Gadgeteer (5e Subclass)

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Gadgeteer[edit]

Utilizing traps and inventions, the Gadgeteer controls the battlefield. Whether a retired inventor or a thief who simply put his trap disabling skills to better use, Gadgeteers invent many oddities which assist them in their endeavors. Perhaps they act as a highwayman who causes "accidents" on the side of the road or maybe they're a thief with a few tricks up their sleeve. One thing is for certain, you'd best keep your eyes open around these folk.

Gadgeteer save DC= 8 + Proficiency Bonus + Intelligence Modifier

Trapsmith[edit]

Using your knack for mechanics and technology, you are skilled at using them to ambush unsuspecting enemies. Beginning at 3rd level, you gain proficiency in Tinker’s Tools. You also keep a bag of trap supplies on your person beginning with 30gp worth of components. If you have Thieves’ tools and the requisite gp amount of supplies, you can spend one minute preparing and laying a trap. This trap fills every 5 feet square inside its area, has a number of hit points equal to your Rogue level and has a DC equal to your Gadgeteer save DC. When an unsuspecting creature enters the trap’s range or starts its turn within range, it must make a Dexterity save against your Gadgeteer DC or take damage as shown in the table + Intelligence Modifier Bludgeoning, Piercing or Slashing damage. The creature can only be targeted once by the same trap per round. If a creature succedes, it notices your trap and it has to move at half its walking speed to avoid setting it off. A Blinded creature automatically fails it's saving throw. A successful Thieves' Tools check against your Gadgeteer DC disables the trap altogether. When setting the trap, you can choose to have all charges be expended at once within range or have one charge expend at the closest target when applicable. The trap is destroyed if it has no more charges. You do not set off your traps if you don't want to.

  • If no charges are expended, you can salvage as an action all parts used to make the trap.
  • If any (but not all) charges are expended, you can salvage as an action enough parts to cover the base price of the trap.
  • If all charges are expended, you can't salvage any part of the trap.
Trap Upgrades
Minimum Level Damage (base price) Maximum Diameter Charges Delay After Trigger Silvered
3 Int + 2d6 (30gp) 5ft. (+0gp) 1 (x1) 1 Round ---
3 Int + 2d8 (40gp) 10ft. (+5gp) 2 (x1.5) 2 Rounds ---
9 Int + 2d10 (50gp) 15ft. (+10gp) 3 (x2) 3 Rounds +50gp
13 Int + 3d8 (60gp) 20ft. (+15gp) 4 (x2.5) 4 Rounds +50gp
17 Int + 3d10 (70gp) 25ft. (+20gp) 5 (x3) 5 Rounds +50gp
  1. When upgrading traps, be sure to move from left to right when figuring out gold amounts.
  2. All traps begin with a 0 round delay unless crafted otherwise.

Device Maker[edit]

In addition to traps, a Gadgeteer can also utilize other items at a moment’s notice. Beginning at 3rd level you may craft gadgets during your downtime. Choose three from the list provided. You learn how to craft an additional gadget of your choice at levels 6, 9, 12, 15, and 18. During a short or long rest, you may craft and own a total number of devices equal to your Intelligence Modifier. You may craft and own a maximum of devices per type equal to your Intelligence Modifier. This number increases at level 9 and 17. Crafting devices doesn't require supplies, as they are for the most part made from spare parts. Being made of these scraps, all items you create over the course of a short or long rest become inert after you complete your next short or long rest. If the device requires an action to be used and you are able to make one or more additional attack when you take the attack action, you can forgo one of those attacks to use the device.

  • Auto Pick: this item can be used to open locks. The DC it can pick is equal to your Intelligence score. It takes at least five times as long to open the lock, plus one minute for every DC lower it is. After it is used, it becomes inert.
  • Breathing Kit: this small device increases the amount of time a medium creature can hold its breath by one minute. For small creatures, this time is increased by two minutes. After it is used, it becomes inert.
  • Concealable Item: this item does not become inert, nor does it have a limit to craft, but it costs gp equal to the base price of the item +100gp and follows normal crafting rules. You may create a shield or light weapon that folds in on itself. As a bonus action, you may deploy this item or collapse it. When folded, you have advantage on Dexterity (Sleight of Hand) checks made to hide this item on your person. The crafting time of this gadget is equal to one long rest.
  • Dust's Goggles: you may create a pair of goggles made of carefully-polished glass, with frames of polished metal and a simple leather strap and buckle. The goggles allow the wearer to see through non-magical smoke, fogs, mists, and similar obscurement, allowing to see in the dark within a 15 foot-radius. They do not confer darkvision. While wearing them, you can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. You can’t discern color, only shades of gray. While wearing those goggles you have disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks as they distort your sight. An action is needed to don or doff the device. The crafting time of this gadget is equal to one long rest.
  • Flare: as an action, you may throw this pyrotechnic that produces a bright light and an intense heat at a point within 40 feet of you, creating a 30-foot-radius light centered on a point within range. Its light lasts 1 minute and lights up dim light to bright light or darkness to dim light. Once the flare is extinguished it becomes inert. Water can extinguish it too.
  • Flashbang: as an action, you may throw this metal cylinder at a point within 40 feet of you. This gadget counts as one handed. All creatures within 5 feet of that point must make a Constitution saving throw against your Gadgeteer save DC or be Blinded for one minute. At the end of its turn the target may attempt another Constitution saving throw against your Gadgeteer save DC, ending this effect on a successful save.
  • Hand Granade: as an action, you may throw this metal sphere at a point within 40 feet of you. This gadget counts as one handed. All creatures within 5 feet of that point must make a Dexterity saving throw against your Gadgeteer save DC or take 3d4 + Intelligence Modifier Piercing damage. On a successful saving throw, the creatures take half as much damage (rounded down). At levels 6, 9, 12, 15, and 18 the damage is increased by 1d4.
  • Hookshot: as an action, you may launch this claw-like device at walls or ceilings within 40 feet of you and have the rope pull you up via a spring powered winch. This gadget counts as a hand-crossbow for purposes of proficiency. The winch automatically pulls you 10 feet at the beginning of your turn, unless you decide to let the gadget go. You can remove the attached hook as a bonus action or continue to hang from ceilings or walls indefinitely after being pulled the full length of the rope. While you are hanging or being pulled by this gadget you can't use your movement action. At any moment, you can let go this device (no action required). Every minute spent hanging you have to make a Constitution saving throw against a DC save of 10. Also, whenever you take damage while you are hanging you must make a Constitution saving throw to maintain your hold. The DC equals 10 or half the damage you take, whichever number is higher. On a failed save, you let the device go and fall vertically. Note: some surfaces may not allow the hook to stick (such as metal or hard stone). The winch can't lift more weight than 1 medium, 2 small, or 4 tiny creatures at a time. The crafting time of this gadget is equal to one long rest.
  • Infamous Needle: as an action, make an attack roll against a creature within 5 feet of you with this friction-electified needle. This gadget counts as a dagger for purposes of proficiency and Sneak Attack. This attack has advantage against creatures wearing metal armor. On a hit, the creature takes 1d2 + Intelligence Modifier lightning damage and can't take reactions until the start of your next turn.
  • Image Caster: one sheet of paper may be inserted into this small box at a time. As an action, you may press a small button on the side of this device, which releases a flash of light in a 30 feet cone, and after one hour the paper is shaded with coal, graphite, or other materials to create an image of what the Image Caster was facing. The image comes only in shades of grey, unless dyes worth 50gp are used.
  • Improved Reload: this device increases the amount of times you can fire a hand crossbow or light crossbow before needing to reload. When applied, the crossbow can fire three bolts before requiring an action to load three more.
  • Noise Maker: as an action, you may set up this small device which can imitate sounds such as footsteps, a door closing or opening, an item crashing to the ground or other simple noises within 40 feet of it that might obtain the attention of nearby creatures. A creature can determine the noise is fake with a successful Intelligence (Investigation) check against your Gadgeteer save DC. This item functions for one minute and then becomes inert.
  • Net Bolt: a net attached to a bolt. As an action, you may hurl this net using a crossbow or bow out to a range of 15 feet with a long range of 30 feet. This otherwise functions as a mundane net. A creature can avoid the net with a successful Dexterity check against your Gadgeteer save DC or be restrained. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
  • Smoke Bomb: as an action, you may throw this metal canister at a point within 40 feet of you, creating a 15-foot-radius cloud of smoke centered on a point within range. This gadget counts as one handed. The smoke spreads around corners, and its area is heavily obscured. It lasts for one minute or until a moderate wind (at least 10 miles per hour) disperses the cloud, taking 4 rounds, or a strong wind (at least 20 miles per hour), taking 1 round.
  • Spring-boots: a pair of old boots with some carefully tuned spring mechanisms on the bottom of them. While wearing these boots, your walking speed increases by 10 feet, and you can jump an additional 10 feet horizontally or vertically. The user has disadvantage on Stealth checks while wearing them, due to the noisiness of the springs.
  • Stink Bomb: as an action, you may throw this heinous mixture at a point within 40 feet of you, creating a 10-foot-radius of vile gas. This gadget counts as one handed. The mist spreads around corners and lightly obscures the area. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it, taking 1 round. Each creature inside the radius must make a Constitution saving throw against your Gadgeteer save DC or become poisoned for one minute. A creature can make another saving throw at the beginning of it's turn, ending this effect on a success. A creature that fails three or more saving throws, takes 1d8 poison damage and becomes Stunned until the start of their next turn as they spend their actions retching. Creatures have disadvantage on subsequent saving throws while in the area of the gas.
  • Tanglefoot Bag: a small pouch full of writhing sticky tar. As an action, you may throw this at a point within 40 feet of you. This gadget counts as one handed. Upon landing, the writhing tar spurts out, covering a 5-foot-radius of ground for 1 minute before it dries out and hardens. A creature hit by this bag must make a Strength saving throw against your Gadgeteer save DC or have their speed reduced to zero. A creature may take an action to repeat the saving throw, freeing themselves from the sticky tar on a success. A creature that starts its turn in the area, or passes through it on their turn, has their speed halved until the start of their next turn.
  • Umbrella Bolt: when you (or any creature lined up with you, inside the trajectory of fire) is being targeted by a ranged attack, as a reaction you can fire this bolt provided with a front, dome-like appendage. With a successful Dexterity check against enemy's attack roll, this bolt blocks the incoming attack. You can't block a critical hit using this gadget. If the bolt intercepts the enemy's attack, the bolt is destroyed.

Quick Hand[edit]

Beginning at 9th level, due to your incredible planning and quick hands, you may prepare and carry a total number of traps equal to half your Intelligence Modifier rounded up (minimum of 1) at the end of a long rest. The value of each cannot exceed 200gp. You may set these traps as an action. You have to pass a Dexterity (Sleight of Hand) check with a DC equal to enemies' Passive Perception to not be caught doing so.

You can use your Cunning Action to use any of your gadget which normally needs an action. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest. During a short or long rest, you may craft and own a total number of devices equal to twice your Intelligence Modifier.

Elemental Modifications[edit]

At 13th level, you’ve become more curious to the extent your inventions will go. When crafting a trap, you may choose to double the base price in order to change the trap’s damage type between Fire, Ice, Lightning or Thunder.

  • Fire: the target takes 5 fire damage at the end of each of their turns for one minute or until it uses its action to douse the flames.
  • Ice: the target moves at half speed for one minute. A creature can make a Constitution saving throw against your Gadgeteer save DC at the end of each of its turns, ending the effect on a success.
  • Lightning: the target is Stunned for one minute. A creature can make a Constitution saving throw against your Gadgeteer save DC at the end of each of its turns, ending the effect on a success.
  • Thunder: the target is Deafened for one minute. A creature can make a Constitution saving throw against your Gadgeteer save DC at the end of each of its turns, ending the effect on a success. This trap emits a blast that can be heard from 500 feet away.

Any creature you designate are no more affected by your traps.

Master Design[edit]

At 17th level, when you complete a long rest, you can create an oddly vicious trap using less parts. This trap costs half the normal cost to create and is capable of applying your Sneak Attack damage to a viable creature, if you haven't already applied it this turn. This counts as your Sneak Attack for the turn. Even if the creature succeeds it’s saving throw, it takes half damage nonetheless, regardless of whether you use Sneak Attack or not. In addition, you can manually expend a charge on any trap you create as a bonus action if you still have any rounds on the delay and those are within 60 feet of the trap. Example: if you have a four round delay on the initial trigger and a creature triggered the trap two turns ago, you can instead forgo the rest of the delay and expend a charge using an action, targeting that creature or all within range if you have it rigged to expend all charges. During a short or long rest, you may craft and own a total number of devices equal to thrice your Intelligence Modifier.

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