The Tinkerer
Your patron, like many others, believes in the pursuit of knowledge above all else. Unlike others, your patron prefers to create and experiment instead of simply observing. You have shown an interest in learning more about constructing and increasing your knowledge, and so your patron decided to aid you. While Primus may seem like the only option at first, a lich or other Intelligent creature who strives for knowledge may fall into this category.
Expanded Spell List
The Tinkerer lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Tinkerer Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | catapult, identify |
| 2nd | heat metal, spiritual weapon |
| 3rd | meld into stone, tiny servant |
| 4th | fabricate, stone shape |
| 5th | animate objects, creation |
Bachelor's Degree
When you select this patron at 1st level, you gain proficiency in smith's tools and tinker's tools. Whenever you begin crafting a nonmagical item, you can choose to either craft it quickly or cheap. Crafting it quickly causes the item to be finished in half the normal time, and crafting it cheap requires materials worth one quarter of the item's selling value, instead of one half. You also learn one language of your choice.
In addition, you can cast any warlock spell you know as a ritual if that spell has the ritual tag.
Scrap Defense
Also at 1st level, your patron has taught you how to make the most of leftover and seemingly useless material. You can craft a suit of makeshift armor over the course of a long rest. To craft it, you must have access to 40 pounds of scrap metal. The quality of this metal does not matter. While wearing your makeshift armor, your Armor Class is 12 + your Intelligence modifier. At 10th level, your Armor class is instead 13 + your Intelligence modifier while wearing your makeshift armor.
Additionally, constructs have difficulty harming you. If a construct targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (a construct needn't make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. A construct is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.
Crafting
This homebrew content assumes you are using the crafting rules found in Chapter 2 of Xanathar's Guide to Everything. While anyone can craft things using tools, an artificer (or someone who works for one) works on items more often than most. Later on in this class you will gain the Enhanced Crafting feature, which boosts your ability to craft magic items in a similar way to your Bachelor's Degree feature.
Limitless Knowledge
At 6th level, your patron allows you to borrow their knowledge when you need it most. You gain proficiency in the History skill. If you are already proficient in it, you instead gain proficiency in one skill of your choice. When you make an Intelligence or Charisma check, you can gain a +5 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the check succeeds or fails.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.
Enhanced Crafting
Also at 6th level, you have learned to craft magic items as efficiently as you craft mundane items. You can now craft magic items in half the time it would normally take. You still require a formula and any materials required to craft it. Acquiring exotic materials may require an adventure to get them, as mentioned on page 129 of Xanathar's Guide to Everything. You also gain proficiency in two additional tools of your choice.
In addition, when you scribe a spell scroll, you do not need to know the spell or have it prepared as long as you have assistance from a creature who knows the spell or has it prepared. You and any creatures who aid you are not required to be proficient in the arcana skill to scribe scrolls.
Tactical Dodge
Starting at 10th level, whenever you are subjected to an effect that would cause you to make a Dexterity saving throw, you can use your reaction to instead make an Intelligence saving throw. Your quick thinking lets you cover yourself or otherwise plan ahead and avoid effects.
In addition, you gain proficiency in Intelligence saving throws and resistance to psychic damage.
Expanded Mystic Arcanum List
Your knowledge of creation also impacts what you can learn at higher levels. The Tinkerer lets you choose from an expanded list of spells when you learn an arcanum spell. The following spells are added to the warlock spell list for you.
Tinkerer Expanded Spells
| Spell Level | Spells |
|---|---|
| 6th | create homunculus, Drawmij's instant summon |
| 7th | simulacrum |
| 8th | clone |
Inventor’s Right Hand
Starting at 14th level, you patron allows you access to some of their creations. You can cast conjure construct. After you cast the spell with this feature, you can’t do so again until you finish a long rest.
Conjure Construct
7th level conjuration
- Casting Time: 1 minute
- Range: 10 feet
- Components: V, S
- Duration: Concentration, up to 1 hour
You summon a construct of challenge rating 5 or lower, which appears in an unoccupied space that you can see within range. The construct disappears when it drops to 0 hit points or when the spell ends. The construct obeys you without question. Roll initiative for the construct, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the constructs, it defends itself from hostile creatures but otherwise takes no actions. The DM has the construct’s statistics.
Eldritch Invocations
At 2nd level, a warlock gains the Eldritch lnvocations feature. Here are new options for that feature, in addition to the options in the Player’s Handbook and Xanathar's Guide to Everything.
If an eldritch invocation has a prerequisite, you must meet it to learn the invocation. You can learn the invocation at the same time that you meet its prerequisite. A level prerequisite refers to your level in this class.
Tactical Fighting
Prerequisite: The Tinkerer patron, Pact of the Blade feature
You can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls you make with your pact weapon.
Intellectual Strength
Prerequisite: The Great Old One or Tinkerer patron
You can use your intellect to overpower weak-minded individuals. As an action, you can force a creature within 5 feet of you to make an Intelligence check contested by your own Intelligence check. If you succeed, the target takes 1d6 psychic damage. This invocation's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
When you deal this damage to a creature, you can choose to channel your patron's mind through your own, compounding your mental power. When you do so, the psychic damage increases by twice your warlock level. Once you increase the damage in this way, you cannot do so again until you finish a short or long rest.
Eldritch Toolbox
Prerequisite: The Tinkerer patron
You can use your action to create a set of tools in your empty hand. You can choose the form that these tools take each time you create it. You are proficient with them while you hold them.
These tools disappear if they are more than 5 feet away from you for 1 minute or more. They also disappear if you use this feature again, if you dismiss the tools (no action required), or if you die.
If a set of tools would require to make a Strength or Dexterity check, you can instead make an Intelligence check.