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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