Base Class: Rogue
A non-magical gadget using subclass
Inventive Spirit
Starting at 3rd level, you begin inventing non-magical gadgets that can aid you in your adventures.
The Gadget Slots column of the Gadgeteer table shows you how many Gadgets you can prepare. Whenever you gain gadget slots, including now, you can choose an equal number of gadgets from the gadget list to invent (or work with your DM to create gadgets not included on the list). You can create additional gadgets or copies of gadgets by spending the time and gold specified in the Invention Time and Invention Cost column of the Gadgeteer table.
You can swap between prepared gadgets with an object interaction. Gadgets you have prepared cannot be removed from your possession unwillingly.
You can swap your gadgets whenever you finish a long rest. Damaged or destroyed gadgets are repaired when you finish a long rest. You can prepare as many copies of a gadget as you want, as long as you have the gadget slots for it.
Gadgeteer Table
| Rogue Level | Gadgets Slots | Invention Time (Hours) | Invention Cost (Gold) |
| 3 | 2 | 16 - Int Mod | 300 |
| 4 | 3 | 16 - Int Mod | 300 |
| 5 | 4 | 14 - Int Mod | 250 |
| 6 | 4 | 14 - Int Mod | 250 |
| 7 | 5 | 12 - Int Mod | 200 |
| 8 | 5 | 12 - Int Mod | 200 |
| 9 | 6 | 12 - Int Mod | 200 |
| 10 | 6 | 10 - Int Mod | 150 |
| 11 | 7 | 10 - Int Mod | 150 |
| 12 | 7 | 10 - Int Mod | 150 |
| 13 | 8 | 10 - Int Mod | 150 |
| 14 | 8 | 8 - Int Mod | 100 |
| 15 | 9 | 8 - Int Mod | 100 |
| 16 | 10 | 8 - Int Mod | 100 |
| 17 | 11 | 8 - Int Mod | 100 |
| 18 | 12 | 6 - Int Mod | 50 |
| 19 | 12 | 6 - Int Mod | 50 |
| 20 | 12 | 6 - Int Mod | 50 |
Gadget List
| Required Level | |
| 3 | Listening Horn Smokeless Candle Navigation Stone Grappling Hook Distraction Bomb |
| 5 |
Spring Boots
Telescope Goggles Wind Thrower |
| 7 | Glide Suite Expanding Foam |
| 9 |
Incendiary compound
Fresnel Shield |
Distraction Bombs
While Distraction Bombs are prepared, you have up to 2 + your proficiency bonus charges. Each additional preparation of Distraction Bombs adds 2 charges to this pool. While Distraction bombs are equipped you can spend charges in the following ways.
Distraction Bombs can be thrown within 30 feet and target a 10 foot square unless otherwise stated.
Smoke Bomb: You may spend 1 or more charges to throw a smoke bomb as an action. Smoke fills a 10 foot square + 5 feet for each additional charge spent. The area is heavily obscured and smoke lingers for 1 minute unless blown away by wind.
Stink Bomb: You may spend 1 or more charges to throw a stink bomb as an action. Stink fills a 10 foot square + 5 feet for each additional charge spent. The area is lightly obscured and creatures with a sense of smell must make a DC (10 + your proficiency bonus) constitution saving throw or be poisoned until they leave the area. Creatures must make the saving throw the first time it enters the area on its turn or when it starts its turn in the area.
Flash Bomb: You may spend 1 or more charges to throw a flash bomb as an action. A bright light and loud noise fill a 10 foot square + 5 feet for each additional charge spent. Creatures within the area that can see or hear must make a DC (10 + your proficiency bonus) constitution saving throw or be blinded and deafened until the start of their next turn.
Crackle Bomb: You may spend 1 or more charges to throw a crackle bomb as an action. A shower of white hot sparks fill a 10 foot square + 5 feet for each additional charge spent. The area is treated as rough terrain for the next 30 seconds.
If you have Incendiary Compound and the Distraction Bombs prepared, the Distraction Bombs gain the following uses.
Shrapnel Bomb: You may spend 1 or more charges of Distraction Bombs and 1 charge of Incendiary Compound to throw a shrapnel bomb as an action. Creatures in the target area must make a DC (10 + your proficiency bonus) dexterity saving throw. On a failure they take 1d10 + (1d6 for each charge over 1) piercing damage and loose 10 feet of movement until the end of their next turn. On a success they take half the damage and are not slowed.
Fire Bomb: You may spend 3 charges of Distraction Bombs and 1 charge of Incendiary Compound to throw a fire bomb as an action. Fire fills a 15 foot square and ignites flammable materials that are not being worn or carried. Creatures in the area must make a DC 15 dexterity save. On a failure the creature is set on fire and immediately suffers 1d10 fire damage. On a success the creature takes half damage and is not set on fire. A creature that is set on fire by the incendiary compound in this way takes your proficiency bonus fire damage at the start of each of its turns until a creature takes an action to douse the flames. If a creature fails the saving throw while already being burned by this effect, it takes the initial damage again but does not receive stacking damage.
Expanding Foam
A sprayable foam that expands in contact with air
Fresnel Shield
The Fresnel Shield is a shield providing +2 AC and requires a free hand to wield. While being wielded as a shield, the Fresnel Shield provides the following bonuses:
- You may make stealth checks and take the hide action even in situations where lighting or cover would normally prevent you from doing so.
- You may take an additional 1 minute when making a stealth check. If you do and the value of your roll + modifiers is less than 20, you may treat it as a 20. Otherwise you take the value of the roll + modifiers. This stealth breaks as soon as you move, take an action, bonus action, reaction, or un-equip the Fresnel Shield.
- When you take the hide action with your cunning action, you may take another cunning action.
Glide Suit
While equipped the Glide Suite reduces the rate at which you fall and allows you to glide long distances. If you fall more than 20 feet you begin to glide. While gliding you may move 10 feet forward for every 10 feet fallen and fall at a rate of 30 feet per round. If you can't move forward you begin to fall normally until you can move forward or you stop falling for another reason. If you are knocked unconscious or incapacitated in the air you continue to glide in a straight line until you cannot or hit the ground. You cannot be knocked prone while gliding.
If you take damage while gliding you must make a DC 13 dexterity saving throw. On a success the glider takes no damage, on a failure the glider takes half of the damage that you took.
Grappling Hook
While active, you can grapple onto surfaces up to 90 feet away as an object interaction. While grappling you have a climbing speed equal to your walking speed.
If you fall while the grappling hook is active you may make a DC 13 acrobatics check to catch yourself, if you succeed you only fall 10 feet, if you fail you fall and the grappling hook is damaged and cannot be used until repaired. Damaged gadgets are repaired when you finish a long rest.
You can use an action to attempt to grapple a creature. The grappling hook is a ranged weapon with a short range of 30 feet and a long range of 90 feet. When you target an enemy with the grappling hook you make a dexterity ranged weapon attack contested by an athletics or acrobatics check from the target. If you succeed the target takes your dexterity modifier in damage and cannot move farther away from you until the grapple is broken. If you move more than 90 feet away from the grappled creature the grapple is immediately broken. You or the grappled creature can initiate a contested athletics check to pull the other creature 10 feet closer. If you successfully grapple a creature that is 2 or more size classes larger than you the creature can move freely, you can choose to be pulled behind the creature, maintaining the same distance or let rope out up to 90 feet.
When fired, the grappling hook rope has (8 + half your class level rounded up) AC, (5 * half your class level rounded up) HP, and is vulnerable to slashing, fire, and acid damage. If the rope runs out of HP the grappling hook is damaged and cannot be used again until repaired.
Incendiary Compound
While Incendiary Compound is prepared, you have 3 charges you may use in the following ways. Each additional preparation of Incendiary Compound adds 1 charge to this pool.
When equipped, you may use 1 charge of incendiary compound to coat an object, area, or creature you can touch. This takes 1 minute and a DC 13 intelligence check. The compound ignites after a period of time you designate, up to 1 hour, or after being struck violently.
When burning, the incendiary compound ignites flammable materials within 5 feet of it. Creatures that end their turn next to or in the burning incendiary compound, but not in flames created by the compound, must make a DC 15 dexterity save. On a failure the creature is set on fire and immediately suffers 1d10 fire damage. On a success the creature takes half damage and is not set on fire. A creature that is set on fire by the incendiary compound takes your proficiency bonus fire damage at the start of each of its turns until a creature takes an action to make a DC 15 strength or dexterity check to extinguish the flames. If a creature fails the saving throw while already being burned by this effect, it takes the initial damage again but does not receive stacking damage.
The incendiary compound stops burning after 1 minute, if it is completely smothered or submerged for 30 seconds, or if a creature takes an action and succeeds a DC 15 dexterity, intelligence, or wisdom check to douse the flames.
The incendiary compound can burn under water or in an oxygen-less environment for 30 seconds. A creature that fails its saving throw while the compound is completely submerged or smothered takes the initial damage but is not set on fire.
Other gadgets may have additional properties when prepared alongside incendiary compound see those gadgets for their functions.
Listening Horn
While equipped the Listening Horn gives a +5 to all sound based perception checks. When placed against a solid wall you can hear conversations taking place on the other side. You can hear sounds at the level of a whisper as though they were spoken aloud if you are in the same room.
Navigation Stone
While active, you gain the following benefits:
- You have a +5 to survival checks made to determine your location or heading
- You always know which direction is north or the planar equivalent
- You always know how long until sunrise or sunset or the planar equivalent
- You can determine the location of the sun or brightest light even if it is heavily obscured
Smokeless Candle
A source of light that produces no heat or smoke. While active, it can be configured to produce bight light up to a 60 foot line or up to a 30 foot radius, it casts an additional 10 feet of dim light. The light can be configured to any color, infrared, or ultraviolet.
As an action you can shine the light into the eyes of a creatures within 10 feet of you (if it has any) the creature must make a DC 10 + (half your class level rounded up) constitution saving throw or be dazed until the end of its next turn.
Dazed [condition]
While Dazed, you experience the following effect: Limited Activity. You can Move or take one action on your turn, not both. You also can’t take a Bonus Action or a Reaction.
Spring Boots
While Spring Boots are equipped you make make a spring jump as an action or when you use your cunning action class feature. When you spring jump you can either long jump 30 feet or high jump 30 feet with no check. You also have the following bonuses.
You calculate fall damage as though you fell 30 fewer feet. If you fall more than 50 feet you can make a DC (10 + 1 per 10 feet over 50 feet fallen) dexterity saving throw. On a success you take half damage from the fall. On a failure you take full damage on the spring boots are damaged and cannot be equipped until repaired.
Telescope Goggles
While equipped Telescoping headwear negates disadvantage for using ranged weapons at long range. You have an additional +1 to ranged weapon attacks.
You can clearly see creatures and objects up to 1 mile away and large objects like ships up to 5 miles away. You can clearly see small objects such as the gears of a watch and have +5 to perception checks involving sight.
Wind Thrower
While the Wind Thrower is prepared, you have a number of charges equal to your proficiency bonus. Each additional preparation of a wind thrower adds 1 charge to this pool. While the Wind Thrower is equipped you may use charges in the following ways.
1 charge may be spent as an action to try and blow a creature within 10 feet of you away. You and the creature make a contested roll, your dexterity + proficiency with gadgets vs their athletics or acrobatics. If you win you may blow the creature 5 feet in any direction away from you. You may not target a creature that is 2 or more size classes larger than you.
1 charge may be spent as a bonus action to blow yourself up to 10 feet in any direction.
1 or more charges may be spent as an object interaction to provide 1 creature breathable air for 5 minutes per charge spent this way.
If you have Incendiary Compound equipped, the Wind Thrower gains the following uses.
You may spend 1 charge of the wind thrower and 1 charge of Incendiary Compound as an action to fire a 15 foot cone or a 30 foot line of fire. Any creature caught within the flames must make a DC 15 dexterity save. On a failure the creature is set on fire and immediately suffers 1d10 fire damage. On a success the creature takes half damage and is not set on fire. A creature that is set on fire by the incendiary compound in this way takes your proficiency bonus fire damage at the start of each of its turns until a creature takes an action to douse the flames. If a creature fails the saving throw while already being burned by this effect, it takes the initial damage again but does not receive stacking damage. Flammable materials that are not being worn or carried are automatically ignited if caught in the flames.
You may spend 3 charges of the Wind thrower and 1 charge of Incendiary Compound as a bonus action to launch yourself 30 feet in any direction. If your movement is impeded you take 1d6 bludgeoning damage for every 5 feet you did not move with this bonus action. If your movement was impeded by a creature you both suffer the damage.
Impatient Study
When you choose this archetype at 3rd level, you gain the ability to spend 1 hour studying a set of tools. Until you take a long rest, you have proficiency with the selected tools. You can spend 8 hours to make the effect last 7 days. If you spend 8 hours studying for 7 consecutive days the effect becomes permanent.
Improved Gadget Preparation
Starting at 9th level, you can prepare new gadgets after a short rest. Gadgets with limited uses begin with half of their uses rounded down.
Expert Gadgeteering
Starting at 13th level, you have expertise in any check made using your gadgets. Switching between gadgets no longer requires an object interaction and you treat all of your prepared gadgets as if they are equipped.
Legendary Gadgeteering
When you reach 17th level, you have advantage on all checks made with your gadgets. Enemies have disadvantages on all checks made against your gadgets. When you short or long rest your gadgets with limited uses refill to full, when you swap out gadgets during a short rest they refill their uses.
On each turn you have an additional action. This action can only be used to use one of your prepared gadgets that does not damage or target an enemy.
Previous Versions
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11/14/2023 5:25:49 AM
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Coming Soon
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