Inventor
A Shaman that has connected with an ingenious Artificer. The ancestor lends their skills and knowledge in the ways of the Artificer. Those that connect with an Inventor ancestor tend to be smart, creative, and inventive. An Inventor Shaman’s magic is intertwined with arcane technology.
| Level | Prepared Spells |
|---|---|
| 3 | Identify, Heat Metal |
| 5 | Intellect Fortress |
| 7 | Fabricate |
| 9 | Wall of Stone |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 12 (+1) | 18 (+4) | 20 (+5) | 16 (+3) | 12 (+1) |
Subclass Features
Connection Spells
The connection you formed ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.
Artificer Training
Your ancestor trains you in the ways of the Artificer. You gain proficiency with two of the following skills: Arcana, History, Investigation, Medicine, Nature, Perception, or Sleight of Hand. You gain proficiency with Thief’s Tools and one Artisan Tool as well.
Technological Spells
You are taught a lesser form of the art of Artificer Infusions. When you cast a leveled spell you can Infuse an appropriate item with an ability that lasts until you complete a long rest. You can only have one item infused with this feature at a time, if you Infuse a new item the old item reverts to its old state. You can choose from the following options
You can use this feature once per long rest.
Armor of Magical Strength
Item: A suit of armor (Requires attunement)
This armor has 6 charges. The wearer can expend the armor's charges in the following ways
When the wearer makes a STR check or a STR saving throw, it can expend 1 charge to add a bonus to the roll equal to its INT modifier (Minimum 1).
If the creature would be knocked Prone, it can use its reaction to expend 1 charge to avoid being knocked Prone.
The armor regains 1D6 expended charges daily at dawn.
Enhanced Arcane Focus
Item: A rod, staff or wand (Requires attunement)
While holding this item, a creature gains +1 bonus to spell attack rolls. In addition, the creature ignores Half Cover when making a spell attack.
Blessing of the Shamanic Ancestor
Your ancestor blesses you greatly. You gain proficiency with CON or INT saving throws.
More Technological Spells
You can choose from the following options when you use your Technological Spell feature
Enhanced Defense
Item: A suit of armor or a shield
A creature gains a +1 bonus to Armor Class while wearing (Armor) or wielding (Shield) the infused item.
Enhanced Weapon
Item: A simple or martial weapon
This magic weapon grants a +1 bonus to attack and damage rolls made with it.
Guided Magical Item Adept
Your ancestor guides you, allowing you to attune to more magical items. You can attune to one additional magical item.
Guided Magical Item Savant
Your ancestor lends you more strength, allowing you to attune to one additional magical item.
Inventor Stand
Your connection allows your ancestor to take on flesh again for brief periods to aid you. You can use one action to summon your ancestor in the form of an Inventor Stand that acts after your turn in initiative and acts according to your direction for one minute. The Stand takes the form of a flashy genius with gadgets and impressive arcane technology arrayed around it in a floating semicircle. If you fall Unconscious your Stand takes the Dodge action on each of its turns or you can use a reaction to dismiss the Stand and remain at one hit point.
Inventor Stand
Medium Construct
Armor Class: 18 (Natural Armor)
Hit Points: 110
Speed: 30 ft
Damage Resistances: Non magical Bludgeoning, Piercing, or Slashing.
Condition Immunities: Charmed, Frightened, Grappled, Prone, Restrained
Senses: Darkvision 60 ft, Passive Perception 15
Languages: Understands the languages you speak
Proficiency Bonus: Equals your bonus
Actions
Inventor Stand can cast any of the following spells with a spell save DC of 19 and a spell attack bonus of +11.
6/Summon: Faerie Fire, Grease, Sanctuary, Tasha’s Caustic Brew
5/Summon: Blur, Enlarge/Reduce, Vortex Warp
Arcane Artillery 1/Summon: Inventor Stand summons two Eldritch Cannons that appear in an unoccupied space on a horizontal surface within 5 ft of Inventor Stand. The cannons are magical objects that appear for one hour.
On each of its turns, it can take a bonus action to cause the cannon to activate. The cannons exhale Fire in an adjacent 15-foot cone that is designated. Each creature in that area must make a DEX saving throw against its spell save DC, taking 3D8 Fire damage on a failed save or half as much damage on a successful one.
Musket: Inventor Stand Fires its magical Musket that does not require ammunition. It has a range of 40/120 ft with plus 7 to hit dealing 1D12 + 1 magical Piercing damage.
Light Hammers: Inventor Stand makes two attacks with its light hammers. The first attack has plus 7 to hit dealing 1D6 + 1 magical Bludgeoning damage and the second attack has plus 1 to hit dealing 1D6 + 1 magical Bludgeoning damage.