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zeitgeist:rules:gadgeteer [2022/04/12 00:44] – créée neyrickzeitgeist:rules:gadgeteer [2025/05/21 21:07] (current) – external edit 127.0.0.1
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 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, and for their 
 +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, you 
 +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)