Tinkerling (5e Class)
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- 1 Tinkerling
- 1.1 Creating a Tinkerling
- 1.2 Class Features
- 1.2.1 Table: The tinkerling
- 1.2.2 Tinker points
- 1.2.3 Brainstorm
- 1.2.4 Unarmored Defense
- 1.2.5 Ability Score Increase
- 1.2.6 Practical Improvisation
- 1.2.7 Create Contraption
- 1.2.8 Learn Arcane
- 1.2.9 Extra Attack
- 1.2.10 Scavenge
- 1.2.11 Simple Magic
- 1.2.12 Dismantle
- 1.2.13 Master Tinkerling
- 1.2.14 Tinkering
- 1.3 Device Tiers
- 1.4 Novice Tinker Options
- 1.5 Experienced Tinker Options
- 1.6 Mythic Tinker Options
- 1.7 Spell Casting
- 1.8 Multiclassing
A human sits in front of a fire, memorizing the intricate inscriptions of a spell scroll. An elf launches herself forward with a blast of steam. A dwarf hands a quiver of grapple arrows to his huntress friend. A gnome mourns the loss of his mechanical companion.
Playing a tinkerling is hard. This class is very easily broken so you must know the game and your character well enough to impose realistic boundaries. If you can do that well, there is really no limit to what a tinkerling can do.
Creating a Tinkerling
When creating a tinkerling, you need to know your character inside and out. Generally a tinkerling is born with their great intelligene and knack for the mechanical. So instead you should ask your self why. Why do they tinker? Is it to help their friends or help themselves? Why do they make the kinds of devices they make? Are they used for offense or defense? To help them explore? To help them steal? Deciding early on how you want to use your tinkering ability will help both you and your DM get used to creating balanced devices for you and your party to use.
- Quick Build
You can make a Tinkerling quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Urchin background. Third, choose the explorer's pack.
As a tinkerling you gain the following class features.
- Hit Points
Tools: tinkers tools
Saving Throws: intelligence and constitution
Skills: Choose two from: Arcana, History, Religion, Nature, Investigation, Insight, Survival
You start with the following equipment, in addition to the equipment granted by your background:
- 1 set of tinker's tools
- 20lbs of clockwork material
- a leather work duster jacket which doesn't count as armor but gives +2 to your AC against fire attacks and halves all fire damage.
- (a) explorer's pack or (b) dungeoneer's pack
- a small hammer which you have proficiency with. Deals 1d(6) + 2 bludgeoning damage on a successful hit.
Tinker points are points that you need in order to create, modify, and fix your devices
After completing a long rest, you regain all your Tinker points. You may also choose to regain 1d(4) x your Tinkerling level during a short rest.
When not wearing armor, a Tinkerling has an AC of 10 + dex modifier + int modifier.
Ability Score Increase
When you reach the 4th level, and again at 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. As normal, you can't increase an ability score above 20 using this feature.
Tinkerlings gain proficiency with all improvised weapons and can add half of their 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.
A tinkerer may use their intelligence modifier for attack rolls made with improvised weapons.
Using 6 tinker points, you create a small, handheld contraption that uses 0.5lb of clockwork Materials with a range of 60ft 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. A pre-built contraption is made during a short rest.
1: Upon impact, it does nothing. But it looks cool!
2: Upon impact, the contraption explodes. If it was pre-built, it deals 2d10 + 1d4 per tinkerer level above 3 fire damage. (i.e. level six would deal 2d10 +3d4 fire damage). The damage is halved if the contraption is cobbled together.
3: Upon impact, ropes shoot out and attempt to grapple all nearby creatures (small or medium). If the contraption is pre-built, all small or medium creatures within a 10ft radius must make a dex saving throw. The radius is halved if the contraption is 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 gain vulnerability to lightning damage and resistance 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 Constitution 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.
During a long rest, you can take an action to learn a spell from a wizard spell scroll or a wizard spell book. You learn this spell/enchantment permanently and it is used in your Tinkering. You can only learn spells with a spell level less than or equal to half of your own level. To do this, you must spend 1d4 x the spell level tinker points. The spell scroll is consumed upon completion.
When taking the attack option, you make 2 attacks instead of 1.
In addition to your normal attack, you can use your bonus action to take one more attack.
When looking for tinkering materials (clockwork material, steam components, rope, fabric, lenses, wooden material, and black powder) you can add your proficiency bonus to whatever skill check your DM requires.
When looking for tinkering materials you can add your Intelligence modifier in addition to your proficiency bonus to whatever skill check your DM requires.
After a long time of studying magic, you’ve learned to harness what little casting ability you have to cast minor spells. You can cast any cantrip you’ve learned as a regular spell for 1 tinker point.
You have now reached the point where you can push more arcane energy into your magic. You can now cast any level one or level two spell you've learned as a regular spell. Casting works the same way as it would with a wizard, so you may cast lower level spells at higher levels (up to two). Spells you cast as a level one spell require 5 tinker points per spell. Spells you cast as a level two spell cost 10 tinker points per spell.
Using 10 tinker points, you put your knowledge of machines to take an action to interact with a trap, lock, or construct within 5ft of you. A construct takes a wisdom saving throw against your intelligence. On a failure, the construct is destroyed, falling to pieces under your hand. On a success, deal 1d(6) x your tinkerling level damage to the construct, ignoring invulnerability and resistances. If you are attempting to dismantle a lock or a trap, you must make an intelligence check based on GM discretion.
When taking the dismantling action, the target has disadvantage or you have advantage depending on the situation. You can also add or subtract (depending on the situation) up to your Tinkerling level of tinker points to or from the required roll.
At level 20 you have reached the pinnacle of your mechanical ingenuity. You can now tinker greater devices as an action, complex devices during a short rest, and grand devices during a long rest. Furthermore, your devices no longer are at risk of destruction on a critical fail.
Tinkering is a highly creative process that takes self-imposed restraint and a lot of cooperation with your DM. As you rise in level, you pick up more and more mechanical functions and materials for your creations to be built for or comprised of. Each tinkerer item has a device tier and a list of required resources. There are examples of these items down bellow, but the majority of the work is on you.
As the tinkerling, it is your job to come up with these devices. What does it Do? How does it do it? How big is it? How complex is its function? How long would it take to build? What would you need to build it? Once you've figured some of these things out, you may approach your DM for approval. You may need to negotiate on the finer details, but your DM has final say on what you need to do to make each device.
Once your device is approved, you must gather the required materials and make a tinkering check (as outlined above). Before rolling, you may use up to your Tinkerling level of tinker points to add to the final check. If your creation requires multiple tinkering checks, you may add up to your tinkerling level of tinker points to each check. If you succeed, you progress in crafting the device. If you fail, you go back to square one and must start creation from the beginning. Any tinkered device you use as a weapon counts as an improvised weapon.
A device tier gives a device the majority of its statistics. When coming up with a device to tinker, you may suggest a device tier to your DM, but their decision is final. Device tiers decide: how long it takes to tinker, how many tinker points are required, its base AC, its base HP, the number of tinker points required to save it, how many spells a device will hold at maximum, and how many charges a device will hold at maximum.
Device Tier: Lesser
Tinker Time: One action
Tinker Points Required to Construct: 5-10
Base AC: 5
Base HP: 1
Tinker Points Required to Save: 6
Spell Maximum: Two cantrips, one cantrip with two charges, or one level 1 spell
Device Charges: 8
Device Tier: Greater
Tinker Time: One entire short rest
Tinker Points Required to Construct: 7 - 12
Base AC: 10
Base HP: 2
Tinker Points Required to Save: 9
Spell Maximum: Three cantrips, one cantrip with tree charges, one level 1 spell with two charges, two-level one spells, or one level two spell
Device Charges: 12
Device Tier: Complex
Tinker Time: 18 hours straight or three short rests
Tinker Points Required to Construct: 14 - 19 total
Base AC: 30
Base HP: 5
Tinker Points Required to Save: 15
Spell Maximum: Four cantrips, one cantrip with four charges, three-level one spells, one level 1 spell with three charges, two cantrips, and one level one spell, two-level two spells, one level two spell with two charges, or one level three spell.
Device Charges: 20
Device Tier: Grand
Tinker Time: 3 - 4 days at minimum
Tinker Points Required to Construct: 20 - 26 points total
Base AC: 50
Base HP: 10
Tinker Points Required to Save: 20
Spell Maximum: Five cantrips, one cantrip with five charges, four-level one spells, one level 1 spell with four charges, two cantrips, and one level one spell, three-level two spells, one level two spell with three charges, two cantrips and one level two spell, two-level three spells, one level three spell with two charges, one level four spell.
Device Charges: 24
Novice Tinker Options
The most basic forms of tinkering. These are the basic pieces of technology that allow you to bring your imagination to mechanical life.
- CLOCKWORK DEVICES
Using an assortment of gears, springs, switches, and levers you can create clockwork machines. You can create these devices at any device tier you've unlocked. In order for most of your devices to function, you must take an action to wind it up. In general, when you do this, you must roll 1d(10). If the result is higher than a one, it receives the number of turns/charges that come with its device tier. If you roll a one, then you must spend the required amount of tinker points for that device tier or your device breaks and must be rebuilt from scratch. If you keep it from being broken, you still need to make a successful wind-up action before the device can be used (your first attempt does not count). Other devices you make can have windup functions that work differently, but these functions must be approved by your DM.
Clockwork Toy: Device tier: lesser / Required materials: 1lb of clockwork material
You can create a tiny clockwork replica of an 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 as appropriate to the creature it represents. It is wound up by a small twist key.
Clockwork Lock Pick: Device tier: greater / Required materials: 3lbs of clockwork material, 1 set of thieves tools
You create a cylindrical device with a needle-like head. Sticking the needle into a keyhole will allow you to attempt to unlock it. You must make a successful intelligence check as determined by your DM based on the individual situation. On a success, the lock is unlocked. On a fail, the lock remains locked. On a critical fail, the device breaks and must be rebuilt or saved with tinker points. It functions via a twist knob on one side of the device.
- ROPES AND TENSION
You can now incorporate ropes and elastic tension into your clockwork devices. You can create these devices at any device tier you've unlocked.
Grappler: Device tier: greater / Required materials: 3lbs of clockwork material, 60ft of rope
You create a device with a hook at one end of a rope and a handle at the other. You can take an action to throw the hook with a range of 60ft using a dexterity check to indicate a successful grapple. Once grappled, you may take a bonus action to retract the hook with the press of a button on the handle. If your weight is greater than that of the object or creature grappled, the object or creature is knocked prone and is pulled towards you. You must make a successful dexterity save or be knocked prone by the object or creature being pulled at you. If your weight is less than that of the object or creature grappled, you are pulled to the hook end of this device at a speed too fast for creatures to make an attack of opportunity against you. The grappler must be wound up after each use in order to function again.
Clockwork Hand Crossbow: Device tier: lesser / Required materials: 1lb of clockwork material, 1ft of rope, 1 lb of wooden material
You create a mechanical hand crossbow. To cock the weapon, you wind up a crank on one side of the stock as an action and place a bolt in position as a bonus action. After the crossbow is ready, you may take an action to fire the weapon up to 50ft to deal 1d(6) piercing damage. The crossbow automatically uses 1 charge to reload itself and you may ready your next bolt as a bonus action.
- WRIST MOUNTED
You can now incorporate your clockwork devices into a bracer, band, or gauntlet. You can create these devices at any device tier you've unlocked.
Wrist Sheath: Device tier: lesser / Required materials: 1lb of clockwork material, 1 leather bracer, 1 dagger
You create a mechanical sheath that keeps a blade at the ready under your clothes. Creatures searching you for a weapon have a disadvantage against finding it. This device uses a simple spring mechanism to launch the blade forward into your hand's grasp. It does not require winding to function.
Wrist Grappler: Device tier: greater / Required materials: 1 grappler, 1 steal bracer
You attach a grappler device to a bracer (this would require the ropes and tension tinker option). You may now attempt to pull any creature or object towards you with a strength check. The device functions the same to a normal grappler otherwise.
- TACTICAL MODIFICATIONS
You can now improve weapons with clockwork devices. The number of modifications you can apply to a single weapon is equal to your Intelligence modifier. You can create these devices at any device tier you've unlocked.
Rapid-fire Crossbow Module: Device tier: greater / Required materials: 1 lb of wooden material, 1 lb of clockwork material You create a secondary mechanism onto a light or heavy crossbow. This allows you to take one combat turn to load three crossbow bolts in the weapon. On your turn, after the crossbow is loaded, you can take an action to fire all three bolts from the gun at a single target. You only need to make one successful attack roll for all three bolts. If you roll a critical fail on the attack roll, you must spend tinker points to keep the device from being destroyed. Each bolt deals the base crossbow's damage per bolt (light crossbow would be 3d8 and a heavy crossbow would be 3d10).
Scope Module: Device tier: lesser / Required material: 1 telescope, 1lb of clockwork material You attach a telescope to either any of the following: sort bow, longbow, light crossbow, heavy crossbow (This would require the glass and sprayers tinker option). You may choose to look through the scope in order to better your aim. Doing so will add 1d(6) to your attack roll and 1d(4) of extra piercing damage to users proficient with that weapon type. Since you have constructed this device, you are also considered proficient with this specific weapon. This device does not require a wind up to function.
- GLASS AND SPRAYERS
You can now incorporate glass vials, lenses, and sprayers into your clockwork devices. You can create these devices at any device tier you've unlocked.
Telescope: Device tier: lesser / Required material: 2 lenses, 1lb of clockwork material You fashion a rudimentary telescope that allows you to see terrain, objects, and creatures in your line of sight in great detail up to 1 mile away. It doesn't require a wind action in order to function.
Poison Mine: Device tier: greater / Required material: 1 potion of poison, 2lb of clockwork material You fashion a timer and release valve onto a potion of poison. When the device is wound up, you have up to your tinker level of seconds before the device activates. If you roll a critical fail when winding up the device and fail to save it, the device activates with you holding it. When it activates, it sprays streams of poison mist into the air with a radius of 10ft. The mist remains in the air for three rounds of combat. Creatures entering, leaving, and starting their turn in the poison mist take poison damage equal to the original potion's damage amount.
Experienced Tinker Options
After some practice in basic mechanical workings, you begin to strengthen your technologies with greater sources of power and functionality. You explore both the natural sciences and arcane workings as you progress as an inventor.
- STEAM POWER
You discover a fantastic new technology that harnesses steam to power machines. You can create steam devices which use steam charges to work. You can create devices at device tier: greater or higher.
Jump Boots: Device tier: complex / Resources required: 2lbs of clockwork material, 2lbs of steam components, 1 pair of leather boots
Over some time you fashion a pair of leather boots with steam jets that launch the wearer into the air upon activation. The boots can store up to five steam charges. The wearer makes a dexterity check when jumping. On a success, a steam charge is expelled and the wearer jumps an additional 5ft in the air. On a critical failure, the device immediately explodes and deals 1d(6)+steam charges remaining fire damage to the wearer. The boot's charges can be refilled during a short rest.
Steam Powered Grappler": Device tier: greater / Resources required: 1 Grappler, 60ft of rope, 1lb of steam components
You fix a small water-boiler to a grappler in order to double its range. The device now takes on the form of a brass water gun and can store five steam charges. You can take an action to pull the grappler's trigger to fire the hook at a range of 120ft. Make a dexterity check for a successful save. On a critical failure, the device immediately explodes and deals 1d(6)+steam charges remaining fire damage to the wearer. The grappler works the same as its original form. The grappler's charges can be refilled during a short rest.
- ARCANE STORAGE
With what little you've been able to understand about magic, you can attempt to store any wizard spell that you have learned into a device. The device tier you create the device at will also dictate how many different spells can be stored OR how many charges of a single spell the device holds. The spells on the device can either be active or passive but not both. Active spells require an action to activate while passive spells are consistently in effect. You can create these devices at any device tier you've unlocked.
Magic Missile Arm Cannon: Device tier: complex / Required materials: 1 gauntlet, Magic missile spell / Spell type: active
After a long period of time, you fashion a gauntlet to cast the magic missile spell. Activating the gauntlet creates three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d(4)+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several. You can activate the gauntlet three times before it needs to be recharged during a short rest. Roll an intelligence check. Succeed and you may recharge the gauntlet with 1 tinker point per charge. A critical failure means no charges are regained and you either have to spend the required amount of tinker points to keep it from being destroyed, or lose the gauntlet in a puff of arcane smoke.
Flaming Bowstring: Device tier: lesser / Required materials: 1ft of rope, Fire bolt spell / Spell type: passive
You whisper arcane words over a thin piece of rope and place it on a bow staff or crossbow. Projectiles shot from this bowstring deal an additional 1d10 of fire damage upon impact. (At higher tiers, this damage amount would be upgraded to 2d10, 3d10, and 4d10 respectively.)
- BLACK POWDER REACTIONS
You begin to explore an interesting substance known as a black powder. You can now create devices that use explosions as a central function. This does include firearms, but only those which fall into the "pistol" type (so no shotguns, sniper rifles, SMGs, rocket launchers, or other fancy guns yet. Restrain yourself). You can create these devices at device tier: greater or higher.
Clockwork Explosive: Device tier: greater / Required materials: 3oz of black powder, 1lb of clockwork material
You fashion a small explosive out of black powder and clockwork material. During combat you may take an action to wind up the explosive. If you succeed in winding up the explosive, you can set it to go off after up to your max tinker point amount combat turns following your own turn. If you fail in winding up the explosive and are unable to spend the tinker points to save it, it goes off in your hand. When the explosive goes off, creatures within a 10ft radius of the explosion must make a Dex saving throw against your intelligence + your proficiency or take 2d10 + 6 fire damage on a failed to save or half as much on a successful one. You can either place or throw the explosive (with a range of 60ft) as a bonus action.
Revolver: Device tier: complex / Required materials: 5lbs of clockwork material, 1lb of wood material
Over quite some time you fashion a weapon designed to shoot small metal projectiles from a barrel. The revolver can hold up to 6 bullets and has a range of 70ft. You can take an attack action to cock and fire the revolver. Your attack roll acts as the "wind up" roll for the revolver, resulting in the gun jamming on a critical fail. You must spend the required number of tinker points in order to clear the jam. On a successful hit, the revolver deals 2d(10) + 5 projectile damage. Bullets can only be created with the Projectile Prowess tinker option.
You can now incorporate your devices into wearable packs. You can create these devices at device tier: greater or higher.
Parachute: Device tier greater / Required materials: 1lb of clockwork material, 3ft squared of fabric material, 12ft of rope, 1 backpack
You fashion a pull system that releases a parachute from a backpack. If the wearer is falling, the parachute takes 6 seconds or 1 combat rotation to fully open. Attempting to activate the parachute acts as the "winding" action. Once opened, the parachute gives the wearer the Feather Fall effect. Pressing a button pulls the parachute back into the backpack and it is ready to use again.
Glider: Device tier complex / Required materials: 2lbs of clockwork material, 6ft squared of fabric material, 6 ft of rope, 6lbs of steam components, 1 backpack
After some time, you create a wearable glider device. Only creatures with an intelligence score of 18 or higher can use this device. There are a pair of mechanical wings that can fold for easy transport and must be unfolded before use. There are two handheld triggers attached to the device which are held in both hands. The triggers are connected via a cable to twin water boilers (meaning the steam power tinkering option is also required to make this device). Taking an action to press the triggers releases 1 charge of steam behind you, doubling your glider's base movement speed for one turn. Each canister can contain 5 charges of steam, totaling to 10 charges. The glider has a base speed of 30ft forward, 15ft up, and 45ft down. You can expend one steam charge as an action to dive towards the ground, veer upwards, and release the steam to land safely. If you are out of steam, you slowly glide towards the ground at a speed of 5ft down per turn. You can choose to refill the water boilers during a short rest. Doing so counts as the glider's "wind up" action. If it fails, the tanks explode, dealing 1d(4) of fire damage to all creatures within a 5ft radius. You must also rebuild the device from scratch.
- PROJECTILE PROWESS
You delve into the world of smaller devices which you attach to projectiles. You make 1d(10) + the device tier projectiles of the same type for each attempt. You can create projectiles of device tier: greater or higher.
Grapple Arrows: Device tier: greater / Required material: 10 arrows, 60ft of rope, 10lbs of clockwork material
Using rope and clockwork knowledge, you fashion a type of arrow which can grapple creatures size medium or lower. When the arrow successfully hits a creature, 10ft of rope wraps around it and lock into place, grappling the creature. The creature must also make a dexterity saving throw against the assailant's dexterity, otherwise, the creature is knocked prone.
Bullets: Device tier: greater / Required material: 10lbs of clockwork material, 10oz of black powder
You encase black powder in small cases of metal. These act as your ammo for your gun weapons.
Mythic Tinker Options
You're tinkering has started to reach legendary levels at this point. From creating artificial life to vehicles of great speed, given enough time, there is very little you can't do. All of the following options can only be made at device tier: complex or grand.
- MECHANICAL CONSTRUCTS
You begin playing God as you create life from metal.
Iron Hound: Device tier: complex / Resources required: 30lbs of clockwork material, 10lbs of steam components, Unseen Servant spell
Over the course of several days, you fashion a mechanical vessel for an unseen servant in the shape of a small dog. It has an AC of 18, 30 HP, a speed of 35ft, a strength score of 15, as well as a bite attack which deals 2d6 + 4 piercing damage and a claw attack which deals 2d6 +2 slashing damage. It is immune to poison and psychic damage, as well as diseases. It is resistant to cold, fire, force (magic), radiant, and necrotic damage. It is vulnerable to piercing and lightning damage. It has mechanical lungs so it does require air to breathe, but this can be any form of gas. Only its creator can control it and it can’t be persuaded to go against a command its creator gives it. In addition to attacking during each of your turns, 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.
You and your construct are bound emotionally to each other. If you are damaged, the defender stops whatever action it is doing to come to your aid and uses its reaction to either heal you or bite your attacker. If your defender is destroyed, you have a disadvantage on each proceeding roll equal in a number of days your construct was alive. You also immediately lose as many tinker points equal in a number of days your construct was alive and cannot make a new construct until one-half of those days have passed.
- IMPROVED EXPLOSIONS
You have refined the use of explosions to launch projectiles. From burst shots to long-range shots to explosive shots, NOW is the time to start coming up with those fancy guns.
Shot Gun: Device tier: grand / Resources required: 10lbs of clockwork material, 2lbs of wooden material You fashion a powerful firearm that is very deadly at close range. Technically it has a range of 30ft, but you deal half damage when making attack rolls against creatures more than 15ft away. If you are attacking a creature less or equal to 5ft away, the damage is doubled. On a successful attack roll, you deal a base damage value of 3d(12) + 6 piercing damage plus 1d(6) fire damage. Only the piercing damage is doubled or halved. On a critical failure, the gun is jammed and you must spend the required number of tinker points in order to clear the jam. The shotgun can be fired twice before it needs to be reloaded. You need to tinker shotgun specific bullets in order to shoot with the shotgun.
- HIDDEN DEVICES
You can add the hidden attribute to any devices you tinker. In order to do this, the device must be made at a minimum device tier: complex. Doing this makes it impossible for the device to be discovered using non-magical means and magical means have a disadvantage while Sea. If you make a weapon as a hidden weapon, it deals double damage when used in sneak attacks.
- ELECTRICAL GENERATORS
You can add the electric attribute to any melee weapon or projectile. In order to do this, the device must be made at a minimum device tier of the complex. Doing this will give a melee weapon 10 electrical charges. Using an electrical charge deals an additional 1d(6)+1 lightning damage on a successful hit. You can use as many charges as you wish on one attack. Missing the hit wastes all charges applied. Any projectiles made this way deal an additional 1d(4)+3 lightning damage on a successful hit.
- ARCANE DAMAGE
You spend several days enchanting any simple or martial weapon with magical properties. Simple weapons need to be tinkered into a device tier of the complex while martial weapons needed to be tinkered into a device tier of grand. This process gives the subject weapon an additional 1d(6) of magical damage and makes the weapon a magic weapon.
- LAND VEHICLES
Tinkering a vehicle is always a grand device tier. This option allows you to design vehicles that use steam to travel across vast distances of land at great speeds. When designing these vehicles, a general guide to follow is to think of each vehicle with three stats: speed, fuel tank size, and carry weight. When speed is increased, the fuel tank increases in size and/or the carry weight decreases. When the carry weight is increased, the fuel tank increases in size and the speed decreases. Another thing to consider is what types of terrain these vehicles can cover. Creating these devices will take a lot of cooperation with your DM, but the results are often more than worth it.
- AIR VEHICLES
Tinkering a vehicle is always a grand device tier. This option allows you to design vehicles that use steam and mechanical means to travel through the air. When designing these vehicles, a general guide to follow is to think of each vehicle with three stats: speed, fuel tank size, and carry weight. When speed is increased, the fuel tank increases in size and/or the carry weight decreases. When the carry weight is increased, the fuel tank increases in size and the speed decreases. Creating these devices will take a lot of cooperation with your DM, but the results are often more than worth it.
Hot Air Balloon
- WATER VEHICLES
Tinkering a vehicle is always a grand device tier. This option allows you to design vehicles that use steam and mechanical means to travel over or under the water. When designing these vehicles, a general guide to follow is to think of each vehicle with three stats: speed, fuel tank size, and carry weight. When speed is increased, the fuel tank increases in size and/or the carry weight decreases. When the carry weight is increased, the fuel tank increases in size and the speed decreases. Creating these devices will take a lot of cooperation with your DM, but the results are often more than worth it.
- MECH SUITS
Tinkering a vehicle is always a grand device tier. This option allows you to design vehicles that use steam and mechanical means to change the shape of a battle. When designing these vehicles, a general guide to follow is to think of each vehicle with three stats: speed, fuel tank size, and carry weight. When speed is increased, the fuel tank increases in size and/or the carry weight decreases. When the carry weight is increased, the fuel tank increases in size and the speed decreases. Also, consider what you want your mech suit to be good at. Does it do sweeping melee attacks? Long-distance range attacks? Or maybe it is more of a shield for your fellow party members. Creating these devices will take a lot of cooperation with your DM, but the results are often more than worth it.
You know 1d(4) + 1 x your starting tinkerling level Wizard cantrip spells and an additional 1d(4) level one Wizard spells. You cannot cast these spells until you get the Simple Magic feat.
Your spellcasting ability is intelligence. Your spell save DC is 8 + proficiency bonus + Intelligence modifier. Your spell attack bonus is your proficiency bonus + your Intelligence modifier.
Don't, just don't. This class is complicated enough as it is, let alone adding more abilities to the mix. If you want to multi-class, talk to your DM, and have a crystal clear idea of what you want. Otherwise, leave well enough alone.