Tinker (5e Class)

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Quick Build

You can make a Tinker quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Strength or Constitusion. Second, choose the Guild Artisan background.

Class Features

As a Tinker you gain the following class features.

Hit Points

Hit Dice: 1d6 per Tinker level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Tinker level after 1st


Armor: None
Weapons: All Simple Weapons
Tools: One Artisan Tool of Choice
Saving Throws: Intelligence And Constitution
Skills: Choose any three


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

  • (a) 2 Light Hammers or (b) a Mace or (c) a Greatclub
  • (a) Chain Mail or (b) Hide Armor, Shortbow and 20 arrows
  • (a) Tinker's Tools or (b) Any other Artisan Tool
  • (a) Diplomat's pack or (b) a Scholar's pack or (c) a Dungeoneer pack

Table: The Tinker

Level Proficiency
1st +2 Mech Suit, All-Terrain Warrior, Upper Hand
2nd +2 Mech Build Feature, Overclock
3rd +2 Hardened Shell
4th +2 Ability Score Improvement
5th +3 Mech Build Feature
6th +3 Ability Score Improvement
7th +3 Skeptic
8th +3 Ability Score Improvement
9th +4 Rush Thrusters
10th +4 Arms Expert
11th +4 Steel Durability
12th +4 Ability Score Improvement
13th +5 Mech Build Feature
14th +5 Ability Score Improvement
15th +5 Moxie
16th +5 Ability Score Improvement, Mech Build Feature
17th +6 Rush Thrusters
18th +6 Impenetrable Wall
19th +6 Ability Score Improvement
20th +6 Dreadnought

Mech Suit[edit]

As a Tinker, your fine engineering skills of yours has created a mechanical suit that you can pilot. If anyone hijacks your mech suit and isn't a tinker themselves, they lose any proficiency bonus while controlling the mech.

While piloting the mech, you gain the following benefits.

  • Your mech's uses a 1d12 hit dice, your mech's health equals 12 + your Constitution modifier and gains 1d12 (or 7) + Constitution modifier per Tinker level after 1st.
  • You gain proficiency in all armor and your carrying capacity is doubled.
  • Your ac is increased by +2 while you pilot your mech.
  • When a foe lands critical hit while you are in your mech, 10% of damage goes directly towards the pilot. Other instances where the pilot can get damaged while piloting the mech is any constitution checks like surviving the heat of a volcano or withstanding a deep fall, this will be down to the DM's digression.
  • Certain class features will only be available while piloting the mech. (e.g all terrain warrior is but upper hand isn't)
  • You can take 3sp per hp worth of materials to fix the mech suit. The time it will take to repair will be 10 minutes per hp.
  • You can choose to mount weapons onto the mech (Max 2), but once mounted, you can't take it off unless if you unattached it from the mech. This does not count against any Mech Build features that you choose from the gadget spec class option.

All-Terrain Warrior[edit]

Starting at Level 1st, you are immune to difficult terrain.

Upper Hand[edit]

At level 1st, You gain advantage on skills check in skills that you are proficient in.

You can still use this ability while you are out of your mech suit.

Mech Build Feature[edit]

Starting at level 2nd, you can give your mech specific upgrades to suit your need, such as the Gadget Build. The build you choose grants your features at level 2nd and again at 5th, 13th and 16th level.


At level 2nd, You can boost your mech's attack power temporarily. You gain advantage on either an attack or damage roll before you roll for attack. You may use this ability a number of times equal to your intelligence modifier plus your proficiency (a minimum of 1 time). You regain full use on a long rest.

Hardened Shell[edit]

Starting at level 3rd. you have improved your mech's defensive capabilities. Choose one of the following effects.

  • You can deflect oncoming projectiles that weigh no more than 2 lbs and are no larger than 3 inches in diameter. (If it's a spell, you cannot deflect rays or beams.)
  • You can become immune to poison and disease.
  • You can cast the Blade Ward cantrip at will. Intelligence is your spellcasting modifier.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th 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.


At level 7th, you are suspicious when someone tries to sway you. You gain advantage on rolls against being charmed or frightened.

You can still use this ability while you are out of your mech suit.

Rush Thrusters[edit]

At level 9th, You have improved the speed and damage potential of your mech via the use of arcane thrusters. Theses thrusters increase your running speed by 10 ft and can deal a additional 1d8 bludgeoning damage when charging into a enemies while making a melee attack. You can use this feature again after a long rest.

You can use this feature twice between long rests at level 17.

Arms Expert[edit]

Beginning at 10th level, Your knowledge in all things metal and machinery is unparalleled. You gain +10 investigation check when examining armour, weapons or machinery. Depending on the item you are investigating, if you succeed on the investigation roll then you could add the item to your mech suit.

You can still use this ability while you are out of your mech suit.

Steel Durability[edit]

At level 11th, your mech can withstand the hashes of blows. When your mech's hit points are reduced to 0 hit points but not killed outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.


Starting at level 15th, you gain proficiency in strength saving throws. You can still use this ability while you are out of your mech suit.

Impenetrable Wall[edit]

At level 18th, your mech can become almost indestructible for a short period of time. You can become invisible to all damage exept psychic damage for 1 minute.You can use this feature again after a long rest.


Once you reach level 20th, your mech becomes even harder to take down. You can add your Intelligence modifier to your hit dice and hit points.


13 Strength and Intelligence

Starting Wealth: 5d4

Proficentcies Light Armor, Medium Armor, Simple Weapons, One Skill of your Choice, One Artisan Tool of your Choice

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