You are adept at using guns, making ammo, and fixing mechanical contraptions. You gain the following features.
- Quick Clear. You have drilled the process of clearing a jam until it is second nature. You can use your bonus action to ignore the Reload property of one firearm you are holding for the rest of your turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses on a long rest.
- Tinkerer's Field Patch. When your Steel Defender or an ally within 5 feet of you that you can see takes damage, you can use your reaction to apply a quick patch. The target gains temporary hit points equal to 1d10 + your Intelligence modifier, which take effect immediately before the triggering damage is calculated. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses on a long rest.
- Resourceful Scavenger. You are adept at finding useful things among what others would throw away or strip down useful things into components you can repurpose. You can spend 10 minutes scavenging a pile of junk, a broken machine, a defeated construct, or a disassembled piece of equipment such as weapons or armor. At the end of this time, make an Intelligence (Investigation) check. You find usable raw materials and spare parts worth a total value in gold pieces equal to the result of your roll. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses on a long rest.
- Improvised Munitions. You know how to make bullets from almost anything. Given access to your tools and the raw materials gathered via Resourceful Scavenger (or purchased), you can craft ammunition. For every 1 gp worth of materials, you can craft 20 rounds of standard ammunition. Additionally, you can use smith's tools to craft one of the following items with 20gp of materials a number of times per day equal to your proficiency bonus: Grenade, Smoke, Grenade, Fragmentation, and Grenade, Concussive, and Grenade, Flashbang.
- Expert Disassembly. You have a knack for taking things apart without breaking them. You have advantage on any ability check made to disarm a mechanical trap, open a lock, or understand how a mechanical device works.
- One Handed Shot. When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded firearm with the light property you are holding.
Grenade, Concussive. As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away. This grenade explodes in a concussive blast that fills a 20-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity saving throw, taking (6d6) force damage on a failed save or half as much damage on a successful one. Additionally, each creature that fails a saving through must make a DC 15 Constitution saving throw. If they succeed, they are pushed back 5 feet. If they fail by 5 or more, they are pushed back 5 feet and [Tooltip Not Found]. If they fail by 10 or more, they are pushed back 5 feet, [Tooltip Not Found], [Tooltip Not Found] until the end of their next turn, and knocked [Tooltip Not Found].
Grenade, Flashbang. As an action, you can throw this grenade up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away. This grenade explodes in a loud, but harmless explosion that fills a 30-foot-radius sphere. Each creature in that area must make a DC 15 Constitution saving throw, becoming [Tooltip Not Found] until the beginning of their next turn on a successful save or [Tooltip Not Found] and [Tooltip Not Found] on a failed one.
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