Base Class: Wizard
This Subclass is meant for the Artificer Class and should be treated as such.
Path of the Gadget
You have the spark of ingenuity and as such are able to create fantastic works from schematics.
Gadget Schematics
Gadgets are built using schematics which show the design parameters and intended operation of the device. Each schematic has a level of complexity classified as Trivial, Simple, Advanced, or Intricate. Beginning you know 5 trivial schematics and three Simple schematics. At later levels of this subclass, you will learn additional schematics.
When you gain a level in this subclass you may replace a schematic with another you know. This schematic must have a level of complexity you can equip.
Learning a schematic and turning it into a working gadget cost an amount of money and time depending on the level of complexity. These costs include the parts and components needed to build the device as well the time spent prototyping, testing and trouble shooting the gadget to perfect its operation. The cost and time required are :
Trivial 10Gp 1 Hour
Simple 50Gp 2 Hours
Advanced 250GP 8 Hours
Intricate 1250GP 40 Hours
Equipped Gadgets
It takes time and effort to build and maintain your gadgets in working order. Repairs and preventative maintenance must be performed: Sprockets greased, Springs wound, coolant refilled, capacitors recharged and so on. For this reason, you can only maintain a limited number of equipped gadgets at any one time. Each equipped gadget is integrated into one of your items of clothing or piece of equipment specified by the gadget. Whenever you complete a long rest you can reconfigure Wich gadgets you have equipped from among the schematics you know.
Activating Gadgets
Some Gadgets provide a continuous benefit as long as it is equipped. Othe Gadgets have an effect that requires you to take an action in order to activate it. The type of action is listed in the gadget description.
Gadget attack rolls and saving throws
Gadget attack modifier = Proficiency bonus + the ability score listed in the gadgets description
Gadget Save DC = 8 + Proficiency bonus + Intelligence modifier
Level Schematics known Trivial Simple Advanced Intricate
1 8 5 3 0 0
2 10 4 2 0 0
3 11 4 3 0 0
4 12 5 3 0 0
5 13 5 4 0 0
6 15 5 4 0 0
7 16 5 4 1 0
8 17 5 5 2 0
9 18 6 5 2 0
10 19 6 5 3 0
11 21 6 5 3 0
12 23 6 5 3 0
13 24 6 6 4 0
14 26 6 6 4 1
15 27 6 6 4 1
16 28 6 6 5 2
17 29 6 6 5 2
18 30 6 6 5 2
19 31 6 6 5 3
20 33 6 6 5 3
Please see Engineer Gadget pdf for a list and descriptions of all gadgets. https://www.pdf-archive.com/2017/09/12/engineer-5e-ver1-14-17august2015/ This was the inspiration for this subclass.
Junkyard Hero
Starting at 3rd level, you can use your downtime to scavenge spare parts, useful chemicals, and raw materials which you can use to build your gadgets or to craft items. In order to do so, you must be in a city, junkyard, or another location where such items might be found. Your DM may limit the availability of certain types of materials depending on the location where you are scavenging. For each hour that you spend scavenging, you can locate 5 gp plus your engineer level worth of such materials. You can use the resources you collect while scavenging to pay the material cost of learning new gadget schematics, creating or repairing a clockwork companion, or as raw materials for crafting with artisans tools with which you have proficiency.
Mana Battery
You gain the ability to channel your magic directly into your devices, expending one of your spell slots to recover the use of an activated effect of a gadget that would normally require a short or long rest to recharge. The level of the spell slot expended determines the complexity of the gadget that you can recharge. A 1st level spell can recharge a trivial complexity gadget, a 2nd level slot can recharge a simple or lower complexity gadget, a 3rd level spell slot can recharge a gadget of advanced or lower complexity, and a 4th level or higher spell slot can recharge the activated effect on a gadget of any complexity level. If you have another class with the Spellcasting or Pact Magic features, you can expend a spell slot from any of your classes to recharge a gadget.
Steel Defender
Starting at 9 th level, you gain access to a steel defender. Once per long rest you may equip or reconfigure a number of gadgets equal to your 1/4 Artificer level rounded down. If a defender is destroyed while gadgets are equipped those gadgets are also destroyed. For statistics of the steel defender please refer to page 19 of Tashas Cauldron. This construct requires 8 hours of time, 200 gp
Empowered Robotics
Beginning at 15th level, your steel defenders attacks count as magical for overcoming resistances.
Machine Mastery
When you reach 20th level, you gain complete mastery over two of your gadgets. Choose two simple complexity gadget schematics that you know. You always have these gadgets equipped and they do not count against your maximum number of equipped gadgets. If either of these gadgets has an effect that requires a short or long rest to recharge, you can take a bonus action to recharge the effect. You can do this once for each gadget but must finish a long rest before you can use this feature on the same gadget again. You can exchange one or both of the gadgets you chose for different gadgets of the same complexity by spending 8 hours modifying the gadgets using your tinkers tools.
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