Master Tinkerer Image
Prerequisite: Requires INT 13.
 

You have spent endless hours taking apart and putting together every gadget and gizmo you could get your hands on. With this unbridled exploration you have gained the ability to augment different pieces of equipment. You can tinker up to three items per selection of this feat. Items augmented in this way must be in your character's presence once every 72 hours, of the augmentations will cease to function. You also gain +1 to intelligence and proficiency in a set of tools of your choice. 

Refined Weapon: Weapons augmented in this way receive a +1 to attack and damage rolls, but are not counted as magical unless they already were prior to the use of this ability.

Reinforced Armor: Armor with this addition gains damage reduction 1 against bludgeoning, piecing, and slashing damage.

Spring Loaded Boots: Your pumped up kicks grant an additional 5 move speed.

Whatcha Thing It: Deploy your Watcha Thing It to reroll a failed save.

Explosive Caltrops: Deploy a bag of explosive marbles that detonate when stepped upon. One bag contains enough marbles for three uses each covering a 5x5 area. Those passing through must succeed a DC 15 Dexterity Saving Throw or take 2d6 force damage and be knocked prone if they are size category large or smaller.

Extra Padding: You use extra materials to absorb some of the shock of battle. Grant 1/2 your level in temporary hit points, (rounded down) to any character of your choice. 

Master Tinkerer Image

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