Base Class: Artificer
With their incredible understanding of magical technology, Gadgeteers create powerful tools and wonderous trinkets to aid them in battle.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Gadgeteer Spells
Starting at 3rd level, 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 | Gadgeteer Spells |
| 3rd | Identify, Magic Missile |
| 5th | Spiritual Weapon, Pyrotechnics |
| 9th | Leomund's Tiny Hut, Glyph of Warding |
| 13th | Arcane Eye, Dimension Door |
| 17th | Animate Objects, Creation |
Wonderous Gadgets
Beginning at 3rd level, whenever you finish a long rest, choose two magical gadgets from the list below. Using tinkerer's tools or smith's tools, you magically produce these items. These gadgets are destroyed when you use if you use this feature again, or if you dismantle them as an action. They are considered tiny magic items and you can use any of them as a spellcasting focus for your artificer spells. You decide their appearance when you create them. Each of the gadgets has a number of charges equal to your intelligence modifier, and regain all charged upon finishing a long rest. If you expend the last charge, roll a d20. On a 1, the gadget breaks and loses all benefits, unless you use your action to fix it with either your tinkerer's tools or smith's tools.
- Charmer. This gadget can be held or integrated into armor or a shield. While wearing or holding this gadget, when you roll a Charisma (Persuasion) check, you can use your intelligence modifier instead of the usual charisma modifier. In addition, whenever a creature within 30 feet of you makes an attack roll, ability check, or saving throw, you can expend one of this gadgets charges and use your reaction add 1d4 to the rolls total.
- Blaster. This gadget can be held or integrated into armor or a shield. It functions as a ranged weapon. It has a range of 60 feet, and a long range of 200 feet, and uses your intelligence modifier for the attack and damage rolls, rather than you dexterity modifier. On a hit, it deals 1d8 force damage, as a bolt of energy shoots from it. In addition, As a bonus action you can expend one of this gadget's charges and choose a point you can see within 60 feet of you. Each creature or object within 5 feet of the point must succeed on a dexterity saving throw or else take 1d4 force damage.
- Shielder. This gadget can be held or integrated into armor or a shield. While wearing or holding this gadget, your armor class increases by 1. In addition, when you are hit by an attack roll, you can use your reaction and expend one of this gadget's charges to gain a bonus to your armor class equal to 1d4 until the start of your next turn, including against the triggering attack. During this time you also take no damage from magic missile
- Booster. This gadget can be held or integrated into armor or a shield. While wearing or holding this gadget, your walking speed increases by 5. In addition, you can expend one of this gadget's charges to take the disengage action as a bonus action on your turn. When you take this bonus action, roll 1d4. You gain a flying speed equal to 5 times the number rolled. This benefit works until the end of your turn. You fall if you end your turn in the air and nothing else is holding you aloft.
Multi-Tool
Beginning at 5th level, as an action, you can use your tinkerer's tools or smith's tools to create a tiny gadget made up of a conglomeration of multiple tools and doodads. This gadget can be used as thieves tools, tinkerer's tools, smith's tools, as well as any other artisan's tools with which you have proficiency. It can be used as a spellcasting focus for your artificer spells. Additionally, whenever you use your magical tinkering ability on this object, it doesn't count against the maximum number of objects you can affect with magical tinkering. The gadget lasts until you use this feature again or until you dismantle it as an action. The Multi-Tool has a number of charges equal to your intelligence modifier, and regain all charged upon finishing a long rest. If you expend the last charge, roll a d20. On a 1, the gadget breaks and cannot be used, unless you use your action to fix it. You can expend the charges in the following ways
- Whenever you make a tool check with one of the tools incorporated into the Multi-tool, you can expend one charge to give yourself advantage on the roll.
- Whenever you cast a spell, you can expend a number of this gadget's charges equal to twice the spells level, and cast that spell without using a spell slot.
Improved Gadgets
Beginning at 9th level, Your wonderous gadgets have improved in various ways as shown on the list below. Additionally, using tinkerer's tools or smith's tools, whenever you finish a short rest you can dismantle one of your gadgets and construct a different one. This new gadget has the same number of charges remaining as the dismantles one.
- Charmer. This gadget can be held or integrated into armor or a shield. While wearing or holding this gadget, when you roll a Charisma (Persuasion) check, you can use your intelligence modifier instead of the usual charisma modifier, and you have advantage on saving throws against being charmed. In addition, whenever a creature within 30 feet of you makes an attack roll, ability check, or saving throw, you can expend one of this gadgets charges and use your reaction add 2d4 to the rolls total.
- Blaster. This gadget can be held or integrated into armor or a shield. It functions as a ranged weapon. It has a range of 60 feet, and a long range of 200 feet, and uses your intelligence modifier for the attack and damage rolls, rather than you dexterity modifier. On a hit, it deals 1d12 force damage, as a bolt of energy shoots from it. In addition, As a bonus action you can expend one of this gadget's charges and choose a point you can see within 60 feet of you. Each creature or object within 5 feet of the point must succeed on a dexterity saving throw against your spell save dc or else take 2d4 force damage.
- Shielder. This gadget can be held or integrated into armor or a shield. While wearing or holding this gadget, your armor class increases by 2. In addition, when you are hit by an attack roll, you can use your reaction and expend one of this gadget's charges to gain a bonus to your armor class equal to 2d4 until the start of your next turn, including against the triggering attack. During this time you also take no damage from magic missile
- Booster. This gadget can be held or integrated into armor or a shield. While wearing or holding this gadget, your walking speed increases by 10. In addition, you can expend one of this gadget's charges to take the disengage action as a bonus action on your turn. When you take this bonus action, roll 2d4. You gain a flying speed equal to 5 times the number rolled. This benefit works until the end of your turn. You fall if you end your turn in the air and nothing else is holding you aloft.
Tech Savvy
At 15th level, your experience with technology has increased your aptitude when working with gadgets and magic items. As a bonus action, you can restore a number of charges to one gadget or magic item you are touching by an amount equal to your intelligence modifier. Once you use this feature, you must complete a long rest before you can use it again. Additionally, each time you expend charges from one of your gadgets, you can bolster yourself. Roll a number of d4 equal to the number of charges you expend, you gain temporary hit points equal to the total plus your intelligence modifier.
Previous Versions
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