Countdown Timer At 3rd level and higher, you gain the ability to rig a ticker so that it explodes on a timer instead of on impact. As an action, you can activate the timer of a ticker in your possession, choosing a number of rounds between 1 and 10. Once programmed, the ticker will detonate at the end of your turn after the chosen number of rounds has elapsed. A ticker on a timer can be disarmed by a successful disarm traps check with a DC equal to your gadget save DC.
Ticker Type Damage Type Saving Throw
Incendiary Fire Dexterity
Frag Piercing Dexterity
Frost Cold Constitution
Concussion Thunder Constitution
Corrosive Acid Dexterity
Thermal Radiant Constitution
Tickers are normally inert, but are activated by using an object interaction in combination with your attack action when you throw the ticker.
Once activated, the ticker will explode on impact when it lands.Each ticker bomb that is created by an engineer requires the equivalent of 1 vial of catalyst chemicals. Tickers are treated as improvised ranged weapons for purposes of proficiency. They have the thrown trait and a range of 20/60. You can add either your Strength or Dexterity modifier to the attack roll when attacking with a ticker. Each ticker weighs 1 pound. If a ticker attack misses, the ticker will land 1d4 x 5 feet away from its intended target, exploding where it lands.
Engineer Ticker Damage On Tinkering with these tickers ,on a successful tinkering check ,the damage /Splash Radius/Splash damage is increased.
I.E. Adding more black Powder,can increase the Splash Radius, and damage ,adding bits of shrapnel will add +1d4 piercing on a successful tinkering check
Ticker Level Damage (Splash Damage)
Extra outer Radius "splash " dam.
3rd 2d4 + (1d4) extra 5 ft past the first 20 Ft.Radius
4th 2d4 + (1d4) extra 5 ft past the first 20 Ft.Radius
5th 2d6 ) + (1d6) extra 5 ft past the first 20 Ft.Radius
6th 2d6 + (1d6) extra 5 ft past the first 20 Ft.Radius
7th 2d6 + (1d6) extra 5 ft past the first 20 Ft.Radius
8th 2d8 + (1d8) extra 5 ft past the first 20 Ft.Radius
9th 2d8 + (1d8 extra 5 ft past the first 20 Ft.Radius
10th 2d8 + ( 1d8) extra 5 ft past the first 20 Ft.Radius
11th 3d6 + (2d6) extra 5 ft past the first 20 Ft.Radius
12th 3d6 + (2d6) extra 5 ft past the first 20 Ft.Radius
13th 3d6 + (2d6) extra 5 ft past the first 20 Ft.Radius
14th 3d8 + (2d8) extra 5 ft past the first 20 Ft.Radius
15th 3d8 + (2d8) extra 5 ft past the first 20 Ft.Radius
16th 3d8 + (2d8) extra 5 ft past the first 20 Ft.Radius
17th 3d10 + (2d10) extra 5 ft past the first 20 Ft.Radius
18th 3d10 + (2d10) extra 5 ft past the first 20 Ft.Radius
19th 3d10 + (2d10) extra 5 ft past the first 20 Ft.Radius
20th 4d10 + (3d10) extra 5 ft past the first 20 Ft.Radius
Gas. Any target damaged by the ticker that fails their saving throw is poisoned. At the end of each of its turns, a creature poisoned by the ticker can make another saving throw. The condition ends if the saving throw succeeds.
Incendiary. Thick, black smoke fills a 20 foot sphere around the point where the ticker detonates. The smoke blocks line-of sight and anything inside of this area is heavily obscured. This smoke lasts for 1d4 rounds unless dispersed by a moderate or greater speed wind.
Frag. Any target damaged by the ticker that fails their saving throw is deafened. At the end of each of its turns, a creature deafened by the ticker can make another saving throw. The condition ends if the saving throw succeeds.
Frost. Any target damaged by the ticker that fails their saving throw has their movement speed reduced by half until the beginning of your next turn.
Concussion. Any target damaged by the ticker that fails their saving throw is stunned until the start of your next turn.
Corrosive. Any target damaged by the ticker that fails their saving throw takes additional 1d8 acid damage at the start of each of its turns. A creature can end this damage by using its action to wash the acid off of themselves using a vial water or another suitable liquid.
Thermal. Any target damaged by the ticker that fails their saving throw is blinded until the start of your next turn
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
THIS IS UNOFFICIAL MATERIAL
These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events unless otherwise stated.
Notes: Damage: Acid, Damage: Cold, Damage: Poison, Damage: Radiant, Damage: Thunder, Damage: Piercing, Damage: Bludgeoning, Damage: Fire, Gadgeteer, Reload, Misfire, Explosive
Comments