
Artificer: Gadgeteer
A gadgeteer uses their inventing prowess to create a variety of tools, that they throw at any problem that faces them.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with one type of artisan's tools of your choice.
Gadgeteer Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Gadgeteer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Gadgeteer Spell List
| Artificer Level | Spell |
|---|---|
| 1st | fog cloud, Tasha's hideous laughter |
| 5th | flaming sphere, spike growth |
| 9th | haste, thunderstep |
| 13th | dimension door, wall of fire |
| 17th | far step, wall of force |
Belt of Wonders
Beginning at 3rd level, you have created a sash, belt or some other such creation to carry an impossible amount of your creations, with which you can bring out a tool for any situation. You can create your Belt of Wonders over the course of a long rest. While you are wearing your Belt of Wonders, you gain the following benefits:
- You can replace any artificer cantrips you know with cantrips from the Artificer or Wizard spell list whenever you finish a short or long rest.
- You learn 3 more cantrips of your choice from the Artificer or Wizard spell list.
- You can use the belt as a spell casting focus for your artificer spells.
Portable Tinkerer
Also at 3rd level, as an action while wearing your Belt of Wonders, you can configure your belt to switch and modify your inventions on the fly. For 1 hour or until you are incapacitated or end it as a bonus action, whenever you cast an artificer cantrip, you can cause one of the following effects:
- If the cantrip successfully affects a creature of Large size or smaller, you can move the creature up to 10 feet horizontally in any direction.
- The targets space is filled with fog and is considered heavily obscured until the start of your next turn.
- Instead of dealing damage, you can move yourself up to 30 feet towards the target, as you attach a grappling line. This movement does not provoke opportunity attacks.
Once you use this feature, you cannot do so again until you finish a long rest or expend a spell slot to use it again.
Quick Hands
Starting at 5th level, when you cast an artificer cantrip using your action, you can cast an additional artificer cantrip as part of the same action. You can only cast a cantrip that requires a melee weapon attack once per action.
Master of Wit
Starting at 9th level, you can outsmart your opponents on the field of battle. Once per turn, when you damage a target with an artificer spell, you can cause it to make an Intelligence saving throw against your artificer spell save DC. On a failure, you can apply one of the following effects to it:
- If the target is Large or smaller, it is knocked prone.
- The target is blinded until the end of your next turn.
- The target is restrained until the end of your next turn.
- The creature is stunned until the start of your next turn.
You can use this feature a number of times equal to your Intelligence modifier, and regain all uses when you finish a long rest.
Throw the Bag
By 15th level, your bag of tricks grows bigger, functioning even in the most desperate of situations. You gain the following benefits:
- As an action, you can cast every artificer cantrip you know at once. These can target the same creature or a different creature. Once you use this feature, you cannot do so again until you finish a long rest.
- Whenever you finish a long rest, choose two spells from any spell list of a level from which you cast. You can prepare and cast those spells as if they were artificer spells.