Base Class: Rogue
Inspired be the raw, unbridled energy of destruction and invention, these rogues harness a blend of gadgetry and explosive mayhem to wreak havoc and manipulate the battlefield. Each invention reflects their volatile creativity and unpredictable nature, making them dangerous allies and terrifying foes.
Gadgeteer's Arsenal
3rd-level Wild Artificer feature
You've cobbled together an arsenal of unstable gadgets to aid in your chaotic escapades. At 3rd level, you gain proficiency with tinker's tools if you don’t already have it, and you can use them to craft or modify the following gadgets during a long rest. You can have three gadgets of your choice at any given time and this number increases when you hit certain levels(level 9 = 4 gadgets, level 13 = 6 gadgets, level 17 = 8 gadgets). You get access to additional gadgets when you get to level 13 and level 17. You must prepare your gadgets at the end of every long rest up to the number of gadgets you are allowed to have.
When you use a gadget, it’s treated as a ranged weapon attack, using your Dexterity modifier for attack rolls and damage calculations. Some gadgets require saving throws, using the following formula to determine the DC:
Gadget Save DC = 8 + your proficiency bonus + your Dexterity modifier.
Gadgets:
- Zap Grenade: A thrown device that explodes with electricity in a 10-foot radius. Each creature in the area must succeed on a Dexterity saving throw or take 2d6 lightning damage and be unable to take reactions until the start of your next turn.
- Chomper Bomb: A small, snapping explosive. Target one creature within 30 feet. On a hit, it deals 3d6 fire damage, and the target must succeed on a Strength saving throw or be knocked prone.
- Smoke Capsule: Deploy a 10-foot-radius cloud of thick smoke that heavily obscures the area for 1 minute or until a strong wind disperses it. You can see through this smoke as if it weren't obscured.
- Magnetic Pulse Mine: Deploy a mine that creates a magnetic field in a 10-foot radius. Creatures within the area wearing metal armor or carrying metal objects must make a Strength saving throw or be pulled 10 feet toward the mine and restrained until the start of your next turn.
- Sonic Disruptor: Emit a high-pitched sonic wave in a 15-foot cone. Each creature in the area must succeed on a Constitution saving throw or take 2d6 thunder damage and become deafened for 1 minute. A deafened creature can repeat the saving throw at the end of its turns, ending the effect on a success.
- Flash Bang: Throw a device that emits a blinding flash of light and a loud bang in a 20-foot radius. Creatures in the area must succeed on a Constitution saving throw or take 1d6 thunder damage and be blinded until the end of their next turn.
- Grappling Claw:
Fire a mechanical claw attached to a cable at a point within 30 feet. You can use it to:- Pull a creature: Make a ranged attack against a creature. On a hit, pull them 10 feet closer to you.
- Pull yourself: Use the claw to pull yourself to a fixed point within range, avoiding opportunity attacks.
- Grab an object: Retrieve an object weighing no more than 25 pounds from a distance.
Level 13 Gadgets:
- Plasma Cutter: Fire a concentrated beam of energy at a target within 60 feet. Make a ranged attack roll; on a hit, the target takes 6d6 radiant damage. The beam cuts through non-magical objects and barriers in its path, creating a 5-foot-wide, 10-foot-deep hole through walls, doors, or other obstacles.
- Temporal Distorter: Deploy a device that creates a 20-foot-radius field of distorted time for 1 minute. Creatures of your choice within the area must succeed on a Wisdom saving throw or have their speed halved and lose their reactions until the start of their next turn. Allies in the area can move an additional 10 feet on their turns and have advantage on Dexterity saving throws.
- Arcane Shield Drone: Summon a small hovering drone that follows you or an ally within 30 feet for 1 minute. The drone provides an arcane shield that grants +2 AC to the creature it's protecting and absorbs up to 20 damage from any one source before being destroyed.
- Black Hole Grenade: Throw a grenade that creates a localized gravity well in a 15-foot-radius sphere for 1 round. Creatures within the area must succeed on a Strength saving throw or be pulled 10 feet toward the center and restrained until the end of their next turn. Creatures in the center of the sphere take 4d6 force damage.
- Neuro Hypnosis Beacon: Plant a beacon that emits a hypnotic signal in a 20-foot radius for 1 minute. Creatures of your choice in the area must succeed on an Intelligence saving throw or become charmed for the duration. While charmed, they are incapacitated and have a speed of 0. The effect ends if they take damage or succeed on the saving throw at the end of their turn.
Level 17 Gadgets:
- Quantum Displacer:
Deploy a device that creates a 30-foot-radius zone of warped space for 1 minute.- Enemies: Must make a Wisdom saving throw at the start of their turn or be teleported to a random unoccupied space within the zone.
- Allies: Can choose to teleport up to 30 feet to any location within the zone as a reaction.
- Inferno Cannon: Unleash a 60-foot-long, 10-foot-wide cone of searing flames. Each creature in the area must make a Dexterity saving throw, taking 8d10 fire damage on a failed save or half as much on a success.
- Anti Magic Generator: Activate a device that creates a 20-foot-radius anti-magic field for 1 minute. Any spells or magical effects within the area are suppressed as if by the anti-magic field spell. Your gadgets continue to function in this field, unaffected by the suppression
- Cryo-Stasis Module: Deploy a freezing device that emits a 20-foot-radius burst of cold energy. Each creature in the area must make a Constitution saving throw or take 6d8 cold damage and be paralyzed until the end of your next turn. On a successful save, they take half damage and are not paralyzed.
- Obliterator Gauntlet:
Effect: Wield a gauntlet that fires a single, devastating energy pulse at a target within 120 feet. Make a ranged attack roll; on a hit, the target takes 12d10 force damage and must succeed on a Strength saving throw or be knocked back 30 feet and prone.
Bonus Effect: The blast disintegrates any non-magical object or terrain in a 10-foot radius around the target.
Chaotic Sparks
When you use a gadget successfully, you can unleash a chaotic spark as a bonus action. Choose one of the following effects:
- Static Surge: All creatures of your choice within 10 feet must succeed on a Dexterity saving throw or take 1d6 lightning damage and lose their reactions until the start of your next turn.
- Explosive Wave: You release a small burst of force energy, pushing creatures of your choice within 5 feet of you back 10 feet and dealing 1d6 force damage.
- Energizing Pulse: One ally within 30 feet gains temporary hit points equal to your Dexterity modifier + your proficiency bonus.
You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest.
Chaotic Reflexes
When you use your Cunning Action, you can also use one of the following options:
- Explosive Vault: Leap 10 feet in any direction, triggering an explosion where you were. Each creature within 5 feet of the spot must make a Dexterity saving throw or take 2d6 fire damage.
- Sabotage: As part of your Cunning Action, you can plant an unstable trap on a surface or object within 5 feet of you. The trap triggers if a creature is in range of 5 feet of it, dealing 3d6 force damage.
Mayhem Mind
Your mind embraces the chaos, sharpening your ingenuity in the heat of battle.
- You have advantage on saving throws against being charmed or frightened.
- Additionally, whenever you roll damage for one of your gadgets, you can reroll one of the damage dice and use the new roll.
Grand Detonator
As an action, you can deploy a Grand Detonator at a point within 60 feet. It creates a 20-foot-radius explosion, dealing 12d12 fire damage to creatures in the area. Creatures can make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier), taking half damage on a success.
You can use this feature once per long rest. When you use it, you gain temporary hit points equal to the highest damage die rolled, as the chaos invigorates you.
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