Prerequisite: Requires Intelligence score of 13 or higher
You are a skilled mechanic or engineer who focuses keeping constructs working in the midst of battle. You gain the following abilities:
- the ability to apply healing magic, such as cure wounds or healing word, onto constructs.
- add your proficiency bonus to the total amount healed for (ex: 1st level Cure Wounds = 1d8 + spell casting modifier + proficiency bonus) when healing constructs.
- perform Medicine checks on constructs to stabilize them as a bonus action, and on a 20 bring them back to 1 HP.
- expertise in using Smith's Tools or Tinkerer's Tools to fix constructs.
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