Rogue
Base Class: Rogue

Swinging from a grappling hook before dropping a smoke bomb, rigging a stubborn lock to blow, or rejiggering traps to spring on those that set them, the Gadgeteer lives by fast paced innovation and thinking outside the box on the fly... sometimes literally.

Specializing tools that let themselves in and out of trouble, they don't fight fair, relying on things that go "boom", "zap" or "whirr". They live on the edge of their own explosions, though often rewriting the story in later retellings that they doffed their darkened goggles as they walked away slowly, omitting the singed seat of their trousers and yelping.

Gadget DC

Your gadgets are a combination of innovative mechanical parts and magic. You use your Intelligence for gadget based effects when they refer to a spell attack roll or spell save DC. 

Gadget DC = 8 + your proficiency bonus + your Intelligence modifier 

Gadget modifier = your proficiency bonus + your Intelligence modifier

Tinker's Knack

When you choose this presence archetype at 3rd level, you
gain proficiency with tinker's tools. If you already have
proficiency with tinker's tools, you gain expertise with tinker's
tools (if you already have expertise with tinker's tools, select
another tool of your choice).

Grappling hook

Starting at 3rd level, you've mastered both the creation and
use of your most important gadget, the grappling hook. As an
action or with the bonus action granted by your Cunning
Action, you may target a surface, object or creature within 20
feet. If the target is Small or Smaller, you can make a
Strength (Athletics) grappling check to pull it to you and
grapple it (automatically succeeding against objects that are
not being worn or carried unless the DM sets a difficult for a
particularly complicated scenario).
Alternatively, if the target is Medium or larger, you can
choose to be pulled to it. This automatically succeeds, but
this does not grapple it, though if it as a surface or large
object, you can choose to hold onto at the point you grappled
if there is something to grab onto. Attacks of opportunity
generated by this movement have disadvantage.

Deadly Surprise

Starting at 13th level, your technical expertise expands. The
radius of your explosive surprise becomes 10 feet, and you
can select one additional option from Clever Inventions.

Among the Blasts

Additionally at 9th level, when you successfully avoid damage
from an area of effect with your Evasion feature (including
from your own effects), you can use your reaction up to your
movement speed to the edge of the effect. This movement
does not provoke attacks of opportunity.

Ultimate Improvisation

Starting at 17th level, you can solve a wide array of problems
with your Gadgets at a moments notice. Over the course of 1
minute you can construct a gadget capable of casting any
spell of 4th level or lower on the Wizard or Inventor list. This
gadget lasts until used, or you construct another gadget
(dissembling it in the process).
You can do this a number of times equal to your
Intelligence modifier before you must complete a long rest to
create additional improvised gadgets with the feature.

Pyrotechnic Gadgets

Additionally at 3rd level, you gain access to an important
arsenal of things that explode. Forgoing some subtle for
firepower, you gain the following options:

Smoke Bomb: As an action, you can use this to cast fog
cloud centered on yourself without expending a spell slot. It
lasts a number of rounds equal to your Intelligence modifier
and does not require concentration. When you cast fog cloud
in this way, you can set the radius at 5, 10, 15, or 20 feet.

Explosive Surprise: As an action you can toss explosive at a
point within 30 feet. Creatures within 5 feet of the target
point must make a Dexterity saving throw against your
Gadget DC or take damage equal to your Sneak Attack
damage. If you are hidden from a creature, it makes the
Dexterity saving throw with disadvantage. This counts as
dealing Sneak Attack damage.

Shaped Charge: As an action, you can place a charge on an
on object, building or surface within 5 feet. At the start of
your next turn, the charge detonates, dealing damage equal
to your sneak attack to the object, build or surface it was
placed on, and half as much damage to any creature within 5
feet of it.

Clever Inventions

Starting at 9th level, you expand your selection. Select two of
the following options:

Gliding Cloak

You make a cloak that allows you to glide when falling.
When you fall more than 10 feet and aren't incapacitated, can
spread this cloak to reduce your falling speed to 30 feet a
round and take no falling damage. While falling in this
manner toward the ground under normal gravity, you can
move horizontally 2 feet for every 1 foot you descend.

Mechanical Arm

You create a mechanical arm, giving you an extra hand.
This mechanical arm only functions while it is mounted on
gear you are wearing, but can be operated mentally without
the need for your hands. This mechanical arm can serve any
function a normal hand could, such as holding things, making
attacks, interacting with the environment, etc, but does not
give you any additional actions.

Mechanical Familiar

You can create the blueprint for a small mechanical
creature. At the end of a long rest, you can choose to create a
mechanical familiar based on it, and cast find familiar spell
without expending a spell slot. The familiar's type is
Construct. This construct stays active until you deactivate it
or it is destroyed. In either case, you can choose to reactivate
it at the end of a long rest.

Sight Lenses

You create a set of lenses you can integrate into a set of
goggles, glasses, or other vision assistance that allow you to
see through darkness and obscurement. You can see through
fog, mist, smoke, clouds, and non-magical darkness as
normal sight up to 15 feet.

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