Gadgetry (Engineer)

## Base -

Grappling Hook

As an attack you may pull yourself to a target (20/40). (Does not
require roll)

Net Gun, Shock Generation, or smoke bombs

(Reference - Creature hit by a net is restrained, Action to DC 10
strength check to remove or deal 5 slashing damage to net. DC 10)

## Tier 1 Upgrades

### Shock Gauntlets

You create a pair of powerful Shock Gauntlets that allow you to electrocute your opponents in melee combat. You are considered Proficient with these weapons, and they deal 1d8 **Lightning** Damage on hit as well as remove a single Reaction. Shock Gauntlets also have Advantage on any attack against an enemy wearing metal armour or with the *Wet* condition. The damage of these weapons increases to 2d8 at 5th level, 3d8 at 11th level and 4d8 at 17th level.

### Net Gun

You gain a net launcher which works as 5e Nets but with (20/60). The
escape DC for your nets increases to your class save DC and has extra hp equal
to your engineer level. Light weapon. 2 ammo per reload.

### Enhanced Hook -

Hook range (40-60). May bring a grappled or willing creature with
you.

### Taser Hook - (Req. Shock generation)

When using grappling hook on an enemy, you may use shocking grasp.
If shocking grasp misses you do not have to still move.

### Forceful Hook -

When you hit a target with your grappling hook, you can instead pull
them to you. If it is a creature they may make a strength save against this.

### Smoke Bombs

After a Long Rest, you prepare a number of Smoke Bombs equal to your Intelligence Modifier. As an Action, you or an ally can throw a Smoke Bomb. The range of the throw is equal to 25ft + 5ft x your Strength Modifier. The Smoke Bomb projects a 20ft radius smoke field sphere in which everything within is *heavily obscured*. The smoke lasts for 30 second or until sufficient wind blows it away. The smoke can be removed by 25 points or greater of **Thunder** Damage being dealt to or by anything within its radius.

### Thrust Boots

You design Thrust Boots that, after several harsh training exercises, you learn to use effectively in combat. You build and gain Proficiency with these boots. While you are wearing them, your jump distance and height is tripled.

### Net technology - (Req. Net Gun)

You may use int mod special nets per long rest.

* Reinforced - Net is resistant to all damage.
* Heavy - Target has disadvantage on strength check to remove net
* Barbed - Attempting to remove net or attack deals d6 slashing damage.
* Opaque - Target is blinded until net is removed
* Massive - Net has no size limit and forces enemies within 5 feet of hit target

to also make save against same net.

* Heated - Deals d8 fire damage start of each turn to creature restrained by

it.

### Vision Lens

You design a specialist visor that allows you to see through dense fog and darkness. You gain 30ft of Darkvision and your vision is not effected by gases and fog while you are wearing the visor.

### Active Camouflage

You work on your armor, including camouflage technology. You may use an Action to become *Invisible* for 1 minute or until you attack once per Short Rest.

## Tier 2 -

### Net production - (Req. Net Technology)

You may use int mod special nets per short rest

### Elemental Baton -

This baton deals d12 + Str damage and may apply one of the following
effects per attack.

* Heat - Damage type is fire. Automatically applies burning.
* Lightning - Damage type is Lightning. Next attack against this target has

advantage.

* Thunder - Damage type is Thunder. All creatures within 5 feet of target,

including the target and the wielder, must pass a strength save or be knocked
back 10 feet and take an extra d12 damage.

### Turret Deployment -

You may spend an action to deploy a small autonomous turret. Turret
has an AC of 15 + slot level. And hp equal to 5 times your engineer level.

Each turn it makes an attack with your int + proficiency,
dealing  1 + slot level\*d8 damage.

### Turret cover - (Req. Turret Deployment)

Your turret deploys basic cover. You may deploy a medium sized
turret instead. Creatures within 5 feet of this turret gain half cover.

### Turret Movement - (Req. Turret Deployment)

At the start of your turn your turret may move 30ft.

## Tier 3 -

### Advanced Nets - (Req. Net Technology)

You may apply 2 features to your nets instead of one. Or apply the
same feature twice to gain an advanced effect in addition to the standard.

* Ultra Reinforced - Net can only be escaped with strength check or 2 turns of assistance

from another creature.

* Ultra Heavy - Target must make a con save or be stunned for the first turn in the

net.

* Ultra Barbed - Attempting to remove net or attack deals 2d6 slashing damage. This

damage counts as double for inflicting bleeding, cannot patch bleeding while
Restrained.

* Ultra Opaque - Target is blinded, deafened, and muted. (Sound and radio

communications cannot escape net)

* Ultra Massive - I don't have an idea for this one but I guess it's really big.
* Ultra heated -Deals 3d8 start of each turn to creature restrained by it, con save

against burns giving disadvantage on physical checks for 1 minute.

### Turret Movement - (Req. Turret Deployment)

At the start of your turn your turret may move 30ft.

## Tier 5 -

Masterwork Nets - (Req. Advanced nets)

You may apply 3 features to your nets instead of two. Or apply a
single Legendary effect.

* MagNETic-Sticks to metal targets, giving disadvantage on removing it and all

damage dealt to the net will also be dealt to the target. Deals 8d6 magnetic
damage on impact and at the start of each turn.