The Gadgeteer builds things, then activates those things so as to use them to solve problems. Often using them in combat, in fact. A gadgeteer is a master of devices and can have a bundle of things active at any one time. A gadgeteer is a sort of a problem solver (much like a rogue or wizard), but one who is likely to stick with a few main shticks for many encounters. Creating a Gadgeteer You can make a gadgeteer quickly by following these suggestions. Background: Engineer Equipment: Leather armor, dagger, pistol, repair kit, adventurers kit, 35gp

Class Features

As a gadgeteer, you gain the following class features:

Hit Points Hit Dice: 1d6
Hit Points at 1st level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per gadgeteer level past 1st


Armor: Light and medium armor Weapons: Simple melee weapons, simple ranged weapons
Tools: Choose one from repair kit, explosives kit or thieves tools
Saving Throws: Intelligence , Dexteriry
Skills: Choose four from Science, Sleight of Hand, History, Nature, Insight, Perception, and Search

The Gadgeteer

Level Proficency
Class Features Devices
1 +2 Gadgetry (Simple), Identify Device 3
2 +2 4
3 +2 Signature Invention 5
4 +2 Ability Score Improvement 5
5 +3 Gadgetry (Good) 6
6 +3 Improve Invention 7
7 +3 Ability Score Improvement 8
8 +3 9
9 +4 Gadgetry (Greater) 10
10 +4 Ability Score Improvement 10
11 +4 Simplified Device, Improve Invention 11
12 +4 12
13 +5 12
14 +5 Ability Score Improvement 13
15 +5 Gadgetry (Complex), Improve Invention 13
16 +5 14
17 +6 Ability Score Improvement 15
18 +6 Apex Invention 16
19 +6 Ability Score Improvement 16
20 +6 Gadgetry (Galactic) 17


As a Gadgeteer you have a strange “spark” which allows you to build devices (gadgets) others can’t even dream of. While most are content to use the standard guns and gear and some even brave enough to try to use experimental devices, you are the consummate inventor, boldly building things that no sane person would ever even go near. Most gadgeteers (if there are any other than yourself) would scoff at the idea that these abilities are magical but they can’t deny that they have leaps of logic that others simply don’t have. You can use simple scrapped together items or pieces of scavenged material to build gadgets that function much like magical spells, and without the dangerous backlashes of most experimental devices. However these gadgets tend to be finicky and require constant personal maintenance from you, meaning you can only maintain so many devices at once (as you level you learn to maintain more at a time). In addition these gadgets tend to be so complicated that most are unable to use them, even other gadgeteers.


You have a collection of schematics that contains the knowledge of all the gadgets you know how to build. It starts with 3 gadgets of your choice, chosen from the simple list available at level 1. Each time you gain a gadgeteer level you invent a new gadget, adding that gadget’s schematic to your collection. You can add schematics for any gadget chosen from any list whose complexity you’re able to draw from.
You start out only being able to choose from the simple list, but you add subsequent lists at higher levels as seen on the gadgeteer class chart. Unlike a wizard’s spellbook or an alchemist’s formula book, your schematics don’t usually fit inside a single small volume. Instead they are scattered papers, folded up sheets stuffed into your pack and notes hastily scrawled on the backs of other items. No one, not even another gadgeteer, can easily make sense of your schematics, since most are half done and are just there to jog your own memory. You can recreate any lost schematic from memory with an Intelligence check (DC 5 + 1 for each complexity level of the gadget you’re remembering the schematic for). On your adventures you might find other schematics that you can add to your collection, or you might find other gadgets you can reverse engineer. In either case it takes some puzzling out before you’re able to add it. To do so you must spend 4 hours per complexity level studying the gadget (or schematic) and succeed at an Intelligence check (DC is 10 + 1 for every complexity level beyond simple). If you succeed you can add the schematic to your collection (although you can only build it if you can build gadgets of that complexity level). In either case reverse engineering a gadget destroys it. This is not the case for studying schematics but if you fail you must wait a tenday before you can try studying them again.

Building a Gadget

Once you have a working schematic of a gadget (either one you invented or one you reverse engineered) you can build that gadget. It takes time, tools and parts to do so, however you can usually improvise your own tools and parts as long as you have access to a source of scrap material. In any case it shouldn’t cost you anything to build most of your gadgets. The only time cost enters in is if you try to produce enough to mass market (which wouldn’t work anyway, see using gadgets below). It does take time to build these gadgets though, which is based on the complexity of the gadget. You can build as many of any copy of a gadget you have a schematic for, although you can only maintain a certain number of gadgets at a time (see using gadgets.)

Using Gadgets

The types of gadgets you build are not the standard, tried and true gear that others purchase from an equipment list. Nor are they the experimental devices that, while often dangerous, at least are relatively easy to use and operate. No, the gadgets you build are essentially prototypes, complicated devices that are barely held together. Only someone of your gifts could even hope to be able to use even the simplest of your gadgets and some are so personalized that nobody but you can use them no matter what. It is the dream of every gadgeteer to be able to simplify their devices to such a degree that others can use them but such work requires years of study and experience. If someone tries to use one of your gadgets they must make an Intelligence check (DC is 15 +5 for every complexity level of the gadget beyond simple). If they succeed they can use your gadget for 5 minutes. That does not make them proficient in the gadget (they are only proficient if the device resembles a weapon or tool they are proficient in). If they fail they must wait 5 minutes before they can try again. If they fail by 5 or more the gadget is ruined and must be rebuilt before it can be used again. The same rules apply if you attempt to use the gadget of another gadgeteer, only in that case if the gadget is ruined it cannot be rebuilt or reverse engineered.

Even if someone were to figure out how to use one of your gadgets they won’t be able to use it for long. In addition to being difficult to use your gadgets require constant upkeep and maintenance. Dials have to be tweaked, pressure valves have to be turned, and damaged pieces have to be replaced. You can only maintain a certain number of gadgets based on your level as indicated in the gadgeteer class list. Any gadget beyond that (or any gadget that is out of your possession) breaks down after 5 minutes and must be rebuilt before it can be used again. You can maintain the gadgets of other gadgeteers (although they do count against your total) even if you don’t know how to use them (in fact you have to keep maintaining them if you want to reverse engineer them, otherwise they will break and be ruined).

You are automatically proficient in any gadget you know how to build (including armor and weapon like gadgets). Most gadgets can be used repeatedly without refueling or reloading (aside from maintenance work) although some require you to spend time giving extra special care. These gadgets can be used only a few times and you must take either a short rest or long rest in order to recharge them. Even when they are not in use such gadgets still need to be maintained and they still count against your total.

Gadget save DC = 8 + your Intelligence modifier + your proficiency bonus

Identify Device

You know more about gadgets than anybody. During a short rest you can identify any number of devices as per the identify device spell.

Signature Invention

When you reach 3rd level you build a signature invention, a gadget of outstanding genius that becomes your most prized invention for the rest of your career. You choose from the available signature inventions (power glove, or omnigun) and get the associated benefit. Signature inventions need to be maintained like any other gadget but they do not count against your total and cannot be used by anyone other than you, no matter what. You cannot reverse engineer another gadgeteer’s signature invention and once chosen you cannot change your signature invention.

Ability Score Improvement

When you reach certain levels noted in the gadgeteer table, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You cannot increase an ability score above 20 using this feature. Alternatively, when you reach one of the noted levels, you can forgo improving any of your ability scores to take a feat.

Simplified Device

At level 11, you discover a way to create simpler versions of your gadgets so that other people can use them. When you first build a gadget you can specify if it’s simple or regular. If you build it simplified the
DC to figure out how to use it is 5 less than normal and once someone has figured out how to use a gadget they can use that gadget again without having to roll (as long as it’s one of the ones you built). Gadgets still need to be maintained and still count against your allotment of gadgets you can maintain at once. You can use this ability to hand off a gadget to someone else. However, this makes it easier for other gadgeteers to reverse engineer your gadgets as well. Any gadget built simplified has the DC to reverse engineer it reduced by 5.

Gadget Descriptions

Gadgets come in five increasing levels of complexity: Simple, Good, Greater, Complex, and Galactic. Gadgets and what they do (sorted by complexity) are described below. Unless otherwise specified all gadgets require an action in order to use.

Simple Gadgets

It takes 1 hour to build a simple gadget chosen from this list. These gadgets are available at 1st level.

All Purpose Assistant

Weight: 1 lbs Type: Utility
The all purpose assistant is a useful little gadget that performs a variety of simple tasks for the user. It’s easier to maintain than other devices and doesn’t count against your total of devices you can maintain in a day. It still breaks if not maintained by you and you can’t maintain more than one of these devices for free (subsequent ones count against your daily allotment). The APA is capable of doing any of the following:

  • Instantly light or snuff out a candle
  • Act as a knife or simple tool
  • Clean an item no larger than 1 cubic foot (including organic matter and your teeth)
  • Chill or warm up to 1 pound of nonliving material
  • Tell time as a pocketwatch
  • Set an alarm to go off at a certain time
  • Provide dim light out to a 20’ radius

You can customize your APA by adding additional affects but in general no such affect can duplicate any device, spell or magical item not already listed here and can’t be used to damage another creature in anyway. If you meet those requirements you can add that function to your APA as long as you have your DM’s approval.

Big Boom Bomb

Weight: 1 lbs Type: Area Weapon
This device is small enough to be carried or stored in a pocket. When you activate it you choose how many rounds later (to a max of 3 rounds) before it explodes in a 25’ radius spread. Everyone in the area of affect must make a Dexerity saving throw. On a failed save they take 1d12 (+ your Int Modifier) damage (fire and piercing) and are knocked prone. On a successful save they take half damage and are not knocked prone. You learn to build better bombs as you level, which increases the damage. Base damage is 2d12 at 5th level and 3d12 at 11th. Big Boom Bombs are especially good against objects. All untended objects and structures in the area (including individual 5’ cubes of terrain) take double damage, which also ignores hardness less than that of steel. Building this actually produces three such bombs but each time a bomb is used it is destroyed and must be rebuilt. Thrown (range 20/60)


Weight: 3 lbs Type: Ranged Weapon/Utility
This device is worn like a glove, and uses a spring loaded mechanism to launch off. It allows you to make a ranged attack out to 10’ that deals 2d6 + Intelligence modifier bludgeoning damage on a successful hit. Additionally, any target hit by the fist must make a Con save or be shoved back 15’. The fist can also be used to grab small untended objects (less than 5 lbs) out to the max range of the fist and automatically pull those objects back to you. It can’t disarm a creature but (with a successful ranged attack and the DM’s permission) it might be able to pull objects off of a creature’s belt or hanging off a hook.

Flare Gun

Weight: 1 lb Type: Utility
With this device, which looks like a small metal tube with a metal clasp on the end, you can fire a flare of light up to 120 feet away. Choose a point with that range and fire the gun as a bonus action. The area within 20 foot sphere around that area is lit by blue, green, orange or red light (your choice) which acts as bright light and lasts for 10 minutes. In addition, for the round it takes to travel, every location between you and the point you designate is also lit by bright light. If fired at a flammable object (such as oil or grease) the flare gun has a 25% chance of catching fire. Roll a d4 and a roll of 1 the flare gun catches the object on fire.

Frost Gun

Weight: 2 lbs Type: Ranged Weapon
This device looks like a small gun, albeit one covered in tubes and pressure gauges and with a canister of cold liquid stuck on top. Firing this gun (as an action) allows you to make a ranged attack against a target up to 120 feet away. On a hit the target takes 1d8 cold damage and its speed is reduced by 30 feet until the start of your next turn. At 5th level you can build a more powerful version of the ray that does 2d8 damage. At 11th level the damage increases to 3d8 and at 17th level the damage becomes 4d8.

Helsbreath Gun

Weight: 5 lbs Type: Ranged Weapon / Two-Handed
This device is like a flamegun, but one without the tendency to explode. It must be wielded in both hands. Activating it creates a 15’ cone or 30’ line of fire, dealing 3d6 Fire damage (Dex save for half). This also ignites any unattended flammable objects in the area.

Shock Staff

Weight: 5 lbs Type: Melee Weapon
This device can be wielded in one hand, and has 5’ reach. It can be wound up as a bonus action and once wound, holds the charge for up to a minute or until used. Once its charged, you can use the staff to make a melee attack dealing 1d8 + your Intelligence modifier in lightning damage on a successful hit. Any target struck by the staff must make a Constitution save. On a failed save the creature is unable to take actions until your next turn. This does not work on targets that are immune to lightning damage.

Harpoon Gun

Weight: 7 lbs Type: Ranged Weapon / Two-Handed
This weapon must be wielded in both hands to activate. To use this weapon you make a ranged attack out to 300 feet. On a hit it deals 1d10 piercing damage, and if it deals any damage it sticks in firmly, requiring a DC 20 Strength check to remove. A cable attached can be wound up as part of a move allowing the user to either pull himself towards the landing point, or drag a target towards him with an opposed Strength check (due to the attached pulley you get advantage on that opposed check).

Steam Spray

Weight: 1 lbs Type: Area Weapon
This one-handed weapon can be used to create a 20’ cone of steam. Any creature in this cone must make a Dexterity saving throw, taking 1d10 fire damage on a fail, half on a success. This damage ignores fire resistance and can also be used to automatically extinguish small fires. It does double damage against creatures primarily composed of fire although it doesn’t extinguish them.

Wind-up Flare Lantern

Weight: .5 lbs Type: Utility
This device may be freely worn on the shoulder or even on top of a helmet, but takes a free hand to activate or adjust the settings. Winding it up for one minute provides a charge to keep it providing light (as per a Light) spell for one hour. At any time an action may be used to end this effect, suddenly using up all the remaining power in one flash. This forces all creatures in 50’ (except the wearer) to attempt a Con save or be blinded for 1 minute. Those warned gain advantage on the save.


Weight: 2 lbs Type: Ranged Weapon
This device is a small hand held metal container that holds a bladed disk. When you use an action to fire the disk it shoots out of the housing, launching out with a whistling noise (hence the name). Make a ranged attack against a single target using your Intelligence modifier in place of Dexterity. On a hit the target takes 1d8 + your Intelligence modifier in slashing damage. The blade automatically ricochets off objects until it returns to the container. At 5th level you can make two attacks with the whistler (against two different targets) with a single action. At 11th level you can attack three separate targets with the whistler. At 17th level you can attack up to four different targets.

Proximity Detector

Weight: 1 lbs Type: Utility
This device takes up no slot, whirling around you. If it is moderately windy this device requires no charging at all, otherwise it requires the use of a bonus action every minute to crank a switch that helps the wheels spin. Using sonar echoes, it grants you advantage on all perception checks to avoid being surprised, allows you to make active checks when you would normally only be able to make passive ones, and provides disadvantage on all attacks against you made by invisible or otherwise unseen creatures (canceling out their advantage).

Good Gadgets

It takes 2 hours to build a gadget chosen from this list. These gadgets are available at 5th level.

Oil Spray

Weight: 2 lbs Type: Area Affect
This device can be carried and fired with just one hand. You can use it to fill a 30’ cone with a fine mist of oil. The ground is affected as though by a grease spell. It also gives of a bad odor. All creatures that start their turn in the area must make a Constitution save or spend their next turn retching and reeling.

Universal Translator

Weight: 1 lb Type: Area Affect
The device automatically gives you the literal meaning of any spoken language you hear. It can also scan written languages converting them to a language you understand but you must be within 5 feet of the writing you wish to translate. This device doesn’t decode secret messages hidden in writing, nor does it decode magical writing.

Gatling Gun

Weight: 8 lbs Type: Ranged Weapon
This device must be carried in both hands when activated. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 piercing damage on a failed save, or half as much damage on a successful one. Medium and smaller creatures can only be hit by a single attack from this weapon (and only count as a single target). Large and Huge creatures can be hit by up to two attacks (and count as two targets) and gargantuan creatures can be hit by four attacks (which makes the creature count as 4 targets). You can attack a total of 10 targets with this weapon before you need to spend an action to reload it.

Gloom Begone Goggles

Weight: .5 lbs Type: Utility
These goggles allow you (with the proper adjustments) to see normally in both magical and non-magical darkness up to a range of 120 feet.


Weight: 3 lbs Type: Utility / Two-Handed*
This device can fit inside a regular backpack, and requires two hands to use. With this device you can spend an action to cause an incredible bolt of electricity to zap through one adjacent ally. This duplicates a Revivify spell. It also automatically stabilizes anyone who is Dying. It does no damage if used to make an attack. Once you use this device the mechanism burns out and you must spend either a short or long rest repairing it before you can use this device again.

Static Blade

Weight: 5 lbs Type: Melee Weapon
This is a one handed or two-handed bladed melee weapon (usually a longsword). It can be charged by dragging it along the ground, and loses the charge when used or at the end of the round (basically meaning you have to move every round to use it as a Gadget). It can be wielded as a normal weapon of its type, however if fully charged it also deals 5d6 Electricity damage on a successful hit.

Cog Powered Fist

Weight: 5 lbs Type: Utility/Melee Weapon
This device must be worn on one hand, like a bulky gauntlet, and provides a disadvantage on checks involving the hand. It must be wound up to be activated, requiring a bonus action to provide enough power for five rounds. When powered, it can be used to make Slam attacks that deal 2d6+Str. It also makes your strength score 16 while it’s being worn and charged.

Improved Scattergun

Weight: 10 lbs Type: Utility
This device must be wielded in both hands to be used, and requires an action to fire. When you fire this weapon make an attack (with advantage) against every target in a 15’ radius. On a hit the weapon does 3d4 bludgeoning damage.

Frost Blaster

Weight: 7 lbs Type: Area Weapon
This device is worn as a back-pack, but to be used it also has an attachment that must be wielded in one hand. It has three uses per charge, and requires 1 minute to completely re-fill. With an action, it unleashes a cold spray in a 20’ cone. This deals 1d4 Cold damage per gadgeteer level (Con save for half), up to a maximum of 10d4, and all who fail the Con save have their speed reduced to 0 for one minute or until exposed to a strong source of heat.

Lightning Rod

Weight: 7 lbs Type: Utility/Area Weapon
This device can be carried in one hand quite easily. It can be charged either by winding it up to generate power (requiring one action per charge) or by being hit by a source of electricity that would do at least 15 Electricity damage (providing one charge). It can hold one charge at a time, and can be discharged with an action. Doing so unleashes a Lightning Bolt (as per the spell). Additionally, if it is not charged, it will automatically absorb any electricity-based attacks aimed at the wielder (absorbing up to 15 damage, which adds 1 charge).

Fuel-Efficient Flamethrower

Weight: 1 lbs Type: Area Weapon / Two-Handed
This device must be wielded in both hands to be used, and requires an action to activate. This creates a 30’ cone or 60’ line of fire, dealing 3d10 Fire damage (Dex save for half). Those who fail the save catch fire. Additionally, the area is filled with thick smoke that causes Concealment and forces a Con save to all in
the area, against being Nauseated for one round due to choking. It dissipates after 1d4 rounds. This also ignites any unattended flammable objects in the area. Refilling the device with fuel takes 10 minutes.

Flashbang Generator

Weight: 10 lbs Type: Utility
This device is carried as a staff, and holds one charge at a time. It takes three rounds to mix up another charge to load in, but only a bonus action to activate. Activating it creates a bright flash of light (as the Wind-up Flare Lantern, double the duration) and a loud “bang”, causing those who pass the save to be Deafened for 2d6 rounds, and those who fail to be Stunned for 1 round and Deafened for 2d6 minutes.

Signature Invention


Your signature invention is an Omnigun, a weapon capable of firing just about anything and making numerous powerful attacks. As you advance you constantly improve your omnigun until it becomes one of the deadliest weapons ever built.

Omnigun Mark I

When you choose this signature invention at 3rd level you build an Omnigun Mark I. The Omnigun Mark I
has the following stats:

Damage Weight Properties
1d10 piercing 7 lb. Ammunition (range 150/600), loading, two handed, special

The Omnigun can use bits of metal, rocks, bullets, even bolts and arrows as ammunition. You can also up to 3 ranged weapon or area weapon gadgets to the Omnigun at which point they become part of the Omnigun and no longer take up weight themselves (although they still count against your total of gadgets you can maintain at once).

Omnigun Mark II

When you reach 6th level you enhance the Omnigun, giving it the ability to fire three shots instead of the usual 1. All three shots are fired simultaneously and at the same target. It takes a full round for the Omnigun to cool down after firing. You can now attach 4 gadgets to the Omnigun

Omnigun Mark III

Upon reaching level 11 you are able to further enhance the Omnigun. It is now considered a 1/1 weapon and no longer jams on a Natural 1 (instead it just misfires). Anyone (other than yourself) that touches the Omnigun must succeed at a DC 11 Con save or take 2d4 lightening damage. You have also become attuned to the Omnigun and know where it is at all times so long as it is within 10 miles of your location.

Omnigun Mark IV

At 15th level you build the Omnigun Mark IV. The Omnigun Mark IV is now considered 2/2 weapon and holds up to 6 different gadgets. You’ve added steam powered jets to your gun allowing
it to hover in the air and fire independently of you. The gun is the functional equivalent of a Spiritual Weapon and it can fly back to your hand or hover in the air> You can spend an action to cause the weapon to fire either the main gun or any of the attached gadgets

Omnigun Mark V

When you reach 18th level you build the ultimate form of the Omnigun. It now acts as a 3/3 weapon and you are able to attach up to half your available gadgets to the Omnigun. Additionally you may swap a gadget as an action. When you roll a Naturla 20 on your attack roll with the Omnigun you can roll another attack. On a successful hit you add another 1d10 to the damage.

Power Glove

Your signature invention is a Power Glove, a utility glove that lets you augment weapons and armor, repair damaged objects, and scan enemy weaknesses. It also lets you monitor your own health.

Power Glove Mark I

At 3rd level, after choosing this as your signature weapon, you build yourself a Power Glove Mark I. It
looks like a bulky gauntlet made of pipes, metal bits and tubing and weighs 3 lbs. While you are wearing
the Power Glove you can monitor your own health, and administer medicine as needed. This gives you
advantage on all Con saves. The Glove has 5 charges. You can use 1 charge as a bonus action to
project a Mending ray, 1 charge to activate a Light spell, or 1 charge to activate an effect like True Strike. It takes a long rest for you to recharge your glove.

Portable Micro-Factory

Your signature invention is the Portable Micro-Factory, a device that lets you quickly produce mass quantities of miniature, programmable ’bots that can carry out tasks such as carry a bomb or a message. As you level up the ’bots become more autonomic and functional until they are able of independent function.

Portable Micro-Factory Mark I

Upon reaching 3rd level you are able to construct the Portable Micro-Factory Mark 1. The factory weights 10lbs and fits into a backpack. It takes 1 full round to extract and deploy. It then takes an action to initial the build, which take about 10 minutes to complete. This device allows you to create a small bot once a day that is able to perform a single specific task (ex. Act as a light source, scout ahead, etc.) The bot has the ability to hover using small steam powered jets, has an AC of 10, and has a total of 5 hit points. The number of bots you can create is limited by the amount of available material. These bots are control through a helmet interface which limits you to a maximum of 3 bots at a time.

Portable Micro-Factory Mark II

When you reach 6th level you are able to enhance the Micro Factory to produce either two small bots (taking 10 minutes each to build after initiation) or one larger bot. The larger bot is capable of carrying up to 5lbs in addition to whatever single task it has been assigned. It take 15 minutes to complete the build on the larger bot. Larger bots have an AC of 15 and has 10 hit points.

Portable Micro-Factory Mark III

At 12th level you are able to upgrade the Micro-Factory. It is now a larger device weighting 20lbs but is still collapsible to fit into a backpack. The production for new bots is reduced to half and larger bots are able to carry up to 10lbs, they are also capable of carrying and using Simple Gadgets. Anyone other than yourself attempting to use the Micro-Factory must succeed on a DC 15 Con save or take 3d6 lightening damage (half on a successful save). All bots increase their AC and HP by 3. Improvements on the helmet interface allows you to control up to 5 bots at one time.

Portable Micro-Factory Mark IV

At 15th level the Micro-Factory is able to produce bi-pedal bots in addition to the hovering version. These new bots are capable of performing more complex tasks and are able to carry and use Greater Gadgets. They have an AC of 16 and have a total of 24 hit points. The Factory itself is now capable of hovering and deploying on it’s own (with a command from you). You no longer need the helmet to communicate with the bots but can do so through hand and verbal signals.

Portable Micro-Factory MarkV

You have perfect the factory. It is capable of producing 2 bots at a time, either bipedal or hovering (or a combination). Each bot has an AC of 18 and 32 hit points. With a bit of extra material you can choose to build a bot that has a ranged weapon of your choice (from your available gadgets) as part of it’s build, or improve it’s defense ability. If the latter is chosen the AC goes to 22 and the HP goes to 40.


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