Resonance Engineer Image

General Feat (Prerequisite: Level 4+ Spellcasting or Pact Magic Feature)

You gain the following benefits.

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

Resonance Engineer. You build unstable magical gadgets that amplify your performances. Your devices inspire allies, produce strange effects, and occasionally spiral into chaotic surges.

Gadgeteer's Kit

You gain proficiency with tinker's tools or one musical instrument (your choice). You also gain the Magical Tinkering feature.

Improvised Gadgets

As a bonus action, you deploy a small gadget targeting a creature within 30 feet (including yourself).

Hype Amp Module. The target gains a 1d4 bonus to the next attack roll, ability check, or saving throw it makes within 1 minute.

Targeting Visor. The target gains the ability to ignore any cover for their next attack and adds 1d4 bonus to damage roll.

Combo Relay Device. When the target hits, choose another ally within 15 ft. That ally gains 1d4 to their next damage roll. This combo chains up to 3 times giving increasing damage (1d4, 1d6, 1d8).

Adrenaline Injector. The target gains temporary hit points equal to 1d4 + your proficiency bonus and can move an additional 10 feet on its next turn.

Pulse Shield Projector. The target gains a +2 bonus to AC against the next attack that hits it before the start of your next turn.

Focus Lens. The target has Advantage on the next Intelligence, Wisdom, or Charisma d20 test it makes within 1 minute.

Holo-Decoy Projector. The target gains Advantage on its next Stealth check, or creatures have Disadvantage on the next Perception check made to detect the target.

Overclock Chip. When the target rolls damage for its next attack or spell within 1 minute, it can reroll damage die, but must use the new result.

Guard Break Pulser. When the target hits the creature's AC is reduced by + 1d4 until the start of the target's next turn.

Second Wind Patch. The target gains +2d4 + their proficiency bonus HP.

Gadget Loadout & Recharge

At the end of a Long Rest, you prepare a limited set of gadgets from your list.

Daily Loadout

You can prepare a number of different gadgets equal to your spell attack modifier. You cannot prepare the same gadget more than once. Each prepared gadget has one (1) charge by default. When you use a gadget you expend its charge and that gadget cannot be used again until recharged.

Short Rest Tinkering

During a Short Rest, you can repair and recalibrate your devices. You regain charges for a number of gadgets equal to your proficiency modifier. You cannot restore the same gadget more than once per day/short rest.

Full Tech Reset

After a Long Rest all gadgets regain their charges and you can change your prepared gadgets (Daily Loadout).

Unstable Engineering

Whenever you use your Improvised Gadgets feature, roll a d20:

Gadget Function Table

d20 Effect
3-18 The gadget functions normally.
1-2 Roll on the Chaos Surge table
19-20 Roll on the Overclock Surge table

Chaos Surge Table

d6 Effect
1 The gadget explodes in sparks. Creatures within 5 feet take 1d4 force damage.
2 Loud feedback. The target has Disadvantage on its next attack roll.
3 A cloud of smoke fills a 10-foot radius, becoming lightly obscured until the start of your next turn.
4 The gadget targets a random creature within range instead.
5 You take 1d4 lightning damage but gain Advantage on your d20 Test roll.
6 The gadget overloads another (random or DM choice) unused gadget expending its charge.

Overclock Surge Table

d6 Effect
1 The effect applies to all allies within 20 feet of the target.
2 Any numerical bonus increases (for example, 1d4 becomes 1d6).
3 The target can immediately benefit from the effect a second time without expending another use.
4 The target can reroll the affected roll and take the better result.
5 The target gains Advantage on Charisma or Intelligence checks for 1 minute.
6 The gadget boosts a charge, you regain 1 expended gadget charget (your choice).
Resonance Engineer Image

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