Background
Spatiotemporal Awareness. Your misadventures across time and space have left you with an uncanny sense of where and when you are at all times. You always know what time of day it is, even in locations where the diurnal cycle or the passage of time don’t function as normal. In addition, when you’re transported across time or space, you know how far you are from the point of origin and in which direction, as well as the date.
Species
Aberrant. You can read, speak, and write Deep Speech and you have advantage on saving throws against effects and spells that specifically target humanoid creatures.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Boneless. You can move through and occupy a space as narrow as 5 inches wide without squeezing, unless you wear medium or heavy armor.
Tentacles. Your arms are composed of a pair of tentacles which effectively function like a pair of arms, including fingers and opposable thumbs. Your tentacles grant you a climbing speed equal to your movement speed and can be used to make unarmed strikes. Your tentacles have the reach property, and when you use them to make unarmed strikes and hit with them, they deal 1d4 + your Strength modifier bludgeoning damage.
Whenever you hit a target with your tentacles, you can choose to not deal damage and grapple the target instead.
Stretchy Limbs. When you wield a melee weapon that does not have the heavy property, your reach with that weapon is increased by 5 ft. Additionally, any spell you cast with the range of touch has its reach increased by 5 ft.
Class
Ai Companion. you are assisted by an AI companion, an intricate data construct which lives on your datapad and possesses near human-like levels of intelligence. When it manifests, it does so as a simple geometric projection; otherwise, it is merely a voice in your ear, checking your reasoning and informing you of relevant information. Your companion can solve any arithmetic or strictly logical problem you pose to it.
Additionally, whenever you make an Intelligence (Arcana) check, you can treat the result as 10, or your gadgeteer level + your Intelligence modifier, whichever is higher.
Gadgets. you begin to amass a collection of cutting-edge technological devices called gadgets. You gain one gadget of your choice for which you meet the prerequisites. Because your gadgets are powered by your personal power cell, no other creature can use them. If one of your gadgets is lost or damaged, you can fashion a new one for no cost when you take a long rest.
You acquire additional gadgets as you gain levels in this class, as shown on the Gadgeteer table. Additionally, when you gain a level in this class, you can choose one of the gadgets you have and replace it with another one that you could gain at that level.
Overcharge. With your technical aptitude and ingenuity, you can modify blasters to fire in more intense bursts. once on each of your turns when you hit a target with an attack from a blaster, you can deal an additional die of damage to that target.
Mechanized Autonomous Construct. You have put the finishing touches on a Mechanized Autonomous Construct (a MAC), which is a specially-constructed automaton piloted by your AI.
On your turn, you can mentally command your construct if it is within 500 feet of you (no action required). You decide what action it will take and where it will move during its turn, or you can issue a general command, such as to guard a particular chamber or corridor. In combat, your construct's actions are governed by its Combat Protocols, which you can switch as a bonus action on your turn. If you are incapacitated or absent, your AI guides your construct to protect you and itself.
If your construct drops to 0 hit points, it becomes disabled. When you take a long rest, you can repair your construct to its full hit points. You are always considered to have enough materials to build and repair your construct.
You can integrate weapons and
gadgets directly into your construct. You can integrate one two-handed melee weapon, two one-handed melee weapons,
or a one-handed melee weapon and a gadget. When your construct draws an integrated weapon or gadget, the item snaps to its hand and it can’t be disarmed of it. Your construct is proficient with any weapons integrated into it. The construct takes the Use an Object action to activate an integrated gadget.
Subclass
Hivemaster. You gain a special drone controller magic item and a pair of drones. These drones can be any two of the following three: a defense drone, a medical drone, or a recon drone (see Monsters chapter for statistics). Your drone controller is linked to both drones and you can use your bonus action to command all of your drones at once.
Your drones are improved in the following ways:
- You can add your level to the HP of your drones.
- When one of your drones makes an attack, its attack bonus equals your proficiency bonus + your Intelligence modifier.
- When your medical drone heals a creature, it restores 1d10 hit points.
- Your recon drone marks three creatures it can see, instead of only one.
Your drone controller can only command three drones at a time, and only two of those drones can be the same type, but you can deploy a stored drone as an action if one becomes disabled. Whenever you gain a level in this class, you can retrofit one of your drones, changing it into a different type.