The Tinkerer

by Willamdafo

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The Tinkerer

Class Features

As a Tinkerer, you gain the following class features.

Hit Points

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

Proficiencies

  • Armor: Light armor

  • Weapons: Simple weapons, hand crossbows, heavy crossbows

  • Tools: Tinker's tools, woodworking tools

  • Saving Throws: Constitution, Intelligence

  • Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, and Sleight of Hand

Equipment

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

  • (a) a hand crossbow and 20 bolts or (b) any simple weapon
  • (a) a scholar's pack or (b) an explorer's pack
  • Leather armor, a dagger, tinker's tools, and woodworking tools
Tinkerer
Level Proficiency Bonus Features Scrap Scavenger Clockwork Engineer Natural Tinkerer
1st +2 Tinkering Specialization, Tinkerer's Expertise Scrap Collector Clockwork Companion Natural Ingenuity
2nd +2
3rd +2 Mechanical Companion
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Specialization Feature Junkyard Warrior Precision Engineering Nature's Touch
7th +3 Inventor's Arsenal
8th +3 Ability Score Improvement
9th +4
10th +4 Specialization Feature Scrap Fortification Clockwork Master Natural Enhancement
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5 Specialization Feature Adaptive Engineering Clockwork Arsenal Harmony with Nature
15th +5 Innovative Creation
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6 Tinkering Mastery

Tinkerer Features

Tinkering Specialization

At 1st level, you choose a specialization that enhances your abilities with certain materials: Scrap Scavenger, Clockwork Engineer, or Natural Tinkerer. Your choice grants you features at 1st level and additional features at 6th, 10th, and 14th level that boost the power of inventions made with specific materials.

Tinkerer's Expertise

  • Tinkerer's Expertise: You gain proficiency with tinker's tools and woodworking tools if you don't already have them. Your proficiency bonus is doubled for any ability check you make that uses these tools.

Mechanical Companion

  • Mechanical Companion: Starting at 2nd level, you create a small mechanical companion that aids you in various tasks. The companion has its own initiative and acts on your turn. It obeys your commands as best as it can.

Inventor's Arsenal

  • Inventor's Arsenal: Starting at 7th level, you can create more complex and powerful inventions. You can choose one of the following benefits when you finish a short or long rest:
    • Create a simple mechanical item, such as a trap or a tool, using materials you have on hand.
    • Enhance one of your existing inventions, granting it additional features or improvements.

Extra Attack

  • Extra Attack: At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Innovative Creation

  • Innovative Creation: At 15th level, your inventions reach new heights of complexity and ingenuity. You can create inventions with effects that mimic spells of 3rd level or lower.

Tinkering Mastery

  • Tinkering Mastery: At 20th level, you have mastered the art of tinkering. You can create inventions with effects that mimic spells of 5th level or lower, and you can use your action to activate one of your inventions without expending a charge.

Tinkering Specializations

Scrap Scavenger

Level 1 - Scrap Collector:

  • Scrap Collector: You gain the ability to scavenge materials from scrap piles, broken machinery, and other sources. You can use these materials to create simple mechanical items and repairs.

Level 6 - Junkyard Warrior:

  • Junkyard Warrior: Your inventions made from scrap materials are more effective. They gain a +1 bonus to attack rolls and damage rolls.

Level 10 - Scrap Fortification:

  • Scrap Fortification: You can enhance armor and shields with scrap metal, granting a +1 bonus to AC when wearing armor or wielding a shield you have modified in this way. This bonus increases to +2 at 14th level.

Level 14 - Adaptive Engineering:

  • Adaptive Engineering: You can quickly analyze and adapt to new situations. You gain proficiency in a saving throw of your choice: Strength, Dexterity, or Wisdom. Additionally, you can use your reaction to gain advantage on a saving throw you make.

Clockwork Engineer

Level 1 - Clockwork Companion:

  • Clockwork Companion: Your mechanical companion gains additional abilities and enhancements. It can perform more complex tasks and is more resilient in combat.

Level 6 - Precision Engineering:

  • Precision Engineering: Your clockwork inventions are more precise and reliable. They gain a +1 bonus to attack rolls and ability checks.

Level 10 - Clockwork Master:

  • Clockwork Master: You can create clockwork devices that mimic the abilities of other creatures. You can spend 1 hour and 100 gp worth of materials to create a clockwork duplicate of a beast or humanoid creature with a challenge rating of 1 or lower. The duplicate follows your commands and lasts for 1 hour, after which it falls apart. Clockwork creature table on next page.

Level 14 - Clockwork Arsenal:

  • Clockwork Arsenal: You can create powerful clockwork weapons that can devastate your enemies. As an action, you can create a clockwork weapon that lasts for 1 minute. This weapon has a +2 bonus to attack and damage rolls and deals an additional 1d8 force damage on a hit.

Natural Tinkerer

Level 1 - Natural Ingenuity:

  • Natural Ingenuity: You gain the ability to use natural materials in your inventions, such as creating a bow from a sturdy branch or a trap from vines and thorns.

Level 6 - Nature's Touch:

  • Nature's Touch: Your inventions made from natural materials are more effective. They gain a +1 bonus to attack rolls and damage rolls.

Level 10 - Natural Enhancement:

  • Natural Enhancement: You can enhance your mechanical creations with natural elements, granting them additional abilities or resistances based on the materials used.

Level 14 - Harmony with Nature:

  • Harmony with Nature: You can attune yourself to the natural world, gaining advantage on saving throws against spells and abilities that target your mind or emotions. Additionally, you can cast pass without trace without expending a spell slot, but you must finish a long rest before you can do so again.
Clockwork Master
Level Challenge Rating Time Material Cost
10th CR 1 1 hour 100 gp
11th CR 2 2 hours 200 gp
12th CR 4 2 hours 200 gp
13th CR 6 2 hours 200 gp
14th CR 8 3 hours 300 gp
15th CR 10 3 hours 300 gp
16th CR 12 3 hours 300 gp
17th CR 14 4 hours 400 gp
18th CR 16 4 hours 400 gp
19th CR 18 4 hours 400 gp
20th CR 20 5 hours 500 gp