Trefferpunkte
Übungen
Tinker
| Stufe | Übungsbonus | Eigenschaften | Amalgamates |
|---|---|---|---|
| 1 | + 2 | Arcane Preservation Bursting Modification | 0 |
| 2 | + 2 | Arcane Preservation Bursting Modification | 2 |
| 3 | + 2 | Arcane Preservation Bursting Modification | 2 |
| 4 | + 2 | Arcane Preservation Bursting Modification | 2 |
| 5 | + 3 | Arcane Preservation Bursting Modification | 3 |
| 6 | + 3 | Arcane Preservation Bursting Modification | 3 |
| 7 | + 3 | Arcane Preservation Bursting Modification | 3 |
| 8 | + 3 | Arcane Preservation Bursting Modification | 3 |
| 9 | + 4 | Arcane Preservation Bursting Modification | 4 |
| 10 | + 4 | Arcane Preservation Bursting Modification | 4 |
| 11 | + 4 | Arcane Preservation Bursting Modification | 4 |
| 12 | + 4 | Arcane Preservation Bursting Modification | 4 |
| 13 | + 5 | Arcane Preservation Bursting Modification | 5 |
| 14 | + 5 | Arcane Preservation Bursting Modification | 5 |
| 15 | + 5 | Arcane Preservation Bursting Modification | 5 |
| 16 | + 5 | Arcane Preservation Bursting Modification | 5 |
| 17 | + 6 | Arcane Preservation Bursting Modification | 6 |
| 18 | + 6 | Arcane Preservation Bursting Modification | 6 |
| 19 | + 6 | Arcane Preservation Bursting Modification | 6 |
| 20 | + 6 | Arcane Preservation Bursting Modification | 6 |
| Stufe | Übungsbonus | Eigenschaften | Cantrips Known |
|---|---|---|---|
| 1 | + 2 | Arcane Preservation Bursting Modification | 0 |
| 2 | + 2 | Arcane Preservation Bursting Modification | 2 |
| 3 | + 2 | Arcane Preservation Bursting Modification | 2 |
| 4 | + 2 | Arcane Preservation Bursting Modification | 2 |
| 5 | + 3 | Arcane Preservation Bursting Modification | 2 |
| 6 | + 3 | Arcane Preservation Bursting Modification | 2 |
| 7 | + 3 | Arcane Preservation Bursting Modification | 2 |
| 8 | + 3 | Arcane Preservation Bursting Modification | 3 |
| 9 | + 4 | Arcane Preservation Bursting Modification | 3 |
| 10 | + 4 | Arcane Preservation Bursting Modification | 3 |
| 11 | + 4 | Arcane Preservation Bursting Modification | 3 |
| 12 | + 4 | Arcane Preservation Bursting Modification | 3 |
| 13 | + 5 | Arcane Preservation Bursting Modification | 3 |
| 14 | + 5 | Arcane Preservation Bursting Modification | 3 |
| 15 | + 5 | Arcane Preservation Bursting Modification | 3 |
| 16 | + 5 | Arcane Preservation Bursting Modification | 3 |
| 17 | + 6 | Arcane Preservation Bursting Modification | 3 |
| 18 | + 6 | Arcane Preservation Bursting Modification | 3 |
| 19 | + 6 | Arcane Preservation Bursting Modification | 3 |
| 20 | + 6 | Arcane Preservation Bursting Modification | 4 |
Spell Slots per Spell Level
| Stufe | Übungsbonus | Eigenschaften | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1 | + 2 | Arcane Preservation Bursting Modification | 0 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Arcane Preservation Bursting Modification | 2 | 0 | 0 | 0 | 0 |
| 3 | + 2 | Arcane Preservation Bursting Modification | 3 | 0 | 0 | 0 | 0 |
| 4 | + 2 | Arcane Preservation Bursting Modification | 3 | 0 | 0 | 0 | 0 |
| 5 | + 3 | Arcane Preservation Bursting Modification | 4 | 2 | 0 | 0 | 0 |
| 6 | + 3 | Arcane Preservation Bursting Modification | 4 | 2 | 0 | 0 | 0 |
| 7 | + 3 | Arcane Preservation Bursting Modification | 4 | 3 | 0 | 0 | 0 |
| 8 | + 3 | Arcane Preservation Bursting Modification | 4 | 3 | 0 | 0 | 0 |
| 9 | + 4 | Arcane Preservation Bursting Modification | 4 | 3 | 2 | 0 | 0 |
| 10 | + 4 | Arcane Preservation Bursting Modification | 4 | 3 | 2 | 0 | 0 |
| 11 | + 4 | Arcane Preservation Bursting Modification | 4 | 3 | 3 | 0 | 0 |
| 12 | + 4 | Arcane Preservation Bursting Modification | 4 | 3 | 3 | 0 | 0 |
| 13 | + 5 | Arcane Preservation Bursting Modification | 4 | 3 | 3 | 1 | 0 |
| 14 | + 5 | Arcane Preservation Bursting Modification | 4 | 3 | 3 | 1 | 0 |
| 15 | + 5 | Arcane Preservation Bursting Modification | 4 | 3 | 3 | 2 | 0 |
| 16 | + 5 | Arcane Preservation Bursting Modification | 4 | 3 | 3 | 2 | 0 |
| 17 | + 6 | Arcane Preservation Bursting Modification | 4 | 3 | 3 | 3 | 1 |
| 18 | + 6 | Arcane Preservation Bursting Modification | 4 | 3 | 3 | 3 | 1 |
| 19 | + 6 | Arcane Preservation Bursting Modification | 4 | 3 | 3 | 3 | 2 |
| 20 | + 6 | Arcane Preservation Bursting Modification | 4 | 3 | 3 | 3 | 2 |
Klassenzauber
Klasseneigenschaften
Stufe 1
Stufe 10
Stufe 11
Stufe 12
Stufe 14
Stufe 15
Stufe 16
Stufe 18
Stufe 19
Stufe 2
Stufe 20
Stufe 3
Stufe 4
Stufe 5
Stufe 6
Stufe 7
Stufe 8
Zauberwirker-Fortschritt
Trickzauber-Fortschritt
| Stufe | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Bekannte Trickzauber | 0 | 2 | 2 | 2 | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 4 |
Startausrüstung
Klasseneigenschaften
Arcane Preservation (Level 1)
At 1st level, your understanding of magic items allows you to analyze and repair them. You learn the mechanize and mending cantrips. When you cast mending on a construct or an object, the target regains 4 hit points for each of your tinker levels. Additionally, you can cast the identify spell as a ritual, using your tinker's tools in place of the material component for the spell.
Bursting Modification (Level 1)
Also at 1st level, you can alter the firing mechanism of ranged weapons to allow rapid, but less forceful shooting.
You spend 30 minutes, which can be during a short or long rest, using your tinker's tools to reassemble an improved version of one ranged weapon you are holding that has the loading property. The weapon loses its loading property and gains the bursting property (see the Weapon Properties section).
Amalgamation (Level 2)
By 2nd level, you can store magic within non-magical items, infusing them with power to create new amalgamates.
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with the magical properties of one of the magic items in the Amalgamate Items table below. You must choose a magic item appropriate for your tinker level, but the item can otherwise be of your choice. You can have a number of magic items from this feature equal to the Amalgamates column of the tinker table. If you create a new item while at this limit, you must replace one of your amalgamate magic items, which loses any properties it gained from this feature.
You gain one item of your choice from the list of Available Items in the Amalgamate Items table for your tinker level when you gain this feature, as your labor researching and tinkering to perfect the amalgamation process bears fruit.
Spellcasting (Level 2)
Also by 2nd level, as part of your study of magic, you gain the ability to cast spells. The spells tinkers typically learn are ones that allow them to change the form or function of other creatures and objects. See the Player's Handbook chapter 10 for the general rules of spellcasting and Spells for the tinker spell list.
Cantrips
When you reach 2nd level, you learn two cantrips of your choice from the tinker spell list. You learn additional tinker cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Tinker table.
Preparing and Casting Spells
The Tinker table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of tinker spells that are available for you to cast. To do so, choose a number of tinker spells equal to your Intelligence modifier + half your tinker level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you're a 5th-level tinker, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell magic missile, you can cast it using a 1st level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of tinker spells requires time spent in tinkering with your spellcasting foci: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your tinker spells, as your magic is powered by understanding the theory behind it. You use your Intelligence whenever a spell refers to your spellcasting ability. You also use your Intelligence modifier when setting the saving throw DC for a tinker spell you cast and when making an attack roll with one.
Spell
Spell
Ritual Casting
You may cast any tinker spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use tinker's tools as a spellcasting focus for your tinker spells.
Tinker Specialization (Level 3)
At 3rd level, you begin to master a particular craft. Choose one of the following specializations: Artillerist, Augmenter, Chemist, Chronicle, Golemancer, Spellcrafter, or Wandslinger, detailed at the end of the class description. Your specialization grants you additional features at 3rd, 5th, 14th, and 20th level.
Some of your specialization features require your target to make a saving throw to resist the effects. The saving throw DC is calculated as follows:
Specialization
Specialty Spells
Each specialization has a list of spells - its specialty spells - that you gain at the tinker levels noted in the specialization description. Once you gain a specialty spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
If you have a specialty spell that doesn't appear on the tinker spell list, the spell is nonetheless a tinker spell for you.
Ability Score Improvement (Level 4)
At 4th level, you can increase one ability score of your choice by 2, or increase two ability scores by 1 each. As usual, you cannot increase an ability score above 20 using this ability.
If your DM allows the use of feats, you may instead take a feat.
Tinker Specialization feature (Level 5)
Your specialization grants you an additional feature at 5th level.
Use Magic Device (Level 6)
By 6th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.
Magical Crafting Efficiency (Level 6)
Starting at 6th level, whenever you create a magic item with a rarity no greater than the rarity shown in the Magical Crafts Table for your tinker level, it takes a quarter of the time it would normally take, and it costs you half of the item's normal gold cost.
Infuse Magic (Level 7)
By 7th level, you gain the ability to channel your tinker spells into objects for later use.
When you cast a tinker spell with a casting time of 1 action or 1 bonus action while holding a nonmagical object, you can choose to expend the spell slot, but forego the spell's effects. Instead, you infuse the spell's magic inside the object. While a spell is infused into an object in this way, you can't regain the spell slot used to cast the spell by any means. The spell is infused until the object is used to cast it or until you use your action to dismiss it, and the object becomes magical while affected by this feature. Any creature holding the infused object can activate the stored spell as an action. The spell uses your spellcasting ability and originates from the object, but is otherwise treated as if the creature activating the object had cast it.
The Right Tool for the Job (Level 7)
Also at 7th level, you can put together a reasonable approximation of any craft through tinkering.
You can use tinker's tools whenever a different artisan's tool is required, allowing you to apply half of your proficiency bonus to applicable ability checks.
Ability Score Improvement (Level 8)
At 8th level, you can increase one ability score of your choice by 2, or increase two ability scores by 1 each. As usual, you cannot increase an ability score above 20 using this ability.
If your DM allows the use of feats, you may instead take a feat.
Empowering Attunement (Level 10)
By 10th level, you have mastered the use of magical items, allowing you to utilize more of them. You can now attune to a number of magic items equal to your proficiency bonus at the same time, instead of the usual three items.
Also, while you are attuned to at least one magical item, you have a magical bonus to the attack and damage rolls of your weapon and spell attacks equal to half of the number of magic items you are attuned to (rounded up). If you already have a bonus to these rolls (such as from a +2 weapon), you can choose which bonus to use.
Drain Amalgamate (Level 11)
At 11th level, while at least one of the magic items from your Amalgamate feature is within 30 feet of you, you can use your reaction when a creature (including you) within the same distance makes an ability check, an attack roll, or a saving throw. When you do, you must choose one of these magic items, which loses the magical properties it gained from your Amalgamate feature, and you grant the creature 2d20dl1|advantage on their d20 roll.
Ability Score Improvement (Level 12)
At 12th level, you can increase one ability score of your choice by 2, or increase two ability scores by 1 each. As usual, you cannot increase an ability score above 20 using this ability.
If your DM allows the use of feats, you may instead take a feat.
Tinker Specialization feature (Level 14)
Your specialization grants you an additional feature at 14th level.
Expert Tinker (Level 15)
By 15th level, as a benefit of constant trial and error, your skill at tinkering reaches new depths.
Your proficiency bonus is doubled for any ability check you make that uses a tool proficiency you gained from this class. Additionally, items and objects you use as part of an ability check never break as a result of the check, regardless of whether you succeed or fail.
The Right Tool for the Job improvement (Level 15)
At 15th level, your skill at using tinker's tools whenever a different artisan's tool is required improves, allowing you to apply your full proficiency bonus to applicable ability checks, instead of only half.
Ability Score Improvement (Level 16)
At 16th level, you can increase one ability score of your choice by 2, or increase two ability scores by 1 each. As usual, you cannot increase an ability score above 20 using this ability.
If your DM allows the use of feats, you may instead take a feat.
Attuned Perseverence (Level 18)
By 18th level, you can utilize the magic within items as a protective force, warding against danger. You can add a bonus equal to half of the number of magic items you are attuned to (rounded up) to each saving throw that you make.
Additionally, whenever you finish a long rest, you can choose one creature within 60 feet of you that's attuned to a magical item you've created. The target gains the benefit of the death ward spell for the next 8 hours.
Ability Score Improvement (Level 19)
At 19th level, you can increase one ability score of your choice by 2, or increase two ability scores by 1 each. As usual, you cannot increase an ability score above 20 using this ability.
If your DM allows the use of feats, you may instead take a feat.
Tinker Specialization feature (Level 20)
Your specialization grants you an additional feature at 20th level.
Multiklassen
Multiklassen-Voraussetzungen
{"dex":13,"int":13}
Erworbene Übungen
Unterklassen
Unterklassen-Eigenschaften
Artillerist
Artillerist (Level 3)
Tinkers that focus on artillery specialize in using magic to create explosions and defensive sentries, making them handy demolition experts and frightening combatants.
At each indicated tinker level, add the listed spells to your spells prepared. You always have them prepared, and they do not count against the number of spells you can prepare normally.
| Tinker Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Metallurgy Expert (Level 3)
At 3rd level, you have become an expert in the field of metalworking, allowing you to create metallic objects efficiently.
You gain proficiency with smith's tools, and the amount of gold and time you must spend to smith an item or object is halved. Also, you can use your Smith's tools as a spellcasting focus for your tinker spells.
Arcane Turret (Level 3)
Also at 3rd level, you learn how to create a magical turret.
With your smith's tools in hand, you can use your action to summon an arcane turret in an unoccupied space on the ground within 5 feet of you. You can only have one Arcane Turret from this feature at a time. The turret disappears if it is reduced to 0 hit points or after 10 minutes, and you can dismiss it early as an action.
Your turret takes its turn immediately after yours in combat. You can control the turret as a bonus action; when you do, you choose where it moves and which one of its available actions it will take on its turn. Otherwise, the turret remains in place and takes the Dodge action.
As an action, you can command your turret to detonate if you are within 60 feet of it. Doing so destroys the turret and forces each creature within 10 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d6 force damage on a failed save, or half as much on a successful one.
You can summon your Arcane Turret once, and you must finish a long rest before you can do so again. Alternatively, you can expend a spell slot to summon the turret again without resting. If you summon a second turret, the previously summoned turret disappears.
Empowered Turret (Level 5)
At 5th level, your turret's design improves, allowing it to harness more magical energy.
Your arcane turret now adds your Intelligence modifier to its attack and damage rolls. The temporary hit points granted by its Defensive Burst increase by 1d8 (2d8), increasing by 1d8 again at 9th level (3d8), 13th level (4d8), and 17th level (5d8). When you use your action to detonate the turret, the damage dealt by the explosion increases by 2d6 (5d6), increasing by 2d6 again at 9th level (7d6), 13th level (9d6) and 17th level (11d6).
Fortified Position (Level 14)
At 14th level, turrets you create gain a fortified damage shield.
Your arcane turret, as well as creatures of your choice within 10 feet of the turret, have the benefits of half cover, due to a shimmering field of magical protection that the turret emits. When you detonate the turret, you can choose creatures within range of the explosion who automatically succeed on their saving throws against it.
Expert Tinker (Artillerist) (Level 15)
At 15th level, your Expert Tinker feature grants you expertise with smith's tools, as it was gained from your Metallurgy Expert feature.
Autonomous Turret (Level 20)
At 20th level, you build rudamentary intelligence into your turret's design, allowing them to act independently and with greater efficacy.
Your arcane turret can now take its turn independent of you, without requiring your bonus action. It follows your commands to the best of its ability, which you give verbally (no action required). Additionally, when your turret uses its Force Ballista, it can target two creatures within range, making separate attack rolls for each target.
Augmenter
Augmenter (Level 3)
Tinkers that focus on augmentation learn to create magically infused material that they can wear, which protects their body and allows them to explore unreachable places.
At each indicated tinker level, add the listed spells to your spells prepared. You always have them prepared, and they do not count against the number of spells you can prepare normally.
| Tinker Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Construct Skin (Level 3)
When you choose this specialization at 3rd level, you learn how to integrate golemancy with your own physiology, allowing you to construct a powerful, magical exoskeleton.
You have created construct skin, a suit of animated material which is integrated with your body. You are proficient with your construct skin, and you can don or doff it as an action. At your discretion, you can create a suit of Construct Skin by expending 200 gp worth of precious metals and spending 8 hours a day tinkering for a week.
While you're wearing construct skin, you have a pool of energy equal to 5 times your tinker level. At the start of each of your turns, you can deduct a number of points up to your tinker level and gain the same amount of temporary hit points. This pool is replenished when you finish a long rest.
Slugshooter Crafting (Level 3)
Also at 3rd level, you have perfected your signature weapon modification: a barreled weapon with a protective plate.
You spend 2 hours, which can be during a long rest, transforming a two-handed weapon you are holding which has the bursting property into your slugshooter.
Only you are proficient with this weapon. It cannot be used as a component for others' spells and abilities.
Modular Upgrade (Level 5)
At 5th level, you incorporate an easily adaptable upgrade into your construct skin.
When you gain this feature, and each time you finish a long rest thereafter, you can choose one of the following upgrades for your construct skin. The upgrade lasts until you choose another option for this feature.
Dragon Cannon
If you have a hand free, you can cast aganazzar's scorcher as a bonus action, without expending a spell slot or requiring components. You can't do so again for 1 minute.
Environmental Seal
You don't need to breathe, and you are immune to poison and disease.
Jet Propellant
Your movement speed increases by 10 feet, and you gain 10 feet of flying speed.
Protective Field
When you gain temporary hit points from your construct skin's pool, each creature of your choice within 10 feet of you gains the same amount of temporary hit points.
Rocket-propelled Fists
Each of your construct skin's fists are magical melee weapons that can be wielded only when the hand is holding nothing. You are proficient with the fists, which each deal 1d10 force damage and have the light and thrown properties, with a range of 20/60 feet. When thrown, a fist detaches and flies at the attack's target, then immediately returns to you and reattaches if able.
Shocking Attractor
You can cast lightning lure as a reaction when a creature moves within 15 feet of you, targeting the creature that moved.
Stabilizers
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Propelled Frame (Level 14)
At 14th level, your construct skin's magical reservoirs are sufficient to use stored magic as propellant for your whole body.
You can use your bonus action to gain 60 feet of flying speed while the pool of temporary hit points for your Construct Skin isn't depleted, or until you use your bonus action to end this effect. You have the ability to hover while flying in this way.
Five of the temporary hit points from your Construct Skin's pool are consumed for every 10 minutes that this feature is active, unless your current Modular Upgrade option is Jet Propellant.
Expert Tinker (Level 15)
By 15th level, as a benefit of constant trial and error, your skill at tinkering reaches new depths.
Your proficiency bonus is doubled for any ability check you make that uses a tool proficiency you gained from this class. Additionally, items and objects you use as part of an ability check never break as a result of the check, regardless of whether you succeed or fail.
Reinforced Skin (Level 20)
At 20th level, you perfect the infusion of magic into the material of your construct skin, making it more resilient. You have the following benefits while donned with your Construct Skin:
You are resistant to acid and cold damage, as well as bludgeoning, piercing, and slashing damage.
When you finish a long rest, you can choose one additional upgrade for your Modular Upgrade feature, which also lasts until you choose another option for the feature.
The pool of temporary hit points granted by your Construct Skin is also replenished when you finish a short rest.
Chemist
Chemist (Level 3)
A chemist is an expert at combining exotic reagents to produce various materials, from healing draughts that can mend a wound in moments to clinging goo that slows creatures down.
At each indicated tinker level, add the listed spells to your spells prepared. You always have them prepared, and they do not count against the number of spells you can prepare normally.
| Tinker Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Frantic Chemistry (Level 3)
When you choose this specialization at 3rd level, you learn to rapidly concoct and use a variety of different chemicals, using the reagents in your Alchemist's supplies.
You gain proficiency with Alchemist's supplies, which you can use as an arcane focus. You also learn two concoctions of your choice, which are detailed under Concoction Formulas below. You learn another formula of your choice at 5th, 9th, 13th, and 17th levels. You can utilize one of your concoctions as an action.
Dartbow Crafting (Level 3)
Also at 3rd level, you have perfected your signature weapon modification: a small crossbow which has been modified to fire both ammunition and chemical concoctions.
You spend 2 hours, which can be during a long rest, transforming a one-handed weapon you are holding which has the bursting property into your dartbow. Your dartbow can be loaded with a chemical concoction, as well as its normal ammunition.
Only you are proficient with this weapon. It cannot be used as a component for others' spells and abilities.
Volatile Mix (Level 5)
At 5th level, you can use one of your concoctions as a bonus action, rather than an action. You can only use concoctions once per turn.
Also, each of your concoctions - as well as each tinker spell that you cast using Alchemist's supplies as the spellcasting focus - gains a bonus equal to your Intelligence modifier (minimum of +1) to one of its damage or healing rolls.
Restorative Reagents (Level 14)
Starting at 14th level, you can incorporate restorative reagents into some of your works:
You can use your alchemist's supplies and an empty vial to create an experimental fortifying elixir as an action, which loses its potency at the end of your next turn. You or another creature can drink the elixir as a bonus action to gain temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point). While a creature has these temporary hit points, it is resistant to fire and cold damage, and immune to the effects of extreme heat and cold.
You can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use Alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Expert Tinker (Chemist) (Level 15)
At 15th level, your Expert Tinker feature grants you expertise with alchemist's supplies, as it was gained from your Frantic Chemistry feature.
Spark of Genius (Level 20)
At 20th level, your advanced understanding of magic allows you to attempt to replicate magical effects.
As an action, you can attempt to combine alchemical reagents in order to create the effects of a spell. You expend one spell slot and choose a spell from any class' spell list whose casting time is 1 action and whose spell level is equal to or below the level of the expended spell slot.
Make an Intelligence (alchemist's supplies) check of DC 10 + the spell's level. The DC increases by 5 if the spell has a material component with a gp cost. On a failed check, you take 4d10 force damage as the reagents violently react. If you fail the check by 5 or more, you fail to cast the spell. Otherwise, you successfully cast it, treating the spell as a tinker spell for this casting.
You can use this feature twice, and expended uses are replenished when you finish a short or long rest.
Chronicle
Chronicle (Level 3)
Chronicles are tinkers that have become masters of storing knowledge and creating artificial intelligences fueled by magic. These techniques have yet to be perfected or institutionalized, and of all tinkers, archivists are on the cutting edge of arcane science.
At each indicated tinker level, add the listed spells to your spells prepared. You always have them prepared, and they do not count against the number of spells you can prepare normally.
| Tinker Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Dutiful Scribe (Level 3)
By the time you adopt this specialty at 3rd level, you're deeply familiar with employing its tools.
- Proficiencies
- Crafting
Artificial Mind (Level 3)
At 3rd level, you discover how to implant a mock sentience inside an object. Whenever you finish a long rest, you can use your calligrapher's supplies to emblazon magical inscriptions onto a magic item that you created with your Amalgamate feature. While emblazoned, the item gains the following abilities:
- Telepathic Advisor
- Manifest Mind
Information Overload (Level 5)
At 5th level, your artificial mind can overload the thoughts of other creatures, momentarily distracting them.
When a creature uses its bonus action to command a spectral mind to move, the spectral mind can overload the thoughts of a creature within 30 feet of where it finishes its movement. Unless the target succeeds on an Intelligence saving throw against your spell save DC, it takes psychic damage equal to 1d8 plus your Intelligence modifier, and the next attack roll against it before the end of your next turn has advantage, since the target is temporarily distracted. The damage increases by 1d8 when you reach 11th level (2d8) and 17th level (3d8) in this class.
Mind Network (Level 14)
At 14th level, you've learned to use your artifices to create a web of instant communication, allowing for rapid information transfer.
Creatures that possess an item affected by your Artificial Mind feature can communicate telepathically with each other, as the mind within each item transmits pure thoughts. These creatures can also communicate telepathically with you while in possession of the item. This two-way communication works over any distance, even across planar boundaries, and even if the creatures don't share a language.
Expert Tinker (Chronicle) (Level 15)
At 15th level, your Expert Tinker feature grants you expertise with calligrapher's supplies and the forgery kit, as they were gained from your Dutiful Scribe feature.
Pure Information (Level 20)
At 20th level, your artificial mind is able to convert physical information to data, which it can receive and transmit.
As an action while an Artificial Mind magic item is on your person, you cause the mind to turn you into pure information, teleporting you to an unoccupied space nearest to a manifested mind or to an item affected by your Artificial Mind feature, where you reappear.
Golemancer
Golemancer (Level 3)
Tinkers who practice golemancy excel at creating magically-fueled constructs, which serve and protect their creator and their charges.
At each indicated tinker level, add the listed spells to your spells prepared. You always have them prepared, and they do not count against the number of spells you can prepare normally.
| Tinker Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Gear Spider (Level 3)
When you choose this specialization at 3rd level, you can create a utility construct which can climb most surfaces. This construct can explore for you, as well as fetch and use items and objects.
You can cast the find familiar spell as a ritual. When you cast find familiar via this feature, the only form you can choose is a spider. Your ritual for the spell consists of weaving magic into a modified form of a spider, using your tinker's tools.
The spider that you summon is a construct instead of a beast, and it has exceptionally large chelicera that can be used to hold an item or object that is no bigger than Tiny in size. Finally, the spider uses your Investigation modifier for Investigation checks that it makes.
Mechanical Servant (Level 3)
Also at 3rd level, your research and mastery of your craft allow you to produce a mechanical construct that obeys and protects you.
Whenever you finish a long rest, you can use your tinker's tools to create a mechanical servant in an unoccupied space within 5 feet of you. You can only have one mechanical servant at any time.
The servant's statistics are detailed in the mechanical servant stat block. You determine the servant's general appearance, as appropriate to its statistics. Some tinkers prefer mechanical-looking birds, whereas others prefer winged vials and miniature cauldrons.
The servant is friendly to you and your companions, and it obeys your commands. In combat, the servant shares your initiative count, taking its turn immediately after yours. If it is not given a command, it prioritizes your protection, even at the cost of its own safety.
If the servant is killed, it can be returned to life via normal means, such as with the revivify spell. Material components are not necessary to revive your servant with spells.
Refined Machinery (Level 5)
At 5th level, mechanical servant's attacks become magical. Also, it adds your Intelligence modifier to its AC, to its saving throws, to skills with which it is proficient, and to its attack and damage rolls.
Protective Charge (Level 14)
At 14th level, your servant can almost instantaneously intervene to foil your foes' attacks against you by charging them.
When you are targeted by an attack that your mechanical servant can see, the servant can use its reaction to move up to its speed and make one melee attack against the creature targeting you if the creature is within the servant's reach. On a hit, its target suffers the attack's normal effects, and it must succeed a Strength saving throw or target your Mechanical Servant with the attack instead of you.
Expert Tinker (Level 15)
By 15th level, as a benefit of constant trial and error, your skill at tinkering reaches new depths.
Your proficiency bonus is doubled for any ability check you make that uses a tool proficiency you gained from this class. Additionally, items and objects you use as part of an ability check never break as a result of the check, regardless of whether you succeed or fail.
Golem Overdrive (Level 20)
At 20th level, you can overcharge your Mechanical Servant with magic, vastly increasing its abilities.
If your Mechanical Servant is within 60 feet of you and you can see it, you can use your action and expend a spell slot to grant the servant certain benefits for 1 minute:
It gains a bonus to its damage rolls equal to 1d6 for a 1st-level spell slot, plus 1d6 per level of the slot above 1st.
It gains 10 temporary hit points per level of the slot, which are lost if they remain when the duration elapses.
Its speeds increase by 5 feet per level of the slot.
Spellcrafter
Spellcrafter (Level 3)
Spellcrafters have mastered their ability to imbue weapons with magical power, allowing these tinkers to create a powerful magical cannon for themselves.
At each indicated tinker level, add the listed spells to your spells prepared. You always have them prepared, and they do not count against the number of spells you can prepare normally.
| Tinker Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Arcane Weapon Crafting (Level 3)
When you choose this specialization at 3rd level, you perfect your signature weapon modification: a deadly cannon which combines knowledge of arcane magic, engineering and metallurgy.
You spend 2 hours, which can be during a long rest, transforming a ranged weapon you're holding which has the bursting property into your arcane weapon. If the weapon is one-handed, you can turn it into a compact arcane musket; if it's two-handed, you can turn it into a robust, yet portable arcane cannon.
If you take the Attack action or your Thunder Monger action while you are wielding two arcane muskets and you attack with one of them, you can use your bonus action to make one weapon attack using the other arcane musket.
Only you are proficient with these weapons. They cannot be used as components for others' spells and abilities.
Spellcraft Toolkit (Level 3)
Also at 3rd level, you craft a leather bag used to carry your tools and ammunition for your arcane cannon. Your spellcraft toolkit magically produces the powders, lead shot, and other materials needed to keep the cannon functioning.
You can use this toolkit as a spellcasting focus for your tinker spells, and it functions as tinker's tools for you. You can also use it to produce nonmagical ammunition. At the end of each long rest you take, you can create one of your choice from the following options: up to 40 arrows, 40 crossbow bolts, or 80 sling pellets. Any pieces of ammunition created by your spellcraft toolkit disintegrate and disappear after 8 hours.
If you lose your spellcraft toolkit, you can create a new one over the course of a long rest, using an empty pouch as raw material.
Thunder Monger (Level 5)
At 5th level, you learn to create kinetic energy within your arcane cannon and fire it in a lethal display of power.
As an action, you can make one of the following special attacks with your arcane weapon:
- Blast
- Pierce
Shock Jump (Level 14)
At 14th level, you can aim your arcane weapon downward and create a blast of energy that propels you skyward.
As an action, you use your arcane weapon to propel yourself up to 10 feet into the air and force each creature in a 10-foot radius around you to make a Constitution saving throw, taking 5d6 thunder damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is pushed 10 feet in a straight line away from you. You can then move up to 20 feet while in the air without expending your movement, landing in an unoccupied space.
Expert Tinker (Level 15)
By 15th level, as a benefit of constant trial and error, your skill at tinkering reaches new depths.
Your proficiency bonus is doubled for any ability check you make that uses a tool proficiency you gained from this class. Additionally, items and objects you use as part of an ability check never break as a result of the check, regardless of whether you succeed or fail.
Cannon Spellburst (Level 20)
At 20th level, you can draw magic from your arcane weapon's overcharge, creating an explosion of magic.
When you score a critical hit with a ranged attack using your arcane weapon, you can immediately use your reaction to evoke the attack's bolstered magic as an explosion. The target, as well as each creature within 10 feet of it, must make a Dexterity saving throw. A creature takes 6d8 force damage on a failed save, or half as much damage on a successful one.
Wandslinger
Wandslinger (Level 3)
Wandslinging tinkers learn to inject magic into wands, turning them into dazzling and deadly weapons, as well as creating tools that can't be emulated with mundane methods.
At each indicated tinker level, add the listed spells to your spells prepared. You always have them prepared, and they do not count against the number of spells you can prepare normally.
| Tinker Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Crafter of Implements (Level 3)
At 3rd level, you gain proficiency with woodcarver's tools, and the amount of gold and time you must spend to create any rods, staves or wands is halved. In addition, you can use a rod, wand or staff as a spellcasting focus for your tinker spells.
You also gain one non-magical wand, an item carefully crafted in your signature style.
Magic Wand Prototype (Level 3)
Also at 3rd level, you can regularly experiment with channeling different types of magic through wands. Whenever you finish a long rest, you can use your woodcarver's tools to invest a non-magical wand with magic. A number of wands equal to your proficiency bonus can be invested with magic in this way at a time. Using this feature again while at the limit causes the magic to disappear from one of the currently invested wands of your choice.
The magic you invest takes the form of one cantrip from the tinker spell list with a casting time of 1 action, even if you don't know the cantrip. While a creature wields the invested wand, it can cast that cantrip at will using your spellcasting ability. If the cantrip deals damage, that damage gains a bonus equal to your Intelligence modifier (minimum of +1).
You also invest the wand with one 1st-level spell from the tinker spell list, which the wand's wielder can cast once at its lowest level without expending a spell slot or providing material components. The spell uses your spellcasting ability. This spell can't be cast from the wand again until the next dawn.
Sleight of Wand (Level 5)
At 5th level, you learn to overcharge the energy in your wand, hurling it at your foes with explosive results.
When you use a wand to cast a cantrip that deals damage, you can expend a spell slot to deal extra damage to one of the targets. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st.
Duet of Tricks (Level 14)
At 14th level, magic wands you create can now store two spells of greater power.
Your magic wand prototypes can now be invested with two tinker spells of 1st-to-3rd-level, rather than one 1st-level tinker spell, and a creature wielding an invested wand can use any spell slots that it has to cast the invested spell at higher levels. Once cast, each spell can't be cast from the wand again until the next dawn.
Expert Tinker (Wandslinger) (Level 15)
At 15th level, your Expert Tinker feature grants you expertise with woodcarver's tools, as it was gained from your Crafter of Implements feature.
Perfected Magic Wand (Level 20)
At 20th level, you have perfected the wand creation process, improving your magic wand prototypes in the following ways:
The spells of 1st level or higher invested into your wands can be cast again after the wand's wielder finishes a short or long rest.
Whenever a creature casts a spell from an invested wand, the creature can roll a d20. On a 16 or higher, if the spell requires an attack roll, the attack becomes a critical hit. If the spell requires a saving throw, the DC increases by 5.