Artificer Specialty: Gadgetsmith | Subclass

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Artificer Specialization

Gadgetsmith

Gadgetsmiths are a special kind of Artificer. Rather than commiting to a single path, the Gadgetsmith quite frankly just can't decide! Their inventions are born from short bursts of intense passion and creativity, before they're left in the dust for whatever new idea pops into their head. Still, if you have a problem and an orthodox solution isn't working, a Gadgetsmith may have just the idea to help.... theoretically.

Tool Proficiency

Beginning at 3rd level, you can double your proficiency bonus for checks you make with your Tinkerer's Tools.

Gadgetsmith Spells

Starting at 3rd level, you always have certain spells prepared when you reach certain levels in this class, as shown in the Gadgetsmith Spells Table. These spells count as Artificer spells for you, but don't count against your Artificer spells known.

Gadgetsmith Spells

Artificer Level Spell
3rd Tenser's Floating Disk, Feather Fall
5th Find Traps, Silence
9th Leomund's Tiny Hut, Major Image
13th Arcane Eye, Resiliant Sphere
17th Rary's Telepathic Bond, Wall of Force

Tinkerer's Toys

Beginning at 3rd level, your time spent tinkering has produced results. You gain the following items.

Grappling Hook. You create a grappling hook. As an action while holding it, you can target a surface within 15 feet. You are pulled to that surface. You can use your bonus action on subsequent turns to stay adhered to that surface.

Alternatively you can force a creature within range to make a Strength saving throw against your Artificer spell save DC. On a failed save, you can move them up to 15 feet towards you.

Smoke Bomb. You create a large number of small pellets. While holding one, you can cast fog cloud as an action. It doesn't consume a spell slot when you cast it in this way, and its range is 15 feet not 20.

Magic Weapon. You create a magic weapon. Choose one cantrip from the Wizard spell list that deals damage and has a range greater than 5 feet. Whenever you take the attack action on your turn and you are holding your magic weapon, you can replace the attack with a casting of that cantrip. Once you reach 5th level in this class and gain the extra attack feature, you can replace any number of individual attacks with a casting of that cantrip.

If you lose any of your Tinkerer's Toys, you can replace them whenever you take a short or long rest

Adept Tinkerer

Also at 3rd level, whenever you gain an artificer infusion known, you gain an additional infusion known. You choose this infusion as if you were four levels lower than you were. So at 6th level you would choose an additional infusion as if you were 2nd level, and at 10th level you would gain an an infusion as if you were 6th

Extra Attack

Beginning at 5th level, you can attack twice instead of once whenever you take the attack action on your turn

IED

Beginning at 9th level, you've begun creating a device that will bring profit, joy, or happiness to all who wield it! That being said, it has a few.... kinks. As an action, you can toss a prototype for this device, affectionately referred to as an IED, to a space you can see within 30 feet. Roll on the table below to see what goes wrong:

d8 Effect
1 The IED fails, fizzling out and breaking.
2 The IED explodes in a loud bang. Every creature within 15 feet must make a Constitution saving throw against your Artificer spell save DC. On a failed save, they are blinded and deafened until the start of their next turn. On a success, they shrug off the effects.
3 The IED flash freezes. A 20 foot sphere centered on the IED becomes difficult terrain, as the ground freezes.
4 The IED implodes. Any creature within 15 feet must make a Strength saving throw against your Artificer spell save DC. On a failed save, they are pulled 5 feet towards it.
5 The IED creates a plume of electric smoke in a 15 foot sphere. The smoke lasts a number of rounds equal to your Intelligence modifier. Any creature that starts its turn within the smoke must make a Constitution saving throw against your Artificer spell save DC. On a failed save, they take lightning damage equal to half your level and are blinded until the start of their next turn. On a success, they take no damage but are still blinded.
6 The IED explodes dramatically. All creatures within 20 feet must make a Dexterity saving throw against your Artificer spell save DC. On a failed save, they take fire damage equal to your Artificer level and are knocked prone. On a success, they take half as much and are not knocked prone.

You can use this feature a number of times equal to your intelligence modifier, regaining spent uses on a short or long rest.

Twitchy Fingers

Beginning at 15th level, whenever you take the attack action on your turn, you can replace an attack with a magic item that requires an action to use, or toss an IED.

 

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