Infused Bolts. When the tinker hits with a weapon attack using a crossbow, hand crossbow, or heavy crossbow, the weapon deals an extra 2d6 force damage (included in the attack).
Spellcasting. The tinker is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13). It has the following artificer spells prepared. It can use tinker's tools as an arcane focus for its spells.
Cantrips (at-will): mage hand, mending
1st level (4 slots): alarm, snare, thunderwave
2nd level (2 slots): arcane lock, heat metal
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands.
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 7 (2d6) force damage.
Arcane Repair (1/Day). The tinker touches a construct with tinker's tools. The target magically regains 12 (2d8 + 3) hit points.
Spark Grenade (1/Day). The tinker hurls a metal ball that explodes on the ground at a location the tinker can see within 60 feet. Each creature within 10 feet of the explosion must make a DC 13 Dexterity saving throw, taking 5 (1d10) lightning damage and 5 (1d10) force damage on a failure, or half damage on a success.
Description
Tinkers are scholars of magical engineering that use arcane talent to supplement mechanical skills. They are often guarded by devious traps or contructs of their own creation, such as shield guardians or iron cobras.
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