Artificer
Each represents the knife’s edge of understanding though they are their own isolated towers of knowledge and scientific practices, most doomed to become a mere footnote of failed ideas.
Yet more than their individual focuses and methods, it is an artificer’s determination and drive that sets them apart even from their peers—they can fail a thousand times and die satisfied so long as they successfully unlock a mystery of the universe at least once.
Ingenious Eccentrics
Most artificers start their work in a craftsman’s trade or as a scholar, only to discover some idea or problem yet to be overcome that sparks their fascination with science. Although the marvels in their workshops sometimes explode or otherwise cause hazard, artificers are often regarded quite highly due to their skills. Technology is not always welcome however, and occasionally artificers need to work in secret—especially if their pursuits are unsavory or morally gray, or if their inventions are making other work obsolete—but their march of progress is the highest priority, the consequences be damned.
Wizarding schools often accuse artificers of “faking magic”, but in reality they are harnessing the very same arcana through physical laws rather than ancient rote. Where a mage chants magic words invoking old forgotten pacts the artificer grasps upon magic and drives it into reality. Each of their spell inventions is a marvel and the devices of the most elite practitioners are so superlative that in the hands of even a commoner magic does as it is bid. Such a thing is troubling to say the least and mutterings of “banning fake magic” drift among the halls of prestigious magical colleges.
Scientific Inquiry
While a great many artificers would like nothing more than to be left alone to their research, experiments take money and the answers they seek are frequently found outside of a laboratory. Adventuring solves both problems for them, providing lucrative opportunities for funding their research and far-off locales where they might find the answers to puzzles both new and ancient.
Alternatively, sometimes the artificer’s answers lie at the bottom of a dungeon or other dangerous locale, and joining up with an adventuring guild is the most logical means to reach it alive.
Creating an Artificer
When creating an artificer it’s important to determine what drives them. Is there some specific goal they’re working towards, or are they gaining knowledge and skill for its own sake? Their work is dangerous (doubly so when adventuring) so why do they take these risks? Is there a mentor they want to make proud or a rival that they must outdo? Is there a pinnacle of their field that they’re working towards?
What about the dangers that lie outside their laboratory? Are they wide-eyed and optimistic about their upcoming adventures, or are utterly unconcerned and focused solely on their research? Is there some personal objective or great good they hope their study will fulfill? Or are they solely concerned with the money or power that could come with it?
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Multiclassing Prerequisites: Intelligence 13
Multiclassing Proficiencies: Engineering, tinker’s tools
For the purposes of the Vigilante feat, 3 artificer levels can be taken in place of either the adept or ranger level prerequisites.
CLASS FEATURES
As an artificer, you gain the following class features.
Hit Points
Hit Dice: 1d8 per artificer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, darts, geared slingshots, hand crossbows, heavy crossbows, light crossbows, light hammers, throwing daggers
Tools: Thieves' tools, tinker's tools, one type of artisan's tools or smith’s tools
Saving Throws: Constitution, Intelligence
Skills: Engineering, and choose three from Arcana, Culture, History, Investigation, Medicine, Nature, Perception, Sleight of Hand
Equipment
You begin the game with 180 gold which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.
- Blacksmith’s Package (cost 158 gold): Mace, scale mail, heavy shield, acid (vial), chain (10 feet), dungeoneer’s pack, portable ram, sledgehammer, smith’s tools, whetstone.
- Locksmith’s Package (cost 160 gold): Dagger, 2 throwing daggers, leather brigandine, acid (vial), burglar’s pack, caltrops (bag of 20), lock, steel mirror, thieves’ tools, tinker’s tools.
- Scientist’s Package (cost 173 gold): Light crossbow and quiver with 20 bolts, 2 light hammers, leather brigandine, abacus, alchemist’s supplies, ball bearings (bag of 1,000), 10 pieces of chalk, common clothes, healer’s satchel, lantern (standard), merchant’s scale, oil flask, scholar’s pack.
Artificial Spellcasting
With ingenuity and knowhow, artificers are able to harness magic through technology. See Chapter 11: Spellcasting in the Adventurer’s Guide for the general rules of spellcasting and the Spells Listing for the Artificer spell list.
Spell Inventions
Whenever you prepare an artificer spell, you create a spell invention for that spell using your tools of artifice and whatever materials you have on hand.
A spell invention is a unique experimental device that is esoteric and useless to other creatures, but in your hands can be used to cast the spell it was prepared for. You prepare a number of spells with a spell level no higher than your maximum spell level (both as shown on the Artificer table) chosen from the artificer spell list.
You can change your list of prepared spells and replace or create new spell inventions whenever you finish a long rest by spending at least 10 minutes tinkering and experimenting with 1 gold worth of materials per new spell invention (in addition to any material components the spell requires). Any spell inventions you’ve prepared previously are taken apart and integrated into the new ones, or fall apart due to a lack of maintenance. You can only have a maximum of 1 spell invention per spell you have prepared.
You do not have spell slots, and instead utilize your spell inventions to cast spells. Whenever you cast a prepared artificer spell using a spell invention, you may cast it at a spell slot level up to your maximum spell level as shown on the Artificer table.
You may freely draw a spell invention from your inventory as part of the same action used to cast a spell through it, and you may also freely stow any spell inventions you were already wielding using that same action.
Using a spell invention does not remove its spell from your list of prepared spells.
You can determine the exact form a spell invention takes but it weighs 1 pound per spell level, is no longer than 1 foot in any dimension, and it must be wielded in at least one hand to be used (treat cantrips as 1st-level spells). A spell invention has an AC equal to 10 + your Intelligence modifier, and a number of hit points equal to your artificer level × 2. You can fully repair your spell inventions whenever you finish a long rest, so long as you have access to your tools of artifice.
Fizzle Die. After you cast a spell using a spell invention, you must roll a fizzle die, a 1d4. If the result is less than or equal to the spell slot level used to cast the spell, your spell invention burns out, runs out of power, or otherwise malfunctions and cannot be used again until repaired. Your fizzle die improves by one step at 10th level (from 1d4 to 1d6) and again at 20th level (from 1d6 to 1d8), and it improves by one step when using a spell invention gained from your artificer archetype (maximum 1d10).
Cantrips
At 1st level, you know two cantrips of your choice from the artificer spell list and construct a spell invention for each. Unlike your other spell inventions, using these does not require rolling a fizzle die. You learn additional artificer cantrips of your choice at higher levels and construct spell inventions for them, as shown in the Cantrips Known column of the Artificer table. Whenever you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.
Spellcasting Ability
Intelligence is your spellcasting ability for your artificer spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one, and for setting the saving throw DC of an artificer feature.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Scientific Ritual Casting
You can cast an artificer spell as a ritual using a spell invention if that spell has the ritual tag and you have the spell prepared. When using a spell invention in this way, you do not have to roll the fizzle die.
Tools of Artifice
You produce your spell inventions and infuse items using your tools which act as your spellcasting focus. These tools can be a sewing kit, smith’s tools, thieves’ tools, or any sort of artisan’s tools. After you gain the ability to infuse items at 2nd level, you can also use any item bearing one of your infusions as tools of artifice. You must be proficient with the tools you use in this way.
Craftsman
Artificers often start out in creative or artistic trades. You gain an expertise die on Engineering checks, and on artisan's tools checks and smith’s tools checks made to create items or make repairs.
Tactical Chemistry
At 1st level, you know how to quickly turn inert chemicals into something violently reactive or useful in the moment. As a bonus action, you can create one of the following items:
- acid (vial)
- alchemist’s fire
- black powder charge
- ether (flask)
- flash bomb
- oil (1 pint flask)
- paint pot
- poison (basic)
- smoke bomb
- tanglefoot bag
- torch
- torch (alchemical)
Items you make in this way are extremely unstable and must be used immediately. If an item you created in this way is not used (activated, lit, thrown, or applied as appropriate to the item) by the end of your next turn it dissolves into useless sludge.
You can use this feature to create a number of items equal to your proficiency bonus. You regain all expended uses when you finish a short or long rest . You cannot regain expended uses in this way if you don’t have access to tools of artifice.
Schematics
Starting at 2nd level, you can build all manner of things with the right tools, materials, and most importantly the schematics of what you’re trying to make.
Schematic Book
You gain schematics for three common rarity magic items of your choice. A schematic is a collection of notes and diagrams that explains in detail how to create a specific magic item. These form your schematic book, and any future schematics you gain are added to it.
Crafting With Schematics
When you have the schematics for a magic item, they gain advantage on crafting checks to make it and the time required for crafting it is halved. Crafting a magic item using a schematic does not use up the schematic in any way, and the schematic remains usable. In addition, while using a schematic the quality of a mundane item required to make a magic item is reduced by one step.
Creating New Schematics
You can attempt to create and add a new schematic to your schematic book by spending 1 hour studying a magic item and gold equal to 1/10th of that item’s cost in experiments and material tests. At the end of the hour make an Engineering check (DC equal to item’s crafting DC). On a success you create a new schematic of that magic item and add it to your schematic book, and on a failure the time and materials are wasted.
Alternatively, if you find a schematic for a magic item you can add it to your schematic book.
To add a schematic to your schematic book or to create a schematic of a magic item, you must meet the minimum level requirements as if you were crafting the item (as shown on the Crafting and Minimum Player Level table in Trials & Treasures).
Replacing Your Schematic Book
The knowledge in your schematic book is too complex to keep entirely memorized, and if it is destroyed or lost you can’t reproduce it. For this reason most artificers fiercely protect their schematic books and many write copies. You can copy a schematic from your own schematic book into another book. This is just like creating a new schematic only significantly faster and easier since you already understand your own notations. You need only spend 10 minutes and 1 gold for each of your own schematics you copy into another book, or to create new schematics for a magic item you currently have infused.
Infusion
Once you have sufficiently studied a magic item you can reproduce and temporarily infuse its magical properties into items through arcano-technical ingenuity.
If you have the schematic for a magic item, you can use an action to infuse it, turning a mundane item into the magic item from your schematic.
An infusion only works on mundane items specific to the type of magic item. For example, an infusion using a schematic for a magic longsword can only be used on a nonmagical longsword, and an infusion using a schematic for a suit of light armor can only be used on a nonmagical suit of padded cloth or padded leather. Many magic items take the form of small trinkets, baubles, and gems that can often be interchangeable, but the infused item needs to only be similar to the magic item’s description. The Narrator determines whether or not an item is suitable for an infusion.
You can infuse a number of items as shown on the Infusion Limit column of the Artificer table. You regain all expended infusion uses whenever you finish a long rest .
If an infused item requires attunement, you can attune yourself or another willing creature to it when you infuse the item. If you or another creature decide to attune to the item later, you must do so using the normal process for attunement.
Any infusions you imbue vanish after you finish a long rest, but they can remain imbued indefinitely if you commit to regular upkeep. Whenever you finish a long rest you can maintain any infused items you have access to by expending one infusion use for each. Any infusions you fail to maintain vanish and revert to mundane items.
Field Discoveries
Experimentation is the key to scientific progress, and through your experiences and findings in the field you’ve discovered new skills and data. At 2nd level you gain one field discovery of your choice. Field discoveries are detailed at the end of the class description. The Field Discoveries column of the Artificer table shows when you learn more field discoveries. Unless otherwise noted, you can gain each field discovery only once.
Artificer Archetype
At 3rd level, you choose a field of study and technological specialty. Your choice grants you features at 3rd level and again at 5th, 9th, and 15th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores of your choice 1. As normal, you can’t increase an ability score above 20 using this feature.
Omnitools
With a bit of arcane power and a lot of overengineering, your tools fold and flip into whatever you need them to be. Also at 4th level, you can use your tools of artifice as if they were any kind of artisan’s tools or miscellaneous tool kits. This ability does not grant you proficiency in those tool sets but you can make tool checks as if you had those tools.
Archetype Feature
At 5th level you gain another archetype feature.
Battlefield Smithing
At 6th level, as a veteran combat-tinkerer you specialize in certain aspects of warfare. Choose one of the following.
Armor Smithing
You have advantage on checks made to maintain and repair armor, and you are always considered to have access to a forge when repairing armor.
In addition, during a short rest you can spend 25 gold in materials to permanently add one of the following modifications to a suit of nonmagical armor or change an additional modification: camouflaged, flamboyant, spiked, stealthy, storage. A suit of armor can only have one additional modification.
Caravan Smithing
You have advantage on checks made to repair vehicles, and you are always considered to have access to a forge when repairing a vehicle.
In addition, during a short rest you can either repair any malfunction a vehicle is suffering or restore up to 50 of the vehicle’s hit points at the cost of 25 gold in materials.
Weapon Smithing
You have advantage on checks made to maintain and repair weapons, and you are always considered to have access to a forge when repairing a weapon.
In addition, during a short rest you can spend 25 gold in materials to permanently add one of the following modifications to a nonmagical weapon or change an additional modification: flamboyant, quickdraw, rebounding (thrown weapons only), stealthy, storage. A weapon can only have one additional modification.
Intellectual Calibre
At 7th level, your attitudes and academic manners have cemented how you and your intellect are perceived by your peers. Choose one of the following.
Kooky Eccentric
Your excitement for your work is infectious and most find your quirky methodology inescapably endearing. You gain proficiency in Persuasion, or if you are already proficient in Persuasion you gain an expertise die instead. In addition, you can always choose to use Intelligence when making a Persuasion check.
Sporadic Genius
You’re known for sudden bursts of insight and people listen to your fervorous insights. 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 Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest .
Stern Proctor
Your demand for perfection extends past your own work, and with only a discerning glare and a few choice words you can make the confident seem foolish. You gain proficiency in Intimidation, or if you are already proficient in Intimidation you gain an expertise die instead. In addition, you can always choose to use Intelligence when making an Intimidation check.
Advanced Tactical Chemistry
At 9th level you’ve mastered and branched out from basic chemistry, discovering a new science to integrate into your tactics. You may add your Intelligence modifier to the saving throw DC of any item you create using Tactical Chemistry. In addition, choose one of the following:
Humanoid Biochemistry
You’ve learned a great deal of biochemistry and what chemicals you can apply to alleviate many ailments. You can create the following additional items using your Tactical Chemistry feature:
Toxin Synthesis
You’ve learned the subtleties of toxins and can now rapidly produce foul and deadly substances. You can create the following additional items using your Tactical Chemistry feature:
Archetype Feature
Also at 9th level you gain another archetype feature.
Trinket Master
At 10th level you’ve mastered the simpler enchantments and technological principles. What once was careful trial and error has been replaced with factory-like efficiency and speed. Whenever you craft a magic item that has a gold cost of 50 or less, the crafting time is reduced to a long rest (this time cannot be further reduced by any features or traits).
Reliable Spell Inventions
At 11th level your practice has finally smoothed out the early faults of your spell inventions, so long as you keep the arcane power within acceptable parameters. Whenever you roll a 1 on the fizzle die, you may reroll it, if you do you must use the new result.
In addition, your spell inventions have become streamlined enough that other creatures can make sense of them. A creature holding one of your spell inventions can use an action to make an Engineering check (DC equal to your spell save DC). On a success the spell is cast at its lowest possible spell level, or on a failure the spell fizzles out and fails to cast. Whenever a creature attempts to cast a spell using one of your spell inventions in this way, roll the fizzle die as normal.
Marvel of Innovation
At 13th level you’ve managed to truly improve on something or create something new altogether, taking a solid step forward in the technological development of the world. When you first gain this feature, choose a type of artisan’s tools you are proficient with and a newly invented foodstuff, object, or trade good that could conceivably be crafted using those tools. For example, using brewer’s supplies you could invent carbonated sodas, using glassblower’s tools you could invent glowing iridium glassware, or using jeweler’s tools you could invent a fine mechanism for better performing pocket watches.
Whenever you use your chosen tools to create trade goods, you can instead create your new invention as a trade good. Your new invention has a value equal to 5 times the value of normal trade goods created using those tools as shown on the Artisan’s Tools and Profession Checks table on page 338 of the Adventurer’s Guide.
Any other uses your invention may have are at the Narrator’s discretion, but its utility shouldn’t exceed that of other mundane adventuring gear.
In addition, your notoriety as a great inventor spreads along with your invention. While you are in a region you’ve sold your invention in, you have advantage on prestige checks.
Technological Attunement
At 14th level you’ve managed to bypass many of the arcane roadblocks regarding magic item attunement through the clever use of technology.
- You can attune to up to 5 magic items at once.
- You ignore all heritage , culture , class, level, and alignment requirements when attuning to or using a magic item.
Archetype Feature
At 15th level you gain another archetype feature.
Hotfixer
At 17th level you’ve mastered the art of rerouting power, quick welds, and improvising on the spot to keep your spell inventions functional. When rolling the fizzle die would burn out one of your spell inventions, you can use your reaction to fix it and restore it to full working order. Once you repair a spell invention in this way you cannot do so again until you finish a long rest .
Infusion Recharge
At 18th level you’ve learned what makes magic items tick and how to charge them up on your own. While you are attuned to a magic item that uses charges, you can use a bonus action to expend one infusion use and restore up to 1d6 of that item’s spent charges.
Magical Automaton
At 20th level you’ve managed to achieve what most inventions are truly designed for, making machines that do your work for you. Whenever you create a spell invention, you may spend 25 additional gp in material components and expend two uses of your infusion feature to transform that spell invention into a spell automaton that uses the spell automaton stat block and it is destroyed if it reaches 0 hit points.
The exact design of your spell automaton is up to you, and it may resemble a humanoid creature, a boxy contraption, or be a magical construct flowing with arcane energies.
Your spell automaton is an ally to you and your companions. In combat, the it shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
You can maintain this spell automaton as if it was an infused item, requiring both the prepared spell invention and two uses of your infusion feature. You can repair your spell automaton to full hit points during a long rest so long as you have access to your tools of artifice. You can only maintain a single spell automaton at a time, and if you attempt to create a second spell automaton or fail to maintain one after finishing a long rest the spell automaton falls apart into scrap.
Spell Automaton
Medium construct
AC 18 (natural armor)
HP 90 (12d8+36; bloodied 45)
Speed 40 ft.
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 1 (–5) 6 (–2) 1 (–5)
Proficiency +2; Maneuver DC 13
Skills Athletics +5, Perception +0 (+1d4)
Damage Resistances damage from nonmagical weapons
Damage Immunities poison, psychic
Condition Immunities blinded , charmed , deafened , exhaustion , frightened , paralyzed , petrified , poisoned
Senses passive Perception 12
Languages understands any known by its creator but cannot speak
ACTIONS
Multiattack. The automaton attacks twice with its slams or once with its integrated spell.
Slam. Melee Weapon Attack: its creator’s spell attack modifier to hit, reach 5 ft., one target. Hit: 2d10 + 4 + your Intelligence modifier bludgeoning damage.
Integrated Spell. The automaton uses the spell invention integrated into it to cast a spell, using your spell attack bonus and spell save DC. If the spell invention integrated into it would burn out due to the result of the fizzle die, the automaton takes 30 damage instead.
BONUS ACTIONS
Overclock (Recharge 5–6). The automaton takes the Dash action.
Field Discoveries
When you gain access to a new field discovery, choose one of the following.
A Better Mousetrap
There’s always a better trap design if you put your mind to it. You can improve fishing traps, hunting snares, and hunting traps as you set them. Hunting traps you improve in this way are always considered masterwork hunting traps. Whenever you retrieve an improved fishing trap or hunting snare, you may add a d6 to the result determining how much Supply has been captured.
Alchemical Prodigy
You are a master of the alchemical arts and new mixes and concoctions come naturally to you. When you first gain this field discovery, you gain two schematics of your choice and add them to your schematic book. These schematics must be for potions of common or uncommon rarity. You gain proficiency with alchemist’s supplies, or if you are already proficient you gain an expertise die instead. In addition, you have advantage on checks made to create schematics for potions.
Golden Ratio
You’ve been taking exact measurements of both natural and magical specimens, and believe true expressions of both can be reduced down to mathematics. When you select this field discovery you may select two 1st-level spells from the druid spell list. These are considered artificer spells for you and you may add them to the list of spells you can prepare. If you are at least a 7th level artificer when you select this field discovery, you may select 1st- or 2nd-level spells from the druid spell list instead. You may select this field discovery multiple times, choosing different druid spells each time.
Modern Comforts
With a little reengineering technology can alleviate all manner of discomforts. Whenever you begin a long rest that would incur the penalties of roughing it (such as resting without heat in a cold environment, on unlevel rocky terrain, or without protection from pests in swampy environments) you may repurpose one of your currently prepared spell inventions. If you do, you do not suffer the penalties of roughing it during that long rest. You can determine the exact nature of this repurposed spell invention (some examples include using a burning hands spell invention as a space heater or a shocking grasp spell invention as a bug zapper).
Orienteering
You always know to have a bit of magnet and a pin on you for orienteering emergencies. With 1 minute’s work you can cobble together a makeshift compass. Compasses made in this way become useless after 1 hour and have no sale value. You’re also adept at surveying your surroundings and you gain an expertise die on checks made for the Chronicle journey activity. In addition, you gain proficiency in Survival and its wayfinding skill specialty. If you already have this skill specialty you instead gain a Survival skill specialty of your choice.
Reengineering Nature
An orderly mind can see all sorts of uses within the natural world. You may use Engineering in place of Survival when setting up camp or performing the Gather Components journey activity. In addition, you may use the material components gained from the Gather Components journey activity for your spell inventions and other artificer features that require material components.
Retraced Development
Even if dumped into the wilderness with nothing you’d get a laboratory back up and running in no time. With 1 hour of work you can create ramshackle versions of any type of artisan’s tools out of wood and stone. You take a –2 penalty on checks made with these ramshackle tools, only you can make use of them, and they have no sale value, but you can use them just like normal versions of those tools and they can also be used as tools of artifice.
Rope and Pulley Master
Numerous logistic puzzles can be solved with just a rope, a pulley, and proper application of intellect. By spending 10 minutes working with at least 300 feet of rope, you can create the following through ingenious use of ropes and pulleys.
- A rope system that provides safe travel over a gap of 50 feet or less. You must be able to access both sides of this gap to create a rope system in this way.
- A rope system that allows a creature to lift an object of a weight up to 5 × its carrying capacity directly up as far as 50 feet.
- A rope system that allows a creature to drag an object of a weight up to 5 × its carrying capacity as far as 50 feet.
- A manual rope elevator that allows a single Medium-sized or smaller creature to travel up to 50 feet straight up and down as if it were difficult terrain (a tree, cliff wall, ceiling, or similar structure is required at the top of this elevator for the ropes to attach).
You can also deconstruct and recover the rope used in any of these rope creations by spending 10 minutes tearing it down.
Strategic Dismantling
While you may have no special talent for detecting traps, you and your tools can definitely deal with them once they’ve been pointed out. You gain the Engineering skill specialty mechanical traps. In addition, if you trigger a trap while attempting to disarm it, you gain advantage on any saving throws made to avoid it.
Tinker Toys
Your mastery of locomotion and gearing allows you to easily infuse elements of motion into simple devices. As an action you can create and place a Tiny moving gadget called a tinker toy (such as a walking doll, flying whirligig, or toy boat) out of 1 gold worth of materials. This tinker toy has AC 10, 1 hit point, and your choice of a Speed of 10 feet, fly speed of 10 feet, or swim speed of 10 feet. When you place this device it begins moving in a straight line until it is destroyed, it is blocked by an obstacle, or you use a bonus action to pick it up again. Tinker toys made in this way weigh 2 pounds, and can carry up to 1 pound worth of other devices or materials. Once you create a tinker toy in this way you cannot do so again until you finish a short rest, and any existing tinker toys you’ve created fall apart whenever you create a new one.