Base Class: Artificer
A Tinkerer is an expert of crafting small constructs. Such as traps or drones, these are also called trap-masters, toy-makers, or mini-smiths. Tinkerers use their creations to set their foes for failure, with ludicrous contraptions and a barrage of attacks. Tinkerers are one of the oldest traditions of artificer's, existing in ancient times to trap temples and cities. They can be found working with stone, steel, copper, or wood.
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 |
|---|---|
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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 |
Tinker Drone
Beginning at 3rd level, a number of times after a Long rest equal to five + your Intelligence modifier (minimum of three), you craft a small drone construct using either tinkerer's tools or woodcarver's tools, as an action. The drone is a tiny creature, has your choice of 15 feet of flying, swimming, walking, climbing, or burrowing speed, and has an armor class of 15 and HP equal to your intelligence modifier.
In combat, your drones all go in initiative order last, you can control a number of them equal to your Intelligence modifier and once, and need to take a bonus action to control them. Each drone can take an action and move on their turn.
Tinker Drone
Tiny construct
Armor Class 15 (natural armor)
Hit Points equal to your Intelligence modifier
Speed 15 ft. flying, swimming, walking, climbing, or burrowing
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10 + (PB × 2)
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Actions
Projectile. Ranged Attack: + 1 to hit, range 60/120 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Net. The drone fires a net, this net has a range of 10/60 ft., all creatures within a 10-feet cube centered on a point within range must make a Dexterity saving throw (DC 8 + your Intelligence modifier), on a failed save the creature is Condition]Restrained[/Condition], the creature can escape being Restrained upon succeeding the DC, which it can reattempt at the start of each of its turns.
Melee. Melee Attack: + 0 to hit, one target. Hit: 5 (1d6 + 2) slashing or bludgeoning damage.
Interact. The drone interacts with an object or creature within 5-feet of it, such as grabbing an item, landing on a creature, or picking up another drone.
Spellcasting. Once per bonus action used, you can cast a touch spell through one of your drones, you still expend a spell slot as normal, but the spell uses your spell save DC and spell attack bonus.
CLOCKWORK DRONES
To your DM"s discretion, you may use this feature to make the Clockworks presented in Mordainkainen's Tome of Foes. You may use this to make a bronze scout until reaching 7th level, when you may also make an iron cobra or stone defender using this feature. At 15th level you may use this feature to make an oaken bolter.
Trap Intuition
At 5th level, your knowledge of trap making now takes greater shape than before. You can expend a use of your Tinker Drone feature to choose a 20 ft. cube, and set traps within the area. Any DC the tarp needs is equal to your spell save DC. The following are trap options for you to use:
- Any creature that steps on up to three specific 5 foot cubes within the area then triggers needle traps, that deal 3 (1d6) piercing damage and 6 (1d8 + 2) poison damage per hit, creatures must make a Dexterity save to make it through, taking half damage on a success and full damage on a fail.
- A creature that comes within 5 feet of a surface of your choice within the area triggers a flame trap, spraying a shower of sparks that deal 15 (2d12 + 3) fire damage to all creatures that come within a 10 foot cone of the trap.
- A creature that steps within the area activates a falling floor trap, all creatures on the trap must make a Dexterity save, getting off in time on a success, and falling down on a fail. The trap can be up to 20 ft. deep, counting as the 20 foot cube. Creatures that fall down also take 14 (2d12 + 3) piercing damage at the beginning of each turn spent in the trap.
- A creatures that walks between two surfaces within the area alerts you of them moving through the space, though this creates a loud sound and may alert others of their presence as well.
Once a trap is triggered, it lasts for a number of rounds equal to your artificer level, with the exception of the pit trap, which remains indefinitely.
Improved Tinkering
Starting at 9th level, the area of your Trap Intuition feature increases to 40 ft. and the damage of your tinker drones increase to a d10.
Clockwork Master
Starting at 15th level, you gain the following benefits;
- You have resistance to damage dealt by traps, including your own
- The number of times you can use your Tinker Drone feature after a long rest increases to 10 + your Intelligence modifier (minimum of 9)
- Your Tinkerer Spells can be cast through your tinker drones, or by your traps, replacing their normal function
- Your traps and drones add your intelligence score to the damage they deal
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