Jsk Machinist

Boltfly
At 3rd level,.

Enginades
At 3rd level, your understanding of chemical reactions and engineering allows you to create thrown objects that provide a variety of effects. With Tinker's Tools in hand, you can spend one hour of light activity during a long rest to create two enginades from the list below. You can create more enginades per long rest as you gain levels in this class (see the Enginades column of the Machinist feature table). An enginade is a tiny device with a button that can be easily held in the palm of your hand. Each enginade remains potent for 24 hours, at which point the chemicals within lose their potency and the enginade becomes inert. If an enginade has a saving throw, the DC is equal to 8 + your proficiency bonus + your Intelligence modifier.

Once the button has been pressed, an enginade will only detonate after reaching or exceeding 60mph and then falling below 60mph, often due to a sudden stop. Throwing an enginage at a target is the intended method of detonating an enginade, but other methods may also work with the approval of the DM. You use your action to throw an enginade. You cannot throw more than one enginade per turn.

Fire Nade
You throw an enginade at a point you choose within 60 feet. All creatures within 15 feet of that point must make a Dexterity saving throw. On a failed save, a creature takes 1d10 fire damage and is ignited for 1 minute. On a successful save, a creature takes half as much damage and is not ignited. Flammable objects in the area that are not being held or worn are also ignited. The initial damage of this enginade increases by 1d10 at 5th level, 9th level, 13th level, and 17th level.

Flash Nade
You throw an enginade at a point you choose within 60 feet. All creatures within 10 feet of that point must make a Dexterity saving throw. On a failed save, a creature is blinded until the end of your next turn. The area that this enginade effects increases by 5 feet at 5th level, 9th level, 13th level, and 17th level.

Frost Nade
You throw an enginade at a point you choose within 60 feet. All creatures within 15 feet of that point must make a Dexterity saving throw. On a failed save, a creature takes 1d8 fire damage and is slowed until the end of your next turn. On a successful save, a creature takes half as much damage and is not slowed. The initial damage of this enginade increases by 1d8 at 5th level, 9th level, 13th level, and 17th level.

Oil Nade
You throw an enginade at a point you choose within 60 feet. All creatures within 10 feet of that point must make a Dexterity saving throw. On a failed save, a creature is splattered with highly flammable oil. The area effected by this enginade is also splattered in oil. A target splattered with oil is vulnerable to the first amount of fire damage that it takes. An area splattered in oil can be ignited with fire, and a creature takes 1d4 fire damage every 5 feet that it moves through the area. Lastly, when a creature moves onto an oil-splattered space for the first time on a turn, it must succeed on a Dexterity saving throw or fall prone. The area that this enginade splatters in oil increases by 5 feet at 5th level, 9th level, 13th level, and 17th level.

Poison Nade
You throw an enginade at a point you choose within 60 feet, creating a 10-foot-radius cloud of poison centered on the chosen point. The cloud spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the enginade detonates, and whenever a creature ends its turn inside the cloud, a creature in the effected zone must make a Constitution saving throw. On a failed save, a creature is poisoned until the end of its next turn. The radius of the fog increases by 5 feet at 5th level, 9th level, 13th level, and 17th level.

Razor Nade
You throw an enginade at a point you choose within 60 feet. All creatures within 15 feet of that point must make a Dexterity saving throw. On a failed save, a creature takes 2d4 slashing damage and bleeds for 1 minute. On a successful save, a creature takes half as much damage and doesn't start bleeding. Furthermore, a creature not wearing armor that fails its saving throw against this enginade takes double damage from the bleeding condition. The initial damage of this enginade increases by 2d4 at 5th level, 9th level, 13th level, and 17th level.

Shock Nade
You throw an enginade at a point you choose within 60 feet. All creatures within 15 feet of that point must make a Dexterity saving throw. On a failed save, a creature takes 1d12 lightning damage and is shocked until the end of your next turn. On a successful save, a creature takes half as much damage and is not shocked. A target partially or fully submerged in a liquid, or a liquid-type creature, makes its saving throw against this enginade with disadvantage. The initial damage of this enginade increases by 1d12 at 5th level, 9th level, 13th level, and 17th level.

Smoke Nade
You throw an enginade at a point you choose within 60 feet, creating a 20-foot-radius sphere of fog centered on the chosen point. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. The radius of the fog increases by 5 feet at 5th level, 9th level, 13th level, and 17th level.

Sonic Nade
You throw an enginade at a point you choose within 60 feet. All creatures within 15 feet of that point must make a Constitution saving throw. On a failed save, a creature takes 1d8 thunder damage and is deafened until the end of your next turn. On a successful save, a creature takes half as much damage and is not deafened. Objects and structures made of inorganic material take double damage from this enginade, and constructs make their saving throw against this effect with disadvantage. The initial damage of this enginade increases by 1d8 at 5th level, 9th level, 13th level, and 17th level.

Sticky Nade
You throw an enginade at a creature that you can see within 60 feet. The creatures must make a Dexterity saving throw. On a failed save, a creature is covered in a thick foamy substance and is restrained until the end of your next turn. While restrained, the creature can use its action to make a Strength saving throw, ending this condition on itself on a successful save.