Base Class: Artificer
Also called trap-masters, toy-makers, or gizmos as an inventive Tinker you have spent many hours assembling and rearranging different gadgets into new forms, you experiment and add functions to your contraptions as you discover them. Constantly tweaking and tinkering with devices or inventing something new whenever the opportunity presents itself in order to prove their prowess through the art of invention.
Devious Mind
3rd level Tinker Feature
You have a knack for puzzle solving and constructing intricate designs. You gain advantage on intelligence and dexterity checks to design and construct traps.
Tinker Spells
3rd-level Tinker feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Tinker Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Tinker Spells
| ARTIFICER LEVEL | SPELL |
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3rd |
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5th |
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9th |
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13th |
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17th |
Gadgetry
3rd-level Tinker feature
Whenever you finish a long rest you can create up to 3 Gadgets, to do so you must touch a tiny non-magical object magically turning it into one of your gadgets, choose what effect each gadget has from the Gadget Table below when you create it. For your infuse item and magical tinkerer features, the magical gadgets you make this way are considered non-magical. Creating an gadget requires you to have Tinker's Tools on your person, and any item you turn into a gadget with this feature lasts until the end of your next long rest or until it is activated, your gadgets can be activated in the following ways:
As an action, a creature holding the gadget can activate it, or throw the gadget up to 60 feet and it activates at the end of that creatures turn.
As a action, you can activate a gadget remotely so long as you are within 120 feet of the gadget.
As a bonus action, you can set a timer on a gadget up to a number of hours equal to your proficiency bonus after which it activates.
If a gadget activating forces a creature to make a saving throw or to make an attack roll, it uses your artificer spell save DC and spell attack modifier.
When you reach certain levels in this class, you can make more gadgets at the end of a long rest: five at 6th level, seven at 9th level, and nine at 13th level.
Gadget Table
| Gadget | Effect |
|---|---|
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Explosion |
When this gadget activates, it explodes in a fiery burst. Each creature within a 5 foot radius sphere around the gadget must make a dexterity saving throw or take 2d8 fire damage, this damage deals double damage to structures and objects not being worn or carried within range. |
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Snare |
When this gadget activates, it springs forth in an attempt to ensnare any creature it can. Each creature occupying the same space as this gadget must make a strength saving throw or have their speed reduced to 0 until the end of their next turn. |
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Alarm |
When this gadget activates, an ear ringing sound bursts forth from the gadget for the next minute. This sound can be heard from up to 300 feet away, this can be ended early if a creature takes an action to stop it. |
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Flash |
When this gadget activates, a blinding light is emitted. Each creature within a 10 foot radius sphere around the gadget must make a constitution saving throw or gain disadvantage on their next attack roll and perception checks until the end of their next turn. |
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Deploy Item |
When you create this gadget you can store one tiny object inside of it, such as oil, a bag of caltrops, or a grappling hook and rope. When this gadget activates, the item inside is deployed as if a creature used its action to use the item. |
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Magical Trinket |
When you create this gadget you can store any one cantrip from the artificer spell list within it, the spell must have a casting time of 1 action and must not require concentration. When this gadget activates, the spell stored inside is released. Any creature that uses their action to activate this gadget controls the spell for the duration. If no creature is holding the gadget when it activates, the spell targets the gadget itself. |
Improved Complexity
5th-level Tinker feature
You have improved your craft and are now able to create more intricate gadgets resulting in more powerful effects. When you create a gadget choosing the magical trinket option from the Gadget Table, instead of selecting a cantrip you can store a spell of second level or lower that appears on the artificer or tinker spell list, the spell must have a casting time of 1 action, and must not require concentration. To do so you must expend a spell slot of the same level of the stored spell and expend any material component costs associated with the spell. When activated the stored spell is treated as being cast at one level higher than normal.
You can use this feature a number of times per long rest equal to your proficiency bonus.
Fine Tuning
9th-level Tinker feature
Through the tried and true method of trial and error you are constantly generating new ideas for your wonderful inventions, so much so that you never have enough time to try them all at once. Starting at 9th level, during short rest you can swap one of your created gadgets for another that appears on the Gadget Table. Once you use this ability, you cannot do so again until you have finished a long rest.
Tinker Mastery
15th level Tinker feature
You have mastery over your chosen field creating masterworks with ease, once per long rest when you use your Improved Complexity feature to create a gadget you can store a spell of third level or lower into the gadget without expending a spell slot, and when the spell is released treat it as though cast at 5th level. You must still expend the material components when storing the spell.
Previous Versions
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