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Build Arcane Weapons and Keep Allies in the Fight

Gadgeteers are Artificers who specialize in portable weapons, mobility systems, and devices designed to support allies in active combat. Rather than relying on a single construct or stationary arsenal, they build equipment that allows them to move with the fight, deliver precise ranged fire, and reinforce companions as conditions change.

A Gadgeteer's signature invention is an Arc-Coil Rifle, a customizable magical weapon designed to work alongside the Artificer's Infusions. As their expertise develops, Gadgeteers supplement the rifle with tactical links, propulsion systems, and deployable beacons capable of reinforcing an entire fighting group.

Level 3: Tools of the Trade

You gain proficiency with Smith's Tools.

If you already have proficiency with Smith's Tools, choose another type of Artisan's Tools in which you lack proficiency. You gain proficiency with those tools instead.

Level 3: Gadgeteer Spells

Your training provides you with additional spells suited to battlefield mobility and support.

When you reach an Artificer level specified in the Gadgeteer Spells table, you always have the listed spells prepared.

These spells count as Artificer spells for you and don't count against the number of Artificer spells you prepare.

Artificer Level Spells
3 Healing Word, Magic Missile
5 Aid, Misty Step
9 Haste, Revivify
13 Freedom of Movement, Resilient Sphere
17 Mass Cure Wounds, Wall of Force

Level 3: Arc-Coil Rifle

You construct a specialized magical weapon called an Arc-Coil Rifle.

The rifle is a Martial Ranged weapon with the following properties:

  • Damage: 1d8 Force

  • Range: 90/300 feet

  • Properties: Two-Handed

  • Mastery: Slow

The rifle doesn't require ammunition and doesn't have the Loading property.

You are proficient with your Arc-Coil Rifle.

When you make an attack with it, you can use your Intelligence modifier instead of your Dexterity modifier for the attack and damage rolls.

You can use your Arc-Coil Rifle as a Spellcasting Focus for your Artificer spells.

The Slow mastery property has no effect unless you have a feature that allows you to use that weapon's mastery property.

Infusing the Rifle

For your Infuse Item feature, your Arc-Coil Rifle is treated as a nonmagical Martial Ranged weapon even though it is magical for all other purposes.

The rifle can bear only one of your Artificer Infusions at a time and remains subject to all normal rules and numerical limits for Infusions.

This special permission doesn't use or count as your Augment Magic Item benefit, and it doesn't allow the rifle to bear more than one Infusion.

If an Infusion on the rifle is suppressed, ended, or Siphoned, only the Infusion is affected. The Arc-Coil Rifle continues to function normally.

Replacing the Rifle

You can have only one Arc-Coil Rifle created by this feature at a time.

If the rifle is lost or destroyed, you can construct a replacement when you finish a Long Rest, provided you have Smith's Tools or Tinker's Tools with you.

If you construct another Arc-Coil Rifle while your previous rifle still exists, the previous rifle immediately loses all magical properties granted by this feature, and any Artificer Infusion on it ends.

Level 3: Tactical Link

You can establish a magical tactical link with an ally and route support effects to them through your combat equipment.

As a Bonus Action, choose yourself or one willing creature you can see within 60 feet of yourself. That creature becomes your Linked Creature.

You can have only one Linked Creature at a time.

The link ends if you establish a Tactical Link with another creature, if you finish a Long Rest, or if you and the Linked Creature are on different planes of existence.

Once on each of your turns when you hit a creature with your Arc-Coil Rifle, you can send a support pulse to your Linked Creature if it is within 60 feet of you.

Choose one of the following pulses.

Repair Pulse

The Linked Creature gains Temporary Hit Points equal to 1d6 + your Intelligence modifier, with a minimum of 1 Temporary Hit Point.

These Temporary Hit Points disappear at the start of your next turn.

Boost Pulse

The Linked Creature's Speed increases by 10 feet until the start of your next turn.

Targeting Pulse

The next time the Linked Creature hits with an attack before the start of your next turn, that attack deals an extra 1d4 Force damage to its target.

Level 5: Mobile Fire Support

You have refined your weapon and movement systems to fight effectively while repositioning across the battlefield.

You gain the following benefits.

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn, but at least one of those attacks must be made with your Arc-Coil Rifle.

Thruster Step

Once on each of your turns, immediately after you make an attack with your Arc-Coil Rifle, choose one of your Speeds that is greater than 0.

You can move up to 10 feet using that Speed without provoking Opportunity Attacks.

This movement doesn't expend any of the movement available to you on that turn.

Level 9: Battlefield Beacon

You can deploy a compact support beacon that reinforces a selected group of combatants.

As a Magic action, choose an unoccupied space you can see within 30 feet of yourself on the ground or another stable surface. A Tiny magical beacon appears in that space and lasts for 1 minute.

The beacon projects a 20-foot Emanation originating from itself.

When you deploy the beacon, designate yourself and up to a number of other willing creatures you can see equal to your Intelligence modifier (minimum one). Those creatures are the beacon's designated creatures for that deployment.

Only designated creatures can benefit from the beacon's configuration or its Emergency Recovery.

When you deploy the beacon, choose either Assault Configuration or Recovery Configuration. The chosen configuration lasts until the beacon ends.

You can deploy the beacon once without expending a spell slot, and you regain this use when you finish a Long Rest.

If that use is unavailable, you can expend an Artificer spell slot of level 3 or higher as part of the Magic action to deploy the beacon again.

You can have only one Battlefield Beacon active at a time. Deploying another causes the previous beacon to deactivate immediately.

Beacon Statistics

The beacon is a Tiny magical object with:

  • Armor Class: 18

  • Hit Points: five times your Artificer level

  • Damage Immunities: Poison, Psychic

The beacon can be targeted and damaged.

If it is reduced to 0 Hit Points, it is destroyed and its effects end.

While active, the beacon is magically anchored to the surface on which it was deployed and can't be moved except by your Mobile Beacon feature.

Assault Configuration

Once on each of its turns, when a designated creature within the beacon's Emanation deals damage to one or more creatures with an attack or spell, it can deal an extra 1d4 Force damage to one creature damaged by that attack or spell.

Recovery Configuration

At the start of each of your turns, each designated creature within the beacon's Emanation gains Temporary Hit Points equal to your Intelligence modifier, with a minimum of 1 Temporary Hit Point.

Emergency Recovery

When a designated creature within the beacon's Emanation would be reduced to 0 Hit Points but not killed outright, you can take a Reaction to cause that creature to drop to 1 Hit Point instead.

After you use this Reaction, the beacon immediately deactivates and its effects end.

Level 15: Overclocked Rig

You have integrated your weapon, tactical link, and beacon into a faster and more adaptable combat system.

You gain the following benefits.

Rapid Fire

As a Bonus Action, choose one of the following options:

  • Make one attack with your Arc-Coil Rifle.

  • Cast an Artificer cantrip that normally has a casting time of an Action.

You can use Rapid Fire a number of times equal to your Intelligence modifier, with a minimum of one use.

You regain all expended uses when you finish a Long Rest.

Expanded Link

You can maintain Tactical Links with up to two willing creatures at the same time.

When you use your Tactical Link Bonus Action, you can choose up to two willing creatures you can see within 60 feet of yourself, including yourself. They become your Linked Creatures, replacing any creatures previously linked to you.

When you trigger Tactical Link by hitting with your Arc-Coil Rifle, each Linked Creature within 60 feet of you can receive one support pulse.

You choose the pulse separately for each Linked Creature.

Mobile Beacon

As a Bonus Action while your Battlefield Beacon is active, you can cause it to move up to 20 feet along the ground or another stable surface to an unoccupied space you can see.

The beacon can't move through creatures or objects during this movement.

After moving, its Emanation originates from its new space.