Base Class: Fighter
Tinkerer
Starting at 3rd level, when you choose this specialization, you gain proficiency with Tinkerer's Tools. If your already proficient with them, gain another proficiency of your choice. You also gain the Mending cantrip.
Gyro Assistant
At 3rd level you gain the ability to create a Gyro Assistant that will hover around you until either destroyed or you attempt to create another Assistant. Your Gyros' appearance is a small egg shaped object with propellers located at the top. The color can be any you desire. You use your Tinkerer's tools to create a Gyro assistant during a short rest. Your Gyro has an AC equaling yours +1 due to its small size. Your Gyro cannot make attacks, but can be attacked. If your Gyro is destroyed you may cast Mending on it to revive it or spend a short rest creating a new one. After your assistant has been created you gain a number of properties.
- You gain +2 AC while not wearing a shield or heavy armor
- You can send your Gyro to attach and hover around an ally of your choice that you can see within 60ft (requires a bonus action) which then they receive the AC bonus
- You gain the ability to use the Help action with your Gyro at range (requires a bonus action to send your Gyro to your ally, and an action to Help them)
-You can use your reaction to cast Clockwork Barbs on the target that your Gyro is attached to a number of times equaling your proficiency bonus. Once you use this feature, you must finish a short or long rest before you can use it again.
Shock Therapy
At 7th level, you can now send your Gyro to attach to an enemy creature using a bonus action. If attached to an enemy, they do NOT gain the benefits Gyros' normally grant, but instead take 1d6 Thunder damage at the beginning of their turn until the Gyro is either destroyed or sent to another creature. The damage increase to 1d8 at 10th level, 1d10 at 15th, and 2d8 at 18th. In addition, with your Gyro attached to an enemy, it buzzes around the face of the target distracting them, they gain disadvantage on attack rolls and saving throws on other targets, but gain advantage on attack rolls focused on the Gyro. You may also order your Gyro to self destruct, causing 1d8 Thunder and 1d8 Force damage. If used to self destruct, you no longer can use Mending to revive your Gyro, but instead have to create a new one. The damage of the self destruct increase to 2d8 of each at 10th level, 3d8 at 15th, and 4d8 at 18th.
What's better than one
At 10th level, you can create a second Gyro with the same benefits as above (each requiring a bonus action to attach to an ally). However any creature can only have one Gyro attached to it at any given time. If you have more than one, you only gain the benefits of one.
A True Assistant
At 15th level, your Gyro becomes a True Assistant. Any weapon you use gains the Thrown property when used by you if it doesn't already. As such, when you throw your weapon, your Gyro retrieves your weapon for you, unless it has the Heavy property, then it requires a bonus action and will return to you at the start of your next turn. In addition, when you craft or Tinker items, your Gyro assists you and it requires 1/3 of the time required.
Master Tinkerer
At 18th level, your able to create a 3rd Gyro.
Tinkerer
Starting at 3rd level, when you choose this specialization, you gain proficiency with Tinkerer's Tools. If your already proficient with them, gain another proficiency of your choice. You also gain the Mending cantrip.
Gyro Assistant
Gyro Assistant
At 3rd level you gain the ability to create a Gyro Assistant that will hover around you until either destroyed or you attempt to create another Assistant. Your Gyros' appearance is a small egg shaped object with propellers located at the top. The color can be any you desire. Your Gyro is always hovering. You use your Tinkerer's tools to create a Gyro assistant during a short rest. Your Gyro has an AC equaling yours +1 due to its small size. Your Gyro cannot make attacks, but can be attacked. If your Gyro is destroyed you may cast Mending on it to revive it or spend a short rest creating a new one. After your assistant has been created you gain a number of properties.
- You gain +2 AC while not wearing a shield or heavy armor
- You can send your Gyro to attach and hover around an ally of your choice that you can see within 60ft (requires a bonus action) which then they receive the AC bonus
- You gain the ability to use the Help action with your Gyro at range (requires a bonus action to send your Gyro to your ally, and an action to Help them)
-You can use your reaction to cast Clockwork Barbs on the target that your Gyro is attached to a number of times equaling your proficiency bonus. Once you use this feature, you must finish a short or long rest before you can use it again.
Shock Therapy
Shock Therapy
At 7th level, you can now send your Gyro to attach to an enemy creature using a bonus action. If attached to an enemy, they do NOT gain the benefits Gyros' normally grant, but instead take 1d6 Thunder damage at the beginning of their turn until the Gyro is either destroyed or sent to another creature. The damage increases to 1d8 at 10th level, 1d10 at 15th, and 2d8 at 18th. In addition, with your Gyro attached to an enemy, it buzzes around the face of the target distracting them, they gain disadvantage on attack rolls and saving throws on other targets, but gain advantage on attack rolls focused on the Gyro. You may also order your Gyro to self destruct, causing 1d8 Thunder and 1d8 Force damage. If used to self destruct, you no longer can use Mending to revive your Gyro, but instead have to create a new one. The damage of the self destruct increases to 2d8 of each at 10th level, 3d8 at 15th, and 4d8 at 18th.
What's better than one
What's better than one
At 10th level, you can create a second Gyro with the same benefits as above (each requiring a bonus action to attach to an ally). However any creature can only have one Gyro attached to it at any given time. If you have more than one, you only gain the benefits of one.
A True Assistant
A True Assistant
At 15th level, your Gyro becomes a True Assistant. Any weapon you use gains the Thrown property when used by you if it doesn't already. As such, when you throw your weapon, your Gyro retrieves your weapon for you, unless it has the Heavy property, then it requires a bonus action and will return to you at the start of your next turn. In addition, when you craft or Tinker items, your Gyro assists you and it requires 1/3 of the time required.
Master Tinkerer
Master Tinkerer
At 18th level, your able to create a 3rd Gyro.
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