Tinkerer

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The Tinkerer
Level Proficiency Bonus Features Tinkering Points Augmentations Known
1st +2 Expertise, Quick Analysis
2nd +2 Field of Work, Tinkering 2 2
3rd +2 Grand Invention 3 2
4th +2 Ability Score Improvement 4 3
5th +3 Improved Tinkering 5 3
6th +3 Invention Feature 6 4
7th +3 Expertise 7 4
8th +3 Ability Score Improvement 8 5
9th +4 Technical Jargon 9 5
10th +4 Invention Feature 10 6
11th +4 Advanced Tinkering 11 6
12th +4 Ability Score Improvement 12 7
13th +5 Lighting Fast Fixer 13 7
14th +5 No Nonsense 14 8
15th +5 Invention Feature 15 8
16th +5 Ability Score Improvement 16 9
17th +6 Masterful Tinkering 17 9
18th +6 Invention Feature 18 10
19th +6 Ability Score Improvement 19 10
20th +6 Magnum Opus 20 11

Class Features

As an artificer, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per artificer level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: Tinker's Tools

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose two from Arcana, History, Insight, Persuasion, Sleight of Hand, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a Light Crossbow and 20 bolts or (b) any simple weapon
  • Tinker's Tools
  • (a) a Scholar's Pack or (b) a Dungeoneer's Pack
  • Leather Armor, any simple weapon, and two daggers

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with Tinker's Tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 7th level, you can choose two more of your proficiencies (in Skills or with Tinker's tools) to gain this benefit.

Trap Hunter

At 1st level, your knowledge of machines grants you advantage on checks to find and disarm traps using your Tinker's Tools.

Field of Work

Starting from 2nd level, you have focused your research into a single field, your choice grants access to special augmentations as well as an additional effect.

Weaponized Machinery. You gain a +1 to damage using augmented weapons.

Shielding Machinery. You gain +1 AC while wearing augmented armour.

All Purpose Machinery. You gain a +1 to all skill checks that are based on Strength and Dexterity.

Tinkering

At 2nd level, your rudimentary knowledge of tinkering has allowed you to modify your equipment.

Tinkering Points

All tinkering actions require an indicated amount of Tinkering Points. You regain these at the end of a long rest.

Augmentations

Once per long rest, you may use your various gadgets to apply a single Augmentation to a non-magical piece of equipment. These augmentations will be outlined below. After a long day of use, the gadgets break and the Augmentation is lost at the beginning of your next long rest. Some augmentations require successful Tinker's Tools checks to be able to use, on a failed check, you lose one Tinkering Point for that day. You may know an amount of augmentations equal to the number on the class feature table. You may also find additional ones that do not count against your augmentations known at the DMs discretion.

Grand Invention

At 3rd level, your focus on your craft has led you to the invention of an incredible machine, the Masterful Mechanical Weapon, the Magnificant Gear Golem, or the Magical Gun of the Arcana. Your choice grants you features at 6th level, 10th level, 15th level, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Improved Tinkering

At 5th level, your improved knowledge of tinkering has granted you the following effects.

  • You may apply 2 augmentations to any non-magical equipment, or one augmentation to 2 pieces of equipment.
  • You may spend Tinkering Points to improve the accuracy of your augmented weapons. Using your reaction, you may spend Tinkering Points up to a maximum of half of your level, to give weapons an attack bonus equal to double the amount of points spent.
  • You may also do the same with your augmented armour, augmenting their toughness. Following the same rules as above, your AC is increased until the start of your next turn by an amount equal to points spent.

Technical Jargon

Starting at 9th level, your understanding of technology allows you to confuse the minds of others. In combat, you may use an action to shout out strange words and concepts to a single enemy. Make an contested Intelligence check, if they lose, the all attacks against them is made with advantage and the enemy has disadvantage to attack. At the start of their turn or whenever they take damage, they may make another contested Intelligence check to end the effect.

Once used, you cannot come up with any strange facts or concepts until the end of your next long rest.

Advanced Tinkering

At 11th level, your improved knowledge of tinkering has granted you the following effects.

  • You may apply 3 augmentations to any non-magical equipment, or one augmentation to 3 pieces of equipment, or any other configuration.
  • You may spend Tinkering Points to quicken your augmented weapons. Using your bonus action, you may spend Tinkering Points up to a maximum of half of your level, to increase the number of attacks you can make by 1 per 2 points spent

Lightning Fast Fixer

At 13th level, your quick hands allow you to use all of the benefits of your Tinkering, Advanced Tinkering, and Masterful Tinkering features, on a short or long rest.

No Nonsense

Starting from 14th level, your logical mind gives you an edge over mind tricks. You may spend a Tinkering Point to add your Intelligence modifier to any saving throws against being frightened, or charmed. Any spells that read, "Creatures that can't be Charmed are immune to this spell", are still subjected to this effect.

Masterful Tinkering

At 17th level, your improved knowledge of tinkering has granted you the following effects.

  • You may apply 4 augmentations to any non-magical equipment, or one augmentation to 4 pieces of equipment or any other configuration.
  • All of your augmented armours have been strengthened by your expertise. When you take a long rest, you may spend Tinkering Points to give your armour an amount of hit points equal to 4x the points spent. As a reaction, you may redirect all damage dealt to you into your armour. If your armour's hit points are reduced to zero, any excess damage is dealt to you and your armour will not grant you any bonuses unless you pass a Tinker's Tools check of 10 + half of the amount of damage it took when it broke.

Magnum Opus

At 20th level all of your work has payed off, your legendary skills with your tools has led you to the invention of a legendary piece of equipment. When you gain this feature, on a long rest, you may take a piece of non-magical equipment and imbue it with 5 augmentations that are permanent. Tinkering Points are consumed upon its creation, but the points spent return on the next long rest following its creation.

Your invention is so precious to you, you have implanted a teleportation device. As an action, you may call it back to your hand, even it it's in a different Plane.

Troubled by the prospect of it breaking, you have also constructed it to last, this piece of equipment can only be destroyed through a wish spell, or anything similar.

Grand Inventions

Tinkerer's often look for their next big invention, for you, this is it. The concept you've created when you were a mere apprentice grows with you as a testament of your growing knowledge. More powerful Tinkerer's may be recognized by the mere sight of their invention.

Masterful Mechanical Weapon

A weapon filled with the knowledge and care of a young Tinkerer, you've devoted your life to weaponry.

Quick Tinkering

At 3rd level, your customization of this weapon allows you to augment it fairly quickly. You may apply augmentations to it at the end of a short rest. This also allows you to remove an augmentation, which will refund your points, and also add a new one.

At 13th level, your mastery of this weapon allows you to achieve the same as above, but in just 10 minutes.

Extra Attack

Beginning at 6th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Infusion

At 6th level, your attacks with your weapon are now considered magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.

Cunning Strike

Starting from level 10, on your first attack, you may add your Intelligence modifier to the damage dealt. The damage dealt is the same as the weapon's damage.

Quick Analysis

At 15st level, you gain the ability to quickly and carefully scan the battlefield. As an bonus action, you may make an intelligence check against a creature that is carrying a magical item to determine its effect. If you fail this check, you cannot attempt to identify the target for the next 24 hours. The DC is determined by the nature of the item, as illustrated by the table below.

Trait DC
Common 14
Uncommon 16
Rare 18
Very Rare 20
Legendary 22
Artifact 24
Attunement +2

Multihit

Your mastery with your weapon allows you to preform powerful attacks. Starting at 18th level, if you're using a melee weapon, as a part of the attack action, you may target two creatures within 5 feet of each other and make a single attack. If the attack roll would hit both of them, them both take the weapon damage. If using a ranged weapon, the enemies must be within 10 ft of each other in a line. You may only use this ability once per turn.

Magnificant Gear Golem

When you choose this invention, you must choose a construct type, bipedal, quadrupedal, or insectoid. Each type of construct will be outlined below.

Commanding

Starting from 3rd level, your control over the golem is basic at best. The golem gets its own turn in initiative. On This turn, it may not take the attack action or attempt to grapple or shove enemies. On your turn, you may use your bonus action to command it to strike once.

Improving Structure

At 3rd level, the structure of the Golem is fairly fragile, your numerous efforts to strengthen it over time allows it to gain the following features.

  • The amount of Hit Dice the golem has is equal to your level.
  • The golem gains an attack bonus equal to your proficienty modifier.
  • Your golem gains an ability score improvement whenever you gain one, it cannot take feats, and you may not increase an ability above 20 with it.

Guardian

At 6th level, when you are hit by an attack and your Golem is within 10 feet of you, you may use your Golem's reaction to redirect half of the damage to it, if the initial attack would hit its AC. If not, the Golem does not take damage.

Infusion

At 6th level, your Golem's attacks are now considered magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.

Advanced AI

Starting from 10th level, your constant tinkering around the Golem's brain has awoken it. The Golem can now take the attack action on its turn, allowing it to use its multiattack feature. Additionally, it gains proficiency in any two skills that you are proficient in, it can understand all of your languages, and it gains proficiency in Intelligence and Wisdom saving throws.

Mechanical Menace

Beginning at 15th level, while your Golem is in sight, you and your allies have advantage on intimidation checks.

Sentient Golem

At 18th level, your understanding of life has allowed you to manufacture a mechanical brain capable of thought. This allows the Golem to take any action including grappling and shoving. In addition, your Golem is capable of speech and cannot be surprised, any allies within 10 feet of it also gains this effect.

Magical Gun of the Arcana

Your interest in the arcane has led you to the invention of the Gun of the Arcana.

Spellcasting

When you reach 3rd level, your inventive mind allows you to wield the Gun of the Arcana

Recipe Book. You have a recipe book containing five 1st-level wizard Spells of your choice that do not have a range of touch, or self, as well as not requiring concentration. Your book is the repository of the wizard Spells you know. You may spend 1 hour and 50 gold to copy down any wizard spells you find into your book, but only if they are 4th level and below, and follow the same rules as above.

Spell Charges. The biggest difference between traditional casting and the gun is the invention of Spell Charges. On a long rest, you may spend an amount of Tinkering Points equal to the spell's level and any material components that a spell consumes to fill a charge with a spell. If the spell requires a component with a gold value, but does not consume it, it must be present during the creation process.

The shells act similarly to scrolls in that once used, they cannot be used again. The shells also lose their magical properties at the start of every long rest.

Spellcasting Ability. Intelligence is your Spellcasting ability for your wizard Spells, since your cunning mind and ability to create has led you to this invention. You use your Intelligence whenever a spell refers to your Spellcasting ability. In addition, you use your Intelligence modifier when Setting the saving throw DC for a wizard spell you cast and when Making an Attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Using the Gun. In combat, the wielder may load a Spell Charge in to the gun as a bonus action, and shoot it as an action. If worse comes to worse, the Gun may act as a club, dealing 1d6 bludgeoning damage.

Physical Rounds

Starting when you take this archetype, you learn the art of bullet smithing. When firing these bullets, the Gun's range is 80/320. Using 1 gold worth of gunpowder and a pound of metal, you can create 10 bullets with a special effect depending on the metal.

Materials
Iron. Deals 1d4 piercing damage, costs 1 gp to make
Silver. Deals 1d4 piercing damage and counts as magical, costs 5 gp to make
Steel. Deals 1d6 piercing damage, costs 3 gp to make
Mithril. Deals 1d6 piercing damage and can fire up to maximum range without disadvantage, costs 20gp
Adamantine. Deals 1d8 piercing damage and deals double damage to objects and counts as magical, cost 50 gp

Stopping Power

Starting at 6th level, your Gun of Arcana's power is increased. Once per turn, you may aim for a creature's legs or body. A successful hit causes the creature to take regular damage as well as having to make a strength saving throw against your Spell Save. Upon failure, the creature is either knocked prone, or their speed is reduced by 30 until the end of their next turn, or they are pushed back 15 feet, stopping at ledges.

Analytical Shot

At 10th level, your marksmanship is augmented by your smarts. You may add your Intelligence modifier to attack rolls.

Cheap Shot

After making many rounds, your physical rounds cost half as much to make, once you make a batch of bullets, roll a d20, on a 20, one of those bullets deal an extra damage die.

Concentrated Fire

Your expert tinkering skills has lead you to creating a battery that fuels concentration. The battery lasts a minute at most and if you are hit, your battery sparks and you must make a concentration check to maintain your spell. This also grants you the ability to store concentration spells in your Spell Charges

Augmentations

The pride and soul of a tinkerer lies in their selection of augmentations, there are 4 types, universal, and one for each field of study.

Weaponized Machinery

Any Field

Improved Weapon

Requirements. Must be applied to a weapon Grants the augmented weapon +1 to attack and damage rolls

Advanced Weapon

Requirements. Must be applied to a weapon, level 9 Grants the augmented weapon +2 to attack and damage rolls

Masterful Weapon

Requirements. Must be applied to a weapon, level 15 Grants the augmented weapon +3 to attack and damage rolls

Masterful Mechanical Weapon

Elemental Edge

Requirements. Must be applied to a weapon, level 9, Tinker's Tools DC 12

Grants the user an extra 2d6 damage of an element of their choosing (Acid, Cold, Fire, Poison, Lightning)

Slaying

Requirements. Must be applied to a weapon, level 15

Grants the user and extra 3d6 damage to a certain type of enemy after the user has examined a live and dead specimen (Orcs, Dragons, Humans, Elves, Dwarves, etc.)

Magnificant Gear Golem

Name

**Requirements. **

Name

Requirements. Must be applied to a weapon

Magical Gun of the Arcana

Name

Requirements. Must be applied to a weapon

Name

Requirements. Must be applied to a weapon

Shielding Machinery

Any Field

Name

Requirements.

Name

Requirements.

Name

Requirements.

Masterful Mechanical Weapon

Name

Requirements.

Name

Requirements.

Name

Requirements.

Magnificant Gear Golem

Name

Requirements.

Name

Requirements.

Name

Requirements.

Magical Gun of the Arcana

Name

Requirements.

Name

Requirements.

Name

Requirements.

All Purpose Machinery

Any Field

Name

Requirements.

Name

Requirements.

Name

Requirements.

Masterful Mechanical Weapon

Name

Requirements.

Name

Requirements.

Name

Requirements.

Magnificant Gear Golem

Name

Requirements.

Name

Requirements.

Name

Requirements.

Magical Gun of the Arcana

Name

Requirements.

Name

Requirements.

Name

Requirements.

Universal

Any Field

Name

Requirements.

Name

Requirements.

Name

Requirements.

Masterful Mechanical Weapon

Name

Requirements.

Name

Requirements.

Name

Requirements.

Magnificant Gear Golem

Name

Requirements.

Name

Requirements.

Name

Requirements.

Magical Gun of the Arcana

Name

Requirements.

Name

Requirements.

Name

Requirements.

 

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