You trained under pragmatic makers—smiths, sweepers, and quarry crews—who value results over polish. You learned to repair what others would scrap, to improvise fixes from odd parts, and to set controlled charges to breach, break, or clear safely. Your hands remember schematics your mind has yet to write down.
- Ability Scores: +2 to Intelligence and +1 to Constitution (or distribute +1/+1/+1 among INT/CON/DEX) to reflect a hardy, thoughtful technician.
- Feat: If your campaign uses backgrounds that grant a feat at 1st level, the DM may allow Tinker Adept (Homebrew) as this background’s feat. It grants Magical Tinkering flavor, Tinker’s Tools proficiency (or a swap if duplicated), and the Mending cantrip using INT.
- Skill Proficiencies: Arcana covers magical schematics, runes, and the theory behind infused gear. Investigation reflects your methodical approach to mechanisms, failure points, and “why did this break?”
- Tool Proficiencies: Tinker’s Tools let you repair small devices, assemble simple mechanisms, and evaluate moving parts. Alchemist’s Supplies cover basic reagents, stabilizers, and very careful mixtures used for fuses, solvents, and charge putties.
- Languages: Choose one language that fits your training: Dwarvish for quarry ledgers, Gnomish for workshop notes, or any tongue common to your mentors or clientele.
- Equipment: You start with tinker’s tools, a spare-parts box (10 gp of bits and materials), traveler’s clothes, and a belt pouch (10 gp). The parts box cannot be sold above 10 gp and represents mixed, modest-quality components.
Roll on this table for a signature habit or quirk you picked up on the job.
Then add rows (d6):
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I murmur safety checks aloud before I touch anything.
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I snap my fingers twice before lighting any fuse.
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I tag tools and parts with color dots only I understand.
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I keep a lucky scrap of wire and won’t work without it.
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I count down from five, even for non-explosive tasks.
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I log every fix with tiny runes or shorthand in margins.
| d6 | Workshop Quirks (d6) |
|---|---|
| 1 | I murmur safety checks aloud before I touch anything. |
| 2 | I snap my fingers twice before lighting any fuse. |
| 3 | I tag tools and parts with color dots only I understand. |
| 4 | I keep a lucky scrap of wire and won’t work without it. |
| 5 | I count down from five, even for non-explosive tasks. |
| 6 | I log every fix with tiny runes or shorthand in margins. |
You know where to find benches, scrap, and friendly hands. In most settlements, you can secure access to a modest workbench, basic nonmagical spare parts, and a quiet shop corner for an hour or two of tinkering (DM’s discretion). You don’t receive free materials, but you can attempt minor repairs, prep controlled charges, or maintain infused gear in relative safety. You have advantage on Charisma (Persuasion) checks made to request reasonable workshop time or basic assistance from fellow artisans.
Spell List
This background doesn’t grant spells by default. For theme, characters who later gain spellcasting often favor utility and controlled-blast magic.
| Spell Level | Spells |
|---|---|
| Cantrip | light, mage hand, mending |
| 1st | cure wounds, detect magic, grease, identify, shield, thunderwave |
| 2nd | aid, enhance ability, heat metal, invisibility, shatter |
| 3rd | dispel magic, fireball, haste |
Cantrips: Mending, Mage Hand, Light
1st: Detect Magic (ritual), Identify (ritual), Grease, Shield, Cure Wounds, Thunderwave
2nd: Heat Metal, Enhance Ability, Aid, Invisibility
3rd: Shatter, Fireball, Dispel Magic, Haste
Suggested Characteristics
Gadgeteer Apprentices respect safety, clarity, and repeatability. They track variables, test once, then test again. Some chase elegant solutions; others only care that it works. Use the traits, ideals, bonds, and flaws to show how you tinker, how you handle risk, and why you build.
| d6 | Personality Trait |
|---|---|
| 1 | I label every component… twice. |
| 2 | If it rattles, I’m already checking why. |
| 3 | I talk to tools the way others talk to pets |
| 4 | I can’t resist testing a new mechanism at least once. |
| 5 | Dirt under my nails? That’s just proof of progress. |
| 6 | I tend to under-promise and over-engineer. |
| d4 | Ideal |
|---|---|
| 1 | Safety (Lawful). The first rule of a good explosion is that everyone walks away. |
| 2 | Ingenuity (Chaotic). If it doesn’t exist, I’ll build it. |
| 3 | Utility (Neutral). Beauty is fine; function is sacred. |
| 4 | Service (Good). Good tools make life better for everyone. |
| d4 | Bond |
|---|---|
| 1 | I owe my mentor a working prototype that actually ships. |
| 2 | My old workshop burned down — I’m rebuilding it piece by piece. |
| 3 | A salvaged core component saved my life; I keep it as a charm. |
| 4 | There’s a guild ledger somewhere with my name in debt ink. |
| d4 | Flaw |
|---|---|
| 1 | I’ll “just test it” even when we should wait. |
| 2 | I hoard scrap I swear I’ll use “someday.” |
| 3 | I downplay risks when I’m excited. |
| 4 | I take critiques of my work a bit too personally. |
Contacts
You maintain a loose network of shopkeepers, guild apprentices, quarry foremen, and scrap dealers. Once per adventure (DM’s discretion), you can tap this network for a lead on parts, a safe bench to work, or basic technical advice about local materials or construction styles. They won’t risk their jobs or lives, but they’ll point you to someone who might help—for a fair price.
| d6 | Contact |
|---|---|
| 1 | Grint, dwarf foreman who knows local strata and safe breach points. |
| 2 | Lumi, gnome parts-picker with a nose for rare scrap. |
| 3 | Orla, human blacksmith who loans benches after hours. |
| 4 | Tavren, half-elf artificer’s aide who trades notes for favors. |
| 5 | Mara, quarry safety officer who trusts your checklists. |
| 6 | Jik, goblin fixer who can get “that one weird screw.” |
You apprenticed with a quarry or mining crew. You’re built for heavy handling, site safety, and timing. Swap the tool and skill emphasis toward muscle, load-outs, and coordinated blasts.
For this variant, change proficiencies to:
Skills: Athletics (replace Arcana) and Investigation (keep)
Tools: Smith’s Tools (replace Alchemist’s Supplies) and Tinker’s Tools (keep)
You can find work and goodwill among miners, stonecutters, and road crews. In most towns with a yard or dig site, you can arrange borrowed braces, sledges, and hauling gear, and you can consult foremen about strata, fault lines, and safe breach points. You don’t gain free materials, but site staff will share non-proprietary safety data and help you stage a controlled breach (DM’s discretion).
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