Inventor/Gadgetsmith

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artificer

Gadgetsmith

A gadgetsmith is an inventor whose curiosity and inventive genius have run rampant. While other inventors may spend their whole career perfecting a single-minded pursuit, a gadgetsmith believes that quantity is at least as good as quality.

Quick footed and even quicker witted, gadgetsmiths are never caught without another trick up their sleeve their minds always jumping ahead to solve the next problem with a clever contraption.

A gadgetsmith can come from any walk of life, but they usually exemplify curiosity and a distaste for the suppression of knowledge or technology, usually favoring freedom to experiment and leaning toward more chaotic behaviors

Gadgetsmith's Proficiency

When you choose this specialization at 1st level, you gain proficiency with nets, rapiers, whips, and tinker’s tools

Essential Tools

At 1st level, you’ve mastered the creation of the essential reusable tools for surviving the battlefield as a gadgeteer. You have the following items

  • Gadgetsmith Weapon. Choose one of the following from the Upgrade section: Impact Gauntlets, Lightning Baton, Repeating Hand Crossbow, Ricocheting Weapon, or Shock Generator. You gain the chosen upgrade, and it doesn’t count against your total number of upgrades.
  • Grappling Hook. You can forgo any attack you make as part of the Attack action to throw your grappling hook at a target within 20 feet of you. The target can be a creature, object, or surface. If the target is Small or smaller, make a grapple check against it, pulling it to you and grappling it on a success. If the target is Medium or larger, you can instead pull yourself to it (no check required); this doesn’t grapple the target. Opportunity attacks provoked by this movement are made with disadvantage.
  • Smoke Bomb. As an action, you can use a smoke bomb to cast the fog cloud spell centered on yourself, without expending a spell slot and requiring no components. The spell lasts for a number of rounds equal to your Intelligence modifier and doesn’t require your concentration. When you cast fog cloud in this way, you can choose for it to have a radius of 5, 10, 15, or 20 feet. Uses uses per short rest are equal to your proficiency bonus.

Additional Upgrade

At 3rd level, you’ve mastered the essential tools and have begun to tinker with ways to expand your arsenal. The number of upgrades you can have, based on your class level, increases by one. It increases by one again at 5th level (for a total of two more than shown in the Inventor class table).

Recycle Gadgets

Starting at 3rd level, you can disassemble your gadgets and create different ones during a long rest. When you finish the rest, you can replace any upgrade you have with a new one.

The chosen upgrade must still be one that is valid for the level at which you gained the replaced upgrade. For example, at 9th level, you can only have one upgrade that has a 9th-level prerequisite.

Additionally, if one of your gadgets is destroyed, you can use this feature to recreate it over the course of a long rest, which requires materials worth 20 gp.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Combat Gadgets

Beginning at 14th level, you can forgo any attack you make as part of the Attack action to use a gadget that normally requires an action to use.

Gadgetsmith Upgrades

Unrestricted Upgrades

◆ Airburst Mine
You create a mechanical device capable of producing a devastating blast. You can use this device to cast shatter or thunder burst mine without expending a spell slot. Once used, this gadget can’t be used again until you finish a short or long rest.

◆ Belt of Adjusting Size
You create a belt with a creature size dial on it. While you are wearing the belt, you can use an action to cast the enlarge/reduce spell on yourself without expending a spell slot. Once used, this gadget can’t be used again until you finish a short or long rest.

◆ Element Eater
You create a device capable of absorbing incoming elemental damage. You can activate this device as a reaction when you take acid, cold, fire, lightning, or thunder damage. The device grants you resistance to the triggering damage type until the start of your next turn. After triggering it, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 elemental damage of the triggering type. Once used, this gadget can’t be used again until you finish a short or long rest.

◆ Enhanced Grappling Hook
You enhance the grappling hook gained from the Essential Tools feature, increasing its range to 30 feet. Additionally, when pulling yourself to a Large or larger target, the enhanced power of the grappling hook allows you to drag one Medium or smaller creature with you. The creature must be willing or grappled by you, and it must be within 5 feet of you.

◆ Fire Spitter
You create a gadget that can create a quick blast of fire. As an action, you can use the gadget to cast burning hands as a 2nd-level spell without expending a spell slot. Once used, this gadget can’t be used again until you finish a short or long rest.

◆ Flashbang
You create a high-luminosity discharge device. As an action, you can use the device and target a point within 30 feet of you. Any creature within 20 feet of that point must succeed on a Dexterity saving throw against your spell save DC or be blinded until the end of its next turn. Once used, this gadget can’t be used again until you finish a short or long rest.

◆ Gliding Cloak
You make a cloak that allows you to glide while falling. When you fall more than 10 feet and aren’t incapacitated, you can spread the cloak to reduce your rate of descent to 30 feet per round, taking no falling damage when you land. While falling in this manner under normal gravity, you can move up to 2 feet horizontally for every 1 foot you descend.

◆ Gravity Switch
You build a switch that turns off gravity. You can use it to cast fall ᴷ without expending a spell slot. Once used, this gadget can’t be used again until you finish a short or long rest.

◆ Impact Gauntlet
You create a magic weapon capable of amplifying the impact of your blows. You have proficiency with this weapon, and it has the finesse and light properties, as well as the special property (described below). It deals 1d6 bludgeoning damage on a hit. You can select this upgrade up to two times, making a separate weapon each time.

Special:
When you make an attack with this weapon, you can choose to forgo adding your proficiency bonus to the attack roll. If your attack hits, you can add double your proficiency bonus to the damage roll.

Variant: Power Fist
Your GM may allow you to take the Power Fist upgrade from the Warsmith specialization in place of an Impact Gauntlet, which is similar but deals 1d8 damage and lacks the finesse property. For the purpose of upgrades, Impact Gauntlets and Power Fists should be considered interchangeable.

◆ Jumper Cable
(Prerequisite: Shock Generator upgrade)
Once per turn when you deal lightning damage with a cantrip from your Shock Generator, you can add your Intelligence modifier to the damage dealt.

Additionally, you can use your Shock Generator as an action to make a DC 10 Intelligence (Medicine) check, attempting to stabilize a dying creature within your reach. If you succeed on the check, the creature regains 1 hit point, becoming conscious again, and gains a number of temporary hit points equal to your inventor level. When you stabilize a creature in this way, it gains one level of exhaustion.

◆ Jumping Boots
You modify your boots with arcane boosters. While wearing these boots, you are under the effects of the jump spell.

◆ Lightning Baton
You create a magic weapon that channels lightning. You have proficiency with this weapon, and it has the finesse and light properties. It deals 1d4 bludgeoning damage plus 1d4 lightning damage on a hit. When you roll a 20 on an attack roll made with this weapon, the target must succeed a Constitution saving throw against your spell save DC or become stunned until the start of your next turn. You can choose this upgrade up to two times, making a separate weapon each time.

◆ Mechanical Arm
You create a mechanical arm, giving you an extra hand. This mechanical arm only functions while it is mounted on gear you are wearing, but can be operated mentally without the need for your hands. This mechanical arm can serve any function a normal hand could, such as holding things, making attacks, and interacting with the environment, but it doesn’t grant you any additional actions.

◆ Mechanical Familiar
You create the blueprint for a small, mechanical creature. At the end of a long rest, you can choose to create a familiar based on it, casting the find familiar spell without expending a spell slot. When cast in this way, the familiar is a construct. It stays active until you deactivate it or it is destroyed. In either case, you can choose to reactivate it at the end of a long rest.

◆ Net Launcher
You build a device capable of delivering nets to their targets more effectively. While you have this upgrade, nets have a normal range of 20 feet and a long range of 60 feet for you.

◆ Quick Essential Gadget
You modify your essential gear for quickened use. You can use your Grappling Hook or Smoke Bomb as a bonus action. Once you use either of them in this way, you can’t use either of them in this way again until you finish a short or long rest.

◆ Repeating Hand Crossbow
You build an improved hand crossbow. You have proficiency with this weapon, which has a normal range of 30 feet and a long range of 120 feet, and it has the ammunition and light properties, as well as the special property (described below). It deals 1d6 piercing damage on a hit.

Special:
This weapon doesn’t require a free hand to load, as it has a built-in loading mechanism. When you make an attack with this weapon as part of the Attack action, and you don’t have disadvantage on the attack roll, you can choose to make the attack roll with disadvantage to make one additional attack with this weapon as a bonus action. The attack roll for this additional attack is also made with disadvantage.

◆ Ricocheting Weapon
You create a thrown melee weapon enchanted or engineered to ricochet off its targets and return to your hand. You have proficiency with this weapon, which has a normal range of 30 feet and a long range of 90 feet, and it has the finesse and thrown properties, as well as the special property (described below). It deals 1d8 bludgeoning, piercing, or slashing damage on a hit (your choice when you choose this upgrade). You can Arcane Retrofit this weapon.

Special:
When this weapon is thrown, you can target two creatures within 10 feet of each other, making a separate attack roll against each target; the damage dealt by the attack is halved for each target hit after the first. In addition, the weapon flies back to your hand immediately after the attack.

◆ Shock Generator
You create a device capable of generating potent shocks. You can use this device to cast shocking grasp. When you cast shocking grasp in this way, you can use either your Dexterity or Intelligence modifier for the attack roll.

◆ Shocking Hook
(Prerequisite: Shock Generator upgrade)
You can integrate your Shock Generator and your Grappling Hook. Immediately after using your Grappling Hook to pull a creature to you or to pull yourself to a creature, you can use your bonus action to cast shocking grasp from your Shock Generator targeting that creature.

◆ Sight Lenses
You create a set of lenses that allow you to see through darkness and obscurement, which you can integrate into a pair of goggles, glasses, or other vision assistance. While using these lenses, you can see through fog, mist, smoke, clouds, and nonmagical darkness out to a range of 15 feet.

◆ Smoke Cloak
You create a cloak that causes you to blend in with smoke. When you are lightly or heavily obscured by smoke at the start of your turn, you are invisible until your turn ends, or until you cast a spell, make an attack, or deal damage to a creature.

◆ Steelweave Nets
You thread your nets with metal reinforcement, making them tougher and more conductive. The net has an AC of 15 and resistance to slashing damage. Whenever a creature restrained by the net takes lightning damage, it takes an extra 1d6 lightning damage.

Only you have proficiency with your Steelweave Nets. You can have a number of these nets up to your Intelligence modifier at a time (a minimum of one), and you can replenish your supply of them over the course of a long rest by forging normal nets into Steelweave Nets.

◆ Striding Boots
You modify your boots with amplified striding speed. While wearing these boots, you are under the effects of the longstrider spell.

◆ Trick Shots
At the end of a short or long rest, you can add one of the following effects to a piece of ammunition or a thrown weapon, turning it into a trick shot; the effect is expended when you use the trick shot:

  • Arcane Trick
    You can imbue a cantrip or 1st-level spell you know into the shot, casting it on impact where the shot lands. The target of the attack is also the spell’s target.
  • Bouncing
    You can attack a target within range that has total cover from you if you know the target’s location, bouncing the shot off a surface. The target has the benefit of half cover for the attack, instead of total cover.
  • Ricochet
    If you hit a target with the shot, you can make another attack roll against a different target within 10 feet of the first as part of the same attack.
  • Smoke Shot
    You can use the shot to deploy a Smoke Bomb on impact where the shot lands.
  • Special Tip
    The shot deals one of the following damage types of your choice: bludgeoning, piercing, slashing, acid, cold, fire, or lightning.

You can select this upgrade multiple times, allowing you to make multiple trick shots per rest. You can have a maximum number of trick shots equal to the number of times you have selected this upgrade.

5th-Level Upgrades

◆ Antimagical Shackle You create a set of antimagical shackles. As an action when you are adjacent to a creature, you can attempt to shackle the creature to yourself or a nearby object using these shackles. Make a Dexterity (Sleight of Hand) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (target’s choice). A creature that is immune to being grappled or restrained automatically succeeds on this check. If you succeed, the target is shackled to you or the nearby object, and it can only move if it’s able to move what it’s shackled to.

Additionally, while shackled in this way, the target can’t teleport, travel to another plane of existence, alter its form (such as by the polymorph spell), or dematerialize. As an action, the target can make a Strength saving throw against your spell save DC, breaking the shackles on a success; otherwise, the shackles last until you remove them.

◆ Binding Rope You create a rope that is capable of animating and binding a creature. As an action, choose a creature within 30 feet of you. The target must make a Dexterity saving throw against your spell save DC or become restrained until the end of your next turn. If you are currently grappling the target, it makes the Dexterity saving throw with disadvantage. The rope can only restrain one target at a time.

◆ Crossbow Spider You modify a crossbow to be able to aim and fire remotely. As an action, you can deploy a Tiny construct called a crossbow spider (see the construct’s statistics below). Once deployed, you can use a bonus action to cause the construct to move up to its speed and make a crossbow attack from its location. The construct becomes inactive after 1 minute, or after it has been used to make 10 attacks.

Once you have activated the construct, you can’t activate it again until you finish a long rest, unless you expend a spell slot of 1st level or higher to activate it again. If the construct is destroyed, you can’t activate it again until you repair it or recreate it during a long rest.

The construct can’t take any actions besides the ones you direct it to take with your bonus action.

♦ Crossbow spider

Tiny construct

Armor Class 10
Hit Points 5
Speed 15 ft., climb 15 ft.

STR DEX CON INT WIS CHA
2 (−4) 10 (+0) 10 (+0) 1 (−5) 1 (−5) 1 (−5)

Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses passive Perception 5
Languages None
Proficiency Bonus equals your proficiency bonus


Actions

Crossbow. Ranged Weapon Attack: your spell attack modifier to hit, range 30/120 ft., one target you can see. Hit: 1d6 + your Intelligence modifier piercing damage.

◆ Explosive Gauntlet
(Prerequisite: Impact Gauntlet upgrade)
Your gauntlets can exert massive kinetic force when striking. When you make an attack with your Impact Gauntlet, you can choose to be pushed 10 feet in the opposite direction of your attack. Alternatively, you can use a bonus action to attempt to push the target after the attack. The target must succeed on a Strength saving throw or be pushed 10 feet away from you. This movement doesn’t provoke opportunity attacks.

You can use the movement effect of this gauntlet even if you’re not attacking a target, allowing you to push yourself in any direction (including upwards).

◆ Smoky Images
Immediately after using a Smoke Bomb, you can use a bonus action to cast mirror image without expending a spell slot. Once you cast the spell in this way, you can’t do so again until you finish a short or long rest.

◆ Vanishing Trick
Immediately after using a Smoke Bomb, you can cast misty step without expending a spell slot. Once you cast the spell in this way, you can’t do so again until you finish a short or long rest.

9th-Level Upgrades

◆ Arcane Nullifier
You make a device that nullifies the arcane through means you assure everyone else you understand. As an action, you can use this device to cast dispel magic without expending a spell slot. Once used, this gadget can’t be used again until you finish a short or long rest.

◆ Phase Trinket
You create a magical gadget that manipulates ethereal magic. As an action, you can use this device to cast blink or dimension door without expending a spell slot. Once used, this gadget can’t be used again until you finish a long rest.

◆ Stinking Gas
You make a more potent compound for your Smoke Bombs. When you use a Smoke Bomb, you can choose to cast stinking cloud, instead of fog cloud, following the same rules. Once you cast stinking cloud in this way, you can’t do so again until you finish a short or long rest.

◆ Stopwatch Trinket
You create a magical stopwatch that manipulates time magic. As an action, you can use the stopwatch to cast haste or slow without expending a spell slot. Once used, this gadget can’t be used again until you finish a long rest.

11th-Level Upgrades

◆ Flying Gadget
You build a device that allows you to fly, such as deployable artificial wings. You can activate this device as a bonus action, or as a reaction when you fall. Whatever form the device takes, when it’s activated, you gain a flying speed of 30 feet, which lasts until you choose to deactivate it (no action required).

◆ Lightning Generator
(Prerequisite: Shock Generator upgrade)
You upgrade your Shock Generator with additional lightning capabilities. You can overload your Shock Generator to cast lightning bolt without expending a spell slot. Once you cast lightning bolt in this way, you can’t do so again until you finish a short or long rest.

Additionally, once per turn when you deal lightning damage with a spell, you can add your Intelligence modifier to the spell’s damage roll.

◆ Truesight Lenses
(Prerequisite: Sight Lenses upgrade)
You upgrade and fine-tune your Sight Lenses, granting you truesight out to a range of 15 feet while using them.

◆ Useful Universal Key
You create a Universal Key to obstacles, transmuting them into not-obstacles. As an action, you can apply this key to a surface to cast knock or passwall on it without expending a spell slot. Once used, this gadget can’t be used again until you finish a long rest.

15th-Level Upgrades

◆ Bee Swarm Rockets
You design a type of tiny, firecracker-like device, which can release rockets in large numbers. You have a maximum number of rockets equal to your inventor level. As an action, you can release between 1 and 10 rockets. Each rocket targets a point you can see within 40 feet of you. Each creature within 10 feet of one of these points must make a Dexterity saving throw against your spell save DC.

Creatures in the area of effect of multiple rockets make a separate saving throw for each rocket. For each failed save, a creature takes 2d6 + 1 fire damage, or half as much damage on a successful one.

You can replenish your supply of rockets to your maximum over the course of a long rest.

◆ Bracers of Empowerment
You create bracers that can empower you. You can use these bracers to cast martial transformation without expending a spell slot. Once used, this gadget can’t be used again until you finish a long rest.

◆ Dimensional Toolbox
You build a toolbox, filling it with the many ideas you’ve had and discarded, with the magical power of making those ideas reality when you need them most. As an action, you can reach into the toolbox and withdraw an Unrestricted Upgrade of your choice (one with no level requirement) from the Gadgetsmith list. Gadgets withdrawn from the toolbox are fleeting, and disappear after 1 minute. Once you have withdrawn an upgrade from the toolbox, you can’t withdraw another upgrade from it until you finish a long rest.

◆ Disintegration Ray
You create a Disintegration Ray. You can use this device to cast disintegrate without expending a spell slot. Once used, this gadget can’t be used again until you finish a long rest.

◆ Nexus Hive
You create a floating metal sphere, that when activated spews a storm of metal shards in all directions around it. As an action, you can deploy a small construct (see the construct’s statistics below), throwing it up to 30 feet where it will hover in place. Once deployed, you can use a bonus action to move the Nexus Hive up to 20 ft. The construct becomes inactive after 1 minute. If the construct is destroyed, you can’t activate it again until you repair it or recreate it during a long rest.

The construct can’t take any actions besides the ones you direct it to take with your bonus action.

Nexus Hive Small construct, unaligned Armor Class 15 (natural armor) Hit Points 30 Speed 0 ft., fly 20 ft. (hover) STR DEX CON INT WIS CHA 2 (–4) 10 (+0) 12 (+1) 1 (−5) 1 (−5) 1 (−5) Damage Immunities poison, psychic Condition Immunities charmed, exhausted, frightened, paralyzed, petrified, poisoned Senses passive Perception 5 Languages — Proficiency Bonus equals your bonus Swarm. The nexus hive sprays metal shards in a 10-foot radius around itself. A creature takes 4d4 piercing damage when it enters this area for the first time on a turn or starts its turn there. Explosive Vent. When reduced to 0 hit points, the nexus hive will violently vent energy. Creatures within 10 feet of the nexus hive must succeed on a Dexterity saving throw against your spell save DC. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one.