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THE ENGINEER

ENGINEERS MUST HAVEA HEAD FOR SPATIAL THINKING AND A HEART THATAIN'T FAINT. THEIR GADGETS
WILL NOT ONLYBAFFLE THE ENEMY, THEY'LL,‘ BLOW THEM APART; INCINERATE, SPLA'ITER, DISPATCH AND
OF COURSE KILL.

has:

Disclaimer? this is a modification to 'The Engineer” by kenko6ux for low tech settings. All images in this documnet are not my own
THE ENGINEER
crash through stained glass windows, "tunk" Though their motivations and tactics might be different,
"tunk" "tunk". Bolts have killed the three cultists each of these engineers employs their superior skill with
before she even hit the ground A flash of her machinery and technology to overcome the various obstacles
cloak and she is off to the chamber, it's locked that stand between them and their goals. Their
with heavy iron doors and a ornate brass lock. resourcefulness allows them to invent and build devices
"ha, they need more than this to keep me on " which help them enhance their abilities and augment their
she says putting her satchle on the ground She weaknesses.
slides a brass clockwork mechnisim into the lock and winds
the small handle; "tick", "clic ', "clank" the door unlocks. She
opens the door, rolls a small barrel in shuts the door and runs
for it. "..3, 2, 1" BOOM! the hallway behind her is engulfed in
flames. "should of paid me better..." she says dusting herself
off.
A small, round object falls down through the cavern from a
ledge above and lands at the feet of the orc chieftain. The ore
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 lobbs 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 flicks her
wrist again and the weapon is once again safely and
unobtrusively stowed on her belt. Now, time to find that
treasure...
The dwarf pulls his goggles down over his greasy hair to
cover his eyes and presses a button on the back of his
gauntlet. He feels the hot, acrid breath of the gigantic purple
worm as the maw of the creature lunges hungrily down
toward him. Steam shoots out of nozzles on the back of his
boots. The wrenches and gears that adorn his outfit rattle and
clank as he is propelled forward with a burst of speed, safely
out of the creature’s grasp. He turns back toward the sandy
behemoth, punches another button on his wrist, and is APPLIED SCIENCES
propeled forward with if first pushed out, the dials on his
Not every scholar or inventor has the skills it takes to become
gauntlet are hitting the red Steam hisses as his punch
an engineer. Engineers are not only students of science, but
connects seamingly doing little, until the pistons kick into
they are masters of turning scientific principles into new
action shooting the front of the gauntlet out and through the
technology that has practical applications in the real world
worn. The worm roars in pain as it retract back through it,
Most have some education, though for many this education
leaving a fist shaped hole.
is the result of years of experimentation and tinkering rather
than formal study. An engineer might be a member of a guild
of like-minded craftspeople, or more likely, could simply be a
selftaught loner with a talent for working with machinery.
Engineers can do a little bit of everything. Whatever the
challenge, they can invent, build and adapt their gadgets to be
the right tools for the job.

MEGHANIGAI. AFFINITY
Few engineers come from uncivilized lands, but that doesn’t
mean that they are comfortable in social situations. In fact,
most engineers find that mechanical devices make more
sense than people. Clockworks and steam engines are
infinitely more predictable than the average person could
ever be. For this reason, engineers are sometimes seen as
aloof or awkward, and some can even be downright abrasive.
They find it perplexing that others dont see the solution they
see.

PART 1 | THE ENGINEER


=7%
THE ENGINEER
Proficiency Trivial Simple Advanced Intricate
Level Bonus Features Known Known Known Known
1st +2 Build Gadget, Dismantle 3 2
2nd +2 Expertise, Master Crafter 3 3
3rd +2 Specialisation, Junkyard Hero 3 3
4th +2 Ability Score Improvement 4 4
5th +3 Optimisation 4 4
6th +3 Ability Score Improvement, Foreman 4 4
Instructions
7th +3 Specialisation Feature 4 4 1
8th +3 Ability Score Improvement, 5 4 1
9th +4 Rapid Reconfiguration 5 5 1
10th +4 Specialisation Feature 5 5 1
1 1th +4 Academic Literacy 5 5 1
12th +4 Ability Score Improvement 5 5 2
13th +5 Tinkering 6 5 2
14th +5 Ability Score Improvement, Specialisation 6 5 2
Feature
1 5th +5 -- 6 6 2 1
16th +5 Ability Score Improvement 6 6 2 1
17th +6 -- 6 6 2 1
18th +6 Indomitable Mind 6 6 2 2
19th +6 Ability Score Improvement, 6 6 3 2
20th +6 Machine Mastery 6 7 3 2

$= ——
—_

HIT POINTS
CREATING AN ENGINEER Hit Dice: 1d8 per engineer level
When creating an engineer, think about how your character Hit Points at lst Level: 8 + your Constitution modifier
learned the skills needed to work with machines. Did they Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
teach themselves? Or were they trained by a guild or society modifier per engineer level after lst
of engineers? Perhaps they come from a culture like that of PROFICIENCIES
dwarves and gnomes where such skills are common. Or
Armor: Light armor
perhaps they just figured it out for themselves through
Weapons: Simple weapons
experimentation.
Tools: Tinker‘s tools & Smith's tools
Saving Throws: Dexterity, Intelligence
QUICK BUILD Skills: Choose three from; History, Insight, Investigation,
You can make an engineer quickly by following these
Medicine, Perception or Sleight of Hand
suggestions. First, Intelligence should be your highest ability
score, followed by Dexterity. Second, choose the guild artisan STARTING EQU I PM ENT
background Choose You start with the following equipment, in addition to the
equipment granted by your background:
CLASS FEATURES - leather armor and a set of mechanic’s clothes
- (a) an explorer’s pack or (b) a scholar’s pack
As an engineer, you gain the following class features: - (a) a light crossbow and 20 bolts or (b) any simple weapon
- tinker’s tools and smith's tools

PART 1 | THE ENGINEER


Alternatively, you can chose to forego this starting equipment Complexity Cost to Learn TIme Needed
and instead begin with 5d4 x 10 gold pieces in addition to any Trivial 5gp 1 Hour
wealth and equipment granted by your character background
I Simple 20gp 8 Hours
Advanced 1 50gp 24 Hours
Mechanic’s Clothes
Cost: lng, Weight: 5 lbs. These clothes protect Intricate 850gp 48 Hours
the wearer from grease and grime while providing
excellent comfort and utility. The basic outfit
consists ofa set ofo vera/ls or a heavy apron along
with sturdy boots, heavy glo ves, and a tool belt. SCRAP MATERIAL VALUE (must apply to gadget)
Mechanic’s clothes often include other Material Scrap value Maternal Scrap value
occupational safety equipment such as dark-tinted
goggles and a face mask that can be pulled up to Iron 5gp Sulfur 5gp
cover the mouth and nose. Wood 5gp Coal 5gp
Copper 10gp Magnesium Ing
1 r Brass 12gp Silver 50gp
MUL'I'I-CLAss ENGINEER
In order to qualify for a multiclass combination including the Tin 12 gp Gold 50gp
engineer class, you must have an Intelligence score of 13 or Steel 25 gp Platnium 50gp
higher in addition to the needed prerequisite scores of your
other classes. Characters who multiclass into the engineer *onlyguidlines
class gain proficiency in light armor, tinker’s tools and one
skill from the engineer class skill list. EQU I PPED GADC ars
It takm time and effort to build and maintain your gadgets in
USE GADGET working order. Repairs and preventive maintenance must be
performed: sprockets greased, springs wound, coolant refilled,
You are skilled at building mechanical gadgets that perform
capacitors recharged, etc. For this reason, you can only
various functions and incorporating them into your clothing,
maintain a limited number of equipped gadgets at any one
armor, weapons and other gear.
time. You can maintain upto the number of schematics you
Note: Some gadgets may require a "Tinkerer" Check, this
know (this does not include trivial gadgets)
requires your tinkers tools and may either use dexterity or
As you level up, you become more skilled at building and
Intelligence abilities. Dexterity would be doing a action
maintaining these gadgets and are able to keep more of them
correctly/using a tool, whereas Intelligence would be the
functional at any one time. Gadgets that are integrated into
gadget working correctly. The roll consists of 1 d20 +
one of your items of clothing or equipment as specified in the
proficiency bonus + ability modifier
schematic description, increases the weight of the item it is
Schematics integrated into by 2 pounds. Multiple gadgets using different
Gadgets are built using schematics which show the design schematics can each be integrated into the same piece of
parameters and intended operation of the device. Schematics equipment. (you can not itergrat the same gadget twice)
have a level of complexity that is classified as; Trivial Simple, Because of the expertise required to operate these gadgets
Advanced or Intricate. and amount of personal customizations that each engineer
The number of trivial schematics you know is shown on the makes to their gadgets, only the engineer that built it can use
engineer table. The number of complicated schematics is a gadget and benefit from its effects.
shown on the engineer table, based on you engineer level Whenever you complete a long rest you can reconfigure
Additionally, when you gain a level in the engineer class, you your list of active gadgets, changing which gadgets you have
can choose one of the schematics/trivial gadget that you equipped from among the schematics that you know. You can
know and replace it with a different schematic/trivial gadget also remove a gadget from a single piece of equipment and
from the schematic list. Any new schematic that you learn install it onto a different piece of equipment whenever you
must be of a level of complexity which you know. You may reconfigure your gadgets. You must have access to your
choose schematics of your choice from the list of gadget tinker’s tools in order to reconfigure your equipped gadgets.
schematics presented in Part 2 of this supplement.
Learning a schematic and turning the schematic into a ACTIVATI NC GADGETS
working gadget costs an amount of money and time Some gadgets provide a continuous benefit as long as the
depending on the level of complexity(some costs can be offset gadget is equipped Other gadgets have an effect that requires
with scrap material). These costs include the parts and you to take an action in order to activate it. The type of action
components needed to build the device as well the time spent required to activate the effect will be listed in the description
prototyping, testing and troubleshooting the gadget to perfect of the gadget, how many times it can be used and what is
its operation. The costs and time required for learning a new need to re-use it. The following is what is require;
schematic are: "Maintained" = Nothing, "Reset" = Time Only, "Refill" =
Half Original Cost, "Remake" =All Original Cast.
COST TO LEARN & MAIGE NEW SCHEMATICS
Object Interactions - Most gadgets are easy to activate,
requiring you only to flip a switch or twist a dial A gadget
MASTER CRAFI‘ER
with an effect of this type can be activated at the same time You are a master crafter, capable of producing excellent work
you either move or take another action (such as an attack under budget and on time. Starting at 2nd level, when you
action). Some gadgets which can be used as weapons may craft an item using artisan’s tools that you have proficiency
require you take both an object interaction and an attack with, you must only expend raw materials worth one-third of
action at the same time. You can activate a second gadget the item’s total market value. You make progress every day
effect that requires an object interaction on your turn by you spend crafting in increments equal to 5 plus your
taking the Use an Object action. (See PHB pages 190 and engineer level in gp until you reach the market value of the
193 for more information about what sorts of actions can be item. uses the chosen proficiencies.
combined with other actions.)
Actions - A gadget effect with an activation time of 1 action
JUNKYARD HERO
requires that you focus your attention on the device in order Beginning at 3rd level, you can use your downtime to
to use it. scavenge spare parts, useful chemicals, and raw materials
which you can use to build your gadgets or to craft items. In
Reactions - Some gadget effects can be activated as
reactions. These effects are activated in response to some order to do so, you must be in a city, junkyard, or another
event. If a gadget can be activated as a reaction, the location where such items might be found Your DM may limit
schematic description will tell you exactly when you can use the availability of certain types of materials depending on the
it. location where you are scavenging. For each hour that you
spend scavenging, you can locate 5 gp plus your engineer
Stacking Gadget Activations level worth of such materials. You can use the resources you
You cannot activate two gadget effects that both require 1
collect while scavenging to pay the material cost of learning
action during the same turn. You can activate both a gadget new gadget schematics, creating or repairing a clockwork
that requires 1 action and another gadget that requires only mechanisim, or as raw materials for crafting with artisans
an object interaction by combining both activations into one tools with which you have proficiency.
action or by using the bonus action granted by your Fast
Activation feature.
SPECIALISATION
Gadget Attack Rolls and Saving Throws
Choose a specialisation, which describes your technological
Some gadgets can be used as weapons, allowing you to make
area of expertise. Three specialisation are described here:
an attack roll. The ability score bonus added to this attack roll
Fabrication, Chemistry, and Scrapping, all of which are
is listed in the text for the schematic for that particular
detailed later in this class description. Your specialisation
gadget.
choice grants you additional features when you choose it at
Gadget attack modifier = your proficiency bonus + 3rd level and then again at 7th, 10th, and 14th level
the ability score modifier listed in the gadget description.

Your Intelligence modifier sets the DC for saving throws ABILITY SCORE IMPROVEMENT
against
eff ects created by the use of your gadgets. When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
G et save DC = 8 + your proficiency bonus + your by 2, or you can increase two ability scores of your choice by
Infglfigence modifier
1. You can’t increase an ability score above 20 using this
‘Nonmagical Nature feature.
Although some gadgets create effects which are similar to
those created by certain spells and magic items, gadgets and
OPI‘IMISATION
their effects are inherently non-magical. A gadget, or the
effect created by a gadget, cannot be detected or dispelled Starting at 5th level you can use a bonus action on each of
using abilities that work on magic. Spells such as Detect your turns in combat to take the 'Use an Object action'. When
Magic, Dispel Magic, Counterspell or Antirnagic Field have use your tinker’s tools to attempt to disarm a trap or open a
no effect on the operation of a gadget. lock, you dont do it at disadvantage(this can be done as a
bonuse action).
DISMANTEL
FOREMAN INSTRUCTIONS
Your skill with mechanical devices allows you to use your
tinker's tools to dismatel items for scrap material (i.e. 1 spear Starting at 6th level, you are can explain the complexities of
= 1xiron, Crate = 1x wood). You can attempt to open your gadgets to others in a way they understand Others are
mechanical locks and disarm mechanical traps with able to use your gadgets which have the 'Thrown' property
disadvantage using you tinker's tools. and you are able to integrate 1 item not used by you.

EXPERTISE
At 2nd level, choose two of your skill proficiencies, or one of
your skill profi ciencies and your profi ciency with tinker’s
tools. Your profi ciency bonus is doubled for any ability check
you make that
RAPID RECONEIGIJRATION CROSSDOW SMITH
Starting at 3rd level, you know how to build and maintain
Starting at 9th level whenever you complete a short rest, you Crossbows and Special Bolts, using you tinker's tools. You
may reconfigure up to 3 of your equipped gadgets, switching also gain access to 1 weapon modification gadgets for your
them with different gadgets from the list Of schematics that crossbow of trivial or simple complexity. You always have it
you know. You must have access to your tinker’s tools in order equipped and it does not count against your maximum
to reconfigure your equipped gadgets. At 13th level the number of known schematics or trivial gadgets.
number of equipped gadgets you can reconfigure increases to
5 and it increases again to 7 gadgets at 17th level BUILD LIST
Item Properties (additonal effect)
ACADEMIC LITERACY Crossbow,75 gp, 1d6 piercin , 3 lb., Ammunition (range
Starting at 1 1th level, you can add half your proficiency ha'Id 30/120), light, Ioa ing
bonus, rounded down, to any Intelligence check you make Crossbow,25 p, 1d8 piercing, 5 lb., Ammunition (range
that doesn’t already include your proficiency bonus. light 80/ 20), loading, two-handed
Crossbow, 50 gp, 1d10 piercing, 18 lb., Ammunition
TINRERINC heavy (range 100/400), heavy, loading, two-handed
Beginning at 13th level, due to you extensive use of your Crossbow,80 gp, 1d8 piercing, 8 |b., Ammunition (range
tinker's tools, you now have advatage on rolls using them. repeating 80/320}, magazine (8), two-handed, repeating,
tweake
INDOMTTADIE MIND Special Ammunition
Beginning at 18th level, if your total for an Intelligence check Fire TIp 1d4 Fire Damage on hit (cost: 1x Bolt+ 7x
is less than your Intelligence score, you can use that score in Coal) 8gp
place Of the total. SparkTIp 1d4 Lightning Damage on hit (cost = 7x Bolt +
IX Copper + 7x Sulfur) 1 5gp
MACHINE MASTERY Acid TIp 1d4 Acid Damage on hit (cost = lx Bolt + lx
When you reach 20th level, you gain complete mastery over $ulfur+ 7x Water) 8gp
two of your gadgets. Choose two simple complexity gadget Explosive 1d4 Fire Damage 8:. Knock back 5ft on hit (cost
schematics that you know. You always have these gadgets TIp = IX Bolt + 1x Sulfur + IX Coal + lx
equipped and they do not count against your maximum Magnisium) 2 5gp
number Of equipped gadgets. If either of these gadgets is
simple or advanced, you dont use a charge to use it. You can Special properties:
do this once for each gadget but must finish a long rest before - Repeating —At the start of the player's turn the player can
you can use this feature on the same gadget again. You can use a bonus action to attack quickly the player character
exchange one or both Of the gadgets you chose for different gets one additional attack. profifnot added to damage on
gadgets of the same complexity by spending 8 hours extra attack. The player must roll all attacks at once.
modifying the gadgets using your tinkers tools. " ammed" DC increased by 2 on all attacks that round)
- Tweaked -Attacks with this weapon are jammed on a 1
roll and takes an Action to clear after all attacks have been
SPECIALISATION rolled If two 1 's are rolled the weapon becomes broken
Engineers specialize in various fields of science and and must be repaired out of combat.
technology, called specialisations. The three different Note: Ranged Weapons with gadgets integrated gain the
specialisation are presented here: Fabrication, Chemistry, "Tweaked property. Weapons mm more than one integrated
and Scrapping. gadget increase the DC by 1 for each gadget.

ZERO ED IN
FABRICATION Starting at 7th level you gain a +2 bonus to attack rolls you
Fabrication engineers specialise in creation Of their ideas and make with ranged weapons.
improving their equipment to make them more efficient.
These engineer mainly uses crossbows, which they have GETTING CREATIVE
made developments for, such as; modifications and special At 7th level you have developed additional special
ammunition. ammunition for a more utility use.

Special Ammunition
BONUS PROFICIENCY
At 3rd level, you gain proficiency with Crossbow weapons and V'Italityl Piercing Damage + 1d6 Healing (costper 5 tips
TIp = 5x bolts + 5x vial + 7X healing potion) 30gp
medium armor:
increased by M6 per potion level
Poison1 Piercing Damage on hit + DC12 CON SAVE or
TIp 1d10 Poison Damage (cost per 5 tips = 5X bolts +
5x vial + 1x poison) 30gp
Stun 1 Piercing Damage on hit + DC12 CON SAVE or
TIp Stunned [6sec] (cost per 5 tips = 5x bolts + 5x vial
+ 7x Magnisium + l Flint&$teel) 3 5 gp
Tickers are normally inert, but are activated by using an
GOOD JUDGMENT
Starting at 10th level, when an attacker that you can see hits object interaction in combination with your attack action
you with an attack or fail a Spell DC, you can use your when you throw the ticker. Once activated, the ticker will
reaction to halve the attack's or spell damage against you. explode on impact when it lands.

MUL'I‘IATI‘AGK ALCH EM ICAL CATALYSTS


At 14th level chose one of the following three features:
Akimbo - When you take the Attack action and attack with This substance is made using the chemicals
salvaged by the engineer. It is made using coal,
a Hand Crossbow that you’re holding in one hand, you can
sulfur and magnisium which is all found within
use a bonus action to attack with a different Hand Crossbow
most ores (1x Coal + 1x Sulfur + 1x Magnisium =
that you’re holding in the other hand You don’t add your 5x alchemical catalysts 1 5gp).
ability modifier to the damage Of the bonus attack.
Quickdraw - When you use the attack action to attack with
a one-handed melee weapon, you can use a bonus action to
attack with a loaded Crossbow with the light property. Being
within 5 feet of a hostile creature doesn’t impose
disadvantage on the bonus attack as long as both attacks are
made against the same target.
Focused Fire When you use the attack action to attack
with a Crossbow that has the two-handed property, you can
use a bonus action to make a second attack with the same
Crossbow. The second attack must be made against the same
target as the first attack. The Crossbow must be loaded with
at least 2 pieces of ammunition through a magazime, since
both the initial attack action and bonus action consume
ammunition.

CHEMISTRY Tickers are treated as improvised ranged weapons for


purposes of proficiency. They have the thrown trait and a
You are a student adept at chemistry and have mastered range of 20/60. You can add either your Strength or Dexterity
chemical reactions. Your knowledge stretches from the
modifi er to the attack roll when attacking with a ticker. Each
mechanical (timers and detonators) to the alchemical
ticker weighs 1 pound
(volatile compounds and chemical chain reactions). This
If a ticker attack misses, the ticker will land 1d4 x 5 feet
knowledge allows you to craft and use small but powerful
away from its intended target, exploding where it lands. Roll
chemical based devices which you can lob at your enemies on
1d8 to determine the direction Of the miss:
the battlefield or your allies in times of need
TICKER MIss DIRECTION
BONUS PROTICIENCIES 1d8 Result Direction of Miss
At 3rd level, you gain proficiency with alchemist’s supplies
1 North
and medium armor if you do not already have such
proficiency. You also treat improvised weapons as simple North East
mummero

weapons for purpose of proficiency. East

BOMD MAKER South East


Starting at 3rd level, your superior skill with reactive South
compounds allows you to create alchemical bombs known as
tickers. A ticker is a small mechanical orb filled with volatile
South West
chemicals. When you attack with a ticker, it explodes, dealing West
damage to any creature around the detonation point. You North West
have also adaptered this technology to assist allies by
changing the released agent.
The amount of damage done by a ticker you create
Because the chemicals used to create tickers are unstable,
depends on your engineer level as shown in the table below.
you can carry only a limited number of them with you. You
Tickers deal their full damage dice to any creature within 5
can carry a number Of assembled ticker bombs with you
feet of the device when it explodes if they fail on a saving
equal to your Intelligence modifier plus half of your engineer
throw or half as much damage if they succeed Targets 5—10
level During a long rest you can create a number Of tickers up
feet away from the explosion take residual splash damage
to the maximum number you are able to carry. You must have
which is reduced by one damage die. The splash damage is
access to your tinker’s tools and alchemist’s tools in order to
further reduced by half if the affected creature succeeds on a
create tickers. You must also have one vial of alchemical
saving throw. The type of saving throw rolled against ticker
catalysts for each ticker that you wish to create.
damage is determined by the damage type of the ticker. The
DC of a saving throw against your ticker damage is equal to
your gadget save DC. Health Tickers are effective on all
creatures within a 10ft radius only.
ENGIN EER TICKER TABLE ARTTIIERY
Engineer Level TIcker Effect When you reach 7th level you automatically gain access to
the schematic for the Hand Catapult gadget. Learning the
3rd 2d4 (1 d4) Gas, Health, Incendiary
schematic does not count against your normal number of
4th 2d4 (1d4) schematics known.
5th 2d6 (1 d6)
GOOD COMMAND
6th 2d6 (1 d6) When you reach 7th level you have become so skilled at
7th 2d6 (1d6) Frag, Frost placing your ticker attacks that you gain some control over
8th 2d8 (1 d8) where a missed attack will land If you miss on an attack with
a ticker, roll to determine the direction and distance of the
9th 2d8 (1d8) miss as normal You can choose to reroll one of these results.
10th 2d8 (1 d8) Concussion Ifyou do so, you must use the result of the second roll
1 1th 3d6 (2d6) EVASION
12th 3d6 (2d6) Beginning at 10th level, you can nimbly dodge out Of the way
13th 3d6 (2d6) of certain area effects. When you are subjected to an effect
that allows you to make a Dexterity saving throw to take only
14th 3d6 (2d6) Corrosive, Thermal half damage, you instead take no damage if you succeed on
1 5th 3d6 (2d6) the saving throw and only half damage if you fail.

16th 3d6 (2d6) VIOLA-TILE OVERLOAD


17th 3d10(2d10) When you reach 14th level you gain the capability to overload
your tickers. An overloaded ticker has its affect and splash
18th 3d10(2d10)
damage both reduced by one die, but has an additional effect
19th 3d10(2d10) based on the type of damage that the ticker deals. You chose
20th 3d10 (2d10) to overload a ticker before you make an attack with or
activate a countdown timer for that ticker. Once you have
TICKER SAVING TH ROW/DAMAGE TYPES overloaded a ticker you cannot overload another until you
finish a short or a long rest.
Ticker Type Damage Type Saving Throw
Gas - Any target damaged by the ticker that fails their
Gas Poison Constitution saving throw is poisoned At the end of each of its turns, a
Incendiary Fire Dexterity creature poisoned by the ticker can make another saving
throw. The condition ends if the saving throw succeeds.
Health Healing No save Incendiary - Thick, black smoke fills a 20 foot sphere
Frag Piercing Dexterity around the point where the ticker detonates. The smoke
blocks line-Ofsight and anything inside of this area is heavily
Frost Cold Constitution
obscured This smoke lasts for 1d4 rounds unless dispersed
Concussion Thunder Constitution by a moderate or greater speed wind
Corrosive Acid Dexterity Health - The ticker detonates healing those affected for the
maximum amount. It also cures any poison conditon on any
Thermal Radiant Constitution of those affect.
Frag - Any target damaged by the ticker that fails their
For example, a ticker rated for 3d4 damage deals 3d4 (8) saving throw is deafened At the end of each of its turns, a
damage to any target within 5 feet of its detonation. The creature deafened by the ticker can make another saving
explosion also deals 2d4 (5) splash damage to targets 6—10 throw. The condition ends if the saving throw succeeds.
feet away from the blast. Both the regular and splash damage Frost - Any target damaged by the ticker that fails their
are halved if the affected targets succeed on their saving saving throw has their movement speed reduced by half until
throw. You chose the type Of damage that the ticker will deal the beginning of your next turn.
when you create it.(a healing potion is needed when health Concussion - Any target damaged by the ticker that fails
tickers are created) their saving throw is stunned until the start of your next turn.
Corrosive. Any target damaged by the ticker that fails their
COUNTDOWN TIMER saving throw takes additional 1d8 acid damage at the start of
At 3rd level and higher, you gain the ability to rig a ticker so each of its turns. A creature can end this damage by using its
that it explodes on a timer instead of on impact. As an action, action to wash the acid off of themselves using a vial water or
you can activate the timer of a ticker in your possession, another suitable liquid
choosing a number of rounds between 1 and 10. Once Thermal - Any target damaged by the ticker that fails their
programmed, the ticker will detonate at the end of your turn saving throw is blinded until the start of your next turn.
after the chosen number Of rounds has elapsed A ticker on a
timer can be disarmed by a successful disarm traps check
with a DC equal to your gadget save DC.
SGRAPPING ENROWERED PUNCHES
At 3rd level, you gain the schematic for the Power Punch
Engineers specialised in scrapping are experts at taking gadget. You always have it equipped and it does not count
items, builds and enerrnys apart. They have also fine tuned against your maximum number of trivial gadgets.
the art Of keeping themselves together, with clockwork and
steam powered armor. These engineers like to get dirty with FULLY OUTEITTED
melee weapons such as, the POWER FIST. This added Starting at 7th level, you ignore the requirement for the
danger means they upgrade their armor to make them more weapon to be light, when duel-vvielding. When you engage in
effective. two-weapon fighting, you can add your ability modifier to the
damage of the second attack.
BONUS PROEICIENCIES
At 3rd level, you gain proficiency with martial weapons, PREDICTED OUTCOME
medium and heavy armor if you dont already have such Your study of cause and effect has made you capable of
proficiency. predicting outcomes to make the best possible decision.
Starting at 10th level, you may re-roll any saving throw once.
CLOCRWORR ARMOR You may do this up-to 3 times a day and the second result
Starting at 3rd level, you are able to build, wear and modify must be used
clockwork armor. The engineer modifies their own armor (it
must be metal based) during 40 hours of tinkering work and STEAM POWERED
costs 50gp in building materials. When clockwork armor is Starting at level 14, your mastery of steam power application
doned, the engineer gains the armors stats as described has lead you to add creative additions to your ClockWork
below (when the engineer hits OHP, the armor is broken and armor. You gain steam charges equal to your engineer level
must be repaired at a cost of50gp) divided by 4, rounded up. These charges can be spent using a
bonus action, to perform one of the following Maneuvers;

Maneuver Effect
CLOCKWORKARMOR Jet Move 20ft in a straight line in any direction,
—:
instantaneously
Clockwork armor is only avaliable when a scrapping
engineer modifies thier armor own by; using Fast +2 to hit on melee attack rolls, maximum
clockwork mechanisms to assist movement, Swing weapon damage is applied on hit
additonal plating & chainmail for added protection Jump Jet Jump an additonal 20ft, roll dexterity saving
and steam pistons to improve their strength. throw
— Vent All other creatures within 5ft have disadvantage
Armor +1 AC on attack rolls
Temporary Hit Points (Engineer level) x 2
Speed Increase 10ft Charge Charge in straight line 1 5ft, creatures make
DC13 dexterity saving throw or knocked prone
Added Mass -1 to attack rolls

Modification flots- Armor modifications can be


equiped equal to (Engineer Level) divided by 2 to
maximum of6.
Steam Power- For every 2 modifications equiped,
the armor is less responsive due to the pressure
drain. Add 2 to DC for all dexterity saving throw.

CLocKWORK ARMOR MODIFICATION


Modifiaction Effect Cost
Arm Blade +2 to unarmed attack, 1d8 5x
piercing damage(plus 1d8 per 5 Iron(30gp)
engineer evels)
Battering 1d10 additional damage to 5x Iron
Gloves stationary objects, 1d8 (30gp)
bludgeoning(plus 1d8 per 5
engineer levels)
Added +2 to AC, reduced movement 5x Iron
Plating speed by 10ft (30gp)
Leg Pistons 10ft to jump height &. distance 3x
Iron(1 5gp)

='players & DMs should make and agree more modification

PART 1 | THE ENGINEER


GADGETS
Trivial Gadgets Temperal Tracker Pop-Up Shield Mass Accelerator
Adhesion Cloth
Tempered Blade Portable Barricade Mining Drill
Auto-Retractor Torque Multiplier Rebreather Personal Glider
Anti-Theft Device Water Condenser Simple Clockwork Minion Personal Protective
Bayonet Attachment Wrist Blade Sleep Syringe Equipment
Clockwork Trigger Writing Pen Smokescreen Emitter Pressure-triggered Explosive
Concealed Weapon Stink Vial Proximity Detector
Simple Gadgets
Cooling Crate Ballistic Bowstring ThunderFlash Rotating Blade
Crossbow Magazine Barbwire Bomb Trap Powder Sound Dampener
Fire Extinguisher Clockwork Trap Treasure Detector Spell Nullifier
Flotation Device Composite Bow/limbs Truth Syringe Suction Cup Climbers
Hand-Cranked Fan Defibrillator Vitality Pills TInfoil Hat
Light Projector Flaregun Weapon Scope Wrist Rocket
Molotov Glow Paint Whip Cane Intricate
Multi-Tool Grapple Launcher Adrenaline Infusion
Advanced Gadgets
Noise Maker Headband Magnifiers Advanced Clockwork Minion Aeronautical Transport
Optical Dampeners Healing Syringe Big O' Berther Clockwork Burrow-mine
Perfume Spray Heat Joiner Clockwork Potion Dispencer Clockwork Companion
Power Punch Induction Coil Cryo Bomb Invisibility Generator
Sight Thrower Lock Cracker Fire-Thrower Transdimensional Toolbox
Hand Sparker Net Launcher Hand Catapult
Spring-Loaded Scabbard Oil Dispenser Healing Gas Emitter
Stealth Padding Parachute Cloak Lightning Gun
AUTO-RETnAc-ron
Trivial complexity gadget schema tic
GADGET DESCRIPTIONS
Gadget details are described below; - Equipment Type Weapon Integration
1 0 Activation Type 1 Object Interaction
- Uses Maintain
Making Gadgets Feel Unique
Attache a cord to a weapon, use a object interaction to
While the descriptions explain what the gadgets
retract the weapon at a rate of 20ft per 6 seconds. The
do, exactly how the gadgets achieve these effects
weapon which it is attached to, must not have the Heavy
has been left up to you. You should work with your
DM to describe exactly how each of your gadgets propety and can only be thrown 40ft.
operate, tailoring the descriptions to best fit your
character and campaign world. For example, a ANTT—THEET DEVIcE
Headlamp might be powered by a chemical battery Trivial complexity gadget schematic
or could harness the power of a rare type of crystal
only found deep underground. Describing your - Equipment Type Integration
gadgets can help to make your character unique - Activation Type Continuous
and memorable, since no two engineers will I Uses Maintain
necessarily do things the same way.
When this gadget is equipped, other creatures have
disadvantage on any Dexterity (Sleight of Hand) checks that
1 they make in an attempt to steal objects that are in your
TRIVIAL GADGETS: possession. Additionally, you automatically know when a
failed attempt to pick your pockets has been made.
ADHESION CLOTH
Trivial complexity gadget schematic

- Equipment Type Pack Item


I Activation Type 1 Action
- Uses 1 - Remake

This gadget consists of 10ft of sticky cloth in a narrow


strip. As an action you may use the cloth to bind two or more
objects together, the strength of this bond is dependant on
how much cloth is used.
BLADE ATTACHMENT CROSSEOW MAGAZINE
Trivial complexity gadget schematic Trivial complexity gadget schematic

I Equipment Type Weapon Integration I Equipment We Weapon Integration


I Activation Type 1 Action I Activation 'Iype Continuous
I Uses Maintain I Uses Maintain

A sharp blade, can be attached to any crossbow or bow as a While this gadget is equipped the weapon it is integrated
bonus action. The weapon it is attached to can be used to into gains the Magazine (6) trait instead of the loading
make a simple melee weapon attack, 1d6 slashing damage on property, the weapon also gains the Tweaked property.
hit. The weapon gains the tweaked property and weighs 11b
more. FIRE Ex'ITNGUISIIER
Divial complexity gadget schematic
CLocxwonx TRIGGER I Equipment ’lype Pack Item
flivial complexity gadget schematic
I Activation Type 1 Action
I Equipment Type Integration I Uses 1 - Refill
I Activation Type 1 Action + Detailed Trigger
As an action you spray fire retardant foam out of a
I Uses 1 - Remake cyclindar in a 15—ft cone. This foam extinguishes any
This gadget allows you to take an action to integrate a uncovered, nonmagical flames and sticks to any creatures in
clockwork mechnisim which will trigger a simple reaction(i.e. the affected area. Creatures covered in this foam have
press button, pull level). The available trigger mechanisms advantage on saving throws versus fire damage. The foam
are shown below. evaporates after 3 rounds. Once used, the gadget must be
Bigger Mechanism; Location a 5x5 foot area within 20 feet recharged and cannot be used again until you complete a
of the trap, Proximitya 15x15 foot sphere around the trap, short or long rest.
Timer a number ofminutes between 1 and 60.
The trap becomes active at the beginning of your second FLOTATION DEVIGE
turn after it is placed and remains in place and active until it Trivial complexity gadget schematic
is triggered or disarmed or until you take an object I Equipment 'IMJe Armor Integration
interaction to remotely disable it. When the trap is triggered, I Activation Type 1 Object Interaction
the simple reaction detailed will occur.
I Uses 1 - Reset

CONOEALED WEAPON When you take an Object interaction to activate this gadget,
Trivial complexity gadget schematic your tool belt becomes buoyant for one hour, allowing you to
float on the surface of any calm body of liquid. You have
I Equipment Type Weapon Integration (a light melee advantage on all Strength (Athletics) checks to swim. If you
weapon, hand crossbow)
activate this gadget while you are submerged in a liquid, the
I Activation Type Continuous
device carries you to the surface of the liquid at a rate of 60
I Uses Maintain
feet per round. You can end this effect by taking a second
When this gadget is equipped, the weapon that this gadget object interaction. Once used, the gadget must be reset and
is integrated into becomes easier to hide. You have advantage can’t be used again until you finish a short or long rest.
on Dexterity (Sleight of Hand) checks to prevent the weapon
from being found during any search of your person. If the HAND-CRANKED FAN
weapon requires ammunition, up to three extra pieces of Tiivial complexity gadget schematic
ammo can be hidden with the weapon as well. I Equipment Type Pack Item
I Activation Type 1 Action
COOLING CRATE I Uses Maintain
Trivial complexity gadget schematic
The fan creates a small gust of wind within 5ft around
I Equipment Type Pack Item
yourself, it can have the following effects; One small or
I Activation 'lype Continuous
smaller creature that you choose must succeed on a Strength
I Uses Maintain
saving throw or be pushed up to 5 feet away from you, You
Items may be stored in the crate as an action, the crate will create a small blast of air capable of moving one object that is
prevent the items stored in it from decomposing. When the neither held nor carried and that weighs no more than 5
gadget is made the size is chosen, from 1 cu.ft upto 3 cu.ft pounds. The object is pushed up to 10 feet away from you. It
and wieghs 4lbs for 1 cu.ft upto 361bs for 3 cu.ft. Items placed isn't pushed with enough force to cause damage, You create a
in the crate must fit within the size range. harmless sensory affect using air.
You create a small wind-up box which can be placed as a
LIGHT PROJEGIOR
Trivial complexity gadget schematic action, which can be triggered instantly or On a timer, within
60 seconds. Once triggered the box will produce a alarming
I Equipment Type Pack Item sound, which can be heard within 120ft unhindered. If a
I Activation Type 1 Object Interaction creature uses its action to trackdown the sound the creature
I Uses Maintain (Action) can determine how to switch it off with a successful
Intelligence (Investigation) check against your spell save DC.
A small cylinder which produces a bright light out one end,
Once used this gadget can be recharged with a action.
in a 40ft cone for 40ft and dim light for an additonal 30ft. The
light lasts upto 2 hour and can be recharge with a action. The
OchL DAMPENERS
cylinder can be attached to piece of armor or weapon, to
Trivial complexity gadget schematic
prevent the need to hold it.
I Equipment Type Armor Integration
MODOTOV I Activation Type 1 Object Interaction
flivial complexity gadget schematic I Uses Maintain

I Equipment Type Pack Item A pair of tinted goggles, which when wore will prevent the
I Activation Type 1 Action wearer from being at disadvantage, blindered or dazed
I Uses 1 - Remake through means which are light based While wearing the
goggles the wearer has disadvatage on ranged attack rolls in
A glass bottle of flammable liquid can be lit and thown as a dim light. As a object interaction, you may flip the goggle on
ranged attack, a range of 30ft. The bottle impacts spreading or off.
fire in a 5ft radius, all creature in the impact area on hit and
at the start of their turn must make a dexterity saving throw
PERFUME SPRAY
or take 1d8 fire damage. The fire lasts 3 rounds(185ec) and Trivial complexity gadget schematic
any flarnable Objects in the area will catch fire. Once used this
gadget is destroyed. I Equipment Type Pack Item
I Activation Type 1 Action
MULTI-TOOL I Uses 1 - Refill
Trivial complexity gadget schematic
As a action you spray yourself with a great smelling
I Equipment Type Pack Item fragrence which will last for 10mins at its full effect.
I Activation Type 1 Object Interaction Creature/s within 10ft that isn't hostile toward you, must
I Uses Maintain make a Wisdom saving throw; On a failure you have
advantage on all Charisma checks, On a success you have
This handheld gadget stores on your tool belt when you disadvantage on all Charisma checks against this creature. A
aren’t using it. The gadget consists of numerous miniature creature prone to violence might attack you. Another creature
tools which can be folded into or out of the body of the gadget might seek retribution in other ways (at the DM's discretion),
by taking an object interaction. The tools available vary depending on the nature of your interaction with it. Once
depending on the needs of the engineer that made it, but used this gadget is expent and can be refilled during a short
likely include tools such as an aw], can opener; chisel, rest.
corkscrew, file, fingernail clippers, fire striker; fish sealer,
hook, knife, lock pick, magnifying glass, measuring spoon,
POWER PUNGII
muddler, pliers, ruler, scissors, screwdriver, spanner wrench, Trivial complexity gadget schematic
spatula, spork, thermometer, toothpick, tweezers, vegetable
peeler, wire cutter, and a whistle, among others. I Equipment Type Armor Integration
Auxiliary Tools. In a pinch, this gadget can be used in I Activation Type 1 Object Interaction + 1 Attack Action
place of your tinker’s tools or in place Of any other artisan I Uses Maintain
tools that you have proficiency in but at disadvantage.
When this gadget is equipped you can use an Object
Starting at 1 1th level this gadget no longer imposes this
interaction in conjunction with your attack action to make an
disadvantage.
unarmed strike against a creature within 5 feet of you. If your
attack hits, the target takes 1d6 bludgeoning damage and
NOISE MAKER must make a Strength saving throw or be pushed up to 15
flivial complexity gadget schematic
feet away from you. You may use this gadget a number of
I Equipment Type Pack Item times equal to your engineer level The damage done by this
I Activation Type 1 Action attack increases by 1d6 when you reach 5th level (2d6), 1 1th
I Uses 1 - Rwet (If Recovered) level (3d6). and 17th level (4d6).
Trivial complexity gadget schema tic
SIGHT THROWER
Trivial complexity gadget schematic I Equipment Type Weapon Integration
I Activation Type Continuous
I Equipment Type Pack Item
I Uses Maintain
I Activation Type 1 Action
I Uses Maintain The edge of a blade has been tempered to give bladed
A series of glass lenses in a cylinder can extend the users weapons added effectivness. Attacks with the integrated
sight upto a mile on a clear day. When using this gadget as a weapon have additional 1d4 slashing damage(+1d4 per 10
action you gain advantage on Percenption checks on targets engineer level) This can only be integrated into weapons
at a distance of 300ft or more. which utilises a blade ,the weapon also gains the Tweaked
property-
HAND SPARKER
Trivial complexity gadget schematic TORQUE MULTIPLIER
Divial complexity gadget schematic
I Equipment ’Epe Pack Item
I Activation W 1 Object Interaction I Equipment Type Pack Item
I Uses Maintain I Activation Type 1 Action
I Uses Maintain
This small box will produce a small flame from one end for
A large tempered steel bar with a angled multi-tool at one
30 seconds, when triggered It can be used to light a torch or
end and a tampered flat the other. This item can be used to
anything else with abundant, exposed fuel source as an object
give advantage on strength checks where a object is to be
interaction. Lighting a campfire still requires Other resources.
moved or rotated Players should shout "THE POWER OF
LEVERS!" when the using this item, to ensure higher d20
SPRING-LOADED ScAEEARD rolls.
Ti‘ivial complexity gadget schematic

I Equipment Type Weapon Integration WATER CONDENSER


I Activation Type 1 Object Interaction Trivial complexity gadget schematic
I Uses Maintain
I Equipment Type Pack Item
The weapon this gadget is integrated into has been I Activation Type 1 Action
modified to have the following properties; "Quickpull" - I Uses Maintain
drawing this weapon is a free action, "Trapped" as a Object
A series of sheets of metal with a hand cranked fan. You
interaction you can trap the weapon so that the next creature
condense up to 1 cup of clean water and 1 gallon per hour
to wield it triggers the trap unless they know of the trap.
focusing on condensing water.
When the trap is triggered the wielder drops the weapon and
must make a Dexterity saving throw or take 1d6 piercing
damage. WRIST BIADE
Divial complexity gadget schematic
STEALTH PADDING I Equipment We Armor Integration
Tiivial complexity gadget schematic I Activation 'Iype Continuous
I Equipment Type Armor Integration I Uses Maintain
I Activation Type Continuous A modified gauntlet which has a retracktable dagger
I Uses Maintain hidden in the wrist. The wearer may attack with this, 1d4
Modification to armor using soft materials to dampen the piercing damage.
sound generated when moving. When this gadget is active it
will allow the wearer to makes stealth checks with +3 to WRrITNG PEN
those rolls. Can only be equiped to 1 set of armor at a time. flivial complexity gadget schema tic

I Equipment Type Pack Item


TEMPERAL TRAchR I Activation Type 1 Action
Trivial complexity gadget schematic I Uses Maintain
I Equipment The Pack Item A writing pen that uses ink so efficiently it may never need
I Activation Type 1 Object Interaction more. It can be used to write on most objects and is easily
I Uses Maintain accessible.
This pack item tracks the temperal movement of time
within a localised area, using the movement of gears and
spings to show a representation of the time of day. The only a
engineer can use this item to tell the time of day no matter
the location of celestial objects.

TEMPERED BLADE
A crossbow or how may have this gadget attached which
SIMPLE GADGETS: will give the weapon the following properties; remove
BALLISTIG BOWSTRING "Heavy" property if applicable, Critical hits on this weapon
Simple complexity gadget schematic occur on 19 & 20 rolls. The weapon gains the tweaked
property and weighs 11b less.
I Equipment Type Weapon Integration
I Activation 'lype Continuous
DEEIERILLATOR
I Uses Maintain Simple complexity gadget schematic
A crossbow or how may have this gadget attached, which I Equipment The Pack Item
will give the weapon the following properties; add 1d6 force I Activation Type 1 Action
damage to attacks 81 ignores half cover. The weapon gains the I Uses 1 — Reset
tweaked property and weighs 11b more.
You apply the gadget to a creature's that has died within the
BAREWIRE BOME last minute. You must make a DC 10 tinker roll; on a success
Simple complexitygadget schematic the creature is no longer dead and is stabilized On a failed
roll nothing happens and you can only make 1 more attempt
I Equipment Me Pack Item with a DC 15 on this creature. This gadget can't return to life
I Activation Type 1 Action a creature that has died of old age, nor can it restore any
I Uses 1 - Remake missing body parts. Only an engineer has the knowledge to
A small metalic cyclindar, which you trigger and throw upto use this device.
40 ft, were it triggers after 3 seconds. Once triggered the
surrounding air is filler sharp bardwire in a cube 5 feet on FLAREGUN
each side, centered on the gadget. A creature takes 4d4 Simple complexity gadget schematic
slashing damage when it enters the affected area for the first I Equipment Type Pack Item
time on a turn or starts its turn there. The spaces affected are I Activation Type 1 Action
considered difficult terran. An attack dealing >10hp on a I Uses 1 - Refill
affect space will clear it. You may have multipules of this
gadget a number of times equal to half your engineer 1eve1(no This gadget hurls a mote of fire out of one end on trigger.
less than 1).The damage done by this gasget increases by 1d6 You may make a ranged attack against the target. On a hit to
when you reach 5th level (2d6), 1 1th level (3d6), and 17th a creature within 120ft, the target takes 2d10 fire damage. A
level (4d6). flammable object hit by this spell ignites if it isn't being worn
or carried, the mote will travel 300ft before dissipating and
CLOGHWORH TRAP can be seen from far distances if shot straight into the air.
Simple complexity gadget schema tic The damage increases by 1d10 for each 5 engineer levels

I Equipment Type Pack Item GLOW PAINT


I Activation Type 1 Action + 1 Detail trigger + 5mins setup Simple complexity gadget schematic
I Uses 1 - Reset
I Equipment Type Pack Item
This gadget requires you to take 5mins to setup a trap with I Activation fipe 1 Action
a detailed trigger mechanism and selected effect. The I Uses 1 - Remake
available trigger mechanisms are shown below.
’Digger Mechanism; Location a 5x5 foot area within 20 feet This gadget can be thrown to target area, where it will
of the trap, Proximitya 15x15 foot sphere around the trap, trigger. Each Object in a 20—foot cube within range is outlined
Timer a number ofminutes between 1 and 60. in green light. Any creature in the area on trigger is also
The trap becomes active at the beginning of your second outlined in light if it fails a Dexterity saving throw. For the
turn after it is placed and remains in place and active until it duration, objects and affected creatures shed dim light in a
is triggered or disarmed or until you take an object 10-foot radius. Any attack roll against an affected creature or
interaction to disable it. When the trap is triggered creature/s object has advantage if the attacker can see it, and the
within range must make a dexterity saving through suffer the affected creature or object can't benefit from being invisible.
effect.
’D'ap Effects: Bear trap - a creature takes Id] 0 piercing
damage and is grappled Bomb - 2d1 0 explosive damage and
creatures in area move 5ft fi'om center; Napalm - 2d10 fire
damage and objects in area catch fire for 1min, Steamburst -
1d10 fire damage and all creatures in area are visable. For
each 5 engineer levels add 1d10 to the effect damage roll.

COMPOSITE BOW/LIMBI
Simple complexitygadget schematic

I Equipment We Weapon Integration


I Activation Type Continuous
I Uses Maintain
This small rectangular gadget can be attached to any
GRAPPLE LAUNGHER
Simple complexitygadget schematic manufactured metal object as a action, with a tinker check
where the DC is the targets dexterity. The gadget is then
I Equipment Type Pack Item triggers and causes the object to glow red-hot. Any creature
I Activation Type 1 Action in physical contact with the object takes 2d8 fire damage and
I Uses 1 — Reset will continue for 10mins. If a creature is holding or wearing
the object and takes the damage from it, the creature must
This gadget will throw a grappling hook at a target up-to 60
succeed on a Constitution saving throw or drop the object if it
away, make a tinker check with a DC 12 for it to latch securly. can. If it doesn't drop the object, it has disadvantage on attack
As a bonus action you may have the grappling hook retract
rolls and ability checks until the start of your next turn. A
pulling yourself towards the object. You can do this once
creature my attempt to take the gadget off as a action with a
between short rests(engineer level 1 — 10) and twice between
strength check DC 15.
short rests(engineer level 1 1 - 20) Other creatures may use
your grapple to climb if you have not retracted it.
LOCK CRAGHER
Simple complexity gadget schematic
HEADBAND MAGNIEIERS
Simple complexitygadget schematic I Equipment Type Pack Item
I Activation Type 1 Action
I Equipment Type Armor Integration I Uses 2 - Reset
I Activation Type 1 Object Interaction
I Uses Maintain A whirling clockwork mechanisirn that can be attached to
any lock. When attached to a lock, as a action it attempts to
This gadget is used to inspect Objects in more detail. You crack the lock. If the lock requires a DC10 or lower its
may use a bject Interaction to engauge & disengauge the automatically picked open, but anything greater and the DC is
headband which will give you advantage on investigation reduced by 5. You must make a tinkerer check (Int) or the
checks, but while it is engauged your vision is reduced to lock cracker will fail to Open the look. A lock cracker can be
1 Sit. used to attempt to open a lock 2 times with each gadget
charge.
HEALING SYRINGE
Simple complexitygadget schematic
NET LAUNGHER
I Equipment Type Pack Item Simple complexity gadget schematic
I Activation Type 1 Action
I Equipment Type Pack Item
I Uses 1 - Refill
I Activation Type 1 Action
A hollow cyclindar which contains a healing potion I Uses 1 - Refill
concoction. You may use a bonus action to inject this You may make a ranged attack at medium size or smaller
concoction into yourself or another creature. You/they gain creature within 60ft. The target must succeed on a dexterity
1d10 hitpoints and regenerate 1 hitpoint every turn for the saving throw or be grappled and prone. At the end of each of
next 2 turns. This increase to 2d10 and 5 hitpoints her turn, its turns, the target can make strength or dexterity saving
when you reach engineer level 10. throw. On a success, the target is released from the grapple.

HEATJOINER OIL DISPENSER


Simple complexity gadget schema tic
Simple complexity gadget schematic
I Equipment The Pack Item I Equipment Type Pack Item
I Activation Type 1 Action
I Activation Type 1 Action
I Uses 4 - Reset
I Uses 1 — Refill
This gadget is capable ofjoining two metal objects together Slick grease covers the ground in a 10ft square centered
with heat. As an action you can join a metal object to another on a point within 15ft and turns it into difficult terrain for the
metal Object, forming a join which will not come apart. Any
Duration. When the grease appears, each creature standing
creature touching those objects will take 1d8 fire damage. in its area must succeed on a Dexterity saving throw or fall
This gadget can be used 4 times between short rests and 8 prone. A creature that enters the area or ends its turn there
times between short rests after engineer level 10. must also succeed on a Dexterity saving throw or fall prone.

INDUCTION COIL
Simple complexity gadget schematic

I Equipment Type Pack Item


I Activation Type 1 Action
I Uses 1 - Reset (If recovered)
The Simple Clockwork Minion springs into existence in an
PAEAGHUTE CLOAK
Simple complexitygadget schematic unoccupied space on the ground within 15ft. It has AC 10, 1
hit point, and a Strength of Z and it can't Attack. If it drops to
I Equipment 'Iype Armor Integration 0 hit points, the gadget is destroyed. Once on each of your
I Activation Type 1 Object Interaction turns as a Bonus Action, you can Command the minion to
I Uses Maintain move up to 15 feet and interact with an object. The servant
can perform simple tasks that a gnome could do, such as
A modified cloak that when a string is pulled, will perform
fetching things, cleaning, Mending, folding clothes, lighting
as a parachute. When falling the wearer can activate it and fires, serving food, and pouring wine. Once you give the
reduce the fall speed by 40ft a round Once the wearer lands Command, the minion performs the task to the best of its
they must perform a DC 13 Acrobatic (Dexterity) or Dexterity
ability until it completes the task, then waits for your next
Saving Throw, to land safety. On a failure the wearer lands
Command The minion has enough charge to last 2 hours,
prone and takes 1d6 bludgeoning damage. On a success the
and another gadget charge can be used to extend the
wearer lands on their feet and takes 0 damage. The
duration.
Parachute can hold a single creature, up to Medium size and
1501bs. For every 251bs over this the landing DC increases by
SLEEP SYRINGE
1, and the damage taken increases by 1d6. Also on a success,
Simple complexity gadget schematic
the wearer only takes half damage, not 0.
I Equipment The Pack Item
POP-UP SHIELD I Activation Type 1 Action
Simple complexitygadget schematic I Uses 1 — Refill

I Equipment Type Armor Integration This syringe may be injected into a creature; if unaware it
I Activation 'lype 1 Reaction automatically works, or make a melee attack. The creature
I Uses 1 - Reset must make a constitution saving throw or be affected The
creature falls unconscious for 2 hours, or until the sleeper
A small shield deploys from the weares wrist. For the next takes damage, or someone uses an bonus action to shake or
5 attacks against the you, you have a +5 bonus to AC, slap the sleeper awake.
including against the triggering attack.
SMOKESGR‘EEN Eun'rEE
PORTABLE BARRIGADE Simple complexity gadget schematic
Simple complexitygadget schematic
I Equipment Type Pack Item
I Equipment Type Pack Item
I Activation he 1 Action
I Activation Type 1 Action
I Uses 1 - Refill
I Uses 1 - Reset (if recovered)
The gadget is triggered and thrown where the smoke
You attach this gadget to a closed door, window, gate, chest, spreads, to fill a 30—foot-radius sphere for the 1min. The
or other entryway, and it becomes locked/blocked for the smoke spreads around corners. A creature within the smoke
duration. It is impassable until it is broken or the gadget is can't see through it and any attacks made by it and at it, are at
removed While affected by this gadget, the object is more disadvantage.
difficult to break or force open; the DC to break it or pick any
locks on it increases by 5.
STINK VIAL
Simple complexity gadget schematic
REEPEA'PPIEE
Simple complexity gadget schema tic I Equipment Type Pack Item
I Activation Type 1 Action
I Equipment Me Pack Item I Uses 1 — Remake
I Activation Type 1 Action
I Uses 1 - Refill You create a lS-foot—radius sphere of yellow, nauseating gas
centered on the gadget. The cloud spreads around corners,
A modified face mask which can be doned as a action. The and its area is heavily obscured The cloud lingers in the air
wearer gains the ability to breathe underwater or in a gas for the duration. Each creature that is completely within the
filled enviroment where air is still present. This lasts for 1 cloud at the start of its turn must make a Constitution saving
hour or half as long if the wearer is engauged in combat. The throw against poison. On a failed save, the creature spends
duration increases to 8 hours past engineer level 10. its action that turn retching and reeling. Creatures that don't
need to breathe or are immune to poison automatically
SIMPLE Gnocxworut MINION succeed on this saving throw.
Simple complexity gadget schema tic

I Equipment Type Pack Item


I Activation Me 1 Action
I Uses 1 - Reset (if recovered)
A jar of 10 vitality pills, that taste really had. A creature can
THUNDERFLASII
Simple complexitygadget schematic use its action to eat one pill Eating a berry restores 3 hit
point and gives 1 temporary hit point, and they provides
I Equipment The Pack Item enough nourishment to sustain a creature for one day. The
I Activation Type 1 Action pills lose their potency if they have not been consumed within
I Uses 1 — Remake 24 hours of opening the jar.
A small metal cylinder which can be activated and thrown,
where the effect will trigger 2 seconds later. Creature that
WEAPON SCOPE
Simple complexity gadget schematic
can see the gadget when it goes off, within 15ft must make a
Constitution saving throw. If it fails, the target is blinded and I Equipment Type Weapon Integration
deafened for 6 seconds(a turn). At engineer level 10 and I Activation 'Iype Continuous
above the range increases to 30ft and duration to 12 seconds. I Uses Maintain

A cycliar of lenses which extend the distance you can see.


TRAP POWDER
Simple complexity gadget schematic This can only be integrated into a bow / crossbow. Once
integrated the weapons maximum range is extended by 30ft
I Equipment Type Pack Item and effective range by 10ft, and gives a +2 to hit bonus. The
I Activation Type 1 Action gadget will also reduce your effectiveness at close range, if
I Uses 1 - Refill attacking within 10ft you are at disadvantage(opposed to 5ft).
The weapon also gains the Tweaked property.
A small bag of metalic powder which can be scattered
around yourself, triggering the effect. The will move in the
WHIP CANE
direction of any trap within range. A trap, for the purpose of Simple complexity gadget schematic
this spell, includes anything that would inflict a sudden or
unexpected effect you consider harmful or undesirable, which I Equipment 'lype Melee Weapon
was specifically intended as such by its creator. I Activation fipe 1 Bonus Action
I Uses Maintain
TREASURE DETEaI'OR
Simple complexitygadget schematic A walking cane which is not Obviously a weapon, when
triggered it acts like a whip and can be used as a weapon. the
I Equipment ’lype Pack Item whip has the properties; Finesse, Reach and does 1d4
I Activation Type 1 Action slashing damage on hit. If being searched the cane has a +5
I Uses 1 - Reset to the DC to find it. When attacking with this weapon, on a hit
as a bonus action you may trigger its "pull" ability. the target
A small metal box with a display which shows the direction makes a strength saving throw or be pulled towards yourself
of magical items within 30ft of it, which lasts for 10 mins. 5ft.
The gadget can penetrate most barriers, but it is blocked by 1
foot of stone, 1 inch of common metal, a thin sheet of lead, or
3 feet of wood or dirt.
ADVANCED GADGETS:
CLOGKWORK ETPIN
TRUTH SYRINGE Advanced complexity gadget schematic
Simple complexitygadget schematic
I Equipment Type Pack Item
I Equipment Type Pack Item I Activation he 1 Action
I Activation Type 1 Action I Uses 1 - Reset (if recovered)
I Uses 1 - Refill
You call forth a clockwork ettin servant. It has the same
This syringe may be injected into a creature; if unaware it stats as a challange rating 5 Ettin, it disappears if you
automatically works, or make a melee attack. A creature that command it to, when it drops to 0 hit points or 24 hours after
is affected must make a Charisma saving throw. On a failed it was made the charge will run out. The ettin is friendly to
save, a creature can't speak a deliberate lie. You know you and your companions for the duration. Roll initiative for
whether each creature succeeds or fails on its saving throw. the ettin, which has its own turns. It obeys any verbal
An affected creature is aware of the effect and can thus avoid commands that you issue tO it (no action required by you) If
answering questions to which it would normally respond with you don't issue any commands to the ettin, it defends itself
a lie. Such a creature can be evasive in its answers as long as from hostile creatures but otherwise takes no actions. If your
it remains within the boundaries of the truth. The effect will concentration is broken, the ettin doesn't disappear. Instead,
last up-to 5 mins. you lose control and it becomes hostile toward you and your
companions, and it might attack. An uncontrolled clockwork
VrrALmr PILIS ettin can't be dismissed by you, and it disappears 1 hour after
Simple complexity gadget schematic you summoned it.

I Equipment Type Pack Item


I Activation Type 1 Action
I Uses 1 - Remake
BIG 0‘ BERTHER HAND GATAPULT
Advanced complexitygadget schematic Advanced complexity gadget schematic

I Equipment The Pack Item I Equipment We Armor Integration


I Activation Type 1 Action I Activation 'Iype Continuous
I Uses 1 Remake I Uses Maintain

The bigger they are the better? A bomb which may be A small catapult attached to your arm. Your normal
planted or thrown upto 15ft. Once triggered it will detonate in throwing distance is extened to 40ft, and your extended
1d4 turns, all creatures within a 30ft radius must make a throwing distance to 80ft with disadvantage. This can be
dexterity saving thrown. On a failed save take 10d6 fire used on most pratical items inclding you gadgets.
damage and is thrown 30ft away from the origin and knocked
prone, on a success take half as much and move 10ft away. HEALING GAS EurrTER
Advanced complexity gadget schematic
GLOGKWORR POTION DISPENcER I Equipment Type Pack Item
Advanced complexity gadget schematic
I Activation Type 1 Action
I Equipment Type Armor Integration I Uses 1 - Refill
I Activation Type 1 Bonus Action You trigger a wave of healing gas to wash out from the
I Uses 1 - Refill gadget. Choose up to six creatures in a 30—foot—radius sphere
A healing potion hooked straight into the veins. As a bonus centered on the gadget. Each target regains hit points equal
action you may prime it, for the next 8 hours the first time you to 4d8 + your intelligence ability modifier. The gas has no
drop to 0 hit point you trigger the gadget. Instead of falling effect on undead or constructs.
unconscious, you are awake with 4d8 hit points.
LIGHTNING GUN
GRYO Bonn Advanced complexity gadget schematic
Advanced complexity gadget schematic
I Equipment ’lype Pack Item
I Equipment Type Pack Item I Activation Type 1 Action
I Activation The 1 Action I Uses 1 - Reset
I Uses 1 - Remake
You aim this gadget and trigger it where a bolt of lightning
A bomb which may be planted or thrown upto 15ft. Once arcs toward a target of your choice that you can see witin
triggered it will detonate in 1d4 turns, all creatures within a 30ft. Three bolts then leap from that target to as many as
30ft radius must make a constitution saving thrown or be three other targets, each of which must be within 30 feet of
affected An affected target's speed is halved, it takes a -2 the first target. A target can be a creature or an object and
penalty to AC, and takes 4d6 cold damage. On its turn, it can can be targeted by only one of the bolts. A target must make a
use either an action or a bonus action, not both. Regardless Dexterity saving throw. The target takes 8d8 lightning
of the creature's abilities or magic items, it can't make more damage on a failed save, or half as much damage on a
than one melee or ranged attack during its turn. If the successful one.
creature attempts to cast a spell with a casting time of 1
action, roll a d20. On an 1 1 or higher, the spell doesn't take MASS AccELERATOR
effect until the creature's next turn, and the creature must use Advanced complexity gadget schematic
its action on that turn to complete the spell. If it can't, the
I Equipment Type Pack Item
spell is wasted A creature affected by this spell makes
I Activation Type 1 Action
another constitution saving throw at the end of its turn. On a
I Uses 1 - Reset
successful save, the effect ends for it.
You may load a object weighing 1 to 5 pounds into this
FIRE-THROWER gadget. Then aim and trigger the gadget, the object flies in a
Advanced complexitygadget schematic straight line up to 600ft in a direction you choose before
falling to the ground, stopping early if it impacts against a
I Equipment Type Pack Item
solid surface. If the object would strike a creature, ake a
I Activation Type 1 Action
ranged attack against that creature. On a hit, the object
I Uses 1 - Refill
strikes the target and stops moving and both objects take
this gadget is aimed a triggered You create a cone of fire 10d8 bludgeoning damage. On a miss the Object continues
infront of you for 30ft and last 3 turns. When the fire appears, traveling for the alloted distance. The tiggering of this gadget
each creature within its area must make a Dexterity saving only makes a small popping sound
throw. On a failed save, a creature takes 5d8 fire damage, or
half as much damage on a successful save. For the duration it
deals 5d8 fire damage to each creature that ends its turn
inside the fire.
You can setup this gadget in a line around a
MINING DRILL
Advanced complexitygadget schematic location(campsite) where you and those around you will be
notified with a ringing sound automatically if someone
I Equipment '1pr Pack Item crosses it. You do not need to be awake for this to active, you
I Activation Type 1 Action Concentration and your party cannot be suppiised with it active and you
I Uses 1 — Reset have to be within 60 ft for it to function.

This gadget is used to move large amounts of earth and


rock quickly. Once activated it has enough charge for 2 hours,
ROTATING BLADE
Advanced complexity gadget schematic
where is it capable of moving 20 square feet of earth & rock
every 10 minutes. Perfect for building that secret base... I Equipment '1pr Pack Item
I Activation Type 1 Action
PERSONAL GLIDER I Uses 1 - Reset
Advanced complexity gadget schematic
A blade attached to a motor which spins it at high speed
I Equipment Me Armor Integration When activated you may use it to make a melee attach with it,
I Activation Type 1 Action it is a strength based weapon. On hit with this weapon it does
I Uses 1 - Reset 4d8 slashing damage and this weapon has enough fuel to do
four attacks.
You may as a action active this gadget which will make
cloth and wood wings shoot out you backpack, and will
SOUND DAMPENER
survive 6 rounds of use before breaking up. When active you Advanced complexity gadget schematic
can partially control your decent when falling. You reduce
your falling speed to 60ft per round and are able to move 20ft I Equipment fipe Pack Item
in a horitontally direction. If you land before the wings break I Activation fipe 1 Action
up, you takes no falling damage and can land on your feet. I Uses 2 - Reset

You may activate this gadget, and it will last for upto 4
PERSONAL PROTECTIVE EQUIPMENT
hours. When active silence radiates from it, masking you and
Advanced complexity gadget schemch
your companions from detection. For the duration, each
I Equipment Me Armor Integration creature within 30 feet of you (including you) has a +10
I Activation Type Continuous bonus to Dexterity (Stealth) checks and can't be tracked
I Uses Maintain except by magical means.

You have modifed you armor with varyious items you have
SPELL NULLIPIER
collected from you experiences. at the start of each day you Advanced complexity gadget schematic
have resistance to two damage types of your choice: slashing,
piercing, bludgeoning, acid, cold fire, lightning, or thunder. I Equipment '1pr Pack Item
I Activation Type 1 Reaction
PRESSURE-TRIGGERED EXPIDSIVE I Uses 1 - Reset
Advanced complexitygadget schematic
You release burst of disorientating noise in a 30ft cone.
I Equipment Type Pack Item Creatures attempting to casting a spell If creatures in the
I Activation Type 1 Action affected area are casting a spell of 3rd level or lower, it fails
I Uses 1 — Remake and has no effect. If it is casting a spell of 4th level or higher,
make an ability check using your intelligence ability. The DC
A compact explosive which has a pressure trigger already equals 10 + the spell's level. On a success, the creature's spell
ttached to it. You have may place this gadget on the ground fails and has no effect. You may only use this to nullify 1 spell
where if a creature moves onto it 5ft square, roll 1 d6. On 2 to in the area.
6 the gadget is triggered, on a 1 nothing happens. When
triggered the creature that triggers it and all creatures within
SUCTION CUP CLIHDERS
10ft of the gadget takes 4d8 fire damage and thrown 5ft away Advanced complexity gadget schematic
from the gadget. A creature may spot this gadget on the
ground before stepping on it if its passive presseption is I Equipment Type Armor Integration
greater than you gadget DC. I Activation Type 1 Action
I Uses 2 — Reset
PROXImTv DETECTOR
Advanced complexity gadget schematic You have suction cups attached to you feet allowing the
following effect for 4 hours. You gain the ability to move up,
I Equipment Type Pack Item down, and across vertical surfaces and upside down along
I Activation Type 1 Action ceilings, while leaving your hands free. You also gains a
I Uses 1 - Reset climbing speed equal to your walking speed walking speed
but you must make a dexterity check if the surface is not
smooth.
You may make a melee attack at a creature with this gadget
TINPOIL HAT
Advanced complexitygadget schematic upto 2 times(The gadget has the properties Of a dagger), on a
hit the gadget is triggered and burrows into that creature. On
I Equipment '1pr Armor Integration the next 3 turns that creature must make a constitution
I Activation Type Continuous saving throw. On a failure the creature takes 8d8 + 30
I Uses Maintain undodgeable fire damage and no long has to make saving
throws. On a success nothing happens, and after 3 successful
A super technologically advanced head whear which
saves the gadget fails.
prevents effects of the mind When wearing this you have -2
to your charisma ability and are immune to spell effects that
CLOCKWORK COMPANION
require wisdom saving throw.
Intricate complexitygadget schematic

WRIST ROCKET I Equipment Type World Item


Advanced complexity gadget schematic I Activation Iype Continuous
I Uses 1 - Remake
I Equipment Me Armor Integration
I Activation Type 1 Action You must spend several weeks constructing this gadget and
I Uses 1 - Remake many resources. Once completed this Clockwork Compainon
is sentient and allied with you alone. The Clockwork
A bright streak flashes from your wrist with a rocket Companion has the stats and abilities Of the "Shield
shooting out into an explosion of flame. You make a range Guardian". Once it drops to 0 hitpoints it is destroyed and
attack at a creature in 120ft. On a hit the target takes 8d6 fire need to be remade before it can be used again.
damage and each creature within 10ft must make a dexterity
saving thrown. on a failed save they take the same damage, or
INVISIBILITY GENERATOR
half as much damage on a successful one. It ignites Intricate complexity gadget schematic
flammable Objects in the area that aren't being worn or
carried I Equipment Type Pack item
I Activation lype 1 Action
INTRICATE GADGETS: I Uses 1 - Reset

ADRENALINE INPUSION This item is attached to you and is too complicated to be


Indicate complexity gadget schematic used by another. When active it will last upto 1 hour, and will
give yourself and any creature within 5ft of you invisibility for
I Equipment '1pr Armor Integration the duration. If a creature moves out of range Of the gadget it
I Activation 'Iype 1 Object Interaction no longer has invisibility.
I Uses 1 - Refill

This gadget is integrated into your armor for the most TRANSDIMENSIONAL TOOLBOX
efficient administration. When activated it lasts for 2 minutes Intricate complexitygadget schematic
and you gain the following effects; your speed is doubled, gain I Equipment Type Pack item
a +2 bonus to AC, you have advantage on Dexterity saving I Activation Type Continuous
throws, and gains an additional action on each of your turns. I Uses Maintain
The additonal action can be used only to take the Attack (one
weapon attack only), Dash, Disengage, Hide, or Use an Object This toolbox has an interior space considerably larger than
action. its outside dimensions, roughly 2 feet in diameter at the
mouth and 4 feet deep. The toolbox can hold up to 500
AERONAUTICAL TRANSPORT pounds, not exceeding a volume of 64 cubic feet. The toolbox
Intiicate complexity gadget schematic weighs 15 pounds, regardless of its contents. Retrieving an
item from the toolbox requires an action. If the toolbox is
I Equipment '1pr World Item overloaded, pierced, or broken, it ruptures and is destroyed,
I Activation '1pr Continuous Concentration when in use and its contents are scattered in the Astral Plane. If the
I Uses Maintain toolbox is turned inside out, its contents spill forth,
You must spend several weeks constructing this gadget and unharmed but the toolbox must be put right before it can be
many resources, once constructed it can be used to transport used again. Breathing creatures inside the toolbox can
your party and yourself long distances. Consult "Stom Kings survive up to a number of minutes equal to 10 divided by the
Thunder" for ship details. number of creatures (minimum 1 minute), after which time
they begin to suffocate.
CLOCKWORK BURROW-MINE
Intiicate complexity gadget schematic
Created By G.Griffin (Working Prototype revision: B)
I Equipment Type Pack item
I Activation ’lype 1 Action
I Uses 1 - Remake

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