Rogue
Base Class: Rogue

Not complete, especially balancewise.

Feedback welcome

Gadgets galore

Starting at 3rd level, you gain proficiency in Tinkerers tools.

Your special intellect allows you to design and create gadgets and suit modifications to help you on your adventures.

When any ability granted by this subclass requires a creature to make a saving throw, the DC is 8 + your proficiency bonus + your intelligence modifier.

Suit modifications:

Choose one modification from the following list. You may change your choice when you finish a long rest.

Grappling Hook launcher:

You can shoot a grappling hook as a bonus action towards a point on a surface or a creature you can see within 30ft. The hook will always attach to a surface if the surface is able to support your weight, but against a creature you must roll a ranged attack to see if you hit. There is 30ft of hempen rope attached to it which can be climbed. You may reel the rope in as a free action. If the opposing side is a surface, you are pulled to it, after which the hook detaches itself. If it is a creature, the creature must succeed a Strength saving throw or be pulled to you. If it succeeds, you are pulled to it. If  the hook is attached to a creature, they can remove the connection as a free action. Although forcing other creatures to move doesn't provoke opportunity attacks, your movement using the hook does provoke them but with disadvantage

Spring loaded boots:

Your jump height and length is doubled. Your boots are considered simple finesse melee weapons that deal 1d4 bludgeoning damage. If a creature is hit by your boots it must succeed a Strength saving throw or be pushed 15ft in a straight line from you. You have advantage on shove attacks you make with a kick. You may as an action lay down on the ground and launch a willing creature that is your size or smaller up to 30ft in any direction using your boots. You may launch yourself 30ft in any direction as a bonus action.

Glider:

If you are falling, you may enter a glide as a bonus action. While gliding in the air, you can move horizontally 30ft in a round during which you descend 10ft per round. While gliding, ranged attacks made against you have disadvantage

Suction cup boots and gloves:

You have permanent climbing speed equal to your speed. You have advantage on grapple checks and creatures have disadvantage when they try to escape when grappled by you.

Gadgets:

You have access to a number of single-use gadgets based on your level:

The amount of gadgets you can use per long rest shown on the Gadgeteer table. A gadget is a chemical or mechanical tool that produces a spell-like effect. All gadgets use Gadget slots that work identically to spell slots on casters. Your gadgets work very similarly to general spells, but have these major differences:

  • You do not need any verbal, somatic or material components as stated on the spell. Instead, you will provide the gadget in question and need to throw or activate them with your hands.
  • Each gadget has a material cost of 1 sp per gadget level which using them consumes. Your DM may allow you to scavenge for these materials for free.
  • All gadgets that target a point in space require you to be able to throw the gadget at that point.
  • All gadgets that target a creature require you to be able to throw or shoot the gadget at that creature.
  • Using gadgets is not considered spellcasting and thus can't be counterspelled, dispelled, detected or prevented by means that disable magic, such as an anti-magic field
  • Gadgets don't require concentration even if the spell description says so.
  • You can use a gadget with a higher level gadget slot as if you were up-casting a spell,.
Gadgeteer Gadgets Gadget Slots per level
Rogue Level     1st 2nd 3rd  
3rd     2 - -  
4th     3 - -  
5th     3 - -  
6th     3 - -  
7th     4 2 -  
8th     4 2 -  
9th     4 2 -  
10th     4 3 -  
11th     4 3 -  
12th     4 3 -  
13th     4 3 2  
14th     4 3 2  
15th     4 3 2  
16th     4 3 3  
17th     4 3 3  
18th     4 3 3  
19th     4 3 3  
20th     4 3 3  

 

Gadgeteer gadgets

This is a list of gadgets you can use. Each gadget has a spell that the gadget emulates and a suggested name to differentiate from the spell. You always have all gadgets prepared from the following list:

1st

  • Burning hands -> Pocket flamethrower
  • Color Spray -> Flashbang
  • Faerie Fire -> Glowing dust
  • Fog Cloud -> Smoke Bomb
  • Grease -> Flask of Grease
  • Sleep -> Sleep darts

The following items are not spells but can be used as 1st level gadgets.

  • Bomb (DMG p.267)
  • Gunpowder, powder horn (DMG p.267)

2nd

  • Agnazzar's Scorcher -> Flamethrower
  • Acid Arrow -> Exploding arrow of Acid
  • Pyrotechnics -> Fireworks or Smoke

 3rd

  • Daylight -> Flare
  • Fireball -> Big Bomb
  • Flame Arrows -> Flaming Arrows

Suprise!

Starting at 9th level, if you are hidden from a creature when you hit them with a gadget or a modification, the creature has disadvantage on any saving throw it makes against it this turn.

Distracting tactics

At 13th level, you are quick to capitalize on the surprise granted by your gadgets. When an enemy fails their saving throw against one of your gadgets, you gain advantage on your next attack against that creature. When gliding, your first attack during your turn is made with advantage.

Master of tools

At 17th level, you can have all 3rd level suit modifications active at the same time.

Previous Versions

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