Tinkerer - Roguish Archetype

by NordicCub

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Roguish Archetype - Tinkerer

In the bustling city of Eldoria, where shadows dance along narrow alleyways and secrets linger in every corner, there exists a rogue like no other: Zara Nightshade, the ingenious gadgeteer. With a mischievous glint in her emerald eyes, Zara navigates the urban labyrinth with unparalleled finesse, relying not only on her nimble fingers but also on the myriad of clever contraptions she crafts in the secrecy of her hidden workshop. From smoke-emitting diversion devices to silent grappling hooks, Zara's arsenal of gadgets is as diverse as her cunning mind. Whether navigating the treacherous rooftops in pursuit of a mark or infiltrating the labyrinthine dungeons that sprawl beneath the city, Zara's gadgets are the key to her success, ensuring she remains steps ahead of both friend and foe. As the moon casts its silvery glow over Eldoria, the silhouette of Zara Nightshade emerges from the darkness, a rogue whose every step is accompanied by the faint hum of her intricate creations.

Tinkerer's Arsenal

Your time spent tinkering allows you to craft a weapon that suits your fighting capabilities. At 3rd level, over the course of a long rest, you can construct one of the Arsenal Weapons listed below. You are proficient with each Arsenal Weapon you craft. Your Arsenal Weapon remains indefinitely, but when you die, the weapon ceases to function. If you try to craft another Arsenal Weapon while one is still active, the previous weapon ceases to function.

  • Energy Blades You construct a pair of blades capable of tearing through an enemies defenses. These blades are two melee weapons with the Light and Finesse properties that deal 1d6 force damage. While you wield these weapons, when you take the attack action and use two weapon fighting, you can make the additional attack with the same Attack action instead of a bonus action.
  • Energy Blaster You construct a blaster that attunes you to the ebb and flow of combat. This blaster is a ranged weapon with the with a normal range of 40 feet and a long range of 120 feet and deals 1d6 radiant damage. While you wield this weapon, you can use a reaction to make a ranged weapon against a creature that makes an attack or casts a spell within 40 feet of you and make an opportunistic shot. This shot deals damage equal to half your Sneak Attack damage (rounded down).
  • Energy Cannon You construct a weapon with the ability to attack enemies from a great distance. This cannon is a ranged weapon with the Two-Handed property with a normal range of 120 feet and a long range of 300 feet and deals 1d12 lightning damage. While you wield this weapon, as a bonus action, you can make an Intelligence (Investigation) check against that creature's Armor Class. If you succeed, your ranged weapon attacks can use Sneak Attack against that target even if you don't have advantage or an enemy to the enemy is not within 5 feet of the target, so long as you don't have disadvantage on your attack roll.
  • Energy Gauntlets You construct a pair of gauntlets capable of simulating mighty strength. These gauntlets are a melee weapon while you aren’t holding anything in it. This weapon has the finesse property and deals 1d8 thunder damage. While you wield this weapon, when you use your Sneak Attack against a target you can make a grapple or shove check against that creature using Dexterity (Acrobatics) instead of Strength (Athletics).

Gadgets and Gizmos

Your nimble fingers, once accustomed to the finesse of lockpicking and silent infiltration, now embrace the delicate dance of crafting intricate devices. At 3rd level, choose a gadget from the list at the end of the subclass, gaining the benefits listed in its description. You select an additional gadget at 5th, 7th, 11th, and 15th level. You can’t select a gadget more than once. Whenever you gain a level in this class, you can exchange one of your existing gadgets with another gadget of the same level requirement as the replaced gadget. Whenever an existing gadget is exchanged for a replacement gadget, the new gadget is selected as if you’re the level you were when you originally gained that gadget. For example, as a 5th-level tinkerer, you could select one 3rd-level gadget and one 7th-level gadget, or two 3rd-level gadgets, but you would not be able to select two 7th-level gadgets.

Your gadgets are a combination of innovative mechanical parts and magic. You use your Intelligence for gadget based effects when they refer to a spell attack roll or spell save DC.

Gadget and Gizmos DC = 8 + your proficiency bonus +

your Intelligence modifier

Gadget and Gizmos modifier = your proficiency bonus + your Intelligence modifier

Thief's Tinkering

You have honed your skills, transforming your once humble thieves' tools into a sophisticated set of artisan's tools. Starting at 9th level, as an action, you can transform your thieves' tools into any type of artisan's tool of your choice (see the "Equipment" chapter in the Player's Handbook for a list of artisan's tools). Whatever form your thieves' tools takes, you are proficient with it.

Additionally, you have advantage on Intelligence (Investigation) checks to search for traps and have advantage checks you make with thieves' tools to disable traps.

Arsenal Upgrades

Your Arsenal Weapons become sleeker, deadlier, and imbued with an elegance that belied their lethal potential. Each of your Arsenal Weapons gains the following benefits:

  • Energy Blades When a creature within 5 feet of you misses you with a melee attack, you can use your reaction to make a weapon attack against that creature.
  • Energy Blaster When you use your reaction to make an opportunistic shot, the creature has disadvantage on the attack roll and you get advantage on your next attack roll until the end of your next turn.
  • Energy Cannon When you make an attack roll against a creature that you made an Intelligence (Investigation) against and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target. This attack also deals Sneak Attack damage.
  • Energy Gauntlets As an action, you can push a grappled target 30 feet in a straight line. If the target's path is obstructed by a creature or surface, they are pushed until they hit the target or surface and take damage equal to your Sneak Attack damage and must make a Constitution saving throw or be stunned until the end of their next turn. This counts as dealing Sneak Attack damage and you can't use this feature again until you finish a short or long rest.

Master Craftsman

Your hands, once adept at swift strikes and silent pilfering, now moved with the precision of a virtuoso craftsman, shaping the very essence of innovation. At 17th level, you can replace any number of your gadgets at the end of a long rest. The rules for replacing gadgets still apply.

List of Gadgets and Gizmos

3rd Level Gadgets
  • Smoke Pellets As an action, you can use a smoke bomb to cast the fog cloud spell centered on yourself, requiring no components. The spell doesn’t require your concentration. You can do this a number of times equal to your Intelligence modifier and regain all expended uses at the end of a long rest.
  • Hidden Trap As an action, you can place down a trap on a surface you can see within 5 feet of you. This trap occupies a five-foot cube and a creature that steps on the trap triggers it. A creature that triggers the trap has its speed reduced to 0 until the end of their turn and must make a Dexterity saving throw against your Gadgets and Gizmos DC. A creature takes damage equal to your Sneak Attack on a success and half on a failure. In order to detect the trap, a creature must make an Intelligence (Investigation) check against your Gadgets and Gizmos DC. You use this gadget a number of times equal to your Intelligence modifier but you may only have one trap active at a time and regain all expended uses at the end of a long rest.
  • Flash Grenade You create a device capable of blinding enemies. As an action, you can use the device and target a point within 30 feet of you. Any creature within 20 feet of that point must succeed on a Dexterity saving throw against your Gadget and Gizmos DC or be blinded for one minute. Once used, this gadget can’t be used again until you finish a short or long rest.
  • Energy Bola You throw an energy infused bola in an attempt to stop foes dead in their tracks. Energy Bola is a simple ranged weapon that you are proficient with that has a normal range of 20 feet and no long range. When you hit with this weapon, instead of the target taking damage, the target is restrained. While restrained, a target can make a Strength (Athletics) or Dexterity (Acrobatics) check against your Gadgets and Gizmos DC to escape the bola. You can use this feature a number of times equal to your Intelligence modifier and regain all expended uses on a long rest.
  • Silent Boots These boots muffle your footsteps, allowing you to move silently. While you wear these boots, your steps make no sound, regardless of the surface you are moving across. Additionally, you can activate this item to grant yourself an aura of silence. As an action, for the next minute, a 10 foot space centered on yourself is under the effect of the silence spell. Once you activate this gadget you can't do so again until you finish a short or long rest.
7th Level Gadgets
  • Rocket Boots You gain a flying speed of 30 feet. Additionally, as an action you can overcharge your rocket boots, launching yourself up to 60 feet in any direction. This movement doesn’t provoke opportunity attacks, and you carry up to one willing creature of your choice within 5 feet with you. Neither you or the carried creature takes falling damage on landing. Creatures that are within 10 feet of you when you use this ability must make a Dexterity saving throw against your Gadgets and Gizmos DC. On failure, they take damage equal to your Sneak Attack dice. On success, they take half as much damage. This counts as using Sneak Attack. Once you use this action, you no longer have a flying speed for one minute, as your rocket boots need to recharge.

  • Grappling Hook As an action or with the bonus action granted by your Cunning Action, you may target a surface, object or creature within 30 feet. If the target is Small or Smaller, you can make a Dexterity (Acrobatics) grappling check to pull it to you and grapple it (automatically succeeding against objects that are not being worn or carried unless the DM sets a difficulty for a particularly complicated scenario).

    Alternatively, if the target is Medium or larger, you can choose to be pulled to it. This automatically succeeds, but this does not grapple it, though if it is a surface or large object, you can choose to hold onto at the point you grappled if there is something to grab onto. Attacks of opportunity generated by this movement have disadvantage.

  • Gate-Crasher Suit As an action, you can become intangible, and move through creatures or objects until the end of your turn. If you end your turn inside a creature or object, you are forced to the nearest unoccupied location, taking 2 force damage for each foot you are forced to move. Once you become intangible using this gadget, you can’t do so again until you finish a long rest.

  • Invisibility Watch As an action you can activate your watch to project an image of your surroundings onto yourself. You are under the effects of the greater invisibility spell for one minute. Once used, this gadget cant be used again until you finish a short or long rest.

15th Level Gadgets
  • Tinkerer's Goggles You have constructed a set of goggles that give you a heightened sense of awareness and an uncanny ability to perceive the subtleties of the world. While wearing these goggles you gain the following benefits:
    • You can see normally in darkness, both magical and nonmagical, to a distance of 30 feet.
    • You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
    • You can't be surprised while you are conscious.
  • MOAB You have learned to construct the MOAB, a devastating bomb of arcane destruction. Creatures within 20 feet of a target point within 60 feet of you must make a Dexterity saving throw against your Gadget and Gizmos DC or take damage equal to your Sneak Attack damage. Creatures that succeed this saving throw take half damage. This counts as dealing Sneak Attack damage. Once you use this gadget you can't do so again until you finish a short or long rest.
  • Improvised Gadget Your quick wit and nimble hands allow you to quickly create a gadget on the fly. As an action, you can craft a 3rd Level Gadget of your choice from. Gadgets that have more than one use can only be used once. Improvised gadgets are not as sustainable, and disappear after 1 minute. Once you have crafted a gadget, you can’t craft another gadget from it until you finish a short or long rest.
NordicCub
 

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