Base Class: Artificer
Gadgeteers focus their studies on creating compact devices that serve a wide variety of uses. These gadgets can be used to dole out destructive power, enhance ammunition, control the battlefield, or merely for sake of convenience.
Tool Proficiency
3rd-level Gadgeteer feature
You gain proficiency with alchemist's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Gadgeteer Spells
3rd-level Gadgeteer feature
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 |
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|
9th |
|
|
13th |
|
|
17th |
Quick Gadgets
3rd-level Gadgeteer feature
When you choose this specialty at 3rd level, you gain the ability to create magical traps fueled by special dice called gadget dice. Using tinker's tools, you can take a bonus action to create a tiny gadget in an unoccupied space within 30 feet of you.
These gadgets are magical objects. They have an AC of 15 and 5 hit points, and are immune to poison damage and psychic damage. If they are forced to make an ability check or a saving throw, they fail automatically. The gadgets disappear if they are reduced to 0 hit points or after 1 minute. You can dismiss any of the gadgets early as a free action on your turn. You can only have one gadget of each type active at a given time.
In order for another creature to see the gadget, they must succeed on a Wisdom (Perception) check against your Spell Save DC.
Gadget Dice. You have four gadget dice, which are d6s. A gadget die is expended when you use it. You regain all of your expended gadget dice when you finish a short or long rest.
You gain another gadget die at 9th level and they upgrade to a d8. You gain an additional die at 15th level and they upgrade to a d10.
Gadgets
| GADGET | AREA OF EFFECT | EFFECT WHEN TRIGGERED |
|---|---|---|
|
Explosive |
10-foot-radius sphere |
A fiery explosion erupts in the area, all creatures within range must make a DEX saving throw equal to your spell save DC or take fire damage equal to the amount rolled on your gadget die + your INT modifier |
|
Net |
20-foot cube |
A large net covers the area, all creatures within range must make a STR saving throw equal to your spell save DC or become restrained until the end of your next turn. |
|
Noxious |
5-foot-radius sphere |
A terrible smelling fog fills the area, all creatures within range must make a CON saving throw equal to your spell save DC or take poison damage equal to the amount rolled on your gadget die and be poisoned until the end of your next turn. |
|
Slick |
10-foot cube |
A slippery fluid coats the area, all creatures within range must make a DEX saving throw equal to your spell save DC or fall prone. The area becomes difficult terrain until the end of your next turn. |
|
Smoke |
15-foot-radius sphere |
A cloud of dark smoke billows into the area, all creatures within range have disadvantage on all attacks within that radius until the end of your next turn. |
|
Sonic |
15-foot cube |
A piercing sound bursts through the area, all creatures within range must make a CON saving throw equal to your spell save DC or take thunder damage equal to the amount rolled on your gadget dice and be pushed back 10 feet from the gadget. |
Augmented Munitions
5th-level Gadgeteer feature
Starting at 5th level, when you make a ranged weapon attack, you can expend one spell slot to augment your ammunition with elemental energy. You choose acid, cold, fire, lightning, poison, or thunder damage. If the attack hits a target it deals an extra 1d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8 of your chosen damage type, in addition to the weapon's damage.
This effect upgrades to 2d8 extra damage when you reach 9th level in this class and again to 3d8 extra damage when you reach 15th level.
Enhanced Gadgetry
9th-level Gadgeteer feature
You have developed new enhanced gadgets capable of greater effects:
- You gain an additional gadget dice.
- Your gadget dice improve to a d8.
- Your gadgets can last up to one hour.
- You gain an additional die to your Augmented Munitions.
Advanced Integration
15th-level Gadgeteer feature
Your mastery of gadgetry has reached new heights giving you the following benefits:
- You gain an additional gadget dice.
- Your gadget dice improve to a d10.
- Your gadgets can last for up to 24 hours.
- You gain an additional die to your Augmented Munitions.
- You can set specific conditions on which your gadgets will trigger.
- You can specify creatures who will never trigger your gadgets.
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Posted Jun 29, 2023Big fan