Tinker
Hit Points
Hit Dice: d6 per Tinker level
Hit Points at first Level: 6 + Constitution
Hit Points at Higher Levels: 1d6 + Constitution
Proficiences
Armor: Light | Medium
Weapons: Martial Weapons | Simple Weapons
Tools: Engineering Tools | Tinker Tricks
Saving Throws: Intelligence | Wisdom
Skills: Choose 3 from: Acrobatics, Athletics, Arcana, Insight, Investigation, Medicine, Survival
Overview & Creation
Tinkers are those who forsake the whole of magic to combine it with their own ingenuity, they reject the teachings of the past to reach out and grasp the future in their own hands.
Class Features
Tinker's Tricks
Starting at 1st level, you may choose up to 3 items from the list of tinker's tricks. You may choose one additional trick each at 8th and 15th levels. Tricks can be used as your bonus action in combat, or anytime outside of combat. At 5th, 9th, and 13 levels, you can choose to upgrade one of your tricks.
Trick Name |
Trick Effects |
Steam Horse |
A mechanical mount with two wheels, it increases your movement speed by 15ft, but if used in combat you cannot move on a turn where you take other actions.
Upgrade: The Steam Horse can be folded up for easier transportation inside of your backpack |
Tinker's Goggles |
Grants the Tinker Darkvision of 60ft. If the Tinker already has Darkvision, it is increased by 60ft.
Upgrade: The Engineer can make a perception check with them on, and if it succeeds, they gain truesight for 6 seconds or one round of combat. |
Mechanical Arm |
A Trick that slides on over a Tinker's arm (or can be used to replace the arm if lost). It can extend to increase the Tinker's reach by 5ft.
Upgrade: Increases the Tinker's reach by 10ft instead. |
Automated Fighter |
A small mechanical golem who can be deployed as a full-turn action, given one weapon from the Tinker's inventory. it is incapable of moving, but every round it will make an attack against every enemy in range,
its attack modifier being the Tinker's intelligence. If the Automated Fighter is destroyed in combat it will take 1d8 days to fix before it can be used again.
Upgrade: It can move at a speed of 15ft a turn and it adds the Tinker's proficiency bonus to its attack rolls. Can be fixed in 1d4 days instead. |
Magnetic Grappler |
The Tinker can don this device on their hand to gain an effect similar to the telekinesis spell, but it can only target metallic objects not worn by any creature. It can also be used to attach the Tinker to metallic
objects. It lasts 1 minute or 10 rounds of combat, then it can't be used again until the Tinker recharges it during a long rest.
Upgrade: Can move metallic objects 60ft instead of 30ft. Can be recharged on a short rest instead of a long rest. |
Crossbow Turret |
The Tinker can spend a full-round action to deploy an automated crossbow that will shoot random enemies within range of it. It uses the Tinker's intelligence as its attack modifier and deals 1d10 piercing damage.
It reloads itself as a bonus action every turn. Once deployed, the Tinker can use their action to direct its fire at a specific target.
Upgrade: It does 2d8 piercing damage and can be commanded using only your bonus action. |
|
Signature Invention
At 2nd level, the Tinker begins work on their signature invention, they will complete this work at 3rd level. The Tinker can level up regardless of experience if they put 96 hours (12 long rests) into working on their invention instead of resting. Depending on the Signature Invention the Tinker chooses, they will gain additional class features at 3rd, 6th, 7th, 10th, 11th, 14th, and 17th levels.
Ability Score Improvement
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
You get additional Ability Score Improvements at 7th, 12th, 16th, and 19th levels.
Tinker's Expertise
At 18th level, you can now use Tinker's Tricks as a free action instead of a bonus action. Any Trick that requires a full-turn action now only requires a bonus action.
Grand Tinker
At 20th level, you gain access to all Tricks, they are all upgraded. You can also spend 1d6 days to design and craft your own custom Tricks (with DM approval).
Starting Equipment
- A set of Engineering Tools
- (a) scale mail or (b) leather armor
- (a) two simple weapons or (b) a martial weapon
- (a) a dungeoneer's pack or (b) an adventurer's pack
Subclass Options
Improved Weapon
Martial Prowess
At 3rd level, the Tinker gains increased physical ability as they learn to use their weapon. Starting at 3rd level and every level after, they add their intelligence modifier to their level-up health increase. They gain proficiency in one weapon of their choice and heavy armor. With your proficient weapons you may use your intelligence as your attack and damage modifier instead.
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting
Being unable to see a creature doesn't impose disadvantage on your attack rolls against it, provided the creature isn't hidden from you.
Close Quarters Shooter
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception
When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Mariner
As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Superior Technique
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.
Tunnel Fighter
As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.
When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
Weapon Tinkering
At 6th level, the Tinker begins to upgrade their weapon even further, they gain charges equal to their Tinker level + their intelligence modifier and depending on their level, they can expend a certain number of charges to gain an extra effect with their weapon. Using charges is a bonus action. All charges are restored on a long rest.
Level |
Cost |
Effect |
6 |
3 |
charges You get double your proficiency bonus on the next attack with your weapon. |
7 |
2 |
charges Make a second attack with your weapon this turn. |
10 |
5 |
charges Gain advantage on the next 1d6 attacks made. |
11 |
10 |
charges Make a third attack with your weapon this turn. |
Martial Tinker
Starting at 14th level, the Tinker can upgrade additional weapons they have besides their primary improved weapon. At 17th level they can choose one weapon of their allies to upgrade with a special effect.
Level | Proficiency Bonus | Features | Tricks |
---|
1 | +2 | Tinker's Tricks | 3 |
2 | +2 | Signature Invention | 3 |
3 | +2 | Signature Invention | 3 |
4 | +2 | Ability Score Improvement | 3 |
5 | +3 | Trick Upgrade | 3 |
6 | +3 | Invention Feature | 3 |
7 | +3 | Invention Feature | 3 |
8 | +3 | Tinker's Trick | 4 |
9 | +4 | Trick Upgrade | 4 |
10 | +4 | Invention Feature | 4 |
11 | +4 | Invention Feature | 4 |
12 | +4 | Ability Score Improvement | 4 |
13 | +5 | Trick Upgrade | 4 |
14 | +5 | Invention Feature | 4 |
15 | +5 | Tinker's Trick | 5 |
16 | +5 | Ability Score Improvement | 5 |
17 | +6 | Invention Feature | 5 |
18 | +6 | Tinker's Expertise | 5 |
19 | +6 | Ability Score Improvement | 5 |
20 | +6 | Grand Tinker | 5 |