Engineer, Variant (5e Class)

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Engineer

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"The shadowlander pulls a small metallic object from her belt and flick it toward the chieftain. As the object moves forward it unspools into a scourge made of sharp interlocked links of chain. The orc is no match for the whirling shadow. As the chieftain falls, the shadow flicks her wrist again and the weapon is once again safely and unobtrusively stowed on her belt. Now, time to find that treasure…"

"The gnome pulls his goggles down over his greasy hair to cover his eyes and presses a button on the back of his gauntlet. He feels the hot, acrid breath of the gigantic purple worm as the maw of the creature lunges hungrily down toward him. Steam shoots out of nozzles on the back of his boots. The wrenches and gears that adorn his outfit rattle and clank as he is propelled forward with a burst of speed, safely out of the creature’s grasp."

"The alley ends in a high stone wall – a dead end! The bandits round the corner and advance on him, certain that he has no way to escape. The gunslinger flips a lever on his belt as the bandits near him. In a flash, he disappears. The thugs freeze, looking confused, unsure where their prey has gone. The sound of a firearm round being chambered behind them is the last thing that they hear."

Though their motivations and tactics might be different, each of these engineers employs their superior skill with machinery and technology to overcome the various obstacles that stand between them and their goals. Their resourcefulness allows them to invent and build devices which help them enhance their abilities and augment their weaknesses.

Grab hold of Gadgets & Strange Technology

Not every scholar or inventor has the skills it takes to become an engineer. Engineers are not only students of science, but they are masters of turning scientific principles into new technology that has practical applications in the real world. Most have some education, though for many this education is the result of years of experimentation and tinkering rather than formal study. An engineer might be a member of a guild of like-minded craftspeople, or more likely, could simply be a self-taught loner with a talent for working with machinery. Engineers can do a little bit of everything. Whatever the challenge, they can invent, build, and adapt their gadgets to be the right tools for the job.

Mechanical Affinity

Masters of mechanical mayhem, engineers love to tinker with explosives, devices, and all manner of hazardous gadgets. They can take control of an area by placing turrets, support their allies with alchemic weaponry, or lay waste to foes with a wide array of mines, bombs, and grenades. Few engineers come from uncivilized lands, but that doesn’t mean that they are comfortable in social situations. In fact, many engineers find that mechanical devices make more sense than people. Clockworks and steam engines are infinitely more predictable than the average person could ever be. For this reason, engineers are sometimes seen as aloof or awkward, and some can even be downright abrasive.

Creating an Engineer

When creating an engineer, think about how your character learned the skills needed to work with machines. Did they teach themselves? Or were they trained by a guild or society of engineers? Perhaps they come from a culture like that of dwarves and gnomes where such skills are common. Or perhaps they just figured it out for themselves through experimentation.

Quick Build

You can make an engineer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the engineer's background.

Class Features

As a Engineer you gain the following class features.

Hit Points

Hit Dice: 1d6 per Engineer level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Engineer level after 1st

Proficiencies

Armor: Light Armor
Weapons: All Simple Weapons • All Firearms
Tools: • Tinker's Tools • Smith's Tools • Gunsmith's Tools
Saving Throws: • Dexterity • Intelligence
Skills: Choose four from: • History • Insight • Investigation • Medicine • Perception • Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Any simple melee weapon
  • A light crossbow & 20 bolts
  • (a) Scholar’s Pack or (b) Explorer's Pack
  • (a) Set of mechanic’s clothes or (b) Tinker’s tools

Table: The Engineer

Level Proficiency
Bonus
Features Energy
1st +2 Gadget Schematics -
2nd +2 Energy • Signature Device 2
3rd +2 Engineer Specialization 3
4th +2 Ability Score Improvement 4
5th +3 Academic Literacy 5
6th +3 6
7th +3 Signature Device Upgrade 7
8th +3 Ability Score Improvement 8
9th +4 Junkyard Hero 9
10th +4 10
11th +4 11
12th +4 Ability Score Improvement 12
13th +5 Indomitable • Signature Device Upgrade 13
14th +5 14
15th +5 Crafting Expertise 15
16th +5 Ability Score Improvement 16
17th +6 17
18th +6 18
19th +6 Ability Score Improvement, • Signature Device Upgrade 19
20th +6 20


Alternatively, you can choose to forego this starting equipment and instead begin with 5d4 x 10 gold pieces in addition to any wealth and equipment granted by your character background.

Mechanic’s Clothes - (Cost: 10 gp, Weight: 5 lbs.) - These clothes protect the wearer from grease and grime while providing excellent comfort and utility. The basic outfit consists of a set of overalls or a heavy apron along with sturdy boots, heavy gloves, and a tool belt. Mechanic’s clothes often include other occupational safety equipment such as dark-tinted goggles and a face mask that can be pulled up to cover the mouth and nose.


Gadget Schematics

You are skilled at building mechanical gadgets that perform various functions and incorporating them into your clothing, armor, weapons and other gear. Some gadgets provide a continuous benefit as long as the gadget is equipped (all unless noted by the DM). Other gadgets have an effect that requires you to take an action in order to activate it. Gadgets are built using schematics which show the design parameters and intended operation of the device. Each schematic has a level of complexity that is classified as Trivial, Simple, Advanced and Intricate.


– Gadget Slots per Complexity Level –
Level Schematics
Known
Trivial Simple Advanced Intricate
1st 7 4 3 - -
2nd 8 5 3 - -
3rd 9 5 4 - -
4th 10 5 4 - -
5th 11 5 4 - -
6th 12 6 5 1 -
7th 13 6 5 1 -
8th 14 6 5 2 -
9th 15 7 5 2 -
10th 16 7 6 3 -
11th 17 7 6 3 1
12th 18 7 6 4 1
13th 19 7 6 4 2
14th 20 7 6 4 2
15th 22 7 7 5 3
16th 23 7 7 5 3
17th 23 7 7 5 4
18th 24 7 7 6 4
19th 25 7 7 6 5
20th 26 7 7 6 5

At 1st level, you gain access to a limit of gadgets of your choice from the List of Schematics. The Schematics Known column of the above table shows when you learn additional gadget schematics. Additionally, when you gain a level, you can choose one of your gadgets and replace it with a different one from List of Gadget Schematics. Any new gadget that you learn must be of a level which you are able to equip. A gadget lost or destroyed must be replaced entirely. Learning a schematic and turning the schematic into a working gadget costs an amount of money and time depending on the complexity. These costs include the parts and components needed to build the device as well the time spent prototyping, testing and troubleshooting the gadget to perfect its operation. The costs and time required for learning a new schematic are:

Complexity Level Cost
Trivial 25gp / 2 hours
Simple 40gp / 4 hours
Advanced 75gp / 6 hours
Intricate 150gp / 8 hours
- Equip Gadgets -

It takes time and effort to build and maintain your gadgets in working order. Repairs and preventive maintenance must be performed: sprockets greased, springs wound, coolant refilled, capacitors recharged, etc. For this reason, you can only maintain a limited number of equipped gadgets, as shown in the Engineer Table. As you level up, you become more skilled at building and maintaining these gadgets, able to keep more of them functional at any time. Because of the expertise required to operate these gadgets and amount of personal customizations that each engineer makes to their gadgets, only the engineer that built it can use a gadget and benefit from its effects.

  • Gadgets are somewhat "worn" like physical items. Each equipped gadget is integrated into one of your items of clothing as specified in the description. Multiple gadgets using different schematics each can be integrated into the same piece of equipment.
  • You can equip gadgets, up to the maximum number shown in the Table. In order to equip a gadget, you must have an available gadget slot of the same or higher level of complexity as the schematic for the gadget.
  • Whenever you complete a long rest you can reconfigure your list of active gadgets, changing which gadgets you have equipped from among the schematics that you know.
- Making Gadgets Feel Unique -

While the descriptions explain what the gadgets do, exactly how the gadgets achieve these effects has been left up to you. You should work with your DM to describe exactly how each of your gadgets operates, tailoring the descriptions to best fit your character and campaign world. (For example, a Headlamp might be powered by a chemical battery or could harness the power of a rare type of crystal only found deep underground.) Describing your gadgets can help to make your character unique and memorable since no two engineers will necessarily do things the same way.

- Stacking Gadget Activations -

You cannot activate two gadget effects that both require 1 action during the same turn. You can activate both a gadget that requires 1 action and another gadget that requires only an interaction by combining both activations into one action.

- Gadget Attack Rolls and Saving Throws -

Some gadgets can be used as weapons, allowing you to make an attack roll. The ability score bonus added to this attack roll is listed in the text for the schematic for that particular gadget.Your Intelligence modifier sets the DC for saving throws against effects created by the use of your gadgets.

Gadget attack modifier = your Proficiency bonus + the ability score modifier listed in the gadget description

Gadget save DC = 8 + your proficiency bonus + your Intelligence modifier

- Non-magical in Nature -

Although some gadgets create effects which are similar to those created by certain spells and magic items, gadgets and their effects are inherently non-magical. A gadget, or the effect created by a gadget, cannot be detected or dispelled using abilities that work on magic. Spells such as Detect Magic, Dispel Magic, Counterspell or Antimagic Field have no effect on the operation of a gadget.

List of Schematics
Complexity Level Gadgets
Trivial • Breathalyzer • Entropy Reducer • Fire Extinguisher • Flotation Device • Gnomish Tools • Headlamp • Rearview Mirror • Weapon Flinger • Water Condenser • Writing Pen • Flaregun • Eagle Lens • Retractable Ice Skates • Magitector
Simple • Antigravity Gloves • Chameleon Cloak • Defibrillator • Food Irradiator • Gyro Stabilizer • Inertial Dampener • Lie-Detecting Compass • Night Vision Goggles • Parachute Cloak • Rebreather • Recovery Field • Taser Gloves • Firestarter • Steam Spray • Universal Translator • Tinker's Master Gloves
Advanced • Adrenaline Infusion • Ballistic Rounds • Chainsaw Sword • Holographic Disguise • Inflatable Shoes • Life Form Scanner • Mass Protoplaser • Reset Button • Suction Cup Climbers • Targeting Scope • Rocket Boots
Intricate • Advanced Opti-Visor • Invisibility Generator • Jetpack • Mining Drill • Teleporter • Quake Machine • Time-Dilation Zone • Neuroadaptive Headgear • Backup Energy Supply

Energy

At 2nd level, you gain 2 Energy, a personal expendable pool of points with an amount equal to your Engineer level. You regain 1d6 Energy during a short rest, and fully regain it during a long rest. Many engineer features utilize energy, denoting costs in such abilities' descriptions. The more powerful the Engineer, the more energy you can invest into your gadgets and thus the more effective they can become. You regain 1d6 Energy during a short rest and fully regain it during a long rest.

Signature Device

At 2nd level, you build an archetype of the invention that would contribute to science, your signature device. Your creation is a versatile, and customizable weapon, that proves your utter genius. You can choose one between the Flamethrower, the Multi-Wrench, the Magitech Omnistaff, the S.T.E.A.M. Gauntlet or the Elixir Grenade Gizmo (E.G.G.). If you lose your signature device, you can create a new one over the course of three days of work (8 hours each day) by expending 100 gp worth of metal and other raw materials. Repairing it requires a DC = 15 Intelligence check, and half the money and time it takes to build it. At 7th, 13th, and 19th level, you gain upgrades for your signature device.

Flamethrower

A machine that replicates the breath of a dragon. This device has is consisting of a tank full of alchemical fuel worn as a backpack, and a single handheld flame-gun, which projects and ignites the fuel. You project a 40-feet long line of extremely effective and very destructive fire. It's useful for clearing bunkers and caves. A creature that takes attack damage from the flamethrower takes 1d4 fire damage at the start of each of its turns, not stacking with itself. A creature can end this damage by using its action to make a DC 15 Dexterity check to extinguish the flames.

  • Fireblast - Concentrate the alchemical fire in your device and sear your enemies with every strike. As an action, spend 3 Energy points to shoot a continuous blazing stream, that deals 1d6 + Intelligence modifier as fire damage on a hit, making a ranged attack roll against every creature in it. The fire can completely disintegrate hill-sized boulders and instantaneously evaporate large bodies of water with ease. The flamethrower's damage increases by 1d6 when you reach certain levels: 7th level (2d6), 13th level (3d6), and 19th level (4d6).
  • Smokescreen - As a bonus action, spend 2 Energy point to exhaust smoke from your flamethrower. A swirling dark cloud of hot embers appears in a 20-foot-radius sphere around you. The area filled with smoke is heavily obscuring all creatures except you. The smokescreen persists for 1d6 rounds, or until a strong wind disperses it. Creatures inside the cloud can’t attack or cast spells.
  • Napalm - For 6 Energy, you hurl a napalm mote of alchemical fire at a position within range. On hit, a 20-feet area of earth around it, boils in response to its temperature, transforming into difficult terrain and flammable materials with a low melting point, ignite if it isn't being worn or carried. All creatures caught in the area receive 1d8 fire damage each round. The affected area persists for 2 rounds before the ground cools off. The Napalm's damage increases by 1d8 when you reach certain levels: 7th level (2d8), 13th level (3d8), and 19th level (4d8).
  • Air Vent - For 4 Energy, trigger a valve in your device to direct an instantaneous blast of vapor, that pushes a creature or object, up to 10 feet away from. It isn’t pushed with enough force to cause damage. The hot-air blast can extinguish candles, torches, and similar unprotected flames in the area. It may cause protected flames, such as those of lanterns, to dance wildly and has a 50 % chance to extinguish them. The Air Vent's range increases when you reach certain levels: 7th level (15 feet), 13th level (20 feet), and 19th level (25 feet).
Multi-Wrench

It's a wrench. It's a weapon. It's a gadget. It's a Fix-r-Upper! It doesn't matter what you need - this device has it for every situation. Wrenches were commonly used as a mechanic's tool for turning bolt cranks and repairing mechanical constructs, but this device can also be used as a club and deliver powerful attacks. It is a large wrench that holds a spinning metallic shell at its top. You gain a +2 bonus to attack and damage rolls made with this device. Additionally, when you make a craft check to build or repair something, you add a +2 bonus to the roll while in possession of the multi-wrench, as it also functions as a tool.

  • Ricochet - Your wrench has the Thrown property, with a normal range of 20 feet and a long range of 60 feet. While wielding the wrench, you can spend 2 Energy to make a ranged attack against a creature, dealing 1d4 electric damage + Intelligence modifier on hit, and is considered a magical weapon for purposes of overcoming resistance and immunity. Immediately after the attack, the wrench propels back to your hand. You can target a second creature, for no additional cost, as long as the creature is within 10 feet of the first target. The wrench's damage increases by 1d4 when you reach certain levels: 7th level (2d4), 13th level (3d4), and 19th level (4d4).
  • Efficient Repair - Spending 4 energy, your creations can last longer than expected. You can use your wrench to repair a damaged device made of stone, metal or wood within 30 feet. You may also use this feature to repair a construct within 10 feet for 1d6 + your Intelligence modifier a bonus action, as long as the construct has at least 1 HP. The bonus to repair checks to constructs is increased when you reach certain levels: 7th level (2d6), 13th level (3d6), and 19th level (4d6).
  • Force Pulse - For 4 Energy, as an action, you can force all creatures (size: Tiny to Large) within 10 feet to make a Strength save. On a failure, they are deafened and knocked prone until the end of your next turn. The pulse's range increases when you reach certain levels: 7th level (15 feet), 13th level (20 feet), and 19th level (25 feet).
  • Lockpick - For 3 Energy, attempt to open a mechanical lock or disarm a mechanical trap that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that prevents access. You can attempt to pick the lock with your wrench and add to your roll 1d4 + your proficiency bonus to the check. If the object has multiple locks, only one of them is unlocked. The wrench's lockpicking bonus increases by 1d4 when you reach certain levels: 7th level (2d4), 13th level (3d4), and 19th level (4d4).
Magitech Omnistaff

The Magitech Omnistaff houses an arcanite crystal at its top, which maximizes and stores energy output to generate the most out of it. Successful melee weapon attacks against constructs or mechanical objects, made with this device, deals an additional 1d4 lightning damage. Whenever you suffer lightning damage, as a reaction, you regain 1d4 Energy points. This can be done up to three times in total, restarting when you take a short or long rest. Additionally, energy in the device must be depleted before it can be refilled.

  • Spell Deflector - For 4 Energy, you gain +1d4 bonus in saving throws against the effects of spells until your next turn. When you succeed on the save against a spell that targets only you, the Omnistaff can redirect the spell's effect to its original caster using their slot level, spell save DC, attack bonus, and spellcasting ability. The spell deflector's bonus increases by 1d4 when you reach certain levels: 7th level (2d4), 13th level (3d4), and 19th level (4d4).
  • Lightning Rod - By harnessing its stored Energy points, the omnistaff's arcanite crystal unleashes a 100-feet radius lightning burst in all directions. Each creature in the area suffers 1d4 lightning damage per Energy point on a failed Dexterity saving throw, or becomes dazed for 1 round on a successful one. The lightning's damage increases when you reach certain levels: 7th level (2d4), 13th level (3d4), and 19th level (4d4).
S.T.E.A.M. Gauntlet

This oversized steam-powered glove, made to cover your main arm, gives you a +2 bonus on any checks to force open a stuck, locked or barred door with ease. The weight given is for a single gauntlet and while wearing it, it counts as a heavy type of partial armor. Successful melee attacks with the S.T.E.A.M. Gauntlet deals 1d4 + Strength modifier + your level in Force damage.

(Note: S.T.E.A.M. stands for Super Tenacious & Exemplary Amplifier Module)

  • Rocket Grab - Ever wanted to unfairly armlock an ogre? Grappling can help you do all this and more. For 2 Energy, the Gauntlet's mechanical fist can disconnect itself and perform a ranged grapple attack to a target, up to 10-feet afar, pull it towards you. The device itself contains an amount of rolled up metallic chain which allows you to recall it. Requires a full-round action. If a grappled creature does not try to escape, you automatically maintain the grapple from turn to turn. Additionally, you can reach and hold distant objects and pull yourself towards them. The Gauntlet's grapple range increases when you reach certain levels: 7th level (15 feet), 13th level (20 feet), and 19th level (25 feet).
  • Doombuster - Your foe might be expecting a strike of the sword, but instead, it gets a steam-empowered fist in the face. For 4 Energy, you can perform an attack that deals 1d6 + Strength modifier Bludgeoning damage. You push the target a number of yards equal to your Strength modifier and knock it prone. The Gauntlet's damage increases by 1d6 when you reach certain levels: 7th level (2d6), 13th level (3d6), and 19th level (4d6).
  • Steam Barrier - For 6 Energy, your Gauntlet releases from its valves a semi-solid barrier of high-pressure steam, which can absorb substantial damage equal to 2d8 + Constitution modifier, before it is destroyed. Although you can protect yourself and your companions behind the barrier, you cannot attack while sustaining it. When your foe moves too close to the barrier, you can use you reaction to repel it up to 5 feet away from you. Additionally, if the enemy gets within melee range, you can expend the rest of your remaining shield hitpoints as a damaging attack equal to the shield's remaining hitpoints. The Gauntlet's barrier increases when you reach certain levels: 7th level (3d8), 13th level (4d8), and 19th level (5d8).
Elixir Grenade Gizmo (aka E.G.G.)

This backpack is actually a mobile chemical lab equipped with ingredients to make grenades on the move. The straps on the backpack contain a string of empty vials, which are passed to the interior of the bag and get injected by syringes of explosive chemicals. Creating a grenade counts as a bonus action, and throwing one count as a standard action. Each grenade is filled with a different substance capable of producing a wide variety of effects by reaching the target. Grenades can be thrown at a point of 20-feet away, and have a blast radius of 10-feet. Additionally, grenades can be launched by other means (per DM discretion).

  • Elemental Grenade - For 2 Energy, creatures within the blast radius must succeed on a Dexterity saving through or receive 1d6 base damage on a failed save. For each additional Energy point spent, the damage increases by 1d6 (up to a maximum of 3 Energy points). Your elemental grenades can deal different types of damage:
Acid - Any creature close enough to the impact, must also succeed a Dexterity saving throw or suffers poison damage equal to your Intelligence modifier until the start of your next turn.
Cold - Creatures who fail a Dexterity saving throw suffer halved speed until the end of your next turn, unless they are immune to cold.
Fire - Any creature in that area must succeed on a Dexterity saving throw or take 1d4 fire damage at the start of each turn.
Lightning - Creatures who have half of their hit points or fewer and fail the Dexterity saving throw are stunned for 1 round.
The grenade's additional Energy limit increases when you reach certain levels: 7th level (4 energy), 13th level (5 Energy), and 19th level (6 Energy).
  • Flash Powder - For 3 Energy, reach into your bag and pull out a vial filled with explosive flash powder. The vial explodes on impact, producing a bright flash. Each creature within the 10-feet blast radius of the point of impact must succeed on a Constitution saving throw or become blinded until the end of your next turn. The blast's radius increases when you reach certain levels: 7th level (15 feet), 13th level (20 feet), and 19th level (25 feet).
  • Heavy Fume - For 3 Energy, you can create and throw up to three smoke grenades with a single action. Each fume grenade creates a cloud that lasts for 1d4 rounds and blinds creatures who attempt moving through it, upon starting their turn. The round limit increases when you reach certain levels: 7th level (2d4), 13th level (3d4), and 19th level (4d4).
  • Double Throw - For 4 energy, two grenades can be created in a bonus action, and both can be thrown into a standard single action. Additionally, they can be thrown at different targets, at an additional thrown range of 5 feet. The additional range increases when you reach certain levels: 7th level (10 feet), 13th level (15 feet), and 19th level (20 feet).

Engineer Specialization

As an Engineer, you sometimes draw inspiration from different sources for your creations or inventions. At 3rd level, you begin to follow one field of study that defines your skills, typically trained in higher education:

Discipline of the Battletech
Discipline of the Gadgeteer
Discipline of the Technotheurge
Discipline of the Mechanist

(Each choice grants you different features at additional levels.)

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by (+2) points, or you can increase two ability scores of your choice by (+1) point. As normal, you can't increase an ability score above 20 using this feature.

Academic Literacy

At the 5th level, you choose two Intelligence-based skills. As an alternative, you could choose one intelligence-based skill and one set of tool that you're proficient in. Your proficiency bonus is doubled for any ability check you make that uses those chosen skills/tools proficiencies.

Junkyard Hero

Beginning at 9th level, you can use your downtime to scavenge spare parts, useful chemicals, and raw materials which you can use to build your gadgets or to craft items. In order to do so, you must be in a city, junkyard, or another location where such items can be found. Your DM may limit the availability of certain types of materials depending on the location where you are scavenging. For each hour that you spend scavenging, you can locate 1d4 gp + your level worth of such materials. You can use the resources you collect while scavenging to pay the material cost of learning new gadget schematics, creating or repairing, or as raw materials for crafting with tools with which you have proficiency.

Saboteur

Starting at 13th level, on each of your turns in and out of combat, you can make an attempt to disarm a trap or open a lock, using your Tinker’s Tools as a bonus action. Use this skill to disarm a trap, jam a lock (in either the open or closed position), or rig a wagon wheel to fall off. You can examine a fairly simple or fairly small mechanical device and disable it. The effort requires at least a simple tool of the appropriate sort (a pick, pry bar, saw, file, etc.). The DC depends on how tricky the device is. Disabling (or rigging or jamming) a fairly simple device has a DC of 10; more intricate and complex devices have higher DCs. If the check succeeds, you disable the device. If it fails by 4 or less, you have failed but can try again. If you fail by 5 or more, something goes wrong. If the device is a trap, you spring it. If you are attempting some sort of sabotage, you think the device is disabled, but it still works normally.

Crafting Expertise

Starting at 15th level, you are a master crafter, capable of producing excellent work under the budget on time, when you craft an item using tools that you have proficiency with, you make progress every day by spending crafting increments equal to 1d6 + your level in gp until you reach the market value of the item.

Engineer Disciplines

Battletech - Gadgeteer - Technotheurge - Mechanist


Discipline of the Battletech

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Advanced Proficiency

At 3rd level, you gain proficiency with all Martial Weapons, Shields and Heavy Armor.

Power Suit

At 4th level, you believe that the biological and the mechanical can both be upgraded. You build a steam-powered mechanical armor, you call a Power Suit.

  • The Power Suit functions as a Full Plate armor and augments your physical abilities to new levels. Your Signature Device and every new gadget schematics you create are assumed to be mechanical parts of the suit, for the purpose of overcoming the trouble of carrying the gear that would otherwise slow you down.
  • Whenever you are targeted by an attack, you add your Intelligence modifier to your AC against all attacks made against you, for the rest of the encounter. The suit provides this bonus, even when caught flat-footed.

Mechanical Advantage

At 6th level, in your pursuit of combat superiority, you use a combination of devices to augment your Power Suit even further. For 1d6 Energy points, you deal bonus bludgeoning damage equal to you Strength modifier on melee attacks.

Volatile Evasion

Beginning at 9th level, you can nimbly dodge out of the way whenever an enemy, in your line of sight, subjects you to a certain effect that requires a saving throw. You instead take no damage if you succeed on the roll and only half damage if you fail. Additionally, you can draw a weapon on each of your turns in combat

Combat Energetics

Starting at 12th level, you thrive in the heat of combat. You have advantage on your initiative rolls. Whenever you land a successful hit with your Signature Device or a Gadget, you can perform an additional attack, as a bonus action.

Full Steam Ahead

Beginning at the 15th level, anytime you come under the effect of exhaustion, for 5 Energy you can regain lost hit points equal to your Level and remove one condition from you. You must complete a short or long rest to use this feature again.

Overcharge

At 20th level, your mastery of engineering enhances your Power Suit to live and breath for battle. For 1d10 Energy points, you can charge at your base speed and knock your target prone. You treat yourself as one size category larger for any rolls made during the charge. All attacks used in this way, gain the benefit of charging, including the equal amount of Energy to the attack roll. The movement limitations of a charge also apply. If you don't possess enough Energy, you consume the remaining Energy you have and performs the attack as such.



Discipline of the Gadgeteer

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Diverse Inventor

At the 3rd level, you can choose a second Signature Device. Also, it takes you -50% less time and money to build gadgets.

Note: It cannot be the same device as your first choice.

Schematic Familiarity

When you reach 5th level, you learn (+2) extra Gadget Schematics of your choice (in addition to the number shown in the Gadget's Table). You can choose an additional set of gadgets when you reach 8th level and 12th level, and again at 15th level. These schematics you learn must be of a level that you can equip.

Advanced Gadget

At 7th level, all gadget and device requirements are reduced by (-1) Energy point. Whenever you make check with a gadget, you can add 1d6 bonus to the result.

Rapid Reconfiguration

Starting at 9th level whenever you complete a short rest, you may reconfigure up to three (3) of your equipped gadgets, switching them with different gadgets from the list of schematics that you know. You must have access to your Tinker’s Tools in order to reconfigure your equipped gadgets. At 13th level the number of equipped gadgets you can reconfigure increases to five (5) and it increases again to seven (7) gadgets at 17th level.

Experienced Craftmanship

At the 14th level, you can choose a third Signature Device.

Note: It cannot be the same device as the first two choices.

Brilliant Mind

When you reach 20th level, you gain complete mastery over your gadgets. Choose a type of complexity for gadget schematics that you know. You always have these gadgets equipped and they do not count against your maximum number of equipped gadgets. If one of these gadgets has an effect that requires a short or long rest to recharge, you can take a bonus action to recharge the effect of that gadget, but you must finish a long rest before you can use this feature on the same gadget again.


Discipline of the Technotheurge

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"The Technotheurge has learned to maximize the energy source of the devices and manipulate them in various ways. They understand that magic is merely a form of science that has not yet been completely understood. Technotheurgists commit themselves to find objects or information through arcane means, in addition to using more conventional methods of study for both magic and technology and seek to integrate the two into a potent whole."


The N.O.V.A Gauntlet

At 3rd level, your knowledge of technotheurgic studies allows you to design a unique invention called the N.O.V.A. Gauntlet. This device can replicate the effects of various spells via arcane enhancements. Spell effects produced by the gauntlet are inherently considered to be non-magical, for the purposes of overcoming resistance and immunity. You can convert your Energy points to synthesize a spell of the corresponding level.

Note: N.O.V.A. = Not Officially Valid as Arcane'
Spell
Level
Energy
Cost
Cantrip 2
1st 4
2nd 6
3rd 8
4th 10
N.O.V.A Gauntlet Spells
Spell Level Spell
Cantrip • Thunderclap • Fire Bolt • Hand of Radiance • Shocking Grasp • Poison Spray • Frostbite • Dancing Lights • On/Off
1 • Alarm • Burning Hands • Catapult • Cure Wounds • Earth Tremor • Grease • Remote Access • Shield
2 • Blur • Continual Flame • Pyrotechnics • Find Traps • Heat Metal • Chill Metal • Levitate • Skywrite
3 • Aura of Vitality • Blinding Smite • Dispel Magic • Erupting Earth • Lightning Bolt • Tongues • Protection from Energy • Hypnotic Pattern
4 • Control Water • Fabricate • Stone Shape • Synchronicity

Mana Battery

At 5th level, the maximum limit of your Energy Pool increases a number of points equal to your Intelligence modifier. Your maximum limit increases when you reach the 10th level and again at the 15th level.

Arcane Recharge

Starting at 8th level, you gain one of the following options of your choice with effects made using your N.O.V.A. Gauntlet. You gain an additional feature at 12th and 16th level.

  • Distant Charge - When you cast a spell-effect from a distance, you can spend 1 Energy point to double the range of the spell.

  • Empowered Charge - When you roll damage for a spell-effect, you can spend 2 Energy points to reroll and add your Intelligence modifier to the new result.
  • Duration Charge - When you cast a spell-effect that has a duration of one round, you can spend 3 Energy points to double the effect's duration.
  • Heightened Charge - When you cast a spell-effect that hits only one target, you can make the effect eligible and affect more targets equal to a number of Energy points spent.

Intricate Mind

Starting at 14th level, you have learned enough about the workings of magic that you can improvise the use of magic items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

Adaptive Bulwark

At the 17th level, once per day, when you are targeted by a spell that deals a type of damage (acid, cold, fire, lightning, thunder, sonic...etc.) you gain bonus resistance equal to your Intelligence modifier to that type of damage. You must complete a short or long rest to use this feature again.

Elite Technomancy

At level 20, your Intelligence score permanently increases by 2 points, to a maximum of 22.


Discipline of the Mechanist

Clockwork Knight

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When you reach 3rd level, your fascination over clockwork mechanisms leads you to invent the most efficient and versatile construct: a Clockwork Knight. Creating a Clockwork Knight requires 4 hours of time and costs 100 gold worth of metal, rare threads, and other raw materials.

  • Size Category: Medium Construct
  • Weapons: Simple Melee Weapons & Shields
  • Armor Class: 15
  • Hit Points: 25 (+ 1d4 at each level)
  • Speed: 30 ft.
  • Languages: Understands the languages of its creator but can't speak.
  • Challenge: 3/4
  • Str 15 (+2) Dex 13 (+1) Con 15 (+2) Int 7 (-2) Wis 10 (+0) Cha 3 (-4)

The Clockwork Knight is a powerful fearsome construct to face in battle, that will fight to the death for its creator. In combat, the Clockwork Knight acts as your personal guardian. It's friendly to you and your companions and obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to your Clockwork Knight, it protects you from hostile creatures. When a creature hostile to you moves within 10 feet of the Clockwork Knight on a turn or starts its turn there, it must succeed on a Dexterity saving throw. The creature receives 1d6 bludgeoning damage on a failed save, or half as much damage on a successful one. If the Clockwork Knight drops to 0 hit points it ceases to function. However, it can be repaired, but that will require half the time and cost of raw materials it took to build it.

Note: The Clockwork Knight doesn’t require air to breathe, food, drink, and sleep.

Conjure Mechanical Insect

At 5th level, you can create a mechanical device in the form of a tiny insect, such as a beetle, a cockroach, a butterfly or a cricket. Your new construct can fly, has 1 Hit Point and cannot attack. As an action on your turn, you can perceive through its senses, via a wireless communication up to 100 feet.

  • Transmission: For the cost of 4 Energy, you can specify the device will travel for up to 24 hours toward any location which you have visited or the general description of a person. Upon arrival, it can deliver a message to the person that you have described, perfectly replicating the sound of your voice. If the Mechanical Insect is unable to locate the intended recipient within 24 hours, it gets destroyed. You can build a Mechanical Insect after a short or long rest.
Note: You can have only one Mechanical Insect at a time.

Continual Labor

At 10th level, you learn to craft and maintain an additional Clockwork Knight, following the same rules as the first.

Reconfiguration Upgrade

At 13th level, you learn how to apply efficient modifications to your creations. Determine one upgrade of the following list to a Clockwork Knight. That Clockwork Knight now has the function to transform into a new combat mode for the equivalent amount of Energy, as a bonus action on your turn.

Sentry Mode - For the cost of 6 Energy, the Clockwork Knight will transform into a deployable turret, to a space adjacent to you. Turrets are automated firearms used to defend and support the engineer and their allies. While in its Sentry Mode the construct cannot move from its position.
  • Automated Strike - Enemy creatures that enter a 25-feet radius around the turret, or start their turn there, must make a Dexterity saving throw. On a failure, they suffer 1d4 + Intelligence modifier piercing damage. They take half the damage on a success. The piercing damage amount increases by 1d4 when at certain levels: 15th level (2d4), 17th level (3d4), and 19th level (4d4).
Gyro Mode - For the cost of 4 Energy, the Clockwork Knight will transform into a deployable flying drone. The drone has a flying speed of 30 feet, gets a +2 bonus on all Dexterity saving throws & Stealth checks, but cannot move more than 120 feet away from you.
  • Aerial Guard - The drone, using heightened sensors to awareness of danger, can detect threats with ease. It has a +1d4 insight bonus on Perception checks, regardless of being caught flat-footed or struck by an invisible attacker, but loses the bonus if immobilized. This bonus increases by 1d4 when at certain levels: 15th level (2d4), 17th level (3d4), and 19th level (4d4). Enemy creatures within a 25-feet radius around the drone must succeed on a Dexterity saving throw. If it fails, the target becomes restrained by an integrated net launcher from the drone. The trapped creature cannot take any actions until it gets free.
Note: Only one type of Reconfiguration Upgrade may be deployed per Clockwork Knight. You can't have a Clockwork Knight with both Reconfiguration Upgrades.

Fast Activation

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At 16th level, you learn how to modify any device as if you were holding it. This is not the same as telekinesis, but rather it allows you to simulate a device's functions. You are only able to access functions that a person using the device manually could access, and can only target one device at a time. Use a bonus action to execute the device-related task that would normally require an action.

Gearsmith Stallion

At 19th level, as an action, your Clockwork Knights can merge into a singular form. Your new construct takes the form of a mechanical warhorse that allows you to fight as a seamless unit. The Gearsmith Stallion always obeys your commands and serves you as a mount, both in Combat and out. While mounted on your steed, any ability you cast that targets only you, also target your steed. If it doesn't receive further directions from you, it preserves itself to the best of its ability. As an action on your turn, the Gearsmith Stallion can dismantle and re-build itself into two Clockwork Knights.

  • Size Category: Large Construct
  • Armor Class: 30
  • Hit Points: 50 (+ 2d4 for each level)
  • Speed: 60 ft.
  • Languages: Understands the languages of its creator but can't speak.
  • Challenge: 3/4
  • Str 18 (+2) Dex 13 (+1) Con 17 (+2) Int 2 (+0) Wis 13 (+0) Cha 6 (-4)
Note: You can’t have more than one Gearsmith Stallion at a time.

List of Gadgets

A gadget is basically what engineers call small pieces of machinery that serve a particular function. They follow the quality of being striking, original or unusual innovations. These devices may be the shared experience of a new cultural phenomenon or the subjective usage of an individual. For a gadget to be of use to its creator, it requires a small amount of energy to activate and fulfill the purpose of its task. The more complex the device is, the more amount of energy it requires.

Complexity
Level
Energy
Cost
Trivial 1
Simple 2
Advanced 4
Intricate 6

Trivial Complexity

Breathalyzer

  • Equipment Type: Tool belt
  • Activation Type: 1 action

You can use this gadget to identify a type of poison or disease that is affecting a creature. The afflicted creature must make an action to breathe into the gadget. After 1d4 rounds of analysis, the gadget will indicate the type of disease or poison or the type of creature that produced the venom.

Synthesize Antidote - After analyzing the breath of an infected creature, you can take an action to synthesize an antidote or antitoxin against that poison or disease. Once begun, it takes the gadget 1d4 rounds to create the antidote. Drinking the antidote gives the infected creature advantage on their next saving throw versus the same disease or poison. Only the creature which provided the breath sample can benefit from drinking the antidote.


Entropy Reducer

  • Equipment Type: Headgear
  • Activation Type: 1 reaction

Whenever you roll a 1 on an attack roll, ability, check, or saving throw with this gadget equipped, you can use your reaction to activate it. If you do, reroll the die. You must use the new roll. Once used, this effect must be recharged and cannot be used again until you complete a short or long rest.


Fire Extinguisher

  • Equipment Type: Gloves
  • Activation Type: 1 action

As an action, you spray fire retardant foam out of your gloves in a 15-foot cone. This foam extinguishes any uncovered, nonmagical flames and sticks to any creatures in the affected area. Creatures covered in this foam have advantage on saving throws versus fire damage. The foam evaporates after 3 rounds. Once used, the gadget must be recharged and cannot be used again until you complete a short or long rest.


Flotation Device

  • Equipment Type: Tool belt
  • Activation Type: 1 action

When you take an action to activate this gadget, your tool belt becomes buoyant for one hour, allowing you to float on the surface of any calm body of liquid. You have advantage on all Strength (Athletics) checks to swim. If you activate this gadget while you are submerged in a liquid, the device carries you to the surface of the liquid at a rate of 60 feet per round. You can end this effect by taking a second interaction.


Gnomish Tools

  • Equipment Type: Tool belt
  • Activation Type: 1 action

This handheld gadget stores on your tool belt when you aren’t using it. The gadget consists of numerous miniature tools which can be folded into or out of the body of the gadget by taking an action. The tools available vary depending on the needs of the engineer that made it, but likely include tools such as an awl, can opener, chisel, corkscrew, file, fingernail clippers, fire striker, fish scaler, hook, knife, lock pick, magnifying glass, measuring spoon, muddler, pliers, ruler, scissors, screwdriver, spanner wrench, spatula, spork, thermometer, toothpick, tweezers, vegetable peeler, wire cutter, and a whistle, among others.

Auxiliary - In a pinch, this gadget can be used in place of your tinker’s tools or in place of any other artisan tools that you have proficiency in. Because of the small size and folding nature of the tools, any roll that you make using this gadget in place of proper full-sized tools is made with disadvantage. Starting at 11th level this gadget no longer imposes disadvantage on rolls when using the gadget in place of your artisan’s tools.


Headlamp

  • Equipment Type: Headgear
  • Activation Type: 1 action

This gadget casts a bright light in a 30-feet cone and a dim light for an additional 30-feet in whatever direction you are facing. The light emits no heat and requires no fuel source. The light can be switched on or off by taking an action.


Rearview Mirror

  • Equipment Type: Eyewear
  • Activation Type: Continuous

In addition to your normal field of vision, you can also perceive objects which are behind you. You cannot be surprised by any creature sneaking up behind you.


Weapon Flinger

  • Equipment Type: Weapon (any without the two-handed property)
  • Activation Type: 1 action + 1 Attack

When this gadget is equipped, you can use an action in conjunction with an attack action using the weapon that this gadget is integrated with to make a ranged attack with the weapon. For purposes of this attack, treat the weapon as though it had the Thrown (range 20/40) property. Once this effect has been used, the gadget must be reset and cannot be used again until you have completed a short or long rest.


Water Condenser

  • Equipment Type: Tool belt
  • Activation Type: 1 action

This gadget condenses water vapor out of air and stores the water in a bladder on your tool belt. As an action, you can decant up to 1 gallon of clean, fresh water. Once used, the effect cannot be used again until you complete a short or long rest.


Writing Pen

  • Equipment Type: Gloves
  • Activation Type: 1 action

You have a vial of ink and a retractable mechanical writing pen built into your gloves. You may take an action to activate or hide the pen.

Invisible Ink - You can take an action to write a message on parchment, paper, or some other suitable writing material, with this gadget using special disappearing ink. The message can be up to 50 words long. One round after writing the message, the ink fades and thereafter can be read only by a creature with the ability to see invisible objects.


Flaregun

  • Equipment Type: Firearm
  • Activation Type: 1 action + 1 Attack

When this gadget is equipped, you can use an action in conjunction with an attack action using the weapon that this gadget is integrated with to shoot a pyrotechnic flare into the air. The flare burns for 1 minute and can be used as a light source or for signaling someone across a distance. If used outdoors, the flare sheds dim light in a 120-feet radius and can be seen up to 3 miles away. Indoors the flare sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If used to attack a creature, the flare deals 1d4 fire damage instead of the weapon’s normal damage.


Eagle Lens

  • Equipment Type: Eyewear
  • Activation Type: Continuous

While this gadget is equipped you can add your Intelligence Modifier (minimum 1) to Perception checks you make.

Eagle Sight - When you use an action with a ranged weapon to activate this gadget, you gain a +1d6 bonus to ranged attack rolls. Once used, this effect must be recharged and cannot be used again until you complete a short or long rest.


Retractable Ice Skates

  • Equipment Type: Footwear
  • Activation Type: 1 action

When this gadget is equipped, you can deploy a small skate blade from the bottom of your boots. While the blade is deployed you ignore difficult terrain created by ice or snow but terrain without ice or snow counts as difficult terrain for you. You can toggle this effect off by taking another action to retract the blades. When the blades are deployed, you can use your attack action to make an unarmed strike (kick) against a creature within 5 feet of you. The attack deals 1d4 slashing damage if it hits.


Magitector

  • Equipment Type: Eyewear
  • Activation Type: Continuous

When this gadget is equipped, you can always sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you understand its school of magic.

Identify Magic - You learn the properties of a magic item or some other magic-imbued object. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

Simple Complexity

Antigravity Gloves

  • Equipment Type: Gloves
  • Activation Type: 1 action

When this gadget is equipped, you make an interaction with an object to activate it. Your push/drag/lift capacity is doubled.

Chameleon Cloak

  • Equipment Type: Cloak
  • Activation Type: 1 action

When you take an action to activate this gadget, your cloak begins to change color to match your environment. For the next three minutes you have advantage on all Dexterity (Stealth) checks and you gain an additional +10 bonus to Dexterity (Stealth) checks as long as you remain motionless without moving or taking actions.


Defibrillator

  • Equipment Type: Gloves
  • Activation Type: 1 action

When you take an action to activate this gadget, you can target an unconscious, dying creature within 10 feet. That creature regains 1 hit point. Once used, the gadget must be recharged and cannot be used again until you complete a short or long rest.


Food Irradiator

  • Equipment Type: Gloves
  • Activation Type: 1 action

When you take an action to activate this gadget, all nonmagical food and drink within a 5-foot-radius sphere centered on you, are purified and rendered free of poison and disease.


Gyro Stabilizer

  • Equipment Type: Tool belt
  • Activation Type: 1 action

When you take an action to activate this gadget, for the next 3 minutes you have advantage on Dexterity (Acrobatic) checks to avoid falling. Once used, the effect must be reset and cannot be used again until you complete a short or long rest.


Inertial Dampener

  • Equipment Type: Footwear
  • Activation Type: 1 Reaction

You can activate this gadget as a reaction whenever you are the target of an effect which would push, pull, slide, or otherwise cause you to move against your will. The inertial dampener allows you to reduce the amount of space you are moved by up to 10 feet. Beginning at 11th level, you can reduce the effect of forced movement by an additional 10 feet (20 feet total), and another additional 10 feet (30 feet total) at 17th level.


Lie-Detecting Compass

  • Equipment Type: Headgear
  • Activation Type: Continuous

When this gadget is equipped, you always know which direction is north and what your approximate altitude or depth below ground is.

Lodestone of Truth - You may spend 1 Energy to activate this effect. For the next three minutes as long as you are looking at the gadget, you can perceive whether any creature who is speaking is intentionally lying or is telling the truth. Once this effect has been used, it must be recharged and it cannot be used again until you finish a short or long rest.


Night Vision Goggles

  • Equipment Type: Eyewear
  • Activation Type: Continuous

While this gadget is equipped you have darkvision out to a range of 60 feet. If you already have darkvision, its range is increased by 15 feet.

Electroscopic Sight - When you use an object interaction to activate this gadget, for the next minute you gain the ability to see invisible creatures and objects as if they were visible.


Parachute Cloak

  • Equipment Type: Cloak
  • Activation Type: 1 reaction

With this gadget equipped, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your engineer level. Once used, the gadget must be reset and this effect cannot be used again until you complete a short or long rest.


Rebreather

  • Equipment Type: Headgear
  • Activation Type: Continuous

You can breathe underwater while you have this gadget equipped.

Air Filter - While this gadget is equipped, you can take an action to activate an emergency air filter that is built into the gadget. For one minute after activation, you have advantage on saving throws made against harmful gases and vapors.

Recovery Field

  • Equipment Type: Tool belt
  • Activation Type: Continuous

While this gadget is equipped, if you or any friendly creature within 60 feet of you regain hit points at the end of a short rest, each such creature regains extra 1d4 hit points. The number of hit points healed increases to 1d6 hit points when you reach 11th level and again to 1d8 at 17th level.


Taser Gloves

  • Equipment Type: Gloves
  • Activation Type: 1 action

When this gadget is equipped, you can use an action in conjunction with an attack action to make an unarmed strike against a creature within 5 feet of you. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes your unarmed strike damage plus an additional 1d8 lightning damage, and it can’t take reactions until the start of its next turn. This attack’s damage increases by 1d8 when you reach 11th level (2d8), and 17th level (3d8).


Firestarter

  • Equipment Type: Gloves
  • Activation Type: 1 action

When you take an object interaction to activate this gadget, it produces a small flame, which you can use to light a candle, torch, or campfire. Hot Hands - You take an action to shoot a sheet of flames out of your gloves. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, 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. The damage dealt with the flames increases by 1d6 when you reach 11th level (3d6), and again when you reach 17th level (4d6).


Steam Spray

  • Equipment Type: Tool belt
  • Activation Type: 1 reaction

When this gadget is equipped, you can use your reaction to impose disadvantage on the attack roll of a creature within 5 feet of you. An attacker that can’t be blinded is immune to this effect.


Universal Translator

  • Equipment Type: Headgear
  • Activation Type: 1 action

You may take an action to activate this gadget. You understand the literal meaning of any spoken language that you hear.


Tinker's Master Gloves

  • Equipment Type: Gloves
  • Activation Type: Continuous

When this gadget is equipped, you make an interaction with an object to activate it. You only use half as much time on the construction of mechanical items, including your gadgets and devices. You gain advantage of construction and repair checks.

Oxy-fuel - For 1 Energy, the pointer finger of the glove pushes out a lighter, that can produce a small hot flame.

Advanced Complexity

Adrenaline Infusion

  • Equipment Type: Armor
  • Activation Type: 1 action

When this gadget is equipped, you can use an action to activate it. During the same turn that the device is activated, you can take one additional action, on top of your regular action. This additional action can be used to take any action except an attack. Once you have used this gadget, its effect must be recharged and cannot be used again until you complete a short or long rest.


Ballistic Rounds

  • Equipment Type: Weapon (a bow, crossbow or firearm)
  • Activation Type: Continuous

This gadget increases the velocity of shots fired by the weapon it is attached to. When you hit with an attack using this weapon you roll the weapon’s damage dice twice. The weapon deals damage equal to the higher of the two rolls.


Chainsaw Sword

  • Equipment Type: Weapon (any bladed weapon that deals slashing damage)
  • Activation Type: Continuous

When this gadget is equipped, the weapon it is integrated into is outfitted with motorized teeth that increase the sharpness of the blade. Whenever you score a critical hit against an opponent with this weapon, you can roll one additional weapon damage dice for determining the extra damage done by the attack. This bonus increases to two additional damage dice when you reach 17th level.


Holographic Disguise

  • Equipment Type: Tool belt
  • Activation Type: Continuous

When you activate this gadget by taking an action, it projects a three-dimensional holographic image around you, making you—including your clothing, armor, weapons, and other belongings on your person—look different. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the disguise is up to you: you might use the hologram to add or change a minor feature, make yourself appear to be wearing different clothing or to look like a completely different person. The changes wrought by this gadget fail to hold up to physical inspection. The disguise lasts for 10 minutes or until you take an object interaction to cancel it. Once used, the gadget must be recharged and cannot be used again until you complete a short or a long rest.


Inflatable Shoes

  • Equipment Type: Footwear
  • Activation Type: Continuous

When this gadget is equipped, you gain the ability to move across any liquid (water, quicksand, lava etc.) as if it were solid ground. If the liquid is harmful (such as acid or lava) you still take damage for coming into contact with it.


Life Form Scanner

  • Equipment Type: Tool belt
  • Activation Type: 1 action

When this gadget is equipped you can use your action to scan for living beings in your vicinity. You can sense how many small or larger sized creatures are within 100 feet of you. You know the number of creatures, the creature size, and their approximate distance and direction from you, but no other information about them. Creatures with the type: construct or undead cannot be detected this way.


Mass Protoplaser

  • Equipment Type: Gloves
  • Activation Type: 1 action

When you have this gadget equipped, you can activate it by taking an action. Chose up to three creatures you can see within 50 feet of you. Each targeted creature regains a number of hit points equal to 3d6 + your Intelligence modifier. The amount healed increases by 1d6 when you reach 11th level (4d6), and by an additional 2d6 at 17th level (6d6). This effect works on both living creatures and constructs but has no effect on undead.


Reset Button

  • Equipment Type: Tool belt
  • Activation Type: 1 reaction

You can activate this gadget as a reaction at the end of any other creature’s turn in combat. Once activated, the gadget alters the flow of time, reversing any events or actions that took place during that creature’s turn. The creature takes its turn again and can choose to take different actions or the same actions as previously, possibly with different results. Once used, this effect must be recharged and cannot be used again until you complete a short or long rest.


Suction Cup Climbers

  • Equipment Type: Gloves
  • Activation Type: Continuous

When this gadget is equipped, you have advantage on all Strength (Athletics) checks that you make to climb. Starting at 17th level, while this gadget is equipped climbing does not cost you extra movement.


Targeting Scope

  • Equipment Type: Weapon (a bow, crossbow or firearm)
  • Activation Type: Continuous

This gadget increases the accuracy when you make an attack with the weapon it is attached to. You do not suffer disadvantage when you use this weapon to attack a target at long range.


Wheeled Boots

  • Equipment Type: Footwear
  • Activation Type: Continuous

While this gadget is equipped, you can use a bonus action on each of your turns to take the Dash action.

Rocket Thruster - You can take an object interaction to fire rockets built into your boots, causing your walking speed to be doubled and any creature that makes an opportunity attack against you has disadvantage on the attack roll. This effect lasts for one minute.

Intricate Complexity

Advanced Opti-Visor

  • Equipment Type: Eyewear
  • Activation Type: 1 action

When you take an action to activate this gadget, you gain True Sight, which allows you to notice hidden and secret doors, and you can see into the border region of the Ethereal Plane, all out to a range of 120 feet. Once this effect has been used, the gadget must be recharged and cannot be used again until you have completed a short or long rest.


Invisibility Generator

  • Equipment Type: Tool belt
  • Activation Type: 1 action

When you use an action to activate it, this gadget projects a light-bending sphere of energy in a 10-feet radius around you. The sphere renders you and all other creatures inside of it invisible to any creature that is outside of the sphere. Equipment that is worn or carried by a creature inside of the sphere is invisible as long as it is on the creature’s person. The sphere and its effect moves when you move. The effect lasts for one minute or until you take a second object interaction to cancel it.


Jetpack

  • Equipment Type: Cloak
  • Activation Type: 1 action

When you take an action to activate this gadget, for the next minute you gain a flying speed of 45 feet. If you are still airborne when this effect ends, you fall.


Mining Drill

  • Equipment Type: Gloves
  • Activation Type: 1 action

When you take an action to activate this gadget, you gain a burrowing speed of 15 feet which lasts until the end of the second turn after your current one. You leave a tunnel 5’ wide and as high as you are tall in your wake.


Teleporter

  • Equipment Type: Tool belt
  • Activation Type: 1 action

When this gadget is equipped you can take an action to activate it, teleporting yourself and all items you are carrying to a location within 100 feet of you that you can see. Once per turn on your next two turns, you can take a bonus action to activate the gadget again, teleporting yourself again each time you do so. If you would arrive in a place already occupied by an object or creature you take 4d6 force damage and the gadget fails to teleport you.


Quake Machine

  • Equipment Type: Tool belt
  • Activation Type: 1 action

When this gadget is equipped, you can take an action to place a seismic reactor onto the ground at a point within 10 feet of you. At the beginning of your next turn, the device triggers, creating a seismic disturbance that causes an intense tremor in a 50-foot radius circle around the point where you placed it. This tremor shakes creatures and structures in contact with the ground in that area, with the following effects:

  • The ground in the area becomes difficult terrain.
  • Each creature on the ground must make a Dexterity saving throw. On a failed save, the creature is knocked prone.
  • The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the affected area. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. On a successful save, the creature takes half as much damage and doesn’t become buried.

The above effects repeat at the beginning of each of your next two turns, unless you take an action to end the effect early. Once this gadget has been used, it must be recharged and cannot be used again until you complete a short or long rest.


Time-Dilation Zone

  • Equipment Type: Tool belt
  • Activation Type: 1 action

When you activate this gadget by taking an action, chose a spot within 60 feet of you that you can see. The gadget projects an invisible sphere of energy in a 40-feet sphere around the chosen point. The flow of time is altered for creatures inside the sphere. Movement costs double for each creature inside the energy sphere, it takes a -2 penalty to all Dexterity saving throws. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. The energy sphere lasts for 1 minute unless you end it early by taking an object interaction. Once used, this gadget must be recharged and cannot be used again until you complete a short or a long rest.


Neuroadaptive Headgear

  • Equipment Type: Headgear
  • Activation Type: Continuous

When this gadget is equipped, you can detect the presence or absence of surface thoughts (from conscious creatures with Intelligence scores of 1 or higher). The amount of information revealed depends on how long you study a particular area or subject.Your thoughts cannot be read and attempt to detect your presence through your consciousness fail.


Backup Energy Supply

  • Equipment Type: Tool belt
  • Activation Type: 1 action

When you activate this gadget by taking an action, you regain the entirety of your energy pool. Once used, this gadget must be recharged and cannot be used again until you complete a short or a long rest.


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