Base Class: Rogue
A Gadgeteer is a rogue that specializes in using various gadget to help him through his adventures. Those gadget can be anything from a Grappling Hook to a Magic Vial and can aid him in combat, movement, infiltration and anything else as long as he uses them wirh enough creativity.
Level 3: Witty Gadgets
Your witty nature and your dexterous hands enable you to use gadgets to aid you inside and outside of battle, you can use gadgets as a Bonus Action or as part of your Attack Action by expanding one of your gadget dice, doing so also gives you an extra effect. You decide whether you use your gadget before or after your attack.
Gadgets. You can select 3 gadgets for which you fulfill the requirements. You can use your gadgets outside or during combat. During combat, you can use one gadget as a Bonus Action or exhaust one of your gadget die and use it with your attack action, either before or after you attack (you decide). Expanding a Gadget Die grants you the secondary effect of a gadget. You can also use up a gadget die with your bonus action to get the gadget's extra effect. Only one gadget can be used per turn. If your gadget can damage an opponent and you fulfill its requirements, you can apply your sneak attack through it.
At 7th level you gain two additional gadgets and one more at 11th level. You can equip and use any additional gadgets you discover during your adventures, but you must spend 2 days studying them before you can use them.
Gadget Dice. You start with 5 gadget dice, which are d6s. You gain another die at 7th and 11th level, at which levels your gadget dice also become d8s and d10s respectively. You regain all of your Gadget Dice when you finish a Long Rest.
Gadget save DC = 8 + your proficiency bonus + your Dexterity modifier.
Gadget: Alchemist Light
You throw a self-made brew that explodes in a flash of light in front of an enemy you can see up to 5ft away from you. The target makes a DEX saving throw and if they fail they get the blinded and deafened conditions until the end of your next turn. If they succeed, they get only the deafened condition.
You have only 4 Alchemist Light balls per day that you can use before you have to create new ones during a long rest.
Gadget Die Use. If you expend a Gadget Die to use this gadget, the affected enemy can't take a reaction for as long as they're blinded and deafened.
Gadget: Darklight Lens
A dark crystal lens that gives the wearer 120ft Darkvision and vision through smoke for 1min as a Bonus Action.
Use Gadget Die. If you expend a Gadget Die to use this gadget, you gain Advantage on attack rolls for a number of rounds equal to half your Gadget Die result (rounded down).
Gadget: Expanding Wrist Pole
You can use a wrist-mounted gadget that dispends an expanding pole to push Medium or smaller-sized enemies away from you up to five times your DEX modifier.
Gadget Die Use. If you expend a Gadget Die to use this gadget, you damage your target and deal damage equal to a Gadget Die roll.
Gadget: Ghost Cloak
While wearing this cloak you can become incorporeal a number of times equal to your [Tooltip Not Found] halved per long rest for free. This lasts for 12 seconds. Phasing through objects counts as difficult terrain. If you end your turn inside an object, you are ejected to the nearest unoccupied space and take 1d10 force damage.
Gadget Die Use. If you expend a Gadget Die to use this gadget, you can activate one of the following effects:
- Ghost Hunt. You become incorporeal and your walking speed is doubled, phasing through objects does not count as difficult terrain.
- Ghost Strike. As part of an Attack Action, you can phase your weapon through an enemies armor, ignoring all armor bonuses to AC and dealing two additional Gadget Die of psychic damage.
Gadget: Grappling Hook
A grappling hook with which you can pull yourself towards something, moving up to 30ft in any direction this way to an unoccupied place you can see. This movement doesn't use your movement and doesn't provoke Opportunity Attacks.
Gadget Die Use. If you expend a Gadget Die to use this gadget, you can use the Hide Action immediately after.
Gadget: Hook
A hook with which you can pull an ally, a Small Object, or an enemy that you can see in a 30ft radius towards yourself. You can pull that target up to 5 times your DEX modifier in your direction. If the target is unwilling, they can make a DEX save and if they succeed they aren't affected by your hooks attempt.
Gadget Die Use. If you expend a Gadget Die to use this gadget, you have Advantage on the next attack against them.
Gadget: Magic Sigil
You can place this magic sigil on a target without them noticing if you succeed on a DEX (Sleight of Hand) check. This sigil remains for 24h on your target.
Magical Senses. As a Bonus Action you can see and hear through a placed sigil that is within 1 mile of you, seeing and hearing as if your own senses were there.
Gadget Die Use. If you expend a Gadget Die, you can activate one of the following effects and the activated sigil then automatically disappears:
- Booming Wave. A wave of booming energy exceeds from the sigil in a 15ft radius sphere, dealing two Gadget Dice Thunder Damage and, on a failed DEX saving throw, push anyone in the area of effect 10ft away from the center.
- Punishing Flammes. The target of the sigil starts to burn, taking four Gadget Dice Fire Damage the first turn and then being aflame until they or someone else takes an action to put out the fire.
- Anti-Magic Sphere. On activation, a 15ft radius sphere expands from the sigil, making casting any magic or psychic powers impossible and dispelling any incoming magic from the outside. The sphere follows the target of the sigil and last for 5 rounds.
Gadget: Magic Vial
A magical vial that allows you to store spells during a long rest and cast them later in your adventuring day.
Spell Storage: After a long rest, you can store a spell of up to 2nd level in the Magic Vial. To do so, either a spellcaster must cast a spell into the vial, or you can use a spell scroll. If you use a scroll it is consumed and the spell is stored in the vial.
Casting from the Vial: You can cast the stored spell using the vial. The spell can be cast this way up to three times, after which the vial must be recharged with a new spell. When you cast a spell from the vial, its spell save DC or attack roll modifier is 10.
Gadget Die Use: If you expend a Gadget Die to use this gadget, the spell’s save DC or attack roll modifier is equal to your Gadget Save DC.
Gadget: Rogue's Bracers
With your dexterous movements and these bracers which help you use your acquired sly moves, you can more easily dodge incoming attacks. You can use the Dodge action as a bonus action and gain a +1 to your AC.
Gadget Die Use. If you expend a Gadget Die to use this gadget, you can hit an enemy that is in your reach. They become Stunned until the end of your next round or until you damage them.
Gadget: Wired Weapon
You have attached a wire to a throwable weapon, being able to pull it back and damage enemies on its way back when expanding a Gadget Die.
Gadget Die Use. If you expend a Gadget Die to use this gadget, you can damage all enemies in a straight line extending from your weapon's position to your current position, if it is no more than 30ft away from you. Each affected creature takes damage equal to a Gadget Die roll. If the criteria are met, you can choose to apply Sneak Attack to any creature in your weapon's path, expending an additional Gadget Die for each creature.
Level 3: Crafty Reflexes
With your crafty mind and fast reflexes, you manage to use one of your gadgets at the last second to either save yourself or your allies or bring your enemies that you can see in a 30ft radius into harm's way.
As a reaction when you see an enemy attack, you can use one of your Gadget Dice to move a target that you can see in a 30ft radius around you before the oncoming attack, exhausting two of your Gadget Dice. If that target is moved outside your enemy's attack's reach or area of effect, they take no damage. If you use your gadget to bring the target into harm's way they get to make a DEX save. If they fail the save they get harmed (and if the attack they caught was a single target attack no one else gets hurt), if they succeed they take no damage.
Level 9: Sneaky Use
You gain the following Cunning Strike option.
Sneaky Use (Cost: 2d6). You can use the Utilize action after your sneak attack.
Tinkerer's Enhancement
After tinkering with your gadgets and getting to know their intricacies you find a way to improve a certain aspect of your gadgets.
Expanded Reach
You find a way to increase your gadget's reach, from managing to fit more rope for your grappling hook, to reinforcing your wired weapons wire so it can withstand pulling your weapon from further away or to increasing your hooks reach.
Every ranged gadget's reach gets its reach multiplied by 1.5.
Optimal Consumption
You have learned to enhance the efficiency of your gadgets, allowing you to maximize their potential without expending additional resources.
All gadgets with a limited number of uses per day, you can use it 1.5 times as often (rounded down).
Potent Gadget
You refine certain aspects of your gadgets and enhance their potency.
Your Gadget Dice increase in size:
• At 7th level, your Gadget Dice become d10s.
• At 11th level, your Gadget Dice become d12s.
Level 13: Favorite Gadget
You have one gadget that is your favorite and that you have come to know very well.
Favorite Gadget. You can use this gadget for free as if you had expanded a gadget die an amount equal to your Proficiency Bonus halved per long rest.
Level 17: Master Gadgeteer
You are adept and experienced with your gadgets enough to be able to use two quickly. You can now use two different gadgets per turn, either one during your Action and one during your Bonus Action or both during your Action/Bonus Action.
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