zeitgeist:rules:gadgeteer
Differences
This shows you the differences between two versions of the page.
| Next revision | Previous revision | ||
| zeitgeist:rules:gadgeteer [2022/04/12 00:44] – créée neyrick | zeitgeist:rules:gadgeteer [2025/05/21 21:07] (current) – external edit 127.0.0.1 | ||
|---|---|---|---|
| Line 94: | Line 94: | ||
| with the limit that you generally cannot go higher than your anchor | with the limit that you generally cannot go higher than your anchor | ||
| point. The grappler cannot grab onto held or worn objects, nor onto | point. The grappler cannot grab onto held or worn objects, nor onto | ||
| - | creatures unless they’re unconscious or willing | + | creatures unless they’re unconscious or willing.\\ |
| + | **Autootolarynx**. As a bonus action, you don a mask that enhanc- | ||
| + | es smells. For the next ten minutes you can detect creatures within | ||
| + | 30 feet by sense of smell, and can easily track trails by their scent.\\ | ||
| + | **Bespoke Bane**. When you prepare this item, choose a creature | ||
| + | whose damage immunities and resistances you are aware of. As a | ||
| + | bonus action, you can hold this item, or throw it at a point within | ||
| + | 20 feet. If you throw it at a creature, the device clings to the target | ||
| + | unless it succeeds a Dexterity saving throw, though the creature | ||
| + | can remove the device by spending an action. The device emits | ||
| + | an alchemical aura in a 10-foot radius that causes creatures of | ||
| + | the type you chose to lose their damage resistances, | ||
| + | damage immunities to become resistances instead. This lasts for | ||
| + | one minute.\\ | ||
| + | **Chiaroscuro Bomb**. As an action you can throw this item at a | ||
| + | point within 20 feet. When you do, you choose whether it produces | ||
| + | a blinding flash or releases a cloud of obscuring smoke. If a flash, | ||
| + | creatures in a 10-foot square centered on the target point must | ||
| + | succeed a Constitution saving throw or be blinded until the start | ||
| + | of your next turn. If smoke, the item creates a 10-foot square of con- | ||
| + | cealment that lasts for one minute. Strong wind can disperse the | ||
| + | smoke.\\ | ||
| + | **Cloak of Gliding**. As a reaction when you fall 10 feet or more, | ||
| + | you can cause this cloak to extend and stiffen like a wing, which | ||
| + | momentarily stops you from falling farther. Thereafter, at the end | ||
| + | of each of your turns you fall 10 feet (or more, if you desire). While | ||
| + | descending, you have a fly speed of 60 feet, though you cannot in- | ||
| + | crease your altitude. You do not take falling damage while using | ||
| + | this cloak. When there is no longer air resistance from falling, the | ||
| + | cloak returns to its normal shape. This gadget can be reused mul- | ||
| + | tiple times.\\ | ||
| + | **Instant Contrivance**. When you prepare this gadget, pick any | ||
| + | set of tools that weighs ten pounds or less. As an action, you can as- | ||
| + | semble a set of such tools, which last until you collapse it to an inert | ||
| + | form. (You can assemble a set of smithing tools, for example, but not | ||
| + | an actual forge.) This gadget can be reused multiple times.\\ | ||
| + | **Locative Lantern**. As a bonus action, you cause this hand-held | ||
| + | lantern to shed bright light in a 20-foot radius for one minute. | ||
| + | During that time, creatures cannot teleport into or out of the il- | ||
| + | luminated area, creatures cannot use incorporeal movement in | ||
| + | the area, and ethereal creatures in that area can be affected as if | ||
| + | they were not ethereal. When a creature tries to move out of the | ||
| + | radius of the light, they must succeed a Strength saving throw. If | ||
| + | it fails, its movement stops. You can hold the lantern, or attach it | ||
| + | to yourself, typically on your belt. The lantern functions even if | ||
| + | you’re not holding it.\\ | ||
| + | **Nocturnal Goggles**. As a bonus action, you don goggles that | ||
| + | grant you darkvision, letting you see in dim light within 60 feet as | ||
| + | if it were bright light, and in darkness as if it were dim light. They | ||
| + | function for ten minutes.\\ | ||
| + | **Redoubled Reaction Ram**. Weapon. In place of an attack, you | ||
| + | can shove a creature within 5 feet. You gain a +4 bonus on your | ||
| + | Strength (Athletics) check to shove the creature, and if you succeed | ||
| + | you deal force damage equal to your Intelligence modifier, and can | ||
| + | either knock the target prone or push it 10 feet. Alternatively, | ||
| + | can spend a bonus action to place this device against a door and | ||
| + | make a Strength check with advantage to break down that door | ||
| + | (you retain the +4 bonus). You can use the ram in a similar way to | ||
| + | shatter unattended inanimate objects.\\ | ||
| + | **Splattering Lubricant**. As an action, you can throw this item | ||
| + | at a spot within 60 feet. Slick lubricant covers the ground in a 10-ft. | ||
| + | square centered on that point, which turns it into difficult terrain | ||
| + | for ten minutes. Each creature standing in the area when the lubri- | ||
| + | cant lands must succeed on a Dexterity saving throw or fall prone. | ||
| + | A creature that enters the area or ends its turn there must also suc- | ||
| + | ceed on a Dexterity saving throw or fall prone.\\ | ||
| + | **Synthetic Peril**. You usually wear this item under clothes. | ||
| + | When you start your turn and are charmed, this item jabs you with | ||
| + | a wickedly barbed needle, without you needing to spend an action. | ||
| + | It causes no actual damage, but is so shockingly painful that your | ||
| + | mind reacts as if you have been attacked and damaged by the crea- | ||
| + | ture charming you, which often allows you to make a new saving | ||
| + | throw against the charm. Once activated, the device continues to | ||
| + | stab you at the start of each of your turns for one minute.\\ | ||
| + | **Tanglegrim Bag**. Weapon. In place of an attack, you can throw | ||
| + | this item up to 20 feet, making a ranged attack against a creature | ||
| + | or object as an improvised weapon. On a hit, the target takes ne- | ||
| + | crotic damage equal to 1d8 + your Intelligence modifier, and it must | ||
| + | make a Strength saving throw. If it succeeds, its speed is reduced by | ||
| + | half for ten minutes. If it fails, its speed is reduced to 0 for ten min- | ||
| + | utes. Whether it succeeds or fails, it can spend an action to make | ||
| + | a Strength check (DC 10), and if succeeds it can break free of the | ||
| + | entanglement.\\ | ||
| + | **Thunderstone**. Weapon. In place of an attack, you can throw | ||
| + | this item at a point within 20 feet. The stone shatters and releases a | ||
| + | deafening and painful boom. Each creature in a 10-foot square cen- | ||
| + | tered on the target point must succeed a Constitution saving throw. | ||
| + | If it fails it takes thunder damage equal to 1d4 + your Intelligence | ||
| + | modifier, is pushed 5 feet away from the center of the area, and is | ||
| + | deafened for a minute. If it succeeds it takes 1 thunder damage and | ||
| + | is not pushed or deafened. | ||
| + | |||
| + | ==== My Own Design ==== | ||
| + | |||
| + | At 7th level, you can devise a custom apparatus of exceptional | ||
| + | power. Choose one spell of 2nd level or lower that any class can cast. | ||
| + | Your apparatus can produce the same effect, requiring the same | ||
| + | action to activate as the spell takes to cast, and using your gadget | ||
| + | saving throw DC for any spell saving throw DC. If the spell requires | ||
| + | any expensive components, the apparatus requires components of | ||
| + | equivalent cost. After you use your apparatus, you cannot use it | ||
| + | again until you finish a short or long rest. | ||
| + | |||
| + | ==== Signature Item ==== | ||
| + | |||
| + | At 10th level, choose one gadget you know how to create as a sig- | ||
| + | nature item. You are treated as always having one of those items | ||
| + | prepared, and it doesn’t count against the number of items you can | ||
| + | prepare at a time. | ||
| + | At 18th level, choose another gadget as a signature item. | ||
| + | |||
| + | ==== Ready for Anything ==== | ||
| + | |||
| + | At 15th level, you can use any gadget you have in your codex with- | ||
| + | out having to have prepared it first. After you use this ability, you | ||
| + | cannot use it again until you finish a short or long rest. | ||
zeitgeist/rules/gadgeteer.1649724295.txt.gz · Last modified: 2025/05/21 21:07 (external edit)