Base Class: Wizard
Wizards from the School of Tinkerers are adept at using tools to produce spells in a similar manner to an artificer. Though their magic relies more on magical talent and study, these wizards infuse magic into contraptions and gadgets to supplement their spells. While these wizards aren't frontline fighters, their proficiency with firearms and magical equipment lends them tenacity in a melee, and their infused items can produce some devastating effects to turn the tide of a combat.
Bonus Proficiencies
Starting when you choose this school at 2nd level, your practise with various gadgets allows you to use them with ease. You have proficiency with tinker's tools and firearms. Additionally, you can use tinker's tools and firearms as a spellcasting focus for wizard spells you cast, and while you are using a set of tinker's tools or a firearm as a spellcasting focus, wizard spells you cast don't require verbal components.
Tinkerer's Armour
Also beginning at 2nd level, you have developed a set of magical enhancements to protect yourself against harm, such as suit of arcane artifice, a leather coat laden with enchantments or a robe that projects a magical ward. You can don or doff your Tinkerer's Armour as an action. While you are wearing your Tinkerer's Armour, your AC equals 10 + your Dexterity modifier + your Intelligence modifier. You are proficient with your Tinkerer's Armour.
Dynamic Tinkering
Starting at 6th level, you can use your tinkering prowess to subtly alter your spell loadout to better adapt to a situation. When you finish a short rest, you can change a number of your prepared spells equal to your proficiency bonus + your Intelligence modifier.
Once you have used this feature, you can't use it again until you finish a long rest.
Tinkerer's Power Source
Additionally, at 6th level you have developed a magical power source to emhance your Tinkerer's Armour. This power source may be a crystal energy core, a magical reliquary or some other power source which you choose the appearance of. While you are wearing your Tinkerer's Armour, you benefit from one of the following enhancements of your choice:
Aquatic Enhancements. Your have a swimming speed equal to walking speed, and you can hold your breath for a number of minutes equal to twice your wizard level + your Intelligence modifier.
Energy Resistance. You have resistance to one of the following damage types: acid, cold, fire, lightning thunder (choose one each time you select this benefit).
Ocular Focussing. You gain darkvision out to a range of 60 feet.
Shield Generator. You gain temporary hit points equal to you Intelligence modifier at the start of each of your turns.
Strength Empowerment. You can use your Intelligence modifier instead of your Strength modifier for Strength-based attack rolls, as well as Strength checks and Strength saving throws.
You can change the enhancement provided by your Tinkerer's Power Source by spending an hour altering your Tinkerer's Armour with tinker's tools. You can only benefit from one enhancement at a time.
Arcane Gadgets
At 10th level, you have learned how to store magical effects within objects. You can spend an hour using tinker's tools to imbue a nonmagical item with magical power. The object must be a weapon, or weigh less than 10 pounds and be no more than 5 feet in any dimension. You can imbue the object with any wizard spell from your spellbook (you needn't have the spell prepared) of 1st or 2nd level with a casting time of 1 action, reaction or bonus action.
While holding the imbued object, a creature can cast the spell imbued within it, using your spellcasting ability modifier and using the spell's normal casting time. If the spell requires concentration, the creature must concentrate on the spell. The imbued spell can be cast from the object a number of times equal to your Intelligence modifier (minimum of once). You can end an imbued object's magic as an action while you are touching it.
You can imbue a number of objects equal to your proficiency bonus. Once you have reached the maximum number of imbued objects, you must end another imbued object's magic before you can imbue another.
Arcane Overload
When you reach 14th level, you have gained the ability to overcharge your Tinkerer's Power Source to gain incredible power. While you are wearing your Tinkerer's Armour, you can use a bonus action to overcharge your Tinkerer's Power Source. When you do so, choose one the following effects:
Defibrilate. You touch a creature that has died in the last minute. That creature returns to life and regains hit points equal to 5 x your wizard level. This effect can't return life to a creature that has died of old age, nor can it restore missing body parts.
Dimensional Shift. You teleport yourself or a creature you touch to a location of your choice. The location can be any place you have been before, including other planes of existence. An unwilling creature that succeeds on a Charisma saving throw against your spell save DC is unaffected.
Energy Absorbtion. Choose one of the following damage types: acid, cold, fire, lightning, thunder. You have immunity to the chosen damage type for 1 minute.
Magical Bombardment. Maximise the damage of the next damaging spell you cast before the end of your next turn.
Self-Destruct. You cause your Tinkerer's Power Source to explode in a blast of energy that fills a 20-foot sphere, centred on you. Each creature in the area (including you) must make a Dexterity saving throw against your spell save DC, taking force damage equal to 5 x your wizard level on a failed saving throw, or half as much damage on a successful one.
Overcharging your Tinkerer's Power Source severely damages it. Repairing your Tinkerer's Power Source takes one week of uninterrupted work with your tinker's tools. Until you repair your Tinkerer's Power Source, you can't benefit from any of its enhancements.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
10/3/2020 10:40:45 AM
|
2
|
1
|
--
|
Coming Soon
|
Comments