Magical Tinkerer

by AileTheAlien

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Magical Tinkerer

A DnD 5E Player-Class

by Aile the Alien

 
Wondrous Tinkering

You love to tinker with new clockwork or magical gadgets - rote spell-casting is too boring to study so deeply! Plus, these are more permanent than such ephemeral magicks! You'll make a killing selling these...as soon as you stop scavenging your earlier inventions for parts.

Overview

  • Hit Dice: D6
  • Proficiencies:
    • simple weapons, crossbows
    • light armor
    • tinker's tools
    • intelligence checks
  • Starting Skills: two from arcana, history, insight, investigation, perception, religion, sleight of hand
  • Starting Equipment:
    • a handaxe, quarterstaff, or spear
    • a light crossbow and ammunition, or
      • boomerang, sling, and armful of darts
    • leather armor
    • an explorer's pack or scholar's pack
    • tinker's tools
    • 4d4 * 10 gp

Leveling

(+SoF stands for ability-score improvement, or taking an optional feat. Improvements to your cherished companion and steadfast security are +CC and +SS. TP is tinker-point bonus or penalty. KC, K1, K2 is the number of spells known per spell-level, and SC, S1, S2 is the number of spell-slots per spell-level.)

Level Proficiency Bonus Features TP KC K1 K2 S1 S2
1 2 Tinkering, Spellcasting -2 3 - - - -
2 2 Cherished Companion 0 3 1 - 1 -
3 2 Steadfast Security 2 3 2 - 1 -
4 2 +SoF, +CC 4 4 2 - 2 -
5 3 6 4 3 1 2 1
6 3 +CC, +SS 8 4 3 1 2 1
7 3 10 4 3 2 3 1
8 3 +CC, +SoF 12 5 4 2 3 1
9 4 +SS 14 5 4 2 3 1
10 4 +CC 16 5 4 3 3 2
11 4 18 5 4 3 4 2
12 4 +CC, +SoF, +SS 20 5 5 3 4 2
13 5 22 6 5 3 4 2
14 5 +CC 24 6 5 4 4 2
15 5 +SS 26 6 5 4 4 3
16 5 +CC, +SoF 28 6 5 4 4 3
17 6 30 6 6 4 4 3
18 6 +CC, +SS 32 6 6 4 4 3
19 6 +SoF 34 6 6 5 4 3
20 6 +CC, +SS 36 6 6 5 4 3

Spell-Casting

You dabble in many different schools of magic, but never master any of their abilities. Instead, you use the experience to make your tinkerings and constructs ever more potent... (You regain spell-slots after a long rest. When you gain a level, you may replace up to half of your learned spells with new ones.)

Spell-Lists

Cantrips (Spell-Level 0)
  • druidcraft
  • light
  • mending
  • message
  • minor illusion
  • prestidigitation
Spell-Level 1
  • alarm
  • color spray
  • comprehend languages
  • detect magic
  • detect poison and disease
  • identify
  • illusory script
  • silent image
Spell-Level 2
  • augury
  • find traps
  • locate animals or plants
  • locate object

Tinkering Overview

You have uncanny ability to craft clockwork and magical armor or armaments. Every long rest, you may spend tinker-points up to your PB + INT, to create items. (You must be able to afford them in a single expenditure; More costly things will have to wait for later levels!) The maximum amount of items is dictated by your total tinker-points. (This is your PB + INT plus (or minus) tinker-point bonus (or penalty) at that level.) After that, you must recycle older inventions before crafting more.

Erratic Sensory Perception (ESP)

Several of your constructs allow them to communicate or travel over long distances. Every six seconds of use at five miles has a one in one thousand chance of disturbing some eldritch abomination or other. (One in one hundred for two hundred miles, and one in twenty for a thousand miles. Visions or messages sent or received, rolled independently, have those same chances to be badly distorted, garbled or otherwise useless.) If you count a number of eldritch disturbances equal to your level, an angry monster with rating equal to your party's total levels is summoned. Disturbances count down to safety, one per fortnight.

Classic Contraptions

As part of the invention process, learning from others is key. You can reproduce magical items from other enchanters. (Items listed as common or uncommon cost 4 TP, rare 8, very rare 16, and legendary 32.) You cannot create consumable items (that's for filthy alchemists!), artifacts (those are from the gods!), weapons or items that boost damaging effects (those compete with your own weapons too much!), or anything that's considered evil (you've got an image to maintain!).

Custom Kit

This is where you get to flex your intellectual muscles - your own unique creations! (Regular item rarity is listed in case you want to outfit your party, and more easily discuss with the GM.)

Complexity Equivalent Rarity Cost
Apprentice Apparatuses Common 1
Capable Contraptions Uncommon 2
Good Gadgets Rare 4
Dynamic Doodads Very Rare 8
Masterful Machinery Legendary 16

Apprentice Apparatuses (Common)

Coin Circlet

This small leather strap has a brass clasp, and brass circle that holds a coin. It is connected to an extradimensional space that holds up to 500 coins, gems, gold bars or other small refined valuables (about 10 pounds). When wearing it, you always know the exact totals, values, and how much they are worth in the local currency(ies). Another coin quickly replaces the visible one when you remove it (about two per second), you may also swap the visible coin for another, and may also change the circlet's appearance to look like something more or less valuable.

Crossbow / Slingshot Bracer

This brass and leather circlet looks like a journeyman fashion-piece, but contains hidden danger - when you press a hidden button, a small crossbow / slingshot! It deals 1d6 blunt or piercing damage, when using the appropriate ammunition. (Range 30/120 feet.)

Ears of the Bat

These tin cups have flickering, glowing crystals powering them. You have advantage on auditory perception/wisdom checks, but disadvantage on being deafened and on damage rolls from sonic weapons.

Flask of Many Liquids

This small brass flask seems too small to hold much. (It only weighs a quarter pound.) However, when the lid is unscrewed, you can pour out a pint of water! A small button on its side switches which of its six compartments is in use - each one holds 1 pint of liquid.

Flavorful Spices and Textures, Ever-Full Jar of

This spice jar is shorter and squatter than most, and made of glazed clay instead of glass. When the name of a spice is spoken and the lid opened, the jar will pour out that spice. The spices may be finely ground or coarse, to provide extra texture. The jar can produce enough spice for one day's meals for up to a dozen creatures per day.

Lantern, Bullseye, Crystalline

This bullseye lantern is smaller and lighter than a normal one - only half a pound! It continuously shines light from a small crystal in the back, shaped by a silvered cone - brightly in a 50 foot cone, and dimly for another 50.

Lovers' Necklaces

This looks like a typical heart-shaped locket-pair, each opening or closing to protect the contents - the difference is they're totally blank. When worn by two people, and an act of love is shown, their face appears inside the others' locket, as a ghostly image that looks like charcoal, watercolor, and smoke. When they are sick, injured, dying or dead, their face gains a mark that the other person would recognize. If they recover, the mark fades, and if they die, the image becomes permanently cracked, scratched, torn, etc.

Magic Detection, Compass of

This compass can be used to detect nearby magic items. The needle swings instantly if within 1 foot, a few seconds if within 5 feet, and a half minute if within 100 feet.

Nice Dice

These look like ordinary dice, carved from wood, bone or other plentiful materials. They pips however, glow faintly in the dark, and when you throw them, they produce some helpful items! (Dice are produced in fours, and their magical effects recharge in 1d6 days.)

Die Face Produces
1 1 day's food
2 1 day's water
3 50' hemp rope
4 10 pitons
5 10' pole
6 an orange flare (20' bright, +20' dim, 2 hours)
Parasail, Spider-Silk

This backpack weighs 25 pounds, and contains a para-sail of the finest spider-silk. When deployed it gives you a flying speed of 180 feet per round, while you descend 18 feet per round. (An athletics or acrobatics check negates fall damage.)

Purify Food and Drink, Stone of

When placed in a pot, bottle, pan or similar and shaken or stirred for a few seconds, this stone purifies and renders free of poison and disease whatever food or drink is in that container. (The food is also cooked to an amateur amount, slightly burned, bland, etc.) It may be used up to a dozen times per day. (Each use purifies a day's rations or water for one creature.)

Quick-Sight Goggles

These goggles have lenses that seem to flicker in the light. You have advantage on visual perception/wisdom checks, but disadvantage on being blinded, dazzled, etc.

Scout's Survival Circlets

While spending a weekend leading some child camp-scouts, you crafted magical rings to help make their tasks easier, so they can more quickly save themselves or their friends. (You made them swear to also pack normal survival tools, so they always have backups. Then you made extras, to sell to their parents after camp and in the marketplace.) These rings are sturdy wood burned with tiny pictures of camp-fires, hatchets and so forth, and water-proofed with the finest oil. Each ring lets you cast one of the following cantrips without material components, holds four charges, and recovers one charge per day: druidcraft, guidance, mending, resistance and spare the dying.

Tracking Compass

This brass compass works as normal most of the time. It however, also has an engraving of a burr, which may be pulled off the compass as a real burr. If the burr is stuck to a surface or person, the compass points towards them. (Instantly if within 50 feet, 6 seconds at 2500 feet, 36 seconds at 24 miles, 3 minutes at 1200 miles, or 1 hour on the same planet. On the same plane, the inside cover shows an engraving of their planet in 1 day. On a different plane, it shows an engraving of that plane within 1 week.) A thin sheet of lead, thick steet of iron, wall of bricks, or arm-length of soil blocks this detection. If the burr is destroyed by the creature or something else, or you click the button to destroy it, a new one is ready in 1d4 days.

Capable Contraptions (Uncommon)

Big Stick of Clobbering

(Hit 'em where it hurts.)

This club can telescope to the length of a quarterstaff, but always weighs two pounds. (It deals 1d4, or 1d8 damage two-handed.) Its attacks count as magical and silvered for overcoming damage resistances, and for bonus to-hit and damage with this weapon you may use strength (normal whackin'), dexterity (fancy whackin'), intelligence (quick-thinking whackin'), wisdom (you've-seen-it-all-before whackin') or charisma (fake-out whackin').

Bottoming Boots

These sturdy work-boots have steel toes and soles; At six pounds per foot, they take some time to relearn walking! While wearing these, you may choose to immediately reach terminal velocity. You fall 6000 feet per round (1000 per second), but take no damage when landing. A ghostly image of you falls at the normal speed, and when they land they explode a crater in a 30 foot radius.

Cage of the Warden

This large coin is unusual - an empty cage is on one side, and creature sits in the cage on the other. When flipped onto the ground, it quickly grows into a real cage on the spot. It is a ten-foot cube, with half-inch iron bars spaced about half a foor apart. The included lock is DC 20 to pick.

Clairvoyant Cap

This hat has silver embroidery and a gem in the forehead, to channel and focus thoughts. It lets you cast detect thoughts three times per day, but you chance ESP as per the 5 mile distance.

Coin Box

This small wooden box has a brass clasp, lock, and inscribed plaque. It always weighs one-quarter pound, and contains an extradimensional space that holds up to 50 000 coins, gems or similar valuables (about 1000 pounds). You may choose to show on the plaque the current totals, values, exchange rates, or short poem or other text, lock or unlock the box, or show or hide the elements other than the plaque. When are hidden, the box contains a wooden set of old dice, figurine or toy.

Explosive Sling Bullets, Bracer of

This small leather circlet has a faintly glowing stone in a brass setting. The stone may be removed and use as sling ammunition that deals INT + PB damage divided as blunt and fire. The stone is then replaced with another of the same; It generates up to (INT + PB) / 4 such ammunition per day.

Flash-Bang Grenade

This grenade can be thrown up to 60 feet, and emits dazzling lights and sounds in a 15 foot radius that blinds and deafens creatures. (When spent, it may be reclaimed from the battlefield and recharges overnight.)

Foldable Flier

This leather harness has feather-light telescoping rods on its back, which hold out sheets of the finest gossamer. The button on the eagle-crest buckle unfurls your wings, giving you a flying speed of 300 feet per round, while you descend 15 feet per round. (An athletics or acrobatics check negates fall damage.)

Frosty Satchel

This small bag keeps items fresh and cold. It holds up to 50 pounds or 2 cubic feet in an extra-dimensional space, but always weighs 2 pounds. The time to cool an item to the next increment is in the following table. If warmer items are added they are cooled first, before everything cools at the same rate.

Scalding Hot Warm Fresh Cool Frosty Frozen
0:05 0:10 0:20 0:40 1:20 2:40 -
Homing Putty

This small coin-like brass canister has two buttons. When the first is pressed, it pops open - inside is a blob of dull grey putty. If it is stuck to a surface, you may click the second button to teleport back to the putty, which then vanishes. (It also vanishes if you are more than 500 feet from it.) The canister restores the putty within 1d4 days.

Key-Ring of Opening

This brass ring is engraved with a delicate pattern of keys and locks. When worn it gives you a +1 bonus to pick locks, and do so quickly. As a bonus action, it may also be used to open magical locks, as per the knock spell. It holds three charges of knock, and regains each charge in 5d4 days.

Photograms of Good Health

This is a matching set of up to nine small matched wooden blocks, that act similarly to Lovers' Necklaces to show good or bad health, but for a larger group of people.

Prismatic Pistol

This hand-crossbow has crystals and lenses to sight and shoot instead of clumsy strings. Since it's one of your earlier experiments, it has a decent chance to backfire - it deals one quarter damage to you if it still hits the enemy, and one half if it only hits you.

Damage Range Partial BF Total BF
1d8 100/400 10 5
Mega Multi-Tool

This small knife is more than it seems - it can transform into a shovel, axe, or hammer. (This tool is magically easy to use - you always count as proficient.) As a knife it deals 1d4+1 slashing and gets +1 to hit, and can skin and butcher a 500 pound animal instantly, or start a kindled fire. As a shovel it deals 1d6+1 blunt and gets +1 to hit, and can cast the mold earth cantrip. As an axe it deals 1d6+1 slashing and gets +1 to hit, and can chop a medium tree instantly and produce logs, kindling, or planks. Using its mold earth, butchery or lumber abilities uses one charge, and it holds 3 charges. It regains a charge in 1d4 days.

Good Gadgets (Rare)

Chained Vest of the Bounty-Hunter

This leather vest is criss-crossed with iron chains. It grants +PB to grapple, and a climb speed of 1/2 walk speed + 5 * PB and keeps your arms and legs free. You may attack a creature with the chains (range 10 * PB feet) - they take 1/2 PB d4 blunt damage, and you may grapple as part of the attack. As a bonus action you may attempt to shackle a grappled creature. You may also secure PB/day passageways, chests, etc with a DC of PB*5.

Combat, Crown of

This diadem shimmers and shines in the light, difficult to look at. Up to PB times per day you may activate it, whereupon it changes appearance and grants you amazing effects. Roll a d6; Its effects lasts for one minute (10 rounds).

D6 Effects
1 Regain up to PB + INT HP per round.
2 Heal allies within PB * 5 feet up to (PB + INT) / 2 HP per round, and shed dim light within that range.
3 For each enemy within (melee) reach, deal PB / 2 extra damage on attacks.
4 Gain 5 * PB / 20 * PB range and PB / 2 extra damage.
5 As a free action on your turn move PB * 5/2 feet, while avoiding opportunity attacks.
6 20 feet around you is magically darkened until your next turn and counts as difficult terrain, then you teleport 15 feet.
Cozy Camp-Cooker

This stove lets you burn less fuel in hard times, and folds into a compact square that fits in your hand and weighs only one pound! You've also enchanted it to help you and your companions on your journeys. Roll a D6 - the effects last for one day or until your next long rest, whichever comes first:

D6 Effect
1 You and your allies are covered in soot, and get +PB/2 to stealth.
2 You gain +PB/2 to intelligence.
3 You gain +PB/2 to wisdom.
4 You gain +PB/2 to charisma.
5 You and your allies heal for 2 * PBd4 HP.
6 You and your allies gain PBd4 temporary HP.
Far-Flung Footwear

This sturdy pair of hiking boots is dressed to look like dancing shoes. As a bonus action, you may cast the misty step spell, to teleport to a nearby location.

Invisibility and Extra Visibility, Cloak of

You may choose to have this cloak look like dull grey tatters, covered in dust, or a wondrous rainbow of stripes, triangles, or other bold shapes. When dull it grants +2 to stealth and sleight of hand, and may make you invisible for up to five minutes per day. When colored, the bonus is to performance distracting people, and your AC (in dim light; half in daylight), and you shine bright light for 30 feet and dim for another 30. This outshines magical darkness, but does not dispel it.

Jack's Maul

This sturdy +1 maul deals double damage to constructs, buildings, etc. It also lets you cast stone shape up to three times, and regains 1d4-1 charges per day.

Knockout Grenade

This grenade can be thrown up to 60 feet, and emits a 15 foot radius sphere of wavering pink energy that renders creatures unconscious for up to 10 rounds. (When spent, it may be reclaimed from the battlefield and recharges overnight.)

Otter's Mask

This mask allows normal vision and breathing underwater, and lets you swim as quickly and easily as moving on land.

X-Ray Sight, Goggles of

The button on these goggles activates them, to see through solid materials for up to 5 minutes per day, to a distance of 30 feet. (A sheet of lead, 1 inch of metal, 1 foot of stone, or 3 feet of dirt block them.) You however, also chance dark powers as per ESP at the 200 mile distance.

Dynamic Doodads (Very Rare)

Capturing Circle

This brass sphere has semi-precious gems on the top, bottom, left, right and back. The front has a button that activates it - when thrown (up to 90 feet) it forms a shimmering pink magical barrier where it lands, with a 10 foot radius that lasts for 1 hour. Any hostile creature is barred, but friendly or neutral creatures may pass.

Distant Doorway

This small figurine grows into a large, heavy oak doorway, inlaid with gold filigree. If you hold your hand on the door and speak the destination, it will open a misty hallway to that location. The exactness with which you know the destination determines how foreshortened the hallway is, and the chances of an ESP disturbance.

Familiarity 1 Mile Hallway 25 Mile Hallway 500 Mile Hallway 10 000 Mile Hallway Different-Plane Hallway
Permanent Circle 10' 250' 1 mile 19 miles 100 miles
Associated Object 10' 250' 1 mile 19 miles 100 miles
Very Familiar 15' 375' 1.5 miles 28 miles 150 miles
Seen Casually 25' 625' 2.5 miles 48 miles 250 miles
Viewed Once 50' 1250' 5 miles 95 miles 500 miles
Description 100' 2500' 10 miles 190 miles 1000 miles
False Destination 1000' 4.5 miles 100 miles 1900 miles 10 000 miles
Familiarity 1 Mile ESP 25 Mile ESP 500 Mile ESP 10 000 Mile ESP Different-Plane ESP
Permanent Circle 0 0 1/100 1/20 1/10
Associated Object 0 0 1/100 1/20 1/10
Very Familiar 0 1/100 1/20 1/12 1/10
Seen Casually 1/100 1/20 1/12 1/10 1/8
Viewed Once 1/20 1/12 1/10 1/8 1/6
Description 1/12 1/10 1/8 1/6 1/4
False Destination 1/10 1/8 1/4 1/2 100%
Friendly Turret

This small metal cube can be thrown up to 40 feet, and unfolds into a small turret when it lands. It has 16 AC, 150 HP, and dark-vision to 20 feet. It sprays 6d8 frost in a 20-foot cone at enemies, or heals allies for 3d8. After one minute (10 rounds) or if it reaches 0 HP, it folds back into its cube.

Lightning Grenade

This grenade can be thrown 60 feet, and emits electrical energy in a 15 foot radius - it deals 10d8 lightning damage (half on a dexterity save). (When spent, it may be reclaimed from the battlefield and recharges overnight.)

Paladin-Protection Equipment

This brightly-colored oilskin cloak not only protects you from an untimely rain, but also helps you battle the forces of eeevil! You and your possessions gain resistance to acid, necrotic and poison damage while wearing this cloak. (It also shines light dimly to 5 feet, but gives disadvantage to hide unless it is covered, stowed in a pack, your pursuer is blind, etc.)

Radiant Rifle

This is as a Prismatic Pistol, but the size of a light crossbow, with less chance to backfire.

Damage Range Partial BF Total BF
1d8+2 130/520 4 1
Tunneling Hole

This circle of silk string is sticky with wax, and tied to adjust its circumference. When stuck to a wall or other flat surface, it forms a tunnel to the other side. You may choose: a circle 5 feet wide and 20 feet long, or 10 wide and 5 long. The string may be removed from either side of the tunnel, at which point the tunnel disappears. (The tunnel does not damage the wall.)

Masterful Machinery (Legendary)

Blistering Blaster

This is as a Prismatic Pistol, but the size of a heavy crossbow, with the least chance to backfire.

Damage Range Partial BF Total BF
2d8 150/600 1 0
Frightening Floodlight

This sturdy cylinder has a green glass lens on one end. When activated it projects horrible images, and every creature in a 75-foot cone must make a wisdom save or become frightened for 1 minute (10 rounds). At the end of each frightened creature's turns, it must succeed on a wisdom save or take 4d10 psychic damage; On a successful save they are no longer frightened. (One use per day.)

Solar Safeguard

This tiny brass ornithopter can be tossed into the air and travel up to 100 feet, and lights up an area as brightly as the sun! In a 30 foot radius, creatures take 2d6 radiant damage each turn. (A dexterity save to take half damage and avoid blinding. For another 30 feet it is simply bright, and another 30 dim light.) It flies for up to 10 rounds; After that it flies back to your pocket, and is ready again the next day.

Time-Stopping Pocket-Watch

This pocket-watch seems to be broken - it always shows high noon. When you activate it, time stops for everyone but you. You take 1d4 extra turns in a row after this one, and can move as normal. The effect ends early if you affect another creature or their posessions, or you move more than 1000 feet. (One use per day.)

Cherished Companion

You construct a small familiar from clockwork, magic, etc. It costs 50 gold pieces, and two full rests to be completed and attuned. It starts with ESP and intelligence enough to follow basic commands, and one other power. (Commanding it takes your action in combat, unless later improved.) Gaining another power costs half each again. (You may change up to one power for another, at the same time you add a new power.) Your familiar starts with armor class 13, 5 HP, a combat speed of 25 feet per round, deals 1 damage, and 0 carry weight.

Agile Automaton

Its armor class increases by five, and speed by 5 feet per round in combat.

Autonomous Automation

You may command it without using up your action on your turn.

Perseverance of the Pelican

Its speed increases by 5 feet per round in combat, and may fly 8000 miles in a fortnight. It can carry 5 pounds more in the air.

Blindness of the Bat

It detects invisible things to 60 feet, if the area is not loud or magically silenced. Its attacks count as magical versus resistances.

Claws of the Carnivore

Its damage increases by 1d6, and its speed increases by 5 feet per round in combat.

Guano of the Gull

Its speed increases by 5 feet per round in combat, can drop an item as a bomblet, and its carrying capacity increases by 1 pound.

Hunting of the Hawk

Its speed increases by 10 feet per round in combat, gains +1 to hit, and its damage increases by 1d4.

Moonlight of the Mouser

It has dark-vision out to 120 feet. Its attacks count as silver versus resistances.

Swimming of the Salmon

It can swim at half its normal speed, and carries 10 pounds more while swimming.

Steadfast Security

You construct a large-ish familiar from clockwork, magic, etc. It costs 400 gold pieces, and twenty full rests to be completed and attuned. It starts with ESP and intelligence enough to follow basic commands, and one other power. (Commanding it takes your action in combat, unless later improved.) Gaining another power costs half each again. (You may change up to one power for another, at the same time you add a new power.) Your familiar starts with armor class 10, 50 HP, a combat speed of 15 feet per round, and may carry up to 250 pounds but cannot attack.

Automatic Arbalest

You add a large clockwork arbalest. It deals 2d8 blunt and 2d8 piercing damage. (Missiles weigh and cost as spears, but are more squat and compact.) Add 5 HP, and 20 pounds carrying capacity for the strengthening required to fire this weapon. It has an integrated extra-dimensional ammunition store that refills every day. You may take this power again to re-strengthen your familiar, and upgrade the combat abilities:

Range To-Hit / Damage Extras Magazine Size
90/360 - 3
110/440 +1 silvered 3
125/500 +2 counts as magical vs resists 4
130/520 +3 +1d8 fire/frost 5

Autonomous Automation

You may command it without using up your action on your turn.

Climbing Clockwork

Long, spider-like legs. It gains climbing speed, and +1 to dexterity checks when not climbing.

Crushing Blows

It deals 2d8 blunt damage. It also gains 100 pounds of carry weight, and 50 HP.

Crystal Cannon

You add a huge version of the prismatic pistol, which deals radiant damage. (It recharges daily.) You may upgrade it:

Damage Range To-Hit Magazine Size
2d8+2 120/480 - 6
3d8 150/600 +1 8

Electric Eruptance

Your familiar attacks with a cone of electrical energy, gains resistance to electrical damage, and if it is armor you also benefit. (It recharges daily.) You may upgrade it:

Damage Length Shots
3d10 20 4
5d10 30 6

Extra-Planar Paraphernalia-Encasement

You add an extra-dimensional compartment to your familiar, to carry all your amazing gear and loot!

Pounds Cubic Feet
400 40
1500 150

Glue Gun

This launches sticky webbing that fills an area to a depth of five feet, and counts as difficult terrain. Any creature caught in the web is restrained. (Stepping into another affected square requires another check.) Breaking free takes a strength check vs your spell difficulty. The webs are flammable, and a five-foot square will burn out in one turn. Any creature in the fire takes damage. You may upgrade it:

Shots Reload TP Range Area Turns Fire Extra
1 6 60 20x20 5 2d4 -
2 8 90 25x25 10 3d4 fire spreads each turn
3 10 120 20x20 15 4d4 (dis)advantage

Gritty Guardian

Your familiar is resistant to slashing, piercing, and blunt damage, and gains 50 HP and 50 pounds carry weight. (If it is armor, you also get those resistances, but it does not help from falling damage.)

Mechanical Mail

It gains 5 AC, 50 HP, and may transform into armor you can wear. It may be upgraded for another 3 AC, 30 HP, and +1 to hit. Again for +2 AC, 20 HP, and advantage on dexterity checks to dodge etc.

Strong Submersible

It can swim at half its normal speed, and gains 30 HP. While swimming, it deals 4d8 slashing damage, and carries 150 pounds more.

 

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