Always Thinking Ahead. The tinkerer has advantage on initiative rolls.
Multiattack. The inventor makes two Flying Steeltraps attacks. It can replace one of these attacks with Thunderscream Gadget if it’s available.
Flying Steeltraps. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 8 (1d10 + 3) piercing damage, and the creature must succeed on a DC 14 Dexterity saving throw or have its speed reduced to 0 until the start of the inventor’s next turn.
Sonic Overload (Recharge 5–6). The tinkerer activates a gadget that emits a screeching wave of sound in a 30-foot cone originating from the inventor. Each creature in that area must make a DC 14 Constitution saving throw, taking 10 (3d6) thunder damage on a failed save or half as much damage on a successful one.
Flash Powder. If the tinkerer is damaged by a creature it can see within 15 feet of itself, the tinkerer retaliates by flinging brilliantly explosive powder at the creature. The creature must succeed on a DC 14 Dexterity saving throw or be blinded until the end of its next turn.
Previous Versions
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Coming Soon
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