Tinkererer (5e Class)

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<!-Introduction Leader->[edit]

=== Creating a Tinkererer


Quick Build

You can make a Tinkererer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution or Intelligence if using the Archanomechanic. Second, choose the Guild Artisan or Clan Crafter background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Tinkererer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Tinkererer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Tinkererer level after 1st

Proficiencies

Armor: Light and all Invention armor
Weapons: Simple and all Invention weapons
Tools: Tinker's, Theive's, and Smith's
Saving Throws: Dexterity and Intelligence
Skills: Choose two from Insight, Investigation, Perception. Persuasion, Sleight of Hand, or Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Light hammer or (b) any melee simple weapon
  • (a) Leather armor or (b) studded leather armor
  • (a) Exploerer's pack or (b) Burglur's pack
  • Timker's Tools, Smith's Tools, and 2 daggers
  • If you are using starting wealth, you have 4d4 x 10 in funds.

Table: The Tinkererer

Level Proficiency
Bonus
Features
1st +2 Scraps, Basic Inventing, Archetype
2nd +2 Signature Build
3rd +2 <!-Class Feature3->
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

<!-Class Feature->[edit]

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<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

Ability Score Increase[edit]

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 you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

<!-Class Feature->[edit]

<!-Class feature game rule information->


<!-Class Option 1->[edit]

<!-For subclasses introduce this class option here->

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<!-Class Option 2->[edit]

<!-Introduce this subclass here->

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<!-Class feature game rule information->

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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

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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