Base Class: Rogue
Many rogues learn to specialize in something that will aid them in their various endeavors. Some take to spell casting, some take to learning ways to manipulate others. You however took to knowledge and handiwork to create your own tools for your trade.
Rogues who take to the creation of gadgets use them to help them when they find themselves or their allies in a pinch or even plan ahead for an upcoming job. Perhaps they need to create a distracting sound to pull the attention of some guards away from their post. Maybe they need to cover the party’s escape with a smokescreen. Maybe you need a way to slow down or stop an enemy’s movement in a narrow hallway. Gadgeteers tend to have a variety of gadgets in their metaphorical (or literal) utility belts to suit the situation they may find themselves in.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with tinker's tools and alchemist's tools. Additionally, when you reach 6th level in this class, you may choose your proficiency with tinker's tools and alchemist's tools to gain the benefit of your Expertise feature.
Gizmos and Gadgets
Starting at 3rd level, you've become knowledgeable in the ways of tinkering and alchemy. You've learned how to apply those skills to create gadgets to help you in your various endeavors. You learn 3 gadget formulas of your choice from the table below and learn an additional gadget formula at 9th and 13th levels. You must have tinker's tools in hand in order to create a gadget. Creating a gadget requires one minute to make it.
At the end of a long rest, you can make one gadget from your known gadget formulas for free using your tinker's tools. You also gain scrap, which is used to create your gadgets. In order to make a gadget, you must expend one of your scrap pieces At the end of a long rest, you gain an amount of scrap equal to your proficiency bonus. You also acquire an amount of scrap equal to half of your proficiency bonus rounded down whenever you finish a short rest. The maximum amount of scrap that you can carry at any time is equal to your proficiency bonus. Also, Any gadgets you create become inert and unusable at the end of a short or long rest.
Whenever you gain a level in this class, you may swap out one of the gadget formulas that you know for a new one, as you adjust your creations to suit your needs.
Saving Throws: Some of your gadgets require your target to make a saving throw to resist the gadget's effects. The saving throw DC is calculated as follows:
Gadget Save DC = 8 + your proficiency bonus + your Intelligence modifier.
Adhesive Bomb
You create a Tiny device that explodes in a 20ft radius and releases an adhesive compound on all targets within range. The Adhesive Bomb can be thrown up to 30ft and can be primed to detonate after being thrown or it can be primed to detonate after a delay of up to 1 minute. Whether thrown or planted to explode after a delay, either use of the device requires an action.
A creature within the 20ft radius upon its detonation must make a Strength saving throw against your Gadget Save DC. On a failure, the target becomes restrained for one minute. A restrained creature can make a Strength saving throw as an action to attempt to break free. A creature can attempt to free a restrained target by making a Strength (Athletics) check against your Gadget Save DC as an action. On a successful Strength saving throw or Strength (Athletics) check, the target is not restrained. The adhesive residue on the ground within the 20ft area does not force a saving throw to avoid being restrained, however it does turn the area into nonmagical difficult terrain, requiring 2 feet of movement for every 1 foot traveled as it begins to harden over the course of 1 minute, after which it is no longer considered difficult terrain.
Flash Grenade
You create a Tiny device that explodes in a 10ft radius. The grenade can be thrown up to 30ft and can be primed to detonate after being thrown or it can be primed to detonate after a delay of up to 1 minute. Whether thrown or planted to explode after a delay, either use of the grenade requires an action. Any creature within the radius upon its detonation must make a Constitution saving throw. On a failure, the creature is blinded for 1 minute. A creature can repeat the saving throw at the end of its subsequent turns to overcome the condition. On a success, the creature is not blinded by the Flash Grenade.
Incendiary Grenade
You create a Tiny device that explodes in a 10ft radius. The grenade can be thrown up to 30ft and can be primed to detonate after being thrown or it can be primed to detonate after a delay of up to 1 minute. Whether thrown or planted to explode after a delay, either use of the grenade requires an action. Any creature within the radius upon its detonation must make a Dexterity saving throw. On a failure, a creature takes 3D6 fire damage. On a success, a creature takes half the damage. The flames ignite any flammable objects that aren't being worn or carried within the radius of the explosion and unsecured lightweight objects are pushed back 10ft. in an appropriate direction if possible.
Poison Gas Bomb
You create a Tiny device that explodes in a 20ft radius. The device can be thrown up to 30ft and can be primed to detonate after being thrown or it can be primed to detonate after a delay of up to 1 minute. Whether thrown or planted to explode after a delay, either use of the device requires an action. Upon detonating, the bomb leaves a cloud of poison gas in the area for 1 minute which can be dispersed by a moderate or stronger wind.
Any creature that starts its turn within the radius of the Poison Gas Bomb or enters its area for the first time while the cloud persists must make a Constitution saving throw against your Gadget Save DC. On a failed saving throw, a creature takes 2D6 poison damage, becomes poisoned for 1 minute and is able to repeat the saving throw at the end of its subsequent turns as long as the creature has exited the radius of the poison cloud. On a success, a creature takes half of the damage and is not poisoned. Creatures that don't need to breathe, can hold their breath indefinitely, or are immune to poison are unaffected by the gas cloud.
Shrapnel Bomb
You create a Tiny device that explodes in a 15ft radius. The device can be thrown up to 30ft and can be primed to detonate after being thrown or it can be primed to detonate after a delay of up to 1 minute. Whether thrown or planted to explode after a delay, either use of the device requires an action.
Each creature within the area of effect when the device detonates must make a Dexterity saving throw. On a failure, a creature takes 2D6 piercing damage and only half as much on a success. The explosion disperses caltrops and other shrapnel in a 15ft radius centered on the explosion. A creature must move at a slow pace to avoid the shrapnel, expending 2 feet of movement for every 1 foot traveled to safely traverse the shrapnel field. A creature that moves through the shrapnel at a normal pace takes 1D4 piercing damage for every 5ft traveled.
Smoke Grenade
You create a Tiny device that explodes in a 20ft radius. The device can be thrown up to 30ft and can be primed to detonate after being thrown or it can be primed to detonate after a delay of up to 1 minute. Whether thrown or planted to explode after a delay, either use of the device requires an action. Upon detonating, a smokescreen fills the space that heavily obscures the area in dense smoke. The smokescreen lasts for 2 turns and can be dispersed by winds of moderate strength.
Sonic Device
You create a Tiny device that creates a loud sound that lasts for 1 minute. The Sonic Device can be thrown up to 35ft and can be primed to activate after being thrown or it can be primed to detonate after a delay of up to 1 minute. Whether thrown or planted to activate after a delay, either use of the device requires an action. The device creates sound that can be heard up to 120ft away and the sound is ear-piercing within a 30ft radius of the device. The first time a creature enters the 30ft radius on its turn or starts its turn in the radius, it must make a Constitution saving throw against your Gadget Save DC.
On a failure, the creature is deafened for 1 minute. On a success, a creature is not deafened. A creature that fails its saving throw remains deafened while it remains within the 30ft ear-piercing radius of the Sonic Device and cannot make a saving throw to overcome the condition. Once a deafened creature has exited that range, it can make a Constitution saving throw at the end of its turn to overcome the deafened condition and can continue to do so on subsequent turns while it stays outside of the 30ft radius.
A creature within the 30ft ear-piercing radius of the Sonic Device that is not deafened has disadvantage on Perception checks that are made to hear. Additionally, a creature that is within the 30ft ear-piercing radius of the Sonic Device can be hit with a Sneak Attack without the need for advantage on the attack, but not if the attack roll is at disadvantage, as the disorienting effect of the device leaves them open to attack.
Refined Gadgetry
By 9th level, you've studied your gadgets extensively and have found a way to improve each one. Your gadget formulas gain these respective effects:
- Adhesive Bomb: The first time a creature enters the residual area of the Adhesive Bomb or starts its turn there it must make a Strength saving throw against your Gadget Save DC or become restrained if not already restrained by the adhesive.
- Flash Grenade: The blast radius of your Flash Grenade increases by 5ft. Additionally, a creature that fails the initial saving throw is stunned until the end of its next turn and also suffers from the blinded condition gained from failing the Constitution saving throw as normal.
- Incendiary Grenade: The blast radius of your Incendiary Grenades increases by 5ft. Additionally, the damage of your Incendiary Grenades increases to 4D6 and a creature that fails its saving throw is also ignited, taking 1D10 fire damage at the start of its turn for 1 minute or until it or another creature spends an action putting out the flames.
- Poison Gas Bomb: The damage from the Poison Gas Bomb increases to 3D6 poison damage and any creature that fails its saving throw begins retching uncontrollably and cannot take actions or bonus actions so long as it remains within the radius of the poison gas cloud.
- Shrapnel Bomb: The damage from the Shrapnel Bomb's explosion increases to 3D6 piercing damage. Additionally, all piercing damage from your Shrapnel Bomb is considered magical for the purpose of overcoming resistances and immunities.
- Smoke Grenade: The radius of your Smoke Grenades increases by 10ft. The smokescreen now persists for up to 5 rounds (you choose its duration between 2-5 rounds upon detonating the grenade).
- Sonic Device: A target that becomes deafened by the Sonic Device also has its movement speed halved while within the 30ft ear-piercing radius of the Sonic Device until the start of its next turn as the intensified soundwaves throw off its equilibrium and balance.
Technician's Finesse
At 13th level, you've learned how to make and handle your gadgets with speed and precision. You can now create a gadget as an action rather than over the course of one minute. Additionally, you can use the bonus action granted by your Cunning Action feature to throw or plant one of your gadgets (as well as choose the priming time).
Perfected Tools
When you reach 17th level, you can create two gadgets at the end of a long rest for free instead of one. Additionally, you can expend one scrap when using a gadget to enhance it. If a creature has to make a saving throw against an effect caused by your gadget, it has disadvantage on the saving throw.
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