Some are content to use their gear as it is designed; gadgeteers, however, tinker and modify their gear to the point it is barely recognizable and has added functionality. You have a kind of madness to your methods that drives you to manipulate mundane items, breaking them down and rebuilding them: better than before despite what the ignorant may claim. As a gadgeteer, you likely have a number of projects tinkering with the otherwise trivial gear you acquire, and are always looking for new items, to try new things or to replace the stuff you might have broken or lost.

Gadgeteer Features
Rogue LevelFeature
3rdGadgetry, Tinker
13thMechanical Assistance
17thRapid Gadget


3rd-level Gadgeteer feature

With a unique sense of ingenuity, you can modify mundane gear into special devices called gadgets. You can maintain one gadget, detailed under “Gadgets” below, provided you have an item of the appropriate type to modify. Modifying an item this way doesn’t cost you anything. If a gadget requires a saving throw, the save DC equals 8 + your proficiency bonus + your Dexterity modifier.

You can instruct another creature how to use a gadget, allowing it to use and deploy a gadget. If you abandon a gadget that you deployed, you can modify another item of the appropriate type to replace it after finishing a long rest. Gadgets that aren’t in your possession break after 24 hours, and only you can repair them, which happens automatically after you finish a long rest, unless you have already replaced that gadget.

You can maintain one additional gadget of your choice when you reach 9th level (two gadgets), 13th level (three gadgets), and 17th level (four gadgets).

Whenever you gain a level in this class, you can replace one gadget with a different gadget you meet the requirements for at no cost. Otherwise, if you have access to materials, you can replace one gadget with a different one you meet the requirements for after completing 20 hours of work on it during downtime spread across a minimum of five days.


3rd-level Gadgeteer feature

You gain proficiency with tinker’s tools. In addition, you can use nonmagical items that create a hazard, such as ball bearings, caltrops, and hunting traps, as a bonus action.


9th-level Gadgeteer feature

You have advantage on ability checks made to determine the value of an object and how a complex object works.

In addition, you can identify whether or not a number of objects equal to your proficiency bonus are magical or under a magical effect during a short or long rest.

Mechanical Assistance

13th-level Gadgeteer feature

After finishing a long rest, you can prepare a special wearable gadget that grants you one of the following benefits:

  • You have a swim speed equal to your walking speed.
  • You can fly at will to a maximum travelled distance of 1,200 feet per day. Your fly speed is 60 feet and you can hover.
  • You are immune to the effects of gases that require you to breathe them.
  • Your AC increases by 1.

Rapid Gadget

17th-level Gadgeteer feature

On your first turn after rolling initiative, you can use a gadget that normally requires an action as a bonus action. You can draw the gadget as part of the same action.


A gadget is a specially modified piece of adventuring gear that has added parts. It can be used as a normal item as well as its gadget functions. Each gadget requires routine and careful maintenance, limiting its availability. You can only maintain one copy of a gadget unless it indicates you can maintain multiple copies, and if you replace a gadget with a new one, the old gadget can no longer be used. Gadgets and their effects are nonmagical, even if they interact with ambient magical forces.

If a gadget requires a level, you must be that level in this class to create and maintain that gadget. If a gadget can be acquired more than once, it will indicate it is repeatable. Certain gadgets require two hands to use. Each gadget also lists its weight, and a gadget that can be filled with something also indicates its weight when full.

Only you can add your sneak attack damage to a device; if another character uses the gadget, they don’t add the bonus damage.

Alerter (Fishing Tackle). You can unfurl the netting and line to cord with a length of 300 feet. As an action, you can set it to detect the presence of creatures within 15 feet of the wires, alerting you through a minor tug that can wake you. You can choose for the wires to ignore creatures of a certain size, such as insects.

Extender (Ladder, 9th Level Required). The gadget can assume the form of a 10-foot pole or ladder. As an action, you can change its form between the two or extend it up to 20 feet in ladder form or 40 feet in pole form. The gadget features supports that prevent it from toppling when set, unless a creature uses its action and succeeds on a DC 15 Strength check to force it out of position. You and creatures you instruct can reposition it without a check. While on the gadget while it is a ladder, you don’t have disadvantage on ability checks, attack rolls, and saving throws because you are on a ladder.

Fragger (Iron Pot, 13th level). You can load the gadget with rocks, nails, or other small debris. As an action, you can discharge the loaded debris in a 30-foot cone. A target takes 1d8 + your Dexterity modifier + half of your sneak attack damage, rounded up, slashing damage. A creature must make a Dexterity saving throw, and it only takes half of the damage on a success. After discharging the cannon, it must be reloaded to use it again, which takes at least 1 minute and 5 lbs. of debris.

Grappler (Grappling Hook). The gadget has a spring-loaded launcher and an anchor to hold it fast to a surface or object. You have advantage on attack rolls made to hook an object with the gadget. As an action, you can use the gadget as simple ranged weapon with a range of 30/50 feet. On a hit, the target takes 1d4 + your Dexterity modifier bludgeoning damage, and if the target is no more than one size larger than you, you can pull it up to 10 feet closer to you. After making an attack with the gadget, you must use an action to retract it before you can attack with it again.

Hydrator (Flask or Tankard, 9th Level Required). The gadget can draw water from moisture in the air. Every 4 hours, the gadget automatically creates half a gallon of clean water, provided it isn’t full. In arid climates, it takes 24 hours to create a half gallon of water. You can disable or reactivate the gadget as a bonus action, allowing you to use it as an airtight and watertight container, but it won’t close if a creature is inside it.

Inhibitor (Chain, 13th Level Required). As an action, you can set the gadget to spin while in your possession, protecting you from one direction of your choice. Attacks from weapons from this direction, including your own, have disadvantage on attack rolls. Once during your turn, you can change the direction of the protection without using an action.

Lamp Plus (Any Lantern). You can switch the lantern between hooded and bullseye functions as a bonus action. The gadget can also change the color of light is sheds to any color of the visible spectrum, flash at intervals of your choosing, or be deployed to shed light or stop shedding light at a point of time within 24 hours.

Noisemaker (Bell). By spending 10 minutes tuning the gadget, it can produce or duplicate most noise, but can’t mimic speech, when deployed. As an action, you can deploy the gadget to make the noise audible to no more than 300 feet, you decide the distance when you deploy it. You can choose to set the gadget to emit sound at a point in time up to 4 hours after deployment. You can maintain up to four of these gadgets.

Projector (Steel Mirror). By spending 10 minutes tuning the gadget, you can generate an image of creatures and objects on your choice that fit within a 20-foot cube. As an action, you can deploy the gadget to project that image, projecting it within 20 feet of the gadget for a duration no greater than 1 hour. When you deploy the gadget, you can specify a time within the next four hours for the gadget to trigger and project the image. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be a projection, because things can pass through it. You can maintain up to four of these gadgets.

Rangefinder (Magnifying Glass). When viewing through the lens, you can accurately gauge the distance of creatures, objects, and visible features within 600 feet. Moreover, as an action, you can focus it on a 20-foot sphere within range to see targets clearly as if you were within 10 feet of them.

You can also attach the gadget to a ranged weapon with the ammunition property to gain advantage on attack rolls to hit targets within the focus sphere.

Recorder (Map Case). As an action, you can take any parchment or paper and run it through the gadget to accurately record an image of the area, writing up to one page in length, or spoken dialogue for six seconds that includes notations to differentiate the speakers. The recorder is treated as having darkvision, but you can’t see through its senses.

Revivifier (Healer’s Kit, 13th Level Required). Capturing the breath of life, the gadget can rescue a creature from the grip of death. As an action, you can attempt to restore a dead creature to life by succeeding on a DC 20 Wisdom (Medicine) check, provided it hasn’t been dead for more than one minute. A creature restored to life this way has 0 hit points and is stable. After attempting to revive a creature, you must finish a long rest before the gadget can perform this feat again.

In addition, whenever you use the healer’s kit to stabilize a creature that isn’t dead, the creature regains hit points equal to your Dexterity modifier (minimum of 1 hit point). The gadget automatically regains a number of uses as a healer’s kit equal to half your level in this class, rounded up, when you finish a long rest.

Scanner (Abacus). The gadget features numerous wires, lenses, and rods that can be used to probe an object. When examining an object with the gadget, you count as having a tool with which you are proficient for Intelligence (Investigation) checks. Moreover, as an action, you can use the gadget to give you advantage on any ability check to interact with the object, such as finding or disabling a trap or picking a lock.

Shocker (Signet Ring). The gadget carries an electrical charge that can be released against a creature you can see within reach. The target must succeed on a Constitution saving throw or it takes 1d6 + your Dexterity modifier + your sneak attack damage lightning damage and has disadvantage on its next attack roll before the end of its next turn. After discharging the shock, it takes 1 minute for the gadget to generate a new charge.

Sprayer (Portable Ram, 9th Level Required). The gadget has a tank that can be filled with up to two gallons of oil, mud, or another nonharmful liquid. As an action, you can spray the liquid across a surface or objects within 10 feet of you. Sprayed surfaces become difficult terrain, and at the discretion of the DM make cause further hazard as appropriate for the substance sprayed, such as oil being flammable. You can coat a 10-foot square for every half gallon of liquid you spray. Alternately, you can spray one Medium or two Small unattended objects or as any number of unattended Tiny objects within a 5-foot cube.

Thunderbox (Tinderbox). As an action, you can make the gadget emit loud noise, such as a shriek or a clap of thunder, that is audible within 300 feet of you. In addition, you can choose to make this noise deal thunder damage equal to your Dexterity modifier + half of your sneak attack damage, rounded up, to creatures and unattended objects within a 20-foot cone that originates from you. A creature must make a Constitution saving throw, and it only takes half of the damage on a success. After dealing thunder damage with the gadget, it needs 1 minute to recharge to deal thunder damage again.