Base Class: Rogue
You have mastered the art of tinkering and know how to apply these skills to thievery. You are adept at: improvising when things go awry, using mechanical devices quickly, learning the inner workings of complex machinery, and using foreign machines with ease.
Improvization
If you are 3rd level or higher you can take an action to improvise a simple finesse melee weapon. This action is a Tinker skill check with a DC 12.
At 4th level you can improvise traps as well as melee weapons.
At 5th level you can improvise range weapons as well as melee weapons and traps.
Created weapons are finesse weapons that deal 1d4 damage unless the tinker skill check exceeded a 17 and the weapon was completed in one turn in which case they deal 1d6 damage.
Ranged weapons have a 40/80 range if completed in one action and 30/60 range if completed in multiple actions.
Quick Thinking
When you choose this archetype at 3rd level, you gain the ability to use a bonus action to tinker rather than your action.
Careful Tinkering
Starting at 9th level, you have advantage on a Dexterity ([Tooltip Not Found]) check if you use an action to tinker.
Use Mechanical Device
By 13th level, you have learned enough about the workings of mechanics that you can improvise the use of items even when they are not intended for you. You can use any mechanical device despite whether you have learned how to use it.
Tinkerer's Mastery
When you reach 17th level, you have become adept at using all sorts of mechanical devices. You can quickly and proficiently work with all types of mechanical devices.
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