Warlock
Base Class: Warlock

Most patrons are regarded as malevolent deities with goals beyond a simple mortal's understanding, or they require horrible deals and trades. 

The Tinker is not like these patrons. The Tinker is a benevolent soul who bestows knowledge upon it's followers in exchange for knowledge in-kind. Showing them a way of imparting parts of their soul into their machinations. 

Expanded Spell List

The Tinker lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Tinker Expanded Spells

Tinker's Enchantment

Once per short rest, you can enchant yourself or an ally within 30 feet with eldritch energy to invigorate them for 1 minute, giving them a bonus to damage rolls equal to your proficiency bonus, as well as temporary HP each turn equal to your proficiency bonus plus your charisma modifier (minimum 1).

War Tinker

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through your inventions. Whenever you finish a long rest, you can magically create a weapon of one of the following types: Claws, Arm Blades, or an Arm Cannon. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.

Claws deal 2d6 Piercing damage, Arm Blades deal 2d6 Slashing Damage, and the Arm Cannon is a ranged weapon that deals 2d4 bludgeoning damage(Range 100/400). The Arm Cannon is a heavy crossbow for the sake of feats and class features. All three weapons count as magical martial weapons for the sake of overcoming resistances or immunities to nonmagical weapons.

Bionic Vigor

Starting at 6th level, you learn to channel your will into a shot of invigorating energy. You can inject yourself with one of these shots as a bonus action to heal yourself or an ally within 5 feet of you for 1d8 plus your Charisma Modifier, up to a number of times equal to your proficiency bonus. This resets on a short rest.

Armor of Will

At 10th level, your Tinker's Enchantment grows more powerful. When you give your Tinker's Enchantment to someone, they now become resistant to all nonmagical piercing, slashing, and bludgeoning damage.

Tinker Extraordinaire

Starting at 14th level, you can empower your Tinker's Enchantment even more. Once per activation, when you or the creature under your Tinker's Enchantment are hit with a melee attack, you can use your reaction to magically switch places with them. If they are unwilling, they must make a wisdom save versus your spell save DC or be forced to switch. On a save, nothing happens.

If you targeted yourself with the Enchantment, you can instead use your reaction to impose disadvantage on the attack roll. If the attacker misses, you can make one weapon attack in retaliation as part of your reaction.

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