Tinkerer

Give me scrap metal, black powder, and six hours. I'll give you something that'll change the fight. Probably won't explode. Probably.

Hit Die

d8

Primary

Intelligence

Casting

None

Type

Martial

Proficiencies

ArmorLight armor, medium armor
WeaponsSimple weapons, hand crossbow, heavy crossbow, firearms (Tinkerer weapons)
Saving ThrowsIntelligence, Dexterity
SkillsTinkering, Use Magic Device, plus choose 2 from: Appraisal, Arcana, History, Investigation, Mending, Perception, Sleight of Hand

Starting Equipment

  • Studded leather or scale mail
  • a crafted firearm (flintlock pistol or auto-crossbow) with 20 rounds/bolts
  • a light crossbow and 20 bolts or any simple weapon
  • a tinkerer's pack
  • tinker's tools

Class Features by Level

LevelFeatures
1Craft Weapon, Reliability Roll, Tinker's Expertise
2Quick Fix, Use Magic Device
3Tinkerer Specialization
4Ability Score Improvement
5Extra Attack, Improved Reliability
6Specialization Feature
7Field Modification
8Ability Score Improvement
9Masterwork (+1)
10Specialization Feature
11Rapid Fabrication
12Ability Score Improvement
13Adaptive Engineering
14Specialization Feature
15Masterwork (+2)
16Ability Score Improvement
17Supreme Reliability
18Specialization Feature
19Ability Score Improvement
20Magnum Opus

Core Features

Craft Weapon

Level 1

You can create firearms and mechanical crossbows during downtime. Creating a new weapon requires **2 haven rests** of dedicated work and materials costing **your character level + 1 stone marks**. You must declare to the GM that you are crafting during each rest. While crafting during a long rest, that rest counts as a **short rest** for you (you are working instead of sleeping). You can craft: - **Flintlock Pistol**: 1d10 piercing, range 30/90, ammunition, loading, light, firearm - **Flintlock Rifle**: 1d12 piercing, range 80/240, ammunition, loading, two-handed, firearm - **Auto-Crossbow**: 1d8 piercing, range 60/180, ammunition, mechanical reload, two-handed, firearm Only you can use your crafted weapons effectively. Other characters using your weapons have disadvantage on attack rolls (the mechanisms are idiosyncratic to your design).

Reliability Roll

Level 1

When you attack with a self-made weapon, you must also roll **1d10**. On a result of **4 or 9**, the weapon malfunctions (jam or misfire); the attack automatically fails and your weapon cannot be fired again until you use a bonus action on your next turn to clear the jam.

Tinker's Expertise

Level 1

You have expertise in Tinkering (double your proficiency bonus). When you use Mending or Tinkering to repair an Automaton, you **roll the healing dice twice and use the higher result** (effectively doubling your average repair output).

Quick Fix

Level 2

As a bonus action, you can perform a quick field repair: - **Clear a jammed weapon** without waiting for your next turn. - **Patch a damaged item** to restore basic functionality. - **Repair an adjacent Automaton** for 1d6 + your Intelligence modifier hit points. You can use Quick Fix a number of times equal to your Intelligence modifier (minimum 1) per short rest.

Use Magic Device

Level 2

You gain the ability to use enchanted items even though you are not a spellcaster. When you attempt to activate a magic item that normally requires attunement by a caster or use a spell scroll imbued into an item, make a **Use Magic Device check** (1d20 + INT modifier + proficiency bonus) against a DC of **10 + the spell's tier** (cantrip = DC 10, Tier 1 = DC 11, Tier 2 = DC 12, etc.). On success, the item functions normally and you make any required attack rolls or the target makes saving throws as usual. On failure, the magic fizzles and the charge or use is wasted.

Extra Attack

Level 5

You can attack twice when you take the Attack action.

Improved Reliability

Level 5

Your weapons malfunction only on a roll of **9** on the reliability die (not 4 or 9). Failure chance drops from 20% to 10%.

Field Modification

Level 7

During a short rest, you can modify one of your weapons to grant one of the following benefits until your next long rest: - **Extended Barrel:** Weapon range increases by 50%. - **Reinforced Stock:** +1 to damage rolls with this weapon. - **Hair Trigger:** +1 to attack rolls with this weapon. - **Suppressor:** Attacks with this weapon don't break Stealth (negates the firearm property's loud report). You can have one modification active at a time (one total, not one per weapon).

Masterwork

Level 9

Your crafted weapons gain a **+1 bonus** to attack and damage rolls. This increases to **+2** at level 15. These bonuses stack with Field Modifications.

Rapid Fabrication

Level 11

You can create a new weapon in **1 haven rest** instead of 2. Additionally, repairing a Broken weapon now takes only a **short rest** instead of a long rest.

Adaptive Engineering

Level 13

You can maintain **two Field Modifications** simultaneously (on the same or different weapons). Additionally, when a weapon malfunctions, you can use your **reaction** to attempt a quick clear (Intelligence check DC 12). On success, the malfunction doesn't count toward the consecutive failure total.

Supreme Reliability

Level 17

Your crafted weapons **no longer malfunction.** You no longer roll the reliability die. Additionally, your weapons' break limit increases from 3 to **5** repairs before being Destroyed.

Magnum Opus

Level 20

You can spend **1 week of dedicated work** and **20 gold** to create a legendary weapon with the following properties: - +3 bonus to attack and damage rolls - Choose two permanent Field Modifications (always active) - The weapon is immune to the Broken condition (it never breaks) - You name this weapon: it is a unique artifact of your craft You can have only one Magnum Opus at a time. Creating a new one destroys the old.

Subclasses

Gadgeteer

Violence is the last resort of the unimaginative. I prefer the second-to-last resort: controlled explosions.

Lvl 3

Deployable Gadgets

You can create small single-use gadgets during any rest. You can carry a number of gadgets equal to your Intelligence modifier (minimum 2). Deploying a gadget costs a bonus action (throw range 30 ft). Choose from: - *Smoke Bomb:* Creates a 10-foot-radius cloud of heavily obscuring smoke for 1 round. - *Flash Bang:* Creatures within 15 feet must make a CON save (DC = 8 + proficiency + INT mod) or be blinded until the end of their next turn. - *Spike Mine:* Covers a 5-foot area. First creature to enter makes a DEX save (DC same) or takes 2d4 piercing damage and has speed reduced to 0 until the end of its turn. - *Repair Injector:* Heals 2d6 HP. Works on both organic creatures and Automatons.

Lvl 6

Mechanical Companion

You build a Small mechanical companion: - **AC** 14, **HP** = 5 x your Tinkerer level, **Speed** 30 ft - **STR** 10, **DEX** 14, **CON** 12, **INT** 4, **WIS** 10, **CHA** 1 - Acts on your initiative, after your turn. Can take Dash, Disengage, Dodge, or Help as its action. - You can use a **bonus action** to command it to Attack (1d6+2 piercing, melee). - If destroyed, you can rebuild it during a haven rest.

Lvl 10

Improved Gadgets

Your gadgets become more potent: - Smoke Bomb lasts **2 rounds** and you can see through your own smoke. - Flash Bang adds **1d6 thunder damage** and the save DC increases by 2. - Spike Mine damage increases to **3d4** and the DC increases by 2. - Repair Injector heals **3d6 + your INT modifier.** - You can now prepare all 4 gadget types (previously, you chose which types to prepare).

Lvl 18

Workshop of Wonders

During a haven rest, you can create **1 temporary magical device** (lasts 24 hours). Choose an effect equivalent to a **Tier 1-3 spell**. The device has 3 charges that refresh on a long rest. Activating the device requires a Use Magic Device check (DC = 10 + spell tier). If the check fails, the charge is spent without effect.

Gunslinger

One shot, one kill. Two shots? One kill, one warning.

Lvl 3

Quick Draw

You gain +2 to Initiative rolls. You can draw or stow firearms as part of an attack (no object interaction needed). Once per turn, when you take the Attack action with a firearm, you can make one additional firearm attack as a bonus action.

Lvl 6

Trick Shot

When you make a firearm attack, you can spend your bonus action to aim for a specific location. Choose one: - *Disarming Shot:* On hit, the target must make a STR save (DC = 8 + proficiency + INT mod) or drop one held item of your choice. - *Leg Shot:* On hit, the target's speed is halved until the end of its next turn. - *Head Shot:* Take -2 to the attack roll. On hit, deal an extra 1d10 damage.

Lvl 10

Fan the Hammer

Once per short rest, when you take the Attack action with a firearm, you can make up to **3 additional attacks** as part of the same action. Each additional attack beyond the first suffers a cumulative -2 penalty to hit (-2, -4, -6). Each additional attack requires a separate reliability roll (if applicable).

Lvl 14

Dead Eye

You can spend your action to carefully aim. Your next firearm attack (on this turn or your next) is made with **advantage**, scores a critical hit on **18-20**, and ignores half and three-quarters cover.

Lvl 18

Last Stand

When you are reduced to below half your maximum HP, you immediately gain the following benefits until the end of your next turn: advantage on all firearm attack rolls, +1d10 damage on firearm hits, and your speed increases by 10 feet. Once per long rest.