Tinkerling Variant (5e Class)

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Notes to Self: Redesign invention creation, forget streamlining till its ready. Add better base stats, and include that inventions can only be made to do bludgeoning, slashing, or piercing damage without special techniques. Add lightning damage to a battery technique. Add acid and poison damage to the glass sprayer technique. Add fire damage to combustion devices technique. Add a technique for sounds so thunder damage is represented. Add a complex mind technique for the bio-tinker (complex tier) and make it allow for psychic damage.

Do Not
  • Provide stacking bonuses to ability scores.
  • Allow the direct usage of monster traits and attacks.
  • Do not increase critical range in lower tiers.
  • Do not flat out give class features or other such nonsense.
Do
  • Provide flat ability score changes based on tier such as 15 for lesser versus 21 for grand.
  • Provide stacking bonuses to skill checks such as athletics (bio tinker drugs?)
  • Provide the ability to do something you normally cant such as with increased size when lifting, dragging, carrying, etc. which doubles liftable weight
  • Do provide limited swapping to diff damage types.


Tinkerling[edit]

A human sits in front of a fire, memorizing the intricate theorems of an insane wizard's spellbook. An elf launches herself forward with a blast of steam, a custom harpoon gun in hand. A dwarf hands a quiver of grappling arrows to his huntress friend, each arrowhead a miniature capture device. A gnome mourns the loss of his construct companion, its mechanical heart fallen silent.

Playing a tinkerling can be hard. This class is designed around understanding and designing (sometimes strange) solutions to your problems. It requires taking time to come up with what you want, putting together the pieces, and then discussing it with your DM to ensure balance. If you can do that well, there is really no limit to what a tinkerling can do. This class CAN effect balance, and so discussing taking it is a requirement of being able to use it well. The DM should know what they are in for.


A Strange Genius[edit]

A tinkerling is an eccentric, a one-of-a-kind genius out-of-the-box thinker who defies all known logic! They are capable of turning stray parts into something useful for almost any situation, so long as they have the time to think. A gun, well sure you could craft one of those, but why use something so boring as combustion-based projectiles? You can instead create a steam-powered harpoon gun with a chain tether, that when it hits, can lodge into an opponent and electrocute them every round until pulled free! Or how about a gear and pulley bow that can launch an arrow far, far away? Or maybe you create a pair of goggles and a mechanical turkey that allows you to see through its eyes like with a familiar? The sky is the limit so long as you can explain it.

Creating a Tinkerling[edit]


Quick Build

You can make a Tinkerling quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Sage background and Smith's Tool proficiency. Third, choose an explorer's pack.

Class Features

As a Tinkerling you gain the following class features.

Hit Points

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

Proficiencies

Armor: none
Weapons: none
Tools: tinker's tools, two other tools of your choice.
Saving Throws: intelligence and constitution
Skills: Choose three from: Arcana, History, Religion, Nature, Investigation, Insight, Perception, Survival

Equipment

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

  • tinker's tools
  • 20 lbs of clockwork components
  • (a) explorer's pack or (b) dungeoneer's pack
  • common clothes
  • If you are using starting wealth, you have 5d4*10 gp


Clockwork components can be purchased for 5gp per 10 pounds at a specialty shop or twice that at a normal smithy. Steam and Combustion components cost 10 gp per 10 pounds at a specialty shop, and Steam components can be purchased at a normal smithy for 15 gp, but Combustion components can be purchased for 20 gp at an alchemy shop or smithy. Electronic components can be purchased for 30 gp per 10 pounds at a specialty shop, or for 20 gp at a magic shop or wizard's tower, so long as they can use the fabricate spell. in funds.

Table: The Tinkerling

Level Proficiency
Bonus
Tinker Points Lesser Greater Complex Features
1st +2 8 1 - - Analytic Defense, Unorthodox Inventor, Perfected Design, Lesser Invention
2nd +2 10 1 - - Create Contraption
3rd +2 12 1 - - Twisted Understanding
4th +2 14 1 - - Ability Score Improvement
5th +3 16 1 - - Greater Invention, Twisted Understanding Feature
6th +3 18 2 1 - Perfected Design
7th +3 20 2 1 - Twisted Understanding Feature
8th +3 22 2 1 - Ability Score Improvement
9th +4 24 2 1 - Twisted Understanding Feature
10th +4 26 2 1 - Complex Invention
11th +4 28 3 2 1 Perfected Design, Twisted Understanding Feature
12th +4 30 3 2 1 Ability Score Improvement
13th +5 32 3 2 1 Twisted Understanding Feature
14th +5 34 3 2 1 Masterful Improvisation
15th +5 36 3 2 1 Grand Invention, Twisted Understanding Feature
16th +5 38 4 3 2 Ability Score Improvement, Perfected Design
17th +6 40 4 3 2
18th +6 42 4 3 2
19th +6 44 4 3 2 Ability Score Improvement
20th +6 46 4 3 2 Master Tinkerer

Analytic Defense[edit]

Starting at 1st level you have begun to see the world, and the people in it, through patterns and detailed analysis. You can turn this analysis towards your own defense in combat, making your armor class equal to 8 + Intelligence modifier when unarmored. If an attack would hit you in spite of this, you can spend your reaction and roll 1d4, expending up to that many tinker points and increasing your armor class by the number of points expended.


Unorthodox Inventor[edit]

Starting at 1st level you have begun to utilize your genius and your learning to imagine and design out-of-this-world inventions, tools and devices that could change the course of history, if only you survive long enough. You gain 8 Tinker Points (TP), the number of which increases by 2 each level, which can be used to create and maintain inventions, speed up your thoughts, and more. You regain all tinker points upon completing a long rest.


Perfected Design[edit]

Starting at 1st level you have dreamt up and created an invention that functions not just through your own twisted understanding of the world, but through the understanding of everyone else as well, a perfect design. You can choose a number of your currently maintained inventions of each tier, upon completing a long rest, as determined by the lesser, greater, and complex columns of the Tinkerling Table. The perfect inventions no longer require tinker points to be maintained, do not break upon a natural 1 roll or charge roll of 1, and can be used by other characters without issue. You gain more perfect inventions at 6th, 11th, and 16th levels. You can swap one of your chosen perfect inventions to any other invention of the same tier that you have maintained for at least three long rests in a row upon completing your next long rest.

Lesser Invention[edit]

Starting at 1st level your strange way of thinking allows you to design and create strange devices known as inventions. You can create inventions of lesser tier, gaining higher tier inventions at later levels. The rules for creating inventions, as well as the techniques, can be found at the end of the class. You are proficient in the use of all your inventions, which are counted as improvised armor, weapons or tools, for non-tinkerlings. Inventions have a DC of 8 + your Intelligence modifier + your proficiency, and you can use your Intelligence modifier in place of your Strength or Dexterity when determining attack bonuses or armor class. Upon completing a long rest you must expend a number of TP equal to the maintenance costs of all your currently working inventions. Any invention you choose not to, or cannot afford to, pay for will work once more and then break. If an invention is hit by an attack, and the damage crosses the damage threshold, the invention gains a -1 to its charge dice rolls for each time it would be exceeded. If it can no longer roll above a 1, the invention breaks.

Lesser Tier

Cost Range: 0-7 TP

Maintenance Cost: 3 TP

Armor Class: 8

Damage Threshold: 8

Construction Time: 1 minute


Create Contraption[edit]

Starting at 2nd level your mind is able to work with bursts of extreme speed, allowing you to quickly design and jury-rig a solution for almost any situation. So long as you have the proper techniques available, you can use half the necessary component-type materials (rounded up), and half the TP (rounded up), to create a lesser invention in a single action. This invention will last for up to 1 minute before falling apart and refunding all of your spent components, but none of the tinker points. You may do this a number of times equal to your intelligence modifier before you must complete a long rest.


Twisted Understanding[edit]

Starting at 3rd level, you choose a Twisted Understanding. Choose between Arcano-Tinker, Bio-Tinker, or Auto-Tinker, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 5th, 7th, 9th, 11th, 13th, and 15th.


Ability Score Improvement[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.


Greater Invention[edit]

Starting at 5th level you gain the ability to learn greater tier techniques and create greater tier inventions.

Greater Tier

Cost Range: 8-14 TP

Maintenance Cost: 6 TP

Armor Class: 12

Damage Threshold: 12

Construction Time: 10 minutes


Complex Invention[edit]

Starting at 10th level you gain the ability to learn complex tier techniques and create complex tier inventions.

Complex Tier

Cost Range: 15-25 TP

Maintenance Cost: 8 TP

Armor Class: 15

Damage Threshold: 15

Construction Time: 12 hours

Perfected Design I[edit]

Starting at 10th level you have perfected the design of one of your inventions. Choose an invention of lesser or greater tier. Upon completing your next long rest that invention no longer requires TP to maintain. You can swap your chosen invention to any other lesser or greater tier invention that you have maintained for at least three long rests in a row upon completing your next long rest.


Masterful Improvisation[edit]

Starting at 14th level you can use your Intelligence modifier in place of another ability score when rolling skill checks you are proficient in up to proficiency modifier times. You regain all uses of this feature upon completing a long rest.


Grand Invention[edit]

Starting at 15th level you gain the ability to create grand tier inventions.

Grand Tier

Cost Range: 26+

Maintenance Cost: 15 TP

Armor Class: 18

Damage Threshold: 24

Construction Time: 48 hours

Perfected Design II[edit]

Starting at 17th level you have perfected the design of one of your inventions. Choose an invention of lesser, greater or complex tier. That invention no longer requires TP to maintain. You can swap your chosen invention to any other lesser, greater or complex tier invention that you have maintained for at least three long rests in a row upon completing your next long rest.


Master Tinkerer[edit]

Starting at 20th level you have reached the pinnacle of ingenuity and twisted logic, allowing you to shatter others' understandings of how crafting works. You can now tinker greater tier inventions as an action, complex tier inventions in an hour, and grand tier inventions in 8 hours. Furthermore, your inventions no longer fail upon rolling a 1 on a d20.


Arcano-Tinker[edit]

Arcano-Tinkers have bent their mind around the weave, and in turn bent it around their minds. They decipher the mad ravings of wizards into insane geometry that when manifested in a device, or held in their mind, allows an Arcano-Tinker to create magical effects.

Arcane Understanding

Starting at 3rd level you can decipher spellbooks and spell scrolls to learn the magic held within.

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Bio-Tinker[edit]

Bio-Tinkers have turned their mind towards the flesh itself, bending their perception of reality around the biology of living things, from their natural magics to their very DNA. They study the living and dissect the dead to learn how to grow living inventions less prone to the failure of machines, but more expensive in time and resources to build and maintain.

Living Understanding

Starting at 3rd level you gain the ability to dissect dead creatures. You can spend an hour, alongside any normal harvesting you may be doing, cutting into and analyzing a beast, humanoid, or plant type creature that has died within the last 10 minutes. When you do so you may learn all of the creature's ability scores and traits. When you face that same species of creature in combat (if you dissected a phase spider, this doesn't work on a giant spider) you can grant yourself and all allies within 5 ft. a bonus equal to your Intelligence modifier on attack rolls against them. This bonus switches any time you dissect a new creature.

Tinker-Vat

Starting at 5th level you gain proficiency in alchemist's supplies. In addition you can create tinker-vats, special inventions that allow you to grow Living Devices. A tinker-vat is a rather simple invention using the Glass and Sprayers, Fluid Dynamics, and any Devices (clockwork, steampunk, living, etc.) techniques, but can only be created by Bio-Tinkers. Tinker-vats allow you to ignore the increased construction time of Living Devices inventions, as well as to create them using the Create Contraption feature. You may maintain a single tinker-vat without cost.

Nutrient Supplements

Starting at 7th level you can cook incredibly nutritional slurry that can be injected directly into the body. You gain a number of Nutrient Stims equal to your Intelligence modifier (minimum of 1) upon completing a long rest. Nutrient Stims last until you complete a long rest and provide one of the following benefits chosen when injected into a creature or Living invention as a bonus action:

  • A creature no longer requires food or drink for the day.
  • Roll charge dice on a Living Devices invention.
Expert Coroner

Starting at 9th level you can dissect dragons, oozes, and monstrosities. Upon finishing the dissection, you can spend a number of tinker technique slots equal to half the CR of a creature (rounded up, minimum of 1) in order to take one of its senses, movement speeds, or traits as a technique. Once you have done so you may apply it to a Living Devices and Surgical Implant invention, allowing the implanted creature to use the trait for up to 1 minute, regaining use of this feature of the implant upon completing a short or long rest. When selecting what to learn from the creature, you cannot select legendary resistances.

Advanced Nutritional Supplements allow healing, remove 1 level of exhaustion

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Auto-Tinker[edit]

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Scrap-Tinker[edit]

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To create an invention you must first determine what you wish to create, what techniques will make its base form, what size it will be, and then what tinker mechanics you wish to apply to modify the invention. Once you have a design in mind, discuss with your DM any technique uses not in the suggested rules as well as the material cost, and then expend the needed tinker points. After spending the listed time for an invention of the appropriate tier (as described in each tier's stat list), roll an Intelligence (Tinker's Tools) check against a DC equal to the cost in TP. On a success, you craft the invention.

An invention's tier is determined by the number of TP spent in its creation, regardless of the tier of any techniques or mechanics used, with each tier having a TP Threshold which tells you the minimum and maximum TP cost of the tier. Starting at 1st level you can create inventions of lesser tier.

Tinker Technique Options[edit]

Tinker techniques allow a tinkerling to build their inventions. Each technique is a living idea that they must pull into their mind, giving several different options for how to modify or create an invention. Each technique will include options for how to adjust and change the mechanics of an invention, while also providing the flavor of the invention through the technique's name and description (an invention without ropes and pulleys can't use rope or pulleys). Each technique has a suggested material cost, which is doubled for each size increase above tiny, and a TP cost based on the tier, with lesser tier techniques and mechanics costing 1 TP per option, greater 2 TP, complex 3 TP and Grand 5 TP. You DM is the final arbiter and, working together with you, may decide that certain materials are required.

Lesser Tier[edit]

Clockwork Toy (1 TP, 2 lbs of clockwork components): Clockwork Devices

  • A tiny clockwork replica of an animal, monster, or person. When charged and placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction until it runs out of charges. It makes noises as appropriate to the creature it represents. It is wound up by a small twist key.

Clockwork Thieves' Tools (1 TP, 2 lbs of clockwork components, 1 set of thieves' tools): Clockwork Devices

  • A cylindrical invention with a needle-like head. Sticking the needle into a keyhole as an action will allow you to attempt to unlock it. You must make an Intelligence based (thieves' tools) check against the locks DC. On a critical failure, the invention breaks and must be rebuilt or saved with TP as normal. It functions via a twist knob on one side of the invention.

Repeating Crossbow (3 TP, 10 lbs of clockwork components, a crossbow): Clockwork Devices, Tactical Modifications, 1 Tactical Modifications mechanic

  • A normal crossbow with a box-shaped invention attached on top. This functions via a handle which, when pulled back, loads the crossbow with a new bolt. The repeater contains up to 6 bolts and allows you to ignore the reloading property of the crossbow until it is out of ammunition. It takes an action to reload with 6 bolts. If broken, the repeater must be removed as a bonus action before the crossbow can be used again.

Poison Grenade (2 TP, 5 lbs of clockwork components, a vial of poison): Clockwork Devices, Glass and Sprayers

  • A spherical invention with a timer, a release valve, and an inserted vial of poison. As an action you can turn the dial, rolling the charge dice, and choosing a number of rounds up to the number of charges rolled. You can then throw the grenade, or place it somewhere within 5 ft. of you, as part of the use object action to turn the dial. At the beginning of your turn, a number of rounds later as determined when you turned the dial, the grenade sprays poison in a 5 ft. radius. The poison mist lingers until the start of your next turn and any creatures within the area when it activates, that enter the area on their turn, or start their turn within the area, must make a Dexterity Saving Throw against your Tinkerling DC, suffering the effects of the inserted poison on a failure. This invention is reusable, simply needing a replacement vial of poison to function again. If you roll a 1 while charging or throwing this invention it explodes in your hand, centering the poison mist on you.


Clockwork Devices (2 lbs of clockwork components)[edit]

Using an assortment of gears, springs, switches, and levers, you can create clockwork machines. When you make an invention clockwork it gains a maximum of 6 charges and a d6 charge dice. Clockwork inventions begin with 0 charges and must be wound up as an action, allowing you to make a charge roll with the invention's charge dice. If the roll result is higher than a 1, before modifiers, the invention gains that many charges, up to its maximum. If the roll result is a 1, after modifiers, then the invention loses all charges and you must expend a number of TP equal to the Save Cost of the invention's tier or the invention breaks. Clockwork inventions lose 1 charge at the end of each of your turns where it is not used or charged.

Clockwork inventions can be modified with the following tinker mechanics:

  • Increase the maximum number of charges by 2.
  • Add a +1 modifier to the charge roll.

Ropes and Pulleys (5 lbs of clockwork components, any amount of rope/string/chain)[edit]

Using ropes, strings, chains, pulleys, and similar ideas and setups, you incorporate tension and redirection of force into your inventions. With enough time and long enough ropes, you can increase the strength behind your inventions, or allow them to have delayed activation. Ropes and Pulley inventions do not have any charges on their own, but can either use a single charge, or immediately expend all available charges simultaneously for increased effect (typically the adding together of all charges as if used separately, and then halved) when charged. Ropes and Pulley inventions can be held at current charge as part of charging them, allowing you to use it later as an action, to reroll charge and keep the higher number as a bonus action, or to release the charge harmlessly as a free action. Ropes and Pulley inventions may have increased strength requirements to charge based on their materials (a steel bow is harder to use than a wood one, and a 100 lbs invention tied to a rope is harder to lift than a 10 lbs one).

Ropes and Pulleys inventions can be modified with the following tinker mechanics:

  • Decrease the DC of a strength check or requirement by 2, but you cannot move the invention while using it.
  • Increase the ranges of a ranged weapon that uses rope, string, chain, or other such materials by up to half, but increase the strength requirement to use it by 2, starting at a strength requirement of 12.

Tactical Modifications (3 lbs of clockwork components, a weapon, shield, or set of armor)[edit]

Modifying existing weaponry is a technique as old as time, but for you, it is simply the start of something more. Rocket-powered hammers, scopes on bows, repeating crossbows, folding shields, spike-covered armor, etc. Tactical Modification inventions can be uninstalled and reinstalled onto any weapon, shield, or piece of armor they were designed for, over the course of a minute. Typically, a Tactical Modification invention will add a d4 damage of a chosen type, or a unique effect based on the actual invention. A scope for example can remove disadvantage on attacks made in a bow or gun's long range. Spikes on your padded leather deals damage when you are grappled, and allows you to deal extra unarmed damage. Ammunition cannot be modified with this technique, being too small and sensitive to balance changes.

Tactical Modification inventions can be modified with the following tinker mechanics:

  • Add 1d4 extra damage of a type the weapon does not have.
  • Increase the original or added damage type's dice by one step (d4 > d6 > d8 > d10 > d12 > 2d6 > 2d8 > 2d10). This costs 2 TP and may be applied up to 1 time with lesser inventions, 2 times with greater inventions, 3 times with complex inventions, and 4 times with grand inventions.
  • Increase the number of the original or added damage type's dice (1d8 > 2d8 > 3d8). This costs 3 TP and may be applied up to 1 time with lesser inventions and greater inventions, 2 times with complex inventions, and 4 times with grand inventions.
  • Remove or add a property from the modified objects.

Glass and Sprayers (3 lbs of clockwork components, a container or glass)[edit]

You include glass vials, lenses, sprayers, and other such things into your inventions. Often some of the most expensive components of any invention, with custom glass pieces typically requiring you to make them yourself. Glass and Sprayer inventions can deliver a vial or bottle of some liquid to a target when mixed with another technique; sprayers require charges to work. Inventions using this technique are considered volatile, and when rolling a 1 to charge, when used as a weapon or ammunition, or when hit by an attack (such as when a shield's +2 is what saves you from an attack), the invention activates right where it hits or is held, in addition to breaking. Sprayers typically have a base radius of 5 ft., doubled for each size category above tiny, and will create a lingering cloud that lasts until the beginning of your next turn.

Glass and Sprayer inventions can be modified with the following tinker mechanics:

  • Increase the base radius of a sprayer by 5 ft.
  • Increase the duration of the sprayer to a number of rounds equal to the charge, rather than 1, but the effects are halved.


Greater Tier[edit]


Steampunk Devices (10 lbs of steampunk components, water)[edit]

By burning oil or some other fuel source you have boiled water, created pressure, and produced power with steam. Steam inventions have a maximum charge of 12, and a d6 charge dice. Steam inventions require fuel, usually oil flasks, and can be filled with 1 pint of fuel as a bonus action, and have a fuel tank that can hold up to 4 pints of fuel, doubled for each size above tiny. Once fueled, a Steam invention can be activated as an action, rolling charge dice at the start of your turn for 2 rounds per pint of fuel. On a 1, before modifiers, the invention will stutter and lose 6 charges. If the invention has no charges remaining when it stutters, the invention will break as a volatile invention, dousing a 10 ft. radius (doubled for each size above tiny) in steam and requiring a Dexterity saving throw against your Tinkerling DC from all creatures within, including you. On a failed saving throw, roll the invention's charge dice, dealing fire damage equal to the result. On a successful saving throw the creature is unaffected. A Steam invention can be deactivated as a bonus action, stopping the burning of fuel (any pints of fuel that were partially used are removed) and the rolling of the charge dice. The Steam invention will lose 1 charge at the start of your turn as normal if not used or charged.

Steam inventions can be modified with the following tinker mechanics:

  • Increase the maximum number of charges by 2.
  • Add a +1 modifier to the charge roll.
  • Each pint of fuel burns longer, increasing the amount of rounds in which the Steam invention automatically charges by 1 per pint of fuel.

Living Devices (5 lbs of flesh and/or bone, a potion of healing)[edit]

This technique is only available to Bio-Tinkers. Using your understanding of flesh and blood and bone, you have recycled the remains of other creatures in order to grow a living tool. Living Devices inventions require twice as much time to construct and cannot be created with Create Contraptions except through a Tinker-Vat. Living inventions have a maximum of 16 charges and a d6 charge dice. Living Devices inventions do not roll charge dice unless used with the Ropes and Pulleys technique. Instead they always start at maximum charge when maintained and do not decrease naturally. Additionally, Living inventions that do not use the Ropes and Pulleys technique, do not break on a charge roll of 1, instead simply losing all remaining charges. They still break on a natural 1 when used in an attack roll or skill check.

Living Devices inventions can be modified with the following tinker mechanics:

  • Increase the maximum number of charges by 2.
  • Add a +1 modifier to the charge roll.
  • Allow the Living invention to roll its charge dice once, regaining the ability to do so when maintained. This can be applied once on an invention.

Fluid Dynamics (5 lbs of steampunk components, 10 lbs of pipe or hose)[edit]

You create storage tanks and fluid pumps that allow you to move liquids through your inventions. Fluid Dynamics inventions can store twice as many of any liquid materials used in their functioning. In addition, Steampunk Devices inventions gain 2 maximum charge, and another 2 for each size increment above tiny.

Fluid Dynamics inventions can be modified with the following tinker mechanics:

  • Allow the invention to swap between the original liquid and one more for each application of this mechanic.
  • Increase the range of any liquid sprayed in an attack by 20 ft., or by 5 ft. if its an area of effect.

Projectile Prowess (2 lbs of material used in the ammunition, Tactical Modifications Technique)[edit]

Taking your work with tactical modifications, you shrink it down, creating smaller and smaller inventions that, rather than attaching to an arrow or bullet, simply ARE the arrow or bullet. Projectile Prowess inventions work as with Tactical Modification, but instead create specialized ammunitions. Instead of increasing in size (bigger bullets are just normal inventions and can be reskinned from a similar weapon), each size increment increase is instead an increase in the amount of ammunition created, starting with a base of 2 pieces of tiny ammunition. For example, calculating material costs as for a medium sized invention creates 8 tiny pieces of ammunition instead, all of which are maintained together as if a single invention. Ammunition created in this way breaks on hit, but can be repaired after use by paying the invention tier's save cost for each piece of used ammunition.

Projectile Prowess inventions can be modified with the following tinker mechanics:

  • You create 2 additional pieces of ammunition, after calculating for "invention size."

Arcane Imbuements (spellcasting stuff)[edit]

This technique is only available to Arcano-Tinkers.

Body Augmentation (Healer's Kit & Medicine proficiency, or Surgeon's Tools & Surgeon's Tools proficiency)[edit]

This technique is only available to Bio-Tinkers and Auto-Tinkers. You have enough understanding of the body to create inventions which only function as part of another creature. Body Augmentation inventions must be implanted into a creature at least two sizes larger than the invention, over the course of an hour, after being constructed. You can implant as many inventions in yourself or a Living Devices invention as you can maintain. Other creatures can be implanted with only a single invention. Body Augmentation inventions are assumed to be implanted alongside a control module and work as normal except they use the implanted creature's Armor Class.

Body Augmentation inventions can be modified with the following tinker mechanics:

  • Increase one of a creature's ability scores by 1, but decrease the implanted creature's Constitution score by 1. This can increase their ability scores above 20, but will kill the creature if they go below 1 in any ability score.

Complex Tier[edit]

Combustion Devices[edit]

==== Arcane Devices ==== arcano-tinker only

Remote Devices[edit]

==== Artificial Mind ==== build-a-creature workshop

Miniaturized[edit]

==== Simple Vehicles ==== This is land and sea vehicles.


Grand Tier[edit]

==== Electronic Devices ==== solar and wind and electronics and shit ==== Advanced Vehicles ==== Combat vehicles, flying vehicles, teleporters, etc.

Advanced Explosions[edit]

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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