Base Class: Rogue
A rogue for TheSmurf in my campaign that involves being a crafty artificer style of a rogue that makes special shots etc
Tinkered gadgets
At third level you gain the ability to make tinkered gadgets that give you an edge both in and out of combat. You learn 2 gadget options at level 3, and gain an additional gadget option at 5th, 7th, 9th and 11th levels. Additionally all of your gadget options improve at 13th level in rogue.
At the end of each long rest, you create a number of gadgets equal to your intelligence modifier from among options you know, and can use them either as an action alone, or to modify an attack when you take the attack action (doing either consumes the gadget). These gadgets last until the end of the next long rest.
Bola
When used with a weapon attack, the attack deals an extra d6 damage of the weapon's type if it hits and the target must succeed on a dexterity saving throw (DC = 8+ your proficiency bonus + your intelligence modifier) or be either knocked prone or grappled (your choice) until they take an action to remove the bola.
When used alone the bola can be set up as a tripwire as an action, creating a 5ft square that causes anyone who steps into it's space to have to succeed on a dexterity saving throw (DC = 8 + your proficiency bonus + your intelligence modifier) or be grappled and restrained until they (or someone else) uses their action to make a strength check (DC = 10) to break the ropes.
Flare
When used with an attack, if the attack hits the target takes an additional 1d6 fire damage and the target and all creatures within 15 feet must succeed on a contstitution saving throw (DC = 8+proficiency+intelligence modifier) or be blinded until the start of your next turn.
When used alone, the Flares act as a brighter torch, shedding bright light in a 30ft radius, and dim light out to 60ft from the flare's location for the next hour.
Grappling hook
When used with a weapon attack, the attack deals an extra d6 damage of the weapon's type if it hits and the target must make a dexterity saving throw (DC = 8 + proficiency + int) or be caught by the grappling hook. A creature caught this way can use their action to make a strength (athletics) check (DC = 8 + proficiency +int) to release themselves from the hook. While they are hooked this way you may use your bonus action to retract the grappling hook, when you do the hooked creature must succeed on a strength saving throw (DC = 8 + proficiency +int) or be pulled 10 feet closer to you.
When used alone the grappling hook can be set up at the top or bottom of a walled surface, and gives advantage to any checks used to climb the wall within 5ft of the hook for the next 10 minutes. Additionally you can cause the hook to pull one willing creature up a surface (no check required) but it breaks after doing so.
Impact
When used with an attack, if the attack hits the target takes an additional 1d6 thunder damage and must succeed on a constitution saving throw (DC = 8 + proficiency +int) or be pushed 10 feet away from you.
When used alone, the impact device can be set up to burst through objects. when you set up the impact device in this way, you deal 4d6 thunder damage to the object, propelling it away from you.
Smoke
When used with an attack, the attack deals an extra 1d6 damage of the weapons type if it hits, and thick black smoke spreads out from the target in a 10-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.
When used alone, thick black smoke spreads out from a point you can see within 30ft in a 10-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.
Tinkering prowess
You can proficiency with tinkers tools
Speedy tinkering
You have sped up your tinkering process, now during a short rest you can create another gadget from among those you know, though you cannot carry more than your intelligence modifier gadgets in total.
Improved gadgets
Each of your gadgets are more functional, as described below -
Gadget improvements
Bola - The damage dealt increases by 1d6 when in an attack, and the tripwire's space increases to 10ft square.
Grappling hook - The damage dealt increases by 1d6 when in an attack, and the pull distance increases to 20ft. When used alone it no longer breaks when pulling creatures up surfaces.
Smoke - The damage dealt increases by 1d6 when in an attack, and the smoke radius increases to 20ft.
Impact - The damage dealt increases by 1d6 when in an attack, and the distance pushed increases to 20ft. When used alone, the device now deals 8d6 thunder damage to the object.
Flare - The damage dealt increases by 1d6 when in an attack, and the blinding radius increases to 30ft. When used alone, the device sheds bright light to 60ft, and dim light out to 120 ft.
Reusable gadgets
Whenever you use a gadget, roll a d20. If you roll 10 or higher, the gadget does not break upon use and can be reused, adding the gadget back into your supplies.
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