Rogue
Base Class: Rogue

Tinkerers commonly function in black markets modifying themselves and others. Occasionally Tinkerers work in tandem with organisations for protection but many work alone as freelancers.

Tinkering Ability

Starting at 3rd level, the Tinkerer gain proficiency in [tool]Tinker's Tools[/tool] and you may use them to modify yourself or others touching one willing creature after a long rest and until you take a long rest again they add half their proficiency modifier to their AC and their movement speed increases by 10 feet.

Tinkerers Aid

When you choose this archetype at 3rd level, the Tinkerer gains the spells Prestidigitation, Mending and Minor Illusion to help aid them in what they do and in everyday life, dexterity is your spellcasting modifier for these spells.

Nanite Blood

Starting at 9th level, Tinkerers place hundreds or even thousands of Nanites into their own bloodstream this allows them to gain a climbing and swimming speed equal to your walking speed and proficiency in any three skills.

Spacial Awareness

By 13th level, as a bonus action you gain a blindsight of 30 feet until the start of you next turn

Mechanical Balance

When you reach 17th level, you gain expertise in any three skills and you can now cast Enhance Ability at will.

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