Homebrew
Level | Prof. Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|
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 |
Homebrew
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
Weight: 3 lbs.
Homebrew
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
Weight: 1 lb.
Homebrew
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
Weight: 5 lbs.
Homebrew
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
Weight: 1 lb.
Homebrew
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
Weight: 1 lb.
Homebrew
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
Weight: 2 lbs.
Homebrew
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
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
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
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
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
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
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
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
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
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.
Homebrew
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.
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
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.
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
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.
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.