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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 \columnbreak
#### 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. \pagebreak ## 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. \pagebreak ## 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. \pagebreak # 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. \pagebreak #### 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. \columnbreak >##### 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 \pagebreak # 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.**