Base Class: Fighter
Some fighters understand that the true key to winning a battle is wit and superior firepower. The most creative and intelligent of these are gadgeteers; brilliant inventors and experienced combatants who use a variety of intricate gadgets and firearms to control and overpower their opponents. Unfortunately, a lack of resources and technology can result in gadgeteers being an exceptionally rare form of fighter, but that only makes them ever more valuable in battle. Being curious and clever, they may take up adventuring to show off their inventions and find ideas for new creations.
(This was inspired by UA's Artificer class and Matt Mercer's Gunslinger class)
Tool Expertise
When you choose this archetype at 3rd level, you gain proficiency in Tinker's Tools and one other variety of artisan tools of your choice. In addition, your proficiency bonus is doubled for any ability check related to the use of either of these tools.
Custom Firearm
At 3rd level, you gain proficiency with a pistol of your creation. You may add a palm pistol to your inventory. You may add your proficiency bonus to attack rolls with this weapon, and its misfire score becomes one.
At 7th level, you may extend this ability to another weapon of your creation. You may do this again at level 18.
Maximum Efficiency
At 7th level, you have nearly all of your personal blueprints memorized. You can craft anything you have built before for half of the time and gold costs. This includes ammo and guns.
Quick Thinking
At 7th level, you can add your proficiency bonus to your initiative. You can also make Wisdom (Perception) checks and Wisdom (Insight) checks as a bonus action on your turn.
Fast Hands
Starting at level 10, you can now reload or use an object as a bonus action. If you don't already, you now have proficiency in the Slight of Hand skill.
Seasoned Duelist
Starting at 15th level, your firearm attacks score a critical hit on a 19 or 20. Also, while you are carrying your gun you have advantage on Charisma (Intimidation) checks.
Superior Firepower
You have become a master at dealing punishing firearm attacks. Starting at 18th level, critical hits now grant you an extra attack action.
Gadgets
As an artificer, you never travel without some of your most precious inventions, (particularly the ones used for battle).
Choose three gadgets from the Gadget Options list below. These gadgets are considered on your person and ready to use as long as you are wearing your gear. You may choose an additional gadget at 7th, 10th, 15th, and 18th level.
Each gadget has one use per short rest. If you lose one of your gadgets, you can replace it with 2 hours of crafting time and 50gp worth of materials.
If an option requires a saving throw, your gadget save DC equals 8 + your proficiency bonus + your Dexterity modifier.
Advanced Healer's Kit
As an action, you can stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. In addition, if you remain within 5ft of the target, you can spend another action each passing turn to heal the target for 1d10 + your Wisdom modifier. You can do this twice before the kit runs out of resources. You cannot make any other actions while you are using the kit to heal, even if you normally could.
The healing increases by 1d10 at Fighter level 7 and level 18.
Parachute
It's always good to be prepared! You use your reaction to deploy a cloth parachute when falling from a height over 20ft. If nothing disturbs your fall, you will not take any fall damage.
If you are attacked while in the air, roll a DC 13 Dexterity saving throw to prevent damage to the parachute. If you fail, your parachute will lose its integrity and you will fall, taking 1/2 the fall damage instead of 0.
You can lend your parachute to someone else. If you do, the same effects will apply for them. If you do this, you cannot use your parachute for yourself unless you retrieve it from them before it is deployed, even after a rest.
Petrol Bomb
You throw a crude incendiary device at a target within a range of 20/60. Make a ranged attack, treating the gadget as an improvised weapon. On a hit, the target and every creature within 5 ft of it must make a Dexterity saving throw or receive 1d6 fire damage for the next three rounds. The affected creatures can spend one action on their turn to extinguish the flames. On a successful save, a creature will receive half of the damage, and no consecutive damage as long as they move away from the affected area. All flammable objects within 5 ft of the target instantly ignite, even if the initial attack misses.
The fire damage increases to 4d6 when you reach 18th level in this class.
Rocket Boots
As you jump, your jump height and distance is tripled. Unlike other gadgets, this gadget can be used 3 times per short rest. This increases to 5 at level 14.
Shrapnel Bomb
You throw a small explosive filled with nails at your target. Make a ranged attack at a target within 20/60 ft of you, treating the bomb as an improvised weapon. If it hits, the target receives 1d6 piercing and 1d6 force damage. Additionally, all creatures within 5ft of the target receive 1d6 piercing damage.
The damage of each 1d6 increases to 2d6 when you reach 18th level in this class.
Smoke Bomb
You throw a glass container filled with compressed gasses at any space or target within 20/60 ft. The container breaks and a fog of smoke fills a 20 ft sphere. The sphere spreads around corners, and its area is heavily obscured. It lasts for 5 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Sticky Bomb
You throw a sticky wad at the target that explodes upon impact. Make an attack roll for a target within 20/60 feet of you, treating the gadget as an improvised weapon. On a hit, the target makes a Dexterity saving throw. If he fails, the target is restrained. The target can use their action on their turn to make a Strength (Athletics) check against your Gadget DC. If they succeed, the target is freed from the bomb.
Another individual within 5ft of the target can use their action to try to rescue the target, also making a Strength (Athletics) check against your Gadget DC. If they succeed, they will free the target. If they fail, they must make a Strength saving throw or become entangled in the mass as well.
Trip Wire
You set up a wire up to 50 ft in length attached to a mechanism. When a creature passes over or through the wire they must make a Dexterity saving throw or fall prone. You may also choose to have a loud alarm sound, audible to anyone within one mile, or a tiny bell sound, audible to anyone within 300 ft.
Each time the wire is tripped roll a DC 15 check without modifier to determine if the trap maintains its integrity. If the check fails, the trap breaks.
Previous Versions
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10/9/2018 4:28:46 PM
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11
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1.5
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Coming Soon
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