Base Class: Rogue
You are a whimsical inventor, a scrap metal enthusiast, or perhaps just a resourceful urchin. You've learned to make use of what's around you and bring out the spark of magic in everyday objects - even junk.
Tool Proficiency
You gain proficiency with tinker's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Utility Belt
At 3rd level, you learn three cantrips of your choice from the artificer spell list. You learn another artificer cantrip of your choice at 10th level. These cantrips require a material component to cast but do not require a verbal component. You may use your tinker's tools as a spellcasting focus for these spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing the effects using mundane objects or outlandish inventions.
Jury-Rig
When you reach 3rd level, you learn how to magically slap together gadgets from whatever's lying around. To use this ability, you must have tinker's tools in hand. Whenever you finish a short rest, you may touch a Tiny nonmagical object to turn it into a magical object. Roll twice on the Improvised Gadget Table (see below) and choose either result. While holding the object, a creature may destroy it to cast the spell that was rolled, using your Intelligence for the spellcasting ability modifier. If the spell requires concentration, the creature must concentrate.
You may repeat this process up to three times at the end of a short rest. The maximum number of objects you can affect with this feature at one time is three. If you try to exceed your maximum, the object that was affected earliest with this feature is destroyed.
Improvised Gadget Table
Pick six artificer spells up to a level equal to a quarter your rogue level, rounded up, choosing from the artificer spell list. Number these from 1 to 6. You may repeat this process to select a different set of spells whenever you gain a level in this class.
Magical Ambush
Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.
Workaround
At 13th level, you learn how to work around the usual limits of magical item usage.
- You can attune to up to four magic items at once
- You ignore all class, race, and level requirements on the use of magic items.
Trapper
If you surprise a creature and hit it with a spell on your first turn in combat, you can add your Sneak Attack bonus to the damage roll. Unless otherwise stated, you cannot deal Sneak Attack damage more than once in the same turn.
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