Rogue
Base Class: Rogue

Gadgeteers use different custom-built oddities to provide new, fun, and exciting options in DND. Gadgeteers use special arrows and hidden weapons to give them an edge at lower levels. While at higher levels you can see them using smoke bombs and specially modified bows and daggers. This subclass is meant to differ from the Rouge's regular strategies or at least give them some new flare for them. This class is also meant to provide an option for a more creative approach from the set abilities of each class to give the player some creative freedom with what makes their character unique.

Basic Tinkerer

Starting at the 3rd level you gain proficiency in Tinker's Tools and can create Basic Contraptions.

Basic Contraptions - Spending 30 minutes and 1gp of materials you can create a Basic Contraption. A basic contraption can be anything you want as long as it is within the realm of possibility and is not too complex for your level. A reference for what you can make at this level includes traps and simple devices. For example, A pitfall trap over a small hole or a spiked pit, A tripwire that causes a net to fall over the person who triggered it. A simple device can be a short-timer, a grappling hook, or an alarm.

The DC for any of your Basic Contraptions is equal to 10 + your proficiency bonus + your Intelligence modifier. This DC is used with any feature that requires one from this subclass.

 

Beginner Gadgeteer

Starting at the 3rd level you are able to make your first gadgets. At this level, you are able to craft 5 different types of gadgets and unlock more at the 9th and 13th levels.

Hidden Blades - Over the period of 8 hours and spending 15gp you may create a hidden blade. A hidden blade can be made out of any weapon with the light and finesse properties and shares the properties of that weapon. When using a hidden blade you get advantage on the first attack roll with that blade against a creature that does not know of its existence. You gain advantage on any roll to hide or conceal the use of these weapons.

Hidden Bows - Over the period of 16 hours and spending 30gp you are able to make a hidden bow. A hidden bow can be made out of any bow without the heavy property and shares the properties of that weapon. When using a hidden bow you get advantage on the first attack roll with that bow against a creature that does not know of its existence. When using a hidden bow for the first time against a creature that does not know of its existence you ignore the disadvantage of firing a ranged weapon in melee combat.  You gain advantage on any roll to hide or conceal the use of these weapons.

Elemental Arrow - Over 8 hours and spending 5gp you are able to make 3 elemental arrows. An elemental arrow deals an extra 1d8 fire, cold, lightning, or acid damage. The damage type of an elemental arrow must be decided when crafting the arrow not while firing it. A recovered elemental arrow does not retain its extra damage property. 

Heavy Arrow - Over 8 hours and spending 5gp you are able to make 2 heavy arrows. This arrow has a maximum range of 20ft. When a creature that is huge or smaller is hit by a heavy arrow it must make a Strength Saving Throw against your Gadget save or be pushed back 10ft.

Grappling arrow - Over 8 hours and spending 5gp you are able to make 2 grappling arrows. This arrow has a maximum range of 60ft. When a creature is hit with a grappling arrow it must succeed in a Dexterity Saving Throw against your Gadget save or be grappled by the arrow, they can repeat the save on their turn. As a bonus action on your turn while a creature is grappled by the arrow you can pull the rope to cause the creature to make a Strength Saving Throw or be knocked prone. This arrow can also be used to target a surface to secure a rope to a wall.

Advanced Contraptions

Starting at the 9th level you gain proficiency in Alchemists Supplies, the complexity of the contraptions you are able to craft also increases at this level.

Advanced Contraptions - At this level, you are able to make some more complex traps and contraptions. Making Contraptions for this level of complexity takes 1 hour and 10gp in costs. Examples of what kind of traps you can make at this level include, A chest that when opened shoot a poisoned dart out of its base, A tripwire that when activated sets off a sling throwing daggers out. Contraptions you can make at this level can include, A pully system to lift more weight, or A hidden door behind a painting or bookshelf.

Alchemical Student

You begin Tinkering with your Alchemical Formulas finding new ways to design Gadgets. At the 9th level, you learn 2 new types of gadgets and can make 3 new types of poisons. 

Burning Blood Poison - This poison takes 8 hours to craft and costs 15gp. When applied to a blade or arrow this poison deals 2d6 extra fire damage on a hit. This poison lasts on the blade for 3 rounds and dissipates after that.

Concussive Poison - This poison takes 8 hours to craft and costs 20gp. When applied to a blade or arrow on a hit the target creature must make a Constitution Saving Throw against your Gadgets Save Dc or be stunned for up to two rounds or until the next time there hit. This poison lasts on a blade or arrow for up to three rounds or until its effect is used. 

Sleeping Poison - This poison takes 8 hours to craft and costs 20gp.  When applied to a blade or arrow on a hit the target creature must make a Constitution Saving Throw against your Gadgets Save Dc or be knocked unconscious until hit, two rounds passing, or someone using an action to stir them awake. This poison lasts on the blade or arrow for two rounds or until its effects are used.

Injection Blade - An Injection Blade takes 16 hours to craft and costs 150gp. When a poison is used on this blade it lasts for an additional round before dissipating and can be used an additional time on the same dose (if it applies to the poison.). An Injection blade can be made out of any weapon with the Finesse Property.

Injection Arrow - An Injection arrow takes 8 hours to craft and costs 10gp to make 2 arrows- When a poison is used on this arrow it lasts for an additional round before it dissipates. 

Studies of Aviation

You have made a breakthrough in the study of aviation at the 13th level you have created propelled glider to aid you. This glider has 4 different speed modes you are able to switch between, limited to switching once per turn. You have also developed a set of propulsion boots that boost you into the air. As a bonus action, you can launch yourself straight up to a maximum of 20ft high.

Gentle decent - At this speed mode you do not move horizontally and you fall at a rate of 20ft per turn. You take no fall damage while on this mode.

Slow glide - At this speed mode you move 30ft horizontally and you fall at a rate of 30ft per turn. You take no fall damage while on this mode.

Moving Fast - At this speed mode you move 80ft horizontally and you fall at a rate of 40ft per turn. You take half the normal amount of fall damage dice while on this mode.

This is how I die - At this speed mode you move 30ft horizontally and you fall at a rate of 400ft per turn. You take full fall damage dice on this mode.

Explosive Finale

Your alchemical experiments have led to your ultimate creation. At the 13th level, you learn your final two gadgets.

Smoke Bomb - Over a period of 8 hours and spending 20gp you can make two smoke bombs. As a bonus action, you can throw a smoke bomb up to 60ft, when the bomb reaches its target location it explodes to fill a 20ft radius area with smoke causing that area to be heavily obscured. The smoke spreads around corners.

Blasting Bomb - Over a period of 8 hours and spending 20gp you can make two blasting bombs. As a bonus action, you can throw this bomb up to 60ft, when the bomb reaches its target location it explodes. A blasting Bomb explodes in a 25ft radius dealing fire damage equal to half of your sneak attack dice rounded up. 

Master Gadgeteer

You have perfected all of your Schematics and Formulas improving the effectiveness of your gadgets. At the 17th level, you gain these features.

- All Gadgets and Contraptions you make take half the time and money to craft.

- You now critical hit on a roll of a 19 or 20 while using Hidden Weapons

- Your Elemental arrows now deal 2d8 damage

- Your Burning Blood poison now does 4d6 fire damage.

- You Blasting Bomb now does damage equal to your total number of sneak attack dice. 

- Your Propulsion Boots now lift you up to 40ft up.

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