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View Full Version : D&D 5e/Next Gadgeteer Artificer variant



Yakk
2021-07-28, 02:35 PM
This is an Artificer Variant.

The goal is to make the Artificer "I build things, I don't cast spells" into the mechanics as well into the fiction.

This Artificer's abilities are based off spells, but are explicitly and mechanically actual technomagical devices the Artificer builds.

The core idea is that the Artificer has a limited number of Gizmos she can maintain, and they tend to break down after using them.

Gadgeteer Artificer

Gadgeteering (Replaces Spellcasting feature)

You can build magical Gizmos and Gadgets. While you have no ability to directly cast spells, your Gadgets and Gizmos can create spell like effects.

Your Gadgets and Gizmos cannot be used efficiently by others. Your DM may allow others to use them slowly and with less effect. In addition, they require constant tweaking and repair; you can only manage to keep a limited number functioning at once.

Gizmos and Gadget effects are typically based off a spell. When this is the case, the action requirement to use the Gizmo or Gadget is the same as the Spell's casting time, and saving throws and attack rolls use your Gadgeteering attack modifier (intelligence modifier plus proficiency bonus) and save DC (8+proficiency bonus+intelligence modifier).

The effect of Gizmos and Gadgets is magical, but using them does not count as casting a spell; they cannot be counterspelled, but lingering effects can be dispelled. If the spell they are based off requires concentration, then you must concentrate on performing active maintenence on the Gizmo or Gadget or the effect ends (as if you where concentrating on a spell). This extra maintenance does not require any actions, but fails if you are incapacitated, or if the Gizmo or Gadget is no longer within your ability to reach it.

Building a Gizmo or Gadget takes 1 hour and requires access to a Gadgeteer's tool kit. If the spell the Gizmo or Gadget is based off of requires a material component that is consumed, has a specific price, or is based on a specific location or creature, then you must supply that as part of the material used to build the Gizmo or Gadget. If the spell the Gizmo or Gadget is based on consumed that component, using the Gizmo or Gadget also consumes that component. It is sometimes possible to build a Gizmo or Gadget without a Gadgeteers kit, but that will require you to scrounge for parts, and may take much longer than normal.

Gadgets

Gadgets are relatively reliable and simple devices you have mastered. At 1st level you know how to build 2 Gadgets. You learn how to build 1 additional Gadget at level 5, 11 and 17. For each Gadget you know, pick an Artificer cantrip to base it off of. Using the Gadget causes the effect of the Cantrip to occur.

You can only maintain as many Gadgets as you know. If you build more, ones you do not have the time to maintain rapidly fail.

Another creature can attempt to activate a Gadget. As an action, they can attempt to puzzle it out. This requires an intelligence check against a DC equal to your Gadgeteering saving throw DC at disadvantage. If this check fails, the use backfires and the Gadget is damaged (requires 1 minute to repair). If this check succeeds, they can use the Gadget once before it breaks on their next turn. They use their Intelligence modifier for the attack and saving throw instead of yours, do not add their proficiency modifier, all attacks are at disadvantage, all saves are at advantage.

Building a Gadget requires an hour.

Gizmos

Gizmos create more advanced effects than Gadgets, but tend to break down after you use them. Whenever you use a Gizmo, roll 1d20 plus your proficiency modifier; if the result is 20 or higher, the Gizmo does not break, and can be reused. If the Gizmo has duration, only do this check when the effect ends. This check is not an ability check, attack roll or saving throw.

At 1st level you start with your intelligence modifier (min 1) of blueprints (or formulas) you have mastered, each based off a 1st level artificer spell. These may be collected in a book, but not all artificers are that organized. If you lose a blueprints, recreating one requires 12 hours for every level of the spell the blueprint is based off of, plus 4 hours for every time you take a break to eat, sleep or engage in combat (or similar).

Every time you gain a level, your field research has resulted in you working out a new blueprint based off an artificer spell of a level you can build a Gizmo at or lower. These new blueprints do not require the usual time to write out, but are successful results of your design doodles and experiments.

For each blueprint you start with or gain as you gain levels, you must provide an explanation of how the Gizmo generates the effect to your DM's satisfaction. If you cannot make such a description, you cannot invent that blueprint.

Initially you can build 1st level Gizmos. Starting at level 5, 9, 13 and 17, you can build Gizmos of 1 higher level. If you have levels in classes other than Artificer, you can add 1/3 of their levels (but no more than doubling your artificer level) your Artificer level to determine what level of Gizmo you can build.

You can also find additional blueprints to add to your collection. Usually these are for Gizmos based off artificer spells, but it is possible to find blueprints based off of other spells and effects.

In order to emulate a spell of a specific level, the Gizmo must be of that level or higher. If the spell has an "at higher level" clause, if the Gizmo is higher level, you gain the benefits of that clause when you use the Gizmo.

Building and Maintaining Gizmos

As Gizmos require constant maintenance. If you fail to maintain a Gizmo, it will fail, usually in a matter of minutes or less. You have a number of Gizmo Maintenance Points equal to 1/2 of your Artificer level (round up). Each Gizmo consumes a number of GMPs equal to its level, and when you run out of GMP you do not have the mental and physical bandwidth to keep more Gizmos working. You regain GMPs by simply neglecting a Gizmo and having it fail to work, or using a Gizmo and having it break.

Starting at 5th level, building a Gizmo only requires 10 minutes of time. Starting at 11th level, building a Gizmo requires 2 minutes. Starting at 17th level, building a Gizmo takes 1 minute.

If the Gizmo is based off a spell with the Ritual tag, you can build and immediately use such a Gizmo without investing any GMPs into it.


Balance wise, GMPs are spell points, and you get about as many spell points as a short-rest warlock would get to cast their spells at half your level.

You do get more flexibility than such a Warlock, as a level 20 Artificer could have two level 5 Gizmos, or 10 level 1 Gizmos; meanwhile, a level 10 Warlock only has the option of 2 level 5 spell slots.

The shortening build times make your "short rest" to recover your Gizmos faster.


Subclasses

Alchemist
Starting at level 3, an Alchemist's Gizmos in the form of potions can be sometimes consumed by other people effectively. If the spell that Gizmo is based has an initial target of only one creature (including self) and has a casting time of 1 action or 1 bonus action, the potion-Gizmo can be given to another creature who can consume it as an action (targeting themselves).

At level 5, you add your intelligence modifier to the effect of your Gizmos and Gadgets, not your Spells.

Armorer
Starting at level 3, you can build a special Gadget into your armor as a Gizmo. It requires 1 GMP. Once per turn when you make an attack, you can replace the attack with a use of that Gizmo. When rolling to determine if this Gizmo breaks, you can add your intelligence modifier to the roll.

Artillerist
Your Arcane Firearm ability instead lets you build an actual gun. Building it requires an hour of time with a Gadgeteers tool kit. This gun is a 1d8 damage, 50/200 range weapon that deals either piercing, lighting, cold or fire damage (you choose when you build it). Only you are proficient in it, and it ceases functioning if you fail to maintain it for even a few minutes.

Your Gizmos with an action casting time can be built into individual pieces of ammunition for this weapon, and your Gadgets can be built into a large number of pieces of ammunition for this weapon (dozens per Gadget). When you attack with your arcane firearm, once per turn you can load such ammunition.

Make an attack as normal. Then, hit or miss, you can activate the Gadget or Gizmo so long as at least one of the targets was the creature you attacked. If you hit, any attack rolls you make as part of the Gadget or Gizmo on that creature are at advantage, and the creature has disadvantage on the first save the Gadget or Gizmo imposes.

If the Gizmo ammunition survives the use, you have to extract it from near the target to reuse it.

Such ammunition based Gizmos and Gadgets cannot be used other than through your Arcane Firearm.

Battle Smith
You can build a single Gizmo into your Steel Defender, who is capable of activating it. As an action, you can tell your Steel Defender to use the Gizmo. If the Gizmo can be activated as an action or bonus action, whenever the Steel Defender scores a critical hit, it can activate the built-in Gizmo as a bonus action.

The goal is to tie the Gadgeteering into each subclass.

Most of the rest of the features could probably be left as-is. If you want to push "technology, not magic", here are further modifications:

Infuse Item

If you choose the Gadgeteering option, Infuse Item works differently.

You have to use your Gadgeteering kit to Infuse an item. Infusing such an item requires 12 hours of work, and the item requires daily maintenance to continue to function. You can maintain as many items as you have "infused items".

You do not have to attune to your Infused Items to use them.

Magic Item Adept/Savant/Master

You no longer gain additional attunement slots from this feature if you choose the Gadgeteering option.

Spell-Storing Item

This becomes "Universal Gizmo".

You can build a Universal Gizmo over 4 hours. Choose a 1st-or 2nd-level spell you have a blueprint for that requires 1 action to cast.

While holding the object, a creature (not only you) can take an action to produce the spell's effect from it, using your gadgeteering ability modifier. If the spell effect requires concentration, the creature must maintain the effect like any other gizmo.

This Gizmo is more reliable than your normal Gizmos. When it is used, roll 1d20 plus your Intelligence bonus against a DC of 8. On success, the Gizmo continues to function. (This does not count as an intelligence check, saving throw or attack). On failure, it needs to be rebuilt.

You have to maintain this Universal Gizmo at least every 4 hours, and cannot maintain a Universal Gizmo while building a new one.

Magic Item Adept

Any magic item you build sing your Gadgeteering kit, you can also recycle it to reuse its gp value in building another magic item.

Magic Item Savant

Instead of "You ignore all class, race, spell and level requirements on attuning to or using a magic item.", you can rebuild magic items over 12 hours to allow you to attune to them despite class, race, spell and level requirements.

Magic Item Master

You can attune to a magic item you have built or rebuilt as an action. You can do this once before completing a short or long rest.

Krym
2021-07-29, 10:57 PM
The class seems pretty nice, working as a short-rest based "spellcaster", although I do have a minor thing to mention. When emulating spells that require concentration, you mention having to perform active maintenance on the gizmo in question. While it's probably a fluff description that doesn't change much, I'd suggest changing it to something like holding down a button on a controller or something similar, so it merits less confusion.

Yakk
2021-07-30, 12:46 PM
I reworded that section.

It now makes clear you must (a) maintain concentration, (b) have the gizmo or gadget within reach or accessible on your person, and (c) you do not have to spend actions to do this maintenance.

It is a bit vague, because Gadgets and Gizmos could be bio-hacked rats, potions, mad science electric arcing doodads, clockwork contraptions, or whatever.

I also fixed a round down (level 1 Artificers get 1 GMP, not 0!) and added wording on getting back GMPs.

Yakk
2022-09-01, 09:50 AM
I'm part way through a copy-edit pass improving the wording.