Creating a Contraption

Each Contraption you prepare is a combination of two components: A Trigger and A Payload. The Trigger determines how the device is activated and the Payload is the effect the device will have. To prepare a Sabotage Contraption you must select one trigger and one payload per contraption. Each Trigger and each Payload have an associated Spark cost denoted next to the name. The sum of the two costs is the total Spark cost for the contraption. Some Triggers require attack rolls and some require saving throws. For those which require saving throws, the Ability score for the saving throw is defined by the payload of the device.

Triggers Triggers are presented in Alphabetical order. Action Trap (2): These devices are linked to an action in some way, such as opening a door, pushing a lever, or picking up an object. When activated, all creatures within 10 feet of the triggering action must make a saving throw against your contraption save DC. Grenade (1): The payload is inserted into a device which detonates on contact with an enemy within 30 feet. Make a ranged Contraption attack against a target. On a hit the payload activates. On a miss the grenade bounces harmlessly away. Long Timer (3): Upon using devices with Timer triggers the device is activated and the timer set. The timer can be a number of minutes from 1 to 6 selected by the user on activation. The device detonates after that many minutes. Creatures within 20 feet of the device when it activates must make a saving throw against your Contraption Save DC. Short Timer (2): Upon using devices with Timer triggers the device is activated and the timer set. The timer can be a number of rounds from 1 to 6 selected by the user on activation. The device detonates at the end of your turn on that round. Creatures within 15 feet of the device when it activates must make a saving throw against your Contraption Save DC. Turret (3): This small arcane Ballista be used to launch a single projectile at a target within 60 feet of it. As an action you place and prepare the device. On the same or future turns you may use your bonus action to activate the Contraption, making a ranged Contraption attack against a target which can be seen by both you and the device. You must be within 60 feet of your contraption to be able to command it. Wire Trap (2): The payload is inserted into a device which activates when a creature trips the wire. Place the Contraption as an action with a single wire of maximum length 15 feet in a straight line away from the device. When activated, all creatures within 15 feet of the device must make a saving throw against your Contraption Save DC.