The Tinkerer is fascinated by the inner-workings of machinery, magics, and creatures. They are always striving to improve and make the next great thing.
They are innovators in their field and are thirsty for knowledge. "What makes it tick?" is the question most often heard by them.
Their focus is on science and advancement for the good of humanity...or sometimes for their own personal gain.
Tinkerers are clever, crafty, and intelligent to the point where they make everyone else in the room look dull.
The Spirit of the Tinkerer grants the following properties:
World of Illusions:
In the dream world, you are able to trick the dreamer's brain into believing things are real, whether they be objects, creatures, or concepts.
You have found a way to harness captured Melodium and channel that knowledge used in the dream space and bring it into the real world.
You may cast the Spell Fabricate and Hallucinatory Terrain once per Long Rest. The effects of Fabricate are not permanent, however, and the dream magic will deteriorate upon your next rest. As a Dream Thief, you know from experience that if you are able to change someone's perception of the world within the dream space, you can use that power to shape the dream itself.
Forgeries of your creation can also be imbued with 1 Melodium to make them automatically pass any inspection.
Fake or toy weapons can be made to seem real to the target so that they become injured by them.
You now have Proficiency with Improvised Weapons and can expend 1 Melodium to imbue an object to be perceived as a real weapon.
Use the stat block of the closest basic weapon style and convert the damage to Psychic.
Imbuements last until Dawn.
Deft Hands:
You are an Expert with Thieves Tools if you weren't before and receive a +5 to Slight of Hand Checks.
Sharp Mind:
Your INT score becomes 18 and you have Advantage on Investigation Checks.
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