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Homebrew

Charmsmith

As dusk fell, casting long shadows through ancient trees, Chiron stood before his forge at the edge of town. His broad silhouette was illuminated by the forge’s fiery glow, his powerful arms shaping a weapon of molten steel. In his hands, metal and magic converged, giving birth to a sword that shimmered with an ethereal light, its blade etched with runes of ancient power. Beside Chiron, his latest creation, an autonomous companion whirled softly, and watched its master craft. It resembled a clockwork owl with intricate gears and glowing runes.   Suddenly, the tranquility of the forestline was shattered by a thunderous roar. From the darkest depths of the Elderglade emerged a monstrous creature, a behemoth of nightmares, its towering form blotting out the moon. Its eyes, like burning coals, seethed with unspeakable rage. Chiron knew this dark fiend intended to crush his home, and kill his neighbors.   Gripping the handle of his newly forged sword, Chiron felt the runes flare to life, their glow intensifying in response to the looming threat. He stepped forward, his figure an unwavering bastion against the encroaching darkness. The sword hummed in his grasp, resonating with the ancient magic of the forest and the unyielding spirit of its smith.   At his command, the mechanical owl took flight, its gears whirring as it circled overhead, casting a protective aura around Chiron. The beast charged, its massive form shaking the earth, and Chiron met its fury head-on. With each swing, the sword sang through the air, its enchanted edge cutting through the shadowy hide of the creature. Sparks flew, and magic swirled, as Chiron, the embodiment of his people’s spirit and skill, fought to protect the home he cherished.   The mechanical owl swooped down, distracting the beast with a flurry of magical sparks, providing Chiron with crucial openings. Chiron moved with a grace that belied his size, each dodge and weave a dance of survival. He struck with precision, his blade finding the weakness in the creature’s formidable armor. The runes on his sword glowed brighter with each hit, unleashing bursts of magical energy that seared the beast’s flesh. The forest echoed with the clash of steel, the roar of the beast, and the whir of the mechanical companion.   The creature, wounded and enraged, unleashed a fearsome onslaught, its jaws snapping and claws swiping with lethal force. Chiron, with the aid of his mechanical ally, parried and struck with relentless fury. In a final, desperate bid, the creature lunged, its maw wide open in a fatal strike.   With a roar that matched the beast’s own, Chiron plunged his sword deep into its heart, the runes flaring wildly. At the same moment, the mechanical owl unleashed a burst of magical energy, amplifying the sword’s power. A blinding light engulfed the beast, its form writhing as the enchantments did their work. With a final, ear-splitting howl, the creature collapsed, its dark essence dissolving into the night air.   Chiron stood victorious, his sword still glowing with residual magic, and the mechanical owl perched proudly on his shoulder.  

To the Charm Forge!

In the heart of the mystic forest city of Elderglade, where the trees whisper ancient secrets and the streams hum with enchanted ore, the Charmsmiths carve out their legacy. Born from a lineage of bearfolk artisans, alchemists, and tinkerers these master craftsmen are the bridge between the tangible and the magical. Their hands, strong yet precise, forge more than mere metal and wood; they weave arcane energies into every hammer strike and seem stitch. In this realm where the mundane dances with the mystical, the Charmsmiths stand as guardians of balance, their creations embodying the harmonious fusion of brawn and sorcery. Each weapon, each trinket, and each contraption is not just a tool, but a testament to their unparalleled skill. As bearfolk legends tell, it is not just what the Charmsmiths create that defines them, but the spirit and intention they infuse into each creation.  

Order from Form

Charmsmiths are paragons of order, and architects of society’s progress. They embody a steadfast commitment to harmony, law, and the betterment of civilization as a whole.   To be a Charmsmith is to embrace a life dedicated to the intricate balance of order and creativity. These individuals operate under a strict moral code, upholding justice, fairness, and altruism in every facet of their lives. Their creations, imbued with the essence of law and goodness, serve as more than just magical tools; they are symbols of the order that Charmsmiths strive to manifest in the world.   Charmsmiths excel as statesmen, traders, and city planners, seamlessly integrating their skills into the fabric of society. In the halls of power, they are respected diplomats and advisors, their wisdom and foresight shaping policies that foster peace and cooperation. Their inherent understanding of structure and function makes them unparalleled in designing cities where magic and technology coexist in harmonious synergy, enhancing the lives of their inhabitants.   In the realm of trade, Charmsmiths are ingenious and ethical merchants. Their gadgets and enchantments are not only marvels of craftsmanship but also tools for ensuring fair and prosperous commerce. They innovate tirelessly, creating devices that improve efficiency, communication, and the overall well-being of their communities.   Being a Charmsmith means more than wielding a hammer or chanting an incantation; it is a commitment to the ideals of justice and progress. Through their gadgets, enchantments, and wise counsel, Charmsmiths seek to bring societal development to its peak. They are the quiet guardians of civilization’s growth, ensuring that advancement and morality walk hand in hand. In a world often torn by chaos and conflict, the Charmsmiths stand as beacons of hope, proving that the greatest magic lies in creating a better world for all.  

The Charmsmith Table

LevelProf. BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st +2 Craft Specialization, Expansive Mind, Home City 3 2 - - - - - - - -
2nd +2 Duality, Commerce and Logistics 3 3 - - - - - - - -
3rd +2 Dismantle, Temporal Affinity 3 4 2 - - - - - - -
4th +2 Ability Score Improvement 4 4 3 - - - - - - -
5th +3 Duality, Statesman 4 4 3 2 - - - - - -
6th +3 Craft Specialization 4 4 3 3 - - - - - -
7th +3 Cerebral Mastery 4 4 3 3 1 - - - - -
8th +3 Ability Score Improvement 4 4 3 3 2 - - - - -
9th +4 Duality, City Planning 4 4 3 3 2 1 - - - -
10th +4 Craft Specialization 4 4 3 3 2 1 - - - -
11th +4 - 5 4 3 3 2 1 1 - - -
12th +4 Ability Score Improvement 5 4 3 3 2 1 1 - - -
13th +5 - 5 4 3 3 2 1 1 1 - -
14th +5 Craft Specialization 5 4 3 3 2 1 1 1 - -
15th +5 Duality, Empire Building 5 4 3 3 2 1 1 1 1 -
16th +5 Ability Score Improvement 5 4 3 3 2 1 1 1 1 -
17th +6 Craft Specialization 5 4 3 3 2 1 1 1 1 1
18th +6 - 5 4 3 3 3 1 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 2 2 1 1 1
20th +6 Duality, Craft Specialization 5 4 3 3 3 2 2 2 1 1
hit dice: 1d10
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 (or 6) + your Constitution modifier per Charmsmith level after 1st
armor proficiencies: Heavy armor, shields
weapon proficiencies: None
tools: Any one of the artisan’s tools
saving throws: Constitution, Wisdom
skills: Choose two from Arcana, Persuasion, Intimidation, Medicine, Perception, Insight
starting equipment:
You start with the following items, plus anything provided by your background:
  • (a) a shield
  • (a) scale mail, (b) leather armor, or (c) chain mail
  • (a) a scholar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
  • (a) any one of the artisan’s tools
  • spellcasting:

    Expansive Mind

    Charmsmiths spend years of their lives deep in study and have trained their minds to hold on to every detail. Because of this, they can learn more cantrips and have more spells prepared at once. At 1st level, you know three cantrips of your choice from the Charmsmith spell list. You learn additional Charmsmith cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Charmsmith table. The table also shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of Charmsmith spells that are available for you to cast, choosing from the Charmsmith spell list. When you do so, choose a number of Charmsmith spells equal to your Wisdom modifier times two, plus your Charmsmith level. These spells must be of a level you have spell slots.  
    Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
    Spell attack modifier = your proficiency bonus + your Wisdom modifier
    class features:

    Home City

    Charmsmiths form deep bonds with their chosen home cities. Choose a city in the setting to be your home city; you may change this city at the Dungeon Master’s discretion.  

    Craft Specialization

    At 1st level, you choose a craft specialization that defines your Charmsmithing style: Auracraft, Gadgeteer, or Contraptionist. Your choice grants you features at 1st level and again at 6th, 10th, 14th, 17th, and 20th levels.  

    Commerce and Logistics

    At 2nd level, all items sold at stores are 10% cheaper for you, and you are able to get 10% more gold when you sell things.  

    Duality

    At 2nd level, you may choose a Crafting Specialization you did not specialize in to gain a few benefits from that specialization. You will gain additional benefits from this selection again at 5th, 9th, 15th, and 20th levels.  

    Auracraft

    At 2nd level, you learn one Novice Soulflare and can have up to two active Soulflares.   At 5th level, you learn one Apprentice Soulflare and can have up to three active Soulflares.   At 9th level, you learn one Journeyman Soulflare and can have up to four active Soulflares.   At 15th level, you learn one Expert Soulflare and can have up to six active Soulflares.   At 20th level, you learn one Master Soulflare and can have up to eight active Soulflares.  

    Contraptionist

    At 2nd level, you learn one Contraption Companion blueprint with no upgrades and can have up to one Contraption Companion.   At 5th level, you can add one Novice upgrade to your Contraption Companion.   At 9th level, you can add one Apprentice upgrade to your Contraption Companion.   At 15th level, you can add one Journeyman upgrade to your Contraption Companion.   At 20th level, you can add one Expert upgrade to your Contraption Companion.  

    Gadgeteer

    At 2nd level, you learn one Gadget blueprint with no upgrades, or learn one Gizmo blueprint and, after finishing a long rest, you can create one Gizmo that you know the blueprint for provided you have the materials and Tinker's Tools to craft it. You can have a number of Gizmos equal to your Wisdom modifier (minimum of 1) at any time.   At 5th level, you can add one upgrade to your Gadget, or you can now create up to two Gizmos that you know the blueprint for when you take a long rest.   At 9th level, you can add an additional upgrade to your Gadget, or learn an additional Gizmo blueprint, and you can have a number of Gizmos equal to your half of your Charmsmith level + you Wisdom modifier (minimum of 1) at any time.   At 15th level, you can add an additional upgrade to your Gadget, or learn an additional Gizmo blueprint, and you can now create up to three Gizmos that you know the blueprint for when you take a long rest.   At 20th level, you can add an additional upgrade to your Gadget, or learn an additional Gizmo blueprint, and you can now create up to four Gizmos that you know the blueprint for when you take a long rest.  

    Dismantle

    At 3rd level, using your knowledge of machines, you can take an action to interact with a trap, lock, or construct within 5 feet of you. Make a Wisdom check based on Dungeon Master’s discretion. On success, the object breaks and falls to pieces.  

    Temporal Affinity

    At 3rd level, once per long rest, you can give advantage or impose disadvantage on a saving throw, attack roll, or ability check. This can be done as a reaction.  

    Ability Score Improvement

    When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature.  

    Statesman

    At 5th level, you can have official documents and decrees made to your specifications. You are able to affect policy in your home city, and influence how things are run. Additionally, items purchased in your home city are 15% cheaper, and you are able to get 15% more gold when you sell things there.  

    Cerebral Mastery

    At 7th level, you regain one of each level spell slot on a short rest.  

    City Planning

    At 9th level, structures you design and build have increased durability and can incorporate magical defenses or utilities. Items purchased in your home city are 20% cheaper, and you are able to get 20% more gold when you sell things there. Additionally, you are paid an administrative salary by the city, and gain 2d20 gold per long rest.  

    Empire Building

    At 15th level, all items purchased are 25% cheaper, and you are able to get 25% more gold when you sell things. Additionally, you are paid a stipend from your home city for consulting on global affairs, and gain 1d100 gold per long rest.
    subclass options:

    Craft Specializations

    Auracraft

    Auracraft

    Auracraft is the art of weaving spirit and energy into physical objects to increase their effectiveness. Charmsmiths who specialize in Auracraft gain the following benefits.  

    Sharpening and Reinforcing

    At 1st level, the Charmsmith can spend time out of combat to sharpen weapons and reinforce armor. Weapons that the Charmsmith works on deal one additional damage, and armor provides one additional armor class. The Charmsmith may sharpen and reinforce any amount of equipment, but it takes 20 minutes per piece of equipment, and there must be a reasonable expectation of natural resources such as stones and leather or an appropriate amount of scrap.  

    Weapon Smith

    At 1st level, the Charmsmith can create any basic simple or martial weapon. This requires one day per weapon, access to natural resources, and Smith’s Tools.  

    Armor Smith

    At 1st level, the Charmsmith can create any basic light, medium, or heavy armor. This requires 6 hours per piece, access to natural resources, Smith’s Tools, Weaver’s Tools, and Leatherworker’s Tools.  

    Auracraft Soulflaring

    At 1st level, once per turn in combat, the Charmsmith can use a bonus action to cast a Soulflare onto a piece of equipment they can see. The Charmsmith can have their Charmsmith level plus one in Soulflares active at a time.   You start with three Novice Soulflares known. You learn three Apprentice Soulflares at 6th level. Three Journeyman Soulflares at 10th level. Three Expert Soulflares at 14th level. Three Master Soulflares at 17th level.  

    Awaken the Steelflame

    Auracraft - Novice Soulflare   Casting Time: 1 bonus action
    Range: 60 feet
    Components: S
    Duration: 2 minutes
      A flame, equivalent in brightness to a torch, and the size of an apple springs from the charmsmith’s hands onto a weapon in sight. The flame wraps around the weapon causing no damage to its wielder, but producing light. The wielder of the weapon can at any point choose to expend the soul flare to deal an additional 1d4 fire damage to anyone struck with the weapon. This only affects one attack, and the soulflare is gone.
     

    Stoke Stitched Luck

    Auracraft - Novice Soulflare   Casting Time: 1 bonus action
    Range: 60 feet
    Components: S
    Duration: 2 minutes
      Golden threads stream from the Charmsmith’s fingers and weave themselves into a piece of armor or weapon in sight. If the target is a weapon the wielder of the weapon can at any point choose to expend the soul flare to gain advantage on their next attack roll. If the target is a piece of armor the person wearing the armor can choose to expend the Soulflare to give someone attacking them disadvantage. This only affects one attack, and the soulflare is gone.
     

    Spirit Freeze

    Auracraft - Novice Soulflare   Casting Time: 1 bonus action
    Range: 60 feet
    Components: S
    Duration: 2 minutes
      The Charmsmith exhales a frigid breath that swirls into snowflakes that wrap around a weapon in sight. The wielder of the weapon can at any point choose to expend the Soulflare to deal an additional 1d4 cold damage to anyone struck with the weapon. Additionally, someone struck with this effect can’t regain hit points until the start of the wielder’s next turn. This only affects one attack, and the soulflare is gone.
     

    Essence Shock

    Auracraft - Novice Soulflare   Casting Time: 1 bonus action
    Range: 60 feet
    Components: S
    Duration: 2 minutes
      Static electricity crackles around the Charmsmith’s body collessing into small floating orbs that zoom to a piece of armor in sight, imbuing it with shimmering streaks of blue lightning. When an attack is made against the person wearing the armor, they can choose to expend the Soulflare to deal 1d4 lightning damage to the attacker. Additionally, someone struck with this effect must succeed on a Strength saving throw or be pushed up to 5 feet away from the wearer of the armor. This only affects one attack, and the soulflare is gone. This effect can be stacked. (This should be clarified, stacked as in one stack is used per hit, or all stacks consumed on hit?)
     

    Burst of Violence

    Auracraft - Apprentice Soulflare   Casting Time: 1 bonus action
    Range: 60 feet
    Components: S
    Duration: 2 minutes
      The Charmsmith lets loose a huge below of loud red rage at a weapon in sight causing it to attack whoever it is closest to, within 5 feet. If the weapon targeted is being held by someone with a Strength higher than your Wisdom nothing happens. If their Strength is less than your Wisdom then the charmsmith makes an attack roll contested by the target’s Strength (Athletics) check or Dexterity (Acrobatics) check. If the charmsmith succeeds the weapon flies from the target’s hand and attacks them doing the weapon’s damage halved, rounded up, and disarming them until they spend a bonus action to rearm.
     

    Invoke the Witchstone

    Auracraft - Apprentice Soulflare   Casting Time: 1 bonus action
    Range: 60 feet
    Components: S
    Duration: 2 minutes
      Black dust erupts from the Charmsmith’s pores to form a black cloud that swarms then settles on a piece of armor in sight. When an attack is made against the person wearing the armor, they can choose to expend the Soulflare to reduce incoming damage by 1d4. This only affects one attack, and the soulflare is gone. This effect can be stacked. (This should be clarified, stacked as in one stack is used per hit, or all stacks consumed on hit?)
     

    Prismatic Chord

    Auracraft - Apprentice Soulflare   Casting Time: 1 bonus action
    Range: 60 feet
    Components: S
    Duration: 2 minutes   Water vapor in the air around the Charmsmith crystalizes with a high pitched ring then zooms to a piece of armor in sight, the crystals float around the piece in a protective pattern. When an attack is made against the person wearing the armor, they can choose to expend the Soulflare to gain resistance to one of the following damage types; Fire, Cold, Lightning, Poison, Acid. This only affects one attack, and the soulflare is gone.
     

    Soul Starch

    Auracraft - Apprentice Soulflare   Casting Time: 1 bonus action
    Range: 60 feet
    Components: S
    Duration: 2 minutes
      White mist sprays from the Charmsmith’s hands onto a piece of armor in sight, coating it in a hard outer shell. When an attack is made against the person wearing the armor, they can choose to expend the Soulflare to gain resistance to one of the following damage types; Bludgeoning, Piercing, Slashing, Thunder. This only affects one attack, and the soulflare is gone.
     

    Ultimate Auracrafter

    At 20th level, your skill with Soulflares is unrivaled. There is no limit to the number of Soulflares you can have active at a time, and they can be used twice before being expended.
    Gadgeteer

    Gadgeteer

    Gadgeteers are master inventors who craft a wide array of unique gadgets, traps, and tools that provide tactical advantages in and out of combat. Their creations can be used to control the battlefield, protect allies, and disable foes. As they gain experience, they can upgrade their gadgets, making them more powerful and versatile.  

    Novice Gadgeteer

    At 1st level, you gain the ability to create both Gadgets and Gizmos:   Gadget Mastery. Choose one Gadget from the Gadget list and an Upgrade Module to go with it. Gadgets are reusable items that provide various benefits and effects in and out of combat.
    Gizmo Crafter. Learn the blueprints for two Gizmos. After finishing a long rest, you can create two Gizmos that you know the blueprint for provided you have the materials and Tinker's Tools to craft them. Gizmos are consumable items that provide situational but potent effects when used. You can have a number of Gizmos equal to your Charmsmith level + your Wisdom modifier at any time.  

    Enhanced Gadgetry

    At 6th level, your skills allow for further customization and expansion of your Gadgets. Choose to either enhance an existing Gadget with an upgrade module, improving its functionality or adding new features, or create a new Gadget from the Gadget list.  

    Advanced Innovations

    At 10th level, your expertise in creating both Gizmos and Gadgets grows:   Gadget Refinement. Apply an additional upgrade to one of your existing Gadgets, further enhancing its capabilities.
    Advanced Gizmos. Learn the blueprints for two new Gizmos. After finishing a long rest, you can now create three Gizmos you know the blueprints for.  

    Gadget Expansion

    At 14th level, your mastery over your creations reaches new heights:   Gadget Expansion. Choose an additional Gadget from the Gadget list to add to your arsenal.
    Upgrade Module. Apply an upgrade module to any Gadget, refining and enhancing its capabilities.  

    Superior Innovations

    At 17th level, your knowledge and creation skills are unmatched:   Gadget Enhancement. Apply an additional upgrade to one of your existing Gadgets, further enhancing its capabilities.
    Superior Gizmos. Learn the blueprints for two new Gizmos. After finishing a long rest, you can now create four Gizmos you know the blueprints for.  

    Ultimate Gadgeteer

    At 20th level, your skill with Gadgets is unrivaled:   Many Gadgets. Choose an additional Gadget from the Gadget list to add to your arsenal.
    Double Upgrades. Apply two upgrade modules to any Gadgets you possess, refining and enhancing their capabilities to their ultimate form.
    Many Gizmos. There is no longer a limit to the number of Gizmos you can carry at a time. Weight restrictions still apply.  

    Gadgets

    Homebrew

    Grapple Shot

    Wondrous Item

    Rare

    Gadget, ranged

    As an action, you can make a ranged attack to shoot the grapple hook at a target within 60 feet. The hook can support up to 500 pounds, allowing for easy climbing. As an additional action, you can use the hook to pull objects or creatures (up to Medium size) towards you. If the target is a creature, it must succeed on a Strength (Athletics) check against your Strength (Athletics) check or be pulled up to 10 feet towards you for every 5 points by which your check exceeds theirs (minimum 10 feet).

    Crafting Cost: 2 mechanical scraps
    Repair Cost: 1 mechanical scrap

    Upgrade Modules


    Retractor. Allows the grapple shot to retract, pulling the user to the hooked location or pulling a Medium or smaller creature towards the user (Strength contest to resist). Using the retractor feature is a bonus action.


    Extended Cable. Increases the range to 120 feet and allows it to support up to 1,000 pounds.


    Electrified Hook. The hook deals 1d6 lightning damage on a hit and forces the target to make a DC 13 Constitution saving throw or be stunned until the end of their next turn.


    Barbed Hook. Your ranged attacks with the Grapple Hook automatically succeed on objects and have advantage when made against creatures.


    Bola Shot. When targeting a creature, you can choose to fire and detach a special cable that wraps around the target, binding them. The target must succeed on a Dexterity saving throw (DC equals 8 + your proficiency bonus + your Wisdom modifier) or become restrained until they use an action to make a Strength check against the same DC, freeing themselves on a success.


    Quick Shot. You can use the Grapple Hook as a reaction while falling or to an enemy's movement, attack, or other action within 60 feet. When used this way, the hook attempts to grapple the target or an object, potentially pulling the target closer or stopping their movement.


    Quick Deployment. Attach the Gadget to your armor, allowing you to use it more quickly in combat. Using a Gadget upgraded with this module now takes a bonus action instead of an action.


    Weight: 3 lbs.

    Homebrew

    Healing Injector

    Wondrous Item

    Rare

    Gadget

    A small device that injects a healing serum, restoring 1d8 hit points to any target within 5 feet. This gadget can be used a number of times equal to your Wisdom modifier (minimum of 1) per long rest. Using the Healing Injector is an action.

    Crafting Cost: 1 mechanical scrap, 1 alchemical scrap
    Repair Cost: 1 alchemical scrap

    Upgrade Modules


    Enhanced Serum. Increases the healing done by an additional 1d8 hit points. This upgrade can be taken multiple times.


    Emergency Auto-Injector. Automatically uses a charge if the user's hit points reach 0. This effect can only occur once per short rest.


    Ranged Injector. Allows the Injector to shoot syringes, enabling ranged healing. This requires an attack roll with advantage with a range of 30 feet. On a hit, the target receives the healing effect.


    Multi-Dose. Adds additional uses per long rest, stackable up to three times. Each upgrade grants 2 additional uses per long rest.


    Antitoxin. Adds the effect of removing poison and granting advantage on saving throws against poison for 1 hour.


    Armor Attachment. The Healing Injector can now be used as a bonus action.


    Stimulant Boost. In addition to the healing, Healing Injector now grants the target advantage on their next attack roll, ability check, or saving throw made within the next minute.


    Weight: 1 lb.

    Homebrew

    Trap Launcher

    Wondrous Item

    Rare

    Gadget, ranged

    The Trap Launcher allows you to deploy a trap up to 30 feet away as an action. The trap immediately arms itself upon deployment. The Trap Launcher can hold one trap at a time, and you can reload it with a new trap as a bonus action.

    Crafting Cost: 2 mechanical scraps
    Repair Cost: 1 mechanical scraps

    Upgrade Modules



    Longshot Deployment. Increases the range at which you can deploy traps to 60 feet.


    Self-Loading. Reloading the Trap Launcher becomes a free action.


    Amplified Effect. Doubles the radius of your trap's effects.


    Broad Trigger. Doubles the radius of your trap's trigger range.


    Dual Deployment. Allows the Trap Launcher to deploy two traps simultaneously within range, provided both traps are aimed in the same general direction.


    Self-Restoring Mechanism. Traps set with the launcher can reset themselves once, allowing them to be triggered a second time.


    Remote Trigger. Allows traps to be detonated remotely by the user as a bonus action, instead of waiting for a creature to trigger them.



    Weight: 5 lbs.

    Homebrew

    Veil Projector

    Wondrous Item

    Rare

    Gadget

    The Veil Projector is a small, clockwork device that creates a shimmering field of invisibility around the user. As an action, you can activate the Veil Projector to become invisible for up to 10 minutes or until you make an attack, cast a spell, or deactivate the device. The invisibility effect recharges after a long rest.

    Crafting Cost: 2 arcane scraps, 1 mechanical scrap
    Repair Cost: 1 arcane scrap

    Upgrade Modules


    Extended Duration. Increases the duration of the invisibility to 1 hour.


    Emergency Cloaking. Automatically activates the Veil Projector if the user takes falls below 50% hit points, granting invisibility as a free reaction. This can only happen once per short rest, and only if there is a charge available.


    Silent Veil. While invisible, you also gain advantage on Dexterity (Stealth) checks.


    Multi-Use. Allows the device to be used twice per long rest.


    Veil Synchronizer. Extends the invisibility effect to all additional creatures within 5 feet.


    Armor Integration. Attach the Veil Projector to your armor, allowing you to use it more quickly in combat. Using a Gadget upgraded with this module now takes a bonus action instead of an action.


    Weight: 1 lb.

    Homebrew

    Temporal Chronometer

    Wondrous Item

    Rare

    Gadget

    The Temporal Chronometer is an intricately designed stopwatch that can briefly halt the flow of time for everyone except the user. As an action, you can activate the Temporal Chronometer to stop time for up to 6 seconds (1 round). During this time, you can move and take one action or bonus action. Once used, the Temporal Chronometer cannot be used again until you finish a long rest.

    Crafting Cost: 3 arcane scraps, 2 mechanical scraps
    Repair Cost: 2 arcane scraps

    Upgrade Modules


    Extended Stasis. Increases the duration of the time stop to 12 seconds (2 rounds). (In combat, you get another round.)


    Multi-Use. Allows the device to be used twice per long rest. When used it takes 1 minute before it is usable again.


    Temporal Safeguard. If an attack or ability would reduce you to 0 hit points, the Temporal Chronometer automatically activates as a reaction, allowing you to avoid the fatal blow.


    Speed Surge. After the time stop ends, gain an additional action on your next turn.


    Spatial Awareness. Gain advantage on all attack rolls made during the time stop.


    Statis Field. Allows the user to place one creature or object within 5 ft. in stasis for the duration of the timestop, rendering it immobile and invulnerable.


    Time Echo. Creates an echo of the user that performs the same actions they took during the timestop once it ends, effectively repeating their movements.


    Armor Integration. Attach the Temporal Chronometer to your armor, allowing you to use it more quickly in combat. Using a Gadget upgraded with this module now takes a bonus action instead of an action.



    Weight: 1 lb.

    Homebrew

    Aetheric Translocator

    Wondrous Item

    Rare

    Gadget

    The Aetheric Translocator is a handheld device that allows short-range teleportation. As an action, you can activate the Translocator to teleport yourself to an unoccupied space you can see within 60 feet. The device recharges after a long rest.

    Crafting Cost: 2 arcane scraps, 1 mechanical scrap
    Repair Cost: 1 arcane scrap

    Upgrade Modules


    Extended Range. Increases the teleportation range to 120 feet.


    Multi-Use. Allows the device to be used twice per long rest.


    Positional Anchor. When the translocator is used, your original position is remembered. As a bonus action within the next 30 seconds, you can teleport back to your original location.


    Anchoring Beacon. Allows you to place a beacon at a location within range and teleport back to it at any time as a bonus action.


    Phantom Shift. Creates a decoy image of you at the original location for 1 minute after teleporting.


    Group Teleport. Allows you to teleport all additional willing creatures within 5 feet.


    Energy Surge. Teleporting causes a burst of energy at the destination, dealing 2d6 force damage to all creatures within 5 feet.


    Armor Integration. Attach the Aetheric Translocator to your armor, allowing you to use it more quickly in combat. Using a Gadget upgraded with this module now takes a bonus action instead of an action.



    Weight: 2 lbs.

     

    Gizmos

    Homebrew

    Grease Trap

    Wondrous Item

    Uncommon

    Gizmo, trap, consumable

    A small canister that, when activated, spreads a slick, flammable greasy substance over a designated area, making movement hazardous. Traps can be placed within melee range (5 feet) and armed as part of the same action.

    When a creature moves within 5 feet of the trap, it triggers creating a 10-foot radius area of slippery grease for 1 minute. Any creature entering the area or ending its turn there must succeed on a DC 15 Dexterity saving throw or fall prone.

    Crafting Cost: 1 alchemical scrap


    Weight: 0.5 lb.

    Homebrew

    Explosive Trap

    Wondrous Item

    Uncommon

    Gizmo, trap, explosive, consumable

    A small metal device filled with explosive material. It detonates when a creature comes close, dealing significant fire damage. Traps can be placed within melee range (5 feet) and armed as part of the same action.

    When a creature moves within 5 feet of the trap, it triggers an explosion dealing 3d6 fire damage to all creatures within a 10-foot radius. Affected creatures can make a DC 15 Dexterity saving throw to take half damage.

    Crafting Cost: 1 metal scrap, 1 alchemical scrap


    Weight: 1 lb.

    Homebrew

    Poison Gas Trap

    Wondrous Item

    Uncommon

    Gizmo, trap, consumable

    A small canister that, when triggered, releases a cloud of noxious gas, poisoning those who inhale it. Traps can be placed within melee range (5 feet) and armed as part of the same action.

    When a creature moves within 5 feet of the trap, it triggers releasing a cloud of toxic gas in a 10-foot radius the persists for 1 minute unless ignited or blown away by wind. Creatures within the area must make a DC 15 Constitution saving throw or be poisoned for 1 minute. Affected creatures can repeat the saving throw at the end of each of their turns, ending the effect on a success.

    Crafting Cost: 1 alchemical scrap, 1 medical scrap


    Weight: 1 lb.

    Homebrew

    Alarm Trap

    Wondrous Item

    Uncommon

    Gizmo, trap, consumable

    A small mechanical device that emits a piercing alarm when triggered, alerting nearby allies to potential danger. Traps can be placed within melee range (5 feet) and armed as part of the same action.

    When a creature moves within 5 feet of the trap, it triggers a loud alarm audible up to 600 feet away, alerting you and your allies to the intruder’s presence. 

    Crafting Cost: 1 metal scrap


    Weight: 0.5 lb.

    Homebrew

    Arcane Disruptor

    Wondrous Item

    Uncommon

    Gizmo, thrown, consumable

    A small, spherical device that disrupts magical energies within its vicinity.

    When activated, the Arcane Disruptor releases a pulse of disruptive magic in a 10-foot radius sphere for 1 minute. This can be thrown and activated in the same action. Creatures within the area cannot cast spells, jutsu, or control elements when within the radius of the disruptor.

    Crafting Cost: 1 arcane scrap


    Weight: 1 lb.

    Homebrew

    Thunder Trap

    Wondrous Item

    Uncommon

    Gizmo, trap, consumable

    A small device that releases a powerful shockwave when triggered, dealing thunder damage and pushing creatures away. Traps can be placed within melee range (5 feet) and armed as part of the same action.

    When a creature moves within 5 feet of the trap, it triggers emitting a concussive blast. Creatures within a 10-foot radius must make a DC 15 Constitution saving throw or take 2d8 thunder damage and be pushed 10 feet away from the trap.

    Crafting Cost: 1 alchemical scrap, 1 metal scrap


    Weight: 1 lb.

    Homebrew

    Glue Trap

    Wondrous Item

    Uncommon

    Gizmo, trap, consumable

    A small container that releases a sticky, glue-like substance, restraining those caught in its area of effect. Traps can be placed within melee range (5 feet) and armed as part of the same action.

    When a creature moves within 5 feet of the trap, it triggers releasing a sticky substance in a 10-foot radius. Creatures standing in the substance must make a DC 15 Dexterity saving throw or be restrained for 1 minute. Restrained creatures can use an action to make a Strength saving throw to break free.

    Crafting Cost: 1 alchemical scrap


    Weight: 0.5 lb.

    Homebrew

    Flashbang

    Wondrous Item

    Uncommon

    Gizmo, thrown, consumable

    As an action, you can throw the Flashbang up to 30 feet. Upon impact, it emits a blinding flash of light and a deafening bang. All creatures within a 20-foot radius must make a DC 15 Constitution saving throw or be blinded and deafened for 1d4 rounds. Creatures who succeed on the save are not affected.

    Scrap Requirement: 1 metal scrap and 1 alchemical scrap to create.


    Weight: 1 lb

    Homebrew

    Masterwork Lockpick

    Wondrous Item

    Uncommon

    Gizmo, consumable

    This set of finely crafted, enchanted lockpicks is designed to open even the most complex locks. When you use these lockpicks, you can attempt to pick a lock as an action. You gain advantage on Dexterity (Thieves' Tools) checks made with these lockpicks.

    In addition, these lockpicks can open any non-magical lock automatically. For magical locks, you must make a DC 20 Dexterity (Thieves' Tools) check. On a successful check, the lock is opened.

    Once used, the Masterwork Lockpicks are consumed and cannot be used again.

    Crafting Cost: 1 metal scrap, 1 arcane scrap


    Weight: 0.1 lb.

    Homebrew

    Electro-Net

    Wondrous Item

    Uncommon

    Gizmo, thrown, consumable

    A compact net that, when thrown, releases an electric shock, entangling and damaging the target.

    As an action, you can throw the Electro-Net at a creature within 30 feet. The target must succeed on a DC 15 Dexterity saving throw or be restrained and take 2d6 lightning damage. The restrained target can make a Strength saving throw at the end of each of its turns, ending the effect on a success.

    Scrap Requirement: 1 metal scrap and 1 alchemical scrap to create.


    Weight: 2 lbs.

    Contraptionist

    Contraptionist

    Contraptionists specialize in creating upgradable mechanical familiars. They can make simple spy creatures or complex combat assistants. Advancements can enhance these familiars with sophisticated capabilities like flight, underwater exploration, or limited spellcasting.  

    Repair

    You may revive and or fully restore the hit points of one contraption, while out of combat with 15 minutes of uninterrupted time. You can use this effect a number of times equal to your Wisdom modifier (Minimum 1) each long rest. Addionally, at DM discretion, you may use this ability to repair any broken down machiney you may find to working order.  

    Contraption Blueprint

    At 1st level, choose your contraption template and select two Novice upgrades for your contraption.  

    Advanced Modifications

    At 6th level, choose an Apprentice upgrade for your contraption or select two additional Novice upgrades.  

    Enhanced Engineering

    At 10th level, choose a Journeyman upgrade for your contraption or select two Apprentice upgrades.  

    Superior Enhancements

    At 14th level, choose an Expert upgrade for your contraption or select two Journeyman upgrades.  

    Mastercraft Refinement

    At 17th level, choose a Master upgrade for your contraption or select two Expert upgrades.  

    Dual Contraptions

    At 20th level, choose an additional contraption template that can be active alongside your original contraption. You may select different upgrades for this new contraption.

    Contraption Templates

    Homebrew

    Clockwork Owl CR: 1/2

    Medium a marvel of charmsmith engineering, unaligned
    Armor Class: 12
    Hit Points: 12hp (5d4+2) 5d4+2
    Speed: 20 ft , fly: 40 ft

    STR

    10 +0

    DEX

    10 +0

    CON

    10 +0

    INT

    5 -3

    WIS

    5 -3

    CHA

    5 -3

    Skills: Arcana +3, Insight +2, History +2, Investigation +2, Perception +4
    Damage Vulnerabilities: lightning, acid
    Damage Immunities: poison, psychic
    Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
    Senses: Passive Perception 7
    Languages: Common, Binary
    Challenge Rating: 1/2
    Proficiency Bonus: +2

    Flyby. The Clockwork Owl provokes no opportunity attacks when it flies out of an enemy’s reach.   Keen Sight. The Clockwork Owl has advantage on Wisdom (Perception) checks that rely on sight.  

    Level Increases

  • Level 2: Add 1 to all the contraption’s ability scores, +5 Hit Points
  • Level 6: Add 1 to all the contraption’s ability scores, +8 Hit Points
  • Level 10: Add 1 to all the contraption’s ability scores, +10 Hit Points
  • Level 14: Add 1 to all the contraption’s ability scores, +15 Hit Points
  • Level 17: Add 2 to all the contraption’s ability scores, +20 Hit Points
  • Level 20: Add 2 to all the contraption’s ability scores, +25 Hit Points
  • Actions

    Taze. Melee Weapon Attack: +2 to hit, reach 5ft., one target, Hit: 1d4 + Dexterity modifier in lightning damage, and the target must succeed a DC 10 Constitution saving throw or be paralyzed for one turn.   Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3) slashing damage.

    Homebrew

    Clockwork Turtle CR: 1/2

    Large a marvel of charmsmith engineering, unaligned
    Armor Class: 12
    Hit Points: 12hp (5d4+2) 5d4+2
    Speed: 60 ft

    STR

    10 +0

    DEX

    10 +0

    CON

    10 +0

    INT

    5 -3

    WIS

    5 -3

    CHA

    5 -3

    Skills: Survival +4, Persuasion +3, Perception +3, Nature +2, Insight +2
    Damage Vulnerabilities: lightning, acid
    Damage Immunities: poison, psychic
    Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
    Senses: Passive Perception 7
    Languages: Common, Binary
    Challenge Rating: 1/2
    Proficiency Bonus: +2

    Mountable. Clockwork Turtle is mountable, and can be used for mounted combat.   Portable Camp. The Clockwork Turtle can unfold its shell to reveal a sleeping and cooking area. It also scans the area during rests making being caught by surprise much more difficult.   Beast of Burden. The Clockwork Turtle is considered to be a Huge creature for the purpose of determining its carrying capacity.  

    Level Increases

  • Level 2: Add 1 to all the contraption’s ability scores, +5 Hit Points
  • Level 6: Add 1 to all the contraption’s ability scores, +8 Hit Points
  • Level 10: Add 1 to all the contraption’s ability scores, +10 Hit Points
  • Level 14: Add 1 to all the contraption’s ability scores, +15 Hit Points
  • Level 17: Add 2 to all the contraption’s ability scores, +20 Hit Points
  • Level 20: Add 2 to all the contraption’s ability scores, +25 Hit Points
  • Actions

    Taze. Melee Weapon Attack: +2 to hit, reach 5ft., one target, Hit: 1d4 + Dex Modifier lightning damage, and the target must succeed a DC 10 Constitution saving throw or be paralyzed for one turn.

    Homebrew

    Clockwork Queen Bee

    Medium a marvel of charmsmith engineering, requires the feat "ursin aligned", unaligned
    Armor Class: 12
    Hit Points: 12hp (5d4+2) 5d4+2
    Speed: 20 ft , fly: 40 ft

    STR

    10 +0

    DEX

    10 +0

    CON

    10 +0

    INT

    5 -3

    WIS

    5 -3

    CHA

    5 -3

    Skills: Athletics +4, Acrobatics +4, Perception +3, Survival +3
    Damage Vulnerabilities: lightning, acid
    Damage Immunities: poison, psychic
    Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
    Senses: Passive Perception 7
    Languages: Common, Binary

    Flyby. The Clockwork Queen Bee provokes no opportunity attacks when it flies out of an enemy’s reach.   Magic Resistance. The Clockwork Queen Bee has advantage on saving throws against spells and other magical effects.  

    Level Increases

  • Level 2: Add 1 to all the contraption’s ability scores, +5 Hit Points
  • Level 6: Add 1 to all the contraption’s ability scores, +8 Hit Points
  • Level 10: Add 1 to all the contraption’s ability scores, +10 Hit Points
  • Level 14: Add 1 to all the contraption’s ability scores, +15 Hit Points
  • Level 17: Add 2 to all the contraption’s ability scores, +20 Hit Points
  • Level 20: Add 2 to all the contraption’s ability scores, +25 Hit Points
  • Actions

    Taze. Melee Weapon Attack: +2 to hit, reach 5ft., one target, Hit: 1d4 + Dex Modifier lightning damage, and the target must succeed a DC 10 Constitution saving throw or be paralyzed.   Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.   Birth Construct. The Clockerwork Queen Bee creates a Clockwork Drone or Worker Bee. The Clockwork Queen Bee may have Clockwork Drone or Worker Bees equal to their level active, their level is equal to the Clockwork Queen Bee’s level. They may only create one a turn as an action, bonus action, and movement.

    Spider
    Frog

    Created by

    Jiyao.

    Statblock Type

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