Not everything you make works the way you want, but it does work! You machines are your life, and they're better company than humans any day. As a tinkerer, you're smelled before you're seen and usually recognized by your tools and mechanics on your belt.
- Skill Proficiencies: You are proficient in Investigation and Sleight of Hand.
- Tool Proficiencies: You are proficient with a tinkers kit and a tool kit. You can also use a woodcarvers kit and thieves tool relatively well, but not proficiently.
- Languages: You gain no extra languages.
- Equipment: You have a tool kit, a bottle of black ink, a quill, a puzzle-box containing the plans to your next creation, parchment, a set of common clothes, and a belt pouch containing 10gp.
Fairy Grenades are tinker toys created from whatever you happen to have on hand. So called because they usually have some sort of magical element. You can create five Fairy Grenades per short rest. When using them, roll 2d6 + Intelligence to see the magical outcome. 9-12: The grenade has the intended effect and hits. 5-8: The grenade hits, but has an unintended consequence (ie it shoots glitter instead of fire, or heals the target but they can now only speak in ryhme.) 1-4: The grenade doesn't hit, and has an adverse effect.
Fair Grenades can be used as healing, damage, or certain types of magic(ie. zone of truth, detect magic, cure wounds) depending on the contents. Magic grenades require any components the normal spell would require.
Spell List
While you are not innately magic, your time working with Guilds, magic items, or artificers you have learned some magic. You can use these spells as Fairy Grenades, but you cannot cast them by themselves.
Light: This grenade has a glowing object. The spell uses fireflies or moss, but you can use any glowing substance for this grenade. This grenade can be reused.
Detect Magic: This grenade was created by a magical friend/mentor of yours. You're not sure exactly how it works, but you know the words to say to make it work. This grenade can be reused. If you roll low you may be given false information.
Acid Splash: This requires some sort of acid or poison, whether it be natural or chemical. The grenade dissolves when used and no salvageable materials are left.
Any extra spells can be decided by the DM, and the components used are up to their discretion.
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Suggested Characteristics
To be a tinkerer is to see the world differently than others. Whether motivated by profit, power, ambition, knowledge, or benevolence, you are able to identify ways to make the world a more convenient place to live. Think about how constantly seeing all the world's inconveniences affect you. You might be a scatter-brained and unable to focus on one problem at a time. Perhaps you might be weary of all the ponderous inventions you see in the world. You are more comfortable around machines than humans, whether it be based off of trust, fear, or control.
Contacts
You have contacts in various tinker guilds and may be well known among inventors.
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