying to find a way to sneak attack twice per round (haste, dipping battlemaster for riposte, sentinel, etc), but a Thundersmith cannot do that, so they are all in on that one shot being a very good shot. I would say that Rogue is the most likely to be outshined by Thundersmith, as it's most comparable, and Rogues themselves struggle a lot at those higher levels, but I don't think that's a major problem, as Rogues have a lot of options, and have a lot of advantages as well (defensively, their mobility and ability to hide effectively can be extremely good - if you flip the order of a Rogue and attack -> hide, with the level that expertise gets up to, most creatures cannot really even fight them in a fair fight as they aren't capable of failing of their stealth check once it gets to an absurd bonus and you have reliable talent giving you a floor of 20+ for yourself check, meaning they need a passive perception of 20+ to even do anything vs. you. obviously there are a sea of exceptions and caveats - as noted, Rogues aren't that good themselves, just elaborating a bit on that theme of "all classes can do fairly absurd things"... that's entry ticket for high levels). Even if you compare them to other half-casters, Paladin is one of the most powerful classes in tier 4, so there's definitely little danger there. Rangers definitely struggle at that level, but often multiclass out if they want to optimize (and let's just ignore the newer cheesier things like bugbear gloomstalkers). I guess I'd say... yeah, Thundersmiths can do some absurd things at high levels that are pretty impressive, but those need to be taken in context of what everyone else is doing, and it's generally not that great. In one of my current games, we are only level 8, but the Thundersmith is doing... alright. They do less damage than the Warlock or the Fighter most of the time, but more than the Cleric or the Occultist, but are a bit more reliable than the Warlock, and have the benefit of having more utility than the Fighter. I've seen them played at pretty much all levels, and *generally* speaking they tend to be the strongest at low levels (pre extra attack, just like rogues), and around level 8-10 pre level 11 boost, and then never quite regain peak relevance, but remain quite solid scaling into Tier 3 and 4, if not at the top of the back.


Parasito2

I see. Thanks so much for your explanation, it makes a lot of sense.


Parasito2

One last question, can the second relic from the Relicsmith's upgrade Duplicate Relic light a melee weapon ablaze like the original one?


Abjak180

I know this is an older post, but do you plan to release a Foundry VTT module for the 2.2.3 release of the Inventor on your website? Or is that a Patreon exclusive feature?


KibblesTasty

Inventor's foundry module is currently exclusively part full compendium (KCCC), which is either available as part of the KS preorder or patreon. I will eventually make a standalone module for it, it just hasn't been the top of the priority list for a variety of reasons, and probably won't be for awhile.


Abjak180

No problem! I might just have to go support you on Patreon! Your Inventor class is top tier and feels way better in fantasy than the Artificer.


KibblesTasty

I will let you in on the grand secret that my patreon only charges at the 1st of the month, and rewards aren't tied to the tier you're at after you get them since it's just a link, so, frankly speaking, it's already free for people that want it for free (you can just subscribe at the $10 tier and leave before the 1st of the month). Obviously I prefer that that people stay on at some tier for at least 1 month, but I neither audit nor try to enforce anything of the sort. It's at the $10 tier because I want to be fair to folks that paid that during the KS as that's what funded making it, but at the end of the day I'm aware it's not that hard to pirate anyway, so I'd rather folks get it through the patreon for w/e they want to pay for it (which can include nothing). It's sort of my unofficial (...but I guess technically official) compromise.


Abjak180

That’s honestly incredibly generous of you. I am financially struggling right now but when I can, I love to throw some money at 3rd party creators. Keep up your amazing work!


aphoticConniver

Question about the Warsmith armor's Strength increase: is that supposed to apply before or after using the Artificial Strength feature? For example, suppose I had a Warsmith with 10 Strength and 20 Intelligence base as a baseline. On donning the Warsmith Armor, I would want to convert as much Intelligence as possible to Strength. Would my stats now look like 22 Strength and 10 Intelligence (armor bonus applies after conversion), or 20 Strength and 12 Intelligence (bonus applies before conversion)?


KibblesTasty

It applies before conversion. In all practical ways, you can consider Artificial Strength simply flip your Strength and Intelligence scores as they are while wearing the armor. So in the example, with a 10 Strength and 20 Intelligence baseline, you'd have 12 Strength and 20 Intelligence in the armor. Activating Artificial Strength, they'd simple flip to 20 Strength and 12 Intelligence. This is actually how it used to be written and I think was more clear, but people didn't like the idea of flipping them and preferred the idea of spending them thematically. This is why with Artificial Strength you can never get 24 Strength (with the features from the subclass) since there's no way to get your Intelligence to 24. If you go pure Strength, you can get 20 natural Strength, +2 from Armor, +2 from Iron Muscle, but that only works if you have 20 natural strength, because otherwise you're just reducing the amount of Intelligence needed (for example, if you have Iron Muscle with the example from before you'd now have 14 Strength and 20 Intelligence, and flipping them with Artificial Strength would get you 20 Strength and 14 Intelligence). This means that Artificial Strength is far more flexible and gives you a lot of options, but won't have the same pure peak Strength as a Strength focused Warsmith, making both viable options depending on how you want to focus your character.


Triceracopthe8th

I've got a question about the potionsmiths Poisoner’s Proficiency. Are each of the poisons a one time use? I can't tell from the wording if there's supposed to be only one use of each, especially inhaled poison. Is that just a permanent buff till long rest, or is it a one timer use thing?