Artificer
Base Class: Artificer

A Gadgeter is a master of improvisation, favoring versatility and utility over raw power. While others rely on permanent enchantments, Gadgeter's thrive on the fly, deploying prototypes and mechanical marvels to solve problems.

Level 3: Tools of the Trade

You gain the following benefits.

Tool Proficiency. You gain proficiency with Jeweler’s Tools and the Woodcarver’s Tools. If you already have one of these proficiencies, you gain proficiency with one other type of Artisan’s Tools of your choice (or with two other types if you have both).

Gear Crafting. When crafting nonmagical Adventuring Gear or Tools, the required crafting time is halved.

Level 3: Gadgeter Spells

When you reach an Artificer level specified in the Gadgeter Spells table, you thereafter always have the listed spells prepared.

Gadgeter Spells
Artificer Level Prepared Spells
3 Feather Fall, Grease
5 Knock, Web
9 Glyph of Warding, Nondetection
13 Dimension Door, Fabricate
17 Animate Objects, Telekinesis

Level 3: Deployable Gadget

Whenever you finish a Long Rest while holding Jeweler’s Tools, you can use that tool to magically produce two gadgets. For each gadget, Choose one of the models from the gadget table below. A gadget lasts until you finish a Long Rest, used, or until you create another gadget.

Deployable Gadgets
Name Effect
Multi-Tool Drone Choose one tool you are proficient with. When Deployed using an Utilize action, you have an advantage on checks using that tool while the drone is active (range: 30 ft, active time: 1 hour). Once used it cannot be used again.
Zipline Launcher When Deployed as a Bonus Action, you create a taut cable between two points within 30 feet. You or a creature of your choice may immediately move along the line, ignoring difficult terrain. This movement doesn’t provoke opportunity attacks. The line retracts at the start of your next turn.
Stun-Shock Prod Deployed as a Bonus Action, make a ranged spell attack from the gadget (range 30 ft).
Hit: 1d8 Lightning damage, and the target makes a Con save vs your spell DC or has disadvantage on its next attack roll. Damage increases when you reach Artificer levels 9 (2d8) and 15 (3d8).
Portable Cover Deployed as a Bonus Action, Panels unfold a to create Half cover in a 5-ft wide line originating from the gadget (range 15 ft). Cover lasts up to 1 minuet or deactivated. Once used it cannot be used again. Increases to Three-Quarters cover when you reachAartificer level 15
Ocular Scouter When Deployed using an Utilize action, for 1 hour you gain darkvision 60 ft, or extend your darkvision  by +30 ft.
If you already have 120 ft or more, you gain an advantage on Perception checks relying on sight instead. Once used it cannot be used again.
Dispersal Sphere Deployed as an action, choose a spot within 30 ft. The sphere releases a concussive pop in a 5-ft radius.Creatures in that area must make a Dexterity save or take 2d8 Thunder damage and be pushed 5 ft away from the center. Damage increases when you reach Artificer levels 9 (3d8) and 15 (4d8). The gadget is destroyed upon use.

Using a Gadget. A gadget can be activated by you or a creature you designate when you hand it over. Activating a gadget requires the listed action type and that the creature be within 5 feet of the point of origin or target, as appropriate.

Creating Additional Elixirs. As a Magic action while holding Jeweler’s Tools, you can expend one spell slot to create another gadget. When you do so, you choose its effect from the Experimental Elixir table rather than rolling.

When you reach certain Artificer levels, you can make an additional gadget at the end of each Long Rest: a total of three at level 9 and four at level 15.

Level 5: Gadget Savant

Whenever you deploy a gadget or cast a spell using your Jeweler’s Tools as the Spellcasting Focus, you gain a bonus to one damage roll of the gadget or spell. That roll must deal fire, cold, lightning, or thunder damage. The bonus equals your Intelligence modifier (minimum bonus of +1).

Level 9: Adaptive Toolkit

Your gadgets expand their battlefield potential.

Reactive Deployment. When you use your Flash of Genius, you may also Teleport 10 feet with in line of sight.

Improvised Upgrade. Once per Short or Long Rest, when you activate a Gadget, you can enhance it in one of the following way:

  • The Gadgets range or affected area doubles (for example, a 10‑foot cube becomes a 20‑foot cube, or a 30‑foot range becomes 60 feet).
  • Any saving throw imposed by the gizmo is made with Disadvantage.

Level 15: Master of Mechanisms

You gain the following benefits.

Dual Deployment. When you use your Deployable Gadget feature, you can activate two different gadgets as part of the same Action.

Gadget Resistance. You gain resistance to fire, lightning, and thunder damage.

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