Rogue
Base Class: Rogue

 Tinkerers are a type of Rogue who have taken heavy inspiration from Artificers. Rather than constantly directly casting spells like an Arcane Trickster, Tinkerers instead create small, complex machines to cast their spells for them. This allows them to save spells for when most needed, and to even cast multiple spells at once.

Spellcasting - Spell Machines

When you reach 3rd level, you gain the ability to construct spell machines, and to cast spells directly.

Cantrips.

You learn two cantrips of your choice from the Artificer spell list. You learn another cantrip at 7th level, and one final cantrip at 12th level.

Spell Slots.

The Tinkerer Spellcasting Table below shows how many spell slots you have to cast your artificer spells of 1st level and higher. To cast one of these spells, you must expend one or more spell slots of the spell's level or higher. You regain all expended spell slots after you finish a long rest.

Spells Known of 1st-Level and Higher.

You immediately learn one 1st-level artificer spell of your choice. The Spells Known column of the Trickster Spellcasting table shows how many spells you may know at any given time. In order to learn more spells, you must take the time to practice and learn the spell, equal to the number of days as the spell's level. This process shortens to twice the number of hours of the spell's level, if you are able to learn the spell from another person. If you wish to learn a spell when you have already reached your spells known limit, you must forget a spell to learn the new one.

Spellcasting Ability.

Intelligence is your spellcasting ability for your artificer spells, as you both learn your spells and, with spell machines, create objects to cast them. You use your intelligence whenever a spell refers to your spellcasting ability. In addition, you use your intelligence modifier when setting the saving throw DC for an artificer spell you cast when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your intelligence modifier
Spell attack modifier = your proficiency bonus + your intelligence modifier

ROGUE
LEVEL
CANTRIPS
KNOWN
SPELLS
KNOWN
— SPELL SLOTS PER SPELL LEVEL —    
1ST 2ND 3RD 4TH 5TH 6TH
3rd 2 4 2 — — — — —
4th 2 4 3 — — — — —
5th 2 4 3 — — — — —
6th 2 5 3 1 — — — —
7th 3 5 3 1 — — — —
8th 3 6 4 1 — — — —
9th 3 6 4 2 — — — —
10th 3 7 4 2 — — — —
11th 3 8 4 2 — — — —
12th 4 8 4 2 1 — — —
13th 4 9 4 3 1 — — —
14th 4 10 4 3 1 — — —
15th 4 10 4 3 1 — — —
16th 4 11 4 3 2 — — —
17th 4 11 4 3 2 1 — —
18th 4 11 4 3 2 1 — —
19th 4 12 4 3 2 2 1  
20th 4 13 4 3 2 2 1 1

 

 

Spell Machines

Starting at 3rd level, you gain the ability to create small machines that can cast spells for you in combat. To create these machines, you must have Tinkerer's Tools or Thieves' Tools available, one pound of stone, any material components normally needed for the spell (if no materials are normally required, then instead 5 gold pieces are required for every level of the spell), and a corresponding spell slot to imbue the machine with magic. Each machine takes 2 hours to make for every level of the spell the machine is to contain. These machines cannot contain ritual spells nor cantrips and cannot create multiple machines for one spell.

Activation and Triggering.

After a machine is created, it must be activated using an action. Activation lasts for one hour, and if the machine is not triggered, it becomes inactive again. Machines can be triggered during the casting of another spell or when you make a melee attack. If you do, you cast the spell alongside the triggering spell or attack. You may trigger up to two machines at a time, and spells cast using machines always require a somatic component, even if the spell normally would not contain one. Machines can be thrown up to 15 feet before triggering occurs.

After a spell machine is used, it cannot be used again until you finish a long rest.

Muted Magic

Starting at 9th level, all spell machines used are silent, and any spell you cast using a verbal component can only be heard from 5 feet away. This will not quiet any impacts of the spell, such as explosions, objects hitting other objects, or spells used to intentionally make noise.

Multi-Machines

Starting at 13th level, you can create spell machines that can cast two spells at once. To make these machines, you need 3 lbs of stone, all spell slots available to imbue both spells, and all material components of both spells, alongside 2 days to make the machine. They function identically to single spell machines.

Quick Activate

Starting at 17th level, your quick hands are now able to activate your spell machines faster than ever before. If you activate a spell machine, you may use your bonus action to attack or cast a spell, triggering the spell machine.

Previous Versions

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