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.”
d8
Intelligence
None
Martial
Proficiencies
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
| Level | Features |
|---|---|
| 1 | Craft Weapon, Reliability Roll, Tinker's Expertise |
| 2 | Quick Fix, Use Magic Device |
| 3 | Tinkerer Specialization |
| 4 | Ability Score Improvement |
| 5 | Extra Attack, Improved Reliability |
| 6 | Specialization Feature |
| 7 | Field Modification |
| 8 | Ability Score Improvement |
| 9 | Masterwork (+1) |
| 10 | Specialization Feature |
| 11 | Rapid Fabrication |
| 12 | Ability Score Improvement |
| 13 | Adaptive Engineering |
| 14 | Specialization Feature |
| 15 | Masterwork (+2) |
| 16 | Ability Score Improvement |
| 17 | Supreme Reliability |
| 18 | Specialization Feature |
| 19 | Ability Score Improvement |
| 20 | Magnum Opus |
Core Features
Craft Weapon
Level 1You 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 1When 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 1You 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 2As 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 2You 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 5You can attack twice when you take the Attack action.
Improved Reliability
Level 5Your 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 7During 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 9Your 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 11You 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 13You 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 17Your 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 20You 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.
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.
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.
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).
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.
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.
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.
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).
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.
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.