Fighter
Base Class: Fighter

The War Tinker is a mighty warrior, as well as an inventive tinkerer. These ingenious craftsmen have been forged into fierce warriors through strife and times of war. To survive, they have learned to apply their skills in craftsmenship and their knowledge of the physical world to their mastery of the art of war. This combination of skillsets is what allows War Tinkerers to craft, upgrade, and most importantly don impresive and ingenious suits of armor and innovative weapons into battle.

War Tinkers are usually found among the largest cities and centers of industry. It is therefore extremely rare to see the wildest of races showing enough ingenuity to become  War Tinkers. Since War Tinkering is heavily reliant on a strong industry, War Tinkers are most often found among the human, gnome, and dwarven crafting guilds. Though it is possible for other city dwelling individuals to venture into the field of War Tinkering, they are very rare and often regarded as outsiders in an already marginal field.

Level

Features

Upgrades Installed

3

War Tinker Skillset, Armor of the Tinkerer

1

4

-

1

5

-

2

6

-

2

7

Armored Step

3

8

-

3

9

-

4

10

Ease of Adaptibility

4

11

-

4

12

-

5

13

-

5

14

-

5

15

Flight System

6

16

-

6

17

-

6

18

Magnum Opus

6

19

-

6

20

-

6

War Tinker Skillset

When you reach 3rd level, you learn to apply your knowledge of many facets of the world to your everyday life. You gain proficiency in Arcana, as well as proficiency with the Tinker's tools and one other artisan tool of your choice.

Armor of the Tinkerer

At 3rd level, you learn to craft your greatest weapon, which will follow you throughout your adventures. You craft your combat armor, which you are proficient with.

This armor is a heavy suit which encompasses your entire body when you enter it. It takes a minute to enter or exit the armor. It is fitted to your precise measurements, therefore you are the only one able to use it. This armor also counts as a normal suit of armor, thus you cannot enter it while wearing any other type of armor or shield. The armor is also incompatible with regular weapons, meaning you must drop your equipped weapons before using it.

This armor's base stats are those of the plate armor; when you enter it your base AC is 18 and you have disadvantage on Dexterity (stealth) checks. You cannot enter the armor if your strenght score is less than 15.

Your combat armor will be upgraded as you learn to incorporate more of your craftsmenship skills into its design. At 3rd level, you are granted the Warblade upgrade and you can incorporate one additional upgrade of your choice. Those upgrades are detailed at the end of the description. When you gain certain War Tinker levels, you gain additional upgrades of your choice, as shown in the Upgrades Installed column of the War Tinker table.

Additionally, when you gain a level in this class, you can choose one of the upgrades you incorporated and replace it with another upgrade that you could add at that level.

If an upgrade has prerequisites, you must meet them to install it. You can install the upgrade at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Adamantine Plating

You coat your combat armor with a layer of adamantine. Any critical hit against you becomes a regular one while you are inside your armor.

Arc Caster Technology

You learn to incorporate magical crystals into your designs. You replace any Bolt Caster on your combat armor with Arc Casters, which use focused arcane energy to hurl precise arcs of lightning on their targets. These weapons deal 1d10 lightning damage and have a range of (80/320). These weapons do not require ammunition.

Assisted Movement

Prerequisite: Reinforced Joints

By modifying your already installed joint contraptions, you can facilitate and even improve your movements while you are inside your combat armor.

Your base movement speed increases by 10 feet.

Auto-Loader

Prerequisite: Bolt Caster

You modify your existing Bolt Caster to accept a belt-feeding system. It is now supplied automatically in ammunition and you no longer need to reload it yourself, nor do you need two hands to fire it.

Your Bolt Caster is no longer affected by the Loading and Two-Handed properties.

Bolt Caster

You attach a large Bolt Caster to one of the arms of your combat armor (your choice). It has a range of (30/120) and deals 1d8 piercing damage. It is subject to the Loading and Two-Handed properties.

It uses a special type of ammunition which doesn't fit any other crossbow. It also cannot benefit from the crossbow expert feat.

Breathing Tanks

You attach small air tanks somewhere on your armor. These tanks hold an hour of breathable air. You can also use these air tanks to gain a small measure of propulsion underwater. You gain a swiming speed of 15 feet.

Chain Capacitor

You create a mechanism for launching chains and trapping creatures and you incorporate it somewhere inside your combat armor. 

As an action, once per short rest, you can attempt to restrain a creature you can see of medium or smaller size within 30 feet of yourself. The targetted creature must succeed on a Strength saving throw (8 + your INT mod + your proficiency bonus) or be restrained. The creature can use its action to repeat the saving throw on any of its turns while it is bound.

Crowd Suppression

You install various systems on your combat armor that can be used to suppress large crowds. Once per short rest, you can replicate the effects of the Compulsion spell with a save DC of 15.

Devastating Shoulder Cannon

Prerequisite: Improved Shoulder Cannon

Your shoulder cannon can now fire three time when you expend your reaction to use it.

Double Up

Prerequisite: Auto-Loader

You opt for a more ranged battle strategy and you replace your warblade with a second Bolt Caster, which you can fire according to the rules on dual-wielding weapons.

Should you ever remove this upgrade by any means, you can automatically re-install your warblade.

Fog Projector

You attach to your combat armor a machine that can harness moisture and project it. It creates a 15 foot wide sphere of fog centered on yourself.

Once per short rest, as an action, negate your disadvantage to Dexterity (stealth) checks and give two of your allies advantage while they are within 15 feet of you.

Grand Warblade

Prerequisite: Improved Warblade

You further improve your combat armor's warblade by making it larger and heavier. It now deals 1d12 slashing damage.

Guard Mode

You install a small arcane crystal inside the inner workings of your armor. The crystal houses a guardian spirit which innately seeks to protect its owner.

While inside your armor, you benefit from a +2 to both your Wisdom (perception) checks and your passive Wisdom (perception). Additionally, your armor keeps watch on you and your allies while you are not inside it. It has a passive perception of 8 + your INT modifier + your proficiency bonus, and will automatically warn you of any approaching creature that fails its Dexterity (stealth) check against it.

Improved Plating

You craft larger plates of armor for your combat armor, which are meant to absorb impacts and detach. Once at every dawn, you gain a number of temporary hit points equal to twice your level in this class. These temporary hit points only apply while you are inside your armor.

Improved Shoulder Cannon

Prerequisite: Shoulder Cannon

Your shoulder cannon can now fire twice per reaction.

Improved Warblade

You find an ingenious way to improve the Warblade attached to your combat armor. It now deals 1d10 + STR modifier on a hit.

Intimidating Mask

You modify the mask on your armor and make it look extremely intimidating. The way you do that is entirely up to you.

You gain advantage on any Charisma (Intimidation) checks you make while inside your armor.

Reaching Blade

You create a mechanism on your combat armor's arm which can extend and retract. Any attached warblade gains the Reach property.

Reactive Shield

You attach an emergency deflection system to your combat armor. Twice per short rest, this reactive shield can be activated using a reaction to improve your defenses. While this reactive shield is activated, you gain a +2 bonus to your armor class.

Reflective Lenses

You attach special reflective lenses to your combat armor's visor. These lenses harness light during the day and activate in darkness to grant you darkvision for 90 ft.

Reinforced Joints

By reinforcing the joints of your armor with mechanical contraptions, you allow yourself to carry heavier loads while inside your armor.

Your carrying capacity is doubled while you are inside your combat armor.

Sentinel Mode

Prerequisite: Guard Mode

You improve your combat armor's guard mode so that it can automatically activate weapons in case of an emergency. Whenever your armor prevents you or your party from being surprised, it is granted an immediate round of attacks on the enemy.

Shoulder Cannon

You attach a small cannon on one of your armor's shoulders. You can fire this cannon by expending your reaction during your turn. It has a range of (30/60) and reloads itself automatically. On a hit, it deals 1d4 piercing damage.

Sludge Launcher

You create and attach to your combat armor a single-use sludge cannon that can be replenished during a short rest. When used as an action, it replicates the effects of the slow spell against a DEX save of 15.

Twice the blades, Twice the fun

You attach a second warblade to your combat armor. This second warblade is identical to the one already attached, including any upgrades installed. The second warblade follows the rules for dual-wielding weapons.
This upgrade is incompatible with any bolt-caster upgrades installed. Installing this upgrade lets you replace any bolt caster related upgrade for free.

Warblade

You attach a large weapon to one of your combat armor's arms. You are proficient with this weapon while inside your armor. This warblade deals 1d8 slashing damage on a hit and benefits from you STR modifier. Because it is attached to one of your combat armor's arms, it cannot be dropped or wielded with both hands.

Armored Step

Beginning at 7th level, you learn to move more effectively while inside your armor, even in the harshest of conditions. Your movement can no longer be impaired by difficult terrain while you are wearing your armor. You are also resistant to damage from non-magical traps.

Ease of Adaptibility

At 10th level, you learn to make your armor's entry system faster. You can now don or doff your combat armor as a standard action. Additionally, you learn to make your attachment systems more streamlined; every dawn, you can select which upgrades to equip on your combat armor provided that you are in or very near a center of civilization and pay a part cost of 50gp per upgrade modified.

Flight System

At 15th level, you use a combination of your knowledge of the arcane and of your engineering gifts to create a propulsion system for your combat armor. You can use a bonus action to engage that propulsion system and gain a flying speed equal to twice your movement speed. You can do so twice per long rest.

Magnum Opus

At 18th level, you finally create the ultimate upgrade to incorporate to your armor. You can chose one of these two options (These upgrades are not subject to your Ease of Adadptibility feature):

Perfect Defense

You focus all your efforts creating the best possible plating for your combat armor. You become immune to all slashing, piercing, and bludgeoning damage from non-magical sources while inside your armor. Additionally, you are resistant to all other damage types provided they are non-magical.

Sky Cannon

You create a very large cannon that needs to be assembled before usage. Once every dawn, you can use your full round to assemble and fire this cannon. It deals 10d12 thunder damage in a 60 foot line. Creatures inside the area of effect must make a (DC 8 + your INT modifier + your proficiency bonus) DEX saving throw. On a success, those creatures only take half damage.

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