Artificer
Base Class: Artificer

Problems do not all have the same solution. Focusing too hard on one solution can leave far too many problems unsolved.

Tinkerers embrace diversity. When a problem arises, they come up with a solution that fits the exact situation. Tinkerers specialize in working on the fly with limited resources. They build, improve, and salvage as easily as they breathe. While mocked for being weak or lacking a specialty, Tinkerers know that focusing too hard on an inefficient solution costs more than just time.

Tool Proficiency

You are not bound to any single path of study.

You gain proficiency with one type of artisan's tools of your choice.

Tinkerer Spells

You always have certain spells prepared after you reach particular levels in this class, as shown in the Tinkerer 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

Pop-up Solutions

You are a skilled crafter, and can create in spaces where other artisans would be helpless. If you have the necessary materials, you can craft Solutions on the spot. You may describe your solution to the DM and make an Intelligence (Tinkerer's Tools) check. The DM will determine the success of your crafting and how long it takes based on the size and complexity of the solution and the result of your roll.

Once a solution has been crafted, you may freely modify it as needed, so long as you don't change the core and purpose of the solution. You may freely salvage anything crafted this way to retrieve the expended materials. Salvaging takes half as much time as was spent crafting the solution.

Crafting Preparation

Your crafting experience has given you a repertoire of useful items that you know how to craft.

You gain access to a repertoire of Tinkerer's Tricks that you can craft during your downtime. Whenever you take a Short or Long Rest, you gain tinkering points that you may spend to craft items from the Tinkerer's Tricks table. You gain a number of tinkering points equal to 1 plus your Proficiency Bonus during a Short Rest or 2d4 plus your Proficiency Bonus during a Long Rest.

Tinkerer's Trick Tinkering Point Cost Required Level
Aurora Dust 1 3rd
Bag of Ball Bearings 1 3rd
Bag of Caltrops 1 3rd
Dust of Corrosion 3 3rd
Dust of Dryness 2 3rd
Tinkerer's Bear Trap 3 3rd
Shadow Tag 2 3rd
Astral Caltrops 6 5th
Dust of Disappearance 4 5th
Tinkerer's Rusted Coin 5 5th
Tinkerer's Lodestone 4 5th
Bead of Force 5 9th
Dragonband 10 9th
Quaal's Feather Token 8 9th
Dispelling Stone 8 13th
Iron Bands of Binding 10 13th
Gnomengarde Grenade 12 15th
Reincarnation Dust 15 15th

Reverse Engineering

You are proficient at identifying how objects are created.

When studying an object, you may make an Intelligence (Investigation) check to figure out how it was created. If you succeed, you learn the mechanisms behind its creation, and may adjust or salvage the object as if it were one of your Pop-up Solutions. Additionally, you have advantage on any checks to recreate the object in the future.

Improvised Crafting

You are proficient at crafting tools using whatever is on hand.

When crafting a Pop-up Solution, you may craft solutions regardless of the materials you have on hand. Additionally, the number of tinkering points you gain when resting increases to 3 plus your Proficiency Bonus for a Short Rest and 2d6 plus your Proficiency Bonus for a Long Rest.

Rapid Solutions

You are an expert at solving problems as they arise.

Crafting Pop-up Solutions now takes half as long as it would normally. Additionally, you gain the ability to craft Tinkerer's Tricks from your repertoire on the fly. 

You gain the ability to use the Tinkering Action. Gain 1d4 tinkering points to use in crafting any one Tinkerer's Trick from your repertoire. If you do not have enough tinkering points to craft the desired item, you may continue this tinkering action on subsequent turns, gaining 1d4 tinkering points every time you use the Tinkering Action

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