Prerequisite: Requires an Intelligence score of 13 or higher and a level of 8 or higher
You have become an expert in integrating magic within the mundane. Combining skills in complex mechanics and magical infusion, you can create an array of devices to utilize in a multitude of scenarios. You can spend one hour and 10 gold to craft any of the listed devices, but you can only have two active devices and must choose which two at the end of a long rest. Though your ideas are endless, your magic is limited.
- You gain proficiency with the Tinkerer's Tools. If you already have proficiency, you gain expertise.
List of devices:
- Smoke Bomb!
- You craft an orb or cylinder with various compartments filled with obscuring materials that explode out when you speak an activation word. Whether it bursts with clouds of powdered glass, plumes of smoke, or gaseous sulfur, any target who relies on it's senses that gets caught in it will be in for a rough time.
- Using your bonus action, you can toss this tool to a spot you can see within 30 feet and activate it, forcing all creatures in a 10 foot sphere to make a Constitution saving throw against a spell save DC using your Intelligence modifier. On a failed save, the target is blinded until the end of their next turn and has disadvantage on any skill contests. On a successful save, the target has disadvantage on their next attack roll. The device can also be activated remotely from up to 60 feet away, so long as you can still see the device.
- Grappling Hook!
- Whether it be in the form of a crossbow, a backpack, or a utility belt, you have designed a magical grappling device that is propelled like a magic missile but grips like the hand of a Warforged.
- Using a bonus action, you can speak the activation word to have this device launch and grapple onto a creature, object, or fixture within 30 feet of you. If used to grapple a fixture, you will be pulled towards the fixture immediately. If you were pulled to a ledge, you must use half your move speed to stabilize and climb to the platform. If used to grapple an object and the object weighs more than you, you will be pulled towards it as described with fixtures. If used on an object and the object weigh less than you, the object will immediately be pulled towards you. If used on a creature, the creature must make a Strength (Athletics) contest against a spell save DC using your Intelligence modifier. On a failed save, the same conditions for grappling objects applies. On a successful save, the target breaks free and nothing happens.
- Outcomes of grappling objects or creatures may be altered by environmental conditions, such as unstable ground or object fragility.
- The Goggles!
- By combining a multitude of seemingly random devices, lenses, and some spare leather straps, you create what only you could refer to as your handy dandy "goggles." But don't worry, the preposterous contraption strapped to your head does more than just protect your eyes, because what good is a set of goggles that doesn't have at least half a dozen settings?
- Using a bonus action, you can flip a magic switch on your trusty goggles to gain one of its benefits. If you choose options 1, 2, 3, or 4, your normal senses are replaced with that option and will not return until you use a bonus action to switch back. If you choose options 5 or 6, your goggles will be rendered inoperable until you finish a long rest.
- Gain 300 feet of clear, normal vision.
- Gain 60 feet of darkvision, allowing you to also see in magical darkness.
- Gain 30 feet of tremorsense.
- Gain 10 feet of blindsense.
- Gain Danger Sense for 1 minute.
- Gain X-Ray Vision for 1 minute.
- The Mouse!
- You craft this cute, little toy using old trinkets, tiny gears, and just a smidge of compound explosives. After all, you can't be letting people get their hand on your genius designs! You direct this device via some sort of remote, arcane "controller," and can set it to distract enemies, relay information to you, or even just explode in the face of whatever poor fool that dare thought they could capture it.
- Using an action, you can set this little device to scurry wherever you choose so long as it remains within a range of 120 feet. You can take an additional action to see through the eyes of the device, losing your own sight in the process, or to detonate the device.
- If you choose to see through the device, your normal vision will only return by taking another action to do so, or if the device is destroyed.
- If you choose to detonate the device, all creatures in a 10 foot radius sphere must make a Dexterity saving throw against a spell save DC using you Intelligence modifier. On a failed save, all targets take 4d6 fire damage and half as much on a successful save. All flammable objects in the radius immediately burst into flames. After using this feature, the device is destroyed.
- The Box!
- What's in the box? Press one of its sides and find out! You craft this device using, like, metal and gears and stuff. Alright, listen, neither of us really knows exactly how this one works, but it sure is useful!
- Using an action, you can press one of the three corresponding sides of this box to create a useful effect, watching as it unfolds, expands, or reconfigures to get you out of tight spaces.
- Cover: The box transforms into a wide barrier that you or your allies can use as full cover. It expands to be 15 feet wide, 5 feet tall and is 1 inch thick, mounting into the ground that it is placed.
- Barricade: The box transforms into a barricade that blocks a passageway, doorway, or opening. Doing so causes it to mount into whatever space it can expand to fit, with a maximum of a 30 foot surface area.
- Springboard: The box transforms into a much bouncier, larger box. Jumping off this box will double the distance traveled by a creature's long jump or high jump. All sides of this box share this amplifying effect.
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