Base Class: Artificer
A Tinkerer is mainly experienced with repairing and disarming things, but also will just make the most random things that turn out to be useful in the end.
Tinkerer Proficiencies
3rd-level Tinkerer feature
You gain proficiency with one type of artisan’s tools of your choice and firearms.
Tinkerer Spells
3rd-level Tinkerer feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Tinkerer's Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Tinkerer 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 |
Trap Master
3rd-level Tinkerer feature
Starting at level 3, your character is an expert on most things trap related, deducting whether or not something is a trap, disarming traps, and even creating traps.
Trap or Not?: You have advantage on investigation checks that include having to look for traps or deducting if something is a trap or not.
Disarm Trap: You can use your tinker's tools to disarm certain traps, debate with DM whether or not the trap is disarm-able.
Build Trap: You can also create a trap, view the Traps Table to see what kind of traps you can make and how to make them.
Traps Table
| Trap | Details |
|---|---|
|
Pit Trap |
To make this trap, you must take time to dig a hole in soft terrain (like soil, dirt, sand, etc.), each foot of depth + radius takes 15 minutes (5 with a shovel) to dig, additionally, you remove your strength modifier x5 in time to dig the hole, after digging, you may cover it if you wish with a cloth or something close to a cloth a bit bigger than the hole. Each target to encounter this trap must roll over a 8 if the hole if uncovered, a 10 if it is cover by just a cloth, and a 12 if it is covered by something that matches the surrounding (either over the cloth or not). If a target falls in, they take 1d6 bludgeoning damage if the hole is at least 10ft (+1d6 bludgeoning damage for every extra 10 feet) and wide enough for them to fall in, they must make a strength check thats over 12 to get out if the hole is as deep or deeper than them. |
|
Tripwire Trap |
You set up this trap with a wire or a thin rope and tie it to 2 different ends with whatever elevation off the ground you wish. Each target to encounter this trap must roll over a 12 to notice the trap. If they are running in the direction of the trap and don't notice it, they fall prone for a short moment. |
|
Snare Trap |
To create this trap, it requires any amount of rope needed (decide that with the DM) and a tall, strong, bendable material (like a branch) and any form a stakes. Make a foot-hole knot, as big as whatever target you're hoping snare and tie the rope end to the branch (<-- example) and bend it back, make sure the foot-hole knot, is somewhat staked into the ground. Each target that encounters this trap must make a roll over 8 to notice it. If they active the trap by knocking down the stakes, they are caught by the foot and flipped upside-down and become restrained until the rope is cut. |
Magical Tinkering
5th-level Tinkerer feature
Overtime, your magic skills have improved and you're able to mix it in with your tinkering knowledge. You can now create ONE of the following things (This will require you to select the item you choose on your character sheet manually):
- Shock Glove: You create a normal looking glove that can cast shocking grasp on command up to four times between every short rest.
- Burning Firearm: You create a normal pistol that adds fire into its ammunition, every shot deals an additional 2d6 fire damage.
- Icy Armor: You create a metal chest-plate (same AC as a metal chest-plate) that inflicts 4d4 cold damage from melee attacks that hit you where your armor covers.
- Acid Blade: You create a basic longsword that deals an burn of 1d8 acid damage on successful attacks
Tinkered Constructs
9th-level Tinkerer feature
With you magical tinkering growing, you may now create tiny constructs on command, and only one at a time, but, they each come at a cost to create.
Tinkered Constructs
| Tiny Construct Type | Details |
|---|---|
|
Turret Construct |
Creation Cost: 5 gp - Armor Class: 11 - Hit Points: 13 - Speed: 10 ft, fly 30 ft - STR: 9, DEX: 16, CON: 8, INT: 10, WIS: 10, CHA: 5 -Immunities: Poison (damage), poisoned, charmed (conditions) - Languages: Any its creator speaks - Actions: Turret constructs make 10 attacks in an action, ranged weapon attack: +3 to hit, range 1/30ft, one target, Hit: 2 (1d4) piercing damage - Gain 1d4 gp back upon it's death. |
|
Jabbing Construct |
Creation Cost: 5 gp - Armor Class: 13 - Hit Points: 16 - Speed: 30 ft, swim 20 ft - STR: 11, DEX: 14, CON: 8, INT: 10, WIS: 10, CHA: 5 - Immunities: Poison (damage), poisoned, charmed (conditions) - Languages: Any its creator speaks - Actions: Jabbing constructs make 3 attacks in an action, melee weapon attack: +5 to hit, reach half a foot, one target, Hit: 5 (1d8 + 1) piercing damage - Gain 1d4 gp back upon it's death. |
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Detonation Construct |
Creation Cost: 8 gp - Armor Class: 9 - Hit Points: 10 - Speed: 30 ft - STR: 10, DEX: 17, CON: 6, INT: 10, WIS: 10, CHA: 5 - Immunities: Poison (damage), poisoned, charmed (conditions) - Languages: Any its creator speaks - Actions: Detonation constructs automatically active their action as a reaction when they die, special weapon attack: +7 to hit, reach 15ft, all targets within reach, Hit: 9 (1d12 + 4) bludgeoning damage, will drop to 0 hp upon use - Gain 1d6 gp back upon it's death. |
Tinkerer's Inspiration
15th-level Tinkerer feature
After seeing what you have been able to accomplish, you, and the rest of the players in the campaign gain +2 to their Intelligence, if Intelligence is already at its maximum, it first goes to wisdom, then to any or their or your choosing if wisdom is maxed too.
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