Artificer
Base Class: Artificer

The Gadgeteer subclass of the Artificer are intent on creating tiny gadgets to assist them in tricky situations. They also use these to help them get out of tight spots and tricky situations. They are an all around subclass who can help the party in nearly any situation. Their small gadgets are good for slicing and dicing opponents in battle. Their good for slowing opponents that the part is running from. And they help in tough situacions where it looks like the adventurers are stuck between a rock and a hard place. These artificers can help in nearly any scenario and are exelent for staying back and picking of you enemies while letting the tanks distract the opponents.

Gadgets

Gadgets

 

Beginning at 3rd level you gain the knowledge of how to create special little gadgets. These little items can help you out in many situations. You can use these at any time. If it requires an attack or save, use your spell save DC and your spell attack bonus.

 

You can have an amount of gadgets equal to 1+your Intelligence Modifier. At 5th level you can have 2+Intelligence Modifier,at 9th you can have 3+Intelligence Modifier,at 15th you can have 4+Intelligence Modifier. 

 

At the end of a long rest you gain full gadgets,you lose your previous gadgets at the end of a long rest and gain new ones. After a short rest you gain half your gadgets, rounded down.

 

Roll on the random gadgets table to create gadgets.

 

d12

 

<p>Flashbomb:You can use this explosive to create a composed flash in one area with a sudden light. All creatures within a 20ft sphere that can see must make a Dex save. On a fail they take 2d8 radiant damage and are blinded for 1 minute. On a success they take half damage and are not blinded. This increases to 3d8 at 9th level and 4d8 at 15th.</p>
<p> </p>
<p>Smokesphere(20,60):You can use this small circular object to throw into a crowd of people. On impact it emanates a 20ft sphere of smoke that cannot be seen through. The radius increases to 30ft at 15th level.Beginning at 9th level you can use this as a Poison Sphere. This is more or less the same thing except a creature who ends or starts its turn in it must make a Con save or take 3d6 poison damage. At 15th level this increases to 4d6 damage.</p>
<p> </p>
<p>Malatov(20,60):You can use this to create a small patch of fire. On contact the container erupts and sprays oil in a 10ft radius. If you throw it in a place where there are creatures they must make a Dex save,on a failure they are covered with oil. The container then sparks across the area igniting it. The oil erupts into flame for one minute. If creatures are covered or enter the flaming area they take 2d8 fire damage and an additional 1d8 for each round it is not extinguished. All damage increases by 1d8 at 9th and 15th level.</p>
<p> </p>
<p>Fractal Disk(20,60):You can throw this disk into a certain area. When you do,it will begin to spin and shoot tiny spikes. All creatures that enter within 15ft of this must make a Dex save or take 1d8 piercing damage. They need to make a save if they pass through the area or end/start their turn in the area. The disk has enough spikes for 1 minute. The damage increases by 1d8 at 5th,9th,and 15th level.</p>
<p> </p>
<p>Icecube(20,60):This is a small metal cube that can be thrown. When you do,it emanates a pulse of frost. All creatures within 15ft must make a Dex save. On a fail they take 2d8 frost damage and are restrained. On a success they take half damage and are not restrained. This damage increases by 1d8 at 9th,and 15th level.</p>
<p> </p>
<p>Trap Pod(20,60):When you throw this pod,semi-translucent beams shootout and wrap around an amount of creatures within 20ft equal to your Intelligence modifier. These must make a Dex save or be grappled. They can use their turn to make a Athletics check to break free. If they do,you can't grapple anyone else with that beam. This lasts for up to 10 minutes if you concentrate.</p>
<p> </p>
&lt;p&gt;ServoServant:This tiny orb is nothing more than a sphere with 4 legs. You can use it to help you out. All its stats are 10 and it has an AC of 12 and Hp equal to your level. You can control it as long as you are within 80 feet. It can record and say things through it. With your DMs permission,you can add features to your servant.&lt;/p&gt;<br />&lt;p&gt;&amp;nbsp;&lt;/p&gt;<br />&lt;p&gt;Servo-Top: You create a gadget capable of performing 5 simple tasks before breaking.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Jump Pad:&amp;nbsp;When you set this pad down it expands to fill a 5 foot space. You can use it to jump much higher than you normally would. Your jump distance increases by 10ft when you use this. At 5th,9th,and15th level the distance increases by an additional 5ft.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Thundersnap(20,60):&amp;nbsp;When you throw this small cylinder it will emit a sudden bang from both ends. All creatures within 15ft must make a Con save or take 2d8 thunder damage and be defended for 1 minute. On a success take half damage. The damage increases by 1d8 at 9th and 15th level.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Shockball(20,60):You can throw a large cylinder that will begin to shoot out spiked balls. For however long you throw it there will be tiny spikes. A person entering or moving in the area must make a Dex save or take 2d8 damage and fall prone on a success and half on a fail. The damage increases at 9th and 15th by 1d8.&lt;/p&gt;<br />&lt;p&gt;nbsp;&lt;/p&gt;<br />&lt;p&gt;Skull Virus(10,40):You can set down a metallic laughing skull trap, when set off the trap deals 2d8 necrotic damage in a 10ft. radius centered on itself. The damage increases by an additional 1d8 at 9th level and again at 15th level.&lt;/p&gt;

Gadget Expert

Beginning at 5th level you have an intense understanding of mechanics of everything at work. You understand how the gears of lots of things work. You gain advantage on saves and checks related to mechanics and gadgets. For example, disabling a trap, picking locks, or fixing a complex machine.

Purposeful Crafter

Beginning at 9th level,you can create the gadgets of your choice instead of rolling randomly.

McGiever

At 9th level, once during a short rest you may dismantle or scavenge parts from gear to make an additional gadget.

Magnum Opis

Beginning at 15th level,you have learned a way to use magic to assemble new gadgets. You can use some of the magical energy that you have spent years to learn. You have found ways to use magical energy to assemble gadgets in a split second. You can expend a spell slot of 1st level or higher to create a new gadget as a bonus action. As an action the device you created can absorb a spell cast on it which level is equal to the slot used to create it, the device lasts until used or dispelled. You can use this an amount of times equal to your Intelligence modifier between long rests.

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