Tinkerling (5e Class)

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Tinkerling[edit]

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[edit]

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.

Class Features

As a tinkerling you gain the following class features.

Hit Points

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

Proficiencies

Armor: none
Weapons: none
Tools: tinkers tools
Saving Throws: intelligence and constitution
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:

  • 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 1d6 bludgeoning damage on a successful hit.

Table: The tinkerling

Level Proficiency
Bonus
Tinker Points Tinker Options Features
1st +2 8 Clockwork tinkering Brainstorm, Unarmored Defense, Lesser Tinkering
2nd +2 9 Choose 1 Novice Tinker Option Practical Improvisation, Create Contraption
3rd +2 11 Choose 1 Novice Tinker Option Simple Magic, Greater Tinkering
4th +2 12 Choose 1 Novice Tinker Option Ability Score Improvement
5th +3 14 Choose 1 Novice Tinker Option Extra Attack
6th +3 15 Choose 1 Experienced Tinker Option Learn Arcane
7th +3 16 Choose 1 Experienced Tinker Option Scavenge
8th +3 19 Choose 1 Experienced Tinker Option Ability Score Improvement
9th +4 20 Choose 1 Experienced Tinker Option Complex Tinkering
10th +4 21 Choose 1 Experienced Tinker Option Greater Magic
11th +4 22 Choose 1 Mythic Tinker Option Dismantle
12th +4 23 Choose 1 Mythic Tinker Option Ability Score Improvement
13th +5 24 Choose 1 Mythic Tinker Option Greater Scavenge
14th +5 25 Choose 1 Mythic Tinker Option Greater Improvisation
15th +5 26 Choose 1 Mythic Tinker Option Grand Tinkering
16th +5 28 Choose 1 Mythic Tinker Option Ability Score Improvement
17th +6 29 Choose 1 Mythic Tinker Option Bonus Attack
18th +6 30 Choose 1 Mythic Tinker Option Greater Dismantle
19th +6 32 Choose 1 Mythic Tinker Option Ability Score Improvement
20th +6 33 Master Tinkerling Master Tinkerling

Brainstorm[edit]

At 1st level, you have a limited amount of brain power called tinkering points. They are used to create inventions, enchant inventions with spells and create single use weaponry.

You regain all your Tinker points after short or long rest.

Unarmored Defense[edit]

At 1st level, you found a way to use your brain to dodge attacks. When not wearing armor, a Tinkerling has an AC of 10 + dex modifier + int modifier.

Practical Improvisation[edit]

At 2nd level, Tinkerlings gain proficiency with all improvised weapons.

Quick thinking

At 2nd level, you can add half of their proficiency bonus (rounded down) to any ability check or saving throw. Quick thinking can be only used once every short or long rest. The player must use this ability before they know if the roll succeeds or fails.

Create Contraption[edit]

At 2nd level, you can create one time use contraptions. By spending 6 tinker points, you create a small, handheld contraption that uses 0.5lb of clockwork Materials. You do not decide the effect of the contraption, instead roll d8 to get a random effect. As your bonus action, you can throw the contraption up to 60 ft and trigger its effect.

There is two types of contraptions; cobbled together or pre-built. A cobbled together contraption is created with an action and has weaker effects. A pre-built contraption is made during a short or long rest and has stronger effect. You can only create 1 contraption after short rest and 2 contraptions after long rest.

After replenishing tinkering points after a short or long rest, you lose tinkering points equal to any unused contraptions time 5.

The DC for any of your contraption is 8 + your proficiency bonus + intelligence modifier.

1 Useless

Cobbled together: Upon impact, it makes a sound and harmless flash of light. This is completely useless, but it looks cool!

Prebuild: You scrap the failed contraption. You regain 3 tinker points and .25lb of Clockwork Materials.

2: Fire!

Cobbled together:Upon impact, the contraption explodes. Make a range attack with an intelligence or dexterity. On a hit, it deals 1d6 fire damage. It deals an extra d4 fire damage at 6th, 12th, and 18th level.

Prebuild: Same as cobbled together version but double damage.

3: Entanglement

Cobbled together: Upon impact, ropes shoot out and attempt to grapple all nearby creatures (small or medium). All small or medium creatures within a 5ft radius must make a dexterity saving throw. On a failed save, they are restrained. At the end of there turn, they can make a strength or dexterity saving throw to get free.

Prebuild:Same as cobbled together version but 10ft radius.

4: Healing

Cobbled together: Upon impact, a healing mist sprays out. The mist covers 10ft radius. It heals every creature for Tinkerling's class level.

Prebuild:Same as cobbled together version but 15ft radius.

5: Water and ice

Cobbled together: Upon impact, a gallon of pure water bursts out. Creatures within a 5ft radius must make a Dexterity saving throw. On a failed,they gain vulnerability to lightning damage and resistance to fire damage. On a successful save, they are just wet and nothing else. Regardless of the result, everything in 5ft doused from fire.

Prebuild:Upon impact, a gallon of ice shrapnel explodes. Creatures within a 5ft radius must make a Dexterity saving throw. On a fail save, it deals 1d8 ice damage and they lose 10 ft of speed until end of their turn. On success, It just deals half damage. It deals an extra d8 ice damage at 6th, 12th, and 18th level.

6: flash bang

Cobbled together: Upon impact, a flash of light bursts out. Creatures within a 10ft radius must make a Constitution saving throw, or be blinded and deafened for two turns.

Prebuild:Same as cobbled together version but 15ft radius.

7: Boom!

Cobbled together: Upon impact, a loud noise emanates from the contraption. All creatures with 5ft radius make a constitution saving throw. On a fail save, it deals 1d8 of thunder damage and become deafened until end of their turn. On success save, It just deals half damage. It deals an extra d8 thunder damage at 6th, 12th, and 18th level.

Prebuild:Same as cobbled together version but 10ft radius and deafened effect end at the creature's next short rest.

8: Black liquid

Cobbled together: Upon impact, a black liquid spurts out of the contraption. All creatures in a 5ft radius make a constitution saving throw. On a fail, they are blinded for 2 turns. On success, nothing happens. For 1 minute, this area is difficult terrain.

Prebuild: Upon impact, a black flamiable liquid spurts out of the contraption. All creatures in a 5ft radius make a constitution saving throw. On a fail, they are blinded for 2 turns. The next time they take fire damage within 2 turns, they take an extra 5 fire damage. On a success, The next time they take fire damage within 2 turns, they take an extra 5 fire damage. For 1 minute, this area is difficult terrain. If the black puddle is exposed to fire, it catches on fire. For 2 turns, all creatures in the puddle take 5 fire damage.

Learn Arcane[edit]

At 3rd level, you figure a way to learn magic. During a long rest, you can learn one cantrip from a wizard spell scroll or a wizard spell book. You learn this spell permanently and it is used in your Tinkering. You can cast any cantrip you’ve learned as a regular spell for 1 tinker point. Intelligence is your spell casting modifier.

Ability Score Increase[edit]

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.

Extra Attack[edit]

At 5th level, when taking the attack action, you make 2 attacks instead of 1.

Simple Magic[edit]

At 6th level, you’ve learned to learn to cast real spell. You can learn transmutation wizard spells the same way as Learn Arcane. You can only learn spells with a spell level less than or equal to third of your own level.

You can cast spells by spending 2 x the spell level in tinker points. Intelligence is your spell casting modifier.

Scavenge[edit]

At 7th level, you become good at searching through junk. 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.

Greater Magic[edit]

At level 10, you have now reached the point where you can push more arcane energy into your magic. You can now learn 1st and 2nd level wizard spell from any school of magic. You learn these spells the same way has Learn Arcane.

Non-transmutation spells cost 5 X spell level in tinker points. The maximum level that you can cast non-transmutation spell is level 2.

Dismantle[edit]

At 11th level, you know how to create and deconstruct mechanical objects. Using 10 tinker points, you put your knowledge of machines to take an action to interact with a trap, lock, or mechanical object within 5ft of you. You make an arcana(intelligence) or investigation(intelligence) vs object's DC. On a success, the construct is destroyed or disarmed. On a fail, nothing happens or it gets triggered depending on nature of the object.

You can attempt to dismantle a construct. It makes wisdom saving throw vs your intelligence save. On a fail, the construct is destroyed or inactive. On a success, it takes 1d6 x your tinkerling level of force damage.

Greater Scavenge[edit]

At 13th level, you become expert at reusing scrap. When looking for tinkering materials you can add your Intelligence modifier in addition to your proficiency bonus to whatever skill check your DM requires.

Greater Improvisation[edit]

At 14th level, a tinkerer may use their intelligence modifier for attack and damage rolls made with improvised weapons.

Bonus Attack[edit]

At 17th level, you swing your improved weapon quicker. After attacking with improved weapon, you can use your bonus action to make one improved weapon attack. This can be the same improved weapon that was used in the main attack action.

Greater Dismantle[edit]

At 18th level, you have become master dissembler. 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.

Master Tinkerling[edit]

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[edit]

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.

Device Quality Tiers[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

At level 1, you learn 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.

Examples

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.

Examples

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.

Examples

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.

Examples

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.

Examples

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[edit]

At 6th level, 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.

Examples

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.

Examples

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.

Examples

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.

BACKPACKS

You can now incorporate your devices into wearable packs. You can create these devices at device tier: greater or higher.

Examples

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.

Examples

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[edit]

At 11th level, your 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 quality tier of complex or grand.

MECHANICAL CONSTRUCTS

You begin playing God as you create life from metal.

Examples

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.

Examples

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 seen. 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.

Examples

Motor Cycle

ATV

Truck

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.

Examples

Hot Air Balloon

Air Ship

Flight Suit

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.

Examples

Submarine

Speed Boat

Hover Craft

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.

Shield Mech

Blade Mech

Tank Mech

Multiclassing[edit]

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.



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