The Tinkerer
Looking across the chamber, the goblin finds his mark. He sets down a large iron disk and cranks its pull cord, sending the iron star spinning at an ogre that has no idea what is about to hit them.
A worried dark iron dwarf looks out to his gnome friend as a proto-drake releases a torrent of flames at her. He aims his blaster at her and pulls the trigger, releasing a blast of alchemical medicine, quickly mending the wounds of his ally.
Cracking her knuckles preparing for battle, a nightborne dons her thunder gauntlets and charges headlong into a frenzied pack of gnolls.
The Spark of Ingenuity
Tinkerers are among the smartest of the adventurers setting out to explore Azeroth. The creators of incredible inventions, from crazy multipurpose knives to steam saws to siege engines, their devices allow them to overcome nearly any situation — and if they don't have the device they need, they just might be able to design and create a new one on the spot. Tinkers have a reputation for being dangerous companions, born mainly of reckless goblins experimenting with explosives. However, tinkers are not usually danger-prone. The real problem arises when they mess with gunpowder or try to build a better steam engine, and even then mishaps and explosions do not occur as often as many believe. However, the true heart of the tinker profession can be found in the steady craftsmanship of the dwarves and the wild-eyed curiosity of the gnomes. As tinkerers begin to spread to
all the races of Azeroth, the idea of the "typical tinkerer"
may continue to change, but inventiveness and
intelligence will always play an important role in who
a tinkerer is.
Creating a Tinkerer
Creating a tinkerer gives you access to a wide array of ingenious creations. You will be able to fill a wide array of roles within an adventuring party. Demolition experts focus on the raw, destructive power of explosives to deliver truly crippling blows to their foes. The medic is able to provide much needed healing and support to their allies. And
finally, the siegecrafters augment their armor, protecting them in battle and allowing them to take the ire of their enemies over their squishier friends.
When creating your tinkerer, think about what drives your character. Do they pursue the creation of an impossible design? Or perhaps they are striving to remain one step ahead of their goblin rival. These small things can provide you with a tremendous amount of opportunity for rich, full stories within a campaign.
Quick build
You can make a tinkerer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution if you plan to
become a siegecrafter, or Dexterity if you plan on
becoming a demolitions expert. Choose the guild
artisan background.
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 and medium armor
- Weapons: Simple weapons, firearms
- Tools: Tinkerer's tools, two other tools of your choice
- Saving Throws: Constitution, Intelligence
- Skills: Choose two from Arcana, Deception, History, Investigation, Medicine, Perception, Sleight of Hand
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a handaxe and a light hammer or (b) any two simple weapons
- (a) a pistol with 20 rounds of ammunition
- (b) scale mail or (b) studded leather armor
- Tinkerer's tools and a
dungeoneer's pack
Tinkerer
| Level | Proficiency Bonus |
Features | Infusions Known |
Infused Items |
Cantrips Known |
1st | 2nd | 3rd | 4th | 5th —Spell Slots per Spell Level— |
|||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Quick Crafting, Spellcasting | — | — | 2 | 2 | — | — | — | — | |||||
| 2nd | +2 | Focused Analysis, Infuse Item | 4 | 2 | 2 | 2 | — | — | — | — | |||||
| 3rd | +2 | Infrared Goggles, Tinkerer Specialization | 4 | 2 | 2 | 3 | — | — | — | — | |||||
| 4th | +2 | Ability Score Improvement | 4 | 2 | 2 | 3 | — | — | — | — | |||||
| 5th | +3 | Tinkerer Specialization Feature | 4 | 2 | 2 | 4 | 2 | — | — | — | |||||
| 6th | +3 | Mechanical Drone, Tool Expertise | 6 | 3 | 2 | 4 | 2 | — | — | — | |||||
| 7th | +3 | Flash of Genius | 6 | 3 | 2 | 4 | 3 | — | — | — | |||||
| 8th | +3 | Ability Score Improvement | 6 | 3 | 2 | 4 | 3 | — | — | — | |||||
| 9th | +4 | Tinkerer Specialization Feature | 6 | 3 | 2 | 4 | 3 | 2 | — | — | |||||
| 10th | +4 | Magic Item Adept | 8 | 4 | 3 | 4 | 3 | 2 | — | — | |||||
| 11th | +4 | Spell Storing Item, Drone Upgrade (2) | 8 | 4 | 3 | 4 | 3 | 3 | — | — | |||||
| 12th | +4 | Ability Score Improvement | 8 | 4 | 3 | 4 | 3 | 3 | — | — | |||||
| 13th | +5 | — | 8 | 4 | 3 | 4 | 3 | 3 | 1 | — | |||||
| 14th | +5 | Magic Item Savant | 10 | 5 | 4 | 4 | 3 | 3 | 1 | — | |||||
| 15th | +5 | Tinkerer Specialization Feature | 10 | 5 | 4 | 4 | 3 | 3 | 2 | — | |||||
| 16th | +5 | Ability Score Improvement | 10 | 5 | 4 | 4 | 3 | 3 | 2 | — | |||||
| 17th | +6 | Overclock | 10 | 5 | 4 | 4 | 3 | 3 | 3 | 1 | |||||
| 18th | +6 | Magic Item Master | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 1 | |||||
| 19th | +6 | Ability Score Improvement | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 2 | |||||
| 20th | +6 | Soul of Artifice | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 2 |
Saving Throws
Some of your features and abilities require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:
Tinker Save DC
Quick Crafting
Starting at 1st level, you are able to cast the mending cantrip at will and you can cast it as a bonus action with a range of 30 feet.
Spellcasting
You’ve studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don’t appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.
Tools Required
You produce your tinkerer spell effects through your tools. You must have a spellcasting focus—specifically thieves’ tools or some kind of artisan’s tool—in hand when you cast any spell with this Spellcasting feature (meaning the spell has an ‘M’ component when you cast it). You must be proficient with the tool to use it in this way. See chapter 5, “Equipment,” in the Player’s Handbook for descriptions of these tools.
After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.
Cantrips (0-Level Spells)
At 1st level, you know two cantrips of your choice from the tinkerer spell list. At higher levels, you learn additional tinkerer cantrips of your choice, as shown in the Cantrips Known column of the Tinkerer table.
When you gain a level in this class, you can replace one of the tinkerer cantrips you know with another cantrip from the tinkerer spell list.
Preparing and Casting Spells
The Tinkerer table shows how many spell slots you have to cast your tinkerer spells. To cast one of your tinkerer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of tinkerer spells that are available for you to cast, choosing from the tinkerer spell list. When you do so, choose a number of tinkerer spells equal to your Intelligence modifier + half your tinkerer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level tinkerer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of tinkerer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.
Focused Analysis
Additionally at 2nd level, your understanding of magic items allows you to analyze them and understand their secrets. You are able to cast the detect magic and identify spells as rituals. You don't need to provide a material component when casting identify with this feature.
Infuse Item
At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.
Infusions Known
When you gain this feature, pick four tinkerer infusions to learn, choosing from the “Tinkerer Infusions” section at the end of the class’s description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Tinkerer table.
Whenever you gain a level in this class, you can replace one of the tinkerer infusions you learned with a new one.
Infusing an Item
Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your tinkerer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement.
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Tinkerer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.
If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.
Infrared Goggles
At 3rd level, you create a simple pair of goggles that allow you to see an infrared spectrum. As an action, you can activate the goggles which grants you the benefits of the see invisibility spell for 1 minute.
You can use this feature twice and must finish a short or long rest before using it again. Starting at 13th level, you can use it three times between rests.
Tinkerer Specialization
At 3rd level, you choose the type of Tinkerer Specialization to focus on: Demolitions Expert, Medic, or Siegecrafter, all of which are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 5th, 9th, and 15th level.
Ability Score Improvement
When you reach 4th, 8th, 12th, 16th, and 18th 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.
Mechanical Drone
At 6th level, your research and mastery of your craft allow you to produce a mechanical drone. The drone is a construct that obeys your commands without hesitation. It's statistics can be found at the end of the class description. The drone is made of mostly mechanical parts with some magic infused into it. It however, is not magical. The drone obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.
The drone cannot be healed through normal means. If you cast mending with it as the target, it regains 1d4 hit points.
If the drone is killed, it can be be returned to life with 10 minutes worth of work to repair it. It returns to life with 1 hit point. In addition, over the course of a long rest, you can repair a slain drone if you have access to its body. It returns to life with 1 hit point at the end of the rest.
Tool Expertise
Additionally at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
Flash of Genius
Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
Magic Item Adept
When you reach 10th level, you achieve a profound understanding of how to use and make magic items:
- You can attune to up to four magic items at once.
- If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold if you buy materials.
Spell-Storing Item
At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the tinkerer spell list that requires 1 action to cast (you needn’t have it prepared).
While holding the object, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it’s been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.
Drone Upgrade
At 11th level, you are able to fit your drone with specialized upgrades. You know how to make one of these upgrades, which are detailed at the end of this section. The upgrades can be made and installed in 1 hour during a long rest.
You learn an additional upgrade when you reach 15th level. Your drone can't be outfitted with the same upgrade it already has installed.
Magic Item Savant
At 14th level, your skill with magic items deepens more:
You can attune to up to five magic items at once. You ignore all class, race, spell, and level requirements on attuning to or using a magic item.
Overclock
At 17th level, you have overclocked the inner workings of your drone. Your drone gains the following benefits:
- You learn one more Drone Upgrade to equip the drone with.
- Its AC increases by 2.
- Its speed is doubled.
Rocket Turret. The turret fires an additional rocket and the rockets deal an additional die of damage.
Support Turret. When the drone heals a creature, it restores an additional 2d8 hit points.
Defensive Turret. When the drone uses its reaction to attack a creature who hit you, you gain temporary hit points equal to twice the damage done by the drones attack.
Magic Item Master
Starting at 18th level, you can attune to up to six magic items at once.
Soul of Artifice
At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:
- You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
- If you're reduced to 0 hit points but not killed out-right, you can use your reaction to end one of your tinkerer infusions, causing you to drop to 1 hit point.
Demolitions Expert
Demolitions Expert Features
| Tinkerer Level | Feature |
|---|---|
| 3rd | Demolitions Spells, Bombs!, Plasma Shot |
| 5th | Overcharged Shot |
| 9th | Mini Iron Star |
| 15th | Automated Turret |
Demolition Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Demolition Spells table. These spells count as tinkerer spells for you, but they don't count against the number of tinkerer spells you prepare.
Demolitions Spells
| Tinkerer Level | Spells |
|---|---|
| 3rd | Burning Hands, thunderwave |
| 5th | scorching ray, shatter |
| 9th | fireball, wind wall |
| 13th | ice storm, wall of fire |
| 17th | cone of cold, wall of force |
Bombs!
At 1st level, you know how to create several small grenades. As an action, you can activate a grenade. You can either hold onto it or throw it to a point up to 30 feet away. The grenade has one of the following effects.
EZ-Thro Bomb. At the end of your turn, creatures within 10 feet of the grenade must make a Dexterity saving throw or take fire damage equal to 1d8 + half your tinkerer level (minimum of 1) plus piercing damage equal to 1d8 + half your tinkerer level (minimum of 1). A creature takes half as much damage on a success.
Grease Grenade. Slick grease covers the ground in a 10-foot square centered on the grenade and turns it into difficult terrain.
When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. The grease lasts until the end of your next turn.
Smoke Grenade. The area in a 10 foot radius around the grenade is filled with a thick smoke that blocks vision and persists for a number of rounds equal to your Intelligence modifier (minimum of one). The smoke can moved by a wind of at least 10 mph at a rate of 1 foot per mph of the wind.
You can prepare a number of grenades equal to your proficiency bonus during a long rest. When you finish a short rest, you regain one expended use of this feature.
Plasma Shot
Beginning at 1st level, you create a complex attachment for a firearm that your possess. Whenever your hit a creature with an attack using this firearm, it deals its damage as force damage instead of its normal type. The weapon also no longer requires ammunition.
Additionally, whenever you use your action to use a magic item, mechanical device, or any type of explosive, you can use your bonus action to make an attack with a firearm.
Overcharged Shot
At 5th level, you are able to enhance your firearm even further. Your plasma shot fires an overcharged bolt of chaotic energy when it fires. When you hit a creature or object with your plasma shot, the target takes an additional 2d8 force damage. Objects and structures take twice as much damage from this feature.
This extra damage increases by 1d6 when you reach certain levels in this class: 9th level (3d8), 13th level (4d8), and 17th level (5d8).
Mini Iron Star
At 9th level, you have learned how to create a frighteningly powerful mobile bomb. An iron star is a metal disk crammed full of explosives. As an action, you can send to iron star rolling at a target within 60 feet. The iron star takes off, leaving a trail of cinders in its wake.
Any creature that the iron star passes within 5 feet of on its way to its target takes fire damage equal to your Intelligence modifier.
When the iron star reaches its target, it detonates. The target and any creature within 10 feet of the target must make a Dexterity saving throw. A creature takes 8d8 fire damage on a failed save, or half as much damage on a successful one. The iron star deals twice as much damage against objects and structures.
Once you use this feature, you can't use it again until you finish a short or a long rest.
Automated Turret
At 15th level, you have learned how to create small mobile turrets. As an action, you can place a turret in an unoccupied space within 5 feet of you. A turret stays active for 1 minute, or until you deactivate it as a bonus action. Once a turret is deactivated, you cannot deploy that turret again. You can have up to 2 turrets active at a time.
Whenever you or your drone deals damage to a creature, your turrets fire on the creature, causing it to take an additional 1d10 force damage.
You have a number of turrets equal to 1 + your Intelligence modifier (minimum of two). You regain all expended turrets when you finish a long rest.
Medic
Medic Features
| Tinkerer Level | Feature |
|---|---|
| 3rd | Medic Spells, Alchemical Blaster, Healbot 1.0 |
| 5th | S.A.V.I.O.R Mk. 3 |
| 9th | X29 Shield Generator |
| 15th | Supercharged Blaster |
Medic Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Demolition Spells table. These spells count as tinkerer spells for you, but they don't count against the number of tinkerer spells you prepare.
Medic Spells
| Tinkerer Level | Spells |
|---|---|
| 3rd | healing word, sanctuary |
| 5th | enhance ability, lesser restoration |
| 9th | beacon of hope, mass healing word |
| 13th | aura of Life, death ward |
| 17th | mass healing word, raise dead |
Alchemical Blaster
At 1st level, you have constructed a pistol that is loaded with a small tank filled with an alchemical concoction. You are proficient with this weapon. You can use your Intelligence modifier in place of your Dexterity modifier when attacking with this weapon. It has a range of 60 feet, and a maximum range of 100 feet and deals 1d8 force damage on a hit.
Additionally, the pistol holds a number of alchemical charges equal to 5 + your tinkerer level. These charges are represented as d6s.
As a bonus action, you can choose one creature you can see within 60 feet of you and spend a number of those dice equal to your Intelligence modifier (minimum of one) or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains temporary hit points equal to your Intelligence modifier + 1 per die spent.
You regain all expended dice when you finish a long rest.
Healbot 1.0
Additionally at 1st level, you learn how to create a small mechanical turret that is loaded with the same alchemical compound as your blaster. As an action, you can place the healbot in an unoccupied space within 5 feet of you. The healbot remains active for a number of rounds equal to your Intelligence modifier (minimum of one), and follows your movements.
Whenever you cause a creature to regain hit points, or as a bonus action, the healbot fires a restorative beam of energy at the creature as long as it is within 60 feet of the healbot. The creature regains 1d4 hit points. If you cause more than 1 creature to regain hit points, choose 1 of those creatures for the healbot to heal.
The healbot's healing increases by 1d4 when you reach certain levels in this class: 5th level (2d4), 11th level (3d4), 15th level (4d4), and 19th level (5d4).
Once you use this feature, it can't be used again until you finish a short or long rest.
S.A.V.I.O.R Mk. 3
Beginning at 5th level, you have created a small wrist mounted device that is able to restore the health and wellbeing of you and your allies in large waves. You can charge the device as an action. When charged, the device produces a pool of healing equal to 2d10 + your tinkerer level. You can distribute this healing among creatures you can see within 30 feet of you (yourself included).
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
X29 Shield Generator
At 9th level, you have created a small shielding device that is able to protect you and your allies. Whenever you see a friendly creature within 30 feet of you take damage, you can use your reaction to place a protective shield on them. The creature gains temporary hit points equal to 1d10 + your tinkerer level. The creature then recovers 1 hit point for every 1 damage the temporary hit points absorb.
Once you use this feature, it can't be used again until you finish a short or long rest.
Supercharged Blaster
Starting at 15th level, you are able to overcharge your alchemical blaster. The alchemical charges in your blaster are now represented as d8s. The pool of dice can now hold an additional amount of dice equal to your Intelligence modifier (minimum of one), and whenever you finish a short rest, you regain up to a number of dice equal to your proficiency bonus.
Siegecrafter
Siegecrafter Features
| Tinkerer Level | Feature |
|---|---|
| 1st | Seigecrafter Spells, Siegecraft |
| 5th | Enhanced Targeting Systems, Extra Attack |
| 9th | Refined Armor Plating |
| 14th | Vent Core |
| 17th | Exotic Core |
Siegecrafter Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Demolition Spells table. These spells count as tinkerer spells for you, but they don't count against the number of tinkerer spells you prepare.
Siegecrafter Spells
| Tinkerer Level | Spells |
|---|---|
| 3rd | shield, thunderwave |
| 5th | branding smite, mirror image |
| 9th | aura of vitality, call lightning |
| 13th | Banishment, fire shield |
| 17th | Steel Wind Strike, Telekinesis |
Siegecraft
At 1st level, your metallurgical pursuits have allowed you to craft an impressive suit of armor. Over the course of a short rest, you can turn a suit of armor into a warframe, provided you have tinkerer’s tools in hand.
You gain the following benefits while wearing this armor:
- The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces.
- You can doff or don the armor as an action.
- You gain a +1 bonus to your AC. This bonus increases to by 1 at 9th level (+2), and again at 15th level (+3).
- Whenever you take damage from an attack, that damage is reduced by 1d4.
Additionally, while wearing the warframe, you gain the following features:
Thunder Gauntlets. Each of the armor’s gauntlets counts as a simple melee weapon with the finesse and light properties while you aren't holding anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn. Whenever you use the attack action to make an attack with a gauntlet, you can make an attack with the other gauntlet using your bonus action.
The damage of this weapon increases to 1d10 at 9th level.
Defensive Field. As a bonus action, you can gain temporary hit points equal to your level in this class. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest
Enhanced Targeting Systems
At 5th level, you have linked a highly advanced targeting system to your warframe's weapons systems. As a bonus action, you can mark a target for your next offensive strike. Until the end of your turn, the next attack you would make against the marked creature has advantage and deals an additional two dice of damage.
Once you use this feature, you must finish a short or long rest before you can use it again.
Extra Attack
Additionally at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Refined Armor Plating
At 9th level, you have created a sturdier armor plating for your warframe. Over a 1 hour period, you can attach the plating to your warframe as long as you have access to your tinkerer's tools. Choose one of the following armor platings:
Elementium Plating. You gain resistance to two of the following damage types (chosen when you install this plating): acid, cold, fire, lightning, poison, or thunder.
Hardened Plating. You gain resistance to nonmagical bludgeoning, piercing, and slashing damage.
Light Weight Plating. Damage from attacks is no longer reduced, but you gain an additional +1 bonus to your AC. Your speed is also increased by 10 feet, and attacks of opportunity are made at disadvantage against you.
Vent Core
At 15th level, you are able cause your warframe to overheat and expel a scalding hot blast of steam. As an action, you can vent your warframe's power core. Creatures within 10 feet of you must make a Dexterity saving throw. A creature takes fire damage equal to 5d10 + your tinkerer level on a failed save, or half as much damage on a successful one.
Once you use this feature, you can't use it again until you finish a long rest.
Tinkerer Infusions
Tinkerer infusions are extraordinary processes that rapidly turn a nonmagical object into a magic item.
The description of each of the following infusions details the type of object that can receive it, along with whether the resulting magic item requires attunement.
Some infusions specify a minimum tinkerer level. You can’t learn such an infusion until you are at least that level.
Unless an infusion’s description says otherwise, you can’t learn an infusion more than once.
Arcane Propulsion Armor
Prerequisite: 14th-level artificer
Item: A suit of armor (requires attunement)
The wearer of this armor gains these benefits:
- The wearer’s walking speed increases by 5 feet.
- The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack’s target, then immediately returns to the wearer and reattaches.
- The armor can’t be removed against the wearer’s will.
- If the wearer is missing any limbs, the armor replaces those limbs—hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.
Armor of Magical Strength
Item: A suit of armor (requires attunement)
This armor has 6 charges. The wearer can expend the armor’s charges in the following ways:
- When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
- If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.
The armor regains 1d6 expended charges daily at dawn.
Boots of the Winding Path
Prerequisite: 6th-level artificer
Item: A pair of boots (requires attunement)
While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.
Enhanced Arcane Focus
Item: A rod, staff, or wand (requires attunement)
While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.
The bonus increases to +2 when you reach 10th level in this class.
Enhanced Defense
Item: A suit of armor or a shield
A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.
The bonus increases to +2 when you reach 10th level in this class.
Enhanced Weapon
Item: A simple or martial weapon
This magic weapon grants a +1 bonus to attack and damage rolls made with it.
The bonus increases to +2 when you reach 10th level in this class.
Helm of Awareness
Prerequisite: 10th-level artificer
Item: A helmet (requires attunement)
While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn't incapacitated.
Mind Sharpener
Item: A suit of armor or robes
The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item’s charges to succeed instead. The item regains 1d4 expended charges daily at dawn.
Radiant Weapon
Prerequisite: 6th-level artificer
Item: A simple or martial weapon (requires attunement)
This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.
The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker’s next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.
Repeating Shot
Item: A simple or martial weapon with the ammunition property (requires attunement)
This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a ranged attack, and it ignores the loading property if it has it.
If the weapon lacks ammunition, it produces its own, automatically creating one piece of magic ammunition when the wielder makes a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
Repelling Shield
Prerequisite: 6th-level artificer
Item: A shield (requires attunement)
A creature gains a +1 bonus to Armor Class while wielding this shield.
The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield’s charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.
Replicate Magic Item
Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. A table’s title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.
In the tables, an item’s entry tells you whether the item requires attunement.
Replicable Items (2nd-Level Tinkerer)
| Magic Item | Attunement |
|---|---|
| Alchemy Jug | No |
| Bag of Holding | No |
| Cap of Water Breathing | No |
| Goggles of Night | No |
| Rope of Climbing | No |
| Sending Stones | No |
| Wand of Magic Detection | No |
| Wand of Secrets | No |
Replicable Items (6th-Level Tinkerer)
| Magic Item | Attunement |
|---|---|
| Boots of Elvenkind | No |
| Cloak of Elvenkind | Yes |
| Cloak of the Manta Ray | No |
| Eyes of Charming | Yes |
| Gloves of Thievery | No |
| Lantern of Revealing | No |
| Pipes of Haunting | No |
| Ring of Water Walking | No |
Replicable Items (10th-Level Tinkerer)
| Magic Item | Attunement |
|---|---|
| Boots of Striding and Springing | Yes |
| Boots of the Winterlands | Yes |
| Bracers of Archery | Yes |
| Brooch of Shielding | Yes |
| Cloak of Protection | Yes |
| Eyes of the Eagle | Yes |
| Gauntlets of Ogre Power | Yes |
| Gloves of Missile Snaring | Yes |
| Gloves of Swimming and Climbing | Yes |
| Hat of Disguise | Yes |
| Headband of Intellect | Yes |
| Helm of Telepathy | Yes |
| Medallion of Thoughts | Yes |
| Necklace of Adaptation | Yes |
| Periapt of Wound Closure | Yes |
| Pipes of the Sewer | Yes |
| Quiver of Ehlonna | No |
| Ring of Jumping | Yes |
| Ring of Mind Shielding | Yes |
| Slippers of Spider Climbing | Yes |
| Winged Boots | Yes |
Replicable Items (14th-Level Tinkerer)
| Magic Item | Attunement |
|---|---|
| Amulet of Health | Yes |
| Belt of Hill Giant Strength | Yes |
| Boots of Levitation | Yes |
| Boots of Speed | Yes |
| Bracers of Defense | Yes |
| Cloak of the Bat | Yes |
| Dimensional Shackles | No |
| Gem of Seeing | Yes |
| Horn of Blasting | No |
| Ring of Free Action | Yes |
| Ring of Protection | Yes |
| Ring of the Ram | Yes |
Resistant Armor
Prerequisite: 6th-level artificer
Item: A suit of armor (requires attunement)
While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
Returning Weapon
Item: A simple or martial weapon with the thrown property
This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.
Spell-Refueling Ring
Prerequisite: 6th-level artificer
Item: A ring (requires attunement)
While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can’t be used again until the next dawn.
Mechanical Drone
small, construct
- Armor Class 12 + PB
- Hit Points 6 + three times your tinkerer level (the drone has a number of Hit Dice [d6s] equal to your tinkerer level)
- Speed fly 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
- Saving Throws Dex + 2 + PB
- Damage Immunities poison, psychic
- Condition Immunities charmed, frightened, poisoned
- Senses Darkvision 60 ft.
- Languages Understands the languages you speak but can't speak
Actions
Rocket Turret (Demolitions). As an action, the drone can fire a mini rocket at a point it can see within 60 feet. Any creature within 5 feet of the point must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a success.
Support Turret (Medic). As an action, the drone can fire a blast of an alchemical healing concoction at a creature within 10 feet. The target regains hit points equal to your Intelligence modifier (minimum of one).
Defensive Turret (Siegecrafter). As an action, the drone can fire a defense cannon. It has a range of 30 feet, its bonus to hit is equal to your Intelligence modifier + your proficiency bonus, and on a hit it deals piercing damage equal to 1d6 + your Intelligence modifier. If you are the target of a melee attack, the drone can use its reaction to fire its turret at the creature that attacked you as long as it is within its range.
Drone Upgrades
Below is a list of upgrades that you can learn and install into your Mechanical Drone. Any upgrade can only be installed once in your drone.
Alchemical Spritzer
Prerequisite: Medic
You outfit your done with a specialized tank filled with an alchemical compound that it can apply to a creature as an action. This compound mimics the effects of a greater restoration spell. Once your drone has used this ability, it can't use it again until you finish a short or long rest.
Concussive Rockets
Prerequisite: Demolitions Expert
You enhance the payload of your drones rockets with an extremely forceful explosive. Your drone's rockets now deal 2d8 fire damage.
Disruptive Energy Field
You equip your drone with a device that emits a disruptive and unsettling energy. Whenever a creature makes an attack roll or saving throw within 10 feet of the drone, it can use its reaction to subtract 1d4 from the target's attack roll or saving throw.
Efficient Concoctions
Prerequisite: Medic
You refine your drones delivery mechanisms for the alchemical concoction it uses to heal others. Your drone's support turret now restores hit points equal to 1d8 + your Intelligence modifier and it's range is increased to 30 feet.
Enchanted Ammunition Feed
Prerequisite: Siegecrafter
Your drones Defensive Turret now deals 2d6 force damage.
I.W.I.N Mk. 10 Rockets
Prerequisite: Demolitions Expert
When your drone uses its action to fire its Rocket Turret, it fires 2 additional rockets. Your drone's rockets now deal 1d6 (1d8 with Concussive Rockets) fire damage on a failed save or half as much on a success.
Miniaturized Plasma Shield
When you finish a short or long rest, your drone gains temporary hit points equal to your tinkerer level + your Intelligence modifier.
Motivational Energy Field
You equip your drone with a device that emits a soothing and invigorating energy. Whenever a creature within 10 feet of the drone makes an attack roll or saving throw, it can use its reaction to add 1d4 to the target's attack roll or saving throw.
Perception Altering Field
Prerequisite: Siegecrafter
You install your drone with a device that emits a sonic pulse that disrupts creatures perception of the battlefield. Creatures within 10 feet of your drone have disadvantage on attacks made against targets that aren't you.
Spells
Cantrips
- Acid Splash
- Booming Blade
- Create Bonfire
- Dancing Lights
- Fire Bolt
- Frostbite
- Green-Flame Blade
- Guidance
- Light
- Lightning Lure
- Mage Hand
- Magic Stone
- Mending
- Message
- Poison Spray
- Prestidigitation
- Ray of Frost
- Resistance
- Shocking Grasp
- Spare the Dying
- Sword Burst
- Thorn Whip
- Thunderclap
1st level
- Absorb Elements
- Alarm
- Catapult
- Cure Wounds
- Detect Magic
- Disguise Self
- Expeditious Retreat
- Faerie Fire
- False Life
- Feather Fall
- Gift of Alacrity
- Grease
- Identify
- Jump
- Longstrider
- Purify Food and Drink
- Sanctuary
- Snare
- Tasha's Caustic Brew
2nd level
- Aid
- Air Bubble
- Altar Self
- Arcane Lock
- Blur
- Continual Flame
- Darkvision
- Enhance Ability
- Enlarge/Reduce
- Heat Metal
- Immovable Object
- Invisibility
- Kinetic Jaunt
- Lesser Restoration
- Levitate
- Magic Mouth
- Magic Weapon
- Protection from Poison
- Pyrotechnics
- Rope Trick
- See Invisibility
- Sky Write
- Spider Climb
- Vortex Warp
- Web
- Wristpocket
3rd level
- Ashardalon's Stride
- Blink
- Create Food and Water
- Dispel Magic
- Elemental Weapon
- Flame Arrows
- Fly
- Glyph of Warding
- Haste
- Intellect Fortress
- Leomund's Tiny Hut
- Protection from Energy
- Revivify
- Stinking Cloud
- Tiny Servant
- Water Breathing
- Water Walk
4th level
- Arcane Eye
- Elemental Bane
- Fabricate
- Freedom of Movement
- Leomund's Secret Chest
- Mordenkainen's Faithful Hound
- Mordenkainen's Private Sanctum
- Otiluke's Resilient Sphere
- Stone Shape
- Stoneskin
- Summon Construct
5th level
- Animate Objects
- Bigby's Hand
- Creation
- Greater Restoration
- Skill Empowerment
- Transmute Rock
- Wall of Stone
Talents
Beginning at 5th level, you gain a talent from the following list. You gain additional talents at 10th and 15th level. You must meet the prerequisite for a talent to learn it.
Battlefield Analysis Module
Prerequisite: 5th level
When you activate your Infrared Goggles feature, you gain one of the following benefits for its duration:
- You gain temporary hit points equal to 1d10 + your tinkerer level.
- Once on each of your turns, you gain a bonus to an attack you make equal to your Intelligence modifier.
- Once between your turns when you take damage, you can reduce that damage by an amount equal to your Intelligence modifier.
Grenade Enhancement Protocol
Prerequisite: 5th level, Demolitions
When you use your Bombs! feature, you can give it one of the following benefits depending on the type of grenade.
EZ-Thro Bomb. The grenade deals fire damage equal to 2d8 + you tinkerer level and piercing damage equal to 2d8 + your tinkerer level.
Grease Grenade. When a creature in the grease takes fire damage, they take additional fire damage equal to your proficiency bonus.
Smoke Grenade. You can designate a number of creatures up to your Intelligence modifier that are able to see through the smoke and are unaffected by it for its duration.
Once you use this talent, you cannot use it again until you finish a long rest unless you expend a spell slot of 2nd level or higher to use it again.
Protective Resonator
Prerequisite: 5th level, Medic
When a creature regains hit points from your Healbot 1.0 feature, they also gain temporary hit points equal to your Intelligence modifier. These temporary hit points add to any gained from your Alchemical Blaster.
X92 Crosshair Reticle
Prerequisite: 5th level, Siegecrafter
Attacks that you make which benefit from your Enhanced Targeting Systems feature score a critical hit on a roll of 18, 19, or 20 on the D20.
Enhanced Genius
Prerequisite: 10th level
You gain one additional use of your Flash of Genius feature between long rests and whenever you finish a short rest, you regain 2 uses of the feature. Whenever a creature benefits from your Flash of Genius feature, they gain temporary hit points equal to 1d10 + your intelligence modifier.
Extermination Protocol
Prerequisite: 10th level, Demolitions
As a bonus action, you can cause your drone to unload a staggering amount of rockets at a point you can see within 60 feet of the drone. Creatures within 20 feet of the point must make a Dexterity saving throw, taking fire damage equal to 3d10 + your tinkerer level on a failure or half as much on a success.
Once you use this talent, you cannot use it again until you finish a short or long rest unless you expend a spell slot of 3rd level or higher to use it again.
Arclight Vital Correctors
Prerequisite: 10th level, Medic
You create magical devices that can turn the tides of battle. Whenever a creature within 30 feet of you is reduced to 0 hit points, you can use your reaction to cause the creature to regain hit points equal to 1d10 + your Intelligence modifier.
You can use this talent a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.
You can use your action and expend 3 charges of this talent to replicate the effects of the revivify spell.
Disruptive Energy Field
Prerequisite: 10th level, Siegecrafter
Damage you take from creatures within 10 feet of your drone is reduced by an amount equal to your Intelligence modifier (minimum of one).
Double-Time!
Prerequisite: 15th level
As an action, you are able to manifest another drone from spare parts and some magic. The drone appears in an unoccupied space within 10 feet of you and acts at the end of your turn in initiative. You can choose 1 upgrade for this drone, and it lasts for 1 minute and cannot be repaired.
Once you use this talent, you cannot use it again until you finish a long rest unless you expend a spell slot of 4th level or higher to use it again.
Goblin Explosives
Prerequisite: 15th level, Demolitions
The explosives in your Mini Iron Star become a little more unstable and violent. The target of your Mini Iron Star feature makes their saving throw at disadvantage and the damage dice of your Mini Iron Star become d10s.
Additionally, you gain a +1 bonus to attack and damage rolls you make until the end of your next turn equal to the amount of creatures that failed their saving throw against your Mini Iron Star feature.
Untested Adrenaline Booster
Prerequisite: 15th level, Medic
When your drone restores hit points to a creature, it restores an additional amount equal to your Intelligence modifier. When a creature regains hit points from your drone, you can use your reaction to cause the target to become emboldened until the end of their next turn. While emboldened, the target gains a bonus to attack rolls, saving throws, and ability checks they make equal to your Intelligence modifier.
You can use this talent a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.
Super-Heated Vents
Prerequisite: 15th level, Siegecrafter
Creatures that fail their saving throw against your Vent Core feature and take damage become overheated until the end of your next turn. Overheated creatures lose resistance to fire damage and gain vulnerability if they were not resistant already.
