Base Class: Rogue
The skill set of the Gadgeteer utilizes clever planning alongside short lived, expertly crafted traps and gizmos, and quick thinking to tilt the odds in their favor.
Clever Scrounger
Your knack for picking out useful crafting materials from useless junk has trained your eyes in more ways than you thought. When you choose this subclass at 3rd level, you gain proficiency with Tinker’s Tools and the Investigation skill.
In addition, you can use your Cunning Action on your turn to take the Search action.
Gadget Craft
You spend your free time crafting unique tools to give you and your allies any advantage possible.
Starting at 3rd level, during a short or long rest, you can spend one hour to create several Gadgets from your Gadget lists.
You can create one Weapon Gadget, and one Utility Gadget. Each Gadget can be used a number of times equal to your Intelligence modifier, and each Gadget requires you to have at least one free hand to use. Only you can use any of your Gadgets.
Whenever you finish a short or long rest, you regain all expended uses of your Gadgets, and you can exchange them for another Gadget from their respective list.
You can have up to one Weapon Gadget, and two different Utility Gadgets. You use your Intelligence when setting the saving throw DC for your Gadgets.
Gadget save DC = 8 + your proficiency bonus + your Intelligence modifier
Mechanical Insight
You’ve developed a sixth sense for detecting, learning, and disabling the whozits and gizmos of others.
At 9th level, when you make an Intelligence (Investigation) check or a Wisdom (Perception) check to detect the presence of traps or secret doors, you can treat any roll of 8 or lower as a 9. On a success, you also gain insight on what the trap does or what sort of locking mechanisms the door uses, as well as if it is magical.
In addition, when attempting to disable a trap or open a lock, if the DC of the trap or lock is equal to or lower than your Gadget save DC, you automatically succeed.
Quick Cunning
You’ve developed a knack for multitasking with your Gadgets.
At 13th level, whenever you use a bonus action to activate your Utility Gadget, you can choose to also take the Dash, Disengage, or Hide action immediately after as part of the same bonus action.
Tinker Master
You’ve perfected the blend of your Gadgets with your specialized skills, turning you into a master of both.
At 17th level, while you are hidden from creatures, you have the following benefits against them:
- Using a Weapon Gadget doesn’t reveal your location to them.
- They have disadvantage on saving throws against any of your Gadgets.
- You deal additional damage to them with your Gadgets equal to your half your Rogue level (rounded down).
Additionally, as an action, you can regain all expended uses of one of your Gadgets, as well as swap it out for another from their respective list.
Once you use this feature, you can’t do so again until you finish a long rest.
Weapon Gadget List
You can use your action to use your selected Weapon Gadget, provided you haven’t used your Sneak Attack for this turn. You can do so only once on your turn. If a Weapon Gadget requires an attack roll, you are considered proficient with your Weapon Gadgets, which use your Dexterity for the attack and damage rolls. Using your Weapon Gadget uses up your Sneak Attack for this turn.
- Fast Blast: You craft mini explosives that detonate on impact. You can throw an explosive at a point you can see within 60 ft of you. Each creature within 5ft of that point must make a Dexterity saving throw. A creature takes thunder damage equal to your Sneak Attack damage on a failed save, and half as much on a success.
- Zap Dagger: You’ve temporarily empowered a small blade with a hardy electric charge. You can make a melee weapon attack against one creature within 5ft of you you. On a hit, the target takes lightning damage equal to your Sneak Attack damage, and must succeed on a Constitution saving throw or have disadvantage on attack rolls and ability checks until the start of your next turn.
- Tangle Foot: You’ve created spring loaded rope projectiles that aggressively tighten and ensnare foes. Target one creature you can see within 60ft of you. The target must make a Dexterity saving throw. On a failed save, the target takes force damage equal to your Sneak Attack damage and is restrained until the start of your next turn if it is Large or smaller. On a success, the target takes half as much damage and isn’t restrained. A target can use its action to make a Strength check against your Gadget DC. On a success, it is no longer restrained.
- Bright Striker: You’ve put together a few projectiles that burn brightly, marking your target for your allies. Make a ranged weapon attack against a target you can see within 60ft of you. On a hit, the target takes radiant damage equal to your Sneak Attack damage, and the next attack roll made on the target has advantage, and the target gains no benefit from being invisible until the end of your next turn.
Utility Gadget List
You can use a bonus action to activate your selected Utility Gadget. When a Utility Gadget that only affects you is activated, it cannot be activated again until the effects have ended.
Makeshift Guarding: You’ve assembled prepackaged assortments of metal scraps and materials that can quickly strap themselves onto your body for a bit of extra protection in a pinch. When activated, you gain temporary hit points equal to your Rogue level + twice your Intelligence modifier. You lose any remaining temporary hit points after one minute.
Smoke Bomb: You’ve concocted several small capsules that burst into brief clouds of distracting smoke. You throw a capsule at a point you can see within 60ft of you. The capsule bursts, and creates a 10ft radius sphere of smoke centered on that point. The sphere spreads around corners, and its area is heavily obscured until the end of your next turn or until a wind of moderate or greater speed disperses it. In addition, each creature of your choice within the smoke can immediately use its reaction to move up to half its movement speed, without provoking an attack of opportunity.
Cotton-Mouth Gas: You’ve managed to create small devices that expel a special paralytic gas that numbs the face, mouths, and throat of creatures that breathe it. You throw a device at a point you can see within 60ft of you, which immediately produces the chemical agent, dispersing almost immediately after. Each creature within 5ft of that point must succeed on a Constitution saving throw. On a failure, they cannot speak coherently or loud enough to be heard by anyone more than 10ft away, and they cannot cast spells that require verbal components. A creature can repeat the saving throw at the end of its turn. This effect end on a successful save or after one minute. Creatures that do not need to breathe are immune to the gas.
Blitz Boots: You activate specially designed clawed boots that grant you unstoppable maneuverability, letting you weave effortlessly through the battlefield. While active, you ignore the effects of difficult terrain, and you can move through the spaces of hostile creatures. In addition, you can your Intelligence modifier to any Strength, Dexterity, or Constitution saving throw of an effect that would force you to move or knock you prone. These boots fall apart after one minute.
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Posted Sep 6, 2020This is not the final version! I plan on adding more Gadget options and making adjustments. This is just for sharing and play testing. Any constructive criticism is appreciated!