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Gadgeteer


jokomaisu

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Gadgeteer

The Kingdom is not just a land of scoundrels, condottieri, friars, and noblemen: the cities and main academies are not short on artists, inventors, jewelers, watchmakers, and architects capable of creating the highest and most fascinating works of genius. In particular, those who specialize in precision watchmaking, in the creation of devices and ramshackle objects, and the invention of gadgets and mechanisms of all kinds are called Gadgeteers.

Just as architects and scholars are called by companies, and military campaigns as sappers and siege engine builders, gadgeteers are also often hired by thieves, criminals, and villains to create the gadgets they need. For this reason, the best gadgeteers belong to the rogue class.

Gadgeteers are rogues specialized in the creation and use of special Gadgets that help them in their missions and in completing their Jobs.

The Gadgeteer Table

Level

Proficiency
Bonus

Features Sneak
Attack
1 +2

Sneak Attack, Locksmith

1d6
2 +2

Carver, Cunning Action, Point Blank Shot

1d6
3 +2

Bag of Gadgeteering, Delay Trap, MacGadget

2d6
4 +2

Ability Score Improvement, Distraction, Painful Pickpocket

2d6
5 +3

Aim, Boobytrapper

3d6
6 +3

Evasion, Slippery Mind

3d6

Class Features
As a Gadgeteer, you gain the following class features.

Hit Points
Hit Dice: 1d8 per gadgeteer level
Hit Points at 1st Level:Ā 8 + your ConstitutionĀ modifier
Hit Points at Higher Levels: 1d8 (or 5) + yourĀ Constitution modifier per gadgeteer level after 1st

Proficiencies
Armor:Ā Light armor
Weapons:Ā Simple weapons, dueling daggers, hand crossbows, rapiers, sabres, shortswords, throwing daggers
Tools: Disguise kit, poisoner's kit, thieves' tools
Saving Throws:Ā Dexterity, Intelligence
Skills:Ā Choose four from Acrobatics, Athletics, Culture, Deception, Engineering, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Equipment
You begin the game with 125 silver which you can spend on your knave's starting weapons, armor, and adventuring gear. You can only purchase shoddy quality equipment.


Level 1


Sneak Attack
You fight with precision, taking advantage of momentary lapses in an opponentā€™s concentration.

Once per turn, you can deal extra weapon damage when you hit a creature with a finesse weapon or ranged weapon attack. The amount of extra damage is shown in the Sneak Attack column of the Brigand table.

In order to apply this damage, you must not have disadvantage on the attack and your target must be within 5 feet of another enemy of the target who is not incapacitated. Alternatively, you can apply sneak attack damage if you have advantage on the attack.


Locksmith
You gain a knack die on checks made with thievesā€™ tools. You may spend a minute using thievesā€™ tools to improve an unlocked lock. At the end of the minute, make a Dexterity (thievesā€™ tools) check against the lockā€™s DC. On a success, you permanently increase the lockā€™s DC by 10. A lock may only be improved in this way once.

Additionally, you may spend a minute using thievesā€™ tools to probe an unlocked lock. At the end of the minute, make a thievesā€™ tools check against the lockā€™s DC. On a success, you make a key for the lock.


Level 2


Carver
When you deal sneak attack damage with a dagger, your attack deals an additional 1d6 damage.


Cunning Action
You use your mobility to weave through the battlefield.

Each turn in combat, you can use a bonus action to take the Dash, Disengage, Hide, or Use an Object action.


Point Blank Shot
With uncanny swiftness you ready a weapon normally only used at range, compensating for making an attack at an opponent within only a few feet and giving your enemies reason to be wary.

You use a bonus action and until the end of your next turn, being within 5 feet of a hostile creature who can see you and who isnā€™t incapacitated does not give you disadvantage when making a ranged attack using a weapon.

In addition, when an adjacent hostile creature that you can see moves 5 feet or more away from you, you can use your reaction to make a ranged weapon attack against it.

Once you use this feature, you canā€™t use itĀ again until you finish a long rest.


Level 3


Bag of Gadgeteering
Through study and pure genius, the gadgeteer manages to create wonderful and terrible objects. You learn how to make unique Gadgets.

Gadgets. You know all the gadgets described below. Gadgets are tricks that can only be used by you, they cannot be passed on to others and have no significant weight. You can prepare and carry a number of gadgets equal to 1 + your Intelligence modifier (minimum 1). You can change your prepared gadgets when you finish a long rest. You can select the same gadget more than once.

Use. Each gadget can only be used once. Ā You regain any expended uses when you finish a short rest or a long rest.

Traps. In addition to their normal use, some gadgets can be set as a trap. Setting a gadget as a trap takes 1 minute. When a creature enters the gadget's area of effect, you can use your reaction to activate the gadget. You must be within 40 feet of the gadget set as a trap in order to activate it.

Saving Throws. Some of your gadgets require your target to make a saving throw to resist the gadget's effects. The saving throw DC is equal to 8 + your proficiency bonus + your Dexterity or Intelligence modifier (your choice).

Dazzling Contraption
As an action, you can throw this gadget to create a strong dazzling blaze, centered on a point within 20 feet of you. Each creature in a 10-foot radius sphere centered on a point you choose within range must succeed on a Constitution saving throw or be blinded until the end of its next turn.

This gadget can be set as a trap.

Diving Mask
This mask, connected to an air reserve, allows you to access a personal air supply for a short period of time. When you wear the mask you can activate and deactivate it as a bonus action. While the mask is active and you are wearing it, you don't need to breathe. After using it for a total of 10 minutes, the air supply is consumed.

Exploding Contraption
As an action, you can throw this gadget to create an explosion of splinters in a 10-foot-radius sphere, centered on a point you choose within 20 feet of you. Each creature within the affected area must make a Dexterity saving throw. On a failed save, a creature takes piercing damage equal to 3d6 + your Intelligence modifier, or half as much damage on a successful one.

This gadget can be set as a trap.

Flaming Bellow
As an action, you can activate this gadget to generate a cone of fire. Any creature within a 15-foot cone must make a Dexterity saving throw. On a failed save, the target takes fire damage equal to 3d6 + your Intelligence modifier, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

This gadget can be set as a trap.

Foolishnet
This cluster of hooked threads hinders movement by hooking onto anyone who ends up in the middle of it. As an action, you can throw this gadget. Each creature within a 10-foot-radius area centered on a point you choose within 20 feet of you must succeed on a Dexterity saving throw, or be restrained. A creature restrained by the foolishnet can use its action to make a Strength check against your gadget's save DC. On a successful save, the creature is no longer restrained.

This gadget can be set as a trap.

Greasing Contraption
As an action, you can throw this gadget to cover the ground in a 10-foot-square in an oily and slimy glaze centered on a point within 20 feet of you and turn it into difficult terrain. When the explosion occurs, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. The oil remains active for 1 minute before losing its effectiveness. The oil is flammable and burns away in 2 rounds when exposed to fire, dealing 2d4 fire damage to any creature that starts its turn in the fire.

This gadget can be used as a trap.

Mechanical Wings
With a bonus action, you can activate a pair of rudimentary wings capable of allowing you to hover in the air for a short period of time. Once activated, you have a flying speed of 50 feet, but you cannot fly upward. At the beginning of your turn, if you are hovering in the air your altitude drops by 5 feet. The wings remain functional for 10 minutes before becoming irreparably damaged.

Stinking Contraption
As an action, you can throw this gadget to create a 10-foot-radius sphere of nauseating gas, centered on a point you choose within 20 feet of you. Ā The cloud spreads around corners, and its area is heavily obscured. Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. Ā On a failed save, the creature spends its action that turn in the grip of spasms and nausea. Creatures that don't need to breathe air are immune to the poison and automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. The cloud lingers in the air for 1 minute.

This gadget can be set as a trap.


Delay Trap
You gain an knack die on checks made with thievesā€™ tools. When you would trigger a mechanical trap on your turn, your alert senses warn you of danger before you complete the action. You may immediately end your turn in order to delay the trapā€™s effects until the start of your next turn.


McGadget
You gain proficiency with tinker's tools and you learn how to craft makeshift items out of any other junk you can get your hands on. You must spend 1 minute consuming one or more objects of a comprehensive value equal or greater to that of the item you want to make, in the process. You must make an Intelligence (tinker's tools) check. The DC is 10 or equal to the value of the item in gold, if higher. The item created will be a shoddy version of the item (although this does not lower the cost of creation).


Level 4


Ability Score Improvement
You can increase one abilityĀ score of your choice by 2, or you can increase twoĀ ability scores of your choice by 1. As normal, youĀ canā€™t increase an ability score above 20 usingĀ this feature.


Distraction
You gain an knack die on Performance checks. You can use an action to make a Performance check, opposed by the Insight check of creatures of your choice that can see or hear you. On a failure, until the end of your next turn the creatures have disadvantage on Perception checks and a ā€“5 to their passive Perception scores.


Painful Pickpocket
Sometimes a good diversion is presented to you and though a foe might bloody you, your light fingers find opportunity in the exchange.

When a creature hits you with a melee attack, you can use your reaction to make a Sleight of Hand check against it.

Once you use this feature, you canā€™t use itĀ again until you finish a long rest.


Level 5


Aim
You learn to briefly focus and make the most out of your next strike.

If you havenā€™t yet moved on your turn, you can use your Cunning Action to Aim, gaining advantage on the next attack roll you make before the start of your next turn. If you do so, your Speed is reduced to 0 until the end of your turn.


Boobytrapper
You gain an knack die on Sleight of Hand checks. You may make a Sleight of Hand check to conceal caltrops, ball bearings, a hunting trap, an alarm bell, or other Tiny traps or alarms. The result of your Sleight of Hand check is the DC for discovering these obstacles. They can be spotted without a check if they are not obscured.


Level 6


Evasion
When you make a Dexterity saving throw against an effect that deals half damage on a success, you take no damage on a success and half damage on a failure.


Slippery Mind
You gain proficiency in Wisdom saving throws.


Edited by jokomaisu (see edit history)

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