Ingenium

An artificer type class that prefer this new thing called ''Science'' and relies on his gadgets to control the battlefield and his inventions or flash of genius to support his teammates. He then get a Doctorate in a subclass. (two for now; Doctorate in Artillery: A range attacker providing more support on the battlefield, and Doctorate in Evolution: someone who mutate himself to be a better frontline attacker.) Special mention and thanks to Viridians and his ''Keeper of the traps'' hunter subclass that inspired the gadget idea and mechanics. (new subclass comig soon).

Key Stats
INT
DEX
Hit Die
D8d8
HP
13
Saves
INT+
WIL
Armor
Leather, Shields
Weapons
DEX / Ranged
Gear:Cheap Hides, wooden buckler, shortsword, sling
LVL 1
Gadget Belt

Choose 2 Blueprints. When you roll Initiative, gain INT Gadget Dice (D4). Action, 1/round you may spend a Gadget dice to use a gadget from one of the chosen Blueprints. Gadget Dice are lost when combat ends.

Flash of Genius

2xINT/Safe Rest. Free Reaction: Give yourself or an ally Advantage on a skill or a save. Must be delared BEFORE the initial roll.

LVL 2
Find Weakness

DEX/Safe Rest, You can Assess for free.

Inventor

INT or DEX wichever is the lowest/Safe Rest. You create a number of inventions that act like common and uncommon magical item but have more of a mechanical flavour. (see Invention list). These last until your next Safe Rest and can be used by you or your allies.

LVL 3
Graduation!

Choose an Ingenium subclass.

Gadget Belt (2)

Choose 1 Blueprint or Gain 1more Gadget Dice when rolling for Initiative.

LVL 4
Advanced Studies

Choose 1 Advanced Studies.

Key Stat Increase

+1 to INT or DEX.

LVL 5
Gadget Belt (3)

Choose 1 Blueprint, your Gadget Dice are now D6.

Secondary Stat Increase

+1 to STR or WIL.

LVL 6
Find Weakness (2)

When you Assess for free you have advantage on the skill check used to do it.

Ballista Expert

Ignore STR requirement for the Handheld Ballista.

LVL 7
Subclass

Gain your Ingenium subclass feature.

LVL 8
Advanced Studies

Choose 1 Advanced Studies.

Key Stat Increase

+1 to INT or DEX.

LVL 9
Spare Parts

Free action, Destroy 1 inventions of yours within reach 6 to regain 1 use of your Gadget Dice.

Secondary Stat Increase

+1 to STR or WIL.

LVL 10
Gadget Belt (4)

Choose 1 Blueprint, your Gadget Dice are now D8.

LVL 11
Subclass

Gain your Ingenium subclass feature.

I need a minue

1 time/Safe Rest, Take 1 minute to change an invention of yours into another one of your choice.

LVL 12
Advanced Studies

Choose 1 Advanced Studies.

Key Stat Increase

+1 to INT or DEX.

LVL 13
Find Weakness (3)

After you successfuly Assess for free the next ally attacking that same target can either ignore armor or add their level to dmg.

Secondary Stat Increase

+1 to STR or WIL.

LVL 14
Replicator

Key Stat/Safe Rest, free action, when using a Gadget you may copy it and use it on another target/AoE.

LVL 15
Subclass

Gain your Ingenium subclass feature.

Gadget Belt (5)

Choose 1 Blueprint, your Gadget Dice are now D10.

LVL 16
Advanced Studies

Choose 1 Advanced Studies.

Key Stat Increase

+1 to INT or DEX.

LVL 17
Find Weakness (4)

When rolling for Initiative you regain 1 use of this ability.

Secondary Stat Increase

+1 to STR or WIL.

LVL 18
Always Ready!

The first Gadget used in an encounter does not require you to spend a Gadget Dice.

LVL 19
Epic Boon

Choose an EpicBoon (see pg.23 of the GM's Guide).

LVL 20
Master Gadgeteer

+1 to any 2 of your Stats. You roll your Gadget Dice with Advantage.

Blueprint

Blueprint give you access to a gadget that can be used in combat by spending a Gadget Dice. The Gadget have a reach equal to your Dice size. The AoE (if any) is equal to 1/2 your Dice size. Ex: D4 = 2 squares x 2 squares, D6 = 3 squares x 3 squares.

Bear Trap

2 Gadget Dice + DEX piercing dmg and target is restrained until the end of their next turn.

Spring-loaded Boxing Glove

Gadget Dice + DEX Bludgeoning dmg and target is knock-back DEX Squares. This gadget can bu used as a reaction.

Caltrop Bag

AoE, Zone become difficult terrain until the end of the combat. Creatures caught in the initial AoE falls prone.

Firework

AoE, Gadget Dice + DEX fire dmg + smoldering.

Healing Salve

AoE, ALL creatures within the AoE are heald by Gadget Dice + DEX.

Phosphorous Flash

AoE, Affect a number of creatures within the AoE equal to a Gadget Dice roll, dealing them DEX Radiant (ignore armor) and blinding them until the end of their next turn.

Pipe Bomb

Inflict DEX number of Gadget Dice piercing dmg.

Smoke Bomb

AoE, Creatures inside AoE are blind and have cover. Last until the end of your next turn.

Toy Snake

Gadget Dice + DEX piercing dmg and target is poisoned until the end of their next turn.

Water Balloon

Gadget Dice + DEX Bludgeoning dmg and until the end of their next turn the target is vulnerable to the next Ice or Lightning attack.

Advanced Studies

These helps you specialized your character and his gadgets.

New & Improved

Your Gadget AoE is augmented by 1.

No More Tears

A number equal to Key Stat creatures of your choice in your Gadget AoE are unaffected.

Prolific Inventor

You can create 1 more Invention per Safe Rest.

Retreating Fire

After using a Gadget you can move for free.

Tactical Defence

Add INT to your Armor. You can Defend for free DEX/Safe Rest.

War Studies

You can use your INT instead of STR as requirement for Armor and Shields. You gain Proficiency in Chain armor.

Want to know more?

You choose a new Blueprint.

We need more Power!

When rolling for Initiative you gain an additional Gadget Dice.

Inventions List

These are just some suggestions for Inventions but don't be afraid to try and create your own. You can also reproduce common and uncommon magic item (with your GM's approval of course). Not all of them have been game-tested but i think they are balanced.

Repeating ranged weapon

1/turn, -1 reload time on a ranged weapon.

Springed-Boots

+1 Speed. 1/Encounter, reduce the cost to get up from prone to 1 speed.

Expanding Shield

1/Encounter, Free Reaction, Double your shield armor bonus until the start of your next turn.

Jet Boots/Belt

3 time/Safe Rest, Free Action, you double your speed and gain flying until the end of your next move.

Returning Thrown Weapon

1/turn, a thrown weapon return to it's user.

Magnetic Glove

1/turn, Can attract an unheld tiny or small metallic item within reach 6 to your hand.

Dimensional Bag

Can carry 4 encoumbrance but count only as 1.

Floating Lantern

Cast Light at will and follows you. 1/Encounter, Blind 1 target within reach 6 until the end of their next turn.

Energized Weapon (melee or range)

3 time/Safe Rest, Free Action, choose between Fire, Ice, Lightning, Radiant or Necrotic. Until the end of your next turn add user Key Stat in dmg of the chosen type.

Adrenaline Shot

1/Safe Rest, Free Reaction, When reaching 0 HP automatically healed by the user level in HP, causing no wound.

Pneumatic Weapon (melee or range)

3 time/Safe Rest, free action, Your next weapon attack ignore armor.

Adaptable Gear (armor or weapon with a STR prerequisite)

Reduce the STR requirement of the item by 1. Character must still be proficient with the item to use it.