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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.
$= ——
—_
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
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.
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
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
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
COMPOSITE BOW/LIMBI
Simple complexitygadget schematic
INDUCTION COIL
Simple complexity gadget schematic
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
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.
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
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