Artificer: Gadgeteer Specialist
While most artificers dedicate themselves to perfecting a particular invention or skill, Gadgeteers believe that it is better to be prepared for any situation than it is to be the master at a select few. As such, Gadgeteers pride themselves in having any number of tools to get out of whatever situation they find themselves in– and if they don’t have a solution, they’ll remember that failure and overcome it in the future.
Tools of the Trade
When you adopt this specialisation at 3rd level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with tinker’s tools. When you reach level 6 in this class, your proficiency bonus is tripled instead. In addition, you gain proficiency with one other type of artisan's tools of your choice.
Gadgeteer Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Gadgeteer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Gadgeteer Spells
Artificer Level 3: Identify, Unseen Servant
Artificer Level 5: Heat Metal, Wristpocket
Artificer Level 9: Conjure Barrage, Tiny Servant
Artificer Level 13: Secret Chest, Summon Construct
Artificer Level 17: Animate Objects, Arcane Hand
Gadgetry
Beginning at 3rd level, your tinkering has given you the knowledge, magic, and confidence to put your designs through the prototype phase, charging them with magic and using yourself or one of your allies as a test subject.Â
You learn to craft three kinds of Gadgets, chosen from the list provided below. You learn how to craft one additional Gadget from the list when you reach levels 5 and 9. Making a Gadget does not require resources beyond scraps of metal worth at least 2 copper, unless otherwise specified.
You can create a number of Gadgets equal to your Intelligence Modifier (minimum of 1 Gadget). If a Gadget specifies that it becomes unusable after it is used, it counts as usable scrap to remake the device or make a new one. Devices can be made or taken apart and replaced during a long rest.
Gadgets:Â
Blinder: This Gadget fits in one hand, and can be thrown to a point within 30 feet of you as an action. Any creatures within 5 feet of the chosen point must make a Dexterity saving throw against your spell save DC or be Blinded for one minute. At the end of each of its turns, affected creatures may make a Constitution saving throw against the same DC, ending this effect on a successful save. Once used, the Gadget becomes unusable and must be remade.
Breather: This Gadget covers the wearer’s mouth and nose. When activated, it increases the amount of time a creature can hold its breath underwater by up to 5 minutes. After this time is used up, the Gadget becomes unusable and must be remade.
Collapsible Item: To craft this Gadget, you require the normal scrap as well as a shield or weapon you want to make collapsable. Weapons with the Heavy property and any weapons that are magically indestructible cannot be used in this way. If this Gadget is replaced with another, you lose the shield or weapon used to craft it. You modify your shield or weapon to collapse in on itself, rendering it unusable but reducing its size to as small as one quarter of its original size. As a bonus action, you may collapse or extend this item to its original state. If the item gains a magical property, it can still be used while the item is collapsed, so long as it does not require the item be used to activate.
Flare: This Gadget fits in one hand, and can be thrown to a point within 30 feet of you as an action. Once the Gadget is thrown, it creates a bright light with a 20-foot-radius centred on itself, and dim light for 20 feet beyond that. This light lasts up to 1 minute, unless it is extinguished by water or smothered. Once used, the Gadget becomes unusable and must be remade.
Fog Bomb: This Gadget fits in one hand, and can be thrown to a point within 30 feet of you as an action. Once the Gadget is thrown, it creates a 15-foot-radius sphere of fog centred on itself. The sphere spreads around corners, and its area is heavily obscured. It lasts for 5 rounds, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Once used, the Gadget becomes unusable and must be remade.
Grapple Launcher: To craft this Gadget, you require the normal scrap as well as 50 feet of rope and a bow or crossbow of some kind, as well as one piece of ammunition appropriate for the weapon. You modify your weapon to launch a projectile with a thin, strong rope attached to it, with the other end of the rope attached to a winch that will retract the rope with a push of a button. As an action, you may launch the projectile at any surface, creature, or object within 45 feet of you. The bolt will catch in most surfaces, but solid metal, especially hard stone, or similarly dense surfaces have a 50% chance of failing to catch. This Gadget can still be used as a regular weapon if desired. When the ammunition catches in a surface, you can have it pull you up to 10 feet towards the chosen surface, or pull a creature or object sized Large or smaller up to 10 feet towards you. You can remove the attached projectile as a bonus action after being pulled the full length of the rope, or continue to hang from it at any point. While you are hanging off the ground or being pulled by this Gadget, your speed is reduced to 0. If you use a flying speed or are still on the ground, you can still move. You can choose to drop this gadget at any time on your turn (no action required). If you are hanging for more than a single turn, at the end of each subsequent turn, you must succeed a DC 8 Strength saving throw or lose your grip. Also, whenever you take damage while you are hanging, you must make a Constitution saving throw to keep your grip. The DC equals 10 or half the damage you take, whichever number is higher. This Device only works half as well if it lifts more than 1 medium, 2 small, or 8 tiny creatures at a time, and it outright fails to support more than 1 large, 2 medium, 3 small, or 14 tiny creatures.
Personal Glider: To craft this Gadget, you require the normal scrap as well as at least five square feet of fabric. This Gadget is worn on the back, and contains two wings, usually folded up. Each wing extends 5 feet to either side of you when the Gadget is activated. When you are falling and are not incapacitated, you can spend your action to activate this Gadget. You take no damage from the fall, and you can move up to 3 feet in any horizontal direction for every 1 foot you fall, at a speed of 60 feet per round. If you are subjected to a strong wind at an upward angle or a similar effect, you can take advantage of it in order to rise in the air by up to five additional feet instead, or at any point during the glide. You must spend both your action and bonus action to collapse the wings again. If you leave the glider extended, you have disadvantage on any dexterity checks and saving throws made, your movement speed decreases by 5 feet, and you can be knocked off your feet if struck by a strong wind, making a DC 14 Dexterity saving throw and falling prone on a failure.
Spring Boots: To craft this Gadget, you require the normal scrap as well as a pair of boots. You modify your boots with powerful spring mechanisms to put a true bounce in your step. While wearing these boots, the user’s walking speed increases by 10 feet, and their jump distance is increased by an additional 10 feet.
Masterful Infuser
At 5th level, your intimate knowledge of simple modifications allows you to more easily utilise your Infusions. You may Infuse one more item than the number shown in the Infused Items column of the Artificer table. In addition, you may end one of your infusions to cast a spell using any slot you would normally have access to, without expending an additional spell slot.
Juryrigger
When you reach 9th level, you’ve become adept at using anything available to you to accomplish nearly anything. You gain proficiency with improvised weapons, and improvised weapons have +1 to hit and deal +1 damage. In addition, you can now create or replace one of your Gadgets or Infusions at the end of a Short rest.
Master of Utility
At 15th level, you are truly a master of your own environment, and are almost impossible to find completely unprepared. As an action, you can activate or deactivate an object that you can see within 30 feet of you with a set function (such as any of your gadgets or mechanical traps). In addition, if a device like this is damaged in some way, you can spend your action to repair it so long as it is within reach of you.Â
Unstoppable Creativity
At 15th level, you have perfected your tinkering skills. Any of your Gadgets that specify that they become unusable after being used gain an additional use before failing, and you learn how to craft any of the Gadgets on the Gadget List above. In addition, your infusions last indefinitely after your death, and you gain an additional +1 bonus any attack rolls made using a Gadget or an Infused weapon.
















