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Arcane Tinkerer


Hit Points

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

Proficiences

Armor: Light Armor
Weapons: Simple Weapons, Martial Weapons
Tools: Smith's Tools
Saving Throws: Intelligence, Wisdom
Skills: Choose two from:
  • Arcana
  • History
  • Investigation
  • Nature
  • Perception
  • Survival

Overview & Creation

Source: D&D Wiki Arcane Tinkerers are people who have devoted their life to understanding the essence of magic and the marvel of engineering, and then thread them together into a perfect fabric that transcends general understanding.  

Clashing metal echoes throughout the workshop. An old and stout dwarf wipes the sweat off his brow, his hand equipped with a glowing hammer and the other with arcane energy. He takes out a spanner and makes his last few tweaks on a construct before unleashing the arcane energy in his hand towards it. The magic is now set, the construct fully operational. The dwarf sets out from his home with his construct following him. An unbreakable bond between man and machine that only a tinker could understand. As the dwarf leaves the settlement he is ambushed by a group of gnolls that rapidly run towards him. The construct runs into the pack of gnolls but quickly gets put down to the ground by their large numbers. The dwarf snickers to himself, snaps his finger and a blinding arcane explosion erupts from the construct, disintegrating the gnolls with ease. The construct gets back up on its feet and goes back to the masters side. The dwarf continues on his adventure and pays no heed to the pool of gnoll remains in his wake.


Class Features

See: D&D Wiki


Starting Equipment

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

  • (a) a simple weapon and shield or (b) a martial weapon
  • (a) hand crossbow, 20 crossbow bolts or (b) leather armor
  • (a) scholar's pack or (b) dungeoneer's pack
  • a set of smith's tools


Spellcasting

Your spellcasting as an arcane tinkerer focuses on imbuing your constructs with magical powers upon crafting them and using that power within to unleash the true potential of your magic. You choose your spells from the arcane tinkerer spells list. See chapter 10 on the Player's Handbook for the general rules of spellcasting and see further down on this page for the arcane tinkerer spell list.  

Preparing and Casting Spells

The arcane tinkerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, 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 arcane tinkerer spells that are available for you to cast and imbue them into your construct. To do so, choose a number of arcane tinkerer spells equal to your Intelligence modifier + half your arcane 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 arcane 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 Burning Hands, 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 arcane tinkerer spells requires time spent imbuing your construct and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.  

Spellcasting Ability

Intelligence is your spellcasting ability for your arcane tinkerer spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a arcane tinkerer spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your intelligence modifier  

Arcane Focus

Your spells as an arcane tinkerer rely more on the magic you have charged within the constructs you create. Due to this your arcane focus is technically the construct itself. All of your spells are cast from the construct.  

Martial Somatic Components

You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.  

Learning Spells of 1st Level and Higher

Each time you gain an arcane tinkerer level, you can add an arcane tinkerer spell of your choice to your list. Each of these spells must be of a level for which you have spell slots, as shown on the arcane tinkerer table. On your adventures, you might find other spells that you can add to your list of spells.


Subclass Options

Prerequisites.

To qualify for multiclassing into the class, you must meet these prerequisites: Intelligence 13 and Wisdom 13  

Proficiencies

When you multiclass into the arcane tinkerer class, you gain the following proficiencies: Light armor, medium armor, shields, simple weapons, martial weapons


Created by

NCoolBreeze.

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Class Features

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