You are specialized in creating technological constructs that can act their own. Using clockwork, steampower or the new innovations of electricity to create creatures to help you.
Level 3: Robot Companion
Create a
Robot Companion that acts as your familiar and starts on your Initiative. During a Long Rest or Downtime you can create a Robot Companion by using a metal scrap, clockwork component and a battery. It has a simple program and cannot act on its own. You may only have 1 Robot Companion active at a time.
You can install a Simple weapon on the creature, a Tool and Injector. It uses your Attack bonus on its weapons attacks, your Ability Check on the Tool and can Inject medicine or poisons.
With the Remote Control Unit you can see through it's camera and use its sensors within 100 ft. You can give it commands through the unit and it can continue executing a command until instructed otherwise.
Level 3: Repair Robot
Use an Action to repair a robotic construct. You heal it for
1d4 plus your Proficiency Bonus and Intelligence Modifier.
Level 6: Automaton
Create an
Automaton Companion that acts as your familiar and starts on your Initiative. During a Long Rest or Downtime you can create an Automaton by using a metal ingot, a machine brain and a power core. You can program it with a simple personality. You may only have 1 Automaton active at a time.
It has half the Hit Points that were granted by your Inventor levels. You can install two Simple or Martial Weapons on the Automaton, two Tools and an Injector. It uses your Attack bonus on its weapons attacks, your Ability Check on the Tools and can Inject medicine or poisons.
With the Remote Control Unit you can see through it's camera and use its sensors within 100 ft. You can give it commands through the unit and it can continue executing a simple command until instructed otherwise.
Level 6: Overdrive
Use an Action to put one of your robotic constructs into Overdrive. While they're in Overdrive their Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. Roll a d20 on the start of your turn and on a 1 it overheats, dealing
2d6 Fire damage to itself and all creatures within 5 ft on each of its turns. If you roll a 1 again it explodes destroying itself, all creatures within a 10 ft Cube centered on itself must make a Dexterity Saving Throw DC15, on failure taking
2d6 Force Damage and
2d6 Fire damage, on success taking only half of the damage.
Level 9: Flying Automaton
You can attach rocket boosters to your Automaton and give it a Flyspeed equal to double its walking speed.
Level 17: Android
Create an
Android Companion that acts as your familiar and starts on your Initiative. During a Long Rest or Downtime you can create an Android by using a Living Steel ingot, a machine brain and a mini reactor. You can program it with a humanoid personality, capable of acting on its own and give it a special feature. Discuss with the DM what this feature looks like.
You may only have 1 Android active at a time.
It has the same Hit Points you get from your Inventor levels. You can install two Simple or Martial Weapons on the creature, three Tools and an Injector. It uses your Attack bonus on its weapons attacks, your Ability Check on the Tools and can Inject medicine or poisons.
With the Remote Control Unit you can see through it's camera and use its sensors within 100 ft. You can give it commands through the unit and it can continue executing a command until instructed otherwise.