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MOUSEFOLK

OBSCUREDINTHETHICKUNDERBRUSH
ofthef orest,e verymus cl
ei nMoi ra
sbodywas
screami ng .Shehadbeenc rouched, compl etel
y
sti
ll,f
orhal fada y,wai t
ingf orherquar ryto
FURRYANDNIMBLE
emer g efrom i t
sden. Thickmudc l
umpedand
Reac hingal ittleov er2f eett all,theMous efolk
mat t
edherdar kf ur,
ins ul
at ingherf rom thehi gh
oftengounnot icedi nt hei rda ytoda yac ti
v it
ies .
sun. Herl arger oundear stwi tched, f
oc us
ingon Thei rdi mi nut ives t atur eandqui etdemeanor
afaints cratchingc omi ngf rom t hec ave.Her maket heMous efol ki noens ivet omos t,
preywasa wake. Moi radr ewherbowanddef t
ly grant ingac ertaindet achmentf rom t hemaj or
nockedanar rowwi t
houtas ound. Shewai ted. coni c t
sands trif
eoft heage. Thei rfas t
met abol is
msandqui ckf eetgi v etheMous ef
ol k
Soont hemi g htyowl bearl umber edoutoft he as lenderbui ld, usual l
ywei ghi ngbet ween20- 30
cave.Adr ys ummerhadf orc editc l
oserto pounds .
ci
vili
z ati
on, andi thadbegunpr ey i
ngont rade Mous efolkf urc ol orr angesf rom whi tet ot an
caravans .Moi rat ookai m, andl etyherar row. tobr ownorbl ack, wi thv ariouspat ter nspas sed
throughher edi ty
. The yt akec ar et ogr oom
TheBar bedTr ailwoul dbes afet otravelonc e
andc leant hei rfur, asi tr epr es ent st heirf ami ly
mor e. andc ommuni ty.AMous efol kse yec ol orisei ther
redorbl ac k.Mous ef olkl iket owearc omf ortable
Thel i
feoft heMous efolkisones pentc l
oseto dar kc olor edc lothest hatal lowf ordi scretionand
theground. Wi thnogr eatempi resor awi der angeofmov ement .
kingdomst oc allhome, theMous efolks pend Thec onc eptofper sonalweal thorgl or y
theirl
ivesc arvingapl acef orthems e l
v esinthe does ntper vadet hr oughMous efolkc ulture, mos t
cit
iesofthel ar gerracesori ntheunt amed actionst akenar ef ort hegoodoft hec ommuni ty
wilds.The yfor mt i
ght-knitcommuni t
ieswher e rathert hant hes elf.Anyweal thorr es ourc es
everymemberi sexpectedt ocontr i
but etothe gainedar eut ilizedf ort hebet t
er mentoft he
successoft hewhol e.SomeMous efolks t
udy group. SomeMous efolk, howe ver, us ethei r
atrades kil
ltos upporttheirfamilies ,
whi le natur alabi li
tiesf orper sonalgai n. Thes e
othersus ethei rnaturalagilit
yandi ntell
ect indiv i
dual st endt obeout c as tsorbl ac ks heepof
forcontracts erv i
ces. thec l
ans .
VIRTUOUS AND HEADSTRONG
HOME AND HEARTH Despite their generally flighty appearance, mousefolk are
a very honorable people. They believe strongly in personal
The Mousefolk are a resourceful and tenacious honor, less so in the idea that the actions of others can
race. Mousefolk settlements can be found in impugn that honor. When a mousefolk makes a mistake,
the most unlikely and inhospitable of places. especially one that causes harm to others, they will work
hard and at long lengths to correct that mistake.
They tend to build homes in the dark shadows
and forgotten corners of the world, such as city
slums, deep forests, scorching deserts, arctic esoteric knowledge, training as defenders,
tundras, or port cities in exotic lands. The spiritual leaders, rangers, covert agents, or they
Mousefolk aren't typically farmers, instead might even travel the world as an
preferring hunting, trade, and craft to meet adventurer-for-hire.
their needs. Mousefolk caravans are not an
easy target for bandits, guarded by skilled MousEFOLK NAMES
archers within and a bristling wall of oak and
steel without. When a Mousefolk is old enough to read, they
Mousefolk families extend beyond blood are taken by an elder to the clan's archives to
ties, an individual's entire community is study the lore and histories of their people. After
treated as kin. Mousefolk settlers will seek out several years, the individual is allowed to pick
other colonies, and new warrens will arise their own name, either adopting the name of a
within close proximity to each other. These past hero, or inventing a new name for
communities will eventually grow and merge, themselves.
the members of each becoming kin to the other.
Male Names: Aengus, Ashwin, Aynselle, Boris,
ARTISANS AND ADVENTURERS Byrnstan, Celanawe, Colin, Demitri, Elric,
Esegar, Finn, Gregory, Joseph, Luke, Martin,
The Mousefolk have a deep love of art, literature, Matthias, Mattimeo, Odric, Seyth, Thom,
song, and craft, and will often spend a lifetime Waldwin
perfecting their trade. True masterworks are Female Names: Baeylie, Caley, Clove, Daewn,
rarely seen by the outside world, instead they Dalla, Eda, Elis, Gale, Ingrid, Kearra, Mariel,
are preserved and passed through the Millicent, Moira, Nola, Rona, Rosalee, Sayble,
generations. To be a keeper of lore and heritage Serra, Sylvia, Veira
is among the highest honors and greatest Historical Names: Abershaw, Bluebell, Dalgill,
responsibilities in Mousefolk culture. Faolan, Garrow, Gamilon, Grimwold, Hannidy,
The Mousefolk who do not end up learning a Larkin, Sloan, Taryn, Tenny, Tinble, Toller,
trade will often put their skills to use pursuing Vidar, Walmond
MousEFOLK TRAITS SoFTPAW
Your Mousefolk character has a number of traits As a Softpaw Mousefolk, you avoid the dangers
in common with all other Mousefolk. of the untamed wilds for the security of
Ability Score Increase. Your Dexterity score civilization. Your bookish nature gives you an
increases by 2. edge in the arcane studies and a knack for
Age. A Mousefolk reaches adulthood at the trade skills and craft. The mark of the Softpaw
age of 5 and lives to be about 40 years old. is a seal of the utmost quality. A Softpaw's
Alignment. Most Mousefolk are neutral, and natural dexterity and keen intellect make them
tend towards good. They try to keep the desirable contract thieves and infiltrators.
conflicts of the other races at arm's length, but Ability Score Increase. Your Intelligence
display remarkable ferocity when their friends, score increases by 1.
families, or communities are threatened. A Artistry. You gain proficiency with one type
reverence for nature and life is close to the of artisan's tools or one musical instrument
heart of Mousefolk, and they are loath to take Squirm. You can move through tiny sized
a life if it can be avoided. They prefer to live quiet spaces as if you were tiny size.
and unassuming lives, giving honest work for
honest pay. MEADOWGARD
Size. Mousefolk grow between 2 and 2 1/ 2
feet tall and weigh about 25 pounds. Your size is As a Meadowgard Mousefolk, you make your
Small. living in the wilds. You have keen senses, deep
Speed. Your base walking speed is 25 feet. intuition, and a connection with nature that few
Keen Senses. You have proficiency in the other races can boast. The Meadowgard stand
Perception skill. staunchly at the edge of civilization, knowing
Mousefolk Weapon Training. You have that their eyes are the first alarm and their body
proficiency with the rapier, shortsword, shortbow, and blade are the last bulwark of countless
and handaxe. others. They have an unwavering sense of duty
Nimble Dodge. When attacked by an Attack of and a lifetime of experience which keeps them
Opportunity, you may use your reaction to impose sharp against the dangers of the world. With an
disadvantage on that attack. Eider's blessing some Meadowgard leave the
Languages. You can speak, read, and write service of their clans to travel the world and
Common and Squeak Speak. Mousefolk place record their journeys.
great value on the written accounts of their Ability Score Increase. Your Wisdom score
legends and histories, and encourage everyone increases by 1.
to keep journals and records of their deeds. Brave. You have advantage on saving throws
Almost all Mousefolk speak Common to against being frightened.
converse with the people on whose lands they Speak With Small Beasts. Through sounds
dwell or through which they are traveling. and gestures, you can communicate simple
Subrace. The two main kinds of Mousefolk, ideas with Small or smaller beasts.
Softpaw and Meadowgard, are more like closely
related families than true subraces. Choose one
of these subraces.
ARTCREDI NORDEROFAPPEARANCE
TSI


AMOUSEGUARDBYCHICHAPIE

UNTITLEDFORESTBYJ
.DICKENSON

BYMARY

LEGENDSOFTHEGUARDBYDAVIDPETERSON

LEGENDSOFTHEGUARD#4BYRYANLANG

ADEPT
Ahumangener alc l
adi n
gleami ngar mors tudi est he
mapont het ablei nf rontof
him, lledwi thgur inest hat
repr es entuni tsofhi ss oldier sandt he
invadi ngor cs.Hec ons ultsal eat herj our nal
lledwi thnot eshe
smadeont heenemy
st ribe,
theirc us tomsandbat tletac tics, andhemov est wo
piecesc ondent l
yf or war d.
Awi ld-hai reddwar fstandsatt heheadofal ong
car avan. Shes urv eyst hev al l
e ybe lowandpl otst heir
cour s et hr ought heunt amedwi l ds. Shes ketchesamap
andmot ionsf ort hec aravant of ol l
ow, l
eadi ngt hem
deeperi nt ounknownt erritoryi ns ear choft r
eas ur e
andknowl edge.
Knee lingatt hes ideofaf allenc omr ade, agnome
has tilyappl i
esat inctur eandbandage. Heral ly
se yes
ut t
eropenands hehe lpshi m bac kt ohisf eetbef ore
turni ngherat tentiont oanear byt roll.Ane l
abor ate
twirlofherquar t
er stabef uddl esherf oe, andas harp,
uns eenbl owt othebac kofi tsheadl eavesi ts t
unned.
As mi rkpul l
satt hec orneroft hehal f-
e lf
smout has
hes ur v ey stheov ergr ownr uinsont hehi llt
op. Though
nodoubtl l
edwi tht rapsanddanger ousbeas t
s, t
he
promi s eofl os ttr
eas ureandf or got tenknowl edgepul ls
him onwar d.Not rinketors ec ret ,nomat terhowol d,
coul de vadehi sthor oughi nv es tigation.

EXPERTSINTHEORDINARY
Wher emanys cholarsandac ademi csdedi c at
et hei r
greatmi ndst ounr avelingthemy ster iesoft hedi vineor
thear cane, adeptsf oc ustheirintellec tualeor tsont he
mundane, t
hephy sicalwor ldar oundt hem andal lthe
wonder sithol ds.
Thisc uri
os it
ymani festindier entwa ys,Some
adeptsar emos ti
nt erestedint hewor kingsoft hebody ,
learninghowe verypar tservesthewhol esothatt hey
canbet terunder st
andandheali t.Ot her sbecomel i
fe-
longs tudent softhear tofwar ,de vi
s ingwa ysto
domi natet hebat tl
ee ldwi thsuper iort act
icsrat her
handsonexper
ienc
e.Thewor
ldi
sful
lofdi
scov
eri
es
thans uper i
orbr a
wn. Ands omear emor econc erned
wait
ingt
obemade.
withthewor l
di tsel
f,keent os ee koute ver
yc ornerof
ev
di
er
sc
yr
ov
ui
ere
n,
x
toc
oti
ommunewi
cbeas t
sandt
t
hf or
hewi
ei
l
gnpeopl
dl andst
es,and
hathol d CREATINGAN ADEPT
them. Asy ouc reatey ouradeptc har acter, c
ons i
dery our
mot i
vationf orbec omingas c holaroft hewor ldas
WORLDLYSCHOLARS oppos edtoas tudentoft hes o-calledhi ghermy steries.
Didy ougr owuphear ingtalesofe xplor erschar ti
ngt he
Fort het rulycurious,theadv enturinglif
ei stheonl y
unknown ?Per hapsas kil
ledheal ermanagedt oc ur e
wa ytoe xpandoneshor izonsofknowl edgeandbui l
d
afami lymemberofat erri
bledi seas ewhent heloc al
oness kill
s.Anyadeptwor t
hhiss altwi l
lquicklyagree
priestcouldnot ?Wer eyour aisedt hec hildofgr eat
thatbooksandl aboratoriesmakee xcell
enta venues
war r
iorsandl ackedthebr awnt of ollowi ntheir
forlear ning,butnobookandnobeakerc ontainsthe
footst
eps ,buthadt hebrainst omakeupt hedi erence?
knowl edges t
il
lwai ti
ngt obedi scoveredbe y
ondt he
Wher edidy ourpat htol ear ningbegi n ?Didy ouha ve
frontierori nthec rucibl
eofbat tle.
abr i
lli
antment orwhopas sedal onghi sknowl edge ?Di d
Theadeptbe lievesthate v
erys cholarr eachesapoi nt
yous neaki ntot heroyallibrar yt opor eov erthicktomes
wher et hemos teec t
ivepatht ohigherl earningis
THEADEPT
Pr
oci
ency I
nsi
ght
Level Bonus Di
e Fe
atur
es
1st +2 d4 Experti
se,Comba tInsight
2nd +2 d4 Fi
e l
dRe search,Pursui
t
3r d +2 d4 StudyFoe
4t h +2 d4 Abil
ityScoreI mproveme nt
5t h +3 d4 Extr
aAt tack
,Pur s
uitFe a
ture
6t h +3 d6 Abil
ityScoreI mproveme nt
7t h +3 d6 Experti
se
8th +3 d6 Abil
ityScoreI mproveme nt
9th +4 d6 PursuitFeature
10th +4 d6 ShrewdI mpr ovi
ser
1 1
th +4 d8 Psychologic
a lPr
o l
e
12th +4 d8 Abil
ityScoreI mproveme nt
13th +5 d8 PursuitFeature
14th +5 d8 Abil
ityScoreI mproveme nt
15th +5 d8 Analyti
calMi nd
16th +5 d1
0 Abil
ityScoreI mproveme nt
17th +6 d1
0 Wor dsofWi sdom
18th +6 d1
0 PursuitFeature
19th +6 d1
0 Abil
ityScoreI mproveme nt
20th +6 d1
0 TrueGe nius

rec ounti
nganc ienthi s
tory
?Ma ybeyoubec amea Languages
:Choos
eanyt
wo
studentatapr esti
giousuniversi
tydevotedt oexpanding
knowl edgeofal lkinds? EQUI
PMENT
Whatpr ompt edy out ol
eaveyouroldl i
febe hi
ndand
Youstar
twi
ththefol
lowi
ngequipment,i
naddi
ti
ont
o
bec omeanadv entur er
?Arey ouhavetroubl eadjust
ing
theequi
pmentgr
antedbyyourbackgr
ound:
afteral i
feinac ademi a?Ordoy ounallyfeelas enseof
freedom?Whatki ndofknowl edgeareyouhopi ngto
(
a)scalemailor(
b)leat
herarmor
disc ov
eriny ourtrave l
s?
(
a)as i
mpleweaponandas hi
eldor(b)twosi
mpl
e
weapons
QUI
CK BUI
LD (
a)as c
holar
spackor(b)anexplor
erspac
k
Youc anmakeanadeptqui c
klybyf ol
lowingt hese Ali
ghtc r
oss
bowand20bol ts
suggesti
ons .First,
makeI nt
e l
li
gencey ourhighes t
abi
foc
li
tyscor
usonme
e,
l
fol
eec
l
owedbyDe xt
er
ombatmakeSt
i
r
t
y.(Someadept
engthhighert
swho
han
EXPERTISE
Dexteri
ty.)Sec ond,choos
ethes agebac kgr
ound. At1stleve
l,youchoos etwoofyourskil
lproci
enc i
es.
Yourprociencybonusisdoubledforanyabil
it
yc heck
youmaket hatusesanyoft hechosenproci
encies.
CLASSFEATURES pr
At7t
oci
hl
enc
e
i
vel
est
,
youc
ogai
anc
nthi
hooseanot
sbenet.
hertwoskil
l
Asanadepty
ougai
nthef
oll
owi
ngc
las
sfeat
ures
.

HI
TPOI
NTS COMBATI
NSI
GHT
Hi
tDice:1d8peradeptle
vel Begi nningat1s tleve
l, youknowhowt ous ey our
Hi
tPointsat1stLevel
:8+y ourConsti
tut
ionmodi
er intell
ecttoadaptt othebat tleeldande xploityour
Hi
tPointsatHigherLevels
:1d8(or5)+y our enemi es weaknes ses. Wheny our ollfori nit
iati
ve,you
Consti
tut
ionmodierperadeptl
evelaft
er1st gainanumberofi nsightpoi ntsequalt oy our
Intell
igenc emodi er.
PROFI
CIENCI
ES Youc ans pendt hesepoi ntst ofue lvariousadept
Armor :Lightarmor,medi um armor,andshie
lds features.Yous t
artknowi ngv es uchf eatures :Agit
ati
ng
Weapons :Simpl eweapons ,handcrossbows,and Attack,Def ens i
vePos ture,Ex oti
cTec hnique, Foil
ing
heavycrossbows Strike,andUns ti
ckytheSi tuat i
on. Youl earnmor e
Tools:Choos eanytwo featuresfue ledbyi nsightpoi ntsasy ougai nle v
elsin
Sav i
ngThr ows :Int
ell
igence,Dext
erity thisc l
ass.
Skill
s:Choos efourfrom AnimalHandl i
ng,Histor
y, Yougai noneaddi t
ionalins ightpoi ntatt heendof
Insi
ght,Invest
igat
ion,Medi ci
ne,Nature,
Perception, eachofy ourt urns,unles syouar es ur prisedor
andSur v i
val incapac it
ated. Otherc lassfeaturespr ovideaddi ti
onal
opportuniti
estogaininsightpoi ntsincombat . i
nfer
iort
otheref
erencecreatur
einregar
dtot
wooft
he
Somec ombatinsightfeatureswi llhavey our ollan f
oll
owingchar
act
erist
icsofyourchoi
ce:
insi
ghtdie.Thet ypeofdi eyouus eisdet ermi nedby
youradeptl ev
elass howni ntheI nsightDi ec olumnof Str
engt hscore
theAdeptt abl
e. Dexteri
tyscore
Someofy ourcombati ns i
ghtfeaturesr equirey our Constit
uti
ons core
tar
gettomakeas avi
ngt hrowt or esi
stthef eatures Int
ell
igencescore
eects
. Thes avi
ngthr owDCi sc alc
ulatedasf oll
ows : ArmorCl ass
Maximum hi tpoi
nts
CombatI
nsightSaveDC=8+y ourpr
ocie
ncy Tot
alc l
asslevel
s(ifany
)
bonus+y ourInt
ell
i
genc
emodi er

AGI NG ATTACK
TATI STUDYFOE
Wheny ouhitac reaturewit
haweaponat tack,youcan At3r dlevel,y
ouc anspend2i nsi
ghtpoi ntsandus ea
spend2i nsi
ghtpoi ntstoatt
emptt oforcethecreatur
e bonusac tiontobegi nc l
oselystudyinganenemy . You
tolosefocus.Your ollanins
ightdi eandaddi ttothe analyzeitsmov ement s,demeanor ,andght ings tylein
ordert oavoidtheirattacks.Thes tudiedc reaturehas
att
ac k
sdamager oll
,andthetar getmus tmakea
disadvantageonat t
ackr ol
lsthattargetonl yy ou.You
Wis dom sav
ingt hrow. Onafaileds ave,
thetargethas mus tbeabl etoseet heenemyt otakeadv antageoft hi
s
disadvant
ageoni tsnextInt
ell
igenc e,Wisdom, or feature.
Char is
mas avingthrow. Thi seectendsi fyouar eincapac i
tated, whent he
creaturediesorf all
sunc onscious,ori fyouus et his
featureonadi er entenemy .Youc anus et hisfeatur et
o
DEFENSI
VEPOSTURE
studyonlyoneenemyatat ime.
Youc anspend1i nsightpointandtaketheDodge
acti
on. I
facr eat
uremi ssesyouwi t
hanat t
ackbefor e
thestartofyournextt ur
n,youc anuseyourr eac
tionto PURSUIT
makeaweaponat t
ac kagainstanenemyi nrange.Ifyou Alsoat2ndlevel,youc hoos eyourintell
ec utalpursui
ton
havee xt
raattacks,
youc anf orgooneofthem tous ethe whichyouwi l
lfocusy oureor ts.ChooseTac tic
ian,
Dodgeac ti
on. Physici
an,orExplor er,detai
ledattheendoft heclas
s
descri
pti
on.Thedi sc i
plineyouc hoosegr antsy ou
feat
uresat2ndl e
ve landagai nat5t h,9th, 13th,and
EXOTI
CTECHNI
QUE 18thlevel
.
Youc anspend1i nsightpoi ntstostunac r
eatur
ewi th
somet hi
ngi
andaddani
t

sne
nsi
vers
ghtdi
eenbef
et ot
or
heat
e.
t
Makeaweaponat
ackroll.I
ftheatt
ack
tac
k
ABILITYSCOREI
MPROVEMENT
hit
s ,t
hetargetmus tus eit
sr eacti
ont omakeaDe xteri
ty Wheny our each4thlev
elandagainat6t h,8th,12th,
14th,16th,and19thlevel
,youcanincreas eonabili
ty
savingthrow.Onaf aileds ave,thetargetisst
unned
scoreofyourchoiceby2,oryoucani ncreasetwoabi li
ty
untilt
heendofy ourne xtturn.Thet argethas scoresofyourchoiceby1.Asnormal ,y
ouc an
tinc
r ease
disadvant
ageont hes a vi
ngt hrowifitdoesnotha vea anabili
tyscoreabove20us i
ngthi
sf eat
ur e.
reacti
ona vai
lable.

FOI
LING STRI
KE
EXTRAATTACK
Whenanal l
ytakesanac t
iont hatf
orcesac reatureto Beginni
ngat5t
hl e
vel,y
ouc anatt
ackt
wice,
ins
teadof
once,whene
veryoutaketheAttac
kact
iononyourtur
n.
makeaSt r
ength,De xteri
ty
, orCons t
it
ut i
ons a
v i
ng
t
hrow,youcans pend2i nsightpointandus ey our
r
eacti
ontomakeaweaponat tackagainstthec r
eature SHREWDI
MPROVI
SER
i
fiti
sinrange.Addani nsi
ghtdi etotheat t
ackroll.
If
By10t hlevel
,youarealwa y
sanaly
zingallas
pect
sof
t
heattackhi
ts,t
het argethasdi sdvantageont hesaving yoursurroundings
,ndingwa yst
ous eyour
t
hrow. envir
onmentandwhat ev erisc
los
eathandi ncombat.
Yougainpr oci
encywit
hi mprovi
sedweaponsandhalf
UNSTI
CKYTHESI
TUATI
ON coverfuncti
onsaswe l
lforyouasthree-
quart
erscov
er.
Wheny oufailasav
ingthr
ow,youcanspend2ins
ight
poi
ntst
or ollanins
ightdi
eandadditt
hes a
vingt
hrow, PSYCHOLOGICALPROFILE
pot
enti
all
ytur ni
ngiti
ntoasuc
c es
s. At11t hlev el,youcananal yzeac reatur e
sspeec hand
bodyl anguaget odeterminehowbes ttoi nt
erac twi t
hit
FIELDRESEARCH inor
mi
dert
nutec
oac
onv er
hi
s
e
v
i
ey
ngwi
ourai
tht
ms
hec
.
r
Ify
eat
ous
ur
pendatl
eorobs erv
eas
ingi
tone
tina
Start
ingat2ndl evel,i
fy ous pendatleast1mi nute soc i
alsit
uat ion,theDM t ell
sy ouwhet herDec ept i
on,
observi
ngori nt
eractingwi thanotherc r
eatureoutside Intimidation, orPers uasi
onwi llgiv eyout hebes tchance
combat ,
youc anlearnc er t
aininf
ormationabouti t
s ataf avorableout come. Youar ec ons i
der edpr oc i
ent
capabil
it
ies.Choosear ef erencecreat
ureoft hesame witht hedes ignateds kil
lwhiles peaki ngwi ththe
typethatyouhaves een, andt heDM tell
sy ouifthe creature,andi tmus tpassaWi sdom s avi
ngt hrowequal
creat
urey ouareresearc hingisequal,superi
or,or toar ollofy ourinsightdie+y ourI ntelli
gencemodi er
oryouha veadvant
ageonthechecksaswe ll
.Thiseec
t FORCEMULTI
PLI
ER
endsifyougo24hour swit
houtspeakingtothe Star t
ingat5thlevel
,youc anspend3i ns i
ghtpointsand
creat
ure,oryouusetheabi
li
tyonadi erentcr
eatur
e.
useabonusac ti
ontor ollanumberofi nsightdiceequal
toy ourInte
lli
gencemodi er(minimum of1)and
ANALYTICALMIND distri
butethem asyous eettoy ourall
ies.Thesedice
canbec onsumedasar eact
iontomakeanat t
ack.
At15thlevel
,youc ans ubst
it
uteyourIntell
igencescor
e
andmodi erf
ory ourWi sdom sc
oreandmodi erfor Attacksmadei nthiswa yaddthenumberont hedieto
purposesofsavi
ngt hrowsandabi l
it
yc hecks.Ify
ouare theat tac
kroll
.Whenc ombatends ,anyunus eddiceare
proci
entinInte
lligencesavi
ngthrows ,youare l
os t.
consi
deredprocientinWi sdom savi
ngt hrows.
I
MPROVED STUDYFOE
WORDSOFWISDOM Begi
nni
ngat9t
hlev
el,t
heSt
udyFoef
eat
urei
mpr
oves
f
oryoui
nsever
always
:
Beginningat17t hlevel,
whenanal lyispr eparingt o
makeas ki l
lchecky oucanus eyouractiont oanal yze Ifyouar eal readys t
udy i
nganenemyory ours tudied
thesituationandadv i
sehi m basedony our foedr opst o0hi tpoints,y ouc anus eabonusac t
ion
observations .Rol
lani nsightdieandaddhal ft
he tobegi ns t
udy ingadi erentf oewi t
houts pendi ngany
insi
ghtpoi nt s .
numberoft hedi e(orthef ul
lamountoft hedi eifit
sa
Youc anlear nc ert
aini nformat i
onaboutas t udied
skil
lchec ky ouarepr ocientin)andaddi ttohisr oll
.If
enemyasi fy ouwer eus ingt heFi e l
dRes ear chf eature.
mul t
ipleal l
ieswillbeattempt i
ngthes amef eat(for
Onc eoneac hofy ourt urns, youc anc ompar ea
exampl e,apar typreparingtos cal
eac lif ace)
,the y
studiedfoeandar eferencec reatureoft hes amet ype
ma yeac haddt hi
sbonust othei
rskillchec kswi t
hout
thaty ouha v es een, andt heDM t ell
syoui ftheenemy
usingaddi ti
onalac ti
ons.
isequal ,super i
or ,
ori nferi
ort ot her ef
er enc ec reatur e
inregar dtoonec harac t
eristicofy ourc hoi cet hatis

TRUEGENIUS l
t
i
stedundert
her efer
enc
heFi
ec reat
el
dRes
ur e,y
ear
ouc
chf
anc
eat ur
hoos
e. I
eCur
fy
r
ouc ans
entHPas
ee

At20thl evel
,youembodyt r
uegeni us.
YourIntel
li
gence thec haract eristic.
scorei
nc reasesby4andy ourmaxi mum Intel
li
gence Ifyours tudi edf oemi ssesy ouwi thanat tac k,yougai n
i
nc r
easest o24. onei nsi
ghtpoi nt.Youc anonl ybenetf r om t his
Youar ealsocapableofmoment sofperf
ectinsi
ght, featureonc eperr ound.
wherei
nt hepathtosuc c
essbec omesc l
earevenwhen
t
heoddsar es t
ackedagainstyou.Onaf ail
edabili
ty At18thl
evel
,St
udyFoef
urt
heri
mpr
ovesi
nthe
check,
y ouc antreatthed20asa20. f
ollowi
ngwa y
s:
Oncey ouus ethisfeat
ure,youcantuseitagai
nuntil
Youc ans tudymorethanonef oeatat ime.When
younishal ongr est
.
usingabonusac t
iontoselectorc hangeyourst
udi
ed
foe,youc anspend2addi t
ionalins i
ghtpoi
nts

PURSUITS percr eaturet


anumberequalt
os
elec
oy
taddi
our
tionalfoesupt o

Dierentadeptschoos
edier
entdi
sci
plinestochanne
l Intel
ligencemodier.
t
heirintel
lect
ualprowess
.Thepurs
uityouc hoos
e
reec
tsthisfocus
.

TACTICIAN
AdeptsoftheTacti
cianpursuithav
efocusedtheirmi
nds
ontheartands ki
llofcombat.Byhoningtheir
tec
hniquesands t
udy i
ngtheirenemies
,Tac t
ici
ans
becomeformidablepresencesonanybattleel
d.

BONUSPROFI
CIENCY
Whenyouchooset
hispursuitat2ndl
eve
l,yougai
n
pr
oci
encywit
hmar t
ialweaponsandheavyarmor
.

FI NG STYLE
GHTI
Alsoat2ndlevel
,youadoptapart
icul
arghti
ngsty
leas
yourspeci
alt
y.Chooseoneoftheopti
onsfr
om thos
e
avail
abl
etotheFightercl
ass.
Youcantt
akeaghti
ng
styl
emorethanonc e,ev
enifyoul
atergett
ochoose
again.
Youhaveadvant
ageonat
tac
ksmadeagai
nsty
our rest
orehitpointstoyours
e l
foranal l
ywithin5feet.The
st
udiedfoes
. numberofhi tpointsyourest
oreisequaltotwoins i
ght
dice+yourIntell
igencemodier.Ac r
eaturecan
tregain
I
NCI
SIVESTRI
KES hitpoi
ntsinthiswa yagai
nunt i
litnis
hesas hortor
Start
ingat13thlev
el,wheny ouhitacreaturewit
ha l
ongr est
.
weaponat t
ack,y
ouc anspend1i nsi
ghtpointtodeal
addit
ionaldamagetothetarget
.Rollanins i
ghtdi
eand RESTAND MEND
addittothedamager ol
l.I
fyouar est
udyingthetarget At5thl e
v el
,youcantendt oanumberofy ourpart
y
withthestudi
edfoefeat
ure,rol
ltwoinsightdice. member sequalt oyourIntel
li
gencemodi erduri
nga
shortrest,i
nadditi
ontoy oursel
f.Anycr
eat uresy
ou
t
endt or egainhi
tpoint
sequalt ooneinspirat
iondie+
PHYSICIAN yourIntelli
gencemodier.

ThePhy si
cianpur suiti
schosenbyadeptswhomake RESOURCEFULHEALER
thestudyofbiologytheirf
ocus.The
yus ethei
rext
ensi
ve Alsoat5t hl evel
,youc angett wi ceasmuc hus eoutofa
knowledgetoac compl i
shfeat
sofheal
ingand healerskit.Theyha vet went yc hargeswheny ouus e
rest
orati
onus uall
yonl ymadepossi
blebydr a
wingupon them.
thepowerofthedi vine. Addi ti
onal l
y,i
ftherear esuitablemat eri
alsathand
(l
ea v
es ,twine,spiri
ts,tornbi tsofc lot
hi ng,etc.)youc an
BONUSPROFI
CIENCY uset heLear nedHeal erf eaturee venify oudonotha v e
Wheny ouc hoosethi
spur s
uitat2ndlevel,yougain acces stoaheal er
skit. Youonl yhealhal fasmuc hwhen
prociencyande xpert
iseintheMedicines kil
l.I
fyouare usingLear nedHeal erwi thoutaheal erskit.
alr
eadyha vet hi
sprociency,y
oucans el
ec tadierent Fur thermor e,e
xpendi ngac har gefrom y ourheal ers
skil
lfr
om t headeptskil
llis
ttobecomepr oc i
entin.If kitwhi leinc ombatgr ant syou1addi tionalins ightpoint.
youalreadyha veexpert
iseinMedicine,youma ychoose
anotherskillyouareprocientint
ogaint hisbonus.
ANTI TI
DOTES, NCTURESAND COLDWATER
Startingat9t hle v
el,y
ouc anus eanac t
ionande xpend
LEARNED HEALER onec hargeofaheal er
ski ttoremov eoneofthe
Begi
nningat2ndlev
el,
youcanuseahealer
ski
ttotend fol
lowi ngc ondit
ionsfrom anal l
ywi t
hin5feet:blinded,
toacreat
ure
swoundsandhurt
s,i
ncl
udingyourown.As charmed, deafened,diseased, pet
r i
ed,orpoi
soned.
anact
ionyoucanspendoneuseofahealer
ski
tto Onc eac ondi t
onhasbeenr emo
m v edfrom acreatur ei
n
thiswa y,itcannotbes or emov edagainuntilt
he
creatureni shesas hortorl ongr est
.
Addi ti
onally,yourfr
equente xposuretoharmf ul
substanc esandai ct
edpat ientshasgivenyou
immuni t
yt opoisonanddi sease.

EXPERTHEALI
NG
At13thl
evel
,wheny ouus et
heLear nedHealerfeatur
e
rol
laWisdom (Medici
ne)check.Addtheresultt
ot he
tot
alamounthealed.
Thisnumberi shalv
edif
perf
ormi
ngLear nedHealerwithoutahealer
ski
t.

MALPRACTI
CE
Beginningat18thle
v e
l,wheny ouhi
tac r
eaturewi t
han
att
acky oucanspend3i nsi
ghtpoint
stousey our
medi c
alknowledgetode bi
li
tat
eyourtar
get.Thet ar
get
mus tmakeaCons ti
tuti
ons avi
ngthr
ow.Onaf ai
ledsave,
thetargets
uersaneec tbasedonitsc
urrenthitpoints
:

60hi
tpoi
ntsorf
ewer
:bli
ndedfor10mi nutes
.
50hi
tpoi
ntsorf
ewer
:paral
yzedfor1hour.
40hi
tpoi
ntsorf
ewer
:paral
yzedandunc onsci
ousf
or1hour
.
30hi
tpoi
ntsorf
ewer
:kil
ledi
nstantl
y.

Youcans pendaddi ti
onalins i
ghtpoi
ntsto
incr
easethehi tpointthresholdforeac
heec t
by10hi tpoint
sf oreveryinsightpoi
ntspent.
Thisabil
ityhasnoeec tonc onst
ruct
s
orundead.
EXPLORER si
Li
mpl
ngui
ei
s t.Youc
deasandc
anc
onc
ommuni
eptswhens
cateandunder
peaki ngt oc
st
r
and
eat ur es
Adeptswhoc hoosetheExpl
orerpursui
texempl i
fy thatha v eanI ntelli
genc es cor eof8orhi ghere v eni fyou
adaptabil
it
y.Whet herpl
umbingthedepthsofadungeon, donots har eal anguage. Youc anal sogl eanbas ic
makingc ontactwithanunknownpeople,orleapingi
nto informat ionf rom wr ittens ampl esofl anguagesy oudo
batt
le,theExpl or
ercomesarmedwi t
hthewor ldl
y notknow. TheDM ma yha vey our ol lanI ntell
igenc e
wisdom tobes thandlet
hesit
uati
on. chec ki fy ouat t
emptr or ead, communi c ate, or
under s tandmor ecompl exi deasi nanunknown
language.
BONUSPROFI
CIENCY RoughandRumbl e.Yourunar meds trikesdealan
Wheny ouc hoosethispursui
tat2ndl evel
,yougai
na addi ti
onal1d4damageandy ouc anaddy ourf ul l
prociencywi t
hc art
ographer
stools,na
vigator
st
ool
s, proc ienc ybonust oSt rengt h( Athlet ics )andDe xter i
ty
landve hi
cles,andwat erve
hicl
es. Youal
solearnone (Ac robat ics)c hec kst oi niti
at e, mai nt ain, ores c apea
addit
ionallanguageofy ourchoice. grappl e.
ToughandTumbl e.Youc anaddy ourf ullpr oc ienc y
J
ACKOFALLTRADES bonust oSt r
engt h( At hletics)andDe xter ity(Ac robat i
c s
)
Alsoat2ndlevel,
youcanaddhalfyourpr oci
ency chec kst hatar enotc ont estedbyanot herc reatur e.
bonus,roundeddown,toanyabil
it
yc heckyoumake Tr ai lMedi c.Asanac t
ion, y ouc ane xpendonec harge
thatdoesn
talr
eadyi
ncludeyourprociencybonus. ofaheal erski ttogr antawi ll
ingc r eat ur et empor ar yhi t
point sequalt ohal fy ouradeptl e velr oundeddown. I
f
ADAPTABLE thec reat ur ehasl esst hanhal fofi tsmaxi mum hi tpoi nts
At5t hlevel,youcanr ecali
brat eandrefocusyours ki
ll
s remai ni ng ,youc angr antanumberoft empor ar yhi t
toadaptt othet askandenv i
ronmentathand. Wheny ou point sequalt oy ourf ul ladeptl evel. Tempor aryhi t
compl eteas hortorlongr est,youcangai nthebenets point sgai nedi nt hiswa yarel ostwhenni shi
ngas hort
ofoneadapt ati
onofy ourc hoice,whicharelist
edunder orl ongr es t.
Adaptationsbe l
ow. Vi gil ant .Youc antbes urpr isedwhi ley ouar e
At9thlevelyouc anc hooset woadapt at
ionstobenet cons c iousandy ouc anc hoos etoappl yy ourI nte ll
igenc e
from atonc e,andat18t hle velyoucanc hoosethree. modi eri ns teadofy ourDe xt eritymodi ert oini tiative
rolls.

RAPI
D ADJ
USTMENT
At13thleve
l,youcanuseabonusact
iontoswitchout
anyoneacti
v eadapt
ati
onforani
nact
iveone.Youcan
t
usethi
sfeatureagai
nunti
lyouni
shas hor
trest.

ADAPTI
ONS
Theadapt ationsar epr esent edi nal phabet icalor der.
Dogged.Whene xhaus ted, yous uert heeec t
sasif
yourl ev elofe xhaus t
ioni sonel ower .Yous uerno
negat iv eeec tsf rom l eve l1e xhaus tion. Addi tionall
y,
youc annotbes tunned.
DungeonRai der .Youha veadv ant ageonWi sdom
(Per cept ion)andI nt elli
genc e( Inves tigation)c hecksto
ndt rapsorhi ddendoor s ,
andy ouc anper fectlyrecal
l
anypat hy ouha vet rav e
lleds incey ouac tivatedt his
adapt ation.
Expedi tionMas ter .Wheny ouac tivatet his
adapt ation, choos eonet ypeoft er rain: ar ctic,coast,
des ert ,for es t,gr ass l
and, mount ai n,s wamp, the
Under dar k, ort hes ea. Whi l
et rave ll
ingf oranhouror
mor ei nt hi st er rai
ny ougai nt hef ol lowi ngbenet s:
dic ul tt er raindoes ntslowy ourgr oup st ravel,your
groupc an tbec omel oste xceptbymagi c almeans ,e
ven
wheny ouar eengagedi nanot herac tivi
tywhi le
traveling( s uc hasf or aging ,nav i
gat ing ,ort rac king),
your emai nal er ttodanger ,andwheny ouf oragey ou
ndt wi ceasmuc hf oodasy ounor mal l
ywoul d.
Ni mbl e.Yourmov ements peedi nc reas esby10
feetandy ouc anDas hasabonusac tion. Mov ing
throughnonmagi caldi c ultterrai nc ostsy ouno
extramov ement .
Har dy.Youc ani gnor etheeec tsofpoi s onand
diseas e.I fy oubec omepoi sonedordi seas edand
thisadapt at ioni sdeac t
ivatedbef oret hec ondi tion
isr m v
emo ed, y oui mmedi atelybegi nt os ueri ts
eec ts .
Home
bre
wcl
assc
reat
edby/
u/wdal
ri
ght
.Iha
venoal
iat
ionwi
thWi
zar
dsoft
heCoas
torHas
broorany
thi
ng.

Ar
tSour
ces
:

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Artificer
A hammer falls, shaping the gold ore that will be
known in legends. An elf recites the words to
enchant the rings that were built from the wood of
an ancient tree, using its magic to release the curse
on his beloved son.

A dwarf in her blacksmith finishes silvering the


weapon her companions requested to face the
goblins that soon will invade the town. Even though
she wasn't asked, she made some fine adjustments
to better penetrate the goblin armor. A gnome raises
a weird engine in his hands, finally completing his
automaton and now being able to use that magic
shield He found once found in a temple.

Whether in the laboratory, at an anvil, in dungeons,


or in town trading some exotic materials, an
Artificer finds pleasure in wielding his or her magic
to create new and exciting items that will shape
the world... for better or worse.

FIRE AND MAGIC


Since all the items made in almost all worlds
comes from an Artificer, every adventure should
have one as acquaintance. Fire and magic doesnt
only refer to the physical aspect of smithing and
building, but to a way to live and create. The
passion, the inventive, the desire to change the
world and shape it in new ways are the goal of
almost every Artificer, breaking the rules of what
its set as natural and obvious. When other see
madness, they see an opportunity.

The strength of the Artificer doesnt come with the


magic it wields, but in the ideas it carries. Many
Artificer are mostly focused on discovering new
ways to create life building automatons and golems,
while other contribute with adventurers making
the needed weapons to stop any danger to come.
THE ARTIFICER Spell Slots per Spell Level
Cantrips Spell
Level Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
SpellCasting,
1st 3 2 2 - - - - - - - -
Arcane Recovery
2nd Arcane Imbuer 3 3 3 - - - - - - - -
3rd Artificer Wonders 3 4 4 2 - - - - - - -
4th Ability Score Improvement 4 5 4 3 - - - - - - -
5th - 4 6 4 3 2 - - - - - -
6th Arcane Imbuer 4 7 4 3 3 - - - - - -
7th Artificer Wonders Feature 4 8 4 3 3 1 - - - - -
8th Ability Score Improvement 4 9 4 3 3 2 - - - - -
9th - 4 10 4 3 3 3 1 - - - -
10th Enchanter Harmony 5 10 4 3 3 3 2 - - - -
11th Artificer Wonders Feature 5 11 4 3 3 3 2 1 - - -
12th Ability Score Improvement 5 11 4 3 3 3 2 1 - - -
13th - 5 12 4 3 3 3 2 1 1 - -
14th Arcane Imbuer 5 12 4 3 3 3 2 1 1 - -
15th Artificer Wonders Feature 5 13 4 3 3 3 2 1 1 1 -
16th Ability Score Improvement 5 13 4 3 3 3 2 1 1 1 -
17th - 5 14 4 3 3 3 2 1 1 1 1
18th Arcane Imbuer 5 14 4 3 3 3 3 1 1 1 1
19th Ability Score Improvement 5 15 4 3 3 3 3 2 1 1 1
20th Efficient Casting 5 15 4 3 3 3 3 2 2 1 1

LEGENDARY LORE your character first come into contact with magic
and the office. How your character became crafty?
Not every blacksmith or a wizard is an artificer. Who taught you? Is it formal knowledge? Is your
Some wizards who actually create items like scrolls character a poor but crafty person or a rich one
and wands are not qualified enough to the with many resources?
standards of an Artificer. What led you to adventuring? Was it the crave of
No inventor is called to a simple life since they must new knowledge or perhaps an antique machinery
always deal with the extraordinary, but only an reactivating again? Or maybe some strange material
Artificer takes the adventuring path to gather either only found in far lands?
the materials or the knowledge to make things that
seems to be taken from legends and defy even the
QUICK BUILD
gods.
You can make an Artificer quickly by following these
suggestions. First, Intelligence should be your
CREATING AN ARTIFICER highest score, followed by Constitution or Dexterity.
Creating an Artificer demands attention on what Second, choose the Guild Artisan background.
it will be creating. Their backgrounds usually come Third, choose the Mage Hand, Mending and
with some event revolving around an Artificer Shocking Grasp cantrips, along with the following
experimentations. What you must think is how did 1st-Level spells Identify and Magic Missile.
CLASS FEATURES Additionally, when you gain a level in this class, you
can choose one of the Artificer spells you know and
As an Artificer, you gain the following class features.
replace it with another spell from the Artificer spell
list, which also must be of a level for which you
HIT POINTS have spell slots.
Hit Dice: 1d8 per Artificer level.
Hit Points at 1st Level: 8 + your constitution
SPELLCASTING ABILITY
modifier.
Intelligence is your spellcasting ability for your
Hit Points at Higher Levels: 1d8 (or 5) + your
Artificer spells. You use your Intelligence whenever
constitution modifier per Artificer level after 1st
a spell refers to your spellcasting ability.
In addition, you use your Intelligence modifier when
PROFICIENCIES setting the saving throw DC for a Artificer spell you
Armor: Light Armor
cast and when making an attack roll with one.
Weapons: Simple Weapons
Tools: Choose one Artisans Tool
Saving Throws: Constitution, Intelligence Spell save DC = 8 + your proficiency bonus + your
Skills: Choose Two between Arcana, History, Intelligence modifier
Insight, Investigation, Medicine and Nature. Spell attack modier = your proficiency bonus +
your Intelligence modifier
EQUIPMENT
You start with the following equipment, in addition SPELLCASTING FOCUS
to the equipment granted by your background: You can use an arcane focus(found in chapter 5)
Any simple weapon and leather armor. or one of your creations as a spellcasting focus for
(a) a component pouch or (b) an arcane focus your Artificer spells.
(a) a dungeoneer pack or (b) an explorers pack
ARCANE RECOVERY
SPELLCASTING You have learned to regain some of your magical
Your talent with magic resides in its uses to create energy. Once per day when you finish a short rest,
and transform. As a student of the Arcane, you you can choose expended spell slots to recover.
draw your true power from your creations, fueling The spell slots can have a combined level that is
your magic. See chapter 10 of the PHB for the equal to or less than half your Artificer level
general rules of spellcasting and the end of this (Rounded up) and none of the slots can be of 6th
document for the Artificer spell list. level or higher.
For example, if youre a 4-th level Artificer, you can
recover up to two levels worth of spell slots. You
CANTRIPS
can recover either a 2nd-level spell slot or two
At 1st level, you know three cantrips of your choice
1st-level spell slots.
from the Artificer spell list. You learn additional
Artificer cantrips of your choice at higher levels, as
shown in the Cantrips Known column of the ARCANE IMBUER
Artificer table. At 2nd level, when you use your action to cast a
spell you can choose instead to imbue by touch it
SPELL SLOTS into a nonmagical object no larger than a 5-foot
The Artificer table shows how many spell slots you cube and set a condition to trigger the spell.
have to cast your spells of 1st level and higher. To If the object is being worn or carried by an unwilling
cast one of these spells, you must expend a slot of creature you must first succeed a melee attack as
the spells level or higher. You regain all expended if you were attempting to disarm (See Dungeon's
spell slots when you finish a long rest. Master Guide p.271).

SPELLS KNOWN OF 1ST LEVEL AND HIGHER The spell slot used to imbue the spell remains used
You know two 1st-level spells of your choice from until its triggered or dismissed. The spell remains
the Artificer spell list. imbued by a number of hours equal to your
The Spells Known column of the Artificer table constitution modifier (minimum 1). Once that time
shows when you learn more Artificer spells of your expires, the objects loses the effect without
choice. Each of these spells must be of a level for triggering. While used, you cant regain that spell
which you have spell slots. For instance, when you slot with long or short rest.
reach 3rd level in this class, you can learn one new Imbuing an object requires concentration since
spell of 1st or 2nd level. youre linked magically with the imbued object.
When it takes effect, the object becomes the point
of origin of the spell. You can activate the effect or
dismiss it with either a bonus action or a reaction
if the condition for the triggering is met.

In any case, the object must be in your line of sight


to activate the spell. Most common triggers are
touching, hitting, approaching it or even specific
manipulation of the object.

At level 6th, you can imbue objects up to 10-feet


cube. Additionally, the object can be triggered even
if its not in your line of sight and its on a 120-foot
radius apart from you.

At level 14th, the spell remains imbued until the


end of a long rest.
When you reach 18th level the object can trigger
the spell if its on the same plane of existence.

ARTIFICER ARCHETYPES
When you reach 3rd level you choose one of these
wonders, which represent your field of studies.
Choose Gear Wonders or Gadget Wonders, both
detailed at the end of the class description. Your
choice grants you features at 3rd level and again
at 7th, 11th and 15th levels.

ABILITY SCORE IMPROVEMENT


When you reach 4th level, and again at
8th,12th,16th and 19th level, you can increase one
ability score of your choice by 2, or you can increase
two ability scores of your choice by 1. As normal,
you cant increase an ability score above 20 using
this feature.

ENCHANTER HARMONY
At 10th level you can attune to 4 magical objects
instead of 3.

EFFICIENT CASTING
At 20th level, you can cast a number of spells equal
to your constitution modifier while keeping
concentration. If you receive damage and fail the
saving throw all the spells in effect end.

ARTIFICER WONDERS
The ideal artificer has two expressions: which are
defined by the things it creates: Gear Wonders and
Gadget Wonder.
GEAR WONDERS If you exceed that number, the first item that was
made magical breaks and loses its properties and
For some casters magic is the result of art. Gear
the new item gains the benefits instead.
Wonders is the path for those Artificers who
To make the item magical, you need to spend a
specializes in creating items, not only swords and
long rest and imbue a spell no higher than 4th-level
armors but cloth, jewelry and many wondrous item
permanently on the item.
which are the adventurers best friend.
The item requires attunement to use its magical
properties and becomes the origin of the spell,
TALENTED ENCHANTER which can be activated each day a number of times
At 3rd level, whenever youre crafting an item (See
equal to your intelligence modifier. If the spell needs
Page 187 of PHB) every day of work of yours counts
concentration, the duration becomes 1 minute per
as 25GP instead of 5GP.
activation.
Additionally, you can spend a long rest to make an
Additionally, the limit of items that you can make
item counts as magical with the only effect of being
with the Arcane Forger feature is doubled.
magical. You can do this with a number of items
equal to your Constitution ability modifier, since
its requires part of your magical essence. If you GADGET WONDERS
exceed that number, the first item that was made Some artificers are not so much interested in
magical breaks and loses its properties and the creating items as theyre interested in delving in
new item gains the benefits instead. the intricacies of building constructs and mocking
life itself. It experiments helps to advance further
ARCANE FORGER in the fields of magic and technology, becoming the
At 7th level whenever youre crafting an item (See threat for those who want to avoid such growth.
Page 187 of PHB) every day of work of yours counts For these artificers, their automatons are the way
as 50GP instead of 5GP. they discover the truth about the world and most
Additionally you can imbue permanently with magic frequently it ends in a peculiar relationship between
a number of items equal to your Constitution ability master and creation.
modifier. This doesnt counts against the items
made with Talented Enchanter feature. AUTOMATON COMPANION
If you exceed that number, the first item that was At 3rd Level, you build a construct that
made magical breaks and loses its properties and accompanies you on your adventures and is
the new item gains the benefits instead. designed to fight alongside you. When you first
To make the item magical, you need to spend a reach 3rd level, you must a spend a whole day
long rest and imbue a spell no higher than 1st-level building it and require a whole day every time you
permanently on the item. make a new one. At third level, you can do only one
The item requires attunement to use its magical automaton (See the appendix A at the end of the
properties and becomes the origin of the spell, document to see an example).
which can be activated each day a number of times
equal to your intelligence modifier. If the spell needs Shaping the Automaton
concentration, the duration becomes 1 minute per Choose a creature that youve seen that has a
activation. challenge rating of or lower and change its
type for construct.
EXPERT CRAFTER If it has CHA or INT of 12 or more, change to
At 11th level whenever youre crafting an item (See 11 instead.
Page 187 of PHB) every day of work of yours counts It uses the attacks of the based creature, but
as 75GP instead of 5GP. doesnt have any passive abilities (Such as Keen
Additionally, the limit of items that you can make Senses or Magical Resistance)
with the Talented Enchanter feature is doubled. If the creature has the MultiAttack feature, it
cant attack more than twice, it gains its total
ENCHANTER SAVANT attacks when you reach 17th level on this class.
At 15th level whenever youre crafting an item (See
Page 187 of PHB) every day of work of yours counts Characteristics
as 100GP instead of 5GP. It has your prociency bonus to its attack rolls
Additionally you can imbue permanently with magic and damage rolls.
a number of items equal to your Constitution ability Its Hit Point Maximum equals its normal
modifier. This doesnt counts against the items maximum or four times your artificer level,
made with Talented Enchanter or Arcane Forger whichever is higher. Every time you achieve a new
feature. level in this class, the HP increases accordingly.
You can equip it with swords, armor and shields SCHEMA DESIGNER
that youre proficient with. When adding more than Also at 11th level the based creature used to make
one of these it uses only the highest modifier. the construct can be any of challenge rating of 1.
You can use your bonus action to verbally
command it to take the Attack, Dash, Disengage, BONDED AUTOMATON
Dodge, Help or Ready an Action against a creature. At 15th level, when you cast a spell targeting
If it doesnt have any command, it will only defend yourself you can also affect a construct if its within
itself against hostile actions. 30 feet of you. Your constructs automatically
If it reaches to 0 hit points, you must spend a succeeds on its saving throws against the spells
short rest to repair it. You dont gain other benefits you cast on them if you choose to do so.
of the short rest.
REFINED AUTOMATON
Features Additionally at 15th level, the based creature used
Whenever you take an Ability Score to make the construct can be any of challenge rating
Improvement, you can choose instead to improve of 2.
one of the abilities of your construct and one of
yours.
If you take a feat instead of an ability score MULTICLASSING
improvement, you can choose instead one of your Prerequisites: Intelligence 13
constructs gain it. Proficiencies gained: One Artisans Tool
If its score in Intelligence or Charisma becomes
equal or bigger than 12, its develops consciousness
and acts on its own, being initially friendly to you
as its creator. While conscious it can attune to a
single magical item.

UPGRADE
Starting at 7th level you can create up to your
intelligence modifier constructs. You achieve its
creation after 1d4 days for each one you make.
You can transfer any benefit your automaton gained
by Ability Score Improvement, Feat or Fighting
Style to another construct bonded to you as long
as you have the automaton or parts of it. You do so
by spending a long rest without losing the benefits
of resting.

COMPLEX THINKER
At 7th level the base creature used to make the
construct can be any of challenge rating of .

TRAINED AUTOMATON
At 7th level one of your constructs gains a fighting
style between Archery, Defense, Dueling and
Protection. You decide which one of your
automatons gains this feature.
Additionally, when you take a feat you can choose
instead to give it to one of your constructs.

LINKED AUTOMATON
Starting at 11th level, you can use your action to
teleport up to 30 feet to a space that you can see
occupied by your construct, swapping places.
Once you use this feature you cant use it again
until you finish a long rest or cast a spell of 1st
level or higher.
ARTIFICER SPELLS Mordenkainens Private
Sanctum
Symbol
Teleport
Cantrips Locate Object Otilukes Resilient Whirlwind
Blade Ward Magic Mouth Sphere
Light Magic Weapon Polymorph 8th Level
Mage Hand Melfs Acid Arrow Staggering Smite Antimagic Field
Mending Pyrotechnics Stoneskin Demiplane
Mold Earth Scorching Ray Storm Sphere Earthquake
Produce Flame See Invisibility Vitriolic Sphere Incendiary Cloud
Thunderclap Shatter Wall of Fire Maze
Shape Water Silence Watery Sphere Sunburst
Shocking Grasp Skywrite Trap the Soul
Snillocs Snowball 5th Level
1st Level Swarm Animate Objects 9th Level
Absorb Elements Spider Climb Bigby Hand Foresight
Alarm Warding Wind Cloudkill Gate
Burning Hands Web Cone of Cold Prismatic Wall
Catapult Control Winds Shapechange
Chromatic Orb 3rd Level Planar Binding Time Stop
Color Spray Blinding Smite Scrying True Polymorph
Comprehend Blink Seeming Wish
Languages Clairvoyance Telekinesis
Detect Magic Counterspell Teleportation Circle
Expeditious Retreat Create Food and Water Transmute Rock
False Life Daylight Wall of Force
Feather Fall Dispel Magic
Fog Cloud Elemental Weapon 6th Level
Grease Erupting Earth Arcane Gate
Ice Knife Fireball Blade Barrier
Identify Flame Arrows Chain Lightning
Illusory Script Fly Contingency
Jump Gaseous Form Disintegrate
Mage Armor Glyph of Warding Eyebite
Magic Missile Haste Globe of Invulnerability
Sanctuary Leomunds Tiny Hut Guards and Wards
Shield Lightning Bolt Investiture of Flame
Silent Image Magic Circle Investiture of Ice
Sleep Melfs Minute Meteors Investiture of Stone
Tensers Floating Disc Nondetection Investiture of Wind
Thunderous Smite Sending Magic Jar
Thunderwave Slow Move Earth
Stinking Cloud Otilukes Freezing
2nd Level Tongues Sphere
Aganazzars Scorcher Wall of Sand Programmed Illusion
Arcane Lock Wall of Water True Seeing
Blindness/Deafness Water Breathing Wall of Ice
Brading Smite
Cloud of Daggers 4th Level 7th Level
Darkness Arcane Eye Delayed Blast Fireball
Earthbind Blight Etherealness
Enlarge/Reduce Dimension Door Fire Storm
Find Traps Elemental Bane Forcecage
Flaming Sphere Fabricate Mordenkainens
Gust of Wind Fire Shield Magnificent Mansion
Heat Metal Greater Invisibility Mordenkainens Sword
Invisibility Leomunds Secret Planar Shift
Knock Chest Prismatic Spray
Levitate Locate Creature Reverse Gravity
APPENDIX A: EXAMPLE OF AUTOMATON
This Artificer picked a Flumph as its based creature to make its automaton. Notice how the type is now
construct and that its intelligence is now 11 instead of 14. While it retains its damage immunities to
psychic damage, it doesnt have any psychic abilities since theyre part of its passive abilities. Such
things are at discretion of the Dungeon Master, but a good rule of thumb is to avoid any magic-like
ability. In this case, the attack that has the venom is included since its not magical. The DM should rule
how it gets that venom or if the Artificer can load any venom it has.
As a last note, remember that its attacks uses the proficiency bonus from the Artificer.

Automaton FLUMPH
Small construct

Armor Class 12
Hit Points 12 (or 4x Artificer Level)
Speed 5ft Fly 30ft

STR DEX CON INT WIS CHA


6 (2) 15 (+2) 10 (+0) 11 (+0) 14 (+2) 11 (+0)

Damage Immunities psychic


Condition Immunities blinded, charmed, deafened, exhaustion,
frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft., passive Perception 12
Languages Artificer languages
Challenge 1/8 (25 XP)

Prone Deficiency If the automaton flumph is knocked prone, roll a


die. On an odd result, the automaton lands upside-down and is
incapacitated. At the end of each of its turns, the automaton
flumph can make a DC 10 Dexterity saving throw, righting itself
and ending the incapacitated condition if it succeeds.

A CTIONS
Tendrils Melee Weapon Attack: reach 5 ft., one creature. Hit: 4 (1d4
+ 2) piercing damage plus 2 (1d4) acid damage. At the end of
each of its turns, the target must make a DC 10 Constitution
saving throw, taking 2 (1d4) acid damage on a failure or ending
the recurring acid damage on a success. A lesser restoration spell
cast on the target also ends the recurring acid damage.

Stench Spray (1 Day) Each creature in a 15-foot cone originating


from the flumph must succeed on a DC 10 Dexterity saving throw
or be coated in a foul-smelling liquid. A coated creature exudes a
horrible stench for 1d4 hours. The coated creature is poisoned as
long as the stench lasts, and other creatures are poisoned while
with in 5 feet of the coated creature. A creature can remove the
stench on itself by using a short rest to bathe in water, alcohol, or
vinegar.
APPENDIX B: LIST OF POSSIBLE
CREATURES FOR AUTOMATONS
CHALLENGE 0 (MM 166) Goblin (MM 148) Ghoul
Awakened Shrub (MM 175) Grimlock (MM 166) Goblin Boss
Baboon (MM 194) Kenku (MM 181) Harpy
Badger (MM 199) Kuo-toa (MM 076) Imp
Bat (MM 216) Mud Mephit (MM 200) Kuo-toa Whip
Cat (MM 032) Needle Blight (MM 226) Quadrone
Crab (MM 333) Panther (MM 230) Quaggoth Spore Servant
Crawling Claw (MM 253) Pixie (MM 063) Quasit
Deer (MM 254) Pseudodragon (MM 268) Scarecrow
Eagle (MM 080) Pteranodon (MM 279) Specter
Frog (MM 272) Skeleton (MM 288) Thri-kreen
Giant Fire Beetle (MM 217) Smoke Mephit (MM 133) Young Faerie Dragon
Goat (MM 283) Sprite (MM 310) Yuan-ti Pureblood
Hawk (MM 217) Steam Mephit
Homunculus (MM 290) Troglodyte CHALLENGE 2
Hyena (MM 138) Violet Fungus (MM 133) Adult Faerie Dragon
Jackal (MM 195) Winged Kobold (MM 022) Azer
Lemure (MM 341) Wolf (MM 088) Black Dragon Wyrmling
Lizard (MM 316) Zombie (MM 109) Bronze Dragon Wyrmling
Myconoid Sprout (MM 131) Ettercap
Octopus CHALLENGE 1/2 (MM 140) Gargoyle
Owl (MM 317) Ape (MM 148) Ghast
(MM 318) Black Bear (MM 157) Gibbering Mouther
CHALLENGE 1/8 (MM 042) Cockatrice (MM 161) Githzerai Monk
(MM 319) Blood Hawk (MM 046) Darkmantle (MM 163) Gnoll Pack Lord
(MM 135) Flumph (MM 215) Dust Mephit (MM 095) Green Dragon Wyrmling
(MM 322) Flying Snake (MM 329) Giant Wasp (MM 173) Grick
(MM 324) Giant Crab (MM 163) Gnoll (MM 191) Intellect Devourer
(MM 327) Giant Rat (MM 243) Gray Ooze (MM 205) Lizardfolk Shaman
(MM 329) Giant Weasel (MM 186) Hobgoblin (MM 220) Mimic
(MM 195) Kobold (MM 215) Ice Mephit (MM 236) Nothic
(MM 060) Manes (MM 193) Jackalwere (MM 247) Orc Eye of Gruumsh
(MM 332) Mastiff (MM 204) Lizardfolk (MM 247) Orog
(MM 218) Merfolk (MM 216) Magma Mephit (MM 251) Peryton
(MM 224) Monodrone (MM 212) Magmin (MM 256) Quaggoth
(MM 333) Mule (MM 232) Myconid Adult (MM 264) Sahuagin Priestess
(MM 334) Poisonous Snake (MM 246) Orc (MM 179) Sea Hag
(MM 335) Pony (MM 252) Piercer (MM 118) Silver Dragon Wyrmling
(MM 276) Slaad Tadpole (MM 336) Reef Shark (MM 279) Specter (poltergeist)
(MM 284) Stirge (MM 262) Rust Monster (MM 078) Spined Devil
(MM 032) Twig Blight (MM 263) Sahuagin (MM 209) Wererat
(MM 267) Satyr (MM 102) White Dragon Wyrmling
CHALLENGE 1/4 (MM 269) Shadow (MM 301) Will-o-wisp
(MM 012) Aarakocra (MM 164) Svirfneblin
(MM 318) Blink Dog (MM 225) Tridrone
(MM 319) Boar (MM 032) Vine Blight
(MM 035) Bullywug
(MM 057) Dretch CHALLENGE 1
(MM 128) Drow (MM 019) Animated Armor
(MM 225) Duodrone (MM 106) Brass Dragon Wyrmling
(MM 020) Flying Sword (MM 033) Bugbear
(MM 323) Giant Badger (MM 112) Copper Dragon Wyrmling
(MM 323) Giant Centipede (MM 321) Death Dog
(MM 325) Giant Frog (MM 121) Dryad
(MM 327) Giant Poisonous Snake (MM 122) Duergar
(MM 330) Giant Wolf Spider (MM 265) Fire Snake
CREDITS
This is not for sale and shouldnt be as its Homebrew material.
Done by Matias Benavides (/u/Ungoliath)
Revision by Rodrigo Menna (/u/rhockman) and Luis Arbit.
Feedback in reddit by Toth201, Panwall SilentSin26, Leuku, PrimePhreak,
Jessicreddit ,reallyreallygoodguy,arioch78, Vlaxxtocia, petrichorparticle and Xardrix.
User arioch78 made the example automaton and list of monsters able to pick.
User Smyris made the template used here for the automaton example and other
elements of design.

Art by
kurunya for Until Dark, k-atrina and chasestone. (Users from Deviant Art)
There is also other artists I dont know the name, but not any piece of art belongs to
me, and its uses belongs to the original artist as per usual.

Dungeons and Dragons, D&D, Wizards of the Coast and all other Wizards of the
Coast product are trademarks of Wizard of The Coast.
5E
THE ENGINEER

BOMBS, GADGETS & GUNS

Create eclectic characters that harness the awesome power of technology


from this unofficial supplement for the worlds greatest roleplaying game
This work is designed for use with the Dungeons and Dragons 5th Edition Roleplaying Game published by Wizards of the Coast LLC.
Wizards of the Coast does not endorse this work. Any trademarks or product names used herein are the property of their respective owners.
Steampunk Goggles by Toefje-Kunst

Engineer
A small, round object falls down through the cavern from a
ledge above and lands at the feet of the orc chieftain. The orc
barely has time to wonder what the object is when it erupts,
spewing black smoke around him. Through the smoke the orc
can almost make out a shadowy form gliding down from the
ledge above. The shadow lands, pulls a small metallic object
from her belt and icks it toward the chieftain. As the object
moves forward it unspools into a scourge made of sharp
interlocked links of chain. The orc is no match for the whirling
shadow. As the chieftain falls, the shadow icks her wrist again
and the weapon is once again safely and unobtrusively stowed
on her belt. Now, time to nd that treasure
The gnome pulls his goggles down over his greasy hair to
cover his eyes and presses a button on the back of his gauntlet. City Outskirts by Sergey Skachkov
He feels the hot, acrid breath of the gigantic purple worm as the Cross the Artificer by MatesLaurentiu

maw of the creature lunges hungrily down toward him. Steam Applied Sciences
shoots out of nozzles on the back of his boots. The wrenches
and gears that adorn his outt rattle and clank as he is propelled Not every scholar or inventor has the skills it takes to become
forward with a burst of speed, safely out of the creatures grasp. an engineer. Engineers are not only students of science, but they
He turns back toward the sandy behemoth, punches another are masters of turning scientic principles into new technology
button on his wrist, and a bright green ray of energy res from that has practical applications in the real world.
an emitter on his ngertips. The worm roars in pain as the beam Most have some education, though for many this education
strikes. is the result of years of experimentation and tinkering rather
A dusty half-elf touches the handle of the pistol hanging than formal study. An engineer might be a member of a guild of
on his belt as he ducks down an alley in an attempt to evade like-minded craftspeople, or more likely, could simply be a self-
the group of bandits that are in pursuit of him. The cold metal taught loner with a talent for working with machinery.
gives him comfort, but he knowns that in addition to superior Engineers can do a little bit of everything. Whatever the
repower, he literally has some tricks up his sleeve. The alley challenge, they can invent, build, and adapt their gadgets to be
ends in a high stone wall a dead end! The bandits round the the right tools for the job.
corner and advance on him, certain that he has no way to escape.
The gunslinger ips a lever on his belt as the bandits near him.
In a ash, he disappears. The thugs freeze, looking confused, Mechanical Affinity
unsure where their prey has gone. The sound of a rearm round
being chambered behind them is the last thing that they hear. Few engineers come from uncivilized lands, but that doesnt
Though their motivations and tactics might be dierent, each mean that they are comfortable in social situations. In fact,
of these engineers employs their superior skill with machinery most engineers nd that mechanical devices make more sense
and technology to overcome the various obstacles that stand than people. Clockworks and steam engines are innitely more
between them and their goals. Their resourcefulness allows predictable than the average person could ever be. For this
them to invent and build devices which help them enhance their reason, engineers are sometimes seen as aloof or awkward, and
abilities and augment their weaknesses. some can even be downright abrasive.

Version 1.12
1.12, 16 June 2015 by J.K. Colyer, kenko6ux@yahoo.com
For the latest version of this file visit: The EN World.com downloads section
Part 1 | The Engineer
1 This work is designed for use with the Dungeons and Dragons 5th Edition Roleplaying Game published by Wizards of the Coast LLC.
Wizards of the Coast does not endorse this work. Any trademarks or product names used herein are the property of their respective owners.
The Engineer
Proficiency Schematics Gadget Slots per Complexity Level
Level Bonus Features Known Trivial Simple Advanced Intricate
1st +2 Gadget Use, Mechanically Inclined 8 4 2
2nd +2 Expertise, Master Crafter 10 4 2
3rd +2 Junkyard Hero, Sub-discipline 11 4 3
4th +2 Ability Score Improvement 12 5 3
5th +3 Fast Activation 13 5 4
6th +3 Mana-Powered Attacks 15 5 4
7th +3 Sub-discipline feature 16 5 4 1
8th +3 Ability Score Improvement 17 5 5 2
9th +4 Rapid Reconfiguration (3) 18 6 5 2
10th +4 Sub-discipline feature 19 6 5 3
11th +4 Academic Literacy 21 6 5 3
12th +4 Ability Score Improvement 23 6 5 3
13th +5 Rapid Reconfiguration (5) 24 6 6 4
14th +5 Sub-discipline feature 26 6 6 4
15th +5 27 6 6 4 1
16th +6 Ability Score Improvement 28 6 6 5 1
17th +6 Rapid Reconfiguration (7) 29 6 6 5 2
18th +6 Indomitable Mind 30 6 6 5 2
19th +6 Ability Score Improvement 31 6 6 5 3
20th +6 Machine Mastery 33 6 6 5 3

Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: Tinkers tools.
Saving Throws: Dexterity, Intelligence
Skills: Choose four from History, Insight, Investigation,
MAGE: every-angle-wrench by frappuu
Medicine, Perception or Sleight of Hand

Starting Equipment
You start with the following equipment, in addition to the
Creating an Engineer equipment granted by your background:

leather armor and a set of mechanics clothes


When creating an engineer, think about how your character
any simple melee weapon
learned the skills needed to work with machines. Did they
(a) an explorers pack or (b) a scholars pack
teach themselves? Or were they trained by a guild or society of
(a) a light crossbow and 20 bolts or (b) any simple weapon
engineers? Perhaps they come from a culture like that of dwarves
tinkers tools
and gnomes where such skills are common. Or perhaps they
just gured it out for themselves through experimentation.
Alternatively, you can chose to forego this starting equipment
and instead begin with 5d4 x 10 gold pieces in addition to any
Quick Build wealth and equipment granted by your character background.
You can make an engineer quickly by following these
suggestions. First, Intelligence should be your highest ability
score, followed by Dexterity. Second, choose the guild artisan Mechanics Clothes. Cost: 10 gp, Weight: 5 lbs. These clothes
background. Choose Fire Extinguisher, Grappling Gun, protect the wearer from grease and grime while providing
Headlamp, Retractable Stilts, and Rearview Mirror as your excellent comfort and utility. The basic outt consists of a set
trivial complexity gadget schematics and Parachute Cloak, of overalls or a heavy apron along with sturdy boots, heavy
Steam Spray, and Taser Gloves as your simple complexity gloves, and a tool belt. Mechanics clothes often include other
schematics. occupational safety equipment such as dark-tinted goggles and
a face mask that can be pulled up to cover the mouth and nose.

Class Features Multi-Class Engineers


As an engineer, you gain the following class features: In order to qualify for a multiclass combination
including the engineer class, you must have an
Hit Points Intelligence score of 13 or higher in addition to
Hit Dice: 1d6 per engineer level the needed prerequisite scores of your other classes.
Hit Points at 1st Level: 6 + your Constitution modier Characters who multiclass into the engineer class gain
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution prociency in light armor, tinkers tools and one skill from the
modier per engineer level after 1st engineer class skill list.
Part 1 | The Engineer
This work is designed for use with the Dungeons and Dragons 5th Edition Roleplaying Game published by Wizards of the Coast LLC. 2
Wizards of the Coast does not endorse this work. Any trademarks or product names used herein are the property of their respective owners.
Engineers with the technomancy sub-discipline who have
the Spellcasting class feature or Pact Magic class feature from
another class can use the spell slots they gain from any of their
classes to cast spells they know or have prepared from any of
their other classes.

Gadget Use
Equipped Gadgets
You are skilled at building mechanical gadgets that perform It takes time and eort to build and maintain your gadgets in
various functions and incorporating them into your clothing, working order. Repairs and preventive maintenance must be
armor, weapons and other gear. performed: sprockets greased, springs wound, coolant relled,
capacitors recharged, etc. For this reason, you can only maintain
Gadget Schematics a limited number of equipped gadgets at any one time, as shown
Gadgets are built using schematics which show the design on the engineer table. As you level up, you become more skilled
parameters and intended operation of the device. Each at building and maintaining these gadgets and are able to keep
schematic has a level of complexity that is classied as trivial, more of them functional at any one time.
simple, advanced or intricate. Each equipped gadget is integrated into one of your items of
You know 5 trivial schematics and 3 simple schematics of clothing or equipment as specied in the schematic description.
your choice from the list of gadget schematics presented in Part Multiple gadgets using dierent schematics can each be
2 of this supplement. The Schematics Known column of the integrated into the same piece of equipment. Each equipped
engineer table shows when you learn additional schematics. gadget increases the weight of the item it is integrated into by 2
Additionally, when you gain a level in the engineer class, you pounds.
can choose one of the schematics that you know and replace You prepare your list of equipped gadgets from the list of
it with a dierent schematic from the schematic list. Any new schematics that you know, up to the maximum number shown
schematic that you learn must be of a level of complexity which on the engineer table. In order to equip a gadget you must have
you are able to equip. an available gadget slot of the same or higher level of complexity
Learning a schematic and turning the schematic into a as the schematic for the gadget.
working gadget costs an amount of money and time depending Because of the expertise required to operate these gadgets
on the level of complexity. These costs include the parts and and amount of personal customizations that each engineer
components needed to build the device as well the time spent makes to their gadgets, only the engineer that built it can use a
prototyping, testing and troubleshooting the gadget to perfect gadget and benet from its eects.
its operation. The costs and time required for learning a new Whenever you complete a long rest you can recongure your
schematic are: list of active gadgets, changing which gadgets you have equipped
from among the schematics that you know. You can also remove
Cost to Learn New Gadgets a gadget from a single piece of equipment and install it onto
a dierent piece of equipment whenever you recongure your
Complexity gadgets. You must have access to your tinkers tools in order to
Level Cost to Learn Time to Learn recongure your equipped gadgets.
Trivial 10 gp 1 hour
Simple 50 gp 2 hours
Advanced 250 gp 8 hours Activating Gadgets
Intricate 1,250 gp 40 hours Some gadgets provide a continuous benet as long as the
gadget is equipped. Other gadgets have an eect that requires
you to take an action in order to activate it. The type of action
required to activate the eect will be listed in the description of
Gears - Stock by by Mezzochan the gadget.
Object Interactions. Most gadgets are easy to activate,
requiring you only to ip a switch or twist a dial. A gadget with
an eect of this type can be activated at the same time you either
move or take another action (such as an attack action). Some
gadgets which can be used as weapons may require you take
both an object interaction and an attack action at the same time.
You can activate a second gadget eect that requires an
object interaction on your turn by taking the Use an Object
action. (See PHB pages 190 and 193 for more information
about what sorts of actions can be combined with other actions.)
Actions. A gadget eect with an activation time of 1 action
requires that you focus your attention on the device in order to
use it.
Reactions. Some gadget eects can be activated as
reactions. These eects are activated in response to some
event. If a gadget can be activated as a reaction, the schematic
description will tell you exactly when you can use it.
Part 1 | The Engineer
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Making Gadgets Feel Unique
The list of engineer schematics and a full explanation of their
eects can be found in Part 2 of this supplement. While the
descriptions explain what the gadgets do, exactly how the
gadgets achieve these eects has been left up to you. You should
work with your DM to describe exactly how each of your gadgets
operate, tailoring the descriptions to best t your character and
campaign world. For example, a Headlamp might be powered
by a chemical battery or could harness the power of a rare type of
crystal only found deep underground. Describing your gadgets
can help to make your character unique and memorable, since
no two engineers will necessarily do things the same way.
steam gunzz by Sidxartxa

Master Crafter
You are a master crafter, capable of producing excellent work
under budget and on time. Starting at 2nd level, when you craft
Stacking Gadget Activations an item using artisans tools that you have prociency with, you
You cannot activate two gadget eects that both require 1 must only expend raw materials worth one-third of the items
action during the same turn. You can activate both a gadget total market value. You make progress every day you spend
that requires 1 action and another gadget that requires only an crafting in increments equal to 5 plus your engineer level in gp
object interaction by combining both activations into one action until you reach the market value of the item.
or by using the bonus action granted by your Fast Activation
feature.
Junkyard Hero
Gadget Attack Rolls and Saving Throws
Beginning at 3rd level, you can use your downtime to scavenge
Some gadgets can be used as weapons, allowing you to make
spare parts, useful chemicals, and raw materials which you can
an attack roll. The ability score bonus added to this attack roll
use to build your gadgets or to craft items. In order to do so,
is listed in the text for the schematic for that particular gadget.
you must be in a city, junkyard, or another location where such
items might be found. Your DM may limit the availability of
Gadget attack modifier = your proficiency bonus +
certain types of materials depending on the location where you
the ability score modifier listed in the gadget description
are scavenging. For each hour that you spend scavenging, you
can locate 5 gp plus your engineer level worth of such materials.
Your Intelligence modier sets the DC for saving throws against
You can use the resources you collect while scavenging to
eects created by the use of your gadgets.
pay the material cost of learning new gadget schematics, creating
or repairing a clockwork companion, or as raw materials for
Gadget save DC = 8 + your proficiency bonus +
crafting with artisans tools with which you have prociency.
your Intelligence modifier

Nonmagical Nature Sub-discipline


Although some gadgets create eects which are similar to
those created by certain spells and magic items, gadgets and Choose a sub-discipline, which describes your technological
their eects are inherently non-magical. A gadget, or the eect area of expertise. Three sub-disciplines are described here:
created by a gadget, cannot be detected or dispelled using demolitions, kinetics, and technomancy, all of which are detailed
abilities that work on magic. Spells such as Detect Magic, later in this class description. Your sub-discipline choice grants
Dispel Magic, Counterspell or Antimagic Field have no eect on you additional features when you choose it at 3rd level and then
the operation of a gadget. again at 7th, 10th, and 14th level.

Mechanically Inclined Ability Score Improvement


Your skill with mechanical devices allows you to use your When you reach 4th level, and again at 8th, 12th, 16th, and 19th
tinkers tools to attempt to open mechanical locks and disarm level, you can increase one ability score of your choice by 2, or
mechanical traps. you can increase two ability scores of your choice by 1. You cant
increase an ability score above 20 using this feature.
Expertise
Fast Activation
At 2nd level, choose two of your skill prociencies, or one of your
skill prociencies and your prociency with tinkers tools. Your Starting at 5th level you can use a bonus action on each of your
prociency bonus is doubled for any ability check you make that turns in combat to take the Use an Object action, or to use your
uses the chosen prociencies. tinkers tools to attempt to disarm a trap or open a lock.
Part 1 | The Engineer
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Mana-Powered Attacks Sub-disciplines
Engineers specialize in various elds of science and technology,
Starting at 6th level, attacks made using your gadgets, rearms called sub-disciplines. Three dierent sub-disciplines are
or ticker bombs count as magical for the purpose of overcoming presented here: demolitions, kinetics and technomancy.
resistance and immunity to nonmagical attacks and damage.

Rapid Reconfiguration Demolitions


Starting at 9th level whenever you complete a short rest, you You are a student of the art of making things go boom. Your
may recongure up to 3 of your equipped gadgets, switching knowledge stretches from the mechanical (timers and
them with dierent gadgets from the list of schematics that you detonators) to the alchemical (volatile compounds and chemical
know. You must have access to your tinkers tools in order to chain reactions). This knowledge allows you to craft and use
recongure your equipped gadgets. At 13th level the number small but powerful explosive devices which you can lob at your
of equipped gadgets you can recongure increases to 5 and it enemies on the battleeld.
increases again to 7 gadgets at 17th level.
Bonus Proficiencies
At 3rd level, you gain prociency with alchemists supplies and
Academic Literacy medium armor if you do not already have such prociency. You
also treat improvised weapons as simple weapons for purpose
Starting at 11th level, you can add half your prociency bonus, of prociency.
rounded down, to any Intelligence check you make that doesnt
already include your prociency bonus. Bomb Maker
Starting at 3rd level, your superior skill with explosive
Indomitable Mind compounds allows you to create alchemical bombs known as
tickers. A ticker is a small mechanical orb lled with volatile
Beginning at 18th level, if your total for an Intelligence check is chemicals. When you attack with a ticker, it explodes, dealing
less than your Intelligence score, you can use that score in place damage to any creature around the detonation point.
of the total. Because the chemicals used to create tickers are unstable,
you can carry only a limited number of them with you. You can
carry a number of assembled ticker bombs with you equal to
Machine Mastery your Intelligence modier plus half of your engineer level.
During a long rest you can create a number of tickers up to the
When you reach 20th level, you gain complete mastery over maximum number you are able to carry. You must have access
two of your gadgets. Choose two simple complexity gadget to your tinkers tools and alchemists tools in order to create
schematics that you know. You always have these gadgets tickers. You must also have one vial of alchemical catalysts for
equipped and they do not count against your maximum number each ticker that you wish to create.
of equipped gadgets. If either of these gadgets has an eect
that requires a short or long rest to recharge, you can take a
bonus action to recharge the eect. You can do this once for
each gadget but must nish a long rest before you can use this
feature on the same gadget again.
You can exchange one or both of the gadgets you chose for
dierent gadgets of the same complexity by spending 8 hours
modifying the gadgets using your tinkers tools.

Arnz by GuzBoroda

Smoke Bombs by Rusty001

Part 1 | The Engineer


5 This work is designed for use with the Dungeons and Dragons 5th Edition Roleplaying Game published by Wizards of the Coast LLC.
Wizards of the Coast does not endorse this work. Any trademarks or product names used herein are the property of their respective owners.
Tickers are normally inert, but are activated by using an
object interaction in combination with your attack action when
you throw the ticker. Once activated, the ticker will explode on
impact when it lands.

Alchemical Catalysts (1 vial). Cost: 10 gp, Weight: 1 lbs. The


raw materials used by engineers to create explosive ticker
bombs, catalysts are chemicals that, while individually stable,
produce violent chemical reactions when mixed together in
the right proportions. Each ticker bomb that is created by an
engineer requires the equivalent of 1 vial of catalyst chemicals.

Tickers are treated as improvised ranged weapons for


purposes of prociency. They have the thrown trait and a range Medieval Atomic Bomb?
by TickTockMan92
of 20/60. You can add either your Strength or Dexterity modier
to the attack roll when attacking with a ticker. Each ticker weighs
1 pound.
If a ticker attack misses, the ticker will land 1d4 x 5 feet throw rolled against ticker damage is determined by the damage
away from its intended target, exploding where it lands. Roll type of the ticker. The DC of a saving throw against your ticker
1d8 to determine the direction of the miss: damage is equal to your gadget save DC.
For example, a ticker rated for 3d4 damage deals 3d4
Ticker Miss Direction (8) damage to any target within 5 feet of its detonation. The
explosion also deals 2d4 (5) splash damage to targets 6-10 feet
d8 Direction of Miss away from the blast. Both the regular and splash damage are
1 North
halved if the aected targets succeed on their saving throw.
2 North East
You chose the type of damage that the ticker will deal
3 East
4 South East
when you create it. At 3rd level you know how to create both
5 South gas (poison damage) and incendiary (re) tickers. At 7th level
6 South West you also gain the ability to create frag (piercing) and frost (cold)
7 West tickers. When you reach 10th level you learn how to create
8 North West concussion (thunder) tickers. Finally, at 14th level you gain the
ability to build corrosive (acid) and thermal tickers (which deal
The amount of damage done by a ticker you create depends radiant damage).
on your engineer level as shown in the table below. Tickers
deal their full damage dice to any creature within 5 feet of the Ticker Saving Throw/Damage Types
device when it explodes if they fail on a saving throw or half as
much damage if they succeed. Targets 5-10 feet away from the Ticker Type Damage Type Saving Throw
explosion take residual splash damage which is reduced by one Gas Poison Constitution
damage die. The splash damage is further reduced by half if the Incendiary Fire Dexterity
aected creature succeeds on a saving throw. The type of saving Frag Piercing Dexterity
Frost Cold Constitution
Concussion Thunder Constitution
Demolitions Engineer Ticker Damage Corrosive Acid Dexterity
Thermal Radiant Constitution
Engineer Damage
Level (Splash Damage) Ticker Type(s) Known
3rd 2d4 (1d4) Gas, Incendiary Countdown Timer
4th 2d4 (1d4) At 3rd level and higher, you gain the ability to rig a ticker so that
5th 2d6 (1d6) it explodes on a timer instead of on impact. As an action, you
6th 2d6 (1d6) can activate the timer of a ticker in your possession, choosing
7th 2d6 (1d6) Frag, Frost a number of rounds between 1 and 10. Once programmed, the
8th 2d8 (1d8) ticker will detonate at the end of your turn after the chosen
9th 2d8 (1d8) number of rounds has elapsed. A ticker on a timer can be
10th 2d8 (1d8) Concussion disarmed by a successful disarm traps check with a DC equal to
11th 3d6 (2d6) your gadget save DC.
12th 3d6 (2d6)
13th 3d6 (2d6)
14th 3d8 (2d8) Corrosive, Thermal Bonus Gadget
15th 3d8 (2d8) When you reach 7th level you automatically gain access to
16th 3d8 (2d8) the schematic for the Grenade Launcher gadget. Learning
17th 3d10 (2d10) the schematic does not count against your normal number of
18th 3d10 (2d10) schematics known. Once you gain access to this schematic,
19th 3d10 (2d10) you always have it equipped and it does not count against your
20th 4d10 (3d10) maximum number of equipped gadgets.
Part 1 | The Engineer
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Good Command Gunsmith
When you reach 7th level you have become so skilled at placing Starting at 3rd level, you know how to build and maintain
your ticker attacks that you gain some control over where a rearms and ammunition using your tinkers tools.
missed attack will land. If you miss on an attack with a ticker,
roll to determine the direction and distance of the miss as Bonus Gadgets
normal. You can choose to reroll one of these results. If you do When you reach 3rd level you automatically gain access to your
so, you must use the result of the second roll. choice of either the schematic for the Gunshot Suppressor
or the Concealed Carry gadget if you dont already know this
Evasion schematic. Learning the schematic does not count against your
Beginning at 10th level, you can nimbly dodge out of the way normal number of schematics known. Once you gain access
of certain area eects. When you are subjected to an eect that to this schematic, you always have it equipped and it does not
allows you to make a Dexterity saving throw to take only half count against your maximum number of equipped gadgets.
damage, you instead take no damage if you succeed on the
saving throw and only half damage if you fail.

Violatile Overload
When you reach 14th level you gain the capability to overload
your tickers. An overloaded ticker has its damage and splash
damage both reduced by one die, but has an additional eect
based on the type of damage that the ticker deals. You chose
to overload a ticker before you make an attack with or activate
a countdown timer for that ticker. Once you have overloaded a
ticker you cannot overload another until you nish a short or a
long rest.
Gas. Any target damaged by the ticker that fails their saving
throw is poisoned. At the end of each of its turns, a creature
poisoned by the ticker can make another saving throw. The
condition ends if the saving throw succeeds.
Incendiary. Thick, black smoke lls a 20 foot sphere around
the point where the ticker detonates. The smoke blocks line-of-
sight and anything inside of this area is heavily obscured. This
smoke lasts for 1d4 rounds unless dispersed by a moderate or
greater speed wind.
Frag. Any target damaged by the ticker that fails their saving
throw is deafened. At the end of each of its turns, a creature
deafened by the ticker can make another saving throw. The
condition ends if the saving throw succeeds.
Frost. Any target damaged by the ticker that fails their
saving throw has their movement speed reduced by half until
the beginning of your next turn.
Concussion. Any target damaged by the ticker that fails
their saving throw is stunned until the start of your next turn.
Corrosive. Any target damaged by the ticker that fails their
saving throw takes additional 1d8 acid damage at the start of
each of its turns. A creature can end this damage by using its
action to wash the acid o of themselves using a vial water or
another suitable liquid.
Thermal. Any target damaged by the ticker that fails their
saving throw is blinded until the start of your next turn.

Kinetics
Kinetic engineers study the science of motion and the release
of energy and apply this knowledge using specialized weapons
called rearms. These exotic ranged weapons use a small,
controlled explosive charge to propel metal projectiles (known
as slugs) toward their target at a very high rate of speed,
unleashing a devastating amount of kinetic energy.
Steampunk by NoName-Face
Bonus Proficiencies
At 3rd level, you gain prociency with rearms weapons and
medium armor.
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Again at 7th level you gain access to another bonus
schematic of your choice. You may choose between either
the Ammunition Clip or Targeting Scope gadgets. Learning
the schematic does not count against your normal number of
schematics known. Once you gain access to this schematic,
you always have it equipped and it does not count against your Massacre cannon
maximum number of equipped gadgets. by WarGodDarkWolf

Fighting Style: Archery bonus action to make a second attack with the same rearm.
Starting at 7th level you gain a +2 bonus to attack rolls you make The second attack may be made against the same target as the
with ranged weapons. rst attack or against another target that is within 10 feet of the
rst target. The rearm must be loaded with at least 2 pieces
Engineer Firearms (Ranged) Weapons of ammunition since both the initial attack action and bonus
Hand-Gun. Cost: 150 gp, Damage: 1d8 piercing, Weight: 4 lbs., action consume ammunition.
Properties: Ammunition (range 30/80), reload (1 shot), light,
loud. A slug-throwing pistol that is meant to be used in one-hand.
Scatter-Gun. Cost: 600 gp, Damage: 1d8 piercing, Weight: 8
Technomancy
lbs., Properties: Ammunition (range 20/40), reload (1 shot), A technomancer understands that magic is merely a form
scatter, loud. A short-barreled gun that shatters the slug, of science that has not yet been completely understood.
scattering fragments of shrapnel to inict maximum damage at Technomancers commit themselves to the study of both magic
close range. and technology and seek to integrate the two into a potent
Long-Gun. Cost: 300 gp, Damage: 1d10 piercing, Weight: 10 whole.
lbs., Properties: Ammunition (range 50/150), reload (2 shots),
two-handed, loud. A gun with a longer barrel for increased
Bonus Proficiencies
range and velocity.
Beginning at 3rd level, you gain prociency in the arcana skill if
Heavy-Gun. Cost: 500 gp, Damage: 1d12 piercing, Weight: 15
you do not already have such prociency
lbs., Properties: Ammunition (range 30/100), reload (2 shots),
heavy, two-handed, loud. Smaller but weightier than the long-
gun, this rearm packs superior punch but has shorter range. Bonus Schematics Known
When you reach 3rd level you learn 2 extra Schematics Known
in addition to the number shown on the engineer table. You
Ammunition
may choose an additional two bonus Schematics Known when
Slugs (10). Cost: 2 gp, Weight: 1 lb. Up to 50 slugs can be
you reach 7th level (+4 Schematics Known), 10th level (+6
carried in a typical pouch.
Schematics Known) and again at 14th level (+8 Schematics
Known). These schematics must be of a level that you can equip.
Weapon Properties
Reload. See page 267 of the Dungeon Masters Guide. Techno Magic
Loud. This weapon makes a loud noise whenever it is used When you reach 3rd level, you augment your technological
to attack. This noise can be heard over long distances and can expertise with the ability to cast wizard spells. See chapter 10
give away the location of its wielder. of the Players Handbook for the general rules of spellcasting
Scatter. This weapon deals an extra 1d8 piercing damage and chapter 11 for the wizard spell list.
on a successful hit if the target is not at long range. Technomancers focus their magical study on two dierent
schools of magic: Divination and Transmutation. Divination
Uncanny Dodge spells allow the technomancer to nd objects and information
Starting at 10th level, when an attacker that you can see hits you through arcane means in addition to using more conventional
with an attack, you can use your reaction to halve the attacks methods of study; while transmutation spells allow them to
damage against you. change the state and nature of materials. Technomancers
learn a relatively small number of spells, which they commit to
Multiattack memory rather than writing them down in a spell book.
At 14th level chose one of the following three features: Cantrips. You learn two cantrips of your choice from the
Guns Akimbo. When you take the Attack action and attack wizard spell list. You learn an additional wizard cantrip of your
with a rearm that youre holding in one hand, you can use choice at 10th level.
a bonus action to attack with a dierent rearm that youre Spell slots. The technomancer spellcasting table shows
holding in the other hand. You dont add your ability modier to how many spell slots you have. The table also shows what the
the damage of the bonus attack, unless that modier is negative. level of those slots is; all of your spell slots are the same level.
Slugger. When you use the attack action to attack with To cast one of your wizard spells of 1st level or higher, you must
a one-handed melee weapon, you can use a bonus action to expend a spell slot. You regain all your expended technomancer
attack with a loaded rearm with the light property that you spell slots when you nish a short or long rest.
are holding in the other hand. Being within 5 feet of a hostile For example, when you are 7th level, you have two 2nd-level
creature doesnt impose disadvantage on the bonus attack as spell slots. To cast the 1st-level spell Identify, you must spend
long as both attacks are made against the same target. one of those slots, and you cast it as a 2nd-level spell.
Rapid Fire. When you use the attack action to attack with Spells Known of 1st-Level and Higher. At 3rd level, you
a rearm that has the two-handed property, you can use a know two 1st-level wizard spells of your choice, one of which
Part 1 | The Engineer
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you must choose from either the divination and transmutation can recharge. A 1st level spell can recharge a trivial complexity
spells on the wizard spell list. The other can come from any gadget, a 2nd level slot can recharge a simple or lower
schoool of magic. complexity gadget, a 3rd level spell slot can recharge a gadget of
The Spells Known column of the technomancer spellcasting advanced or lower complexity, and a 4th level or higher spell slot
table shows when you learn more wizard spells of 1st level or can recharge the activated eect on a gadget of any complexity
higher. Each of these spells must be a divination or transmutation level.
spell of your choice, and must be of a level no higher than what If you have another class with the Spellcasting or Pact
is shown in the tables Slot Level column for your level. For Magic features, you can expend a spell slot from any of your
instance, when you reach 8th level as a technomancer, you can classes to recharge a gadget, not just spell slots gained from
learn one new spell of 1st or 2nd level. your technomancer sub-discipline.
The spells you learn at 8th, 14th, and 20th level can come
from any school of magic. Clockwork Companion
Whenever you gain a level as an engineer, you can replace When you reach 7th level you gain the ability to build a
one of the wizard spells you know with another spell of your mechanical clockwork companion. Creating the clockwork
choice from the wizard spell list. The new spell must be of a level requires 4 hours of time and costs 150 gp in raw materials.
no higher than what is shown in the tables Slot Level column You must choose one of the two features listed below, which
for your level, and it must be a divination or transmutation spell, determine the form and function of the clockwork.
unless youre replacing the spell you gained at 8th, 14th, or 20th The clockwork has the statistics of the chosen form,
level. though it has the creature type construct instead of its normal
type. Additionally, if the beast your clockwork emulates has
Technomancer Engineer Spellcasting an Intelligence score of 5 or less, its Intelligence becomes 6
instead, and it gains the ability to understand one language of
Engineer Cantrips Spells Spell Slot your choice that you speak. The clockwork doesnt require air
Level Known Known Slots Level to breathe, food, drink, or sleep and is immune to the eects of
3rd 2 2 1 1st both poison and disease.
4th 2 3 2 1st While your clockwork companion is within one mile of you,
5th 2 3 2 1st you can issue commands to it via a wireless communications
6th 2 4 2 1st
link. Activating this link requires you to use an object interaction.
7th 2 4 2 2nd
8th 2 5 2 2nd
If the clockwork drops to 0 hit points it ceases to function.
9th 2 5 2 2nd However, it can be repaired. Repairing a broken clockwork
10th 3 6 2 2nd companion takes 2 hours and costs 50 gp in raw material.
11th 3 6 2 2nd
12th 3 7 2 2nd
13th 3 7 3 3rd Gnomo chaman tecnomante by Brolo
14th 3 8 3 3rd
15th 3 8 3 3rd
16th 3 9 3 3rd
17th 3 9 3 3rd
18th 3 10 3 3rd
19th 3 10 4 4th
20th 3 11 4 4th

Spellcasting Ability. Intelligence is your spellcasting ability


for your wizard spells, since you learn your spells through study
and memorization. You use your Intelligence whenever a spell
refers to your spellcasting ability.

Spell save DC = 8 + your proficiency bonus +


your Intelligence modifier

In addition, you use your Intelligence modier when setting the


saving throw DC for a wizard spell you cast and when making
an attack roll with one.

Spell attack modifier = your proficiency bonus +


your Intelligence modifier

Mana Battery
At 3rd level you gain the ability to channel your magic directly
into your devices, expending one of your spell slots to recover
the use of an activated eect of a gadget that would normally
require a short or long rest to recharge. The level of the spell
slot expended determines the complexity of the gadget that you
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You can only have one clockwork familiar at a time, but
you can dismantle your existing clockwork and rebuild it in a
dierent form. Rebuilding a clockwork familiar takes 1 hour.
Clockwork Steed. Your clockwork takes the form of a
riding horse, pony, camel, elk, masti or other 4-legged riding
beast. Your steed serves you as a mount, both in combat and
out. As an intelligent mount, your clockwork can either act
independently of you or be controlled by you during combat.
However, your steed always obeys your commands, even when
acting independently of you. While mounted on your clockwork
steed, any gadget eect that you control which would normally
only aect you also aects your steed as well.
Clockwork Horse by indigowarrior
You cant have more than one clockwork steed at a time,
but you can dismantle your existing steed and rebuild it in a
dierent form. Rebuilding a clockwork steed takes 2 hours.
Clockwork Familiar. Your clockwork takes the form of a
small animal that acts as your familiar. The clockwork can be in Clockwork Enhancement
the form of any small beast such as a bat, cat, crab, frog, hawk, Starting at 10th level you can forgo your action to have your
lizard, owl, rat, raven, snake, spider, or weasel. Your familiar clockwork companion cast one of the following spells, which
acts independently of you, but it always obeys your commands. vary depending on whether you chose the Clockwork Familiar
In combat, it rolls its own initiative and acts on its own turn. The or Clockwork Steed option at 7th level. If you chose the
clockwork familiar cant attack, but it can take other actions as Clockwork Familiar option your clockwork can cast Fireball,
normal. Additionally, when you take the attack action, you can Hypnotic Pattern, or Major Image. If you chose the Clockwork
forgo one of your own attacks to allow your familiar to make one Steed option, your clockwork can cast Fear, Fly, or Haste.
attack of its own. These spells are cast as 3rd-level spells. For purposes of
When you activate the wireless link to communicate with range and sight, the spell is treated as if it had been cast by
your familiar, if you are within 100 feet of your familiar, you your clockwork. However, any saving throw DC is determined
can chose to see through your familiars eyes and hear what it as though you had cast the spell yourself. If the spell requires
hears until the start of your next turn, gaining the benets of any concentration, you must maintain concentration as though
special senses that the familiar has. During this time, you are you had cast the spell yourself. Once used, this ability cannot
deaf and blind with regard to your own senses. While perceiving be used again until you have completed a long rest. You cannot
through your clockwork familiars senses, you can also speak recover the use of this ability by using your mana battery class
through your familiar in your own voice, even if your familiar feature.
is normally incapable of speech. You can end this link early by
taking a bonus action on your own turn. Use Magic Device
When you cast a spell that has a range of touch, your By 14th level, you have learned enough about the workings of
clockwork familiar can deliver the spell as if it had cast the spell. magic that you can improvise the use of items even when they
Your familiar must be within 100 feet of you, and it must use its are not intended for you. You ignore all class, race, and level
reaction to deliver the spell when you cast it. If the spell requires requirements on the use of magic items.
an attack roll, you use your attack modier for the roll.
You can use an object interaction to temporarily power o
your clockwork familiar. The clockwork folds up into a 6 inch
cube which weighs 1 pound, allowing it to be easily carried with
you. The clockwork familiar can be reactivated by using another
object interaction.
Clockwork Owl by cloud-phox

Clockwork Spider
by IkazuDasWhale Clockwork Cat by ArtLair

Part 1 | The Engineer


This work is designed for use with the Dungeons and Dragons 5th Edition Roleplaying Game published by Wizards of the Coast LLC. 10
Wizards of the Coast does not endorse this work. Any trademarks or product names used herein are the property of their respective owners.
Engineer Gadgets
Gadget Descriptions
Trivial Complexity Retractable Flippers The gadgets are presented in alphabetical order.
A/V Recorder Smokescreen Emitter
Antitheft Device Sonic Beam Module
Battering Fists Sound Dampener 3D Sunglasses
Boomerang Weapon Steam Spray
Breathalyzer Taser Gloves Simple complexity gadget schematic
Chain Whip Tranquilizer Timepiece Equipment Type: Eyewear
Clockwork Messenger Universal Translator Activation Type: Continuous (+1 reaction, special)
Crossbow Autoloader Weapon Reach Extender
Entropy Reducer Webshooter With this gadget equipped, both you and creatures and objects
Extradimensional Toolbox Wrist Rockets that you are trying to perceive which are greater than 10 feet
Fire Extinguisher away from you, are shielded from the visual eects of direct
Flaregun Advanced Complexity sunlight.
Flotation Device Adrenaline Infusion Retinal Shield. With this gadget equipped, you can use
Grappling Gun Adaptive Armor
your reaction to activate this eect whenever you have to make a
Gnomish Militia Tool Ammunition Clip
Headlamp Antigravity Boots saving throw versus an eect that could blind you. If you do, you
Laser Pointer Automated Defense Turret have advantage on the saving throw. After being used this eect
Mechanical Parasol Ballistic Rounds must be reset and you cannot use it again until you complete a
Power Punch Chainsaw Sword short or a long rest.
Rearview Mirror Clockwork Trap
Retractable Bayonet Electronic Eye
Retractable Ice Skates Ghost Anchor
A/V Recorder
Retractable Stilts Grenade Launcher Trivial complexity gadget schematic
Spring-Loaded Scabbard Holographic Disguise
Spy Bug Inatable Shoes Equipment Type: Eyewear
Treasure Detector Life Form Scanner Activation Type: 1 object interaction
Water Condenser Lightning Gun This gadget allows you to record sound and/or visual images
Weapon Flinger Mass Protoplaser
of objects that you can see and hear within 60 feet of you. You
Writing Pen Particle Accelerator
Personal Glider can begin recording by taking an object interaction to activate
Simple Complexity Personal Sonar the gadget and you can take a second object interaction to stop
3D Sunglasses Positive Energy Projector the recording. When you activate the recorder, you can chose
Antigravity Gloves Proton Beam to record sound only, images only, or both images and sound.
Blacklight Reset Button Messages of up to 1 minute in length can be recorded and stored
Bladed Boots Spell Nullier recordings can be played back by taking an object interaction.
Chameleon Cloak Spring Boots
Concealed Carry Spyglass Eyeglass
Debrillator Stim Infusion Adaptive Armor
Discombobulation Ray Suction Cup Climbers Advanced complexity gadget schematic
Electromagnetic Grabber Targeting Scope
Firestarter Thought Projector Equipment Type: Armor
Food Irradiator Tinfoil Hat Activation Type: 1 reaction
Glue Gun Transmogrifying Ray
Weather Rocket With this gadget equipped, you can use your reaction to activate
Gunshot Suppressor
Guided Munitions Wheeled Heels it whenever you are targeted by an attack, spell, or eect that
Gyro Stabilizer deals acid, cold, re, lightning, or thunder damage. Until the end
Healing Infusion Intricate Complexity of your next turn, you gain resistance to damage of the same
Hearing Booster Advanced Opti-Visor type as the attack. Once used this gadget must be recharged and
Implanted Tracking Device Banish Ray cannot be used again until you complete a short or a long rest.
Inertial Dampener Disintegration Ray
Lie-Detecting Compass Full Auto Conversion
Mechanical Fan Invisibility Generator Adrenaline Infusion
Memory Eraser Jetpack Advanced complexity gadget schematic
Metabolism Infusion Mind Control Hat
Net Launcher Mining Drill Equipment Type: Armor
Neuro-Suggestive Parchment Nanobot Infusion Activation Type: 1 object interaction
Night Vision Goggles Personal Forceeld
Personal Teleporter
When this gadget is equipped, you can use an object interaction
Oil Slick Boots
Parachute Cloak Quake Machine to activate it. During the same turn that the device is activated,
Paranormal Scanner Regeneration Ray you can take one additional action on top of your regular action
Pop-Up Shield Sparkgaps Coil and a possible bonus action. This additional action can be used
Powered Armor Time-Dilation Zone to take any action except the attack action. Once you have used
Protoplaser this gadget, its eect must be recharged and cannot be used
Proximity Detector again until you complete a short or long rest.
Rebreather
Recovery Field
Part 2 | Engineer Gadgets
11 This work is designed for use with the Dungeons and Dragons 5th Edition Roleplaying Game published by Wizards of the Coast LLC.
Wizards of the Coast does not endorse this work. Any trademarks or product names used herein are the property of their respective owners.
Advanced Opti-Visor Automated Defense Turret
Intricate complexity gadget schematic Advanced complexity gadget schematic
Equipment Type: Eyewear Equipment Type: Weapon (a bow, crossbow or rearm)
Activation Type: 1 object interaction Activation Type: 1 action
You may take an object interaction to activate this gadget. For When this gadget is equipped you can take an action to setup
the next ve minutes you have Truesight, you notice hidden and activate an automated turret which uses the weapon that
and secret doors, and you can see into the border region of the this gadget is integrated into. You must place the turret in an
Ethereal Plane, all out to a range of 120 feet. Once this eect unoccupied 5 foot space within 10 feet of you. The turret has
has been used, the gadget must be recharged and cannot be a speed of 0, AC 10, 10 hit points, and is immune to psychic
used again until you have completed a short or long rest. damage. When you deploy the turret, you load it with up to 10
pieces of ammunition from your inventory.
At the end of each of your turns, the turret automatically
Ammunition Clip
targets the nearest enemy creature and makes an attack action
Advanced complexity gadget schematic against that creature. Each shot the turret res consumes one
Equipment Type: Weapon (a rearm with the reload trait) of the pieces of ammunition that the turret is loaded with. The
Activation Type: Continuous range of the turrets attack is the same as the weapon that the
turret is integrated with. When the turret attacks it adds both
When this gadget is equipped, the rearm that the gadget is your prociency bonus and your Intelligence bonus to the attack
integrated with can hold additional ammunition, allowing the roll. If the attack hits, the turret deals damage equal to the
weapon to re more shots before needing to be reloaded. The damage dice for the weapon that the turret is integrated into
rearm gets an additional +10 shots added to its reload trait. plus your Intelligence bonus.
The turret res the weapon each round as long as there is
Antigravity Gloves a valid target within range. The turret functions for ten minutes
Simple complexity gadget schematic or until the weapon it is integrated with runs out of ammunition
or it is reduced to zero hit points. You can also use an object
Equipment Type: Gloves interaction to power the turret down early.
Activation Type: 1 object interaction When you reach 11th level, the AC of the turret increases by
When this gadget is equipped, you can take an object interaction 3 (AC 13) and its hit points increase by an additional 10 (20 hit
to activate it. Your push/drag/lift capacity is doubled for the next points). The AC and hit points increase again when you reach
5 minutes. Once used, the gadget must be recharged and this 17th level (AC 16, 30 hit points).
eect cannot be used again until you nish a short or long rest. Once you have used this gadget, its eect must be reset and
cannot be used again until you complete a short or long rest.
Antigravity Boots
Ballistic Rounds
Advanced complexity gadget schematic
Advanced complexity gadget schematic
Equipment Type: Boots
Activation Type: 1 object interaction Equipment Type: Weapon (a bow, crossbow or rearm)
Activation Type: Continuous
When this gadget is equipped, you can take an object interaction
to activate it. For the next 3 minutes you can oat above the This gadget increases the velocity of shots red by the weapon
ground as if immune to the eects of gravity. You can change it is attached to. When you hit with an attack using this weapon
your altitude up or down when moving, up to a maximum of 20 you roll the weapons damage dice twice. The weapon deals
feet above the ground. Walking while oating above the ground damage equal to the higher of the two rolls.
is very dicult and costs 2 feet of movement for every 1 foot you
move. When the eect ends you oat gently to the ground if you Banish Ray
are still aloft. Once you have used this gadget, its eect must be
Intricate complexity gadget schematic
recharged and cannot be used again until you complete a short
or long rest. Equipment Type: Gloves
Activation Type: 1 action
Antitheft Device When this gadget is equipped, you can use an action to shoot a
Trivial complexity gadget schematic ray of energy at a target creature you can see within 50 feet of
you. The target must succeed on a Charisma saving throw or be
Equipment Type: Tool belt temporarily banished to a pocket dimension. While banished, the
Activation Type: Continuous creature is incapacitated. At the beginning of each of its turns,
When this gadget is equipped, other creatures have disadvantage the target may make another saving throw versus Charisma. If
on any Dexterity (Sleight of Hand) checks that they make in an the save fails, the creature remains banished. The eect ends
attempt to steal objects that are in your possession. Additionally, if the target succeeds on a saving throw to resist the eect or
you automatically know when a failed attempt to pick your at the end of their third turn after they are banished. When the
pockets has been made. eect ends the target reappears in the space that it left or in the
nearest unoccupied space if that space is occupied. Once you
have used this gadget, its eect must be recharged and cannot
be used again until you complete a short or long rest.
Part 2 | Engineer Gadgets
This work is designed for use with the Dungeons and Dragons 5th Edition Roleplaying Game published by Wizards of the Coast LLC. 12
Wizards of the Coast does not endorse this work. Any trademarks or product names used herein are the property of their respective owners.
Battering Fists object interaction to breathe into the gadget. After 1d4 rounds
of analysis, the gadget will indicate the type of disease or poison
Trivial complexity gadget schematic or the type of creature that produced the venom.
Equipment Type: Gloves Synthesize Antidote. After analyzing the breath of an
Activation Type: Continuous infected creature, you can take an action to synthesize an
antidote or antitoxin against that poison or disease. Once
When this gadget is equipped, you get a +2 bonus on any
begun, it takes the gadget 1d4 rounds to create the antidote.
checks to force open a stuck, locked, or barred door. This bonus
Drinking the antidote gives the infected creature advantage on
increases by an additional +2 when you reach 5th level (+4).
their next saving throw versus the same disease or poison. Only
Starting at 11th level you also have advantage on these checks.
the creature which provided the breath sample can benet from
drinking the antidote. Once used, the eect must be recharged
Blacklight and cannot be used again until you nish a short or long rest.
Simple complexity gadget schematic
Equipment Type: Tool belt Chain whip
Activation Type: 1 object interaction Trivial complexity gadget schematic
When you take an object interaction to activate it, this gadget Equipment Type: Tool belt
casts a low intensity, violet colored light in a 5 foot cone in Activation Type: 1 object interaction
whatever direction you are facing. The light makes objects
When you take an object interaction to activate this gadget, a
appear sharper and makes visible searches easier. You have
whip made out of a chain of interlocked metal teeth unfurls from
advantage on Intelligence (Investigation) checks that rely on
your tool belt. The whip counts as a simple melee weapon which
sight while searching an area or studying an object that is
deals 1d8 slashing damage and has the reach and nesse traits.
illuminated by this light. The light lasts for 1 minute or until
If you hit a creature of size large or smaller with this weapon,
you switch it o by taking an object interaction. Once used, this
you can choose to pull the creature up to 10 feet closer to you.
gadget must be recharged and you cannot use it again until you
You can take a second object interaction to retract this gadget
complete either a short or long rest.
back into your tool belt.

Bladed Boots Chainsaw Sword


Simple complexity gadget schematic
Advanced complexity gadget schematic
Equipment Type: Footwear
Equipment Type: Weapon (any bladed weapon that deals
Activation Type: 1 object interaction + 1 attack action
slashing damage)
When this gadget is equipped, you can use an object interaction Activation Type: Continuous
in conjunction with an attack action to attempt to hobble an
When this gadget is equipped, the weapon it is integrated into
opponent using a spring-loaded blade hidden in your boots. Make
is outtted with motorized teeth that increase the sharpness of
a melee attack roll against a creature within 5 feet of you. You
the blade. Whenever you score a critical hit against an opponent
add your Dexterity modier and prociency bonus to this roll.
with this weapon, you can roll one additional weapon damage
If the attack hits, it deals 1d4 piercing damage and the targets
die for determining the extra damage done by the attack. This
speed is reduced by -10 feet until it regains hit points equal to
bonus increases to two additional damage dice when you reach
the amount of damage dealt by this attack. The damage done by
17th level.
this attack increases by an additional 1d4 when you reach 11th
level (2d4), and 17th level (3d4).Once used, the gadget must be
reset and cannot be used again until you complete a short or Chameleon Cloak
long rest. Simple complexity gadget schematic
Equipment Type: Cloak
Boomerang Weapon Activation Type: 1 object interaction
Trivial complexity gadget schematic When you take an object interaction to activate this gadget,
Equipment Type: Weapon (any thrown) your cloak begins to change color to match your environment.
Activation Type: Continuous For the next three minutes you have advantage on all Dexterity
(Stealth) checks and you gain an additional +10 bonus to
Whenever you make a thrown attack with the weapon that this
Dexterity (Stealth) checks as long as you remain motionless
gadget is integrated with, that weapon automatically returns to
without moving or taking actions. Once used, the gadget must
your hand at the end of your turn.
be recharged and this eect cannot be used again until you
complete a short or long rest.
Breathalyzer
Trivial complexity gadget schematic
Magic Missle by succubus09
Equipment Type: Tool belt
Activation Type: 1 action
You can use this gadget to identify a type of poison or disease
that is aecting a creature. The aicted creature must make an

Part 2 | Engineer Gadgets


13 This work is designed for use with the Dungeons and Dragons 5th Edition Roleplaying Game published by Wizards of the Coast LLC.
Wizards of the Coast does not endorse this work. Any trademarks or product names used herein are the property of their respective owners.
Clockwork Messenger Trap Secondary Effects
Trivial complexity gadget schematic Damage Type Description
Equipment Type: Tool belt Acid Deals 1d10 additional damage at the beginning
Activation Type: 1 action of each affected creatures turn. Affected
creatures may take an action to wash off the acid
You can take an action to activate this gadget, which takes the and stop the reoccurring damage.
form of a tiny mechanical beast with that can y, such as a bat, Bludgeoning Deals twice the normal damage dice.
bird or dragony. You specify a location which you have visited Cold Affected creatures have their movement speed
and the general description of a person (example: an old man in reduced by half until the end of their next turn.
a tall, pointed hat with a long white beard and bushy eyebrows). Fire The trap ignites any flammable objects in the
You also speak a message of up to twenty-ve words. The area that arent being worn or carried. Thick,
clockwork beast travels for up to 24 hours toward the specied black smoke fills a 15 foot sphere around trap.
location, covering about 2 miles per hour. When the clockwork The smoke blocks line-of-sight and anything
inside of this area is heavily obscured. This
messenger arrives, it delivers your message to the person that
smoke lasts for 1d4 rounds unless dispersed by a
you described, perfectly replicating the sound of your voice. The
moderate or greater speed wind.
messenger delivers the message only to a creature matching Force Affected creatures are pushed 10 feet away from
the description you gave. After delivering the message, or if the the trap and knocked prone.
clockwork messenger is unable to locate the intended recipient Lightning Affected creatures are incapacitated until the end
after 24 hours, the clockwork creature is destroyed. Once of their next turn.
used, you cannot use this gadget again until you build another Necrotic Deals 1d10 additional damage at the beginning
clockwork creature during a short or long rest. of each affected creatures turn. Affected
creatures may make a Constitution saving throw
at the end of each of their turns to end the
Clockwork Trap reoccurring damage.
Advanced complexity gadget schematic Piercing Affected creatures are deafened until the end of
their next turn.
Equipment Type: Tool belt
Poison Affected creatures are poisoned. They may make
Activation Type: 1 action a Constitution saving throw at the end of each of
This gadget allows you to take an action to place a prebuilt, their turns to end the effect.
mechanical trap on the ground in an unoccupied location that is Radiant Affected creatures are blinded until the end of
within 10 feet of you. their next turn.
When you place the trap you must chose both a damage Slashing Deals twice the normal damage dice.
Thunder Affected creatures are stunned until the end of
type for the trap and a trigger mechanism for the trap. You can
their next turn.
choose acid, bludgeoning, cold, re, force, lightning, necrotic,
piercing, poison, radiants, slashing or thunder damage. The
You can place another trap after building a new one during
available trigger mechanisms are shown below.
a short or long rest. However, you can have only one active
clockwork trap at any one time.
Trigger Mechanism
Trigger Description Concealed Carry
Location a 5x5 foot area within 20 feet of the trap Simple complexity gadget schematic
Proximity a 15x15 foot sphere around the trap
Timer a number of minutes between 1 and 60 Equipment Type: Weapon (a light melee weapon, hand
crossbow, or rearm without the
The trap becomes active at the beginning of your second two-handed property.)
turn after it is placed and remains in place and active until it Activation Type: Continuous
is triggered or disarmed or until you take an object interaction When this gadget is equipped, the weapon that this gadget is
to remotely disable it. When the trap is triggered, it deals 2d10 integrated into becomes easier to hide. You get a +2 bonus and
damage of the chosen type to everything in a 30 foot sphere have advantage on Dexterity (Sleight of Hand) checks to prevent
around the point where it was placed. The damage done by the weapon from being found during any search of your person.
the trap increases by an additional 1d10 (3d10 total) when you If the weapon requires ammunition, up to three extra pieces of
reach 11th level and again at 17th level (4d10 total). ammo can be hidden with the weapon as well.
Creatures that take damage from the trap must succeed
on a Dexterity saving throw or suer a secondary eect. The
secondary eect varies depending on what damage type the
Crossbow Autoloader
trap deals. Trivial complexity gadget schematic
Equipment Type: Weapon (a crossbow with the loading trait)
Marine Sharpshooter by CrimsonMagpie Activation Type: Continuous
While this gadget is equipped the weapon it is integrated into
gains the Reload (6) trait instead of the loading trait.

Part 2 | Engineer Gadgets


This work is designed for use with the Dungeons and Dragons 5th Edition Roleplaying Game published by Wizards of the Coast LLC. 14
Wizards of the Coast does not endorse this work. Any trademarks or product names used herein are the property of their respective owners.
Defibrillator throw succeeds, the gadget has no eect. If the saving throw fails,
the target takes 5d10 + 20 force damage. If this damage reduces
Simple complexity gadget schematic the target to 0 hit points, it is disintegrated. A disintegrated
Equipment Type: Gloves creature and everything it is wearing and carrying, except magic
Activation Type: 1 object interaction items, are reduced to a pile of ne gray dust. The creature can
be restored to life only by means of a true resurrection or a wish
When you take an object interaction to activate this gadget, you
spell.
can target an unconscious, dying creature within 10 feet. That
This eect automatically disintegrates a Large or smaller
creature regains 1 hit point. Once used, the gadget must be
nonmagical object or a creation of magical force. If the target
recharged and cannot be used again until you complete a short
is a Huge or larger object or creation of force, this eect
or long rest.
disintegrates a 10-foot-cube portion of it. Magic items are
unaected.
Discombobulation Ray Once this eect has been used, the gadget must be recharged
Simple complexity gadget schematic and cannot be used again until you have completed a short or
long rest.
Equipment Type: Gloves
Activation Type: 1 action
Electromagnetic Grabber
When this gadget is equipped, you can use an action to shoot
a ray of energy at a target you can see within 50 feet of you. Simple complexity gadget schematic
This ray assaults and twists the creatures mind, spawning Equipment Type: Gloves
delusions and provoking uncontrolled action. The target must Activation Type: 1 action
roll a Wisdom saving throw. If it succeeds, the ray has no eect.
When this gadget is equipped, you can take an action to target
If it fails the saving throw, the target cant take reactions and
a creature within 30 feet of you that is wielding a weapon or
must roll 1d10 at the start of each of its turns to determine its
holding an object made of metal that weighs 5 pounds or less.
behavior for that turn.
The target must make a Strength saving throw. On a failed save,
d10 Action they drop the object, which ies through the air and into your
1-2 The creature babbles incoherently but doesnt hands. Once used, the eect must be recharged and cannot be
move and takes no further action this turn. used again until you complete a short or long rest.
3-4 The creature takes the dash action and uses all of
its movement to flee directly away from the Electronic Eye
engineer that activated this effect.
5-6 The creature uses all of its movement to move in Advanced complexity gadget schematic
a random direction. It takes no further action Equipment Type: Eyewear
during this turn. Activation Type: 1 action
7-8 The creature uses its action to make a melee
attack against a randomly determined creature You can activate this gadget by taking an action. Chose a
within its reach. If there is no creature within its location you have seen before or a particular creature that you
reach, the creature does nothing this turn. are familiar with which is on the same plane of existence as
9 The creature uses its movement to close the you. If the target is a creature, the target must make a Wisdom
distance between it self and the engineer that saving throw. If the saving throw succeeds the eect fails and
activated this effect. It then takes an action to you cannot use this gadget to target the same creature again
make an attack against the engineer, making a for 24 hours. If the saving throw is failed, the gadget creates
melee attack if the engineer is within its reach or
an invisible scrying sensor that allows you to see and hear as
a ranged attack otherwise.
though you were standing 10 feet away from your target. The
10 The creature can act and move normally.
sensor moves with your target. A creature that can see invisible
objects sees the sensor as a luminous orb about the size of your
At the end of each of its turns, the aected creature can
st. While observing your target through the sensor, you are
make another Wisdom saving throw. The eect ends if the
deaf and blind with regard to your own senses. The eect lasts
target succeeds on the saving throw or at the end of their third
for 10 minutes or until you chose to end it by taking another
turn after they are targeted by this eect. Once you have used
object interaction. Once used, the eect must be recharged and
this gadget, its eect must be recharged and cannot be used
cannot be used again until you complete a short or long rest.
again until you complete a short or long rest.

Disintegration Ray Entropy Reducer


Trivial complexity gadget schematic
Intricate complexity gadget schematic
Equipment Type: Headgear
Equipment Type: Gloves
Activation Type: 1 reaction
Activation Type: 1 action
Whenever you roll a 1 on an attack roll, ability, check, or saving
When this gadget is equipped, you can use an action to shoot
throw with this gadget equipped, you can use your reaction to
a powerful beam of force out of your gloves toward a target
activate it. If you do, reroll the die. You must use the new roll.
within 60 feet of you. The target can be a creature, an object, or
Once used, this eect must be recharged and cannot be used
a creation of magical force.
again until you complete a short or long rest.
The target must make a Dexterity saving throw. If the saving
Part 2 | Engineer Gadgets
15 This work is designed for use with the Dungeons and Dragons 5th Edition Roleplaying Game published by Wizards of the Coast LLC.
Wizards of the Coast does not endorse this work. Any trademarks or product names used herein are the property of their respective owners.
Extradimensional Toolbox gadget is integrated with to shoot a pyrotechnic are into the air.
The are burns for 1 minute and can be used as a light source
Trivial complexity gadget schematic or for signaling someone across a distance. If used outdoors,
Equipment Type: Container (a backpack, sack or pouch) the are sheds dim light in a 120 foot radius and can be seen up
Activation Type: Continuous to 3 miles away. Indoors the are sheds bright light in a 30-foot
radius and dim light for an additional 30 feet. If used to attack a
This gadget creates an extradimensional space inside of a
creature, the are deals 1d4 re damage instead of the weapons
container such as a backpack or pouch. In addition to its normal
normal damage.
carrying capacity, the container can hold an additional 7 pounds
of items, not exceeding a total volume of a cubic foot. The
weight of items inside the extradimensional space is reduced Floatation Device
to zero. The capacity of the extradimensional space increases Trivial complexity gadget schematic
by an additional 5 pounds and a cubic foot at 5th level (12
pounds and 1 cubic foot) and again at 11th level (17 pounds Equipment Type: Tool belt
and 1 cubic feet) and 17th level (22 pounds and 2 cubic feet). Activation Type: 1 object interaction
Placing the container inside another extradimensional space, When you take an object interaction to activate this gadget, your
such as that created by a bag of holding, instantly destroys both tool belt becomes buoyant for one hour, allowing you to oat on
items and opens a gate to the Astral Plane. The gate originates the surface of any calm body of liquid. You have advantage on all
at the point where one item was placed inside the other. Any Strength (Athletics) checks to swim. If you activate this gadget
creature within 10-feet of the gate is sucked through it and while you are submerged in a liquid, the device carries you to
deposited in a random location on the Astral Plane. The gate the surface of the liquid at a rate of 60 feet per round. You can
then closes. The gate is one-way only and cant be reopened. end this eect by taking a second object interaction. Once used,
the gadget must be reset and cant be used again until you nish
Fire Extinguisher a short or long rest.
Trivial complexity gadget schematic
Food Irradiator
Equipment Type: Gloves
Activation Type: 1 action Simple complexity gadget schematic

As an action you spray re retardant foam out of your gloves Equipment Type: Gloves
in a 15-foot cone. This foam extinguishes any uncovered, non- Activation Type: 1 object interaction
magical ames and sticks to any creatures in the aected area. When you take an object interaction to activate this gadget,
Creatures covered in this foam have advantage on saving throws all nonmagical food and drink within a 5-foot-radius sphere
versus re damage. The foam evaporates after 3 rounds. Once centered on you is puried and rendered free of poison and
used, the gadget must be recharged and cannot be used again disease. Once used, the gadget must be recharged and this
until you complete a short or long rest. eect cannot be used again until you complete a short or long
rest.
Firestarter
Simple complexity gadget schematic Full Auto Conversion
Equipment Type: Gloves Intricate complexity gadget schematic
Activation Type: 1 object interaction (1 action, special) Equipment Type: Weapon (a rearm with the Reload
When you take an object interaction to activate this gadget, it [10 or higher] trait)
produces a small ame, which you can use to light a candle, Activation Type: 1 object interaction + 1 attack action
torch, or campre. When this gadget is equipped, the rearm that the gadget
Hot Hands. You take an action to shoot a sheet of ames is integrated into gains the Burst Fire property. You can use
out of your gloves. Each creature in a 15-foot cone must make the weapon to take a normal attack action, or you can use an
a Dexterity saving throw. A creature takes 2d6 re damage on object interaction in conjunction with an attack action to spray
a failed save, or half as much damage on a successful one. The a 10-foot-cube area within normal range with shots. Each
re ignites any ammable objects in the area that arent being creature in the area must succeed on a Dexterity saving throw
worn or carried. The damage dealt by the ames increases by or take the weapons normal damage. This action consumes ten
1d6 when you reach 11th level (3d6), and again when you reach pieces of ammunition.
17th level (4d6). Once used, the gadget must be recharged and
this eect cannot be used again until you complete a short or Ghost Anchor
long rest.
Advanced complexity gadget schematic
Flaregun Equipment Type: Tool belt
Activation Type: 1 action
Trivial complexity gadget schematic
When you activate this gadget by taking an action, chose a spot
Equipment Type: Weapon (a bow, crossbow or rearm)
within 30 feet of you that you can see. The gadget projects an
Activation Type: 1 object interaction + 1 attack action
invisible sphere of energy in a 60 foot radius around the chosen
When this gadget is equipped, you can use an object interaction point. This energy sphere exists both on your current plane
in conjunction with an attack action using the weapon that this of existence and also extends into the border region of the
Part 2 | Engineer Gadgets
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Wizards of the Coast does not endorse this work. Any trademarks or product names used herein are the property of their respective owners.
Ethereal Plane. If a creature inside of this sphere attempts to Grappling Gun
use any ability, cast any spell, or activate any magic item or other
device which would cause it to enter the Ethereal plane, that Trivial complexity gadget schematic
spell or eect fails. A creature already in the Ethereal Plane that Equipment Type: Tool belt
enters the energy sphere or ends its turn there must succeed Activation Type: 1 action + 1 object interaction
on a Wisdom saving throw or be forced from the Ethereal into
This gadget consists of a folding grappling hook connected
the overlapping plane of existence. The projected energy sphere
to a 50 foot long cable hidden in a compartment on your tool
lasts for 1 minute unless you take an object interaction to end it
belt. You may take an action to activate this gadget, causing the
sooner. Once used, the gadget must be recharged and cant be
grappling hook to shoot upward, unspooling the cable behind it
used again until you nish a short or long rest.
as it goes. You can take an object interaction to activate a winch
which winds the cable back into your belt. If the grappling hook
Glue Gun has been set, the winch will pull you and up to 200 pounds of
Simple complexity gadget schematic equipment you are carrying upwards toward the grappling hook
at a rate of 25 feet per round.
Equipment Type: Weapon (a bow, crossbow or rearm)
Activation Type: 1 object interaction + 1 attack action
Grenade Launcher
When this gadget is equipped, you can use an object interaction
in conjunction with an attack action using the weapon that this Advanced complexity gadget schematic
gadget is integrated into to shoot a sticky ball of glue at your Equipment Type: Gloves
target. If the attack hits, the ball of glue splatters on the feet of Activation Type: Continuous
your target, trapping them and covering the ground in a 10 foot
When you make an attack using a ticker bomb with this gadget
radius around the spot where they are standing. The glue lasts
equipped, the range of the attack is increased to 40/120.
for 30 minutes after which time it dries and crumbles to dust.
A creature that enters or ends their movement in an area
covered by the glue must succeed on a Dexterity saving throw Guided Munitions
or become trapped by the glue. A creature trapped by the glue Simple complexity gadget schematic
has its speed reduced to 0 as long as they remain stuck. As an
action, a creature stuck by the glue can make a Strength saving Equipment Type: Weapon (a bow, crossbow or rearm)
throw to break free. Activation Type: 1 object interaction + 1 attack action
Once used, the gadget must be recharged and this eect You may take an object interaction in conjunction with an attack
cannot be used again until you complete a short or long rest. action to activate this gadget. Make an attack roll with the
weapon that this gadget is integrated into. The attack can be
Gnomish Militia Tool made against a target that you do not have direct line of sight to
as long as the target is within the weapons range. This attack
Trivial complexity gadget schematic ignores the eects of cover. Once used, this gadget must be
Equipment Type: Tool belt reset and cannot be used again until you complete either a short
Activation Type: 1 object interaction or a long rest.
This handheld gadget stores on your tool belt when you arent
using it. The gadget consists of numerous miniature tools which Gunshot Suppressor
can be folded into or out of the body of the gadget by taking Simple complexity gadget schematic
an object interaction. The tools available vary depending on the
needs of the engineer that made it, but likely include tools such Equipment Type: Weapon (any rearm)
as an awl, can opener, chisel, corkscrew, le, ngernail clippers, Activation Type: Continuous
re striker, sh scaler, hook, knife, lock pick, magnifying glass, When attached to a rearm weapon, this gadget greatly reduces
measuring spoon, muddler, pliers, ruler, scissors, screwdriver, the amount of noise that the weapon makes when you re it.
spanner wrench, spatula, spork, thermometer, toothpick, Attacking with the rearm this gadget is integrated into no
tweezers, vegetable peeler, wire cutter, and a whistle, among longer automatically gives away your position.
others.
Auxiliary Tools. In a pinch, this gadget can be used in place Gyro Stabilizer
of your tinkers tools or in place of any other artisan tools that
you have prociency in. Because of the small size and folding Simple complexity gadget schematic
nature of the tools, any roll that you make using this gadget in Equipment Type: Tool belt
place of proper full-sized tools is made with disadvantage. Activation Type: 1 object interaction
Starting at 11th level this gadget no longer imposes
When you take an object interaction to activate this gadget, for
disadvantage on rolls when using the gadget in place of your
the next 3 minutes you have advantage on Dexterity (Acrobatic)
artisans tools.
checks to avoid falling. Once used, the eect must be reset and
cannot be used again until you complete a short or long rest.

Part 2 | Engineer Gadgets


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Wizards of the Coast does not endorse this work. Any trademarks or product names used herein are the property of their respective owners.
Headlamp action to inspect your appearance and must succeed on an
Intelligence (Investigation) check against your gadget save DC.
Trivial complexity gadget schematic The disguise lasts for 10 minutes or until you take an object
Equipment Type: Headgear interaction to cancel it. Once use, the gadget must be recharged
Activation Type: 1 object interaction and cannot be used again until you complete a short or a long
rest.
This gadget casts a bright light in a 30 foot cone and a dim light
for an additional 30 feet in whatever direction you are facing.
The light emits no heat and requires no fuel source. The light Implanted Tracking Device
can be switched on or o by taking an object interaction. Simple complexity gadget schematic
Equipment Type: Tool belt
Healing Infusion Activation Type: 1 object interaction + 1 attack action
Simple complexity gadget schematic When this gadget is equipped, you can use an object interaction
Equipment Type: Armor in conjunction with an attack action to re a spring-loaded
Activation Type: 1 action (1 reaction, special) dart at a target you can see within 30 feet of you. You add your
prociency bonus and Dexterity modier to the attack roll. If the
When you use an action to activate this gadget you regain a
attack hits, the target takes 1d4 piercing damage and the dart
number of hit points equal to 1d8 + your Intelligence modier.
implants a mechanical tracking device under the targets skin.
The amount healed increases by 1d8 when you reach 5th
As long as the tracking device remains functional, you know
level (2d8), 11th level (3d8), and 17th level (4d8). Once used,
which direction and approximately how far away from you the
the gadget must be reset and cannot be used again until you
target is, up to a maximum range of 10 miles.
complete a short or long rest.
The tracking device functions for 24 hours or until you
Self Defense. When you are damaged by a single attack or
take an object interaction to deactivate it. The presence of
eect that deals more than one-quarter of your hit point total,
the tracking device is not immediately noticeable to the target
you can use your reaction to activate your healing infusion. You
unless they have a passive perception score higher than your
regain a number of hit points equal to 1d4 + your Intelligence
gadget saving throw DC. An intelligent creature that is aware of
modier. The amount healed increases by 1d4 when you reach
the presence of the tracking device can chose to cut it out from
5th level (2d4), 11th level (3d4), and 17th level (4d4). Once used,
under their skin using a bladed weapon that deals piercing or
the gadget must be reset and cannot be used again until you
slashing damage.
complete a short or long rest.
You can chose to re another dart and implant a tracking
device under the skin of a dierent creature after taking a short
Hearing Booster or a long rest. However, you can have only one active tracking
Simple complexity gadget schematic device at any one time.
Equipment Type: Headgear
Activation Type: Continuous Inertial Dampener
While this gadget is equipped you have advantage on Wisdom Simple complexity gadget schematic
(Perception) checks that rely on hearing. Equipment Type: Footwear
Activation Type: 1 reaction
Holographic Disguise You can activate this gadget as a reaction whenever you are the
Advanced complexity gadget schematic target of an eect which would push, pull, slide, or otherwise
cause you to move against your will. The inertial dampener
Equipment Type: Tool belt allows you to reduce the amount of space you are moved by up
Activation Type: Continuous to 10 feet. Beginning at 11th level, you can reduce the eect of
When you activate this gadget by taking an object interaction, forced movement by an additional 10 feet (20 feet total), and
it projects a three dimensional holographic image around you, another additional 10 feet (30 feet total) at 17th level. Once
making youincluding your clothing, armor, weapons, and other used, this gadget must be recharged and cannot be used again
belongings on your personlook dierent. You can seem up to until you complete a short or long rest.
1 foot shorter or taller and can appear thin, fat, or in between.
You cant change your body type, so you must adopt a form that Inflatable Shoes
has the same basic arrangement of limbs. Otherwise, the extent
of the disguise is up to you: you might use the hologram to add Advanced complexity gadget schematic
or change a minor feature, make yourself appear to be wearing Equipment Type: Footwear
dierent clothing, or to look like a completely dierent person. Activation Type: Continuous
The changes wrought by this gadget fail to hold up to
When this gadget is equipped, you gain the ability to move
physical inspection. For example, if you use the hologram to add
across any liquid (water, quicksand, lava etc.) as if it were solid
a hat to your outt, objects pass through the hat, and anyone
ground. If the liquid is harmful (such as acid or lava) you still
who attempts to touch the hat would feel nothing or would feel
take damage for coming into contact with it.
your head and hair. If you use this gadget to appear thinner than
you are, the hand of someone who reaches out to touch you
would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its
Part 2 | Engineer Gadgets
This work is designed for use with the Dungeons and Dragons 5th Edition Roleplaying Game published by Wizards of the Coast LLC. 18
Wizards of the Coast does not endorse this work. Any trademarks or product names used herein are the property of their respective owners.
Invisibility Generator Life Form Scanner
Intricate complexity gadget schematic Advanced complexity gadget schematic
Equipment Type: Tool belt Equipment Type: Tool belt
Activation Type: 1 object interaction Activation Type: 1 action
When you use an object interaction to activate it, this gadget When this gadget is equipped you can use your action to scan for
projects a light-bending sphere of energy in a 10 foot radius living beings in your vicinity. You can sense how many small or
around you. The sphere renders you and all other creatures larger sized creatures are within 100 feet of you. You know the
inside of it invisible to any creature that is outside of the sphere. number of creatures, the creature size, and their approximate
Equipment that is worn or carried by a creature inside of the distance and direction from you, but no other information about
sphere is invisible as long as it is on the creatures person. The them. Creatures with the type construct or undead cannot be
sphere and its eect moves when you move. The eect lasts detected this way. Once used, the gadget must be recharged and
for one minute or until you take a second object interaction to cannot be used again until you complete a short or long rest.
cancel it. Once used, the gadget must be recharged and cannot
be used again until you complete a short or a long rest. Lightning Gun
Advanced complexity gadget schematic
Jetpack
Equipment Type: Weapon (a bow, crossbow or rearm)
Intricate complexity gadget schematic
Activation Type: 1 object interaction + 1 attack action
Equipment Type: Cloak
When this gadget is equipped, you can use an object interaction
Activation Type: 1 object interaction
in conjunction with an attack action using the weapon that this
When you take an object interaction to activate this gadget, for gadget is integrated with to shoot a bolt of lightning at a target.
the next minute you gain a ying speed of 45 feet. If you are still The target takes 6d6 lightning damage if the attack hits, or half
airborne when this eect ends, you fall. Once used, the gadget as much damage on a miss, instead of the weapons normal
must be reset and this eect cannot be used again until you damage. Whether you hit or miss, each creature within 10 feet
complete a short or long rest. of the target must make a Dexterity saving throw. Each of these
creatures takes 3d6 lightning damage on a failed save, or half
Laser Pointer as much damage on a successful one. Once used, the gadget
must be recharged and this eect cannot be used again until you
Trivial complexity gadget schematic complete a short or long rest.
Equipment Type: Gloves
Activation Type: 1 object interaction (+1 action, special) Mass Protoplaser
This gadget can be used to project a very intense point of light Advanced complexity gadget schematic
onto an object up to 120 feet away. The beam itself is invisible,
Equipment Type: Gloves
except in very foggy or smoky conditions, and cannot be used as
Activation Type: 1 action
a light source. The projected point is bright and can be colored
red, green, or blue depending on your choice. You can take an When you have this gadget equipped, you can activate it by
object interaction to toggle the beam on or o or to change the taking an action. Chose up to three creatures you can see within
color. 50 feet of you. Each targeted creature regains a number of hit
Burned Cornea. You can take an action to overcharge the points equal to 3d6 + your Intelligence modier. The amount
gadget, targeting the eyes of a creature that can see you within healed increases by 1d6 when you reach 11th level (4d6), and by
30 feet. The target must make a Constitution saving throw or be an additional 2d6 at 17th level (6d6). This eect works on both
blinded until the end of their next turn. Once this eect is used, living creatures and constructs, but has no eect on undead.
the gadget must be recharged and this eect cannot be used Once used, the gadget must be reset and cannot be used again
again until you complete a short or long rest. until you complete a short or long rest.

Lie-Detecting Compass Mechanical Fan


Simple complexity gadget schematic Simple complexity gadget schematic
Equipment Type: Headgear Equipment Type: Tool belt
Activation Type: Continuous (1 object interaction, special) Activation Type: 1 action
When this gadget is equipped, you always know which direction When you take an action to activate this gadget, a strong wind
is north and what your approximate altitude or depth below gusts out of your tool belt in a direction of your choosing. The
ground is. wind blows in a line 60 feet long and 10 feet wide. Each creature
Lodestone of Truth. You may take an object interaction to size Large or smaller that starts its turn in the line must succeed
activate this eect. For the next three minutes as long as you are on a Strength saving throw or be pushed 10 feet away from
looking at the gadget, you can perceive whether any creature you in a direction following the line. Any creature in the line
who is speaking is intentionally lying or is telling the truth. Once must spend 2 feet of movement for every 1 foot it moves when
this eect has been used, it must be recharged and it cannot be moving closer to you. A strong wind extinguishes open ames,
used again until you nish a short or long rest. and disperses gases and vapor. This eect lasts for one minute
or until you take an object interaction to end it sooner. Once
Part 2 | Engineer Gadgets
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Wizards of the Coast does not endorse this work. Any trademarks or product names used herein are the property of their respective owners.
used, the eect must be reset and cannot be used again until to enforce your will upon a creature that you can see within 50
you complete a short or long rest. feet. The creature must succeed on a Wisdom saving throw or
be charmed by you. If you or creatures that are friendly to you
Mechanical Parasol are ghting the target creature, it has advantage on the saving
throw.
Trivial complexity gadget schematic While the creature is charmed, you have a wireless
Equipment Type: Tool belt telepathic link to the creature as long as the two of you are on
Activation Type: 1 object interaction the same plane of existence. You can use this telepathic link to
issue commands to the creature while you are conscious (no
When you take an object interaction to activate this gadget, a
action required), which it does its best to obey. You can specify
water-resistant canopy unfolds above your head, shielding the
a simple and general course of action, such as attack that
area around you in a 10 foot radius from light rain and direct
creature, run over there, or fetch that object. If the creature
sunlight. You can retract the canopy by taking a second object
completes the order and doesnt receive further direction from
interaction. This gadget cannot be used in strong wind.
you, it defends and preserves itself to the best of its ability.
You can also use your action to take total and precise control
Memory Eraser of the target. Until the end of your next turn, the creature takes
Simple complexity gadget schematic only the actions you choose, and doesnt do anything that you
dont allow it to do. During this time, you can also cause the
Equipment Type: Tool belt creature to use a reaction, but this requires you to use your own
Activation Type: 1 action reaction as well.
When this gadget is equipped, you can take an action to activate Each time the target takes damage, it makes a new Wisdom
it, targeting one creature who can see you within 30 feet of you. saving throw against the mind control. If the saving throw
The targeted creature must make an Intelligence saving throw. succeeds, the eect ends.
If they succeed, they are immune to the eect of this gadget for The mind control lasts for one hour unless you chose to end
the next 24 hours. If they fail to save, they permanently forget it early by using an object interaction. You can attempt to control
the events of the last minute. This gadget cannot be used in the mind of another creature after recharging the gadget during
combat or against hostile creatures. Memories lost this way a short or long rest. However, you can only control the mind of
can be regained only through the use of a Lesser Restoration, one creature at any one time.
Greater Restoration or similar magic. At 5th level you can target
one additional creature when you use this gadget and creatures Mining Drill
that fail their saving throw forget the events of one additional
minute of time (2 creatures, 2 minutes). This increases again at Intricate complexity gadget schematic
11th level (3 creatures, 3 minutes), and 17th level (4 creatures, 4 Equipment Type: Gloves
minutes). Once used this gadget must be recharged and cannot Activation Type: 1 object interaction
be used again until you complete a short or a long rest.
When you take an object interaction to activate this gadget, you
gain a burrowing speed of 15 feet which lasts until the end of
Metabolism Infusion the second turn after your current one. You leave a tunnel 5
Simple complexity gadget schematic wide and as high as you are tall in your wake. Once used, the
gadget must be recharged and this eect cannot be used again
Equipment Type: Armor until you complete a short or long rest.
Activation Type: Continuous (+1 object interaction, special)
When this gadget is equipped, you require half the normal Nanobot Infusion
amount of food and water to sustain yourself.
Deep Sleep. When you use an object interaction to activate Intricate complexity gadget schematic
this gadget, you fall into a cataleptic state that is indistinguishable Equipment Type: Armor
from death. For the next 30 minutes, you appear dead to all Activation Type: 1 action (1 reaction, special)
outward inspection and to spells and other gadget eects used
When you use an object interaction to activate this gadget you
to determine your status. During this time you are blinded and
gain the following benets:
incapacitated, and your speed drops to 0. While in this state,
When the infusion is activated you regain a number of hit
you also have resistance to all damage except psychic damage.
points equal to your Intelligence modier.
If you are diseased or poisoned when you activate this eect, or
At the start of each of your turns, you regain 1 hit point.
become diseased or poisoned while under the eect, the disease
You have resistance to all types of damage except for
and poison have no eect until the cataleptic state ends. Once
psychic damage.
used, this gadget must be recharged and you cannot activate
You have advantage on all Constitution checks and
this eect again until you complete a short or a long rest.
Constitution saving throws.
If you drop to 0 hit points while the infusion is active, you
Mind Control Hat can make a DC 10 Constitution saving throw. If you succeed,
Intricate complexity gadget schematic you drop to 1 hit point instead. The DC of this saving throw
increases by 5 each time this eect is triggered after the rst.
Equipment Type: Headgear These eects last until the end of your third turn after the
Activation Type: 1 action (+1 action, special) infusion is activated. Once used, the gadget must be recharged
When you activate this gadget by taking an action, you attempt and cannot be used again until you nish a short or long rest.
Part 2 | Engineer Gadgets
This work is designed for use with the Dungeons and Dragons 5th Edition Roleplaying Game published by Wizards of the Coast LLC. 20
Wizards of the Coast does not endorse this work. Any trademarks or product names used herein are the property of their respective owners.
Net Launcher dicult terrain for one minute. When the oil is deployed, each
creature standing in the slick must succeed on a Dexterity saving
Simple complexity gadget schematic throw or fall prone. A creature that enters the area or ends its
Equipment Type: Weapon (a net) turn there must also succeed on a Dexterity saving throw or
Activation Type: 1 object interaction + 1 attack action fall prone. Once used, the gadget must be reset and this eect
cannot be used again until you complete a short or long rest.
When this gadget is equipped, you can use an object interaction
in conjunction with an attack action using the net that this gadget
is integrated with. The range of the net attack is increased to Parachute Cloak
15/30. Once used, the eect must be reset and cannot be used Simple complexity gadget schematic
again until you complete a short or long rest.
Equipment Type: Cloak
Activation Type: 1 reaction
Neuro-Suggestive Parchment
With this gadget equipped, you can use your reaction when you
Simple complexity gadget schematic fall to reduce any falling damage you take by an amount equal
Equipment Type: Tool belt to ve times your engineer level. Once used, the gadget must be
Activation Type: 1 action reset and this eect cannot be used again until you complete a
short or long rest.
This gadget appears to be nothing more than a blank sheet of
parchment inside of a sturdy leather wallet. However, it actually
contains an embedded neuro-psychic transmitter circuit. When Paranormal Scanner
this gadget is equipped, you can take an action to present the Simple complexity gadget schematic
parchment to a creature that can see it within 10 feet of you.
The target must make a Wisdom saving throw. If they succeed, Equipment Type: Tool belt
they see the Neuro-Suggestive Parchment as it is a plain Activation Type: 1 action
blank sheet of paper, and the target is immune to the eect of When this gadget is equipped you can use your action to scan
this gadget for 24 hours afterwards. If they fail to save, they for undead or endish beings in your vicinity. You can sense how
instead see an illusion which causes them to believe that the many small or larger sized creatures with the type of undead or
parchment contains credentials that establish you as a Very end are within 100 feet of you. You can sense nearby creatures
Important Person. Your DM will determine exactly what form either on your current plane of existence or in the border region
these credentials appear to take, but they often take a form of the Ethereal Plane. You know the number of creatures, the
which plays upon the inner anxiety of the viewer. For example, creature size, and their approximate distance and direction
a corrupt city guardsman might see them as a writ from the from you, but no other information about them. Once used, the
mayor establishing you credentials as a special investigator. gadget must be recharged and cannot be used again until you
You can target one additional creature when you use this complete a short or long rest.
gadget when you reach 5th level (2 targets), and an additional
target each at 11th level (3 targets), and 17th level (4 targets). Particle Accelerator
The eect of this gadget last for 1 hour. Once used this
gadget must be recharged and cannot be used again until you Advanced complexity gadget schematic
complete a short or a long rest. Equipment Type: Gloves
Activation Type: 1 object interaction
Night Vision Goggles When you activate this gadget by taking an object interaction,
Simple complexity gadget schematic the device accelerates your motor skills, allowing you to attack
twice, instead of once, whenever you take the Attack action on
Equipment Type: Eyewear
your turn. If you already have the Extra Attack feature, then you
Activation Type: Continuous (+ 1 object interaction, special)
take an additional attack on top of those already granted by this
While this gadget is equipped you have darkvision out to a range feature. This eect ends at the end of your third turn after it is
of 60 feet. If you already have darkvision, its range is increased activated. Once used, this gadget must be recharged and cannot
by 15 feet. be used again until you complete a short or long rest.
Electroscopic Sight. When you use an object interaction to
activate this gadget, for the next minute you gain the ability to Personal Forcefield
see invisible creatures and objects as if they were visible. Once
used, this eect must be recharged and cannot be used again Intricate complexity gadget schematic
until you complete a short or long rest. Equipment Type: Armor
Activation Type: 1 reaction
Oil Slick Boots With this gadget equipped, you can use your reaction to activate
Simple complexity gadget schematic it whenever you are targeted by a melee, ranged, or spell attack.
Activating the gadget cloaks you in a shimmering forceeld
Equipment Type: Footwear
that has hit points equal to 10 + your Intelligence modier +
Activation Type: 1 object interaction
twice your engineer level. Whenever you would take damage,
When you take an object interaction to activate this gadget, the forceeld takes the damage instead. If this damage reduces
slippery oil shoots out of your footwear onto the ground in a the forceeld to 0 hit points, you take any remaining damage.
10 foot line behind you. The slick turns the aected area into The forceeld lasts for 1 minute as long as it has 1 or more hit
Part 2 | Engineer Gadgets
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Wizards of the Coast does not endorse this work. Any trademarks or product names used herein are the property of their respective owners.
points, or until you deactivate it by taking an object interaction. Positive Energy Projector
Once used, the gadget must be recharged and this eect cannot
be used again until you complete a short or long rest. Advanced complexity gadget schematic
Equipment Type: Tool belt
Personal Glider Activation Type: 1 object interaction (+1 bonus action, special)
Advanced complexity gadget schematic When you have this gadget equipped, you can take an object
interaction to activate it. Once activated, it projects a globe
Equipment Type: Cloak of positive energy in a 30 foot radius around you. On each of
Activation Type: 1 object interaction your turns, you may take a bonus action to cause one creature
When you take an object interaction to activate this gadget your (including yourself) within the energy sphere to regain 1d8 hit
cloak becomes rigid, allowing you to glide down from a high points plus your Intelligence modier. This eect works on both
place. You can y at a speed of 30 feet for a maximum distance living creatures and constructs, but has no eect on undead.
of up to three times the height of your starting point. (If you The energy projection ceases at the end of your third turn after
begin at a height of 30 feet, you can glide a maximum of 90 it is activated. Once used, the gadget must be reset and cannot
feet from your starting point.) If you are still airborne when you be used again until you complete a short or long rest.
reach the maximum distance, you fall. Once used, the gadget
must be reset and this eect cannot be used again until you Power Punch
complete a short or long rest.
Trivial complexity gadget schematic
Personal Sonar Equipment Type: Gloves
Activation Type: 1 object interaction + 1 attack action
Advanced complexity gadget schematic
When this gadget is equipped, you can use an object interaction
Equipment Type: Headgear in conjunction with your attack action to make an unarmed
Activation Type: Continuous strike against a creature within 5 feet of you. If your attack hits,
When this gadget is equipped, you have blindsight out to a range the target takes 1d6 bludgeoning damage and must make a
of 30 feet. Strength saving throw or be pushed up to 15 feet away from
you. The damage done by this attack increases by 1d6 when
Personal Teleporter you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Once used, the eect must be reset and cannot be used again
Intricate complexity gadget schematic until you complete a short or long rest.
Equipment Type: Tool belt
Activation Type: 1 object interaction Powered Armor
When this gadget is equipped you can take an object interaction Simple complexity gadget schematic
to activate it, teleporting yourself and all items you are carrying
Equipment Type: Armor
to a location within 100 feet of you that you can see. Once
Activation Type: 1 reaction
per turn on your next two turns you can take a bonus action
to activate the gadget again, teleporting yourself again each With this gadget equipped, you can use your reaction to
time you do so. If you would arrive in a place already occupied activate it whenever you are targeted by an attack. You add
by an object or creature you take 4d6 force damage and the your Intelligence modier to your AC against that attack and
gadget fails to teleport you. Once activated, the gadget must be all subsequent attacks made against you for the rest of the turn.
recharged and cannot be activated again until you complete a Once used this gadget must be reset and cannot be used again
short or long rest. until you complete a short or a long rest.

Pop-Up Shield Proton Beam


Simple complexity gadget schematic Advanced complexity gadget schematic
Equipment Type: Tool belt Equipment Type: Weapon (a bow, crossbow or rearm)
Activation Type: 1 reaction Activation Type: 1 object interaction + 1 attack action
When this gadget is equipped, you can use your reaction when When this gadget is equipped, you can use an object interaction
you are targeted with a melee or ranged attack to unfold a pop- in conjunction with an attack action using the weapon that this
out shield made of a strong but exible synthetic material. You gadget is integrated with to shoot a bolt of energy at a target
are considered to have prociency with this shield whether creature of size Large or smaller. You add both your prociency
or not you are procient with shields and the shield does not bonus and Dexterity modier to the attack roll. The target of this
occupy your hands. The shield provides you with half-cover (+2 attack can be located on either your current plane of existence or
to AC and Dexterity saving throws) until the end of your next in the Ethereal Plane as long as you can see them. If the attack
turn. At 11th level this benet increases to three-quarters cover hits, the bolt of energy wraps around the target, rendering them
(+5 to AC and Dexterity saving throws). Once used, the gadget restrained.
must be reset and cannot be used again until you complete a At the beginning of each of its turns, the target may make a
short or long rest. Wisdom saving throw. The eect ends if the target succeeds on
the saving throw or at the end of their third turn after they are
targeted by this eect. As long as the target remains restrained,
Part 2 | Engineer Gadgets
This work is designed for use with the Dungeons and Dragons 5th Edition Roleplaying Game published by Wizards of the Coast LLC. 22
Wizards of the Coast does not endorse this work. Any trademarks or product names used herein are the property of their respective owners.
you can use an action on your own turn to push or pull the in contact with the ground in the aected area. If a structure
creature up to 15 feet in any direction. drops to 0 hit points, it collapses and potentially damages nearby
Once used, this eect must be recharged and it cannot be creatures. A creature within half the distance of a structures
used again until you complete a short or long rest. height must make a Dexterity saving throw. On a failed save, the
creature takes 5d6 bludgeoning damage, is knocked prone, and
Protoplaser is buried in the rubble, requiring a DC 20 Strength (Athletics)
check as an action to escape. The DM can adjust the DC higher
Simple complexity gadget schematic or lower, depending on the nature of the rubble. On a successful
Equipment Type: Gloves save, the creature takes half as much damage and doesnt fall
Activation Type: 1 action prone or become buried.
The above eects repeat at the beginning of each of your
When you have this gadget equipped, you can activate it by
next two turns, unless you take an object interaction to end
taking an action to touch a creature. The creature you touch
the eect early. Once this gadget has been used, it must be
regains a number of hit points equal to 1d6 + your Intelligence
recharged and cannot be used again until you complete a short
modier. The amount healed increases by 2d6 when you reach
or long rest.
5th level (3d6), 11th level (5d6), and 17th level (7d6). This eect
works on both living creatures and constructs, but has no eect
on undead. Once used, the gadget must be reset and cannot be Rearview Mirror
used again until you complete a short or long rest. Trivial complexity gadget schematic
Equipment Type: Eyewear
Proximity Detector Activation Type: Continuous
Simple complexity gadget schematic In addition to your normal eld of vision, you can also perceive
Equipment Type: Tool belt objects which are behind you. You cannot be surprised by any
Activation Type: 1 action creature sneaking up behind you.
You can use this gadget to set an alarm against unwanted
intrusion. Take an action and choose a door, a window, or an Rebreather
area within 30 feet of you that is no larger than a 20-foot cube. Simple complexity gadget schematic
For the next 8 hours or until you chose to deactivate the gadget
Equipment Type: Headgear
using an object interaction, as long as you are on the same plane
Activation Type: Continuous (1 action, special)
of existence an alarm alerts you whenever a size Tiny or larger
creature touches or enters the designated area. When you set You can breathe underwater while you have this gadget
the alarm you choose whether the alarm is silent or audible. A equipped.
silent alarm quietly alerts you that the ward has been triggered Air Filter. While this gadget is equipped, you can take an
as long as you are within 1 mile of the warded area. This alarm action to activate an emergency air lter that is built into the
will awaken you if you are sleeping. An audible alarm produces gadget. For one minute after activation, you have advantage on
the sound of loud claxon for 10 seconds within 100 feet of the saving throws made against harmful gases and vapors. Once
warded area. used, this eect must be recharged and cannot be used again
You can chose to set the alarm in a new area after taking until you complete a short or long rest.
a short or a long rest. However, you can have only one actively
alarmed area at any one time. Recovery Field
Simple complexity gadget schematic
Quake Machine
Equipment Type: Tool belt
Intricate complexity gadget schematic
Activation Type: Continuous
Equipment Type: Tool belt
While this gadget is equipped, if you or any friendly creature
Activation Type: 1 object interaction
within 60 feet of you regain hit points at the end of a short rest,
When this gadget is equipped, you can take an object interaction each such creature regains an extra 1d4 hit points. The amount
to place a seismic reactor onto the ground at a point within of hit points healed increases to 1d6 hit points when you reach
10 feet of you. At the beginning on your next turn, the device 11th level and again to 1d8 at 17th level.
triggers, creating a seismic disturbance that causes an intense
tremor in a 50-foot radius circle around the point where you Regeneration Ray
placed it. This tremor shakes creatures and structures in
contact with the ground in that area, with the following eects: Intricate complexity gadget schematic
The ground in the area becomes dicult terrain. Equipment Type: Gloves
Each creature on the ground must make a Activation Type: 1 action
Dexterity saving throw. On a failed save, the creature is knocked
When this gadget is equipped, you can use an action to shoot a
prone.
ray of positive energy at a target you can see within 40 feet of
Each creature on the ground that is concentrating must
you. This ray restores health and causes the aected creatures
make a Constitution saving throw. On a failed save, the creatures
wounds to regenerate at a greatly increased rate. The creature
concentration is broken.
regains 50 hit points. For the next minute, the target also
The tremor deals 50 bludgeoning damage to any structure
regains 1 hit point at the start of each of its turns. This eect
Part 2 | Engineer Gadgets
23 This work is designed for use with the Dungeons and Dragons 5th Edition Roleplaying Game published by Wizards of the Coast LLC.
Wizards of the Coast does not endorse this work. Any trademarks or product names used herein are the property of their respective owners.
works on both living creatures and constructs, but has no eect within 5 feet of you. The attack deals 1d4 slashing damage if it
on undead. Once used, the gadget must be reset and cannot be hits.
used again until you complete a short or long rest.
Retractable Stilts
Reset Button Trivial complexity gadget schematic
Advanced complexity gadget schematic
Equipment Type: Footwear
Equipment Type: Tool belt Activation Type: 1 object interaction
Activation Type: 1 reaction
When this gadget is equipped, you can take an object interaction
You can activate this gadget as a reaction at the end of any other to unfold telescoping stilts out of your footwear, increasing your
creatures turn in combat. Once activated, the gadget alters the eective height by 5 feet and enabling you to reach objects which
ow of time, reversing any events or actions that took place you could not otherwise. While the stilts are deployed, walking
during that creatures turn. The creature takes its turn again counts as dicult terrain. If you make a weapon attack or are
and can chose to take dierent actions or the same actions as hit by an attack you must make a DC 13 Dexterity (Acrobatics)
previously, possibly with dierent results. Once used, this eect check or be knocked prone. You have disadvantage on any check
must be recharged and cannot be used again until you complete to resist being pushed. You can retract the stilts by taking a
a short or long rest. second object interaction.

Retractable Bayonet Smokescreen Emitter


Trivial complexity gadget schematic Simple complexity gadget schematic
Equipment Type: Weapon (a bow, crossbow or rearm) Equipment Type: Tool belt
Activation Type: 1 object interaction (+ 1 attack action, Activation Type: 1 object interaction
special)
When you take an object interaction to activate this gadget
A weapon equipped with this gadget contains a hidden, thick, black smoke lls a 30 foot sphere around you. This smoke
retractable metal spike bayonet, allowing the weapon to be used blocks line-of-sight and anything inside of this area is heavily
as an eective close-quarters melee weapon in addition to its obscured. This smoke lasts for 2d4 rounds unless dispersed by
normal ranged attack capability. The bayonet can be deployed a moderate or greater speed wind. Once used, this eect must
or hidden inside the weapon by using an object interaction. be recharged and cannot be used again until you complete a
As long as the bayonet is deployed, you can use the weapon to short or long rest.
make a melee attack, adding both your prociency bonus and
your choice of either your Strength or Dexterity modier to the Sonic Beam Module
attack roll. If the attack hits, the bayonet deals 1d6 plus either
your Strength or Dexterity modier in piercing damage. If you Simple complexity gadget schematic
hit a creature of size large or smaller with the bayonet, you can Equipment Type: Gloves
choose to push the creature up to 5 feet away to you. Activation Type: 1 object interaction +1 action
This gadget consists of a powerful amplier that can focus a
Retractable Flippers spoken word into a beam of compressed sound. When this
Simple complexity gadget schematic gadget is equipped, you can use an object interaction in
conjunction with an attack action to make a ranged attack at
Equipment Type: Footwear
a target you can see within 60 feet of you. You add both your
Activation Type: Continuous
prociency bonus and Dexterity modier to the attack roll. If the
When this gadget is equipped, you can take an object interaction attack hits, the beam deals 3d6 thunder damage to the target.
to deploy mechanical ippers from the bottom of your boots. Additionally, if the target is a creature, it must succeed on a
While the ippers are deployed swimming does not count as Strength saving throw or be pushed 10 feet away from you and
dicult terrain, but walking does. You can take a second object knocked prone. This gadget cannot be used if you are rendered
interaction to retract the ippers. unable to speak. Once used this gadget must be recharged and
cannot be used again until you take a short or a long rest.
Retractable Ice Skates
Trivial complexity gadget schematic
Sound Dampener
Simple complexity gadget schematic
Equipment Type: Footwear
Activation Type: 1 object interaction Equipment Type: Tool belt
Activation Type: 1 object interaction
When this gadget is equipped, you can take an object interaction
to deploy a small skate blade from the bottom of your boots. When you take an object interaction to activate this gadget, for
While the blade is deployed you ignore dicult terrain created the next 3 minutes you have advantage on Dexterity (Stealth)
by ice or snow but terrain without ice or snow counts as dicult checks to move silently as long as you move no more than half
terrain for you. You can toggle this eect o by taking another your speed. Once used, the eect must be reset and cannot be
object interaction to retract the blades. used again until you complete a short or long rest.
When the blades are deployed, you can use your attack
action to make an unarmed strike (kick) against a creature
Part 2 | Engineer Gadgets
This work is designed for use with the Dungeons and Dragons 5th Edition Roleplaying Game published by Wizards of the Coast LLC. 24
Wizards of the Coast does not endorse this work. Any trademarks or product names used herein are the property of their respective owners.
Sparkgaps Coil Spring-Loaded Scabbard
Intricate complexity gadget schematic Trivial complexity gadget schematic
Equipment Type: Gloves Equipment Type: Weapon (any without the two-handed
Activation Type: 1 action property)
Activation Type: 1 object interaction
When you take an action to activate this gadget you are bathed
in a shower of sparks. Chose one of the following eects: When this gadget is equipped, you can draw both the weapon
Throw Lightning. A bolt of lightning forming a line 50 that the gadget is integrated into and another weapon as part of
feet long and 5 feet wide blasts out from you in a direction you the same object interaction.
choose. Each creature in the line must make a Dexterity saving
throw. A creature takes 6d6 lightning damage on a failed save, Spy Bug
or half as much damage on a successful one. The lightning
ignites ammable objects in the area that arent being worn or Trivial complexity gadget schematic
carried. Equipment Type: Tool belt
Shield of Sparks. Until the beginning of your next turn, Activation Type: 1 action
whenever a creature within 5 feet of you targets you with a
You can take an action to activate this gadget, which takes the
melee attack, that creature takes 3d8 lightning damage and
form of a tiny mechanical insect such as a beetle, cockroach,
cant take reactions until the beginning of their next turn.
or cricket. The clockwork has AC 10, 1 hit point, a movement
Static Charge. Creatures within 30 feet of you that are
speed of 30, and cannot attack. It can take no actions on its
wearing metal armor are pushed up to 15 feet directly away from
own, but you can control the clockwork insect via a wireless
you. Until the beginning of your next turn any creature wearing
communications link. While controlling the clockwork you
metal armor within a 60 foot sphere around you must pay 2 feet
perceive through the clockworks senses and are deaf and blind
of movement for every 1 foot they move in your direction. No
with regard to your own senses. The wireless link is lost and the
creature wearing metal armor may get closer to you then 10 feet
gadget is deactivated if the clockwork moves further than 100
away.
feet away from you or if you take an object interaction to disable
On each of your next two turns you may take a bonus action
it. Starting at 11th level, your spy bug gains a ying speed of 50
to use one of the eects listed above. Once used, this gadget
feet in addition to its walking speed and the range at which you
must be recharged and you cannot activate it again until you
can control the gadget increases to 200 feet.
complete a short or a long rest.

Spring Boots Spyglass Eyeglass


Advanced complexity gadget schematic
Advanced complexity gadget schematic
Equipment Type: Eyewear
Equipment Type: Footwear
Activation Type: Continuous
Activation Type: Continuous
While this device is equipped you have advantage on Wisdom
While this gadget is equipped, you can jump twice the normal
(Perception) checks that rely on sight.
distance, though you cant jump farther in any one turn than
your remaining movement would allow.
Steam Spray
Spell Nullifier Simple complexity gadget schematic
Advanced complexity gadget schematic Equipment Type: Tool belt
Activation Type: 1 reaction
Equipment Type: Armor
Activation Type: 1 reaction When this gadget is equipped, you can use your reaction to
impose disadvantage on the attack roll of a creature within 5
When this gadget is equipped, you can activate it by using your
feet of you. An attacker that cant be blinded is immune to this
reaction when you see a creature within 60 feet of you casting a
eect. Once used, the eect must be recharged and cannot be
spell. If you do so and the creature is casting a spell of 3rd level
used again until you complete a short or long rest.
or lower, the spell fails and has no eect. If it is casting a spell of
4th level or higher, make an Intelligence check with a DC equal
to 10 + the spells level. On a success, the creatures spell fails Stim Infusion
and has no eect. Beginning at 17th level, if you roll a 20 on this Advanced complexity gadget schematic
check and the spell is 7th level or lower, the spell has no eect
on its intended target and instead targets the creature that cast Equipment Type: Armor
it instead. Once used, the gadget must be recharged and cannot Activation Type: Continuous (+1 action, special)
be used again until you complete a short or long rest. When this gadget is equipped, your stamina in boosted and you
gain the following benets:
You can add half your Intelligence modier to the number
Timepiece by ImaginaryNumbers of days that you can go without food before you risk becoming
exhausted.
You have advantage on Constitution saving throws versus
any eect that would give you a level of exhaustion, such as

Part 2 | Engineer Gadgets


25 This work is designed for use with the Dungeons and Dragons 5th Edition Roleplaying Game published by Wizards of the Coast LLC.
Wizards of the Coast does not endorse this work. Any trademarks or product names used herein are the property of their respective owners.
when making a forced march or attempting to survive drinking Time-Dilation Zone
too little water.
You require half the amount of sleep each night that you Intricate complexity gadget schematic
normally would. Equipment Type: Tool belt
Stimulant Injection. You can activate this eect by using an Activation Type: 1 action
action. If activated, you must make a Constitution saving throw.
When you activate this gadget by taking an action, chose a spot
If you succeed, you reduce your level of exhaustion by one. Once
within 60 feet of you that you can see. The gadget projects an
you have used this eect, it must be recharged and cannot be
invisible sphere of energy in a 40 foot sphere around the chosen
used again until you complete a long rest.
point. The ow of time is altered for creatures inside the sphere.
Movement costs double for each creature inside the energy
Suction Cup Climbers sphere, it takes a -2 penalty to AC and Dexterity saving throws,
Advanced complexity gadget schematic and it cant use reactions. A creature that starts its turn inside
the sphere can use either an action or a bonus action, but not
Equipment Type: Gloves both. Regardless of the creatures abilities or magic items, it
Activation Type: Continuous cant make more than one melee or ranged attack during its
When this gadget is equipped, you have advantage on all turn. If the creature attempts to cast a spell with an activation
Strength (Athletics) checks that you make to climb. Starting at type of 1 action, roll a d20. On an 11 or higher, the spell doesnt
17th level, while this gadget is equipped climbing does not cost take eect until the creatures next turn, and the creature must
you extra movement. use its action on that turn to complete casting the spell. If it
cant, the spell is wasted.
Targeting Scope The energy sphere lasts for 1 minute unless you end it early
by taking an object interaction. Once used, this gadget must be
Advanced complexity gadget schematic recharged and cannot be used again until you complete a short
Equipment Type: Weapon (a bow, crossbow or rearm) or a long rest.
Activation Type: Continuous
This gadget increases the accuracy when you make an attack Tin Foil Hat
with the weapon it is attached to. You do not suer disadvantage Advanced complexity gadget schematic
when you use this weapon to attack a target at long range.
Equipment Type: Headgear
Activation Type: Continuous
Taser Gloves
You cannot be targeted by divination magic or perceived through
Simple complexity gadget schematic magical or technological scrying sensors while this gadget is
Equipment Type: Gloves equipped.
Activation Type: 1 object interaction + 1 attack action
When this gadget is equipped, you can use an object interaction Tranquilizer Timepiece
in conjunction with an attack action to make an unarmed strike Trivial complexity gadget schematic
against a creature within 5 feet of you. You have advantage on
Equipment Type: Gloves
the attack roll if the target is wearing armor made of metal.
Activation Type: Continuous (1 object interaction +1 action,
On a hit, the target takes your unarmed strike damage plus an
special)
additional 1d8 lightning damage, and it cant take reactions until
the start of its next turn. This attacks damage increases by 1d8 When this gadget is equipped, you always know the current
when you reach 11th level (2d8), and 17th level (3d8). Once this time of day, date, and day of the week and can easily track the
attack hits successfully, the eect must be recharged and cannot passing of time.
be used again until you complete a short or long rest. Tranq Dart. When this gadget is equipped, you can use an
object interaction in conjunction with an attack action to re
Thought Projector a spring, loaded dart at a target you can see within 30 feet of
you. You add your prociency bonus and Dexterity modier to
Advanced complexity gadget schematic the attack roll. If the attack hits, the target takes 1d4 piercing
Equipment Type: Headgear damage and must make a Constitution saving throw or fall
Activation Type: 1 object interaction unconscious for 10 minutes. The unconscious creature awakens
if it takes damage or if someone uses an action to shake or slap
You may take an object interaction to activate this gadget. For it awake. Once used, the eect must be reset and cannot be used
the next ve minutes you gain the ability to communicate with again until you complete a short or long rest.
other creatures telepathically out to a range of 120 feet. You
can communicate telepathically with any creature that has an Transmogrifying Ray
Intelligence score of at least 1 by sharing mental projections
of words, images, sounds, and other sensory messages. Once Advanced complexity gadget schematic
this eect has been used, the gadget must be recharged and it Equipment Type: Gloves
cannot be used again until you have completed a short or long Activation Type: 1 action
rest.
When this gadget is equipped, you can use an action to shoot a
beam of energy out of your ngertips toward a target creature
Part 2 | Engineer Gadgets
This work is designed for use with the Dungeons and Dragons 5th Edition Roleplaying Game published by Wizards of the Coast LLC. 26
Wizards of the Coast does not endorse this work. Any trademarks or product names used herein are the property of their respective owners.
that you can see within 60 feet of you. The target must succeed Universal Translator
on a Charisma saving throw or they, and all the equipment
they are carrying, are transformed into the form of a small- Simple complexity gadget schematic
sized barnyard beast such as a chicken, goat, or sheep. While Equipment Type: Headgear
transformed the following rules apply: Activation Type: 1 object interaction
The targets game statistics are replaced by the statistics
You may take an object interaction to activate this gadget. For
of the beast, but they retain their alignment, personality, saving
the next three minutes you understand the literal meaning
throw prociencies, Hit Dice and hit points.
of any spoken language that you hear. Once this eect has
The target can still move and take actions, but they are
been used, the gadget must be recharged and cannot be
limited by the capabilities of their beast form.
used again until you have completed a short or long rest.
They cannot cast any spells. However, transforming doesnt
break concentration on a spell they have already cast or prevent
them from taking actions that are part of a spell that theyve Water Condenser
already cast.
Trivial complexity gadget schematic
At the end of each of their turns, the target may make another
Charisma saving throw. The eect ends if the target succeeds on Equipment Type: Tool belt
a saving throw to resist the eect, if they take damage from any Activation Type: 1 object interaction
source, or at the end of their third turn after the transformation. This gadget condenses water vapor out of air and stores the
Once this eect has been used, the gadget must be recharged water in a bladder on your tool belt. As an action you can decant
and cannot be used again until you have completed a short or up to 1 gallon of clean, fresh water. Once used, the eect cannot
long rest. be used again until you complete a short or long rest.

Treasure Detector Weapon Flinger


Trivial complexity gadget schematic Trivial complexity gadget schematic
Equipment Type: Tool belt Equipment Type: Weapon (a melee weapon without the heavy
Activation Type: 1 action (1 action, special) or two-handed property)
This gadget can be used to detect the presence of raw minerals Activation Type: 1 object interaction + 1 attack action
and worked metal objects. As an action, you can use the gadget When this gadget is equipped, you can use an object interaction
to scan a container no larger than 15 cubic feet, such as a closed in conjunction with an attack action using the weapon that
barrel or a locked chest, safe, or footlocker. The gadget emits this gadget is integrated with to make a ranged attack with the
an audible whistle that indicates whether the container holds weapon. For purposes of this attack, treat the weapon as though
raw minerals or worked metal, including both mundane metal it had the Thrown (range 20/40) property. Once this eect has
(such as bronze, iron, steel, copper, silver, and gold) and exotic been used, the gadget must be reset and cannot be used again
metal (such as adamantine or mithral). Only the presence of until you have completed a short or long rest.
metal can be detected, not the exact type or form (coins, armor,
etc.). The intensity of the whistle also allows you to determine
approximately how much metal is held in the container, with a
Weapon Reach Extender
low-intensity whistle indicating less than 5 pounds (the same Simple complexity gadget schematic
approximate weight as 250 coins) of metal, a medium-intensity Equipment Type: Weapon (a melee weapon that does not have
whistle indicating 6-19 pounds of metal, and a loud whistle the heavy, or two-handed trait)
indicating 20 pounds (1,000 coins) weight or more. Once used, Activation Type: Continuous
this eect must be recharged and it cannot be used again until
you complete a short or long rest. This gadget adds a telescoping handle to the weapon it is
attached to. Treat the weapon that this gadget is attached to as
though it has the reach trait. If it already has the reach trait, the
weapons reach extends for an additional +5 feet.
Mechanical Love by liuyangart

Weather Rocket
Advanced complexity gadget schematic
Equipment Type: Tool belt
Activation Type: 1 action
When you take an action to activate this gadget, you shoot a
small rocket into the sky which explodes at a high altitude,
releasing chemicals that alter the local atmosphere, changing
the weather conditions for a radius of 5 miles around your
location. You must be outdoors to activate this eect.
You can change the current weather conditions, including
precipitation, temperature, and wind. It takes 1d4 x 10 minutes
for new conditions to take eect. The eect lasts for 6 hours and
then gradually returns to normal.
Part 2 | Engineer Gadgets
27 This work is designed for use with the Dungeons and Dragons 5th Edition Roleplaying Game published by Wizards of the Coast LLC.
Wizards of the Coast does not endorse this work. Any trademarks or product names used herein are the property of their respective owners.
Consult the current weather conditions on the table below. Wheeled Heels
You can change each of the conditions by 2 steps up or down.
You can also change the direction of the wind to any direction Advanced complexity gadget schematic
you wish. Equipment Type: Footwear
Activation Type: Continuous
Precipitation While this gadget is equipped, you can use a bonus action on
each of your turns to take the Dash action.
Stage Conditions
Rocket Shoes. You can take an object interaction to re
1 Clear
2 Light clouds
rockets built into your boots, causing your walking speed to
3 Overcast or foggy be doubled and any creature that makes an opportunity attack
4 Rain or snow against you has disadvantage on the attack roll. This eect lasts
5 Torrential rain or blizzard for one minute. Once used, this eect must be recharged and it
cannot be used again until you complete a short or long rest.
Wind Temperature
Wrist Rockets
Stage Conditions Stage Conditions Simple complexity gadget schematic
1 Calm 1 Unbearable heat
2 Moderate wind 2 Hot Equipment Type: Gloves
3 Strong wind 3 Warm Activation Type: 1 action
4 Gale 4 Cool
When this gadget is equipped you can use an action to activate
5 Storm 5 Cold
6 Torrential rain or blizzard 6 Arctic Cold it. If you do, you re two explosive rockets out of your gloves.
Each of the two rockets hits a creature of your choice that you
Once this gadget has been used, it must be reset and cannot can see within 80 feet of you. Each rocket deals 1d4+1 force
be used again until you have completed a short or long rest. damage to its target. The rockets all strike simultaneously, and
you can direct them both to hit the same, or dierent targets. At
5th level you can re an additional rocket (3 rockets total). This
Webshooter increases by an additional rocket at 11th (4 rockets) and 17th
Simple complexity gadget schematic levels (5 rockets). Once used, this gadget must be reloaded and
cannot be used again until you complete a short or a long rest.
Equipment Type: Gloves
Activation Type: 1 object interaction + 1 attack action
Writing Pen
When this gadget is equipped, you can use an object interaction
in conjunction with an attack action to shoot a stream of sticky Trivial complexity gadget schematic
webbing out of a tube hidden in your gloves. Make a ranged Equipment Type: Gloves
attack against a creature of size large or smaller that is within Activation Type: 1 object interaction (+1 action, special)
30 feet of you. You add your prociency bonus and Dexterity
You have a vial of ink and a retractable mechanical writing pen
modier to this attack roll. If you hit, the creature is restrained
built into your gloves. You may take an object interaction to
by the webbing. As an action, the restrained creature can make
activate or hide the pen.
a Strength saving throw to break free from the webbing. The
Invisible Ink. You can take an action to write a message on
eect ends if the webbing is destroyed. The webbing has AC 10,
parchment, paper, or some other suitable writing material, with
5 hit points, resistance to bludgeoning damage, and immunity
this gadget using special disappearing ink. The message can
to poison and psychic damage. Once you have used this gadget,
be up to 50 words long. One round after writing the message,
its eect must be reset and cannot be used again until you
the ink fades and thereafter can be read only by a creature with
complete a short or long rest.
the ability to see invisible objects. Once used, the eect must be
reset and cannot be used again until you complete a short or
long rest.
Desert-Punk by Rayph

Sandworm by LozanoX

Part 2 | Engineer Gadgets


This work is designed for use with the Dungeons and Dragons 5th Edition Roleplaying Game published by Wizards of the Coast LLC. 28
Wizards of the Coast does not endorse this work. Any trademarks or product names used herein are the property of their respective owners.
Technology Feats
The following feats interact with the gadget use features of the
engineer class and can be employed in any campaign which
allows this class.

Famous Artisan
You gain prociency in one set of artisans tools and one Gunslinger by kerembeyit

skill of your choice.


If you work between adventures by crafting using your
artisans tools, you can earn enough to support a wealthy lifestyle
instead of a modest one.

Firearm Expert
Prerequisite: proficiency with firearms weapons

Thanks to extensive practice with rearms, you gain the


following benets:
Being within 5 feet of a hostile creature doesnt impose
disadvantage on your ranged attack rolls.
When you use the Attack action and attack with a one-
handed rearm weapon, you can use a bonus action to attack
with a loaded rearm weapon with the light property that you
are holding in the other hand.
When you roll a 1 or 2 on a damage die for an attack you
make with a rearm weapon that has the two-handed property,
you can reroll the die and must use the new roll.

Firearm Familiarity
You have practiced extensively with and learned to use a variety
of dierent rearms, gaining the following benets:
Increase your Dexterity score by 1, to a maximum of 20.
You gain prociency with rearms weapons

Gadget Mastery
Prerequisite: You must be able to use at least one engineer
gadget schematic

When you roll a 1 on a damage die for a gadget you control,


you may reroll that die. You must use the result of the new roll.
When you use a gadget that eects an area, you can
shield some creatures in the area from being aected by the
gadget. Choose a number of creatures equal to your Intelligence
modier minus 2 (minimum of 1 creature). The creatures that
you chose are unaected by the gadget.

Homebrew Technologist
Choose two trivial and one simple complexity gadget schematic
from the engineers list. You learn and can use these schematics
as if you were an engineer. If the gadgets have an activated eect
that requires a short or long rest to reset, you must nish a long
rest before you can use it again.

Part 3 | Technology Feats


29 This work is designed for use with the Dungeons and Dragons 5th Edition Roleplaying Game published by Wizards of the Coast LLC.
Wizards of the Coast does not endorse this work. Any trademarks or product names used herein are the property of their respective owners.
Grab Hold of Bombs,
Guns, Gadgets and
Strange Technology
The Engineer class opens up new
options for characters to wield
technological inventions.

You can choose from three different,


fully-fleshed out subclasses:
Demolitions, Kinetics, and
Technomancy. Plus, your engineer
character can learn how to build and
use over 100 different gadgets. Also
included are rules for grenade-like
bombs, firearms, technology feats and
much, much more.

This supplement supports numerous


different character concepts from
wacky inventor to masked vigilante,
spacey bounty hunter, paranormal
investigator, crafty gunslinger,
amphibious special forces, mad
scientist, and more!

This work is designed for use with the Dungeons and Dragons 5th Edition Roleplaying
Game published by Wizards of the Coast LLC. Wizards of the Coast does not endorse
this work. Any trademarks or product names used herein are the property of their
respective owners.
Cover Art:
Gnome by Tooth-w
Burning Forest by Lyraina

Mute Opposition. As a bonus action, you allow divine


power to wordlessly ow through you. For the next minute, you
can ignore the verbal components of any of your paladin spells
that you cast as long as you are brandishing your holy symbol as
a spellcasting focus.
Righteous Interruption. You can expend your Channel
Paladin Guardsman
by JoshCorpuz85 Divinity as a bonus action whenever you damage a creature that
is concentrating on a spell. If you do, the DC of that creatures
Paladin Sacred Oath: Oath of Silence Constitution saving throw to maintain concentration equals 13
or the amount of damage that you dealt, whichever number is
higher, instead of the normal DC.
Paladins that swear the Oath of Silence oppose the wrongful use
of arcane magic and sorcery. They consider the abuse of such
power to be an aront to the gods that gave the gift of magic Cursebreaker
to mortals. Some may even go so far as to believe that such Starting at 6th level, when you use your Lay on Hands feature,
power was never intended to wielded at all by mere mortals and you can expend 5 hit points from your pool of healing to cause
oppose its use completely All that swear this oath agree on one one curse aecting the touched creature to end. You can remove
thing: they will not rest until they have silenced those that use multiple curses with a single use of Lay on Hands by expending
magic for purposes beyond what the divine powers intended. hit points separately for each one.

Tenants of Silence Stunning Smite


The tenants of this oath revolve around the divine origins Starting at 15th level when you use your Divine Smite against
of magic and the strict regulation of how magic should (or a creature, in addition to dealing extra radiant damage, you
shouldnt) be used by mortal beings. may also unleash a burst of divine energy which has a chance
All magic is divine. The weave of magic was created by to stupefy your target. If you do, the target must succeed on a
higher powers for the benet of all beings. All magical power Constitution saving throw or be stunned until the beginning of
ows down from on high. your next turn. The DC of this saving throw is equal to the saving
Magic is a gift. Mortals that can harness the power of throw DC for your paladin spells. Once you use this ability, you
magic, even arcane magic, are able to do so only because higher cant use it again until you nish a short or a long rest.
powers have bestowed a mighty gift upon them.
Magic is not to be misused. The gift of magic was not Paragon of Silence
meant to be used to enrich, oppress, or enslave, but to benet At 20th level, you can use an action to unleash your inner
all mortals. It shall not be wielded improperly. divinity, causing a transguration of your form. A shimmering
Misuse of magic must be opposed. I will silence those who aura of divine energy surrounds you and for 1 minute, you gain
profane the sacred language of magic by abusing its power. the following benets:
You have resistance to damage from spells.
Oath Spells Enemy creatures within 10 feet of you cant move or
You gain oath spells at the paladin levels listed. travel using teleportation or by extradimensional or interplanar
means.
When you score a critical hit with a weapon attack, the
Oath of Silence Spells
target of the attack must make an Intelligence saving throw.
Paladin Level Spells The DC of this saving throw is equal to the saving throw DC for
3rd Detect Magic, Shield your paladin spells. On a failed save, the creatures Intelligence
5th See Invisibility, Silence and Charisma scores become 1. The creature cant cast spells,
9th Counterspell, Dispel Magic activate magic items, understand language, or communicate in
13th Freedom of Movement, Locate Creature any intelligible way. At the end of every 24 hours, the creature
17th Circle of Power, Hallow can repeat its saving throw against this eect. If it succeeds on
its saving throw, the eect ends. The eect can also be ended by
Channel Divinity Greater Restoration, Heal, or a Wish.
When you take this oath at 3rd level, you gain the following two Once you use this feature, you cant use it again until you
Channel Divinity options: nish a long rest.
Version 1.01
1.01, 23 June 2015 by J.K. Colyer, kenko6ux@yahoo.com
For the latest version of this file visit: The EN World.com downloads section
Paladin | Oath of Silence
This work is designed for use with the Dungeons and Dragons 5th Edition Roleplaying Game published by Wizards of the Coast LLC.
Wizards of the Coast does not endorse this work. Any trademarks or product names used herein are the property of their respective owners.
Sacred Oaths
Becoming a paladin involves taking vows that commit the
paladin to the cause of righteousness, an active path of
fighting wickedness. The final oath, taken when he or she
reaches 3rd level, is the culmination of all the paladins
training. Some characters with this class dont consider
themselves true paladins until they have reached 3rd level
and made this oath. For others, the actual swearing of the
oath is a formality, an official stamp on what has always
been true in the paladins heart.

Oath of the Elder Sign


Keepers encounter the Elder Sign in a multitude of ways.
Some find it in the derelict pages of an antediluvian tome,
yet others see its shape in their very dreams. All who gaze
upon it know its authority, as instinctively as animals know
to fear fire; it is an icon of power originating from beyond
the veil of reality, one that no men were meant to know.
You have sworn to hold the sign as its Keeper, and vowed
Oath Spells
You gain oath spells at the paladin levels listed.
to protect the mortal realm from the forces beyond, or
vowed to tear reality asunder, and let the Elder Evils Paladin Level Spells
henceforth seep through. 3rd arms of Hadar, protection from evil and good
5th detect thoughts, zone of truth
Tenets of the Elder Sign 9th major image, speak with dead
The principles held by the Keepers of the Elder sign are as
13th greater invisibility, locate creature
esoteric as their ancient order. Dedicated to the secrets of
17th mislead, scrying
the universe and the keeping them mercifully hidden from
the world, the Keepers are a clandestine and influential Channel Divinity
organization. When you take this oath at 3rd level, you gain the
Keep the Sign. The Elder Sign is a tool of immense following two Channel Divinity options.
power, and must be kept safe. You can scarcely understand Invoke Elder Sign. As an action, you can fleetingly
the source of power contained in this mere piece of create the form of the Elder Sign, a powerful symbol which
geometry, but you know it can never be allowed to fall into can strengthen or wear thin the walls of reality. Choose a
the wrong hands. space adjacent to you, which is where the sign burns
Seek Knowledge. Whenever possible, you should seek brightly for 1 minute in a 20-foot radius sphere. No
out and acquire hidden, esoteric knowledge. You are drawn darkness, magical or otherwise, can obscure this area. Each
to such secrets, like the Elder Sign, and perhaps can turn creature friendly to you in this area gains a +1 bonus on
them against your foes. attack and damage rolls and gains a +1 bonus to armor
Go Unseen. It is imperative the struggles you face are class. No outsider, an aberration, celestial, elemental, fey,
kept secret. The forces are work here are barely or fiend, can enter or teleport within this area or use portals,
comprehensible, and their reveal can drive men to the brink such as those created by the gate spell, to enter the area.
of madness. Those that are already in this area are shunted to the nearest
Defend the Gates. It is your job to stand vanguard at space available. As such, Elder Signs are often placed in
the gates that form where our world intersects the Far front of gates to the Far Realm, to close leaks into that
Realm. You may be protecting it from those who would reality.
seek to close it, or you may wish to stem the tide of Alternatively, when you use this ability, you can choose
creatures coming through. to Invert the Elder Sign. Doing so casts hunger of hadar for
one minute centered on the sign. You take no damage from
this spell on the round it is cast.
Glimpse the Unspeakable. As an action, choose one
creature you can see within 30 feet. This creature must
make a Wisdom saving throw. On a failed save, the
creature sees a glimpse of the Far Realm, and is stunned
with horror until the beginning of your next turn.

Aura of Mental Fortitude


Beginning at 7th level, you and allies within 10 feet of you
have immunity to psychic damage. At 18th level, the range
of this aura increases to 30 feet.

Word of Revelation
By 15th level, your research in musty, forbidden tomes has
proven fruitful. As an action, you can utter a word used in
the creation of the universe. All magic effects within 15
feet of you are targeted by dispel magic. After using this
ability, you cannot use it again until you complete a long
rest.

Sunder Reality
At 20th level, you can call upon the Elder Sign to tear the
very fabric of reality, creating a one-way rift to or from the
Far Realm for 1 minute. Choose an unoccupied 5-foot
radius sphere that you can see and whether this portal
should lead to, or come from the Far Realm. Creatures that
end their turn within 30' of the sphere are inexplicably
moved 5 feet toward it, as if pulled by an unseen force. If
the portal leads to the Far Realm, creatures that enter it are
flung to the far reaches of space, taking 8d10 psychic
damage from the horrors they witness and are ejected from
the far side of the portal 1 round later. If the portal leads
from the Far Realm, creatures adjacent to it are restrained
by tentacles, claws, or other monstrous appendages that
reach through it. Creatures so restrained can break free as
an action by making a Strength saving throw. After using
this ability, you cannot use it again until you complete a
long rest.

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