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Engineer - Gadgeteer

Gadgeteer is an archetype available for Engineers starting at level 3.
Those engineers who choose the Gadgeteer discipline focus on the ability to craft reusable consumables and items that augment and complement their techcasting abilities.

  BONUS PROFICIENCIES

Gadgeteer Engineering: 3rd level
You gain proficiency in gadgeteer’s implements. Additionally, when you engage in crafting with gadgeteer’s implements, the rate at which you craft doubles.        

GADGETEER HARNESS

Gadgeteer Engineering: 3rd level
You learn to create and modify adventuring gear utilizing your gadgeteer experience. Over the course of a long rest, you can create your modified gadgeteer harness. You must have gadgeteer’s implements in order to perform this modification. Your gadgeteer harness is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your gadgeteer harness has 4 modification slots to which you can affix gadgets, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can install, replace, or remove a number of modifications up to your Intelligence modifier (minimum of one). Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.        

PROJECTED BARRIER

Gadgeteer Engineering: 3rd level
As a bonus action while wearing your gadgeteer harness, you can expend a use of your Potent Aptitude to project a barrier on a friendly creature you can see within 6 meters. A creature can only have one barrier active at a time. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses on a long rest.    
ENVIRONMENTAL BARRIER
You project an environmental barrier that lasts until the end of your next short or long rest. The barrier has a number of hit points equal to the amount rolled on your Potent Aptitude die + your engineer level. Whenever a creature with this barrier takes damage (one of acid, cold, fire, force, lightning, necrotic, poison, psychic, or sonic, chosen by you when you activate the effect), the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, the creature takes any remaining damage.    
PHYSICAL BARRIER
You project a physical barrier that lasts until the end of your next short or long rest. The barrier has a number of hit points equal to the amount rolled on your Potent Aptitude die + half your engineer level (rounded down). Whenever a creature with this barrier takes damage (one of energy, ion, or kinetic, chosen by you when you activate the effect), the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, the creature takes any remaining damage.        

VERSATILE DIRECTION

Gadgeteer Engineering: 6th level
You can take a second bonus action on each of your turns. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.        

REINFORCED BARRIERS

Gadgeteer Engineering: 14th level
When you cast a tech power while you have a barrier active, you can restore hit points to the barrier, provided it is within 6 meters of you. You restore a number of hit points equal to twice the power’s level, or 1 hit point for an at-will power. This can’t increase a barrier’s hit points above its initial hit points. If you have multiple barriers active, you can divide these hit points between them as you see fit.        

ADAPTIVE BARRIER

Gadgeteer Engineering: 18th level
When a creature who has one of your barriers within 6 meters of you that you can see takes damage, and that damage is of a type that could be affected by that barrier, you can use your reaction to grant them resistance to the triggering damage. If that damage is the same type as the barrier’s chosen damage, you instead grant them immunity. Immediately after this effect is used, the barrier is spent, and drops to 0 hit points.        

GADGETEER CONTRAPTIONS

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.    
ADVANCED CORROSIVE AMPLIFIER
Prerequisite: 15th level, Prototype Corrosive Amplifier   You further fine tune your Corrosive Amplifier. When you activate this amplifier, the next attack roll made by that creature before the end of its next turn has disadvantage.    
ADVANCED CRYO AMPLIFIER
Prerequisite: 15th level, Prototype Cryo Amplifier   You further fine tune your Cryo Amplifier. When you activate this amplifier, the creature is restrained until the end of your next turn.    
ADVANCED EXPLOSIVE AMPLIFIER
Prerequisite: 15th level, Prototype Explosive Amplifier   You further fine tune your Explosive Amplifier. When a creature takes fire damage while ignited, the creature has disadvantage on the next Dexterity saving throw it makes before the start of your next turn.    
ADVANCED GROUNDING SYSTEM
Prerequisite: 13th level, Prototype Grounding System   While wearing your gadgeteer harness you have immunity to lightning damage.    
AUTOTHRUSTERS
Prerequisite: Jet Pack   You can take the Dash and Disengage actions as a bonus action while your jet pack is active.    
CLIMBING GLOVES
You craft a set of gloves with a powerful assisted grip. While wearing these gloves, you have a climbing speed of 4 meters, and you have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.    
CORROSIVE AMPLIFIER
You integrate a booster in your wristpad that enhances your tech powers that deal acid damage. While wielding this amplifier, when a creature takes acid damage from a tech power you cast, you can choose to deal additional acid damage equal to your Intelligence modifier. You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.    
CRYO AMPLIFIER
You integrate a booster in your wristpad that enhances your tech powers that deal cold damage. While wielding this amplifier, when a creature takes cold damage from a tech power you cast, you can choose to deal additional cold damage equal to your Intelligence modifier. You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.    
DARKVISION GOGGLES
You craft a pair of sight-enhancing goggles. While wearing these goggles, you have darkvision to a range of 12 meters. If you already have darkvision, this modification increases its range by 6 meters.    
EXPLOSIVE AMPLIFIER
You integrate a booster in your wristpad that enhances your tech powers that deal fire damage. While wielding this amplifier, when a creature takes fire damage from a tech power you cast, you can choose to deal additional fire damage equal to your Intelligence modifier. You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.    
EXTENDED TANK
Prerequisite: 5th level, Jet Pack   Your jet pack now lasts up to 10 minutes when activated.    
FLAME VENTS
Prerequisite: 9th level, Jet Pack   You learn the flame sweep tech power and can cast it at first level without using tech points. Once you have used this ability, you cannot use it again until you finish a short or long rest. If your jet pack is active, this only takes a bonus action, rather than an action.    
GROUNDING SYSTEM
While wearing your gadgeteer harness you are immune to the shocked condition.    
IMAGING AMPLIFIER
You integrate a booster in your wristpad that enhances your illusionary tech powers. While wielding this amplifier, when a creature attempts an Intelligence (Investigation) check against a tech power you cast to discern the illusion for what it is, you can force the creature to have disadvantage on the roll (no action required). Alternatively, when you cast the mirror image tech power, you create a fourth duplicate. While you have four duplicates, you must roll a 5 or higher on the d20 roll to change an attack’s target to a duplicate. You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.    
INTEGRATED INHIBITOR
Prerequisite: 5th level   While using your harness as a tech focus, you gain a +1 bonus to your tech save DC. This bonus increases to +2 at 9th level and +3 at 13th level.    
INTEGRATED TARGETER
Prerequisite: 5th level   While using your harness as a tech focus, you gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.    
INTELLIGENCE CORE OVERRIDE
Prerequisite: 9th level   You can cast the override interface tech power at 5th level without spending tech points. Once you’ve used this feature, you must complete a long rest before you can use it again.    
JET PACK
Prerequisite: 7th level   You integrate a jet pack into your gadgeteer harness to grant you temporary, limited flight. Activating or deactivating the jet pack requires a bonus action and, while active, you have a flying speed of 6 meters. The jet pack lasts for 1 minute before deactivating. Once they have been activated, they can’t be activated again until you finish a short or long rest.    
MIMICKER
Prerequisite: 9th level   You create a device that attaches to your gadgeteer harness. Your mimicker casts a shadow that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function for 1 minute. Your mimicker is suppressed while you are incapacitated, restrained, or otherwise unable to move.    
MINIATURIZED HYDRAULICS
Your gadgeteer harness can store 20 pounds of equipment without adding to your encumbrance.    
OIL SPILL
As an action, you can cast the oil slick tech power without expending tech points. When you cast the power in this way, the oil will remain in place for the full duration of the power. Once you’ve used this feature, you must complete a short or long rest before you can use it again.    
POWERED GRAPPLING HOOK
Prerequisite: 9th level, Wrist-Mounted Grappling Hook   While your wrist-mounted grappling hook is deployed, when you cast a tech power with a range of touch, your hook can deliver the power as if it had cast it.    
PROTOTYPE CORROSIVE AMPLIFIER
Prerequisite: 7th level, Corrosive Amplifier   You fine tune your Corrosive Amplifier. When you activate this amplifier, the next attack roll made against that creature before the end of its next turn has advantage.    
PROTOTYPE CRYO AMPLIFIER
Prerequisite: 7th level, Cryo Amplifier   You fine tune your Cryo Amplifier. When you activate this amplifier, the creature gains 1 slowed level until the end of your next turn.    
PROTOTYPE EXPLOSIVE AMPLIFIER
Prerequisite: 7th level, Explosive Amplifier   You fine tune your Explosive Amplifier. When you activate this amplifier, the creature is also ignited for 1 minute. At the start of each of its turns, the creature takes additional fire damage equal to your Intelligence modifier and then makes a Dexterity saving throw against your tech save DC, ending this effect on a success. If the target or a creature within 1 meter of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.     PROTOTYPE GROUNDING SYSTEM Prerequisite: 9th level, Grounding System   While wearing your gadgeteer harness you have resistance to lightning damage.    
QUICK START ENGINE
Prerequisite: 5th level, Jet Pack   You can now activate your Jet Pack as an object interaction rather than as a bonus action.    
RECYCLED ADRENALS
You can augment a single adrenal to regain its charge. This adrenal can only be used by you, and it can only affect you. Once you’ve used this adrenal, you can’t use it again until you finish a short or long rest.    
RECYCLED STIMPACS
You can augment a single stimpac to regain its charge. This stimpac can only be used by you, and it can only affect you. Once you’ve used this stimpac, you can’t use it again until you finish a short or long rest.    
SENTRY TURRET
You learn how to craft small sentry turrets shaped like globes that can adhere to any surface. As an action or bonus action (your choice), you can throw a sentry to a point you can see within range (6 meters + your Strength modifier x 5). At the end of each of your turns, a deployed sentry automatically targets a hostile creature within 2 meters of it. If multiple targets are available, one is chosen at random. The target must make a Dexterity saving throw. On a failed save, it takes 1d4 energy damage and gains 1 slowed level until the end of your next turn. If a creature would be targeted by more than one of these sentries, it only makes this saving throw once, taking an additional d4 damage for each sentry beyond the first. The sentries have 1 hit point, an armor class of 10, and can be repaired over the course of a long rest. Each sentry lasts for 1 minute before deactivating. You can maintain a number of sentries equal to your Intelligence modifier. Once a sentry has been activated, it can’t be activated again until you finish a short or long rest.    
SHOCKING HOOK
Prerequisite: 9th level, Wrist-Mounted Grappling Hook   After hitting a creature with your grappling hook, you can use the connection to deliver an at-will tech power. As a bonus action, you can cast an at-will tech power at the target with a range of touch. If the power requires an attack roll, you have advantage. If the target requires a saving throw, the target has disadvantage. Once you’ve used this feature, you can’t use it again until you recover the hook.    
STEALTH FIELD GENERATOR
Prerequisite: 9th level   You create an augmented belt that functions as a portable, personal cloaking device. Activating or deactivating the generator requires a bonus action and, while active, you have advantage on Dexterity (Stealth) ability checks that rely on sight. The generator lasts for 1 minute. This effect ends early if you make an attack or cast a force- or tech- power. Once the belt has been activated, it can’t be activated again until you finish a short or long rest.    
SHOCKING BARRIER
Prerequisite: 5th level   You enhanced your barriers. Whenever a creature with one of your barriers active takes damage from a creature within 1 meter of it, the damaged creature can roll your Potent Aptitude die, dealing the result of the die as lightning damage to the creature that damaged it.    
TRUESIGHT GOGGLES
Prerequisite: 11th level, Darkvision Goggles   You modify your goggles with a toggle allowing you to briefly gain enhanced sight. As a bonus action, you can activate the truesight feature of your goggles. When toggled on, for the next minute your goggles now automatically dispel illusions and can detect invisibility, as with truesight. Once you’ve used this feature, you must complete a short or long rest before you can use it again.    
WEAPON INTEGRATION
You can integrate a single weapon that weighs no more than 8 lb. into your gadgeteer harness. While integrated, that weapon gains the hidden and fixed properties.    
WRIST-MOUNTED GRAPPLING HOOK
You craft a wrist-mounted grappling hook weapon attached to a tightly coiled cord. With this contraption, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d4 kinetic damage. This attack can target a surface, object, or creature. A creature struck by this attack is impaled by the hook. As an action, a creature can attempt to remove the hook. Removing the hook requires a Strength check. While the hook is stuck in the target, you are connected to the target by a 60 foot cable. While the hook is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the target is your size or larger. A creature or object smaller than you is pulled to you. Alternatively, you can opt to release the cable (no action required). Once you’ve used this feature, you can’t use it again until you recover and reinsert the hook as an action.

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