Devices is a Secondary Power Set for Blasters.
You are a genius with gadgetry. A master of mechanics. You carry with you the components to construct any number of helpful devices and tools, and you can cobble just about anything together to make what you need. If you are stripped of all tools and gear, you cannot use any feature in this Power Set, but it's amazing what can be done with a paper clip and two rubber bands.
Some of your Devices features may cause your target to catch fire. When a creature catches on fire, it suffers an immediate 1d6 of fire damage on top of any damage dealt by the attack or feature itself. It will take 1d6 fire damage again at the beginning of its next (and every subsequent) turn if the flames haven't been put out. At the end of each of its turns, the creature can use its Action to make a DC 12 Dexterity Check to try to put out the flames.
At 1st level, you can use your Action to select a creature you can see within 50 feet and toss a small package at it, which explodes in a sticky webbing. That creature must make a Dexterity Saving Throw or become restrained by the webbing. If the creature is flying, it will descend toward the ground at its maximum flight speed (even it it had already moved during the round), but will not take damage if it lands. This effect lasts until the end of its next turn.
At 1st level, you can use your Action to select a location you can see within 25 feet and throw a handful of small metal jacks in an area 15 feet in radius centered on that location. Each creature in the affected area must treat it as difficult terrain, and any creature that ends its turn inside the area takes 1d4 piercing damage. These Caltrops last three rounds. If you drop a second patch of Caltrops, your existing ones disappear.
At 1st level, you can use your Action to select a creature you can see within 20 feet and toss a pair of charged darts at it, connected to a power source you hold or is on your body. The target must make a Dexterity Saving Throw or be stunned until the end of its next turn. You must apply at least one Endurance Die to this DC.
At 4th level, you can use your Bonus Action to launch a small targeting drone that orbits you closely and moves with you. This drone provides constant feedback to a sensor you wear. You must set aside one Endurance Die while your Targeting Drone is active, and you gain advantage on attack rolls, Dexterity Saving Throws, and Wisdom Checks. The drone is too small to be targeted directly by an attack, but if you are caught in an area of effect attack that deals damage and prompts a Saving Throw that you fail, your Targeting Drone is destroyed and the Endurance Die is considered spent.
You can use Gun Drone at 15th level.
At 6th level, you can use your Action to select a location that you can see within 80 feet and toss a grenade at it. The grenade explodes in a burst of smoke that obscures vision. An area 35 feet in radius centered from the point of explosion is considered darkness. This dark region lasts three rounds or until you use another Smoke Grenade. Unlike most Power Set features, you cannot select creatures to be unaffected via the use of Endurance Dice. However, if a creature has means of seeing in darkness, it will be able to see normally in this smoke.
At 8th level, you can wrap yourself in a light-bending cloaking field. You can activate and deactivate your cloak without costing an Action but you can only do so on your turn. This power consumes no Endurance Dice, but if you become incapacitated or unconscious, or are affected by any effect that disables "Toggle Power" features, it will deactivate. While cloaked, you are considered heavily obscured. If you are hidden, any Wisdom Checks made to perceive you have disadvantage. In addition, at the start of each turn that you have this feature active, if you are currently below one-half of your maximum hit points, you gain 1d4 hit points. If you attack while cloaked, you immediately lose any hidden status you may have, but you will retain your cloaking effect until the end of the current round. Any creature attacking you in that time still suffers disadvantage. You still retain your self-healing as long as this feature is active, even if you are detected or make an attack.
At 11th level, you can use your Action to place a small cloaked mine at your location. The mine has a sensor that extends out across the surface of the ground 16 feet in all directions. Once set, you do not need to stay in any particular range of the mine in order for it to function. The first time a creature enters that region or ends its turn inside it, the mine explodes. Each creature in that area must make a Constitution Saving Throw or take 2d8 fire damage plus 2d8 bludgeoning damage and catch fire. If the creature is Large or smaller, it is pushed 20 feet away from the explosion and knocked prone. A creature that makes a successful Saving Throw suffers half damage, is pushed 10 feet (size permitting), but is not knocked prone or catch fire. The mine will last three turns until detonated or until you place another. The mine is hard to see and any attack roll made to hit it has disadvantage, except for your own. If it is caught in the range of an area effect, it automatically fails any Saving Throws. It has an AC of 10 and 5 hit points. It will explode upon being destroyed.
You can use Time Bomb at 14th level.