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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 - an explorer's pack or scholar's pack - tinker's tools - 4d4 * 10 gp \columnbreak ## 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 \pagebreak ## 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. \columnbreak ## Classic Contraptions As part of the invention process, learning from others is key. You can reproduce well-known magical items from other craftsmen wizards: Complexity | Cost :-: | -: Flunky Forgeries | 4 Proficient Phonies | 8 Complex Counterfeits | 16 Masterful Mirrors | 32 Apparatus | Complexity | Notes :-: | :-: | :-: [Broom of flying](https://www.dndbeyond.com/magic-items/4597-broom-of-flying) | Flunky | Or a hobby-horse, saddle, rocking chair... [Hat of disguise](https://www.dndbeyond.com/magic-items/4651-hat-of-disguise) | Flunky | [Rope of climbing](https://www.dndbeyond.com/magic-items/4749-rope-of-climbing) | Flunky | [Staff of healing](https://www.dndbeyond.com/magic-items/4763-staff-of-healing) | Flunky | Any character may cast from it using charisma, intelligence or wisdom. [Boots of speed](https://www.dndbeyond.com/magic-items/4589-boots-of-speed) | Proficient | [Bracers of defense](https://www.dndbeyond.com/magic-items/4594-bracers-of-defense) | Proficient | [Cape of the mountebank](https://www.dndbeyond.com/magic-items/4599-cape-of-the-mountebank) | Proficient | [Dimensional shackles](https://www.dndbeyond.com/magic-items/4620-dimensional-shackles) | Proficient | [Folding boat](https://www.dndbeyond.com/magic-items/4639-folding-boat) | Proficient | [Instant fortress](https://www.dndbeyond.com/magic-items/4663-instant-fortress) | Proficient | You may also shrink the fortress back into a 1-inch cube. [Robe of eyes](https://www.dndbeyond.com/magic-items/4739-robe-of-eyes) | Proficient | [Amulet of the planes](https://www.dndbeyond.com/magic-items/4570-amulet-of-the-planes) | Complex | [Carpet of flying](https://www.dndbeyond.com/magic-items/5373-carpet-of-flying) | Complex | [Horseshoes of a zephyr](https://www.dndbeyond.com/magic-items/4660-horseshoes-of-a-zephyr) | Complex | [Apparatus of the crab](https://www.dndbeyond.com/magic-items/4572-apparatus-of-the-crab) | Masterful | [Cubic gate](https://www.dndbeyond.com/magic-items/4612-cubic-gate) | Masterful | [Well of many worlds](https://www.dndbeyond.com/magic-items/4802-well-of-many-worlds) | Masterful | \pagebreak ## Custom Kit This is where you get to flex your intellectual muscles - your own unique creations! (Since you often sell these in your down-time in any markets you travel through, most of them are [in this list](https://www.gmbinder.com/share/-NdG2Jw9gGlfkIv7yFE_). The less sell-able ones are listed here.) Complexity | Cost :-: | -: Apprentice Apparatuses | 1 Capable Contraptions | 2 Good Gadgets | 4 Dynamic Doodads | 8 Masterful Machinery | 16 #### Capable Contraptions ###### Clairvoyant Cap This hat has silver embroidery and a gem in the forehead, to channel and focus thoughts. It lets you cast [detect thoughts](https://www.dndbeyond.com/spells/detect-thoughts) three times per day, but you chance _ESP_ as per the 5 mile distance. #### Good Gadgets ###### 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. \columnbreak #### Dynamic Doodads ###### 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% \pagebreak ## 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. \pagebreak ## 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. \columnbreak #### 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.