Tinkerer/Inventor (5e Class)

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Tinkerers and Inventors[edit]

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[edit]

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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.

Class Features

As a Tinkerer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Tinkerer level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Tinkerer level after 1st

Proficiencies

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.

Equipment

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

Table: The Tinkerer

Level Proficiency
Bonus
Features
1st +2 Tinker's Knowledge, Quick Build, Small Item Creation
2nd +2 Repair Items, Artistic Crafting
3rd +2 Unique Creation
4th +2 Ability Score Improvement
5th +3 Medium Item Creation,
6th +3 Elemental Attachments
7th +3 inventor archetype
8th +3 Ability Score Improvement
9th +4
10th +4 Fine Crafting and Major Alterations
11th +4 Large Scale Creations
12th +4 Ability Score Improvement
13th +5 Weapon Upgrading
14th +5
15th +5 Life Size Creations/Simple Automatons
16th +5 Ability Score Improvement
17th +6 Automaton Intelligence
18th +6
19th +6 Ability Score Improvement, Intricate Automatons
20th +6 Inventor archtype

Tinker's Knowledge[edit]

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[edit]

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[edit]

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)

Artistic Crafting[edit]

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


Repair items[edit]

You can repair any item that you have seen in use by you or someone else


Elemental attatchments[edit]

Elemental attachment

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

inventor archtype

Offense

Add 1d6 elemental damage that you know how to infuse with


Defense Can use heavy armor





extra attack

If you use your action to attack you can attack again

Multiclassing[edit]

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:



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