SIGNING IN

Hit Points

Hit Dice 1d8 per niveau

Vaardigheden

DEX , INT

Gadgeteer

Niveau Proficiency Bonus Eigenschappen AI Skills Gadgets Overcharge
1 + 2 AI Companion Alpha Prototype Weapon Mastery 1 - -
2 + 2 AI Companion Alpha Prototype Weapon Mastery 1 3 +2
3 + 2 AI Companion Alpha Prototype Weapon Mastery 1 4 +2
4 + 2 AI Companion Alpha Prototype Weapon Mastery 1 5 +2
5 + 3 AI Companion Alpha Prototype Weapon Mastery 2 6 +3
6 + 3 AI Companion Alpha Prototype Weapon Mastery 2 6 +3
7 + 3 AI Companion Alpha Prototype Weapon Mastery 2 6 +3
8 + 3 AI Companion Alpha Prototype Weapon Mastery 2 6 +3
9 + 4 AI Companion Alpha Prototype Weapon Mastery 3 7 +4
10 + 4 AI Companion Alpha Prototype Weapon Mastery 3 7 +4
11 + 4 AI Companion Alpha Prototype Weapon Mastery 3 8 +4
12 + 4 AI Companion Alpha Prototype Weapon Mastery 4 8 +4
13 + 5 AI Companion Alpha Prototype Weapon Mastery 4 9 +5
14 + 5 AI Companion Alpha Prototype Weapon Mastery 4 9 +5
15 + 5 AI Companion Alpha Prototype Weapon Mastery 4 9 +5
16 + 5 AI Companion Alpha Prototype Weapon Mastery 4 9 +5
17 + 6 AI Companion Alpha Prototype Weapon Mastery 5 10 +6
18 + 6 AI Companion Alpha Prototype Weapon Mastery 5 10 +6
19 + 6 AI Companion Alpha Prototype Weapon Mastery 5 10 +6
20 + 6 AI Companion Alpha Prototype Weapon Mastery 5 10 +6

Klasse-eigenschappen

Niveau 1

AI Companion
Alpha Prototype
Weapon Mastery

Niveau 10

Subclass Feature

Niveau 11

Mastery Mods

Niveau 12

Ability Score Improvement

Niveau 14

Subclass Feature

Niveau 15

Bluescreen Protocol

Niveau 16

Ability Score Improvement

Niveau 17

Mastery Mods

Niveau 18

Troubleshooter

Niveau 19

Epic Boon

Niveau 2

Gadgets
Overcharge

Niveau 20

Gadget Matrix

Niveau 3

Gadgeteer Subclass

Niveau 4

Ability Score Improvement

Niveau 5

Extra Attack

Niveau 6

Subclass Feature

Niveau 7

Buffer Protocol

Niveau 8

Ability Score Improvement

Vaardigheden

Armor

light

Weapons

simple

martial

Skills

Startuitrusting

Klasse-eigenschappen

AI Companion (Level 1)

You are assisted by an AI Companion, an intricate data construct which lives on your Datapad and possesses human-like levels of intelligence. It manifests physically as a geometric projection near you; otherwise, it is merely a voice in your ear, checking your reasoning and informing you of relevant information.

Choose one of the following skills: Arcana, Data, History, Investigation, Nature, Religion, or Technology. Technology is recommended. Whenever you make an Intelligence check with the chosen skill, you can treat a d20 roll of 9 or lower as a 10.

Whenever you gain a Gadgeteer level, you can replace the skill you chose with a different one from the list. You can choose additional skills with this feature as you gain certain Gadgeteer levels, as shown on the AI Skills column of the Gadgeteer Features table.

Alpha Prototype (Level 1)

You make a breakthrough innovation with a prototype of your own design. You gain one Alpha Prototype of your choice from the "Alpha Prototype Options" section later in the class description. Your prototype is considered Magical Technology.

Whenever you gain a Gadgeteer level, you can replace the prototype you chose with a different one.

Weapon Mastery (Level 1)

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Laser Swords and Repeaters. Whenever you finish a Long Rest, you can change the kinds of weapons you chose.

Gadgets (Level 2)

You have built or amassed a collection of cutting-edge devices. You gain three Gadgets of your choice from the "Gadget Options" section later in the class description. All Gadgets are considered Magical Technology.

Gaining Gadgets

Whenever you gain a Gadgeteer level, you can replace one of your Gadgets with another one for which you qualify. When you gain certain Gadgeteer levels, you gain more Gadgets of your choice, as shown in the Gadgets column of the Gadgeteer Features table. You can't pick the same Gadget more than once unless its description says otherwise.

Proprietary Design

Your Gadgets are powered by a personal power cell. No other creature can use them.

Replacing Lost Gadgets

If one of your Gadgets is consumed or lost, you can replace it with a new one when you finish a Long Rest.

Saving Throws

If a Gadget requires a saving throw, the DC equals 8 plus your Intelligence modifier and Proficiency Bonus.

Overcharge (Level 2)

Once per turn when you deal damage to a creature using a weapon or Gadget, you can deal an extra 2 Lightning damage to the target. As you gain levels as a Gadgeteer, this extra damage increases, as shown in the Overcharge column on the Gadgeteer Features table.

Gadgeteer Subclass (Level 3)

You gain a Gadgeteer subclass of your choice. A subclass is a specialization that grants you features at certain Gadgeteer levels. For the rest of your career, you gain each of your subclass's features that are of your Gadgeteer level or lower.

Ability Score Improvement (Level 4)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Gadgeteer levels 8, 12, and 16.

Extra Attack (Level 5)

You can attack twice instead of once whenever you take the Attack action on your turn.

Subclass Feature (Level 6)

You gain a feature from your Gadgeteer Subclass.

Buffer Protocol (Level 7)

When a Construct that you can see makes an attack roll against you, you can take a Reaction to activate your Buffer Protocol. The Construct has Disadvantage on attack rolls and ability checks, including against the triggering attack, until the end of the current turn.

Ability Score Improvement (Level 8)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Subclass Feature (Level 10)

You gain a feature from your Gadgeteer Subclass.

Mastery Mods (Level 11)

You can take a Utilize action to tinker with a weapon whose mastery property you can, improving its damage. When you use it, the weapon deals an additional die of damage on a hit. If its damage dice are d10s or d12s, it deals an additional 1d8 instead. This weapon retains this benefit as long as you can use its mastery property.

At Gadgeteer level 17, this extra damage increases to two dice, or 2d8 for weapons with d10 or d12 damage dice.

Ability Score Improvement (Level 12)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Subclass Feature (Level 14)

You gain a feature from your Gadgeteer Subclass.

Bluescreen Protocol (Level 15)

When you take the Attack action, you can replace one of your attacks with activating your Bluescreen Protocol. Choose a Construct that you can see within 60 feet of yourself. The target must succeed on a Wisdom saving throw against your Gadget save DC or have the Paralyzed condition for 1 minute, even if it would normally have Immunity to that condition. At the end of each of its turns, the target repeats the save, ending the condition on itself on a success.

Once you use this feature, you can't do so again until you finish a Short or Long Rest.

Ability Score Improvement (Level 16)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Mastery Mods (Level 17)

Your Mastery Mods extra damage increases to two dice, or 2d8 for weapons with d10 or d12 damage dice.

Troubleshooter (Level 18)

If you fail a saving throw against a spell, magic item, or Magical Technology and you don't have the Incapacitated condition, you can cause yourself to succeed instead.

Once you use this feature, you can't use it again until you finish a Short or Long Rest.

Epic Boon (Level 19)

You gain an Epic Boon feat or another feat of your choice for which you qualify.

Gadget Matrix (Level 20)

You can reconfigure your Gadgets on the fly. As a Magic action, you can replace one of your Gadgets with another one for which you qualify.

Multiklassen

Verworven Vaardigheden

Armor light
Weapons martial

Subklasses

AI Futurist
DarkMatter24
Cyber Surgeon
DarkMatter24
Drone Jockey
DarkMatter24
Hologrammer
DarkMatter24
Jumper
DarkMatter24
Mastermaker
DarkMatter24
Quantum Mechanic
DarkMatter24

Subklasse-eigenschappen

AI Futurist

AI Futurist (Level 3)

Advance Your Artificial Intelligence

As a Futurist, you believe that artificial intelligence is the zenith of all invention. To engineer a perfect AI, one which is capable of inventing on its own merits, is to conquer limitless problems by proxy. After all, an advanced AI which doesn't degrade into a rogue intelligence could turn its vastly superior intellect to dramatically improving the world, innovating in ways organic minds couldn't imagine. Your experiments with neural networks and intelligence theory have steadily edged you closer to finding such an AI, and granted your AI companion newfound aptitude along the way.

Advanced Subroutines

When you roll Initiative, choose for your AI to run Adaptive Accuracy or Predictive Avoidance. You can command it to switch subroutines as a Bonus Action.

Adaptive Accuracy

When you miss a target with an attack, your AI evaluates the mistake and corrects for it. The next attack roll you make before the end of your next turn has Advantage.

Predictive Avoidance

When a creature hits you with an attack roll, your AI predicts the next incoming strike. That attacker has Disadvantage on the next attack roll it makes against you this turn.

Novel Intelligence

Your AI's intellect has improved, granting you the following benefits.

Bonus Skill

You choose one additional skill from the list in your AI Companion to gain the benefits of that feature.

Translator

Your AI knows all languages.

Tactical Analysis (Level 6)

When you roll Initiative, your AI examines one creature of your choice that you can see within 60 feet of yourself. You learn one of the following pieces of information: the target's Armor Class, its Immunities, its Resistances, its Vulnerabilities, or any spells that currently affect the target.

Reactive Hack (Level 10)

When a creature you can see makes an attack against you with a weapon that is Magical Technology, such as a Laser Sword or blaster, you can take a Reaction to command your AI to disable that technology. The attacker must succeed on an Intelligence saving throw against your Gadget save DC or the weapon is disabled until the end of the current turn. The attacker must use a different weapon or an Unarmed Strike or lose the attack.

Hyperintelligence (Level 14)

When you make a D20 Test, you can treat a d20 roll of 9 or lower as a 10.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once) and regain all expended uses when you finish a Long Rest.

Cyber Surgeon

Cyber Surgeon (Level 3)

Heal and Experiment on Your Allies

Cyber Surgeons are at the cutting edge of medical science, using serums infused with nanomachines and experimental biochemistry to do the impossible. Their mandate is not to heal, however, but to learn—a fact that many of their patients discover only after becoming unwitting lab rats for a new drug.

Skilled Surgeon

You gain proficiency in the Medicine skill, if you didn't already have it. Additionally, you gain a bonus to checks using this skill equal to your Intelligence modifier (minimum bonus of +1).

Bio-Serum

As a Bonus Action, you can inject yourself or one creature you can see within 5 feet of yourself with an advanced healing serum. The target regains Hit Points equal to your Gadgeteer level. Additionally, the creature can expend one of its Hit Point Dice and rolls that die. The creature regains additional Hit Points equal to the roll.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

Lazarus Bolt (Level 6)

As a Magic action, you can drive a bolt into the torso of a creature within 5 feet of you that has died within the last minute and shock it back to life. That creature revives with 1 Hit Point and gains Temporary Hit Points equal to twice your Gadgeteer level. This feature can't return to life a creature that lacks a heart, a creature that has died of old age, or a creature that is missing vital organs.

Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending two uses of your Bio-Serum (no action required).

Experimental Trials (Level 10)

When you use your Bio-Serum, you can give the target the effect of one of the following spells of your choice (no concentration required) in addition to the serum's normal effects: Blur, Enhance Ability, Enlarge/Reduce, Invisibility, Spider Climb. The effects of the spell end early for that creature if you use this feature on that creature again.

Biotech Field (Level 14)

As a Magic action, you can activate a healing field in a 30-foot Emanation originating from you. You restore up to 100 Hit Points, divided as you choose among any number of creatures within the Emanation. A creature that regains 1 or more Hit Points from this feature has Advantage on D20 Tests until the start of your next turn.

Once you use this feature, you can't use it again until you finish a Long Rest.

Drone Jockey

Drone Jockey (Level 3)

Command a Swarm of Flying Drones

Most Gadgeteers tinker with drones at some point in their career; after all, they're compact, useful projects, with a limited number of moving parts. However, only Drone Jockeys arm themselves with a fleet of programmed drones. By linking the drones' sensors and Construct cores, they create a cunning swarm intelligence, distributed over the network as a whole. This swarm can act almost autonomously, scouting the area and defending the jockey with mechanical efficiency.

Drone Commander

You have a special Drone Controller, which doesn't count against the number of magic items you can attune to. While using this controller, you gain the following benefits.

Swift Command

If you don't have the Incapacitated condition, you can use your Drone Controller on your turn to command your drone without taking a Bonus Action. You can use this benefit a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Intelligent Blaster

You can use your Intelligence modifier for your drone's attack.

Omni-Drone

A drone connected to your Drone Controller counts as an Assault drone, a Medical drone, and a Shield drone.

Drone Replacements

If your drone is lost, you can create a replacement drone for no cost and connect it to the controller over the course of 1 hour, which can be done during a Short or Long Rest.

Swarm Tactics (Level 6)

You have a second drone linked to your special Drone Controller. When you command your drone using the controller, you can command all of your drones connected to that controller at once, issuing the same commands or different ones.

When you reach Gadgeteer level 10, you gain a third drone linked to your controller.

Sacrificial Dive (Level 10)

When a creature hits you with an attack roll, you can take a Reaction to interpose one of your drones between the attacker and yourself. The attack hits the drone instead of you.

Once you use this feature, you can't use it again until you finish a Short or Long Rest.

Omega Upgrade (Level 14)

You've upgraded the drones connected to your special Drone Controller in the following ways.

Integrated Blaster

Your drones deal 2d6 Radiant damage on hit.

Revival Protocol

The drone restores 18 (4d8) Hit Points to a creature within 5 feet of it.

Shield Projector

Roll a d8 and add it to AC instead of a d6.

Hologrammer

Hologrammer (Level 3)

Create Dazzling Holographic Distractions

Armed with a sophisticated projector, Hologrammers create vivid, photorealistic holograms to confound their foes. Most often, they are accompanied by a holographic decoy, following their every movement as if one crossed their eyes.

Hologram Projector

You have an advanced projector used to create lifelike holograms. The energy used to power this projector is represented by a pool of Hologram points equal to your Gadgeteer level. You regain all expended Hologram points when you finish a Long Rest.

While holding the projector, you can cast one of the spells on the Hologram Projector table from it. The table indicates how many charges you must expend to cast the spell and what Gadgeteer level you must be to cast it. Intelligence is your spellcasting ability for these spells.

Hologram Projector Table
Gadgeteer LevelHologram PointsSpells

3

1

Color Spray, Silent Image

5

2

Blur, Invisibility

9

3

Hypnotic Pattern, Major Image

13

4

Greater Invisibility, Hallucinatory Terrain

17

5

Mislead, Seeming

Illusory Decoy

As a Bonus Action, you can create a holographic duplicate of yourself which follows your event movement and lasts for 10 minutes. When a creature hits you with an attack roll while your duplicate remains, roll a d6. If it rolls a 3 or higher, the duplicate is hit instead of you and the duplicate is destroyed.

Once you use this Bonus Action, you can't use it again until you finish a Short or Long Rest. You can also restore your use of it by expending 2 Hologram points (no action required).

Dazzling Devices (Level 6)

You gain the Magic Item (Flashbang) and Magic Item (Invisibomb) Gadgets, which don't count against your number of Gadgets. When you take the Attack action, you can replace one of your attacks with throwing a Flashbang or Invisibomb.

Holographic Burst (Level 10)

When your Illusory Decoy is destroyed, you can take a Reaction to expend 2 Hologram Points to deal 2d8 Radiant damage to the attacker and immediately create a new decoy.

Cognitohazard (Level 14)

While Concentrating on Hypnotic Pattern, Major Image, Mislead, or Silent Image, you can replace one of your attacks with the illusion lashing out against a creature you can see within 30 feet of the spell's image. The target makes a Wisdom saving throw against your Gadget save DC. On a failed save, it takes 3d6 plus half your Gadgeteer level (round down) Psychic damage and has Disadvantage on the next saving throw it makes before the end of your next turn. On a successful save, it takes half as much damage only.

Jumper

Jumper (Level 3)

Leap Through Dimensional Portals

Gadgeteers with an expertise in dimensional portals are known as Jumpers. Brandishing their signature portal devices, Jumpers can create and hop between portals in a blink of an eye. As their mastery over portal technology grows, they can enhance and manipulate their portals, teleporting themselves and others wherever they please.

Slip Gate

As a Bonus Action, you can activate a portal device to create two 5-foot diameter circular portals at locations you choose within 30 feet of yourself. The portals are two-dimensional glowing rings filled with mist that blocks sight. They float inches from the ground and are perpendicular to it. Anything that travels through the front of one portal is instantly transported to the other location, appearing in the unoccupied space nearest to the front of the portal. The portals dissipate after a creature travels through them, after 1 minute, or if you dismiss them on your turn (no action required).

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once) and regain all expended uses when you finish a Long Rest.

Dimensional Pit (Level 6)

As a Magic action, you can create a circular portal next to a Large or smaller creature you can see within 60 feet of yourself. The target must succeed a Dexterity saving throw against your Gadget save DC or be pulled into the portal and be transported to a harmless demiplane for 1 minute. The portal then closes behind it. At the end of each of its turns, the target can repeat this saving throw, reappearing in the space if left or in the nearest unoccupied space if that space is occupied on a success.

If the target succeeds its initial saving throw, the portal remains open until the end of your next turn. The portal floats inches from the ground and is perpendicular to it. A creature that is pushed into the portal is transported to the harmless demiplane as if it failed a saving throw.

Once you use this feature to create a portal, you can't use it again until you finish a Short or Long Rest.

Improved Slip Gate (Level 10)

When you or an ally goes through one of your Slip Gate portals, you can choose one of the following additional effects.

Persistent Gate

The portals don't dissipate after the creature travels through them.

Shield Gate

The creature gains Temporary Hit Points equal to your Gadgeteer level plus your Intelligence modifier.

Tele-Frag

Immediately before the creature arrives at the destination, each creature within a 5-foot Emanation originating from the destination portal makes a Dexterity saving throw against your Gadget save DC, taking 4d6 Force damage on a failed save or half as much damage on a successful one.

Displacement (Level 14)

When you take the Attack action, you can replace one of your attacks with attempting to teleport an enemy you can see within 60 feet of yourself. The target must succeed on a Charisma saving throw against your Gadget save DC or be teleported to an unoccupied space of your choice within 60 feet of yourself and have the Prone condition.

Mastermaker

Mastermaker (Level 3)

Perfect Your Body Through Cybernetic Grafts

Nearly all Gadgeteers strive for perfection in their work, but Mastermakers take this goal to a logical extreme: using the technology at their disposal, they seek to engineer away their own biological defects. By grafting Gadgets and technology onto their bodies (and making liberal use of vect components), Mastermakers gradually become hybrids of living beings and machines. They are stronger, tougher, and more agile than their counterparts, but many would argue that their techniques are too extreme—too unnatural—no matter what the results.

Advanced Construct Grafts

You have improved your body with Construct grafts, granting you the following benefits.

Two Grafts

You gain two Common or Uncommon Construct grafts of your choice. Arm Cannon and Shield Module are recommended.

Quick Installation

You can take the Utilize action to install a Construct graft on your body.

Painless Attachment

You don't lose Hit Point Dice from installing or removing grafts, and it takes you no time to recover after the attachment of a new graft.

Reconfigure

You gain a +2 bonus to your Strength, Dexterity, Charisma, or Wisdom score, to a maximum of 20. When you finish a Short or Long Rest, you can change which ability score you choose for this bonus.

Engineered Identity (Level 6)

You gain special Android Skin and Voice Changer grafts, which don't take up External and Internal graft slots respectively. When you finish a Short or Long Rest, you can change the appearance of the Android Skin.

Expendable Parts (Level 10)

When you are hit by an attack roll, you can take a Reaction to ensure that one of your installed grafts absorbs the brunt of the damage. The damage dealt to you is reduced by an amount equal to your Gadgeteer level plus your Intelligence modifier. The chosen graft is temporarily damaged. You can't use that graft or remove it from its body slot until you repair it when you finish a Long Rest. You can't choose your special Android Skin or Voice Changer when using this feature.

Construct Perfection (Level 14)

By installing a Construct core into your head, you gain the following benefits.

Heightened Intelligence

Your Intelligence increases by 2, to a maximum of 22.

Immunities

You have Immunity to Poison and Psychic damage and to the Charmed, Frightened, and Poisoned conditions.

Quantum Mechanic

Quantum Mechanic (Level 3)

Manipulate Quantum Dynamics with Gadgets

Gadgeteers at the forefront of physics often become Quantum Mechanics, creating devices to explore and exploit the paradoxical nature of tiny, fundamental particles. Through this arsenal of quantum tools, they can change the trajectory of blaster bolts, tunnel through solid matter, and manipulate probability in their favor.

Temporal Relativism

You learn the Moment to Think cantrip. Additionally, whenever you roll Initiative, you can cast Delay without a spell slot. Intelligence is your spellcasting ability for these spells.

Uncertainty Principle

When you miss with an attack roll, you can reroll the attack and you must use the new roll. If this rerolled attack hits, the target takes damage as if you rolled a 1 on all of the damage dice.

Quantum Tunneling (Level 6)

You can activate a quantum tunneling device as a Bonus Action. Until the end of your turn, you have Resistance to all damage and can move through occupied spaces as if they were Difficult Terrain. If you end your turn in such a space, you are shunted to the last unoccupied space you were in.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once) and regain all expended uses when you finish a Long Rest.

Schrödinger's Defense (Level 10)

When you take damage, you can take a Reaction to activate a Feline Waveform Collapser. Roll a d20. If the die rolls a 10 or higher, you take no damage.

Once you use this feature, you can't use it again until you finish a Short or Long Rest. If you roll a 9 or lower on the d20, this use of the feature isn't expended.

Entanglement (Level 14)

As a Magic action, you can attempt to entangle yourself with a creature you can see within 30 feet of yourself. The target must succeed on a Charisma saving throw against your Gadget save DC or be linked to you for 1 minute. While linked, you have Resistance to all damage. Each time you take damage, the linked creature takes the same amount of damage. The Entanglement ends early if you have the Incapacitated condition, if the linked creature dies, if the linked creature is ever more than 30 feet away from you, or if you dismiss it (no action required).

Once you use this feature, you can't use it again until you finish a Short or Long Rest.