Base Class: Artificer
Often looked down at for being mere tricksters, most Gadgeteers are actually highly skilled strategists, having always more than one tool for any job they might face. This specialization, originally developed by the first Gnome artificers, focuses on the creation of gadgets and tools used in combat to weaken their foes and gain the upper hand. While it might not have have the cleanest reputation, you would be wise to not underestimate a Gadgeteer.
Tool Proficiency
You gain expertise with tinker's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Gadgeteer Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Gadgeteer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Gadgeteer Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Arcane Gizmos
Starting at 3rd level, you've learned to create explosive gadgets in the heat of battle. When you take the attack action, you can produce special arcane trinkets to harm and disable your foes. When you do so, make a ranged spell attack against a target within 30 feet. The damage is a d8 + your Intelligence modifier, and the damage of this attack is Fire, Acid, or Force damage, your choice when you make the attack. Additionally, once per turn when you hit a creature with your Arcane Gizmo, you can cause one of the following effects:
Arcane grenade: You intensify the explosion of your gadget. The target must make a Dexterity saving throw against your spell save DC or take an additional d6 fire damage.
Alluring trinket: Your gadget blasts with a flash, astonishing your foe. The target must make a Constitution saving throw against your spell save DC or suffer disadvantage on attack rolls until the end of the end of your next turn.
Gadgeteer's push: Magical energy expands from the detonation of your Arcane Gizmo. The target must make a Strength saving throw against your spell save DC or be pushed 10 feet away from you.
Stalling gizmo: A precise electrical energy courses through the body of your target, hindering its movement. It must make a Constitution saving throw against your spell save DC or its speed is reduced to 0 until the end of its next turn.
You gain additional options for your Arcane Gizmos on 5th, 9th, and 15th levels.
Quickdraw
Beginning at 5th level, you can create two Arcane Gizmos, instead of one, when you take the attack action.
Additionally, you gain the following options for your Arcane Gizmos feature:
Dazzling bomb: A show of lights and magic emanate from your gizmo, confusing your enemies. The target must make an Intelligence saving throw against your spell save DC or expend its reaction to make a melee attack on itself or another creature within 5 feet of it, your choice.
Enfeebling device: Your arcane gizmo produces a toxic smell that weakens those unlucky enough to smell it. The target must make a Constitution saving throw or suffer disadvantage on Strength and Dexterity checks for 1 minute. The creature can remake the saving throw at the end of each of its turns, ending the effect on a success.
Improved Arcane Gizmos
Whenever you use one of your Arcane Gizmos, you can choose a one creature within 10 feet of your target to also take the damage, provided the original spell attack successfully hits it. If you activate one of the additional features of your Arcane Gizmos, the second target makes the saving throw with advantage. You can use this feature a number of times equal to your Intelligence modifier.
Additionally, you gain the following options for your Arcane Gizmos feature:
Artisan's poison: Your gadget injects the your target with damaging poison. The creature must make a Constitution saving throw against your spell save DC or suffer vulnerability against the next attack that deals damage to it. This feature ignores resistance, but has no effect against immunities.
Toys of the doomed: A series of mechanical toys attack the creature, tearing apart its armor or natural defenses. The target must make a Dexterity saving throw or have its AC lowered by a total equal to your intelligence modifier until the end of your next turn. Once a creature fails this saving throw, this Gizmo has no effect on it until you finish a long rest.
Master of Thingamajigs
Starting at 15th level, you can create one additional Arcane Gizmo when you take the attack action, for a total of 3 per attack action. If you hit if one of the attacks as a part of this action, you can instead forego this additional use to force the target to roll against your Arcane Gizmo features with disadvantage.
Mind bomb: Your gizmo projects a powerful illusion into the mind of your enemies, taking them out of the battle. The target must make a Wisdom saving throw against your spell save DC or be Stunned until the end of your next turn. Once a creature fails this saving throw, this Gizmo has no effect on it until you finish a long rest.
Archmage's curse: Powerful anti-magic vines sprout from your gizmo. The target must make an Strength saving throw against your spell save DC or be unable to cast spells until the end of your next turn. If the target is concentrating on a spell when this feature takes effect, the concentration is broken. Once a creature fails this saving throw, this Gizmo has no effect on it until you finish a long rest.
-
View User Profile
-
Send Message
Posted Apr 28, 2023Hey there! I absolutely love this subclass you made, but I'm noticing a bug of some sort in it - when I add this to my artificer, for some reason it gives me proficiency in every skill.