Curiosity has always been your greatest tool. You learned to repair broken mechanisms, improve everyday devices, and invent clever solutions to practical problems using little more than simple materials and patient experimentation. Whether traveling from village to village or maintaining the machinery of a bustling workshop, you developed a reputation for finding ingenious answers where others saw only broken parts.
Those talents continue to serve you as an adventurer. Ancient mechanisms, curious locks, forgotten machines, and unusual devices rarely intimidate you. Instead, each presents another opportunity to understand how it works, restore it to operation, or improve upon the original design through careful craftsmanship and creative thinking.
- Ability Scores:
Choose Dexterity, Intelligence, or Wisdom. Tinkering rewards careful hands, inventive thinking, and the practical judgment needed to solve problems with whatever materials happen to be available.
- Feat: Crafter. Years spent designing, repairing, and improving countless devices have taught you that careful planning and skilled workmanship are the foundation of every successful invention.
- Skill Proficiencies: Gain proficiency in Investigation and Sleight of Hand. You have learned to examine complicated mechanisms, recognize how individual parts work together, and manipulate delicate components with confidence and precision.
- Tool Proficiencies: You have proficiency with Tinker's Tools. You know how to repair, modify, and assemble small mechanical devices using practical techniques developed through years of experimentation. Whether maintaining lanterns, locks, cookware, clocks, or other intricate equipment, you understand that even the smallest component can make the difference between success and failure.
- Equipment: Choose A or B: (A) Quarterstaff, Tinker's Tools, Book (history), Parchment (8 sheets), Robe, 8 GP; or (B) 50 GP
Feature: Crafter
You gain the following benefits.
Tool Proficiency. You gain proficiency with three different Artisan’s Tools of your choice from the Fast Crafting table.
Discount. Whenever you buy a nonmagical item, you receive a 20 percent discount on it.
Fast Crafting. When you finish a Long Rest, you can craft one piece of gear from the Fast Crafting table, provided you have the Artisan’s Tools associated with that item and have proficiency with those tools. The item lasts until you finish another Long Rest, at which point the item falls apart.
Fast Crafting
| Artisan's Tools |
Crafted Gear |
| Carpenter's Tools |
Ladder, Torch |
| Leatherworker's Tools |
Case, Pouch |
| Mason's Tools |
Block and Tackle |
| Potter's Tools |
Jug, Lamp |
| Smith's Tools |
Ball Bearings, Bucket, Caltrops, Grappling Hook, Iron Pot |
| Tinker's Tools |
Bell, Shovel, Tinder Box |
| Weaver's Tools |
Basket, Rope, Net, Tent |
| Woodcarver's Tools |
Club, Greatclub, Quarterstaff |
Suggested Characteristics
Tinkers are naturally curious and enjoy understanding how things work. They often carry spare parts because inspiration can strike anywhere.
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