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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
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Proficiency
Bonus
+2
+2
+2
+2
+3
+3
+3
+3
+4
+4
+4
+4
+5
+5
+5
+5
+6
+6
+6
+6

Class Features
Gadgetry (Simple), Identify Device
Signature Invention
Ability Score Improvement
Gadgetry (Good)
Improve Invention
Ability Score Improvement
Gadgetry (Greater)
Ability Score Improvement
Simplified Device, Improve Invention

Ability Score Improvement


Gadgetry (Complex), Improve Invention
Ability Score Improvement
Apex Invention
Ability Score Improvement
Gadgetry (Galactic)

Devices
3
4
5
5
6
7
8
9
10
10
11
12
12
13
13
14
15
16
16
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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