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Gadget Eer Class

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Description:
Gadgeteer class for 5th Edition Dungeons & Dragons.

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Transcript
  • New Class: Gadgeteer The Gadgeteer builds things, then activates those things so as to use them to solve problems. Often

    using them in combat, in fact. A gadgeteer is a master of devices and can have a bundle of things active

    at any one time. A gadgeteer is a sort of a problem solver (much like a rogue or wizard), but one who is

    likely to stick with a few main shticks for many encounters.

    Creating a Gadgeteer You can make a gadgeteer quickly by following these suggestions. Background: Engineer Equipment: Leather armor, dagger, pistol, repair kit, adventurers kit, 35gp

    Class Features As a gadgeteer, you gain the following class features:

    Hit Points Hit Dice: 1d6

    Hit Points at 1st level: 6 + your Constitution modifier

    Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per gadgeteer level past 1st

    Proficiencies Armor: Light and medium armor

    Weapons: Simple melee weapons, simple ranged weapons

    Tools: Choose one from repair kit, explosives kit or thieves tools

    Saving Throws: Intelligence

    Skills: Choose four from Science, Sleight of Hand, History, Nature, Insight, Perception, and Search

  • The Gadgeteer

    Level Proficiency

    Bonus Class Features Devices

    1 +2 Gadgetry (Simple), Identify Device 3 2 +2

    4

    3 +2 Signature Invention 5 4 +2 Ability Score Improvement 5 5 +3 Gadgetry (Good) 6 6 +3 Improve Invention 7 7 +3 Ability Score Improvement 8 8 +3

    9

    9 +4 Gadgetry (Greater) 10 10 +4 Ability Score Improvement 10 11 +4 Simplified Device, Improve Invention 11 12 +4

    12

    13 +5

    12 14 +5 Ability Score Improvement 13 15 +5 Gadgetry (Complex), Improve Invention 13 16 +5

    14

    17 +6 Ability Score Improvement 15 18 +6 Apex Invention 16 19 +6 Ability Score Improvement 16 20 +6 Gadgetry (Galactic) 17

    Gadgetry

    As a Gadgeteer you have a strange spark which allows you to build devices (gadgets) others cant even

    dream of. While most are content to use the standard guns and gear and some even brave enough to try

    to use experimental devices, you are the consummate inventor, bolding building things that no sane

    person would ever even go near. Most gadgeteers (if there are any other than yourself) would scoff at

    the idea that these abilities are magical but they cant deny that they have leaps of logic that others

    simply dont have. You can use simple scrapped together items or pieces of scavenged material to build

    gadgets that function much like magical spells, and without the dangerous backlashes of most

    experimental devices. However these gadgets tend to be finicky and require constant personal

    maintenance from you, meaning you can only maintain so many devices at once (as you level you learn

    to maintain more at a time). In addition these gadgets tend to be so complicated that most are unable

    to use them, even other gadgeteers.

    Schematics You have a collection of schematics that contains the knowledge of all the gadgets you know how to

    build. It starts with 3 gadgets of your choice, chosen from the simple list available at level 1. Each time

    you gain a gadgeteer level you invent a new gadget, adding that gadgets schematic to your collection.

    You can add schematics for any gadget chosen from any list whose complexity youre able to draw from.

  • You start out only being able to choose from the simple list, but you add subsequent lists at higher levels

    as seen on the gadgeteer class chart. Unlike a wizards spellbook or an alchemists formula book, your

    schematics dont usually fit inside a single small volume. Instead they are scattered papers, folded up

    sheets stuffed into your pack and notes hastily scrawled on the backs of other items. No one, not even

    another gadgeteer, can easily make sense of your schematics, since most are half done and are just

    there to jog your own memory. You can recreate any lost schematic from memory with an Intelligence

    check (DC 8 + 2 for each complexity level of the gadget youre remembering the schematic for). On your

    adventures you might find other schematics that you can add to your collection, or you might find other

    gadgets you can reverse engineer. In either case it takes some puzzling out before youre able to add it.

    To do so you must 4 hours per complexity level studying the gadget (or schematic) and succeed at an

    Intelligence check (DC is 10 + 5 for every complexity level beyond simple). If you succeed you can add

    the schematic to your collection (although you can only build it if you can build gadgets of that

    complexity level). In either case reverse engineering a gadget destroys it. This is not the case for

    studying schematics but if you fail you must wait a week before you can try studying them again.

    Building a Gadget Once you have a working schematic of a gadget (either one you invented or one you reverse

    engineered) you can build that gadget. It takes time, tools and parts to do so, however you can usually

    improvise your own tools and parts as long as you have access to a source of scrap material. In any case

    it shouldnt cost you anything to build most of your gadgets. The only time cost enters in is if you try to

    produce enough to mass market (which wouldnt work anyway, see using gadgets below). It does take

    time to build these gadgets though, which is based on the complexity of the gadget. You can build as

    many of any copy of a gadget you have a schematic for, although you can only maintain a certain

    number of gadgets at a time (see using gadgets.)

    Using Gadgets The types of gadgets you build are not the standard, tried and true gear that others purchase from an

    equipment list. Nor are they the experimental devices that, while often dangerous, at least are relatively

    easy to use and operate. No, the gadgets you build are essentially prototypes, complicated devices that

    are barely held together. Only someone of your gifts could even hope to be able to use even the

    simplest of your gadgets and some are so personalized that nobody but you can use them no matter

    what. It is the dream of every gadgeteer to be able to simplify their devices to such a degree that others

    can use them but such work requires years of study and experience. If someone tries to use one of your

    gadgets they must make an Intelligence check (DC is 15 +5 for every complexity level of the gadget

    beyond simple). If they succeed they can use your gadget for 5 minutes. That does not make them

    proficient in the gadget (they are only proficient if the device resembles a weapon or tool they are

    proficient in). If they fail they must wait 5 minutes before they can try again. If they fail by 5 or more the

    gadget is ruined and must be rebuilt before it can be used again. The same rules apply if you attempt to

    use the gadget of another gadgeteer, only in that case if the gadget is ruined it cannot be rebuilt or

    reverse engineered.

  • Even if someone were to figure out how to use one of your gadgets they wont be able to use it for long.

    In addition to being difficult to use your gadgets require constant upkeep and maintenance. Dials have

    to be tweaked, pressure valves have to be turned, and damaged pieces have to be replaced. You can

    only maintain a certain number of gadgets based on your level as indicated in the gadgeteer class list.

    Any gadget beyond that (or any gadget that is out of your possession) breaks down after 5 minutes and

    must be rebuilt before it can be used again. You can maintain the gadgets of other gadgeteers (although

    they do count against your total) even if you dont know how to use them (in fact you have to keep

    maintaining them if you want to reverse engineer them, otherwise they will break and be ruined).

    You are automatically proficient in any gadget you know how to build (including armor and weapon like

    gadgets). Most gadgets can be used repeatedly without refueling or reloading (aside from maintenance

    work) although some require you to spend time giving extra special care. These gadgets can be used

    only a few times and you must take either a short rest or long rest in order to recharge them. Even when

    they are not in use such gadgets still need to be maintained and they still count against your total. The

    DC to resist one of your gadgets equals 8 + your Intelligence modifier + your proficiency bonus.

    Identify Device

    You know more about gadgets than anybody. During a short rest you can identify any number of devices

    as per the identify device spell.

    Signature Invention

    When you reach 3rd level you build a signature invention, a gadget of outstanding genius that becomes

    your most prized invention for the rest of your career. You choose from the available signature

    inventions (power glove, or omnigun) and get the associated benefit. Signature inventions need to be

    maintained like any other gadget but they do not count against your total and cannot be used by anyone

    other than you, no matter what. You cannot reverse engineer another gadgeteers signature invention

    and once chosen you cannot change your signature invention.

    Ability Score Improvement

    When you reach certain levels noted in the gadgeteer table, you can increase one ability score of your

    choice by 2, or you can increase two ability scores of your choice by 1. You cannot increase an ability

    score above 20 using this feature. Alternatively, when you reach one of the noted levels, you can forgo

    improving any of your ability scores to take a feat.

    Simplified Device

    At level 11, you discover a way to create simpler versions of your gadgets so that other people can use

    them. When you first build a gadget you can specify if its simple or regular. If you build it simplified the

  • DC to figure out how to use it is 5 less than normal and once someone has figured out how to use a

    gadget they can use that gadget again without having to roll (as long as its one of the ones you built).

    Gadgets still need to be maintained and still count against your allotment of gadgets you can maintain at

    once. You can use this ability to hand off a gadget to someone else. However, this makes it easier for

    other gadgeteers to reverse engineer your gadgets as well. Any gadget built simplified has the DC to

    reverse engineer it reduced by 5.

    Gadget Description

    Gadgets come in five increasing levels of complexity: Simple, Good, Greater, Complex, and Galactic.

    Gadgets and what they do (sorted by complexity) are described below. Unless otherwise specified all

    gadgets require an action in order to use.

    Simple Gadgets It takes 1 hour to build a simple gadget chosen from this list, which is available at 1st level.

    All Purpose Assistant

    Weight: 1 lbs Type: Utility

    The all purpose assistant is a useful little gadget that performs a variety of simple tasks for the user. Its

    easier to maintain than other devices and doesnt count against your total of devices you can maintain

    in a day. It still breaks if not maintained by you and you cant maintain more than one of these devices

    for free (subsequent ones count against your daily allotment). The APA is capable of doing any of the

    following:

    Instantly light or snuff out a candle

    Act as a knife or simple tool

    Clean an item no larger than 1 cubic foot (including organic matter and your teeth)

    Chill or warm up to 1 pound of nonliving material

    Tell time as a pocketwatch

    Set an alarm to go off at a certain time

    Provide dim light out to a 20 radius

    You can customize your APA by adding additional affects but in general no such affect can duplicate any

    device, spell or magical item not already listed here and cant be used to damage another creature in

    anyway. If you meet those requirements you can add that function to your APA as long as you have your

    DMs approval.

    Big Boom Bomb

    Weight: 1 lbs Type: Area Weapon

    This device is small enough to be carried or stored in a pocket. When you activate it you choose how

    many rounds later (to a max of 3 rounds) before it explodes in a 25' radius spread. Everyone in the area

  • of affect must make a Dexerity save. On a failed save they take 1d12 (+ your Int Modifier) damage (fire

    and piercing) and are knocked prone. On a successful save they take half damage. You learn to build

    better bombs as you level, which increases the damage. Base damage is 2d12 at 5th level and 3d12 at

    11th. Big Boom Bombs are especially good against objects. All untended objects and structures in the

    area (including individual 5' cubes of terrain) take double damage, which also ignores hardness less than

    that of steel. Building this actually produces three such bombs but each time a bomb is used it is

    destroyed and must be rebuilt.

    Extend-O-Fist

    Weight: 3 lbs Type: Ranged Weapon/Utility

    This device is worn like a glove, and uses a spring loaded mechanism to launch off. It allows you to make

    a ranged attack out to 10' that deals 2d6 + Intelligence modifier bludgeoning damage on a successful hit.

    Additionally, any target hit by the fist must make a Con save or be shoved back 15'. The fist can also be

    used to grab small untended objects (less than 5 lbs) out to the max range of the fist and automatically

    pull those objects back to you. It cant disarm a creature but (with a successful ranged attack and the

    DMs permission) it might be able to pull objects off of a creatures belt or hanging off a hook .

    Flare Gun

    Weight: 1 lb Type: Utility

    With this device, which looks like a small metal tube with a metal clasp on the end, you can fire a flare of

    light up to 120 feet away. Choose a point with that range and fire the gun as a bonus action. The area

    within 20 foot sphere around that area is lit by blue, green, orange or red light (your choice) which acts

    as bright light and lasts for 10 minutes. In addition, for the round it takes to travel, every location

    between you and the point you designate is also lit by bright light. If fired at a flammable object (such as

    oil or grease) the flare gun has a 25% chance of catching fire. Roll a d4 and a roll of 1 the flare gun

    catches the object on fire.

    Frost Ray

    Weight: 2 lbs Type: Ranged Weapon

    This device looks like a small gun, albeit one covered in tubes and pressure gauges and with a canister of

    cold liquid stuck on top. Firing this gun (as an action) allows you to make a ranged attack against a target

    up to 120 feet away. On a hit the target takes 1d8 cold damage and its speed is reduced by 30 feet until

    the start of your next turn. At 5th level you can build a more powerful version of the ray that does 2d8

    damage. At 11th level the damage increases to 3d8 and at 17th level the damage becomes 4d8.

    Hellsbreath Gun

    Weight: 5 lbs Type: Ranged Weapon

    This device is like a flamegun, but one without the tendency to explode. It must be wielded in both

    hands. Activating it creates a 15' cone or 30' line of fire, dealing 3d6 Fire damage (Dex save for half). This

    also ignites any unattended flammable objects in the area.

  • Mining Drill

    Weight: 7 lbs Type: Melee Weapon

    This device must be wielded in both hands. It is a melee weapon that you can use to target an adjacent

    object or creature dealing 1d10 + Intelligence modifier piercing damage on a successful attack. It ignores

    material hardness of an object it targets. Once you hit with an attack with this weapon it automatically

    grabs on. From that point forward you can (as an action) use the weapon to automatically do 1d10 +

    Intelligence modifier in damage to the creature or object each round until the creature throws you off

    with a successful Strength or Dexterity save. As a steam-powered device, this is quite noisy and once

    turned on produces a tremendous racket that causes you to automatically fail all stealth checks.

    Hover Pack

    Weight: 10 lbs Type: Utility

    This must be worn on the back, and can be activated as part of your normal movement in a round. Once

    activated the Hover Pack lasts for 10 minutes causing the wearer to fall slowly (as feather fall), and

    hover up to 20' above the ground (though you are only able to move up to 15' per round in a given

    direction). Once the 10 minutes are used up it cant be used again until youve completed a short rest.

    Shock Staff

    Weight: 5 lbs Type: Melee Weapon

    This device can be wielded in one hand, and has 5 reach. It can be wound up as a bonus action and once

    wound, holds the charge for up to a minute or until used. Once its charged, you can use the staff to

    make a melee attack dealing 1d8 + your Intelligence modifier in lightning damage on a successful hit.

    Any target struck by the staff must make a Constitution save. On a failed save the creature is unable to

    take actions until your next turn. This does not work on targets that are immune to lightning damage.

    Glider

    Weight:7 lbs Type: Utility

    This device can be folded up to take little space, but must be worn as a backpack to be used. If worn and

    working it automatically activates if you fall more than 10 feet. Once activated it causes you to slowly

    fall instead of plummeting to your death. You fall at the rate of 10' per round, but you may also move up

    to 20' per round in any other direction except for up.

    Launch Boots

    Weight: 5 lbs Type: Utility

    These bulky boots require the user to move 10' or more in order to charge, at which point they remain

    charged until used. Once charged, you can use the boots to leap 50' in the air (this can be adjusted on

    use in 10' increments so as to only go, say, 20' up). You may move as far forward as well as upward.

    When you land you dont take any damage from the fall provided the total distance fallen does not

    exceed 50 feet.

    Harpoon Gun

    Weight: 7 lbs Type: Ranged Weapon

  • This weapon must be wielded in both hands to activate. To use this weapon you make a ranged attack

    out to 300 feet. On a hit it deals 1d10 piercing damage, and if it deals any damage it sticks in firmly,

    requiring a DC 20 Strength check to remove. A cable attached can be wound up as part of a move

    allowing the user to either pull himself towards the landing point, or drag a target towards him with an

    opposed Strength check (due to the attached pulley you get advantage on that opposed check).

    Steam Spray

    Weight: 1 lbs Type: Area Weapon

    This one-handed weapon can be used to create a 20' cone of steam, dealing 1d10 + Intelligence in heat

    (fire) damage per level (Dex half) but also really cleaning the targets, though they may not appreciate it.

    This damage ignores fire resistance and can also be used to automatically extinguish small fires. It does

    double damage against creatures primarily composed of fire although it doesnt extinguish them.

    Wind-up Flare Lantern

    Weight: .5 lbs Type: Utility

    This device may be freely worn on the shoulder or even on top of a helmet, but takes a free hand to

    activate or adjust the settings. Winding it up for one minute provides a charge to keep it providing light

    (as per a Light) spell for one hour. At any time an action may be used to end this effect, suddenly using

    up all the remaining power in one flash. This forces all creatures in 50' (except the wearer) to attempt a

    Con save or be blinded for 1 minute. Those warned gain advantage on the save.

    Whistler

    Weight: 2 lbs Type: Ranged Weapon

    This device is a small hand held metal container that holds a bladed disk. When you use an action to fire

    the disk it shoots out of the housing, launching out with a whistling noise (hence the name). Make a

    ranged attack against a single target using your Intelligence modifier in place of Dexterity. On a hit the

    target takes 1d8 + your Intelligence modifier in slashing damage. The blade automatically ricochets off

    objects until it returns to the container. At 5th level you can make two attacks with the whistler (against

    two different targets) with a single action. At 11th level you can attack three separate targets with the

    whistler. At 17th level you can attack up to four different targets.

    Proximity Detector

    Weight: 1 lbs Type: Utility

    This device takes up no slot, whirling around you. If it is moderately windy this device requires no

    charging at all, otherwise it requires the use of a bonus action every minute to crank a switch that helps

    the wheels spin. Using sonar echoes, it grants you advantage on all perception checks to avoid being

    surprised, allows you to make active checks when you would normally only be able to make passive

    ones, and provides disadvantage on all attacks against you made by invisible or otherwise unseen

    creatures (canceling out their advantage).

    Good Gadgets It takes 2 hours to build a gadget chosen from this list, which is available at 5th level.

  • Pressure Jetpack

    Weight: 7 lbs Type: Utility

    This device must be worn on the back. Once activated, it fires a blast of steam, lifting the wearer into the

    sky and allowing them to fly (as per the spell). This lasts for 1 hour before it runs out of water and

    overheats, used up for the day. It will sputter and slowly lower to the ground when this happens (acting

    as a freefall spell). Once used you must complete a long rest before you can use it again.

    Oil Spray

    Weight: 2 lbs Type: Area Affect

    This device can be carried and fired with just one hand. You can use it to fill a 30' cone with a fine mist of

    oil. The ground is affected as though by a grease spell. It also gives of a bad odor. All creatures that start

    their turn in the area must make a Constitution save or spend their next turn retching and reeling.

    Universal Translator

    Weight: 1 lb Type: Area Affect

    The device automatically gives you the literal meaning of any spoken language you hear. It can also scan

    written languages converting them to a language you understand but you must be within 5 feet of the

    writing you wish to translate. This device doesnt decode secret messages hidden in writing, nor does it

    decode magical writing.

    Gatling Gun

    Weight: 8 lbs Type: Ranged Weapon

    This device must be carried in both hands when activated. You make a ranged attack against each target

    within a 15' cone. Each hit does 3d6 piercing damage. Medium and smaller creatures can only be hit by

    a single attack from this weapon (and only count as a single target). Large and Huge creatures can be hit

    by up to two attacks (and count as two targets) and gargantuan creatures can be hit by four attacks

    (which makes the creature count as 4 targets). You can attack a total of 10 targets with this weapon

    before you need to spend an action to reload it.

    Gloom Begone Goggles

    Weight: .5 lbs Type: Utility

    These goggles allow you (with the proper adjustments) to see normally in both magical and non-magical

    darkness up to a range of 120 feet.

    Homing Missile Launcher

    Weight: 9 lbs. Type: Ranged Weapon

    A homing missile launcher fires small self-piloting missiles which lock on a target and zip through the air

    to unerringly strike it. The launcher holds 10 missiles. To fire the launcher, choose a target that you can

    see within 120 feet then decide how many missiles you want to fire. The missiles can each lock onto a

    single target or several, dividing up the missiles you wish to use by how many targets you wish to hit

    with each missile. Each missile automatically hits its target as long as the target does not have total

  • cover against your attack. Each missile does 1d4+1 damage. It takes a short rest to replenish your

    supply of missiles.

    Mass Cannon

    Weight: 30 lbs Type: Ranged Weapon

    This device can be assembled or taken apart with an action, but must otherwise be rolled or carried

    about. To activate, it must be set on the ground, braced and lit, requiring another action. You can fire it

    on the following round. Once fired you choose a spot up to 250 feet away. When it hits it attacks

    everything in a 50' radius blast. Every creature in the area must make a Dex save or take 8d6

    Fire/Bludgeoning damage. Those who fail the save are also knocked prone, and stunned for 1 round.

    This weapon can fire any amount of loose scrap or junk but once fired you must spend a short rest

    repairing it before it can be fired again.

    Defibrillator

    Weight: 3 lbs Type: Utility

    This device can fit inside a regular backpack, and requires two hands to use. With this device you can

    spend an action to cause an incredible bolt of electricity to zap through one adjacent ally. This duplicates

    a Revivify spell. It also automatically stabilizes anyone who is Dying. It does no damage if used to make

    an attack. Once you use this device the mechanism burns out and you must spend either a short or long

    rest repairing it before you can use this device again.

    Spy Balloon

    Weight: 10 lbs Type: Utility

    This device can easily be stored in a pouch when not in use. It requires an action to activate. Once

    activated, a small balloon fills with air and starts to drift at the speed of 50' per round, assisted by small

    nozzles controlled via thin wires attached to the control box. It has a glass ball connected to a long fiber

    leading back to a "screen" on the control box, as well as a basic speaker system: two horns connected by

    string. Effectively, it can be controlled out to 1000' and requires a Perception check of DC 8 + Int mod +

    your proficiency bonus in order to spot. Once deployed in this manner it allows you to see and hear

    through it, and pass messages on as well.

    Static Blade

    Weight: 5 lbs Type: Melee Weapon

    This is a one handed or two-handed bladed melee weapon (usually a longsword). It can be charged by

    dragging it along the ground, and loses the charge when used or at the end of the round (basically

    meaning you have to move every round to use it as a Gadget). It can be wielded as a normal weapon of

    its type, however if fully charged it also deals + 5d6 Electricity damage on a successful hit.

    Cog Powered Fist

    Weight: 5 lbs Type: Utility/Melee Weapon

  • This device must be worn on one hand, like a bulky gauntlet, and provides a disadvantage on checks

    involving the hand. It must be wound up to be activated, requiring a bonus action to provide enough

    power for five rounds. When powered, it can be used to make Slam attacks that deal 2d6+Str. It also

    makes your strength score 16 while its being worn and charged.

    Improved Scattergun

    Weight: 10 lbs Type: Utility

    This device must be wielded in both hands to be used, and requires an action to fire. When you fire this

    weapon make an attack (with advantage) against every target in a 15 radius. On a hit the weapon does

    3d4 bludgeoning damage.

    Frost Blaster

    Weight: 7 lbs Type: Area Weapon

    This device is worn as a back-pack, but to be used it also has an attachment that must be wielded in one

    hand. It has three uses per charge, and requires 1 minute to completely re-fill. With an action, it

    unleashes a cold spray in a 20' cone. This deals 1d4 Cold damage per gadgeteer level (Con half), up to a

    maximum of 10d4, and all who fail the Con save have their speed reduced to 0 for one minute or until

    exposed to a strong source of heat.

    Lightning Rod

    Weight: 7 lbs Type: Utility/Area Weapon

    This device can be carried in one hand quite easily. It can be charged either by winding it up to generate

    power (requiring one action per charge) or by being hit by a source of electricity that would do at least

    15 Electricity damage (providing one charge). It can hold one charge at a time, and can be discharged

    with an action. Doing so unleashes a Lightning Bolt (as per the spell). Additionally, if it is not charged, it

    will automatically absorb any electricity-based attacks aimed at the wielder (absorbing up to 15 damage,

    which adds 1 charge).

    Jetskates

    Weight: 3 lbs Type: Utility

    These are worn on the feet like bulky boots. To create a fuel charge requires a minute of work, and the

    boots can hold up to three charges at a time. Activating them requires a bonus action, and allows the

    user to move at 100' per turn and skim over water and difficult terrain (but they do not allow flight).

    Turning or stopping is possible but difficult (requiring a DC 15 Dex or Strength check). Each charge lasts

    for one turn.

    Fuel-Efficient Flamethrower

    Weight: 1 lbs Type: Area Weapon

    This device must be wielded in both hands to be used, and requires an action to activate. This creates a

    30' cone or 60' line of fire, dealing 3d10 Fire damage (Dex half). Those who fail the save catch fire.

    Additionally, the area is filled with thick smoke that causes Concealment and forces a Con save to all in

  • the area, against being Nauseated for one round due to choking. It dissipates after 1d4 rounds. This also

    ignites any unattended flammable objects in the area. Refilling the device with fuel takes 10 minutes.

    Flashbang Generator

    Weight: 10 lbs Type: Utility

    This device is carried as a staff, and holds one charge at a time. It takes three rounds to mix up another

    charge to load in, but only a bonus action to activate. Activating it creates a bright flash of light (as the

    Wind-up Flare Lantern, double the duration) and a loud "bang", causing those who pass the save to be

    Deafened for 2d6 rounds, and those who fail to be Stunned for 1 round and Deafened for 2d6 minutes.

    Greater Gadgets It takes 4 hours to build a gadget chosen from this list, which is available at 9th level.

    Cog Staff

    Weight: 12 lbs Type: Utility/Area Weapon

    This staff must be held in two hands to use properly. It requires an action to activate by twisting the cogs

    turning and grinding gears to produce a charge of energy similar to magic. This creates an effect that

    duplicates any spell from the following list:

    Arcane Eye

    Wall of Fire

    Major Image

    Dispel Magic

    Teleport-Pump

    Weight: 5 lbs Type: Utility

    This fold-out device can be carried in one hand or stored in a pack until unfolded with a bonus action. It

    then takes an action to pump up until it sparks teleporting the user as per the spell Dimension Door.

    Fume Engine

    Weight: 4 lbs Type: Utility

    This device is bulky, but fits in a backpack. It also comes with a gas mask that can be worn on the face to

    provide immunity to inhaled Poisons and Diseases, as well as gases and smell-based effects. The main

    device requires a bonus action to activate. One round later, the engine starts, running for one minute

    before it empties. Each creature that is in the cloud at the start of its turn must make a Constitution save

    against poison. On a failed save the creature takes 3d4 poison damage and must spend its next turn

    retching and reeling.

    UV Lantern

    Weight: 1 lb Type: Utility/Ranged Weapon

    The UV Lantern sheds a sphere of light out to a range of 60 feet and dim light for an additional 60 feet

    beyond that. This light is as bright as the sun and acts as the sun for creatures that have sunlight

  • sensitivity. In addition undead who start their turn in the area of effect must make a Con save or take

    2d6 radiant damage. Undead who take damage from sunlight (such as vampires) take that damage in

    addition to the damage they take from being exposed to sunlight.

    Rebreather

    Weight: 5 lb Type: Utility

    The device recycles your breath allowing you to breathe underwater or in the depths of space as normal

    for as long as you wear it. It also comes with special tubes allowing you to recycle the air for up to 10

    creatures. Affected creatures must wear a smaller version of the rebreather themselves and cannot

    travel farther than 15 feet away from you (the length of the hose).

    Turbine Laser

    Weight: 13 lbs Type: Ranged Weapon

    This weapon must be held in two hands, with an additional mount on a shoulder or on the head,

    consisting of a turbine. It requires some form of breeze to charge, providing one charge per two rounds

    unless in strong winds where it provides a charge every round, or hurricane force winds, where it

    provides three charges in one round. It may store up to three charges at a time, and requires an action

    to fire - however it can only be fired once per day, the power destroying the laser components. Once

    you activate it make a ranged attack with a maximum range of 200'. This deals 1d6 fire damage per level

    (to a max of 12d6 at 12th level). If two charges are stored when it is fired, it deals 1d8 fire damage per

    level (to a max of 12d8). If all three charges are stored when it is fired, it deals 1d10 fire damage per

    level (to a max of 12d10). After it is used it requires you to take a long rest rebuilding it before it can be

    used again.

    Wand-Gatler

    Weight: 2 lbs Type: Utility

    This device can be wielded in one hand, though a second hand is needed to actually turn the handle.

    One to five wands must be slotted in before use. Turning the handle is an action, and activates all wands

    at the same time, with the same target/targets/area of effect (or closest match). The wand gatler

    ignores all class, race and level requirements of any wand put inside it.

    Makai Cannon

    Weight: 25 lbs Type: Ranged Weapon/Crowd Control

    This bulky bazooka houses an angry ghost of some description, and every time it is fired, a new Gasket

    Engine Thrombulator must be configured, with a new set of Grub-Nuts to hold a spirit in (requiring a

    long rest). If the cannon is empty (but functioning) you can use it to absorb a ghost, wraith or spirit. The

    apparition must be no more than 30 away from you and must half less than half its maximum hit points.

    If this is the case you can spend an action to force the apparition to make a Charisma save. On a failed

    save it is absorbed into the Makai Cannon. Once you have absorbed an apparition in this manner you

    can either disperse the apparition (which breaks the cannon) or fire it as a weapon. Either use requires

    an action. If you disperse the apparition it disappears forever as if destroyed (unless some affect causes

    the apparition to reappear). If used as a weapon the cannon unleashes a 40' Cone of ghost energy.

  • Everyone in the area takes 1d8 Necrotic damage per HD of the apparition youve absorbed (no save) and

    must make a Will save or become Frightened for 10 minutes. After using it this way the goes disperses

    and the cannon is broken until you use a long rest to repair it.

    Elemental Microwave Gun

    Weight: 8 lbs Type: Ranged Weapon

    This is a sort of gun that houses a trapped Fire Elemental. To charge, it must be vigorously shaken for a

    round (using an action), to make the elemental energetic (but not actually angry: they happily burn

    away in the container). Within the next 3 rounds after shaking the gun it can be fired as a ranged attack

    out to 30 feet. This attack is made with advantage. On a successful hit, the target takes 5d6 Fire damage.

    The target also bursts into flames, catching fire, and must make a Wisdom save or become Confused (as

    per the Confusion spell) for 3 rounds as their brain is fried.

    Aero-Amplifier

    Weight: 3 lbs Type: Crowd Control

    This device can be held in both hands or worn around the shoulders. It resembles a giant brass

    instrument, with one handle. As long as there is even a light breeze or source of sound you can use the

    action to squeeze the handle, opening the valves and amplifying the noise and airflow. This creates a 30'

    cone that deals 1d6 Thunder damage per gadgeteer level (max 15d6 at 15th level, Con half). All who fail

    the save are knocked prone and hurled 30' backward, +/- 10' for every size category smaller/larger than

    Medium. Those who pass the save are merely shoved back 10'.

    Simple-Ammo Gat

    Weight: 15 lbs Type: Ranged Weapon

    This device must be carried in both hands when activated, requiring an action to do so. It then fires for

    that entire round, and the next two rounds (requiring one action each round to control it for this

    duration) before finally running out of ammunition. Each round of use, one target of choice within 60'

    takes 1 hit per 3 gadgeteer levels that each deal 4d6 Piercing damage (Dex negates). For every save

    passed, the next target behind them (providing they are also in range) is hit and must save, and so on

    until you run out of targets/range/hits. Once it runs out of ammunition, it takes 10 minutes to make a

    new chain of ammunition, and an action to load in.

    Turbo Boost Vest

    Weight: 7 lbs Type: Utility

    This device is worn like a vest, clamped onto the torso. It has a key which must be wound to power it up.

    One action of winding supplies one minute of power, treating the wearer as though under a Haste

    effect. After being used it requires a short rest for you to recover vest before you can use it again.

    Adamantine Chainsaw

    Weight: 15 lbs Type: Melee Weapon

    This bulky melee weapon must be wielded with two hands. Using it is as simple as making a melee

    attack, where it has the following properties: +1 to hit, 3d6+1 (+ Str modifer) in damage. When the

  • attack you make with this weapon scores a natural 20 you can make a second attack against the same

    target. If you hit you do an additional 3d6 damage (in addition to normal critical hit damage).

    Buggy

    Weight: 400 lbs Type: Vehicle

    This device is too heavy to carry. It is a vehicle which itself can carry four medium creatures (or any mix

    that equals the same amount of space). It requires one minute to power up via turning the handle and

    pouring more basic fuel in, in order to keep it moving for one straight hour. This device has 200 HP and

    Hardness 15, and provides Full Cover to everyone inside. It has a movement speed of 100 feet per turn

    and can take a dash action as a bonus action. It ignores difficult terrain.

    Perpetual Pressure Jetpack

    Weight: 10 lbs Type: Utility

    This device must be worn on the back, and requires an action to activate. It then fires a blast of steam,

    lifting the wearer into the sky and allowing them to fly with a speed of 40'. This device somehow

    recharges itself, using steam power at first, which also turns turbines to store up power, letting it be

    used at will.

    Complex Gadgets It takes 6 hours to build a complex gadget chosen from this list, which is available at 15th level.

    Hurricane Device

    Weight: 80 lbs Type: Utility

    This device requires ten minutes of assembly (if the user doesn't wish to carry around a 20' long pole

    with a rotor on top), and must be placed on the ground before use. Activating it simply requires turning

    the handle for one minute, at which point the storm begins. It creates a hurricane with a 2 mile radius,

    lasting for 6 hours, with a safety zone in the eye of the storm - a 50' radius spread originating from the

    device itself. If the device moves, the storm moves, and if the device is disassembled or destroyed, the

    storm will simply remain in place for the duration.

    Disintegration Torch

    Weight: 3 lbs Type: Melee Weapon

    This device can be carried in one hand, and requires only a bonus action to activate. Once activated, the

    fuel ignites, sending out a blast of plasma that takes the shape of a sword. The plasma is hot enough to

    effectively annihilate whatever it torches. One creature, object or 15' cube of material must be hit with a

    melee attack (with advantage). If the target is hit and has less than 40 hit points it is disintegrated.

    Otherwise it takes 15d6 damage. Should this be enough to kill them, they are also completely destroyed.

    This otherwise works just like the a disintegration spell. Once ignited there is no way to turn off the

    Disintegration Torch until the fuse burns out which takes 5 minutes. Once the fuse burns out this

    requires a short rest before you can use the torch again.

  • Mind Control Helmet

    Weight: 10 lbs Type: Utility

    Although it isn't subtle, the device is still effective: it consists of a bulky remote that must be held in two

    hands, and a bulky helmet with an antenna and a key. The helmet, if placed on the head of a creature

    not immune to mind affecting effects, must then be activated with an action by turning the key. The

    wearer is then under the control of whoever has the remote (as per the Dominate Monster spell), for up

    to 4 hours or until the helmet is removed or destroyed, whichever happens first. There is no saving

    throw against this effect initially, but any time the controller attempts to make them do anything

    particularly against their personal beliefs/ethics/morality/code, they are entitled to a Wisdom save to

    resist that command. It requires an action to input a command, and commands cannot be received from

    further than 100' away.

    Shadowcrank

    Weight: 5 lbs Type: Utility

    This device could fit into a small backpack, and has a large crank attached to a pipe, in turn attached to

    the device by a cable. Turning the crank for three rounds activates it, sucking darkness in through the

    plane of shadow and squeezing it out to replicate either of the following spell effects as per the spells of

    the same name:

    Mirage Arcane

    Simulacrum

    Aero-Barrier

    Weight: 7 lbs Type: Utility

    This device can be worn as a backpack, and has a mouth-piece for activation. Activating it requires a a

    bonus action each round, and prevents speaking. Each round that it is activated, it provides a bubble of

    protection for one full round (thus allowing it to be maintained indefinitely). This bubble extends out to

    5' in each direction past the space occupied by the user, and prevents anything from getting in or out,

    like a [Force] effect. An opposed check (Strength of intruder against Int of user) can break past this to

    force entry, though this requires an action. If attacked from outside the bubble (or if you attack

    something outside from within), anything not requiring an Attack roll automatically fails, and against

    things that do require an attack roll, the target is treated as having a +10 Deflection bonus to AC.

    Scalding Mist Generator

    Weight: 14 lbs Type: Area Weapon/Crowd Control

    This bulky device must be carried in both hands to be activated, and as such, comes with protective

    clothing in the form of a thick, water-resistant sheet and goggles. Those who forego the goggles are not

    protected from the effects. To activate, a bonus action is needed to switch it on, however it will take

    two full rounds for steam to start pouring out. Once this happens, it keeps going for a full minute,

    creating a 75' radius spread of mist that is heavily obscured. Additionally, all in the area who are not

    protected take an automatic 5d4 Fire damage every round (though no ignition occurs). Anyone not

    wearing protective goggles must also pass a Con save or be rendered blind for 1 hour.

  • Anti-Magic Pressure Generator

    Weight: 6 lbs Type: Utility

    This large pump can be carried in one hand, but needs two hands to use. It can be activated with an

    action, using incredible pressure to force magic out of the area. This creates a 25' radius field that

    negates magic, however will reduce in size in size by 5' radius per round until the effect ends. Otherwise

    it works identically to the Antimagic Field spell. Every round that the device is activated (requiring

    another action), the radius returns back up to its maximum of 25. Once youve allowed the field to

    completely expire you must take a long rest to repair the device before it can be used again.

    Prism Flash Bulb

    Weight: 3 lbs Type: Utility

    This device can be mounted on a shoulder or on the head and looks quite pretty, though looking pretty

    is not the main use. Powder must be loaded into it before it can be activated (which requires a bonus

    action). When activated, it duplicates a prismatic spray effect. Once used the fuse burns out requiring a

    long or short rest before it can be used again.

    Personal Airship

    Weight: 500 lbs Type: Vehicle

    This device cannot feasibly be carried, and actually requires 6 additional hours to build (12 in total).

    Once built, however, it is built to last, with 300 HP and hardness 10 for the main section of it. It has an

    engine that must be stoked and filled every 10 minutes to retain power, and generally requires

    somebody to pilot it, spending an action every round. When active, this device flies with a speed of 150'

    (Average), and provides total cover for those inside, although it does have arrow slits. People may elect

    to climb up onto the roof so as to leap off, throw things etc. however this requires an Acrobatics check

    to avoid falling off (10 if sailing smoothly, 15 for some turbulence, 20 for clouds and heavy turbulence,

    25 for hurricanes or snowstorms, +10 for being in active combat).It can carry two Medium creatures

    inside (one pilot and one passenger), or any other combination equating to the same.

    The Neuralyzer

    Weight: .25 lbs Type: Utility

    This device allows you to change a creatures memory. This works just like the Modify Memory spell

    except it can only affect a memory that the creature experienced within the last 24 hours.

    Probability Alteration Device

    Weight: 2 lbs. Type: Utility

    With this device you can alter probability in your favor. You activate this device as an action. Any time

    within 24 hours of activating the device when you make an ability check, attack or saving throw roll a

    d10 and add it to the roll. You can do after seeing the initial roll but before any of the rolls effects occur.

    You can alter probability in this way three times before the oscillator burns out requiring a long rest for

    you to repair it.

  • Galactic Gadgets It takes 8 hours to build a galactic gadget chosen from this list, which is available at 20th level. Unless

    otherwise specified all galactic gadgets can only be used once before requiring a long rest to rebuild.

    You can also only maintain a single copy of each of these devices at once.

    Mechanical Globe

    Weight: 160 lbs Type: Utility

    This big world globe has very special cogs and wheels that somehow connect to the world, likely by

    magnetizing tiny pieces of Aether and aligning them to the Aether at the core of the world. When used

    on a planet it can cause any one of the following effects anywhere within 10 miles of the device:

    One land mass/continent is shifted anywhere else that it could reach without ramming another

    land mass out of the way.

    One land mass/continent is wracked by earthquakes as per the Earthquake spell.

    One small island sinks below the ocean or rises above the ocean.

    A mountain range topples or is formed.

    Doomsday Cannon

    Weight: 100 lbs Type: Utility

    This device is similar to the Mass Cannon, except three times as large in each dimension, and thus

    involves more effort to trundle it around. Firing it requires one action to simply get it aimed in the right

    general vicinity, then an action to fire it afterwards. It can be fired anywhere out to 1 mile away,

    however cannot be fired at a point within 200 feet of itself. Everything within 250' of the point of impact

    has an extremely bad day. Everything - including objects and the ground itself - must make a Con save. If

    they fail their save and have less than 150 hit points they are obliterated. Otherwise they take 20d6

    Fire/Bludgeoning damage and are Stunned for 2 rounds and Deafened for 2 weeks. Those who pass the

    save take half damage and are Stunned for 1 round and Deafened for 1 week. The terrain is also

    obliterated, effectively becoming a giant, cracked, smoking crater.

    Gate-Gun

    Weight: 10 lbs Type: Utility

    This device involves a one-handed gun attached to a belt. When fired (requiring an action), the point

    designated opens up into a Gate, as per the Gate spell. This can be the travel kind or the broken kind.

    Timestop Clock

    Weight: 1 lbs Type: Utility

    This looks like a simple watch, however when you use an action to stop the watch, time is stopped for

    everyone else as per the Timestop spell. If the watch then breaks or is destroyed, the effect ends. After

    the effect ends time will resume as the tightly wound springs snap, smashing the watch to pieces.

  • 20MT Bomb

    Weight: 500 lbs Type: Utility

    This bomb is as large as a medium creature, and weighs about 500lbs, so may be difficult to carry, but

    using it is worth the effort. To activate, one merely needs to strike the end of it (using an action, or

    dropping it from a height). At this point, everything within 500' takes 40d6 Fire damage (Dex half) and

    everything out to 1 mile takes 20d6 Fire damage (Dex half). The 0-500' radius area is then obscured

    completely by thick smoke for one minute.

    Dragonmech

    Weight: 10,000 lbs Type: Vehicle

    This Colossal device can carry only one Large or smaller pilot inside, sadly, and requires a minute to

    activate. Once activated, it can be controlled for a full hour, with a Fly speed of 100'. It has Hardness 20,

    an AC of 22, and 300 Hit Points. It increases the wearers Strength to 20. It has one Primary Bite

    (4d6+Str), two Secondary Claws (2d6+Str) and one Primary Tail (3d6+Str), as well as a breath weapon

    (that can only fire once every 3 rounds): a 100' cone of fire that deals 6d6 Fire damage(Dex half).

    Additionally, the eyes may fire one Lightning Bolt once every 3 rounds, and once per minute it may

    create an Acid Fog effect beneath it with an action. It also has a payload of six bombs, any number of

    which can be dropped as an action. They explode like Big Boom Bombs upon hitting the ground. The

    bombs may instead be replaced with a pair of Gatling Guns, though they may not be used if the dragon

    is unpowered. When unpowered, it still lumbers along with a Fly speed of 50 (Clumsy) and provides the

    basic protection, but lacks the lightning, acid fog and fiery breath, and while inside the user has a

    Strength score of 10 instead of 20.

    Gravity Pump

    Weight: 1 lbs Type: Utility

    This device can be carried in one hand, but requires both hands and an action to activate. Doing so

    creates a Reverse Gravity effect in a 100' spread, though the user can elect to not include his own

    occupied space (at time of use) in this area. This lasts until undone by a second action, or for 1 minute,

    whichever comes first.

    Boiler of Untouchability

    Weight: 50 lbs Type: Utility

    This boiler is big and heavy, but can still be carried in both arms. It must be set down to be used, and

    requires a bonus action to activate, though there is a three round wait as the boiler gets going. It then

    remains active for one minute, though towards the end of this, an action can be spent adding more

    water and fuel to extend it for another minute. While active, a force field is created, creating a safety

    bubble of 30' radius. Nothing is able to pass through it, and it blocks line of effect.

    Binding Box

    Weight: 1 lbs Type: Utility

    This box is about 1' cubed, and can be carried with little difficulty. Activating it requires an action to

    twist the cogs to make them spin. Once activated the box opens and whirls, and one designated target

  • within 100' is sucked inside despite the size, and trapped there as though by the Imprisonment spell.

    Only one creature at a time can be stored there, and when released (requiring an action or the

    destruction of the device), there is a 50% chance that they will be dead and a 50% chance that they will

    be alive. This is only revealed when actually released - until that moment they are in a quantum state

    and cannot be affected by any effect that targets only the dead/undead (such as Resurrection) or only

    the living.

    Turbine of Death

    Weight: 75 lbs Type: Area Weapon

    This device can barely be carried in both arms, and is quite heavy. To activate, it must be set down and a

    bonus action spent pulling a lever. It then charges up for three rounds if there is a breeze (two rounds if

    in strong winds, one round in a hurricane, impossible if there is no breeze). After it has charged, it

    unleashes on the following round: everyone within 100' except for those actually touching it must pass a

    Con save or be sucked into the blades. Any creature sucked into the blades that has less than 80 hit

    points is killed instantly. Anything else takes 17d6 damage.

    Fusion Torch

    Weight: 1 lbs Type: Melee Weapon

    This device works exactly like the Disintegration torch except it can be turned on and off with a bonus

    action. Unlike other inventions of this complexity level it can be used again and again as long as its

    maintained.

    Matter Transference Projector

    Weight: 5 lbs Type: Utility

    This device, when activated using an action, allows you to scan a single creature or object of any size up

    to colossal and transport it across space. This works like the spell Teleport. The device can be set to

    automatically teleport itself to the final destination after teleporting other creatures or objects.

    Black Hole Grenade

    Weight: 1 lb Type: Area Affect Weapon

    This device is small enough to be carried in one hand. When you activate it you choose how many

    rounds later (to a max of 3 rounds) before it explodes in a 60' radius spread. This tears a rip in reality

    pulling creatures and objects towards the hole. Every creature that starts its turn in the area of affect

    must make a Strength save or take 6d8 bludgeoning damage from the effect of trying to keep from

    being dragged in. A creature also moves 5 feet closer to the hole for each failed save. A creature that

    makes its save takes half damage and does not move closer to the hole. A creature pulled into the hole

    takes 10d10 damage each round and must make all subsequent saves with disadvantage. A creature

    reduced to 0 hit points by damage from this device is sucked into the hole and killed as its crushed to

    death. For the duration of the effect the area around the grenade is also considered difficult terrain.

    Once activated the rip in reality lasts 2 rounds before it stops. Building this actually produces three such

    grenades but each time a grenade is used it is destroyed and must be rebuilt.

  • Signature Invention

    Omnigun

    Your signature invention is an Omnigun, a weapon capable of firing just about anything and making

    numerous powerful attacks. As you advance you constantly improve your omnigun until it becomes one

    of the deadliest weapons ever built.

    Omnigun Mark I

    When you choose this signature invention at 3rd level you build an Omnigun Mark I. The Omnigun Mark I

    has the same exact stats as a Dragon rifle except it can fire anything, bits of metal, rocks, bullets, even

    bolts and arrows. You can also load it all at once meaning for all intents and purposes it never runs out

    of ammo and can be fired without reloading. You can also up to 3 ranged weapon or area weapon

    gadgets to the Omnigun at which point they become part of the Omnigun and no longer take up weight

    themselves (although they still count against your total of gadgets you can maintain at once).

    Omnigun Mark II

    When you reach 6th level you enhance the Omnigun. It now has the stats of a Hydra rifle with a master

    trigger (meaning you can use it to make three attacks all at once). All three attacks must be at the same

    target and you can only fire all three attacks every other round. You can have up to 5 gadgets attached

    to the Omnigun.

    Omnigun Mark III

    The third iteration of the Omnigun, which you build at 11th level, is even better. It now counts as a +1

    weapon giving you +1 to damage (the +1 to attack does not stack with the normal plusses of the gun). It

    also no longer jams on a roll of 1. Anyone, other than you, who touches your Omnigun must roll a Con

    save (DC 11) or take 2d4 lightning damage. Furthermore youve inserted a small piece of metal under

    your skin that hums the closer you are to your gun meaning that you can know where your Omnigun is

    as long as its no more than 10 miles away. You may add up to 8 gadgets to the Omnigun.

    Omnigun Mark IV

    At 15th level you build the Omnigun Mark IV. The Omnigun Mark IV is a +2 weapon and holds up to 10

    different area effect or ranged weapon gadgets. Youve added steam powered jets to your gun allowing

    it to hover in the air and fire independently of you. The gun acts as a Dancing Weapon and it can fly back

    to your hand or hover in the air and attack (requiring you to spend an action). It can fire any of the

    gadgets you have attached to it as if you were holding it.

    Omnigun Mark V

    When you reach 18th level you build the ultimate form of the Omnigun, the apex of weaponry, the

    Omnigun Mark V. It now acts as a +3 weapon and there is no longer a limit on the amount of gadgets

    you can embed within the Omnigun (up to the limit you can maintain at once). You can also

  • permanently attach up to 3 simple ranged weapon or area affect gadgets to the Omnigun making

    maintaining them part of maintaining the Omnigun (which means they no longer count against your

    total for the day). In addition when you score a crit with the basic attack of the Omnigun you roll

    another attack. On a successful hit you add another 1d10 to the damage. You continue to roll additional

    attacks until you stop rolling natural 20s.

    Power Glove

    Your signature invention is a Power Glove, a utility glove that lets you augment weapons and armor,

    repair damaged objects, and scan enemy weaknesses. It also lets you monitor your own health.

    Power Glove Mark I

    At 3rd level, after choosing this as your signature weapon, you build yourself a Power Glove Mark I. It

    looks like a bulky gauntlet made of pipes, metal bits and tubing. It weighs 3 lbs. While you are wearing

    the Power Glove you can monitor your own health, and administer medicine as needed. This gives you

    advantage on all Con saves. The Glove has 5 charges. You can use 1 charge (and a bonus action) to

    project a ray that works as the spell Mending , 1 charge to activate a Light spell, or 1 charge to activate

    an effect like True Strike. It takes a short rest for you to recharge your glove.

    Power Glove Mark II

    At 6th level you build a reinforced version of the Power Glove. It now acts as both a shield (giving you +2

    to AC) and a weapon (melee, 1d6, light). It now holds 10 charges and you can use 5 of those charges to

    create a ray of light that works like the Repair Device spell and 3 to create a ray of light that unlocks

    objects as through the Knock spell. The glove also holds a repair kit and a set of thieves tools. As long as

    you use the tools and scanner on the Power Glove you can augment objects as if you had the Mechanist

    feat (this does not stack with the Mechanist feat).

    Power Glove Mark III

    When you reach 12th level you perfect a new version of the Power Glove. The shield effect increases to

    grant +3 to your AC (instead of +2). Youve improved the scanners on the glove. You can spend 3 charges

    to activate a spell like effect that works like True Seeing or 1 charge to be able to Detect Magic (as per

    the spell). You can also use 1 charge to scan a creature. Roll a Perception check vs the level of the

    creature. On a success you identify all resistances and vulnerabilities the target creature has as well as

    its remaining hit points.

    Power Glove Mark IV

    At 15th level you build a version of the glove that has 15 charges. The melee weapon of the glove is now

    a projected blade of light that works as a +1 Keen rapier (even though the light looks more like a long

    blade), allowing you crit on an attack of 19-20. You can double the augmented nature of the glove

    allowing you to add +2 to the AC of modified armor, +2 to attack bonus of modified weapons, or +10

    feet to the speed of modified vehicles (this does not stack with the normal bonuses of either the

  • mechanist feat or the power glove). By spending 1 charge you can duplicate any of the following spells

    as a bonus action: Minor Illusion, Resistance, Purify Food and Drink, Alarm, or Message.

    Power Glove Mark V

    At 18th level you build the ultimate version of the glove. As long as you wield the glove you can never

    become lost (even on other planes). You can now add any minor magical property to any weapon or

    armor you augment. You gauntlet now has infinite charges and no longer needs to be recharged and can

    duplicate the effects of any wizard cantrip by spending 1 charge.


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