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Blue Mage – Part 2 Electric Boogaloo

We are back with Part 2 of our new Ranger Archetype the Monster Tinker!  Make sure you check out Part 1 if you haven’t already.  Here we present the remaining Monster Types and Gadget ideas for all of them!

Dragons

Pseudodragon’s Sting – Spell Slot: 1st level – Casting Time: 1 Bonus Action
You have attached the stinger of a pseudodragon to your weapon of choice. When you successfully hit with an attack you may expend a 1st level spell slot to deal an additional 1d4+2 damage, and the target must succeed on a Constitution saving throw or become poisoned for 1minute.

Euphoria Puff – Spell Slot: 2nd Level – Casting Time: 1 Action – Concentration
You have captured the gas of a Faerie Dragon and can use it on one creature within 5 feet of you. The target must succeed on a Wisdom saving throw, or for 1 minute, the target can’t take reactions and must roll a d6 to determine its behaviour during the turn.

1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction.
5-6. The target doesn’t move, and the only thing it can do on its turn is make a Wisdom saving throw, ending the effect on itself on a success.

Dragon Breath Thrower – Spell slot: 2nd-5th – Casting Time: 1 Action
You have taken the part of a dragon that allows it to breathe fire and made a deadly weapon out of it. The size and shape of the attack and the damage done are dependant on the type of dragon killed and the spell slot expended for activation. If cast using a 4th or higher spell slot this gadget requires an action to use and does not benefit from the Combat Engineer feature.

Color Shape Damage Type 2nd level spell slot 3rd level spell slot 4th level spell slot 5th level spell slot
Black/Copper Line Acid 15-ft. 5d8 30-ft. 11d8 60-ft. 12d8 90-ft. 15d8
Blue/Bronze Line Lightning 30-ft. 4d10 60-ft. 10d10 90-ft. 12d10 120-ft. 16d10
Red/Brass Cone Fire 15-ft. 7d6 30-ft. 16d6 60-ft 18d6 90-ft. 26d6
Green Cone Poison 15-ft. 6d6 30-ft. 12d6 60-ft 16d6 90-ft. 26d6
White/Silver Cone Cold 15-ft. 5d8 30-ft 10d8 60-ft 12d8 90-ft. 16d8

Elementals

Fire Snake Scaling – Spell Slot: 1st level – Casting Time: 1 Action
You have worked Fire Snake scales into your own armor, you may channel your own arcane energies into it to activate its ability for 1 minute. A creature that touches you or hits you with a melee attack while within 5 feet of you takes 1d6 fire damage.

Gargoyle’s Form – Spell Slot: 2nd level – Casting Time: 1 Action
You have managed to replicate the effect of a gargoyle’s skin. For up to 1 minute, while you remain motionless, you are indistinguishable from an inanimate statue.

Efreeti Thrower – Spell Slot: 3rd level – Casting Time: 1 Action
When you hit with a ranged attack you release the essence of an Efreeti and channel your arcane power into it to deal an extra 5d6 fire damage.

Djinni in a Bottle – Spell Slot: 4th level – Casting Time: 1 Action – Concentration
You have captured the essence of a Djinni and by channelling your arcane energy into you can create a 5-foot-radius, 30-foot-tall cylinder of swirling air within 120 of you. The whirlwind lasts as long as you maintain concentration. Any creature but you that enter the whirlwind must succeed on a Strength saving throw or be restrained by it. You can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if you lose line of sight to it.

A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a Strength check (DC is your spell save DC). If the check succeed, the creature is no longer restrained and moves to the nearest space outside the whirlwind.

Marid Jet – Spell Slot: 5th level – Casting Time: 1 Action
Through the essence of a Marid you let loose a water jet in a 60 foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw. On a failure, a target takes 6d6 bludgeoning damage and, if it is huge or smaller, is pushed up to 20 feet away from you and knocked prone. On a success, a target takes half the bludgeoning damage, but is neither pushed nor knocked prone.

Fey
Some Fey gadgets function slightly differently than the others in that they all require a 1st level spell slot, but each spell slot past the first allows its effect to benefit one additional person.

Blink Dog’s Traversal – Spell Slot: 1st level – Casting Time: 1 Action
This gadget attaches to your boots and is made of the parts of a blink dog that allow it to teleport. You may activate this gadget with your move action and magically teleport, along with any equipment you are wearing or carrying, up to 40 feet to an unoccupied space you can see.

Pixie Dust – Spell Slot: 1st level – Casting Time: 1 Action – Concentration
The use of Pixie Dust is believed to grant flight, you’ve managed to find its true use in that it allows for you to gain invisibility if you channel your magic into a sprinkling of it around yourself. You remain invisible until your concentration ends. Any equipment you are wearing or carry is invisible with you.

Dryad’s Stride – Spell Slot: 1st level – Casting Time: 1 Action
You have created a gadget utilizing the flesh of a Dryad that when you channel your arcane energy you can pass through the woods around you. Once, on your turn you can use 10 feet of movement to step magically into one living tree within your reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.

Green Hag’s Voice – Spell Slot: 1st level – Casting Time: 1 Bonus Action
Using a Green Hag’s vocal chords you have created a gadget that can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful Intelligence (Nature) check.

Sea Hag’s Glare – Spell Slot: 5th level – Casting Time: 1 Action
This gadget has increased effect if it is used more than once on the same target. Made using the eyes of a Night Hag. First, a target within 30 feet of you that can see the gadget must make a Wisdom saving throw. On a failed save, the creature is frightened for one minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the gadget is within line of sight, ending the effect on itself on a success.

Fiends

Chain Devil’s Chains – Spell Slot: 2nd level – Casting Time: 1 Action – Concentration
You have taken the chains from a chain devil and affixed a gadget that allows you to mimic its ability to animate them. You create 4 chains within 10 feet of yourself that magically sprout razor-edged barbs and animate under your control.

Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When you use your action to attack you may use your bonus action to command one chain to attack. It does 2d6 slashing damage and the target makes a strength saving throw or is grappled. Until the grapple ends, the target is restrained and takes 2d6 piercing damage at the start of each of its turns. A restrained creature may make a Strength saving throw to end the effect at the end of each of its turns.

Ultroloth Goggles – Spell Slot: 3rd level – Casting Time: 1 Action
Made using an Ultroloth’s eyes. The goggles sparkle with opalescent light as you target one creature you can see within 30 feet of you. If that target can see you it must succeed on a Wisdom saving throw against the magic you channel through the goggles or be charmed until the end of your next turn. The charmed target is stunned.

Reactive Marilith Harness – Spell Slot: 4th level – Casting Time: 1 Bonus Action
A harness worn on the torso, made using the bones of a Marilith. When activated on your turn, you can take one reaction on every turn in combat for 1 minute

Balor’s Fiery Whip – Spell Slot: 5th level – Casting Time: 1 Action
An object that appears simply as a finely woven braid of leather, but inside it harbors a Balor’s blood that when you channel your arcane energy into it, turns it into the fiery whip of a balor. Reach 30 ft., 2d6+8 slashing damage plus 3d8 fire damage and the target must succeed on a Strength saving throw or be pulled up to 25 feet toward you.

Giants

Ettin’s Resilience – Spell Slot: 1st level – Casting Time: 1 Reaction
This gadget grants the user temporarily the effects of an Ettin’s two heads. Usable as a reaction, you gain advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious for one round.

Hill Giant’s Effort – Spell Slot: 2nd level – Casting Time: 1 Action
You channel your arcane energies into the finger bone of a Hill Giant, temporarily granting you its strength. Until the end of your next turn your strength is considered to be 21 for the purpose of all Strength checks.

Fire Giant’s Effort – Spell Slot: 3rd level – Casting Time: 1 Action
You channel your arcane energies into the finger bone of a Fire Giant, temporarily granting you its strength. Until the end of your next turn your strength is considered to be 25 for the purpose of all Strength checks.

Curse of the Fomorian Eye – Spell Slot: 4th level – Casting Time: 1 Action – Concentration
Using a gadget made from a Fomorian Evil Eye you have the ability to use this ability. One creature you can see within 60 feet must make a Charisma saving throw. The creature takes 6d8 psychic damage on a failed save or half as much on a successful one.

In addition, on a failed save the creature is also cursed with magical deformities for 1 minute. While deformed, the creature has its speed halved and has disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity. The transformed creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Storm Giant’s Lightning Strike – Spell Slot: 5th level – Casting Time: 1 Action
You channel your arcane energies into a piece of a Storm Giant’s boulder on an attack. If the attack hits the target and each creature within 10 feet of it must make a Dexterity saving throw, taking 12d8 lightning damage on a failed save, or half as much on a successful one. This is in addition to the damage dealt from your normal ranged attack to the primary target.

Monstrosities

Rust Monster’s Antennae – Spell Slot: 1st level – Casting Time: 1 Action
Using carefully contained Rust Monster antennae you can corrode a nonmagical ferrous metal object that you can see within 5 feet of you. If the object isn’t being worn or carried by a creature, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, you must successfully hit it with a melee attack roll, this attack does no damage.

If the object touched is either metal armor or a metal shield being worn or carried, it takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed.

Gorgon Blaster – Spell Slot: 3rd Level – Casting Time: 1 Action
You have taken the part of a Gorgon that grants it its petrifying breath and attached it onto an alchemical fog gadget. It sprays in a 30 foot cone of petrifying gas. Each creature in the area must succeed on a Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell.

Abominable Yeti’s Gaze – Spell Slot: 3rd level – Casting Time: 1 Action
Using the eyes of a Yeti you target one creature you can see within 30 feet of you. If it can see you, the target must succeed on a Constitution saving throw or take 6d6 cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is successful or it the effect ends on it, the target is immune for 1 hour.

Behir Lightning Field – Spell Slot: 4th level – Casting Time: 1 Action
Using the lightning producing parts of a Behir you have learned to generate a field around yourself to harm your enemies. Each creature within 10 feet of you must make a Dexterity saving throw, taking 12d10 lightning damage on a failed save or half as much damage on a successful one.

Storm of the Kraken – Spell Slot: 5th level – Casting Time: 1 Action
You have taken the parts from a Kraken that allow it to create a lightning storm. This ability takes a full action to activate and lasts for 1 minute. On activation, and as a bonus action on subsequent turns, you create three bolts of lightning, each of which can strike a target you can see within 120 feet of you. A target must make a Dexterity saving throw , taking 4d10 damage on a failed save, or half as much on a successful one.

Oozes

Ooze Thrower – Spell Slot: 1st level – Casting Time: 1 Action
You have contained ooze in a container that can be loaded into your Ooze Thrower. Depending on the type of Ooze used determines the effect. Make a ranged attack roll targeting an enemy you can see. If hit refer to the below table for the effects.

 

Type of Ooze Effect
Gray Ooze Psychic Crush: The target, if hit, must make an intelligence saving throw, taking 3d6 damage on a failed save, or half as much on a successful one
Gelatinous Cube Engulf: The target, it hit, must make a Dexterity saving throw.

  On a successful save the creature can choose to be pushed 5 feet to an unoccupied space, a creature that chooses not to be pushed suffers the consequences of a failed save.

 On a failed save the creature takes 3d6 acid damage and is engulfed. The engulfed creature can’t breathe, is restrained, and takes 6d6 acid damage at the start of each of your turns.

 An engulfed creature can use an action to make a Strength check to escape.

Black Pudding Corrosive Blast: The target, if hit, takes 1d6 bludgeoning damage and 4d8 acid damage. In addition, nonmagical armor worn by the target is partially dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Plants

Myconid Rapport Spores – Spell Slot: 1st level – Casting Time: 1 Action
You release spores in a 10-foot radius and channel your arcane energies into them. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren’t undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.

Pacifying Spores – Spell Slot: 2nd level – Casting Time: 1 Action
You eject spores at one creature you can see within 5 feet of you. The target must succeed on a Constitution saving throw or be stunned for 1 minute. That target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Hallucination Spores – Spell Slot: 3rd level – Casting Time: 1 Action
You eject spores at one creature you can see within 5 feet of you. The target must succeed on a Constitution saving throw or be poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. That target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Animating Spores – Spell Slot: 4th level – Casting Time: 1 Action
Using the animating spores of a Myconid Sovereign you may target one corpse of a humanoid or a large or smaller beast within 5 feet of you. The corpse rises as a Spore Servant loyal to you and remains animated for 1d4+1 weeks or until destroyed, and can’t be reanimated again in this way.

Undead

Summon Flameskull – Spell Slot: 1st level – Casting Time: 1 Action – Concentration
You can summon a Flameskull that you can command with a bonus action. It has all of the stats of a normal flameskull.

Revenant’s Glare – Spell Slot: 2nd level – Casting Time: 1 Action
You have learned the art of the Revenant’s glare and can use it against your favored enemies. You target one creature of one of your favored enemy types within 30 feet of you. The target must make a Wisdom saving throw. On a failure, the target is paralyzed until you deal damage to it or the end of your next turn. When the paralysis ends, the target is frightened of you for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see you, ending the frightened condition on itself on a success.

Hunter of the Night – Spell Slot: 3rd level – Casting Time: 1 Action
You have, through research, created a way to call upon a vampire’s beastial companions yourself. You can magically call 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, you can call 3d6 wolves instead. The called creatures arrives next round, acting as allies to you and obeying spoken commands. The beasts remain for 1 hour, until you die, or until you dismiss them as a bonus action.

Disrupt Life – Spell Slot: 4th level – Casting Time: 1 Action
You have through experience with fighting the undead replicated the area of death that surrounds a Lich. Each creature within 20 feet of you must make a constitution saving throw against this magic, taking 6d6 necrotic damage on a failed save, or half as much on a successful one.

Death Knight’s Hellfire Orb – Spell Slot: 5th level – Casting Time: 1 Action
You have created a gadget that duplicates the dark creation of hellfire used by the Death Knight. You hurl a magical ball of fire that explodes at a point you can see within 120 feet of you. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 10d6 fire damage and 10d6 necrotic damage on a failed save or half as much on a successful one.

I would like to clarify, that while many monster abilities do seem quite powerful up front, the requirement of replacing your already limited spell slots with one, and the requirement of having to have killed the thing that has the power first, should even out with many other true spell casters as far as the damage it can do, although would still be on the slightly weaker side. Additionally, a ranger does not have as many spell slots, or any way to get any of them back without a long rest.

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