Tinkerer
The wonders of magic are locked for most behind a thick door of no magical aptitude. For those, the only way to experience the sensation is with the use of magical objects. Tinkerers are the minds behind the magic, turning seemingly mundane objects into creations that defy common sense via the system that powers all. Always looking for new and unseen discoveries in the art of binding magic to matter and matter to magic, they create the bridge for everyone to partake in magic – and bring to life the biggest creations known to man and beyond.
Tinkerers create an arsenal of normal and unique magical items that they can use to their advantage. Their connection with their creations stretches beyond the normal tool and use – they enhance each other, assisting to the tinkerer’s will.
Passive
You can touch a small (about the size of your hand) nonmagical object as an action and give it one of the following magical properties of your choice:
The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early. You can bestow magic on up to five objects, touching one object each time you use this ability, though a single object can only bear one property at a time. If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
Magic
You have access to these spells. Your Spellcasting modifier for these spells is Intelligence. Your Spell Save DC is 10 + your Intelligence modifier.
Level | Class spells |
---|---|
Cantrip | Create Bonfire, Mending, Thunderclap, Toxic Spray |
Level 1 | Absorb Elements, Alarm, Catapult, Snare |
Level 2 | Arcane Lock, Heat Metal, Rope Trick |
Level 3 | Glyph of Warding, Tiny Servant |
Level 4 | Fabricate, Private Sanctum |
Level 5 | Creation |
Class level 1
1. – Overcharged Items (3 FP, restricted – charges)
You can stuff mundane items with limited magical powers. The magic items you create with this ability are effectively prototypes of regular items.
Whenever you finish a long rest, you can touch a nonmagical object and imprint it with one of the listed implants, turning it into a magic item. An implant works on only certain kinds of objects, as specified in the implant’s description. If the item requires attunement, you can attune yourself to it the instant you imprint the item. If you decide to attune to the item later, you must do so using the normal process for attunement. Your implant remains in an item until you decide to remove it or until you lose this ability, but when you die, the implant vanishes after a number of hours have passed equal to your Intelligence modifier. If you try to imprint an item that already has a weapon or armor upgrade (or vice versa), whichever came first is instantly removed before the new change takes effect.
You can imprint more than one nonmagical object at the end of a long rest; the maximum number of objects you can have imprinted is 2. You must touch each of the objects, and each unique implant can be in only one object at a time. Moreover, no object can bear more than one of your implants at a time. If you try to exceed your maximum number of implants, the oldest implant immediately ends, and then the new implant applies. You can also remove an implant over the course of a long rest, in the same manner you imprint them. If you are removing an implant, you can move it to a different item as part of the same long rest.
The description of each of the implants details the type of item that can receive it, along with whether the resulting magic item requires attunement. Some implants specify a minimum class level. You can’t use such an implant until you are at least that level. Unless an implant’s description says otherwise, you can’t use an implant more than once.
The total number of imprinted objects you can have increases at certain CL – to 3 when you reach CL3, to 4 when you reach CL5, to 5 when you reach CL7 and to 6 when you reach CL9.
Implants
Arcane Focus
Item: A rod, staff, or wand (requires attunement)
While holding this item, a creature gains a + 1 bonus to Attack (Spellcasting) rolls. In addition, the creature ignores half cover when making a spell attack. The bonus increases to +2 when you reach CL7.
Boots of the Winding Path
Prerequisite: CL5, Item: A pair of boots (requires attunement)
While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.
Enhanced Defense
Item: A suit of armor or a shield
A creature gains a + 1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item. The bonus increases to +2 when you reach CL7.
Enhanced Weapon
Item: A weapon
This magic weapon grants a + 1 bonus to attack and damage rolls made with it. The bonus increases to +2 when you reach CL7.
Helm of Awareness
Prerequisite: CL5, Item: A helmet (requires attunement)
While wearing this helmet, a creature has advantage on initiative rolls, the wearer can’t be surprised (provided it isn’t incapacitated) and the helm magically awakens you if you are sleeping naturally when combat begins.
Homunculus
Item: A gem or crystal
You create a special homunculus that serves you. The item you imprint serves as the creature’s heart, around which the creature’s body instantly forms. You determine the homunculus’s appearance. The homunculus is friendly to you and your companions, and it obeys your commands. In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take a different action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge. The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.
Attributes | Other game stats | Equipment | Special |
---|---|---|---|
STR: -3 | PL 1 | Force Strike (1d4 force) | Channel Magic |
DEX: 2 | HP = 1 + CL + INT of creator | Condition Immunity - poisoned | |
INT: 0 | AC 13 | Darkvision 60 ft. | |
CHA: -2 | Size 5x5 ft. | Evasion | |
END: 1 | Speed: 20 ft/ 30 fly |
Channel Magic – As a reaction, the homunculus delivers a spell you cast that has a range of close. The homunculus must be within 120 feet of you.
Evasion – If the homunculus is subjected to an effect that allows it to make a Saving (Dexterity) throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can’t use this trait if it’s incapacitated.
Force Strike – The homunculus makes a ranged attack against a creature within 30 ft, using the creator’s spellcasting modifier for the attack.
Luminous Weapon
Prerequisite: CL5, Item: A weapon (requires attunement)
This magic weapon grants a + 1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.
The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker’s next turn, unless the attacker succeeds on a Saving throw against your spell save DC. The weapon regains all expended charges daily at dawn.
Mind Prick
Item: A suit of armor or robes
The imprinted item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item’s charges to succeed instead. The item regains all expended charges daily at dawn.
Replicated Magical Item
Using this implant, you replicate a particular magic item. You can use this implant multiple times; each time you do so, choose a magic item that you can make with it. The first row tells you the CL you must be to choose an item from the column. See the item’s description for more information about it, including the type of object required for its making.
CL 1 | CL 3 | CL 5 | CL 7 |
---|---|---|---|
Alchemy jug | Boots of the Foresteer | Archery Bracers | Boots of Levitation |
Amulet of the Drunkard | Finder’s Goggles | Boots of Sprinting | Boots of Speeeeeeeeeeeeeed |
Breathing Bubble | Flask of Endless Water | Charlatan’s Cape | Cloak of the Bat |
Everhigh Bottle | Flying Broom | Cloak of Protection | Defensive Bracers |
Goggles of Night | Lantern of Departure | Immovable Rod | Dimensional Shackles |
Hat of Water Breathing | Lantern of Revealing | Ring of Mind Shielding | Gem of Seeing |
Nature’s Mantle | Ring of Water Walking | Rope of Entanglement | Iron Brands of Restraint |
Rope of Climbing | Spectacles of Charming | Trident of Fish Command | Ring of a Ram |
Wand of Magic Detection | Spies’ Murmur | Wand of Binding | Ring of Free Movement |
Wand of Secrets | Wind Fan | Winged Boots | Ring of Obscuring |
Repulsion Shield
Prerequisite: CL5, Item: A shield (requires attunement)
A creature gains a + 1 bonus to Armor Class while wielding this shield.
The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield’s charges and push the attacker up to 15 feet away. The shield regains all expended charges daily at dawn.
Resistant Armor
Prerequisite: CL5, Item: A suit of armor (requires attunement)
While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: toxic, electricity, fire, force, holy, ice, mental, sonic, or withering.
Recalling Weapon
Item: A weapon
This magic weapon grants a + 1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a thrown ranged attack.
Robust Armor
Item: A suit of armor (requires attunement)
This armor has 6 charges. The wearer can expend the armor’s charges in the following ways:
When the wearer makes a Strength check or a Saving (Strength) throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.
The armor regains all expended charges daily at dawn.
Surge Armor
Prerequisite: CL7, Item: A suit of armor (requires attunement)
The wearer of this armor gains these benefits:
– The wearer’s walking speed increases by 5 feet.
– The armor includes two gauntlets, each of which is a magical weapon that can be used only when the hand is holding nothing. Each gauntlet deals 1d8 force damage on a hit and has the long range (30 ft.) property. When used to attack at long range, the gauntlet detaches and flies at the target, then immediately returns to the wearer and reattaches.
– The armor can’t be removed against the wearer’s will.
– If the wearer is missing any limbs, the armor replaces those limbs – hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.
Class level 2
2. – Untested Potion (5 FP, restricted – charges, spell-like)
Whenever you finish a long rest, you can magically produce an untested potion in an empty flask or other similar container you touch. Roll on the table for the elixir’s effect, which is triggered when someone drinks the potion. A person may be under different effects of multiple potions, but multiple potions giving the same effect do not stack. Any potion you create with this ability lasts until it is drunk or until the end of your next long rest.
When you reach certain class levels, you can make more potions at the end of a long rest: two at CL5 and three at CL7. Roll for each potion’s effect separately. Each potion requires its own container.
d6 | Effect |
---|---|
1) Healing | The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier. |
2) Swiftness | The drinker's walking speed increases by 10 feet for 1 hour. |
3) Resilience | The drinker gains a +1 bonus to AC for 10 minutes. |
4) Boldness | The drinker can roll a d4 and add the number rolled to every attack roll and Saving throw they make for the next minute. |
5) Flight | The drinker gains a flying speed of 10 feet for 10 minutes. |
6) Transformation | The drinker's body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes. |
Class level 3
3. – Mystic Cannon (5 FP, restricted – charges, spell-like)
You learn how to create a magical cannon. You can take an action to magically create a small or tiny mystic cannon in an unoccupied space on a horizontal surface within 5 feet of you. A small mystic cannon occupies its space, and a tiny one can be held in one hand. Once you create a cannon, you can’t do so again until you finish a long rest or until you expend 1 FP. You can have only one cannon at a time and can’t create another one while your cannon is present.
The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your CL. It is immune to toxic damage, mental damage, and all conditions. If it is forced to make an Ability check or a Saving throw, treat all its modifiers as +0. If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.
When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options below. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
Cannon | Activation |
---|---|
Flamethrower | The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Saving (Dexterity) throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. |
Force Ballista | Make a ranged Attack (Spellcasting) roll, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon. |
Protector | The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum 1 temporary HP). |
Class level 5
4. – Volatile Cannon (5 FP, unrestricted)
Every mystic cannon you create is now even more destructive:
The cannon’s damage rolls all increase by 1d8.
As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Saving (Dexterity) throw against your Spell Save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one. This destroys the cannon.
5. – Unorthodox Solutions (5 FP, restricted – charges)
You gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an Ability check or a Saving throw, you can use your reaction to add your Intelligence modifier to the roll. You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses when you finish a long rest.
6. – Collective Nature (10 FP, unrestricted)
You can attune to up to 5 magical items at once. The number of magical items you can attune to increases to 6 when you reach CL7 and to 7 when you reach CL9.
Class level 7
7. – Spell-storing Item (10 FP, restricted – charges, spell-like)
You learn how to store a spell in an object for a limited duration. Whenever you finish a long rest, you can touch one item, and you store a spell in it, choosing any unempowered 0th-, 1st-, 2nd- or 3rd- level spell that requires 1 action or 1 bonus action to cast. While holding the object, a creature can take an action or bonus action (depending on how long the original spell’s casting time is) to produce the spell’s effect from it, using your spellcasting modifier. If the spell requires concentration, the creature must concentrate as regular. The spell stays in the object until it’s been used a number of times equal to your Intelligence modifier or until you use this ability again to store a spell in an object.
8. – Fortified Position (10 FP, unrestricted)
You’re now a master at forming well-defended emplacements using Mystic Cannon:
You and your allies have half cover while within 10 feet of a cannon you create with Mystic Cannon, as a result of a shimmering field of magical protection that the cannon emits.
You can now have two cannons at the same time. You can create two with the same action (but you still need to expend FP for both), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can’t create a third cannon while you have two.
Class level 9
9. – Bond of Creation (10 FP, unrestricted)
You have developed a mystical connection to your magic items, which you can draw on for protection.
You gain a +1 bonus to all Saving throws per magic item you are currently attuned to.
If you’re reduced to 0 hit points, you can use your reaction to end one of your artificer implants, causing you to drop to 1 hit point instead of 0.