Tinkerer (5e Class)
Tinkerer[edit]
A Gnome girl ignites a charcoal rune scribbled onto scraps of metal, creating a stabilized articulating shield. A goblin hastily crams black powder and stones into an old potion bottle, before hurling it at a giant. A dwarf surveys his environment as he swings a chair at a greedy barkeep. A thin human unleashes a blast of fire from a teapot. A Tinkerer uses their knowledge to think on their feet, create contraptions and store known spells in unassuming objects.
Creating a Tinkerer[edit]
- Quick Build
You can make a Tinkerer quickly by following these suggestions. First, put your highest ability score into Intelligence followed by Constitution. Secondly, choose the Sage background. Other potentially good backgrounds would be Guild Artisan or Hermit. Choose the Dungeoneer's Pack and pick Arcana, History, and Investigation.
Class Features
As a Tinkerer you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Tinkerer level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Tinkerer level after 1st
- Proficiencies
Armor: Padded and Leather
Weapons: Light Hammer, Dagger, and Hand Axe
Tools: Tinker’s tools, Carpenter's tools, and Smith's tools
Saving Throws: Constitution, Intelligence
Skills: Choose two from: Arcana, History, Religion, Nature, Investigation, Insight, Survival.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Tinker’s Tools
- (a) Explorer’s pack or (b) dungeoneer’s pack
- Alchemist’s fire
- 10lbs of material (metal) & 15 blank pieces of parchment.
Tinkering[edit]
A Tinkerer can use their action to create a mechanical device. Each device has a different effect and tinker point cost:
Flash Bang: (1 tinker point, 1lbs Material)
You craft an explosive device that explodes in a flash of light. You can throw the device to a range of 30 feet. At the point of impact, all creatures within a 10-foot radius must succeed on a Dexterity saving throw or be blinded until the start of your next turn.
Mechanical Shield: (2 tinker point, 6lbs Material)
You craft a magical shield that hovers around you, offering protection for 1 hour. If you aren’t wielding a shield, your AC is increased by your intelligence modifier.
At 5th level, you can craft more animated shields (each subsequent shield adds +1 to AC). You can also modify a regular shield with the ability to hover around one creature you choose by spending 2 tinker points on it, granting the same benefits.
Explosive: (1 tinker point, 3lbs Material)
You During a long rest to craft a simple explosive. With at least 3 lbs of metal, tinkerers can create a small handheld explosive, which has a range of 60 feet. Creatures within a 5-foot radius of the small explosion must make a Dexterity saving throw against your tinker save DC or take 2d8 fire damage and 1d8 piercing damage from the shrapnel on a failed save or half as much on a successful one.
Lesser Explosive: (1 tinker point, 1lbs Material)
You hastily cobble together an explosive with an action. As a bonus action, you hurl this explosive against a point within 30 feet, causing damage equal to 1d6 fire damage on a failed Dexterity saving throw. If you don’t throw the explosive, it will explode at the end of your turn.
Clockwork Fiddling: (2lbs Material)
You spend the required number of tinker points to create a clockwork device, or half that value whilst resting. All devices have an A.C. of 5 and HP of 1. They also must be wound up as a bonus action in order to function. The device can be set to activate at a given trigger (pressing a button, impacting against something, etc.) or after a certain amount of time. If the device you create can be used multiple times, roll 1d8 every time you wind it up. If you roll a 1, the device breaks and must be rebuilt.
If another creature uses any device you make, they must roll a 1d8 per use with the device breaking on a 1. You can dismantle these devices to recover their materials. You can have devices active up to your Tinkerer level at once (they don’t count as active if they aren’t wound up).
Weapons made this way count as improvised weapons. See the listed devices available to you.
Tinker Points | Contraption |
---|---|
1 | Timer |
2 | Clockwork toy |
2 | Music box |
3 | Fire starter |
8 | Explosive toy |
9 | Noise maker |
10 | Clockwork blowgun |
10 | Clockwork lock |
12 | Grapple arrow/bolt |
12 | Explosive arrow/bolt |
12 | Water arrow/bolt |
12 | Oil arrow/bolt |
14 | Shrapnel arrow/bolt |
14 | Clockwork scope |
18 | Clockwork spiders |
24 | Clockwork crossbow |
40 | Clockwork gun |
Inspire Geniality[edit]
Tinkerers can use their brilliance to grant themselves and others a better chance to succeed at tasks. You can use this in the following ways:
Helpful Advice:
You can use Help as a bonus action on a creature you can see within 30 feet.
Quick Lesson:
You can use your action to give guidance to one allied creature within 30 feet. That creature gains a d4 that can be spent on the next ability check it makes within the next hour.
Moment of Geniality:
You can give yourself an extra d4 in any ability check, saving throw or attack roll you make.
You can use this feature a number of times equal to half your level in this class, and regain your uses after completing either a short or long rest.
The Inspire geniality die grows to a d6 at the 5th level, a d8 at the 11th level, and a d10 at the 17th level.
Brainstorm[edit]
A Tinkerer spends periods of rest revitalising their creative energy.
You recover your tinker points during a long rest. In addition, a tinkerer may replenish 1d4 + their Intelligence modifier Tinker points once per short rest. This takes the full short rest, and so can’t be done if doing any other action.
The Brainstorm die grows to a d6 at the 5th level, a d8 at the 11th level, and a d10 at the 17th level.
Practical Improvisation[edit]
when reaching level 2, A Tinkerer can turn anything into a deadly weapon using their wits and creative prowess.
You gain proficiency with all improvised weapons for 1 hour and can add half of your proficiency bonus (rounded down) to any ability check or saving throw once every short or long rest. The player must use this ability before they know if the roll succeeds or fails.
At full potential, a tinkerer may use their Intelligence modifier for attack rolls made with improvised weapons. They can also use this to gain proficiency with improvised tools (improvising a lockpick out of a toothpick etc).
Uncommon Knowledge[edit]
At 2nd level, A Tinkerer has spent years experimenting and researching, they know many weird and wonderful things.
You can add half your proficiency bonus to a skill check that uses Intelligence. Lasts one hour and does not stack upon itself.
Create Contraption[edit]
(5 tinker points, 2lbs Material)
At 3rd level, You create a small, handheld contraption with a range of 60 feet with a random effect decided by a d8 roll. The DC for all saves is determined by your Intelligence. The contraption can be cobbled together or pre-built. It takes an action to cobble together a contraption and a bonus action to throw it.
1d8 | Result |
---|---|
1 | Upon impact, it does nothing. But it looks cool! |
2 | Upon impact, the contraption explodes. If pre-built, it deals 2d10 + 1d4 per tinkerer level above 3 fire damage. The damage is halved if cobbled together. |
3 | Upon impact, ropes shoot out and attempt to grapple all nearby creatures (small or medium). If pre-built, all small or medium creatures within a 10ft radius must make a DEX saving throw to avoid being grappled. The radius is halved if cobbled together. |
4 | Upon impact, a healing mist sprays out. The mist heals every creature in a 15ft radius for 5 hp. |
5 | Upon impact, a gallon of pure water bursts out. Creatures within a 5ft radius of the contraption must make a DEX saving throw making the targeted creature vulnerable to lightning damage and resistant to fire damage on a failed save, or just wet on a successful one. |
6 | Upon impact, a flash of light bursts out. Creatures within a 10ft radius must make a CON saving throw, or be blinded for two combat rounds. |
7 | Upon impact, a loud noise emanates from the contraption, dealing 1d8 of thunder damage and deafening any creatures in a 10ft radius. The damage increases 1d4 per tinkerer level above 3. Creatures that succeed a CON saving throw are not deafened and take half damage. |
8 | Upon impact, a black liquid spurts out of the contraption. The area in a 5ft radius is turned into difficult terrain and any creatures in the radius are blinded. If the creature succeeds in a CON saving throw, they are not blinded. |
Ability Score Improvement[edit]
When you reach the 4th level, and again at the 8th, 12th, 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. You can’t increase an ability score above 20 using this feature.
Educated Guess[edit]
(3 tinker points)
At 5th level, A Tinkerer may sense when they are making something poorly and can make an attempt to find their fault and correct it.
Re-roll a contraption roll. You must use the new roll.
[edit]
(3 tinker points)
At level 6, A Tinkerer may not be able to use magic directly, but they can assist those that can.
Using a piece of parchment, you inscribe a spell that you know onto a scroll during a short or long rest. This scroll retains its power for up to 1d4 days and can be used by anyone able to read it. You can expend additional tinker points to add days to its life span for 1 point per day.
Dismantle[edit]
(2 - 16 tinker points)
when reaching level 7, Using your knowledge of machines, you can take an action to interact with a trap, lock (2 tinker points), or construct (tinker points = 2 for Tiny, 4 for Small, 8 for Medium, 16 for Large) within 5ft of you. Constructs take a wisdom saving throw against your Intelligence, with an advantage. On a failure, the construct is destroyed, falling to pieces under your hand. On a success, deal 1d6 x tinkerer level damage to the construct. If you are attempting to dismantle a lock or a trap, you must make an Intelligence check based on GM discretion.
At full potential, Constructs don’t have an advantage or you have an advantage on the Intelligence check.
Specialization[edit]
At the Third level you have discovered your expertise in enchanting or engineering, you can choose The Enchanter Path or Engineer Path.
Enchanter[edit]
As a tinkerer, you know very little magic and can cast even less. Your magical strength lies in imbuing items with magic and using them as a focus for your spells. When creating your character, roll 1d4 multiplied by your tinkerer level. The total number you get is the number of cantrip wizard spells you can enchant with. Divide that number by two to get the number of level 1 spells you already know. Continue to divide in half for spells with a casting level less than or equal to your enchanting tier.
Enchanting Items:
During a short rest using tinker points equal to the spell level + 1, you may enchant one lesser tier item. During a long rest, you may either enchant two lesser tier items or one full tier item. The spell save and spell attack damage are equal to that of your own at the time of enchanting. If you are enchanting an item at your max tier level, roll 1d8. On a 1, the item is cursed. The curse is determined with a d4 roll:
1d4 | Result |
---|---|
1 | the item disintegrates immediately and tinker points spent are lost till the next short or long rest. |
2 | the item is bound to the next person to equip it. If the item is unequipped, the enchantment is lost. |
3 | The item is left intact, but the enchantment is lost. |
4 | the item gives the user a “pins and needles feeling. |
Items that can be enchanted are:
helms, goggles, glasses, necklaces, light armor, medium armor, heavy armor, gauntlets, gloves, rings, bracelets, belts, boots, simple weapons, martial weapons, shields, ammo, wands, clockwork devices, and staffs (using ordinary household objects can be allowed if agreed with the DM)
Lesser Tiers:
Only one lesser tier enchantment may be placed on an item and the item cannot have been previously enchanted. You must succeed an Intelligence check based on GM discretion. Enchantments can either be passive (background effects) or active (triggered via an action) but cannot be both.
Full Tiers:
Unlocking a full tier allows you to add multiple enchantments to a single item. This could mean either: the same spell is applied to an item but in both its active and passive forms, OR multiple spells of the same form are applied to a single item. If multiple enchantments are applied, their combined spell levels must be less than or equal to your enchantment tier level. How these enchantments work with each other is for you to decide, however, your GM has a veto over what can and cannot be done. Each enchantment requires its own intelligence check. If one Intelligence check fails, the others remain unaffected. The item cannot have any previous enchantments on it.
Resulting Items:
Active enchantments require charges, with each cast using 1 charge per spell level (Cantrip level spells, do not use charges). If the item has an active enchantment, you can take an action to recharge it with a ratio of one tinker point per charge. During enchantment, you may use up to your tinkerer level of extra tinker points to: improve your Intelligence check and/or additional charges.
Learn Arcane[edit]
(tinker points = spell level + 1)
During a long rest, you can take an action to learn a spell from a spell scroll, a spell book, an enchanted item, or a potion. You must succeed an Arcana check with a DC of 10 + spell level. You learn this spell/enchantment permanently and can be used for enchanting. You can only learn spells with a spell level less than or equal to your enchantment tier. The spell scroll is consumed upon completion.
Imitation[edit]
At level 15, As you experiment more with the Arcane, you begin to recognise patterns and begin understanding the formations of spells. You can now break down spells just from witnessing others use them.
When you witness a spell being cast, you may take an action to copy that spell. You must have something to write the spell down on (blank parchment) for you to study and learn later. You must also succeed on an Intelligence check greater than twice that of the spell’s level. When skilled, skip the Intelligence check. When masterful, copy the spell immediately.
Engineer[edit]
you enjoy and have the talent for creating odd and intricate items
Keen eye[edit]
At the fourth level, you can tell where traps are and if you roll a perception roll or DC12 Int check to learn how the trap works and how to disarm it
Clockwork Fiddling Index[edit]
Timer
(1 tinker point, 2lbs Materials)
Small Clockwork timer, that vibrates once duration (up to 12 hours) is reached.
Clockwork Toy
(2 tinker points, 2lbs Materials)
A clockwork animal, monster, or person. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises to imitate the creature it represents.
Music Box
(2 tinker points, 2lbs Materials)
When opened, this music box plays a single song at a moderate volume.
The box stops playing when it reaches the song’s end or when it is closed.
Fire Starter
(3 tinker points, 2lbs Materials)
The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
Explosive Toy
(8 tinker points, 2lbs Materials)
When placed on the ground, the toy moves 5 feet across the ground for 3 turns in a random direction before exploding. Creatures within 5ft take 1d8 fire on failed DEX save.
Noise Maker
(9 tinker points, 2lbs Materials)
When activated, creates a loud noise to be used as a distraction (INT save). Can imitate any known creature Large or smaller, as well as natural sounds like thunder.
Clockwork Blowgun
(10 tinker points, 2lbs Materials)
A small brass pipe with a trigger can shoot improvised small ammunition up to 25ft (25/100) for 1d4 bludgeoning.
Clockwork Scope can be attached.
Clockwork Lock
(10 tinker points, 2lbs Materials)
An improvised mechanical lock can be attached to doors, chests, etc. Attempts to open must make checked against DC Intelligence.
Grapple Arrow/Bolt
(12 tinker points, 2lbs Materials)
An arrow or bolt containing a rope bolo device. On impact, the target creature becomes grappled on a failed DEX save.
Explosive Arrow/Bolt
(12 tinker points, 2lbs Materials)
An arrow or bolt containing an explosive device. On impact, they deal 2d4 fire damage on a failed DEX save.
Water Arrow/Bolt
(12 tinker points, 2lbs Materials)
An arrow or bolt containing a vessel of water. The targeted creature becomes vulnerable to lightning damage and resistant to fire damage on a failed DEX save, or just wet on a successful one.
Oil Arrow/Bolt
(12 tinker points, 2lbs Materials)
An arrow or bolt containing a vessel of oil. The targeted creature becomes vulnerable to fire damage on a failed DEX save.
Shrapnel Arrow/Bolt
(14 tinker points, 2lbs Materials)
An arrow or bolt containing an explosive device. On impact, they deal 2d6 piercing damage on a failed DEX save.
Clockwork Scope
(14 tinker points, 2lbs Materials)
A mechanical telescopic lens, which can be attached to any ranged ammunition-based weapon (bow, crossbow, etc). Increases range by 20ft. Also gives an advantage to perception checks.
Clockwork Spiders
(18 tinker points, 2lbs Materials)
A cluster of 8 mechanical spiders. Each spider has an AC of 6, 1 HP, 10ft speed, and a bite attack of 1d4 piercing damage. Must move together as a group.
Clockwork Crossbow
(24 tinker points, 2lbs Materials)
A small brass crossbow can shoot bolts up to 100ft (100/320) for 1d12 piercing.
Clockwork Scope can be attached.
Clockwork Shotgun
(40 tinker points, 2lbs Materials)
A small brass device with a barrel and ignition chamber can shoot gunpowder buckshot up to 30ft (30/60) for 4d6 piercing + 1d6 fire damage.
Clockwork Scope can be attached.
In addition, 10 shots of Gunpowder Buckshot can be made with 1lbs Gunpowder/Blackpowder and 2lbs material (metal).
Construct[edit]
As your mastery of the mechanical improves, you begin to experiment with creating autonomous constructs. At level 8 you can create a mechanical companion. During combat, you can command it to take action during your turns.
- Tier 1
During your next long rest, you can create what is known as an “Iron Pup.” You must use 3lbs of Materials and 7 tinker points to create a tiny construct in the shape of a mechanical puppy that has 13 AC, 15 HP, a speed of 25ft, a Strength score of 8, and a bite attack that deals 1d4 + 1 points of piercing damage. It is immune to poison and psychic damage, as well as diseases. It is resistant to cold, fire, force, radiant, and necrotic damage. It is vulnerable to piercing and lightning damage. It has mechanical lungs so it does require air to breathe. Only its creator can control it and it can’t be persuaded to go against a command its creator gives it.
It can perform a few simple commands like fetching a given object, holding open a door, or flipping a switch. Other tasks can be negotiated with the GM. Only one construct can be active at a time.
- Tier 2
During your next short or long rest, you can upgrade your construct using 5 lbs of metal and 10 tinker points. It is now a medium construct and can take on one of two variants:
Iron defender
AC = 18
HP = 30
Speed = 35 ft
Strength = 15
Bite Attack = 2d6 + 4 piercing
Claw Attack = 2d6 + 2 slashing
Commands:
Protect - Construct protects you or another creature as a bonus action. When within 5ft, the selected creature’s AC increases by 2. When the creature moves, it follows as far as its movement speed will allow it. When another creature attacks the selected creature, the construct makes a bite attack as a reaction. When another creature disengages from the selected creature, the construct takes an attack of opportunity as well.
Heal - Construct heals you or another creature for 1d8 + 2 hit points as an action (can be used twice per short rest). The defender must be within 5ft of the target and uses 5 of your tinker points.
Emotional Connection:
If you are damaged, the construct stops its action to come to your aid and uses its reaction to either heal or bite your attacker.
Iron hound
AC = 14
HP = 60
Speed = 55
Strength = 17
Bite Attack = 3d6 + 4 piercing
Claw Attack = 2d6 + 4 slashing
Commands:
Attack - Construct attacks a target creature of choice. It deals both a claw and bite attack with an advantage if it doesn’t have to move to the target. It does not have an advantage if the hound has to move to attack, but still multi-attacks.
Scout - Construct scouts ahead of you up to their movement speed before returning. Upon returning, it projects an image of what it saw using 5 of your tinker points.
Emotional Connection:
If you are damaged, the construct stops its action to come to your aid and uses its reaction to both bites and claw your attacker.
Emotional Connection:
As well as affecting the construct’s reaction in battle emotional connection affects you. If the construct is destroyed, you have a disadvantage on each proceeding roll equal to the number of days your construct was active. You also immediately lose as many tinkers' points equal to the number of days they were active and cannot make a new construct until half of those days have passed.
- Tier 3
During your next short or long rest, you can upgrade your tier 2 construct using 10 lbs of metal and 10 tinker points. Your construct takes on one of two variants:
Iron Bastion (from Defender)
AC = 20
HP = 60
Speed = 60 ft
Strength = 19
Bite Attack = 4d6 + 4 piercing
Claw Attack = 3d6 + 2 slashing
1 Level 1 spell slot, which can be used as an action for 5 tinker points
Commands:
Protect - (same as tier 2)
Heal - (same as tier 2)
Change Form - For 15 tinker points, the construct increases in size to become a large creature of the same shape. It takes on the stats and feats of the “shield guardian” creature including movement speed and excluding bound. The spell it has stored is the same one you gave it when upgrading your defender to tier 3. It remains under your control but has its own turn which follows yours.
Once you’ve commanded it to change the form, you can take a bonus action to mount it. This makes you both invulnerable to melee attacks and unable to make them yourself unless the creature is flying. You can move your bastion on your turn or its turn, but not both. It returns to its tier 2 form after 5 rounds of combat and must be upgraded to tier 3 again.
Iron Defiler (from Hound)
AC = 18
HP = 130
Speed = 65
Strength = 21
Bite Attack = 4d8 + 4 piercing
Claw Attack = 3d8 + 4 slashing
Commands:
Attack - (same as tier 2)
Scout - (same as tier 2)
Change Form - For 15 tinker points, the construct stands on its hind legs and increases in size to become a large creature. It takes on the abilities and feats of the “iron golem” creature including movement speed. It remains under your control but has its own turn which follows yours. It returns to its tier 2 form after 4 rounds of combat and must be upgraded to tier 3 again.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the tinkerer class, you must meet these prerequisites: 13 Intelligence or higher.
Proficiencies. When you multiclass into the tinkerer class, you gain the following proficiencies: Tinker tools and choose one from Arcana, History, Religion, Nature, Investigation, Insight, Survival.
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