Base Class: Artificer
A Tinkerer is the ultimate utilitarian version of an Artificer. Focusing on preparedness they work to be ready in all situations that arise throughout the day. They also delve deeply into the understanding of magical wands and ways to manipulate them to increase functionality. This combined with an adaptive capability to create short duration magical items makes them valuable teammates to have at your side.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Tinkerer Spells
Starting at 3rd level, 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
Artificer Level | Spell |
---|---|
3rd |
|
5th |
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9th |
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13th |
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17th |
Diligent Preparation
Beginning at 3rd level, whenever you finish a long rest, you can spend a few minutes looking over and preparing your tools and equipment for the day. This allows you to roll four d20s then choose two of them and add your Intelligence modifier to each of the results, then record these two totals. At any point you can replace any attack roll, saving throw, or ability check made by you with one of these preparation rolls. You can choose to do this after you roll, but must do so before knowing whether the roll succeeds and you can only replace a roll this way once per turn.
Each of the preparation rolls can be used only once and when you finish a long rest, you lose any unused preparation rolls.
Wand Smith
At 5th level, you develop an innate understanding of the function of magical wands and are able to manipulate them to your benefit.
While holding and examining a magical wand for 1 minute you are able to identify its function as per an identify spell. In addition, you are able to use charges of wands you are holding to cast your Artificer spells by converting a number of charges from the wand equal to the spell slot level of the spell you are trying to cast. Conversely, you can also use your spell slots in place of charges when using functions of a wand by expending a spell slot of a level equal to the number of charges required for the wands effect or spell.
This understanding of wands also allows you to attune to a wand as an action instead of requiring a short rest as normal. If you do not have any available attunement slots available you must choose one of your existing magic items to de-attune (as part of the same action). In addition, if using an effect from a wand deals damage to a target you may add you Intelligence modifier (minimum of +1) to the damage of that wand.
Tinkerer Infusions
Starting at 9th level, you can create temporary versions of the magic items available in the Replicate Magic Item infusion. These infusions do not count against your maximum number of Artificer infusions you can create and only last a number of hours equal to your Intelligence modifier (minimum 1 hour), becoming dormant and losing all magic once the duration ends.
When creating a temporary infusion choose one of the magic items listed under the Replicate Magic Item Replicable Items lists. You must still meet the level requirements for that list and creating the temporary infusion must be done as part of a short rest. You can create a number of temporary infusions per day equal to your Intelligence modifier (minimum 1), and you can also create as many four temporary infusions in the same short rest, not to exceed your maximum number of temporary infusions per day.
These temporary magic items function as normal for their magic item and have all of the same requirements to use with the exception that any magical effects created by the items that would have a duration that exceeds the length of time the temporary magic item exists end immediately when the temporary magic item loses its magic.
Master Tinkerer
By 15th level, you have developed such an understanding of what it means to be a Tinkerer that your preparation and tinkering skills reach supreme levels. When using a tool with which you are proficient you can treat a d20 roll of 9 or lower as a 10. In addition, you gain the following enhancements to your abilities:
- When using Diligent Preparation one of your preparation rolls recorded is automatically considered a natural 20. When using this roll you gain all of the benefits normally attributed to rolling a natural 20.
- When attuning to a wand, that wand regains a number of charges equal to your Intelligence modifier. An individual wand can only benefit from this ability once per day, however you can use it on multiple wands.
- You can now create your Tinkerer Infusions as an action instead of as part of a long rest. You can only create one temporary infusion per action, but you can choose to automatically attune to the item created if doing so for yourself.
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