The Tinkerer
Looking across the chamber, the goblin finds his mark. He sets down a large iron disk and cranks its pull cord, sending the iron star spinning at an ogre that has no idea what is about to hit them.
A worried dark iron dwarf looks out to his gnome friend as a proto-drake releases a torrent of flames at her. He aims his blaster at her and pulls the trigger, releasing a blast of alchemical medicine, quickly mending the wounds of his ally.
Cracking her knuckles preparing for battle, a nightborne dons her thunder gauntlets and charges headlong into a frenzied pack of gnolls.
The Spark of Ingenuity
Tinkerers are among the smartest of the adventurers setting out to explore Azeroth. The creators of incredible inventions, from crazy multipurpose knives to steam saws to siege engines, their devices allow them to overcome nearly any situation — and if they don't have the device they need, they just might be able to design and create a new one on the spot. Tinkers have a reputation for being dangerous companions, born mainly of reckless goblins experimenting with explosives. However, tinkers are not usually danger-prone. The real problem arises when they mess with gunpowder or try to build a better steam engine, and even then mishaps and explosions do not occur as often as many believe. However, the true heart of the tinker profession can be found in the steady craftsmanship of the dwarves and the wild-eyed curiosity of the gnomes. As tinkerers begin to spread to
all the races of Azeroth, the idea of the "typical tinkerer"
may continue to change, but inventiveness and
intelligence will always play an important role in who
a tinkerer is.
Creating a Tinkerer
Creating a tinkerer gives you access to a wide array of ingenious creations. You will be able to fill a wide array of roles within an adventuring party. Demolition experts focus on the raw, destructive power of explosives to deliver truly crippling blows to their foes. The medic is able to provide much needed healing and support to their allies. And
finally, the siegecrafters augment their armor, protecting them in battle and allowing them to take the ire of their enemies over their squishier friends.
When creating your tinkerer, think about what drives your character. Do they pursue the creation of an impossible design? Or perhaps they are striving to remain one step ahead of their goblin rival. These small things can provide you with a tremendous amount of opportunity for rich, full stories within a campaign.
Quick build
You can make a tinkerer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution if you plan to
become a siegecrafter, or Dexterity if you plan on
becoming a demolitions expert. Choose the guild
artisan background.
Class Features
As a tinkerer, you gain the following class features
Hit Points
- Hit Dice: 1d8 per tinkerer level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per tinkerer level after 1st
Proficiencies
- Armor: Light and medium armor
- Weapons: Simple weapons, firearms
- Tools: Tinkerer's tools, two other tools of your choice
- Saving Throws: Constitution, Intelligence
- Skills: Choose two from Arcana, Deception, History, Investigation, Medicine, Perception, Sleight of Hand
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a handaxe and a light hammer or (b) any two simple weapons
- (a) a pistol with 20 rounds of ammunition
- (b) scale mail or (b) studded leather armor
- Tinkerer's tools and a
dungeoneer's pack
Tinkerer
Level | Proficiency Bonus | Features | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Tinkerer Specialization, Quick Crafting | ||||||||||||
2nd | +2 | Tool Expertise, Focused Analysis | ||||||||||||
3rd | +2 | Infrared Goggles, Utility Belt(2 slots) | ||||||||||||
4th | +2 | Ability Score Improvement | ||||||||||||
5th | +3 | Tinkerer Specialization Feature | ||||||||||||
6th | +3 | Mechanical Drone | ||||||||||||
7th | +3 | Personal Defense Matrix | ||||||||||||
8th | +3 | Ability Score Improvement | ||||||||||||
9th | +4 | Tinkerer Specialization Feature | ||||||||||||
10th | +4 | Mechanical Genius, Utility Belt(4 slot) | ||||||||||||
11th | +4 | Nitro Boosters, Drone Upgrade(1) | ||||||||||||
12th | +4 | Ability Score Improvement | ||||||||||||
13th | +5 | Right When You Need It | ||||||||||||
14th | +5 | Tinkerer Specialization Feature | ||||||||||||
15th | +5 | Tactical Scanner, Drone Upgrade(2), Utility Belt(6 slots) | ||||||||||||
16th | +5 | Ability Score Improvement | ||||||||||||
17th | +6 | Tinkerer Specialization Feature | ||||||||||||
18th | +6 | Ability Score Improvement | ||||||||||||
19th | +6 | Arcane Savant | ||||||||||||
20th | +6 | Overclock, Utility Belt (7 slots) |
Saving Throws
Some of your features and abilities require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:
Tinker Save DC
Tinkerer Specialization
At 1st level, you choose the type of Tinkerer Specialization to focus on: Demolitions Expert, Medic, or Siegecrafter, all of which are detailed at the end of the class description. Your choice grants you features at 1st level and again at 5th, 9th, 14th, and 17th level.
Quick Crafting
Starting at 1st level, you are able to cast the mending cantrip at will and you can cast it as a bonus action with a range of 30 feet.
Tool Expertise
Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.
Focused Analysis
Additionally at 2nd level, your understanding of magic items allows you to analyze them and understand their secrets. You are able to cast the detect magic and identify spells as rituals. You don't need to provide a material component when casting identify with this feature.
Infrared Goggles
At 3rd level, you create a simple pair of goggles that allow you to see an infrared spectrum. As an action, you can activate the goggles which grants you the benefits of the see invisibility spell for 1 minute.
Once the goggles have been used, they cannot be used again until you finish a short or long rest. Starting at 13th level, you can use it twice before a rest.
Utility Belt
Additionally at 3rd level, you have crafted yourself an enhanced utility belt. This belt has 2 slots for enhancements, which are detailed at the end of the class description. You can create any enhancement that you meet the requirements for. Creating the enhancements requires 1 hour of work, which can be performed during a long rest.
You learn how to make additional enhancements at 10th, 15th, and 20th level and gain additional slots for enhancements at those levels as well.
Ability Score Improvement
When you reach 4th, 8th, 12th, 16th, and 18th 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.
Mechanical Drone
At 6th level, your research and mastery of your craft allow you to produce a mechanical drone. The drone is a construct that obeys your commands without hesitation. It's statistics can be found at the end of the class description. The drone is made of mostly mechanical parts with some magic infused into it. It however, is not magical. The drone obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.
The drone cannot be healed through normal means. If you cast mending with it as the target, it regains 1d4 hit points.
If the drone is killed, it can be be returned to life with 10 minutes worth of work to repair it. It returns to life with 1 hit point. In addition, over the course of a long rest, you can repair a slain drone if you have access to its body. It returns to life with 1 hit point at the end of the rest.
Personal Defense Matrix
At 7th level, you have completed an armor lining that can greatly boost your defenses. As a bonus action, you can activate the armor lining. Until the start of your next turn, whenever you would take damage, you reduce it by an amount equal to your Intelligence modifier (minimum of one).
You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses when you finish a long rest.
Mechanical Genius
At 10th level, your skill reaches new heights. When you cast mending with your drone as the target, it regains additional hit points equal to your Intelligence modifier. Additionally, when you cast mending, you can now repair a break or tear of up to 3 feet.
Nitro Boosters
Starting at 11th level, you have crafted small rocket boosters that attach to your footwear. You can take the Dash action as a bonus action. Additionally, your maximum jump height and distance is doubled.
Drone Upgrade
At 11th level, you are able to fit your drone with specialized upgrades. You know how to make one of these upgrades, which are detailed at the end of this section. The upgrades can be made and installed in 1 hour during a long rest.
You learn an additional upgrade when you reach 15th level. Your drone can't be outfitted with the same upgrade it already has installed.
Right When You Need It
At 13th level, you are able to quickly create items that you may need in your travels. You can cast the fabricate spell. Once you cast this spell using this feature, you can't cast it again until you finish a short or long rest.
Tactical Scanner
At 15th level, you have outfitted your infrared goggles with an upgrade. You can now activate the goggles as a bonus action. Additionally, you can use the goggles to gain the effects of the true seeing spell for 1 minute. You choose when activating the goggles which effect you are activating. While under this effect, you gain advantage on attack rolls and Dexterity saving throws against effects that you can see.
You can only use the goggles to gain this benefit once and must finish a long rest before you can use them in this way again.
Arcane Savant
At 19th level, your knowledge of magical devices and items becomes unparalleled. You are able to attune to one additional magical item and ignore class restrictions on magical items. Additionally, you gain a +1 bonus to saving throws you make for each item you are attuned to.
Overclock
At 20th level, you have overclocked the inner workings of your drone. Your drone gains the following benefits:
- You learn one more Drone Upgrade to equip the drone with.
- Its AC increases by 2.
- Its speed is doubled.
Rocket Turret. The turret fires an additional rocket and the rockets deal an additional die of damage.
Support Turret. When the drone heals a creature, it restores an additional 2d8 hit points.
Defensive Turret. When the drone uses its reaction to attack a creature who hit you, you gain temporary hit points equal to twice the damage done by the drones attack.
Demolitions Expert
These tinkerers know the best and usually easiest way to make something go boom. Experts in quickly creating explosive solutions to their problems.
Demolitions Expert Features
Tinkerer Level | Feature |
---|---|
1st | Plasma Shot, Bombs! |
5th | Chemical Burn |
9th | It's Just Fire |
14th | Mini Iron Star |
17th | Automated Turret |
Plasma Shot
Beginning at 1st level, you create a complex attachment for a firearm that your possess. Whenever your hit a creature with an attack using this firearm, it deals its damage as force damage instead of its normal type. The weapon also no longer requires ammunition.
Additionally, whenever you use your action to use a magic item, mechanical device, or any type of explosive, you can use your bonus action to make an attack with a firearm.
Bombs!
At 1st level, you know how to create several small grenades. As an action, you can activate a grenade. You can either hold onto it or throw it to a point up to 30 feet away. The grenade has one of the following effects.
EZ-Thro Bomb. At the end of your turn, creatures within 10 feet of the grenade must make a Dexterity saving throw or take fire damage equal to 1d8 + half your tinkerer level (minimum of 1) plus piercing damage equal to 1d8 + half your tinkerer level (minimum of 1). A creature takes half as much damage on a success.
Grease Grenade. Slick grease covers the ground in a 10-foot square centered on the grenade and turns it into difficult terrain.
When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. The grease lasts until the end of your next turn.
Smoke Grenade. The area in a 10 foot radius around the grenade is filled with a thick smoke that blocks vision and persists for a number of rounds equal to your Intelligence modifier (minimum of one). The smoke can moved by a wind of at least 10 mph at a rate of 1 foot per mph of the wind.
You can prepare a number of grenades equal to half of your proficiency bonus (rounded up) during a short or long rest.
Chemical Burn
At 5th level, you are able to enhance your firearm even further. Your plasma shot fires an additional bolt of superheated chemicals when it fires. When you hit a creature or object with your plasma shot, the target takes an additional 2d6 fire damage. Objects and structures take twice as much damage from this feature.
This extra damage increases by 1d6 when you reach certain levels in this class: 9th level (3d6), 13th level (4d6), and 17th level (5d6).
It's Just Fire
At 9th level, you have become used to the burns and flashes that come with tinkering with explosives. You gain resistance to fire damage. Additionally, while your Personal Defense Matrix feature is active, you gain immunity to fire damage.
Mini Iron Star
At 14th level, you have learned how to create a frighteningly powerful mobile bomb. An iron star is a metal disk crammed full of explosives. As an action, you can send to iron star rolling at a target within 60 feet. The iron star takes off, leaving a trail of cinders in its wake.
Any creature that the iron star passes within 5 feet of on its way to its target takes fire damage equal to your Intelligence modifier.
When the iron star reaches its target, it detonates. The target and any creature within 10 feet of the target must make a Dexterity saving throw. A creature takes 8d8 fire damage on a failed save, or half as much damage on a successful one. The iron star deals twice as much damage against objects and structures.
Once you use this feature, you can't use it again until you finish a short or a long rest.
Automated Turret
At 17th level, you have learned how to create small mobile turrets. As an action, you can place a turret in an unoccupied space within 5 feet of you. A turret stays active for 1 minute, or until you deactivate it as a bonus action. Once a turret is deactivated, you cannot deploy that turret again. You can have up to 2 turrets active at a time.
Whenever you or your drone deals damage to a creature, your turrets fire on the creature, causing it to take an additional 1d10 force damage.
You have a number of turrets equal to 1 + your Intelligence modifier (minimum of two). You regain all expended turrets when you finish a long rest.
Medic
Medic Features
Tinkerer Level | Feature |
---|---|
1st | Alchemical Blaster, Healbot 1.0 |
5th | S.A.V.I.O.R Mk. 3 |
9th | X29 Shield Generator |
14th | Overcharged Blaster |
17th | Mass Shield Generator |
Alchemical Blaster
At 1st level, you have constructed a pistol that is loaded with a small tank filled with an alchemical concoction. You are proficient with this weapon. You can use your Intelligence modifier in place of your Dexterity modifier when attacking with this weapon. It has a range of 60 feet, and a maximum range of 100 feet and deals 1d8 force damage on a hit.
Additionally, the pistol holds a number of alchemical charges equal to 5 + your tinkerer level. These charges are represented as d6s.
As a bonus action, you can choose one creature you can see within 60 feet of you and spend a number of those dice equal to your Intelligence modifier (minimum of one) or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains temporary hit points equal to your Intelligence modifier + 1 per die spent.
You regain all expended dice when you finish a long rest.
Healbot 1.0
Additionally at 1st level, you learn how to create a small mechanical turret that is loaded with the same alchemical compound as your blaster. As an action, you can place the healbot in an unoccupied space within 5 feet of you. The healbot remains active for a number of rounds equal to your Intelligence modifier (minimum of one), and follows your movements.
Whenever you cause a creature to regain hit points, or as a bonus action, the healbot fires a restorative beam of energy at the creature as long as it is within 60 feet of the healbot. The creature regains 1d4 hit points. If you cause more than 1 creature to regain hit points, choose 1 of those creatures for the healbot to heal.
The healbot's healing increases by 1d4 when you reach certain levels in this class: 5th level (2d4), 11th level (3d4), 15th level (4d4), and 19th level (5d4).
Once you use this feature, it can't be used again until you finish a short or long rest.
S.A.V.I.O.R Mk. 3
Beginning at 5th level, you have created a small wrist mounted device that is able to restore the health and wellbeing of you and your allies in large waves. You can charge the device as an action. When charged, the device produces a pool of healing equal to 2d10 + your tinkerer level. You can distribute this healing among creatures you can see within 30 feet of you (yourself included).
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
X29 Shield Generator
At 9th level, you have created a small shielding device that is able to protect you and your allies. Whenever you see a friendly creature within 30 feet of you take damage, you can use your reaction to place a protective shield on them. The creature gains temporary hit points equal to 1d10 + your tinkerer level. The creature then recovers 1 hit point for every 1 damage the temporary hit points absorb.
Once you use this feature, it can't be used again until you finish a short or long rest.
Overcharged Blaster
Starting at 14th level, you are able to overcharge your alchemical blaster. The alchemical charges in your blaster are now represented as d8s. The pool of dice can now hold an additional amount of dice equal to your Intelligence modifier (minimum of one), and whenever you finish a short rest, you regain up to a number of dice equal to your proficiency bonus.
Mass Shield Generator
At 17th level, you have created a large device that is able to boost your X29 shield generator. As an action, you can choose up to 5 creatures within 30 feet of you. Each target gains temporary hit points equal to 2d10 + your Intelligence modifier. A creature recovers 1 hit point for every 1 damage these temporary hit points absorb.
Once you use this feature, you can't use it again until you finish a short or long rest.
Siegecrafter
Siegecrafters take on the arduous task of creating and maintaining a warframe. Warframes are large (though some goblins say small) mechanical suit of armor fitted with a power core. These tinkerers are often found rushing into battle and drawing the ire of their enemies.
Siegecrafter Features
Tinkerer Level | Feature |
---|---|
1st | Siegecraft |
5th | Enhanced Targeting Systems, Extra Attack |
9th | Refined Armor Plating |
14th | Vent Core |
17th | Exotic Core |
Siegecraft
At 1st level, your metallurgical pursuits have allowed you to craft an impressive suit of armor. Over the course of a short rest, you can turn a suit of armor into a warframe, provided you have tinkerer’s tools in hand.
You gain the following benefits while wearing this armor:
- The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces.
- You can doff or don the armor as an action.
- You gain a +1 bonus to your AC. This bonus increases to by 1 at 9th level (+2), and again at 15th level (+3).
- Whenever you take damage from an attack, that damage is reduced by 1d4.
Additionally, while wearing the warframe, you gain the following features:
Thunder Gauntlets. Each of the armor’s gauntlets counts as a simple melee weapon with the finesse and light properties while you aren't holding anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn. Whenever you use the attack action to make an attack with a gauntlet, you can make an attack with the other gauntlet using your bonus action.
The damage of this weapon increases to 1d10 at 9th level.
Defensive Field. As a bonus action, you can gain temporary hit points equal to your level in this class. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest
Enhanced Targeting Systems
At 5th level, you have linked a highly advanced targeting system to your warframe's weapons systems. As a bonus action, you can mark a target for your next offensive strike. Until the end of your turn, the next attack you would make against the marked creature has advantage and deals an additional two dice of damage.
Once you use this feature, you must finish a short or long rest before you can use it again.
Extra Attack
Additionally at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Refined Armor Plating
At 9th level, you have created a sturdier armor plating for your warframe. Over a 1 hour period, you can attach the plating to your warframe as long as you have access to your tinkerer's tools. Choose one of the following armor platings:
Elementium Plating. You gain resistance to two of the following damage types (chosen when you install this plating): acid, cold, fire, lightning, poison, or thunder.
Hardened Plating. You gain resistance to nonmagical bludgeoning, piercing, and slashing damage.
Light Weight Plating. Damage from attacks is no longer reduced, but you gain an additional +1 bonus to your AC. Your speed is also increased by 10 feet, and attacks of opportunity are made at disadvantage against you.
Vent Core
At 14th level, you are able cause your warframe to overheat and expel a scalding hot blast of steam. As an action, you can vent your warframe's power core. Creatures within 10 feet of you must make a Dexterity saving throw. A creature takes fire damage equal to 5d10 + your tinkerer level on a failed save, or half as much damage on a successful one.
Once you use this feature, you can't use it again until you finish a long rest.
Allied Defense Matrix
At 17th level, you have created a shielding system to benefit your allies. Any friendly creature that starts their turn within a 15 foot cone behind you gains temporary hit points equal to your Intelligence modifier (minimum of one).
Additionally, you can provide half cover for creatures of your choice within 5 feet of you.
Utility Belt
Below are lists of enhancements and utility devices you can craft and store in your utility belt. When you learn a new enhancement, you must meet the level requirement. You can also learn an enhancement from a lower level instead of the current level's list if you choose to.
Level 3
Alchemical Mix-o-Tronic
A large metal canteen that functions as an alchemy jug
Annoy-o-tron
A small mechanical construct that folds up into a palm sized cube. It weights 3 pounds, and becomes Tiny sized when unfolded. As an action, you can direct the construct to watch over an area. This effect copies the effects of the alarm spell. Once used, this device can't be used again until you finish a long rest.
Detectotron Lantern
A small device that can produce light for up to 1 hour before needing to recharge. The lantern recharges after 30 minutes of inactivity. While it is lit, it functions as a lantern of revealing.
Electroflux Sight Enhancers
A pair of lenses that clip over your goggles. While worn, you gain Darkvision out to a range of 60 feet. If you already have Darkvision, its range is extended by 60 feet.
Handy Pouch of Rope
A small pouch that contains a rope of climbing.
Hexweave Pouch
A small foldout pouch made of hexweave cloth and enchanted with dimensional magic. This pouch functions as a bag of holding.
LZ42 Propulsion Pack
A larger device, roughly half the size of a bedroll. It houses complex machinery and motors that give you a swim speed of 40 feet.
LZ42 Rebreather
A small mask that covers the nose and mouth. It is able to transmute water into breathable air. While worn, you can breath underwater.
Secret Finder 2000
A small round device that functions as a wand of secrets. When activated, the device makes a light "blip" noise if it reveals a secret door or trap.
Snack Dispenser
A small magical container. As an action, you can open the container and speak its command word to cast the goodberry spell. Once used, this device can't be used again until you finish a long rest.
Stylish Reading Glasses
A snazzy pair of reading glasses infused with a touch of magic. While worn, you can use the glasses to cast the comprehend languages spell at will.
Walkie Talkies
A pair of mechanical devices with limited communications technology and magic. As an action, you can hold down a button on top of the device and cast the sending spell using the device. The target is the bearer of the other device in this pair. Once used, the devices can't be used again until the next dawn.
Level 10
Cure-o-Matic 3000
A small device storing a reserve of an alchemical substance. The device has 4 charges. You can expend 1 charge to cast the cure wounds spell at 1st level. You can expend up to 2 charges to cast this spell at 2nd level. The device regains 1d4 charges each day at dawn.
Goblin Glider Kit
A small pouch that can magically produce a goblin glider. You can cast the feather fall spell at will.
Sonic Can Opener
A small quill sized device. This device functions as a chime of opening.
Super Sleuth Magnifying Lens
A flip down lens that you can attach to your goggles. While lowered in front of your eye, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.
Transdimensional Canteen
A large waterskin, infused with enchantments and magic. This canteen functions as a decanter of endless water.
XT9 Inflatable Dingy
A large pack the size of a duffel bag. This pack functions as a folding boat.
Level 15
Disruptive Shield Pack
A small device that emits a magic pulse. You gain resistance to force damage, and you have immunity to damage from the magic missile spell.
DCV12 Self-Reimager
A small magic device that can shroud you in illusion. You can cast disguise self at will.
Gravity Repurposer
A large pack that can distorts gravity around you. You can use this device to cast the spider climb spell. Once used, this device can't be used again until you finish a short or long rest.
Pouch of Sleepytime Dust
A small magical pouch that produces a dust known as Sleepytime Dust. As an action, you can sprinkle the dust onto up to four willing creatures. Whenever the creatures next finish a short rest, they gain temporary hit points equal to your tinkerer level. Once you use this dust, the pouch doesn't produce any more until the next dawn.
World Shrinker
A palm sized case housing complex machinery and gears. As an action, you can shrink the world around you. When you use this device, you gain the effects of the enlarge portion of the enlarge/reduce spell for 1 minute. Once used, this device can't be used again until you finish a short or long rest.
Level 20
Defensive Field Generator
A palm sized cube containing magically enchanted magnets and gyroscopes. The device allows you to use your reaction to reduce the damage of a ranged attack from an attacker you can see by 1d10 + your Intelligence modifier.
Goblin Jump Pack
A large pack containing jet boosters and an self-replicating alchemical fuel. As an action, you can activate the jets and gain a flying speed of 60 feet. The jets only contain enough fuel for 1 hour of use. Once empty, the fuel will begin to reproduce itself, causing the pack to be unusable for 1d12 hours.
Lightforged Gem of Brilliance
A pouch containing a brightly shining crystal. This crystal functions as a gem of brightness.
Specialized Bio-Optic Killshades
An extended pair of magnifying lenses that can be attached to your goggles. While attached, these lenses function as a pair of eyes of the eagle.
Swapblaster
A small magical device with limited teleportation functionality. As an action, choose a creature you can see within 30 feet. If the target is willing, you swamp spaces with it. If the target is unwilling, it must succeed on a Wisdom saving throw or swap spaces with you. Once used, this device can't be used again until you finish a long rest.
Thought Scrambling Field
A small orb that emits a constant wave of inaudible sound that disrupts telepathy and even some divination magic. This device functions as a ring of mind shielding.
Mechanical Drone
small, construct
- Armor Class 12 + PB
- Hit Points 6 + three times your tinkerer level (the drone has a number of Hit Dice [d6s] equal to your tinkerer level)
- Speed fly 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
- Saving Throws Dex + 2 + PB
- Damage Immunities poison, psychic
- Condition Immunities charmed, frightened, poisoned
- Senses Darkvision 60 ft.
- Languages Understands the languages you speak but can't speak
Actions
Rocket Turret (Demolitions). As an action, the drone can fire a mini rocket at a point it can see within 60 feet. Any creature within 5 feet of the point must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a success.
Support Turret (Medic). As an action, the drone can fire a blast of an alchemical healing concoction at a creature within 10 feet. The target regains hit points equal to your Intelligence modifier (minimum of one).
Defensive Turret (Siegecrafter). As an action, the drone can fire a defense cannon. It has a range of 30 feet, its bonus to hit is equal to your Intelligence modifier + your proficiency bonus, and on a hit it deals piercing damage equal to 1d6 + your Intelligence modifier. If you are the target of a melee attack, the drone can use its reaction to fire its turret at the creature that attacked you as long as it is within its range.
Drone Upgrades
Below is a list of upgrades that you can learn and install into your Mechanical Drone. Any upgrade can only be installed once in your drone.
Alchemical Spritzer
Prerequisite: Medic
You outfit your done with a specialized tank filled with an alchemical compound that it can apply to a creature as an action. This compound mimics the effects of a greater restoration spell. Once your drone has used this ability, it can't use it again until you finish a short or long rest.
Concussive Rockets
Prerequisite: Demolitions Expert
You enhance the payload of your drones rockets with an extremely forceful explosive. Any creature that is Large or smaller that fails their saving throw against your drone's rockets is knocked prone or pushed 5 feet from the point of impact (your choice).
Disruptive Energy Field
You equip your drone with a device that emits a disruptive and unsettling energy. Whenever a creature makes an attack roll or saving throw within 10 feet of the drone, it can use its reaction to subtract 1d4 from the target's attack roll or saving throw.
Efficient Concoctions
Prerequisite: Medic
You refine your drones delivery mechanisms for the alchemical concoction it uses to heal others. If a creature is already at its maximum hit points when healed by your drone, it gains temporary hit points instead.
Enchanted Ammunition Feed
Prerequisite: Siegecrafter
Your drones Defensive Turret now deals 1d8 damage. Additionally, its attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
I.W.I.N Mk. 10 Rockets
Prerequisite: Demolitions Expert
When your drone uses its action to fire its Rocket Turret, it fires 2 additional rockets. Your drone's rockets now deal 1d8 fire damage on a failed save or half as much on a success.
Miniaturized Plasma Shield
When you finish a short or long rest, your drone gains temporary hit points equal to half your tinkerer level + your Intelligence modifier.
Motivational Energy Field
You equip your drone with a device that emits a soothing and invigorating energy. Whenever a creature within 10 feet of the drone makes an attack roll or saving throw, it can use its reaction to add 1d4 to the target's attack roll or saving throw.
Perception Altering Field
Prerequisite: Siegecrafter
You install your drone with a device that emits a sonic pulse that disrupts creatures perception of the battlefield. Creatures within 10 feet of your drone have disadvantage on attacks made against targets that aren't you.
Talents
Beginning at 5th level, you gain a talent from the following list. You gain additional talents at 10th and 15th level. You must meet the prerequisite for a talent to learn it.
Battlefield Analysis Module
Prerequisite: 5th level
When you activate your Infrared Goggles feature, you gain one of the following benefits for its duration:
- You gain temporary hit points equal to 1d10 + your tinkerer level.
- Once on each of your turns, you gain a bonus to an attack you make equal to your Intelligence modifier.
- Once between your turns when you take damage, you can reduce that damage by an amount equal to your Intelligence modifier.
Grenade Enhancement Protocol
Prerequisite: 5th level, Demolitions
When you use your Bombs! feature, you can give it one of the following benefits depending on the type of grenade.
EZ-Thro Bomb. The grenade deals fire damage equal to 2d8 + you tinkerer level and piercing damage equal to 2d8 + your tinkerer level.
Grease Grenade. When a creature in the grease takes fire damage, they take additional fire damage equal to your proficiency bonus.
Smoke Grenade. You can designate a number of creatures up to your Intelligence modifier that are able to see through the smoke and are unaffected by it for its duration.
Once you use this talent, you cannot use it again until you finish a long rest.
Protective Resonator
Prerequisite: 5th level, Medic
When a creature regains hit points from your Healbot 1.0 feature, they also gain temporary hit points equal to your Intelligence modifier. These temporary hit points add to any gained from your Alchemical Blaster.
X92 Crosshair Reticle
Prerequisite: 5th level, Siegecrafter
Attacks that you make which benefit from your Enhanced Targeting Systems feature critically hit on a roll of 18, 19, or 20 on the d20.
Kinetic Dampening Field
Prerequisite: 10th level
When you use your Personal Defense Matrix feature, creatures of your choice within 5 feet of you benefit from the feature as well.
Extermination Protocol
Prerequisite: 10th level, Demolitions
As a bonus action, you can cause your drone to unload a staggering amount of rockets at a point you can see within 60 feet of the drone. Creatures within 20 feet of the point must make a Dexterity saving throw, taking fire damage equal to 3d10 + your tinkerer level on a failure or half as much on a success.
Once you use this talent, you cannot use it again until you finish a short or long rest.
Arclight Vital Correctors
Prerequisite: 10th level, Medic
You create magical devices that can turn the tides of battle. Whenever a creature within 30 feet of you is reduced to 0 hit points, you can use your reaction to cause the creature to regain hit points equal to 1d10 + your Intelligence modifier.
You can use this talent a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.
You can use your action and expend 3 charges of this talent to replicate the effects of the revivify spell.
Disruptive Munitions
Prerequisite: 10th level, Siegecrafter
When your drone uses its reaction to attack a creature with its Defensive Turret, damage you take from the target is reduced by an amount equal to your Intelligence modifier until the start of your next turn.
Double-Time!
Prerequisite: 15th level
As an action, you are able to manifest another drone from spare parts and some magic. The drone appears in an unoccupied space within 10 feet of you and acts at the end of your turn in initiative. You can choose 1 upgrade for this drone, and it lasts for 1 minute and cannot be repaired.
Once you use this talent, you cannot use it again until you finish a long rest.
Goblin Explosives
Prerequisite: 15th level, Demolitions
The explosives in your Mini Iron Star become a little more unstable and violent. The target of your Mini Iron Star feature makes their saving throw at disadvantage.
Additionally, you gain a +1 bonus to attack and damage rolls you make until the end of your next turn equal to the amount of creatures that failed their saving throw against your Mini Iron Star feature.
Untested Adrenaline Booster
Prerequisite: 15th level, Medic
When your drone restores hit points to a creature, it restores an additional amount equal to your Intelligence modifier. When a creature regains hit points from your drone, you can use your reaction to cause the target to become emboldened until the end of their next turn. While emboldened, the target gains a bonus to attack rolls, saving throws, and ability checks they make equal to your Intelligence modifier.
You can use this talent a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.
Super-Heated Vents
Prerequisite: 15th level, Siegecrafter
Creatures that fail their saving throw against your Vent Core feature and take damage become overheated until the end of your next turn. Overheated creatures lose resistance to fire damage and gain vulnerability if they were not resistant already.