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Tinker

Class

While some artisans choose to specialize in one area or artistic endeavor, there are those who wish to do it all. Known as Tinkers, these artificers consider themselves veritable jacks-of-all-trades, skilled in any number of handicrafts and capable of imparting that knowledge onto those who would learn from them. Though their artifice is sometimes less grandiose than others in their field, these artificers are capable of finagling with just about anything to make it work better—or faster.


Level 3Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with tinker’s tools and three other artisan’s tools or tool kits of your choosing. If you already had proficiency in the tools, you instead gain an expertise die. You can choose 
another set of tools to become proficient with at 5th, 11th, and 17th level.


Level 3Tinker Spells

Also at 3rd level, when you prepare your artificer spells you can prepare certain spells and create spell inventions for them in addition to your normal number of prepared spells. These spells count as artificer spells for you, even if they aren’t on the artificer spell list.

Table: Scrap Crafter Spells

3rd color spray , Freelinking: Node title floating disc does not exist

5th aid , heat metal  

9th counterspell , invisible object

13th awaken portal , secret chest

17th creation , passwall
 


Level 3

 Tool for the Job

Also at 3rd level, you are always prepared. You can make alterations to your spell inventions on the fly, changing the spell it uses by spending expending a number of infusion uses equal to the spell’s level as an action and not spending any movement on your turn. The second spell must be one you know and be of an equal or lower evel than the initial spell. 

When crafting your spell inventions, you can also expend an infusion use add a modification to a spell invention for a spell of 1st level or higher, choosing from the list below. You can expend two infusion uses to apply one as though altering your spell invention above.


Improved Tool for the Job
Spell inventions with a range of Touch instead have a range of 10 feet.

Increased Range
The spell invention increases its range by 1 step (short increases to medium, medium increases to long). Long range spells have their range increased by 30 feet. This 
modification has no effect on spells with a range of Self or Touch.


Level 5Gifted Artisan

At 5th level, you have become a true master of many tools and many situations. You can add your proficiency bonus to any checks made with your omnitools. Additionally, when crafting a spell invention, you can choose to change the type of damage the spell deals to acid, cold, fire lightning, poison, or thunder damage. At 7th level, you choose from psychic, radiant, or necrotic damage, and at 11th level you can choose force damage. You can alter a number of spell inventions in this way per long rest equal to your Intelligence modifier (minimum 1). You can alter a spell invention affected by Tool for the Job by spending one additional infusion use.


Level 9Improvised Overclock

At 9th level, you gain the ability to use arcano-science to overclock one item of your choosing to give it a temporary boost in efficacy. By spending 10 minutes tinkering with the item of your choosing, you may impart one of the following benefits:

•  +1 to attack and damage rolls
•  +1 to AC
•  Double the item’s duration time (1 minute becomes 2 minutes, etc.)

When you overclock an item in this way, it gains a 1d4 fizzle die. Every time the overclocked item is used, the user must roll this die. On a result of a 1 or a 2, the enchantment persists, but on a result of 3 or 4, the enchantment fizzles out and the item reverts to its original state. When using a spell invention gained from this archetype, the fizzle die increases by 1 step. When you use this ability on a magic item, the bonus stacks with any other bonuses granted by a magic item; for example, temporarily making a +1 sword  act as a +2 sword. The bonus you grant in this way increases to +2 at 14th level and to +3 at 20th level.  Alternately, you can reduce the bonus by 1 to instead overclock an item in 1 minute instead of 10. You can use this ability once per short rest, gaining 1 additional use at 14th and 20th level.


Level 15Trademaster

At 15th level, rumors of your mastery of various trades and artisanal skills have spread throughout the land and people purposefully seek you out to learn from you. You gain the following benefits.

•  Whenever you make a check with a toolkit in which you are proficient, you always roll with advantage. A number of times per day equal to your proficiency bonus, you can grant this benefit to another creature that can hear you as a reaction for the purposes of one check, as long are you are proficient with the tools the creature is using.
•  You gain either one seasoned follower or two inexperienced followers of your chosen profession(s) that act as your apprentice(s). 
•  When you enter a settlement within 100  miles of your Prestige Center, treat your level as one higher for the purposes of Prestige checks. You also gain advantage 
on Prestige checks made to secure an audience with guild masters and other high-level craftspeople. If you are using the Calling in Favors optional rule, the Narrator can rule that these bonuses apply to such Prestige checks as well.
•  You make Engineering checks to create new schematics with advantage.