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+---
+title: Automaton Upgrades
+parent: Automaton Engineering
+grand_parent: Engineer Talents
+has_children: true
+---
+
+# Automaton Upgrades
+If an upgrade has prerequisites, you must meet them to install it. You can install the upgrade at the same time that you meet its prerequisites and each upgrade only takes up 1 Upgrade Slot.
+
+## Defensive Upgrades
+
+### Ablative Armour
+
+
+
+*Prerequisite: Automaton Upgrades III, d10 Hit Die*
+*You install very hard armour on your automaton that is designed to fracture as it absorbs incoming blows.*
+
+This armour has 2 uses. As a reaction, your automaton can spend 1 to use the *ablative armour* invention.
+
+You can choose this upgrade multiple times. Each time you do so, the armour gains another 2 uses. All expended uses are regained after the automaton undergoes maintenance.
+
+### Advanced Steam Engine
+
+
+
+*Prerequisite: Automaton Upgrades III, d10 Hit Die*
+You greatly improve the steam engine of your automaton. Its Hit Die becomes a d12.
+
+### Durability Module
+
+
+
+You enhance your automaton’s durability, granting the following benefits:
+
+* When your automaton rolls a Hit Die to regain hit points, the minimum number of hit points your automaton can regain from the roll equals twice your automaton’s Constitution modifier (minimum of 2).
+* Your automaton’s hit point maximum increases by an amount equal to twice its level when you make this upgrade. Whenever your automaton gains a level thereafter, its hit point maximum increases by an additional 2 hit points.
+
+### Plating, Light
+
+
+
+Your automaton’s speed increases by 5 feet while light armour is integrated.
+
+### Plating, Medium
+
+
+
+The maximum Dexterity bonus that your automaton can add to AC increases to 3 from 2 while medium armour is integrated.
+
+### Plating, Heavy
+
+
+
+Bludgeoning, piercing and slashing damage that your automaton takes from non-magical weapons is reduced by an amount equal to its proficiency bonus.
+
+### Prototype Steam Engine
+
+
+
+You further improve the steam engine of your automaton. Its Hit Die becomes a d10.
+
+### Repair Module
+
+
+
+*Prerequisite: Automaton Upgrades V, Durability Module*
+Your automaton becomes proficient in a saving throw of your choice. Additionally, whenever your automaton takes the Dodge action in combat, it can spend one Hit Die to heal itself. Roll the die, add its Constitution modifier, and it regains a number of hp equal to the total (minimum of one).
+
+### System Redundancy
+
+
+
+*Prerequisite: Automaton Upgrades III*
+You install an emergency protocol in your automaton, prompting a quick reboot after critical damage is taken. If your automaton would be reduced to 0 hit points, it instead is reduced to 1.
+
+Once your automaton uses this feature, it must undergo maintenance before it can use it again.
+
+## Offensive Upgrades
+
+### Emergency Countermeasures
+
+
+
+*Prerequisite: Automaton Upgrades VII, System Redundancy*
+You upgrade your automaton’s system redundancy. When your automaton’s System Redundancy is triggered, it can immediately use its reaction to make one attack roll against a target within range. If the target is the source of the damage that reduced your automaton to 0, the attack roll has advantage.
+
+### False Combustion
+
+
+
+You upgrade your automaton to deceive the enemy. As a reaction in response to taking damage, your automaton can feign an explosion. For 1 minute, your automaton appears to be destroyed to all outward inspection. A creature can use its action to inspect the automaton and make an Intelligence (Investigation) check against your invention save DC. If it succeeds, it becomes aware that the target is disguised.
+
+### Fighting Style
+
+
+
+Your automaton adopts a particular style of fighting as its specialty. Choose one Fighting Style option. Your automaton can’t take a Fighting Style option more than once, even if it later gets to choose again.
+
+### Flamethrower
+
+
+
+You install a flamethrower in your automaton. The flamethrower has 2 uses. As an action, your automaton can use the *jet of flame* invention or spend 1 use to use the *flame sweep* invention at 1st level. The saving throw is made against your invention save DC. You can use multiple uses to use *flame sweep* at a higher level at a rate of 1 use per level.
+
+You can choose this upgrade twice. The flamethrower regains all uses after the automaton undergoes maintenance.
+
+### Four-Armed Combatant
+
+
+
+*Prerequisite: Automaton Upgrades IV*
+You install two additional arms to improve your automaton’s combat capabilities, granting it four arms which it can use independently of one another. Your automaton can only gain the benefit of items held by two of its arms at any given time, and once per round your automaton can switch which arms it is benefiting from (no action required).
+
+When your automaton hits a creature with a melee weapon attack on its turn, it can use a bonus action to attempt to grapple the target.
+
+While your automaton has at least 3 arms free, it has a climbing speed equal to its walking speed.
+
+### Shockwave
+
+
+
+You install defensive countermeasures on the underbelly of your automaton. This upgrade has 2 uses. As an action, your automaton can use the *overload* invention, consuming 1 use per level. The saving throw is made against your invention save DC.
+
+You can choose this upgrade twice. The countermeasures regain all uses after the automaton undergoes maintenance.
+
+### Taser
+
+
+
+You install a taser in your automaton. The taser has 2 uses. As an action, your automaton can use the *paralyse person* invention, consuming 1 use. The saving throw is made against your invention save DC.
+
+You can choose this upgrade twice. The taser regains all uses after the automaton undergoes maintenance.
+
+## Support Upgrades
+
+### Alarm Protocol
+
+
+
+You install an alarm module in your automaton, granting the following benefits:
+
+* Your automaton gains a +5 bonus to initiative.
+* You can’t be surprised while your automaton is active.
+
+### Augmented Celerity
+
+
+
+You augment your automaton to move a little faster. Your automaton’s speed increases by 5 feet.
+
+You can choose this upgrade twice.
+
+### Augmented Senses
+
+
+
+You augment your automaton with advanced sensors, granting the following benefits:
+
+* Your automaton has advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
+* Your automaton has advantage on saving throws made to avoid or resist traps.
+* Your automaton has resistance to damage dealt by traps.
+* Your automaton can search for traps while traveling at a normal pace, instead of only at a slow pace.
+
+### Expertise Protocol
+
+
+
+*Prerequisite: Automaton Upgrades II*
+You upgrade your automaton, granting it expertise in a skill. Choose a skill that your automaton is proficient in. Your automaton gains expertise in it.
+
+### Invention Protocol
+
+
+
+You install two gadgets and one invention on your automaton. Once your automaton uses the invention, your automaton must undergo maintenance before it can use it again.
+
+### Jumper Rockets
+
+
+
+You install a rockets in your automaton's legs. These rockets have 2 uses. As an action, your automaton can use the *rocket boots* invention, consuming 1 use.
+
+You can choose this upgrade twice. The rockets regain all uses after the automaton undergoes maintenance.
+
+### Observant Protocol
+
+
+
+*Prerequisite: Automaton Upgrades III, Alarm Protocol*
+You modify the alarm module in your automaton, granting the following benefits:
+
+* If your automaton can see a creature’s mouth while it is speaking a language it understands, your automaton can interpret what it’s saying by reading its lips.
+* Your automaton has a +5 bonus to its passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
+
+### Proficiency Protocol
+
+
+
+You upgrade your automaton, granting it proficiency in a tool or skill. Your automaton gains proficiency in a tool or skill of your choice.
diff --git a/Talents/Engineer/Automaton Engineering/index.md b/Talents/Engineer/Automaton Engineering/index.md
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+---
+title: Automaton Engineering
+parent: Engineer Talents
+grand_parent: Engineer
+has_children: true
+---
+
+# Automaton Engineering
+Those engineers who choose the Automaton Engineering discipline focus on crafting and upgrading a mechanical companion.
+
+## Talents
+
+| Talent | CP | Prerequisites |
+|:-------|:--:|:--------------|
+| Automaton Companion | 5 | *5 Total CP* |
+| Automaton Upgrades | 5 | *35 Total CP* |
+| Potent Integration | 5 | *Automaton Companion & 5 Total CP* |
+| Coordinated Attack | 20 | *Potent Integration & 95 Total CP* |
+| Automaton Defence | 40 | *Coordinated Attack & 275 Total CP* |
+| Superior Automaton Defence | 80 | *Automaton Defence & 480 Total CP* |
+
+### Automaton Companion
+#### *Cost:* 5 Character Points
+#### *Prerequisite:* 5 Total Character Points
+You learn to employ all the knowledge you've accumulated to create and customize your own personalised automaton companion. Over the course of 8 hours, which can be done during a long rest, you can expend 50 gp worth of materials to finally finish your automaton. When you create the automaton, it has two arms, two legs, and you determine its appearance; additionally it has the following statistics and features:
+
+
+#### Statistics
+- **Recovery Die:** d8
+- **Stamina Points:** 3× automaton's Constitution score.
+- **Creature Type:** Construct
+- **Size:** Medium
+- **Speed:** = ( Strength Score + Dexterity Score )
+- **Condition Immununities:** Charmed, Exhaustion, Frightened, Paralysed, Poisoned
+- **Damage Immunities:** Necrotic, Poison, Psychic
+- **Vulnerabilities:** Lightning. Additionally, your automaton has -1d on defence checks against effects that would deal lightning damage.
+- **Ability Scores:** Your automaton has an Intelligence score of 3 and a Charisma score of 1. Assign your automaton’s remaining ability scores as you see fit, using the following scores: 15, 14, 13, 12.
+
+#### Proficiencies
+- **Armor:** Armour Training, Expertise, and Mastery
+- **Weapons:** Choose 5 [weapon proficiencies](https://stormchaserroleplaying.com/stormchaserRPG/Equipment/Weapons/Proficiency/).
+- **Tools:** None
+- **Languages:** Automatons can understand, but not speak, two Languages *Native) of your choice. Rather than speak, your automaton can communicate to you through a device of your choosing: an earpiece, an interface that can attach to your wrist; which is created at the same time as your automaton:
+- **Defenses:** Choose two from Strength, Dexterity, Constitution, or Wisdom.
+- **Skills:** Two of Athletics STR, Intimidation, Perception, or Stealth
+
+#### Features
+Your automaton gains a variety of benefits while it is your companion:
+- The automaton obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your automaton acts on its own.
+- Whenever you gain an Ability Score Improvement your automaton can increase one ability score of your choice. Your automaton cannot increase its Intelligence or Charisma, and, as normal, it cannot increase an ability score above 20 using this feature, unless its description specifies otherwise.
+- Your automaton cannot wear armour, but you can integrate armour into its chassis. Over the course of a long rest, you can expend materials equal to half the cost of the armour in order to integrate it into your automaton. Your automaton must be proficient in armour in order to have it integrated.
+- An automaton cannot benefit from magical healing or rests, and is instead restored to full hit points after it undergoes maintenance. If the mending spell is cast on it, it regains 2d6 hit points.
+- If your automaton is irreparably destroyed, or you want to construct a different automaton, it costs 50 gp + 50 gp for every Automaton Upgrades talent you have as well as one full day of work.
+- You may only have one automaton companion at a time and it takes 1 hour to change the target of this feature.
+
+Additionally, you can upgrade your automaton. Your automaton companion has 1 Upgrade Slot which can be used to install Automaton Upgrades. Over the course of a long rest, you can install, replace or remove an Automaton Upgrade.
+
+
+### Automaton Upgrades
+#### *Cost:* 5 Character Points
+#### *Prerequisite:* 35 Total Character Points
+
+Your Automaton Companion gains an additional Upgrade Slot which can be used to install Automaton Upgrades. Additionally, over the course of a long rest, you can now install, replace or remove a number an Automaton Upgrades up to your Intelligence modifier (minimum of one).
+
+Additionally your automaton gains 2 Character Points it can use on Language, Skill, Subskill, or Tool [Advancements](https://stormchaserroleplaying.com/stormchaserRPG/Creation/Advancement/). These character points can be spent immediately or saved and used at the end of a long rest.
+
+This talent can be taken multiple times when your character reaches specific Character Point totals (70, 115, 145, 180, 220, 325, 395, and 545), gaining an additional Upgrade Slot each time.
+
+### Minor Upgrades
+#### *Cost:* 5 Character Points
+#### *Prerequisite:* 35 Total Character Points
+
+Your Automaton Companion gains a Minor Upgrade Slot which can be used to install one of the following Minor Upgrades:
+- [3 CP) Understands 3 Languages (Broken)
+- [5 CP) Understands a Language (Accented) for a Language your Automaton already has Language (Broken) for.
+- [4 CP) 2 Skills (Training)
+- [3 CP) 3 Subskills
+- [3 CP) 3 Tools (Training)
+- [5 CP) 1 Tool (Expertise) for a Tool your Automaton already has Tool (Training) for.
+
+Over the course of a short or long rest, you can replace or remove a number of Minor Upgrades up to your Intelligence modifier (minimum of one).
+
+This talent can be taken multiple times when your character reaches specific Character Point totals (70, 115, 145, 180, 220, 325, 395, and 545), gaining an additional Minor Upgrade Slot each time.
+
+### Potent Integration
+#### *Cost:* 5 Character Points
+#### *Prerequisite:* Automaton Engineering, Potent Integration & 5 Total Character Points
+When your automaton makes an attack roll, you can use your reaction to expend one use of your Potent Aptitude to give it a boost. Roll the die and add it to both the attack and damage rolls, if the attack hits.
+
+### Coordinated Attack
+#### *Cost:* 20 Character Points
+#### *Prerequisite:* Automaton Engineering, Potent Integration & 95 Total Character Points
+Once per round, when you take the Strike action, if your companion can see you, it can make a weapon attack against the same creature if it is able to.
+
+### Automaton Defence
+#### *Cost:* 40 Character Points
+#### *Prerequisite:* Coordinated Attack & 275 Total Character Points
+While your automaton can see you, it has +1d on all defence checks.'
+
+### Superior Automaton Defence
+#### *Cost:* 80 Character Points
+#### *Prerequisite:* Automaton Defence & 480 Total Character Points
+Once per round, whenever an attacker that your automaton can see hits it with an attack, it halves the attack's damage against it.
diff --git a/Talents/Engineer/Inventions/1st-level/index.md b/Talents/Engineer/Inventions/1st-level/index.md
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+---
+title: 1st-Level Inventions
+parent: Engineer Talents
+grand_parent: Engineer
+has_children: true
+---
+
+# 1st-Level Inventions
+
+## Ablative Armour
+___
+- **Activation Time:** 1 reaction, which you take when you are hit by an attack
+- **Range:** Self
+- **Duration:** 1 Round
+___
+Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack.
+
+## Absorb Energy
+___
+- **Activation Time:** 1 Reaction, which you take when you take damage
+- **Range:** Self
+- **Duration:** 1 Round
+___
+The invention captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the power ends.
+
+When you use an invention of 2nd level or higher, the extra damage increases by 1d6 for each invention level above 1st.
+
+## Alarm
+___
+- **Activation Time:** 1 Minute
+- **Range:** 30 Feet
+- **Duration:** 8 Hours
+___
+You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the effect ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you activate the invention, you can designate creatures that won’t set off the alarm. The alarm produces the sound of a hand bell for 10 seconds within 60 feet.
+
+## Arc Bolt
+___
+- **Activation Time:** 1 Action
+- **Range:** 30 Feet
+- **Duration:** 1 Minute
+___
+A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged invention attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The effect ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
+
+When you use an invention of 2nd level or higher, the initial damage increases by 1d12 for each invention level above 1st.
+
+## Catapult
+___
+- **Activation Time:** 1 Action
+- **Range:** 60 Feet
+- **Duration:** Instantaneous
+___
+Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
+
+When you use an invention of 2nd level or higher, the maximum weight of objects that you can target with this invention increases by 5 pounds, and the damage increases by 1d8, for each invention level above 1st.
+
+## Condense/Vapourise
+___
+- **Activation Time:** 1 Action
+- **Range:** 30 Feet
+- **Duration:** Instantaneous
+___
+In an open container, you can create up to 10 gallons of drinkable water. You may also produce a rain that falls within a 30-foot cube and extinguishes open-air flames. You can destroy the same amount of water in an open container, or destroy a 30-foot cube of fog.
+
+When you use an invention of 2nd level or higher, the amount of water you can create increases by 10 gallons, or the size of the cube increases by 5 feet, for each invention level above 1st.
+
+## Ensnaring Strike
+___
+- **Activation Time:** 1 Bonus Action
+- **Range:** Self
+- **Duration:** 1 Minute
+___
+The next time you hit a creature with a weapon attack before this effect ends, a barbed net envelops them, and the target must succeed on a Strength saving throw or be restrained until the effect ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the net breaks.
+
+While restrained by this invention, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the net or one that can touch the creature can use its action to make a Strength check against your invention save DC. On a success, the target is freed.
+
+If you use an invention of 2nd level or higher, the damage increases by 1d6 for each invention level above 1st.
+
+## Expeditious Retreat
+___
+- **Activation Time:** 1 Bonus Action
+- **Range:** Self
+- **Duration:** 10 Minutes
+___
+This invention gives you a burst of adrenaline that allows you to move at an incredible pace. When you use this invention, and then as a bonus action on each of your turns until the effect ends, you can take the Dash action.
+
+## Flame Sweep
+___
+- **Activation Time:** 1 Action
+- **Range:** Self (15-foot cone)
+- **Duration:** Instantaneous
+___
+A thin sheet of flames shoots forth from you. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area not worn or carried.
+
+When you use an invention of 2nd level or higher, the damage increases by 1d6 for each invention level above 1st.
+
+## Flash
+___
+- **Activation Time:** 1 Action
+- **Range:** Self
+- **Duration:** 1 Round
+___
+You create a massive flash of light at a point within range. Roll 6d10; the total is how many hit points of creatures this invention can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see). Starting with the creature that has the lowest current hit points, each creature affected by this invention is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
+
+When you use an invention of 2nd level or higher, roll an additional 2d10 for each invention level above 1st.
+
+## Gleaming Outline
+___
+- **Activation Time:** 1 Action
+- **Range:** 60 Feet
+- **Duration:** 1 Minute
+___
+Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the invention is activated is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
+
+Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
+
+
+
+## Heavy Cannon
+___
+- **Activation Time:** 1 Action
+- **Range:** 120 Feet
+- **Duration:** Instantaneous
+___
+Make a ranged invention attack against the target. On a hit, the target takes 2d8 fire damage + 1d6 bludgeoning damage. If you roll the same number on both d8s, the blast engulfs the nearest creature, which may not be further than 30 feet from the original target. If two creatures are equally near, you choose which is the new target. Make a new attack roll against the new target, and make a new damage roll, which could cause the blast to engulf yet another creature, which also may not be further than 30 feet from the original target. A creature can only be targeted once by each use.
+
+When you use an invention of 2nd level or higher, each target takes 1d6 extra fire damage for each slot level above 1st.
+
+## Icy Blast
+___
+- **Activation Time:** 1 Action
+- **Range:** 60 Feet
+- **Duration:** Instantaneous
+___
+You release a shard of icy energy at one creature within range. Make a ranged invention attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
+
+When you use an invention of 2nd level or higher, the cold damage increases by 1d6 for each invention level above 1st.
+
+## Knockout Gas
+___
+- **Activation Time:** 1 Action
+- **Range:** 90 Feet
+- **Duration:** 1 Minute
+___
+This invention sends creatures into a deep slumber. Roll 5d8; the total is how many hit points of creatures this invention can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
+
+Starting with the creature that has the lowest current hit points, each creature affected by this invention falls unconscious until the effect ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected by this invention.
+
+When you use an invention of 2nd level or higher, roll an additional 2d8 for each invention level above 1st.
+
+## Laughing Gas
+___
+- **Activation Time:** 1 Action
+- **Range:** 30 Feet
+- **Duration:** 1 Minute
+___
+A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this invention affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the effect ends.
+
+## Light Cannon
+___
+- **Activation Time:** 1 Action
+- **Range:** 90 Feet
+- **Duration:** Instantaneous
+___
+You hurl a 4-inch-diameter cannonball at a creature that you can see within range. Make a ranged invention attack against the target. If the attack hits, the creature takes 2d8 bludgeoning damage and 1d8 fire damage.
+
+When you use an invention of 2nd level or higher, the fire damage increases by 1d8 for each invention level above 1st.
+
+## Net Launcher
+___
+- **Activation Time:** 1 Action
+- **Range:** 90 Feet
+- **Duration:** 1 Minute
+___
+A net covers a 20-foot square starting from a point within range. For the duration, this area is difficult terrain. A creature in the area when you use the invention must succeed on a Strength saving throw or be restrained until the effect ends. A creature restrained by the net can use its action to make a Strength check against your invention save DC. On a success, it frees itself.
+
+## Noxious Fumes
+___
+- **Activation Time:** 1 Action
+- **Range:** 5 Feet
+- **Duration:** Instantaneous
+___
+You emit a cloud of poisonous fumes. Each creature within range, other than you, must make a Constitution saving throw. On a failed save, a creature takes 2d8 poison damage and is poisoned. On a successful save, the creature takes half as much damage and isn't poisoned.
+
+When you use an invention of 2nd level or higher, the damage increases by 1d8 for each invention level above 1st.
+
+## Oil Slick
+___
+- **Activation Time:** 1 Action
+- **Range:** 60 Feet
+- **Duration:** 1 Minute
+___
+You cover the ground in a 10-foot square within range in oil. For the duration, it is difficult terrain.
+
+When the oil appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw.
+
+The oil is flammable. Any 5 foot square of the oil exposed to fire burns away in one round. Each creature who enters the fire or starts it turn there must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
+
+## Overload
+___
+- **Activation Time:** 1 Action
+- **Range:** Self (15-foot cube)
+- **Duration:** Instantaneous
+___
+You expel a burst of power. Each creature in a 15-foot cube originating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d8 lightning damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.
+
+When you use an invention of 2nd level or higher, the damage increases by 1d8 for each invention level above 1st.
+
+## Parachute
+___
+- **Activation Time:** 1 Reaction, which you take when you fall.
+- **Range:** Self
+- **Duration:** 1 Minute
+___
+Your rate of descent slows to 60 feet per round until the invention ends. If the you land before the invention ends, you take no falling damage and can land on your feet, and the effect ends.
+
+## Repair Construct
+___
+- **Activation Time:** 1 Action
+- **Range:** Touch
+- **Duration:** Instantaneous
+___
+A construct you touch regains a number of hit points equal to 1d8 + your invention ability modifier.
+
+When you use an invention of 2nd level or higher, the healing increases by 1d8 for each invention level above 1st.
+
+## Ring of Fire
+___
+- **Activation Time:** 1 Action
+- **Range:** Self
+- **Duration:** 1 Minute
+___
+A wall of flames erupts out of the ground in a ring around you with a radius of 15 feet and a height of 10 feet. Creatures who start their turn in the ring of fire or pass through it on their turn take 1d6 fire damage. Creatures within the ring of fire who willingly try to move through the fire to escape must succeed on a Wisdom saving throw to do so. Creatures who are immune to fear or fire automatically succeed on this saving throw.
+
+When you use an invention of 2nd level or higher, the damage of the ring of fire increases by 1d6 for each invention level above 1st.
+
+## Rocket Boots
+___
+- **Activation Time:** 1 Action
+- **Range:** Touch
+- **Duration:** 1 Minute
+___
+You touch a creature. The creature's jump distance is tripled until the effect ends.
+
+## Rocket Pod
+___
+- **Activation Time:** 1 Action
+- **Range:** 120 Feet
+- **Duration:** Instantaneous
+___
+You expel a series of three small explosives. Each explosive hits a creature of your choice that you can see within range. An explosive deals 1d4 + 1 fire damage to its target. The explosives all strike simultaneously, and you can direct them to hit one creature or several.
+
+When you use an invention of 2nd level or higher, the invention contains one more explosive for each invention level above 1st.
+
+## Scatter Shot
+___
+- **Activation Time:** 1 Bonus Action
+- **Range:** Self
+- **Duration:** 1 Minute
+___
+The next time you hit a creature with a ranged weapon attack before the effect ends, this invention creates a burst of many smaller projectiles. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
+
+If you use an invention of 2nd level or higher, the damage increases by 1d10 for each invention level above 1st.
+
+## Smoke Bomb
+___
+- **Activation Time:** 1 Action
+- **Range:** 120 Feet
+- **Duration:** 1 Hour
+___
+You cause thick smoke to erupt from a point within range, filling a 20-foot-radius sphere. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
+
+When you use an invention of 2nd level or higher, the radius of the smoke cloud increases by 20 feet for each invention level above 1st.
+
+## Snap Shot
+___
+- **Activation Time:** 1 Reaction that you take in response to being damaged by a creature within 60 feet of you that you can see.
+- **Range:** 60 Feet
+- **Duration:** Instantaneous
+___
+You expel a sabotage charge at the creature that attacked you. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
+
+When you use an invention of 2nd level or higher, the damage increases by 1d10 for each invention level above 1st.
+
+## Snare
+___
+- **Activation Time:** 1 Minute
+- **Range:** Touch
+- **Duration:** 8 Hours
+___
+As you activate this invention, you use a rope to create a circle with a 5-foot radius on the ground or the floor. When you finish, the circle becomes a trap. This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your invention save DC to be discerned. The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the invention’s radius. That creature must succeed on a Dexterity saving throw or be hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the effect ends. A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Investigation) check against your invention save DC. On a success, the restrained effect ends. After the trap is triggered, the invention ends when no creature is restrained by it.
+
+## Spring Stilts
+___
+- **Activation Time:** 1 Action
+- **Range:** Touch
+- **Duration:** 1 Hour
+___
+You touch a creature. The target's speed increases by 10 feet until the effect ends.
diff --git a/Talents/Engineer/Inventions/Gadgets/index.md b/Talents/Engineer/Inventions/Gadgets/index.md
new file mode 100644
index 000000000..4c3c35a4b
--- /dev/null
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@@ -0,0 +1,246 @@
+---
+title: Gadgets (0 Level)
+parent: Engineer Talents
+grand_parent: Engineer
+has_children: true
+---
+
+# Gadgets (0 Level)
+
+### Acid Gel
+___
+- **Activation Time:** 1 Action
+- **Range:** Varies
+- **Duration:** 1 Round
+___
+As part of the action used to activate this invention, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the invention fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in a thick acidic slime until the start of your next turn. Until the start of your next turn, if the target succeeds in grappling or maintaining a grapple, the slime is pressed into its body, causing it to immediately take 1d8 acid damage.
+
+This invention’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 acid damage to the target, and the damage the target takes for taking grappling or maintaining a grapple increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.
+
+### Acid Splash
+___
+- **Activation Time:** 1 Action
+- **Range:** 60 feet
+- **Duration:** Instantaneous
+___
+You emit a burst of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
+
+This invention's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
+
+### Acid Strike
+___
+- **Activation Time:** 1 Action
+- **Range:** Varies
+- **Duration:** Instantaneous
+___
+You deliver a corrosive attack. Make a melee invention attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage.
+
+The invention's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
+
+\columnbreak
+
+### Bonfire
+___
+- **Activation Time:** 1 Action
+- **Range:** Touch
+- **Duration:** 1 Minute
+___
+You create a bonfire on ground that you can see within range. Until the effect ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you use the invention must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren’t being worn or carried.
+
+The invention’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
+
+### Combustive Shot
+___
+- **Activation Time:** 1 Action
+- **Range:** Varies
+- **Duration:** 1 Round
+___
+As part of the action used to activate this invention, you must make a ranged attack with a weapon against one creature within your weapon’s range, otherwise the invention fails. On a hit, the target suffers the attack's normal effects, and it ignites in flame. At the start of your next turn, the creature takes fire damage equal to your invention ability modifier. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.
+
+This invention’s damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 fire damage to the target, and the damage at the start of your next turn increases to 1d4 + your invention ability modifier. Both damage rolls increase by 1d6 and 1d4, respectively, at 11th level and 17th level.
+
+### Electroshock
+___
+- **Activation Time:** 1 Action
+- **Range:** Touch
+- **Duration:** Instantaneous
+___
+Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee invention attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
+
+This power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
+
+\pagebreakNum
+
+### Firearm
+___
+- **Activation Time:** 1 Action
+- **Range:** 120 feet
+- **Duration:** Instantaneous
+___
+You shoot a blast of fire at a creature or object within range. Make a ranged invention attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this invention ignites if it isn't being worn or carried.
+
+This invention's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
+
+### Grappling Cable
+___
+- **Activation Time:** 1 Action
+- **Range:** 30 feet
+- **Duration:** Instantaneous
+___
+You create a long, barbed wire cable that lashes out at your command toward a creature in range. Make a melee invention attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
+
+The invention's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
+
+### Icy Burst
+___
+- **Activation Time:** 1 Action
+- **Range:** 60 feet
+- **Duration:** Instantaneous
+___
+You emit a burst of ice at a creature within range. Make a ranged invention attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
+
+The invention’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
+
+### Jet of Flame
+___
+- **Activation Time:** 1 Action
+- **Range:** Self (30-foot sphere)
+- **Duration:** 10 Minutes
+___
+A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The effect ends if you dismiss it as an action or if you activate it again.
+
+You can also attack with the flame, although doing so ends the effect. When you use this invention, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged invention attack. On a hit, the target takes 1d8 fire damage.
+
+This invention’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
+
+\columnbreak
+
+### Light
+___
+- **Activation Time:** 1 Action
+- **Range:** Touch
+- **Duration:** 1 Hour
+___
+You activate a gadget that is no larger than 10 feet in any dimension. Until the effect ends, the invention sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The effect ends if you use the invention again or dismiss it as an action.
+
+### Mending
+___
+- **Activation Time:** 1 Minute
+- **Range:** Touch
+- **Duration:** Instantaneous
+___
+This ability repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn strap, or a leaking cup. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
+
+### Poison Spray
+___
+- **Activation Time:** 1 Action
+- **Range:** 10 Feet
+- **Duration:** Instantaneous
+___
+You extend your hand toward a creature you can see within range and project a puff of noxious gas. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
+
+This invention’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
+
+### Rime Shot
+___
+- **Activation Time:** 1 Action
+- **Range:** Varies
+- **Duration:** 1 Round
+___
+As part of the action used to activate this invention, you must make a ranged attack with a weapon against one creature within your weapon’s range, otherwise the invention fails. On a hit, the target suffers the attack’s normal effects, and the creature’s movement speed is halved until the end of its turn as the air around it turns frigid.
+
+This invention deals additional damage when you reach higher levels. At 5th level the ranged attack deals an extra 1d6 cold damage. This damage increases by 1d6 again at 11th level and 17th level.
+
+\pagebreakNum
+
+### Rime Strike
+___
+- **Activation Time:** 1 Action
+- **Range:** Varies
+- **Duration:** 1 Round
+___
+As part of the action used to activate this invention, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the invention fails. On a hit, the target suffers the attack’s normal effects, and its speed is reduced by 10 feet until the start of your next turn, as the cold energy seeps into its being. Additionally, if the target doesn't move at least 5 feet before the start of your next turn, it immediately takes 1d8 cold damage, and the effect ends.
+
+This invention’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 cold damage to the target, and the damage the target takes for not moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.
+
+### Shocking Blast
+___
+- **Activation Time:** 1 Action
+- **Range:** 30 feet
+- **Duration:** Instantaneous
+___
+You create a blast of lightning. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 lightning damage. Constructs have disadvantage on this saving throw.
+
+This invention’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
+
+### Shocking Burst
+___
+- **Activation Time:** 1 Action
+- **Range:** Self (5-foot sphere)
+- **Duration:** Instantaneous
+___
+You emit a burst of electricity. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 lightning damage.
+
+This invention’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
+
+\columnbreak
+
+### Shocking Strike
+___
+- **Activation Time:** 1 Action
+- **Range:** Varies
+- **Duration:** 1 Round
+___
+As part of the action used to activate this invention, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the invention fails. On a hit, the target suffers the attack’s normal effects, and it becomes wreathed in an electrical discharge. If the target willingly takes a reaction before the start of your next turn, it immediately takes 1d8 lightning damage, and the power ends.
+
+This invention’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 lightning damage to the target, and the damage the target takes for taking reactions increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.
+
+### Slingshot
+___
+- **Activation Time:** 1 Bonus Action
+- **Range:** Touch
+- **Duration:** 1 Minute
+___
+You gather pebbles for your slingshot. You can make a ranged invention attack with one of the pebbles. It has a range of 60 feet. On a hit, the target takes bludgeoning damage equal to 1d6 + your invention ability modifier.
+
+### Sonic Shot
+___
+- **Activation Time:** 1 Action
+- **Range:** Varies
+- **Duration:** 1 Round
+___
+As part of the action used to activate this invention, you must make a ranged attack with a weapon against one creature within your weapon’s range, otherwise the invention fails. On a hit, the target suffers the attack’s normal effects, and it becomes wreathed in a sonic barrier until the start of your next turn. If the target willingly moves before then, it immediately takes thunder damage equal to your invention ability modifier, becomes deafened until the start of your next turn, and the effect ends.
+
+This invention’s damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 thunder damage to the target, and the damage the target takes for moving increases to 1d6 + your invention ability modifier. Both damage rolls increase by an additional 1d6 at 11th and 17th level.
+
+\pagebreakNum
+
+### Sonic Strike
+___
+- **Activation Time:** 1 Action
+- **Range:** Varies
+- **Duration:** 1 Round
+___
+As part of the action used to activate this invention, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the invention fails. On a hit, the target suffers the attack’s normal effects, and you begin to emanate a disturbing hum. If a hostile creature ends its turn within 5 feet of you before the start of your next turn, it takes 1d4 thunder damage.
+
+This invention’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the secondary damage increases by 1d4. Both damage rolls increase by 1d8 and 1d4, respectively, at 11th level and 17th level.
+
+### Sonic Wave
+___
+- **Activation Time:** 1 Action
+- **Range:** 5 Feet
+- **Duration:** 1 Instantaneous
+___
+You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.
+
+The invention’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
+
+### Storm Shot
+___
+- **Activation Time:** 1 Action
+- **Range:** Varies
+- **Duration:** 1 Round
+___
+As a part of the action used to activate this invention, you must make a ranged attack with a weapon against one creature within your weapon’s range, otherwise the invention fails. On a hit, the target suffers the attack’s normal effects and gains the lightning rod debuff until the end of your next turn, as energy begins to course through them. When this power hits a target, if there is a creature within 30 feet who has the lightning rod debuff, then the energy discharges, creating an arc of lightning between them which removes the debuff and deals 1d6 lightning damage to each of them.
+
+The invention’s damage increases when you reach higher levels. At 5th level, the effects of both the ranged weapon attack and discharge deal an extra 1d6 lightning damage. Both damage rolls increase by an additional 1d6 at 11th and 17th level.
diff --git a/Talents/Engineer/Inventions/index.md b/Talents/Engineer/Inventions/index.md
new file mode 100644
index 000000000..e819c1b74
--- /dev/null
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@@ -0,0 +1,8 @@
+---
+title: Inventions
+parent: Engineer Talents
+grand_parent: Engineer
+has_children: true
+---
+
+# Inventions
diff --git a/Talents/Engineer/index.md b/Talents/Engineer/index.md
new file mode 100644
index 000000000..e263bbd76
--- /dev/null
+++ b/Talents/Engineer/index.md
@@ -0,0 +1,126 @@
+---
+title: Engineer Talents
+parent: Talents
+has_children: true
+---
+
+# Engineer Talent Tree
+
+A gnome sits hunched over a workbench in a room cluttered with every sort of tool, carefully screwing a gear into place amidst a complex maze of clockwork. The device begins to tick and she and watches with a smile of pride as the automaton straightens and stands.
+
+A troll growls in hunger as it looms over a dwarf, who slides a long, brass tube from across his back. With a thundering boom, a gout of fire and shrapnel erupts from the tube, and the troll's growls turn into shrieks of panic as it turns to flee.
+
+With a thunderous crash a figure lands in the middle of the battlefield. As the smoke clears, a towering presence stands amidst the war-torn scene, clad in mechanical plate mail with smoke billowing from a chimney on the back. The glowing visor swivels to inspect the wreckage. It raises a gauntlet, and lightning crackles forth.
+
+Makers of mechanical objects and devices, engineers are defined by their inventive nature. Where a wizard studies magic, they turn to science to unlock the mysteries of the universe thorough study and investigation.
+
+Every engineer is defined by a specific craft. Engineers see mastering the basic methods of a craft as the first step to true progress, the invention of new methods and approaches. Engineers are students of invention and warfare who craft deadly firearms, ingenious gadgets, steam-powered armour, and mechanical beings that they can augment with additional mechanisms.
+
+All engineers are united by their curious and inventive nature. To an engineer, science is an evolving art with a leading edge of discovery and mastery that pushes further ahead with each passing year. Engineers value novelty and discovery. This penchant pushes them to seek a life of adventure.
+
+
+## Core Talents
+
+| Talent | CP | Prerequisites |
+|:-------|:--:|:--------------|
+| Inventions I | 10 | Intelligence 11 |
+| Schematics Book | 5 | - |
+| Potent Aptitude | 5 | 15 CP spent in Engineer talents |
+| Tinkerer | 5 | 15 CP spent in Engineer talents |
+| Inventions II | 15 | Intelligence 12, Inventions I and 35 CP spent in Engineer talents |
+| Inventions III | 20 | Intelligence 13, Inventions II and 70 CP spent in Engineer talents |
+| Inventions IV | 25 | Intelligence 14, Inventions III and 115 CP spent in Engineer talents |
+| Inventions V | 30 | Intelligence 15, Inventions VI and 145 CP spent in Engineer talents |
+| Advanced Prototype I | 35 | Intelligence 16, Inventions V and 180 CP spent in Engineer talents |
+| Advanced Prototype II | 50 | Intelligence 17, Advanced Prototype I and 220 CP spent in Engineer talents |
+| Advanced Prototype III | 65 | Intelligence 18, Advanced Prototype II and 325 CP spent in Engineer talents |
+| Advanced Prototype VI | 80 | Intelligence 19, Advanced Prototype III and 395 CP spent in Engineer talents |
+| Master Crafter | 100 | 565 CP spent in Engineer talents |
+
+### Inventions I
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Intelligence 11
+You have access to 1st level inventions.
+
+#### Building Inventions
+You begin play having built 2 of the 1st level inventions from your schematic book. When you learn the Schematics Book talent the schematics for these two inventions are included with the book.
+
+You can build additional inventions for any schematic which you have in your book. The maximum number of inventions that you can build is equal to your intelligence modifier times the maximum level of invention which you have access to. For example, if you have access to 2nd level inventions with an intelligence of 16, you can build inventions of a total of 6 levels. This could be 3 2nd level inventions, or 6 1st level inventions.
+
+It takes you 1 hour of concentrated work per level of invention with access to tinker’s tools and materials having materials equal to 50 gp times the level of invention to build it. You can use parts of an already created invention to scrap and apply to a new build. The parts from a scrapped invention have a value of 50 gp per level of the invention. If an invention has been scrapped you must build it again to have it available for use.
+
+#### Invention Ability & Proficiency
+Intelligence is the ability associated with your engineer inventions, so you use your Intelligence whenever a schematic refers to your invention ability. Each schematic indicates the weapon or tool proficiency that applies for establishing the dice pool when the invention is used.
+
+#### Invention Uses & Maintenance
+Each invention that you build has a number of uses equal to your Intelligence modifier plus 2 times the maximum level of invention that you have access to. These uses last until consumed, and do not expire at the end of each day. For example, if you have access to 2nd level inventions with an Intelligence of 16, your inventions can be used a total of 7 times before maintenance must be performed.
+
+Once all uses of an invention have been consumed it must undergo maintenance, although maintenance may be performed at any time to reset the invention to its maximum number of available uses. Performing maintenance on an invention requires tinker's tools and takes an hour of concentrated work. It also requires materials for replacement parts or consumed ingredients, such as black powder or other fuel source. Sufficient materials for the maintenance cycle of one invention can be found in an urban environment (or any other environment deemed appropriate by your dungeon master) after one hour of scavenging. Alternatively, they can be purchased in advance for 25 gp per invention level.
+
+#### Gadgets
+Your most reliable creations are your gadgets, which have been refined to the point of requiring only minimal maintenance. A gadget is an invention that can be used at will, without limited uses or requiring maintenance. Repeated tinkering and refinement has produced a reliable device, which is unlikely to fail or run out of fuel.
+
+You may choose a number of gadgets from the [Gadget List]() equal to your Intelligence modifier. If your Intelligence increases, then you can build additional gadgets of your choice. You can learn to make additional gadgets at the cost of 3 Character Points each. However, the total number of the gadgets that you can have is equal to two times your Intelligence modifier.
+
+Though you have the schematic for your known gadgets in your Schematics Book, this type of invention is so well-known to you that you do not need to refer to your book should you need to rebuild it if a gadget is lost or destroyed.
+
+### Schematics Book
+
+
+
+#### **Cost:** 5 Character Points
+You are diligent in your efforts to create new devices and, in this process, you collect the various notes and diagrams of the results of your testing which ultimately ends with a blueprint for the creation of a new invention.
+
+You begin play having a number of 1st level schematics equal to 2 plus your intelligence attribute modifier (minimum 3 schematics). If this modifier ever increases, you create new schematics, or lose access to existing schematics, depending on whether the modifier increases or decreases.
+
+#### Finding new Schematics
+In your adventures you may come across other books or scrolls containing schematics unknown to you. If it is of a level for which you have access to you can spend the time studying it and copying it into your own book. This process takes 1 hour of study per level of the schematic.
+
+### Potent Aptitude
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** 15 CP spent in Engineer talents
+Your scientific experience lends you uncommon insight that you can use to assist your allies. You gain +1d on the skill check or attack roll made as part of the [Aid](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Aid/) action.
+
+Additionally, you may reroll any Intelligence check that you make that does not benefit from proficiency, but you must take the result. You can add your Intelligence modifier instead of your Dexterity modifier to initiative rolls.
+
+### Tinkerer
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** 15 CP spent in Engineer talents
+You gain the ability to temporarily enhance a weapon or suit of armour. At the end of a long rest, you can tinker with one weapon or suit of armour. For the next 24 hours, or until you use this feature again, the object has a +1 bonus to DR if it's a piece of armour or a +1 bonus to attack and damage rolls if it's a weapon.
+
+Once you've used this feature, you can’t use it again until you finish a long rest.
+
+### Inventions II
+
+
+
+#### **Cost:** 15 Character Points
**Prerequisite:** Intelligence 12, Inventions I and 35 CP spent in Engineer talents
+You have access to 2nd level inventions and have learned 3 2nd level schematics of your choice which can be added to you Schematics Book.
+
+### Inventions III
+
+
+
+#### **Cost:** 15 Character Points
**Prerequisite:** Intelligence 12, Inventions II and 70 CP spent in Engineer talents
+You have access to 3rd level inventions and have learned 3 3rd level schematics of your choice which can be added to you Schematics Book.
+
+### Inventions IV
+
+
+
+#### **Cost:** 20 Character Points
**Prerequisite:** Intelligence 13, Inventions III and 115 CP spent in Engineer talents
+You have access to 4th level inventions and have learned 3 4th level schematics of your choice which can be added to you Schematics Book.
+
+### Inventions V
+
+
+
+#### **Cost:** 25 Character Points
**Prerequisite:** Intelligence 14, Inventions IV and 145 CP spent in Engineer talents
+You have access to 5th level inventions and have learned 3 5th level schematics of your choice which can be added to you Schematics Book.
+