Table of Contents
Fighter—Gadgeteer
Some warriors become fascinated with the possibilities presented by new technology and arcanoscience, and in their tinkering devise a variety of tools that can be useful in a battle. These gadgeteers keep a lot of tricks up their sleeves or, more often, on their belts.
Utility Items
At 3rd level, you learn to combine a mix of tinkering, alchemy, and
the most basic magical prestidigitation to build single-use items
useful in combat. You store various components on your person—
often in utilitarian belt pouches—and prepare devices when you
have a few spare minutes. These items only function for you, and
fall apart if they’re away from you for more than a minute.
When you gain this feature, you invent three gadgets of your choice
(see “Gadget Options” below). You keep the details of the invention
in a book called a codex. You invent an additional gadget when you
reach certain levels of this class: 7th, 10th, 15th, and 18th level.
You can also add more gadgets to your codex by learning from
other inventors, typically by spending one day of down time with
that inventor’s assistance and spending 100 gp for the necessary
materials to tinker. You might also reverse engineer a gadget you
find, though this could take longer and be more expensive, at the
Narrator’s discretion.
The interaction of alchemical energies limits how many gadgets
you can have prepared at any one time. Whenever you complete a
short rest, you prepare a number of gadgets equal to 3 + your Intel-
ligence modifier. You can prepare multiple copies of a given type of
gadget in this way. If you prepare more gadgets, your previous gad-
gets cease to work but can be recovered for raw materials. Gadgets
only work once, unless otherwise noted.
Activating a gadget requires an action unless otherwise noted,
and you can only activate one gadget per turn. Thanks to your deft
fingers and arcanotechnological riggings, you can use a hand hold-
ing a weapon to use a gadget. If the weapon has a magic bonus to
attack and damage rolls, you can touch the gadget to the weapon as
part of using it, giving the gadget the same bonus.
Weapon Gadgets. If a gadget is labeled “weapon,” you can draw it
like ammunition and use it in place of an attack. You are considered
proficient with any weapon gadgets (that is, you add your proficien-
cy bonus to any attack rolls they require, unlike other improvised
weapons). No matter how many attacks you can make, however, you
can still only assemble one gadget each turn.
Gadget Options
Choose from the following. If a gadget calls for a saving throw, the
DC is 8 + your proficiency bonus + your Intelligence modifier.
Adaptable Antitoxin Applicator. As a bonus action you inject
an alchemical variety of antitoxin that does not need to be drunk to
provide its benefit. The recipient gains advantage on saving throws
against poison for 1 hour and is immune to poison for one round.
Alchemist’s Phlogiston. Weapon. A superior form of alchemist’s
fire, this sticky, adhesive fluid ignites when exposed to air. As an
attack, you can throw this flask up to 20 feet. Make a ranged attack
against a creature or object. The flask shatters on impact; on a hit, the
target takes 1d10 fire damage at the start of each of its turns. A crea-
ture can end this damage by using its action to extinguish the flames.
Alkahest. Weapon. In place of an attack, you can splash a vial of
this highly caustic acid onto a creature within 5 feet of you or throw
the vial up to 20 feet, shattering it on impact. In either case, make a
ranged attack against a creature or object. On a hit, the target takes
acid damage equal to 2d8 + your Intelligence modifier.
Animal Repellent Spray. As a bonus action you spray chemi-
cals on yourself or another creature within 5 feet. For the next
ten minutes, any living creature that comes within 10 feet of the
doused target smells something so repellent that it feels a momen-
tary instinct to flee. The creature must make a Constitution saving
throw. If it succeeds, it can ignore the chemicals for their duration.
If it fails, it is poisoned until the end of its next turn. Thereafter it
is unaffected, though unintelligent creatures likely still avoid the
doused creature.
Arcanoinveigling Rod. As a bonus action you plant a magically
resonant rod into some solid object and choose a damage type: acid,
cold, fire, force, lightning, necrotic, psychic, radiant, or thunder.
For the next ten minutes, any creature within 10 feet of the rod has
resistance to that damage type. The rod functions somewhat akin
to a lightning rod, so if the rod is moved, or if it is not planted into
something solid, it ceases to function.
Ascension Gear. This gadget can be reused multiple times. As a
bonus action, you aim and launch an advanced grappling device at
a surface within 60 feet. You can then hold the gear or attach it to
yourself, typically at your belt. A spool can reel you to the surface
struck, as long as the surface is secure and heavier than you; or it
can pull an item that is significantly lighter than you toward you. If
the weight is comparable, both ends tend to get pulled toward each
other. You can choose to immediately activate the spool, which re-
tracts 30 feet. Each round thereafter you can maintain your grip
on the gadget and retract the spool another 30 feet without spend-
ing an action, or you can simply maintain your current distance. A
Dexterity (Acrobatics) check (DC 10) might let you use the anchor
point to swing across a gap, effectively gaining a fly speed of 60 feet,
with the limit that you generally cannot go higher than your anchor
point. The grappler cannot grab onto held or worn objects, nor onto
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.