Tinkerer/Inventor (5e Class)
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Tinkerers and Inventors
A Tinkerer is always an inventor, but an inventor is not always a tinkerer. That's important if you ever meet one. Tinkerers are master craftsmen, always testing small baubles or intricate contraptions, so wide is their realm of crafting expertise. Usually, a tinkerer is sought out by those with a very specific idea in mind, and with a very deep coin purse. Tinkerers are often trained by other tinkerers, and favor those with nimble hands and decisive minds. Very few can truly claim that they are a tinkerer, and those that are fully qualified have an enchanted pendant that to anyone unworthy feels like a cold tingling (similar to an arcanist's guilder from The Name of The Wind by Patrick Rothfuss).
Creating a Tinkerer
- Quick Build
You can make a Tinkerer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Strength. Second, choose the Guild Artisan background, with a tinkers kit instead of the artisan tools. Third, choose light or medium armor and any simple martial or ranged weapon.
As a Tinkerer you gain the following class features.
- Hit Points
Armor: Light and Medium Armor
Weapons: Tinkerer's have the ability to use Simple Weapons, but have no access to shields. They also are able to use any weapon of their own design without penalty.
Tools: You are proficient in Tinkers tools and Blacksmithing tools.
Saving Throws: Intelligence and Charisma
Skills: Choose two from: Investigation, Perception, or Athletics.
You start with the following equipment, in addition to the equipment granted by your background:
- Tinker's Tools, Brewer Supplies, and Smith's Tools
- (a) Your choice of simple melee or ranged weapons or (b) Hand Crossbow w/ 20 bolts
|1st||+2||Tinker's Knowledge, Quick Build, Small Item Creation|
|2nd||+2||Repair Items, Artistic Crafting|
|4th||+2||Ability Score Improvement|
|5th||+3||Medium Item Creation,|
|8th||+3||Ability Score Improvement|
|10th||+4||Fine Crafting and Major Alterations|
|11th||+4||Large Scale Creations|
|12th||+4||Ability Score Improvement|
|15th||+5||Life Size Creations/Simple Automatons|
|16th||+5||Ability Score Improvement|
|19th||+6||Ability Score Improvement, Intricate Automatons|
As a Tinkerer, you have a general understanding of the craftsmanship of many objects. You understand the general machinations and functionality of the objects, as well as structural strengths and weaknesses of the objects to a general degree. If you've seen an object, you can generally remember the design, and you begin to recognize the craftsmanship of different artisans. Given an object, you could probably make an identical copy of it, provided it fits in the allotted creation as marked above. You immediately recognize whether or not an item is real or fake, provided you have seen the real item once before.
Ability Score Increase
When you reach 4th level in this class, 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 24 using this feature.
Small Item Creation
At first level you gain the ability to create small (book sized or smaller) items. These items may serve a singular function, provided you as the player provide a general description of the items as well as how it would work (i.e making noise)
Your creations are each a masterpiece.
Unique Creation You can begin to create your own inventions. Melee or Ranged weapons and miscellaneous devices. Ranged and melee weapons both deal 1d8 damage
You can repair any item that you have seen in use by you or someone else
whenever using a weapon you invented yourself you can use your int. modifier for attacking and damaging rather then strength when creating the weapon you can use a 100gp gen and add elemental damage type of element you know how to infuse with your item
Add 1d6 elemental damage that you know how to infuse with
Defense Can use heavy armor
If you use your action to attack you can attack again
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: