WC5e Workshop's Tinker

by MythMaker

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Tinker

Always carry an arclight spanner. You never know when you'll need it. What, there's no joke there, that's just some solid advice. Geez.

— Trade Prince Gazlowe  

A gnome sits hunched over a workbench, carefully putting the finishing touches on a metallic gun, barely larger than the gnome's hand. With a few twist of the dials on this device, the gnome points it at his sheep, and an arc of blue energy reducing his fluffy friend to the size of a rat. The gnome beams with pride at his newly created shrink ray.

A gnoll growls in hunger as it looms over a dwarf, who slides a long, metal tube from a holster at his belt. With a thunderous roar, a gout of flame erupts from the tube, and the gnoll’s growls turn into shrieks of panic as it turns to flee.

A party of night elves walk around in a large lumber yard, hoping to remove these transgressors from their lands. Suddenly, with a revving of a large engine, a humanoid machine comes to life, one of its arms mounted with a large saw blade. Over the sound of the engine, the elves hear the mad cackling of a goblin, excited at the prospect to test his new toy out on live specimens.

Makers of advanced and seemingly magical technology, tinkers are defined by their inventive nature. 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.

Cunning Inventors

Every tinker is defined by a specific craft, and see mastering the basic methods of their chosen craft as the first step to true progress, the invention of new methods and approaches.

All tinkers are united by their curiosity and inventive nature. To a tinker, inventing is an evolving art with a leading edge of discovery and mastery that pushes further ahead with each passing year. Tinkers value ingenuity and discovery. This penchant pushes them to seek a life of adventure, to not only discover new ways to improve their own inventions, but to find "willing" participants to test them out.

Intense Rivalries

The tinkers’ drive to invent and expand their understanding results in them constantly trying new ideas, and absorbing all the knowledge they can. A tinker who hears news of a newly discovered piece of technology or a new innovation must act fast to get it before any rivals do. While most tinkers are open with information to help advance the craft, all still possess their own trade secrets, and only wish to expand them faster than anyone else.

Almost every tinker has at least one rival, someone whom they seek to outdo at every turn. However, no rivalry out there compares to that that lies between those of the goblin and gnome races, who consistently compete to create an invention that's more innovative, insane, and functional than the last. These competitions are friendly or deadly , depending on the individuals involved - sometimes both.

By the same token, tinkers with similar philosophies and theories band together into loose guilds. They share their discoveries and work together to verify their theories and keep ahead of their rivals. One of the most prominent tinkers' guilds out there is the goblin run Tinkers' Union: avid explosions, laughter, and innovation prevade the halls of this union.

The Tinker
Level Proficiency Bonus Cobble Die Features Schematics Known
1st +2 1d4 Cobble, Tinker Specialization
2nd +2 1d4 Gadgetry 2
3rd +2 1d4 Engineering Style, The Right Tool for the Job 2
4th +2 1d4 Ability Score Improvement 2
5th +3 1d6 Tool Expertise, Scavenger 3
6th +3 1d6 Specialization Feature 3
7th +3 1d6 Clever Under Fire 4
8th +3 1d6 Ability Score Improvement 4
9th +4 1d6 Improved Cobble 5
10th +4 1d6 Specialization Feature 5
11th +4 1d8 Additional Engineering Style 5
12th +4 1d8 Ability Score Improvement 6
13th +5 1d8 6
14th +5 1d8 Specialization Feature 6
15th +5 1d8 Arcane Understanding 7
16th +5 1d8 Ability Score Improvement 7
17th +6 1d10 Improvisation 7
18th +6 1d10 8
19th +6 1d10 Ability Score Increase 8
20th +6 1d10 Magnum Opus 8

Quick Build

You can make a Tinker quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Constitution or Dexterity. Second, choose guild artisan as your background.

Optional Rule: Multiclassing

If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose tinker as one of your classes.

Ability Score Minimum. As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already a tinker.

Proficiencies Gained. If tinker isn't your initial class, here are the proficiencies you gain when you take your first level as a tinker: light armor, medium armor, firearms, thieves’ tools, tinker’s tools.

Class Features

As a Tinker, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor, medium armor
  • Weapons: Simple weapons, firearms, hand crossbows, heavy crossbows
  • Tools: Thieves' tools, tinker's tools, one type of artisan's tools of your choice

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

Equipment

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

  • any two simple weapons
  • a pistol and 20 bullets
  • (a) a studded leather armor or (b) scale mail
  • tinker's tools and a dungeoneer's pack

Cobble

Your skill as a tinker helps you to make quick repairs and even improvements while on the road. You know the mending cantrip, and can use your tinker's tools as a spellcasting focus for it.

Additionally, as an action, you can choose an object that you can see within 30 feet of you and grant it a Cobble die.

Once within the next 10 minutes, a creature wielding a Cobbled object can roll the die and use it in one of the following effects, depending on the type of object:

  • If the Cobbled object is a weapon or spellcasting focus, the creature can add the roll to its next attack roll.
  • If the Cobbled object is an armor or shield, the creature can add the roll to its AC until the start of its next turn.
  • If the Cobbled object is a tool, the creature can add the roll to its next check using the object.

Once the Cobble die is rolled, it is lost. An object can have only one Cobble die at a time.

You can use this feature a number of times equal to your half your Tinker level (rounded up). You regain any expended uses when you finish a long rest.

Your Cobble die changes when you reach certain levels in this class, as shown in the Cobble Die column of the Tinker table.

Tinker Specialization

At 1st level, you specialize in a specific kind of tinkering. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Gadgetry

Through your time adventuring, you have devised Schematics, ingenious or novel designs for contraptions with a range of effects.

Schematics Known

At 2nd level, you gain two schematics of your choice, choosing from the "Gadgetry Schematics" section at the end of the class's description. You learn additional schematics of your choice when you reach certain levels in this class, as shown in the Schematics Known column of the Tinker class table. You must meet all of a schematic's prerequisites to learn it.

Whenever you gain a level in this class, you can replace one of the gadgetry schematics you learned with a new one.

Gadgetry Ability

Because your schematics rely on your tinkering and innovation, you use your Intelligence whenever a schematic refers to your gadgetry ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a schematic and when making an attack roll with one.

Gadgetry save DC = 8 + your proficiency bonus +
your Intelligence modifier

Gadgetry attack modifier = your proficiency bonus +
your Intelligence modifier

Using Schematics

With artisan's tools in hand, you can create a gadget described in one of your schematics in an an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. These gadgets are nonmagical and remain until destroyed, but can only be used by you.

You can only use a schematic to create one gadget at a time. If you try to create a second gadget using the same schematic, the first is immediately destroyed. A gadget is also destroyed if you replace the schematic used to create it with new schematic.

Engineering Style

At 3rd level, you develop a style of tinkering, that roughly aligns with the design philosophies of a certain race known for their innovation. You learn two schematics, choosing between the following Engineering Styles.

Schematics learned through Engineering Styles don't count towards which don't count towards your Schematics Known.

Dwarven Engineering. You know the Dwarven Boomstick and the Dwarven Runed Reflector schematics.

Forsaken Engineering. You know the Forsaken Auratic Nullifier and the Forsaken Plague Vial schematics.

Gnomish Engineering. You know the Gnomish Army Knife and Gnomish Shrink Ray schematics.

Goblin Engineering. You know the Goblin Jumper Cables and Goblin Rocket Boots schematics.

The Right Tool for the Job

Also at 3rd level, you've learned how to produce exactly the tool you need: with artisan's tools in hand, you can create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. The tools are nonmagical, and they are disassembled when you use this feature again.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Tool Expertise

At 5th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.

Scavenger

Also at 5th level, you regain all your expended uses of Cobble when you finish a short or long rest.

Genius Under Fire

Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to expend one of your uses of Cobble and add it the roll. You can choose to use this reaction after seeing the d20 roll, but before knowing the result.

Improved Cobble

When you reach 9th level, you achieve an advanced understanding of slapdash engineering. You can use an action to give Cobble die to a number of objects you can see within 60 feet of you, equal to half your proficiency bonus. Additionally, you gain an additional effects for your Cobbled objects:

  • If the Cobbled object is a gadget or magical item with a limited number of uses, the creature can regain one use.
  • If the Cobbled object is a gadget or magical item with a limited number of charges, the creature can regain a number of charges equal to the number rolled.
  • If the object is a vehicle or has a stat block (such as a cannon or trebuchet), you can add double the roll as temporary hit points for the object.

Additional Engineering Style

At 11th level, you can choose a second option from the Engineering Style class feature.

Arcane Understanding

At 15th level, your discoveries and inventions involving magical items allow you to attune with up to 4 magical items at once.

Additonally, you ignore all class, race, spell and level requirements on attuning to or using a magic item.

Improvisation

At 17th level, when you roll initiative and have no uses of Cobble left, you regain one use.

Additionally, as an action, you can chose one of the schematics you know, that isn't granted by your Engineering Style, and replace it with another schematic that you could learn at that level.

You can use this feature twice, and regain expended uses when you finish a long rest.

Magnum Opus

At 20th level, you have achieved a mastery of tinkering, and can devise your greatest invention; your masterpiece.

Creating your masterpiece may take weeks, months, or even years depending on the scope of the project. Work with your DM to figure out the logistics of gold cost and time spent. Examples of masterpieces may be Gelbin Mekkatorque's efficient Deeprun Tram, or Grand Apothecary Putress' devastating Blight.

Tinker Specializations

Apothecary Specialization

A withered forsaken stands within their laboratory, beakers and cauldrons bubble and spew horrid vapors into the air. The undead cackles and smirks as they uncork a vial from one of their pouches and pour the oozing, crimson liquid into the crucible.

Apothecaries are masters of alchemy and use their skills to produce potions capable of healing or harming.

Potion Brewer

Beginning at 1st level, whenever you finish a long rest, you can produce a potion in an empty flask you touch. When you do this, you choose between creating a curative or virulent. Roll on either the Curative Brewing or Virulent Brewing table for the potion's effect, which is triggered when someone drinks the potion or hit by a weapon coated in the potion. As an action, a creature can drink the potion, administer it to an incapacitated creature, or coat it onto a weapon.

A creature affected by a potion created through Virulent Brewing can choose to make a saving throw against your Gadgetry save DC, only taking the effect on a failure. Creatures immune to the poisoned condition are unaffected by potions created through Virulent Brewing.

Creating a potion in this way requires you to have alchemist supplies on your person, and any potion you create with this feature lasts until it is drunk, a weapon coated with it hits a creature, or until the end of your next long rest.

When you reach certain levels in this class, you can make more potions at the end of a long rest: two at 6th level, three at 10th level, and four at 14th level. Roll for each potion's effect separately. Each potion requires its own flask, and the effects of each potion don't stack.

Mixologist

Starting at 6th level, your time spent with dangerous chemicals has emboldened you with new skills. You gain immunity to poison damage and the poisoned condition.

Additionally, you have refined your formulas and are able to mix potions quickly. As an action, you can expend a Cobble die to produce a potion in an empty flask, as detailed in your Potion Brewer feature.

Adept Concoctions

Starting at 10th level, you have reached a certain mastery over some of your works, gaining the following effects:

  • As an action, you can throw a potion created with your Potion Brewer feature at a creature within 30 feet and immediately trigger the effect on that creature.
  • You can cast lesser restoration, or greater restoration if you expend a Cobble die, a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Curative Brewing
d4 Effect
1 Healing. The creature regains a number of hit points equal to two rolls of your cobble die + your Intelligence Modifier.
2 Swiftness. The creature's walking speed increases by 10 feet for 1 hour.
3 Defense. The creature gains a +1 bonus to AC for 10 minutes.
4 Heroic. The creature can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
Virulent Brewing
d4 Effect
1 Deadly. The creature is dealt poison damage equal to two rolls of your cobble die + your Intelligence Modifier.
2 Crippling. The creature's walking speed is decreased by 10 feet for 1 hour.
3 Weakening. The creature's AC is reduced by 1 for 10 minutes.
4 Debilitating. The creature must roll a d4 and subtract the number rolled to every attack roll and saving throw they make for the next minute.

Alchemy Mastery

At 14th level, your time spent working with chemicals have resulted in an utter mastery of the craft. When you create a potion with your Potion Brewer, you can choose to create a masterwork potion. Choose whether to make the potion curative or virulent, creating a potion with one the following effects:

  • If the potion is curative it acts as a heal spell.
  • If the potion is virulent it acts as a harm spell and uses your Gadgetry save DC.

You can only make one masterwork potion per long rest, and cannot make a masterwork potion using your Mixologist feature.

Sapper Specialization

Artillerists, sappers, demolitionists, grenadiers, all similar names to describe the same thing: experts in the handling of explosive weapons. The mischievous goblin sappers are known throughout the Horde for their incredible aptitude for destruction, and dwarven mortar teams proved invaluable to the Alliance in every battle they've appeared.

Sappers are masters of one thing, explosions! They use this specialty to carve ruin into enemy ranks and level fortifications.

Explosives For Dummies

When you choose this specialization at 1st level, your affinity for destruction results in your discovery of explosive munitions. Whenever you finish a long rest, you can produce an explosive munition. When you do this, you choose between creating an Impact Grenade or Pressure Mine, with the effects for each listed below.

  • Impact Grenades. As a bonus action, you can throw a grenade (to a point within 30 feet) or hurl it with a sling (to a point within the sling's long range). It detonates on impact, and each creature within a 10-foot radius must make a Dexterity saving throw against your Gadgetry save DC. On a failed save, affected creatures take 2d6 fire damage on a failed save and are pushed 10 feet from the center of the explosion. Creatures that succeed take half as much damage and aren't pushed.
  • Pressure Mine. As a bonus action, you can set up a mine to cover a level, square area that is 10 feet on a side. There must not be a creature within the targeted area when you set up the mine. When a creature moves across the covered area, the mine detonates forcing all creatures within 5 feet of the covered area to make a Dexterity saving throw against your Gadgetry save DC. On a failed save, affected creatures take 2d8 fire damage and are knocked prone. Creatures that succeed take half as much damage and aren't knocked prone.

Creating an explosive munition in this way requires you to have tinker's tools or gunsmith's tools on your person, and any explosive munition you create with this feature lasts until it explodes or until the end of your next long rest.

When you reach certain levels in this class, you can make more potions at the end of a long rest: two at 6th level, three at 10th level, and four at 14th level. Each explosive munition can be of a different type.

Battlefield Demolition

At 6th level, you are a scholar in explosive theory. Your bombs deal twice as much damage to objects and structures and you have resistance to damage dealt by your own bombs.

In addition, you can put together improvised explosives quickly. As an action, you can expend a Cobble die to produce an explosive munition, as detailed in your Explosives For Dummies feature.

Doctorate In Destruction

Starting at 10th level, you've mastered the perfect time it takes to prime an explosive. As an action, you can cause your next explosive munition to explode unexpectedly, giving all affected creatures disadvantage on their saving throw. You can use this action only if you haven't moved during this turn, and after you use the action, your speed is 0 until the end of the current turn.

You can use this feature twice, and recover expended uses at the end of a long rest.

Master Blaster

At 14th level, you have achieved a mastery of the explosive arts.

  • You can expend a Cobble die to cast the spell delayed blast fireball once without requiring material components, using your Gadgetry save DC. You must finish a long rest before you can cast it again with this feature.
  • Magical barriers that can be destroyed by the Disintegrate spell (like Wall of Force, Otiluke Resilient Sphere, etc.) are also destroyed when they should take damage from one of your explosive munitions.

Gadgeteer Specialization

Gadgeteers are tinkers that combine the benefits from both magic and technology to create wondrous magical devices. Most gadgeteers are gnomes, blood elves, and draeneis, with gnomish gadgeteers establishing the Enlightened Assembly of Arcanology, Alchemy and Engineering Sciences.

Prepared with all forms of gadgets and devices to help in any situation, the gadgeteer is often seen as the quintessentiai tinker.

Spellcasting

When you choose this specialization at 1st level, you augment your martial prowess with the ability to cast spells.

Cantrips. You learn two cantrips of your choice from the mage spell list. You learn an additional wizard cantrip of your choice at 4th level and another at 10th level.

Spell Slots. The Gadgeteer Spellcasting 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.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st Level and Higher. You know three 1st-level mage spells of your choice.

The Spells Known column of the Gadgeteer Spellcasting table shows when you learn more mage spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the mage spells you know with another spell of your choice from the mage spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability. Intelligence is your spellcasting ability for your mage spells, since you learn your spells through tinkering and experimentation. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use the same method for determining your schematics' saving throw DC and when making an attack roll, as detailed in the "Gadgetry" feature, for when you cast a mage spell that requires a saving throw or attack roll.

Spellcasting Focus. You can use a set of tinker's tools as a spellcasting focus for your mage spells.

Magical Augmentation

Also at 1st level, you learn how to augment your spells, pushing them to their limits. Whenever you cast a spell, expend a number of Cobble die to apply one of the following Augmentations to the spell.

You can use only one Augmentation option on a spell when you cast it, unless otherwise noted.

Gadgeteer Spellcasting
Tinker
Level
Cantrips
Known
Spells
Known
1st 2nd 3rd 4th
1st 2 3 2
2nd 2 3 2
3rd 2 3 2
4th 3 4 3
5th 3 4 3
6th 3 4 3
7th 3 5 4 2
8th 3 6 4 2
9th 3 6 4 2
10th 4 7 4 3
11th 4 8 4 3
12th 4 8 4 3
13th 4 9 4 3 2
14th 4 10 4 3 2
15th 4 10 4 3 2
16th 4 11 4 3 3
17th 4 11 4 3 3
18th 4 11 4 3 3
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

Elementium Converter. When you cast a spell that deals a type of damage from the following list, you can expend 1 Cobble die to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

Heat Seeking. When you cast a spell and make an attack roll as a part of that spell, or force a creature to make a saving throw, you can expend 1 Cobble die to gain advantage on the attack roll or impose disadvantage on the saving throw respectively.

Hyperspeed Accelerator. When you cast a spell with a casting time of one action, you can expend 2 Cobble dice to change the casting time to 1 bonus action for this casting.

Railgun Cannon. When you cast a spell that has a range of 5 feet or greater, you can expend 1 Cobble die to double the range for the spell.

When you cast a spell that has a range of touch, you can expend 1 Cobble die to make the range of the spell 30 feet.

Selective Targeting. When you cast a spell that forces another creature to make a saving throw, you can protect some from the spell's full force. To do so, you can expend 1 Cobble die and choose a number of those creatures up to your Intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Magical Malfunctions

Due to the experimental nature of your magical technology, there is always a chance for it to go awry. Whenever you augment a spell using your Magical Augmentation feature, roll a d20. If you roll a 1, a malfunction occurs depending on the kind of magical augmentation you used in addition to the regular augmentation effect.

If a malfunction doesn't occur, the chances of it happening are higher. Every time time you succeed on a Magical Malfunction roll, the number needed to be rolled for a malfunction to occur increases by 1 until a malfunction occurs or until you finish a long rest.

Elementium Converter Malfunction. The volatile elementium discharges the unaltered elemental energy at you. You take an amount of damage, of the same type the augmented spell originally dealt, equal to one roll of your Cobble die.

Heat Seeking Malfunction. The targeting mainframe becomes misaligned. Roll a dice with a number of sides equal to the number of creatures within 30 feet of the target, assigning a value to each creature. If you roll the number assigned to a creature, the spell targets them instead of your original target.

Hyperspeed Accelerator Malfunction. Time temporarily warps in a reverse direction. You are under the effects of a slow spell until the end of your next turn.

Railgun Cannon Malfunction. The electromagnetic stabilizer overcharges. You are pushed 30 feet away from your target.

Selective Targeting Malfunction. The spell becomes weakened but widespread through the alteration of arcane energy. All creature in the targeted area, including the creatures chosen to succeed, instead must make their saves with advantage.

Magical Superfunctions

At 6th level, your inventions have developed to the point that they sometimes work better than intended. Whenever you make a Magical Malfunction roll, and you roll a 20, a superfunction occurs and the augmented spell is cast one spell level higher than the spell slot you used to cast it with.

Safety First

At 10th level, you've trained yourself in additional safety precautions. Whenever make a Magical Malfunction roll, you can roll twice and use either number.

Arcanotechnology Mastery

At 14th level, you've become a master in blending your magical and technological prowess. You gain the following effects:

  • You can cast the transport via plants spell once, targeting two machines on the same plane of existence instead of two plants. You must finish a long rest before you can cast it again with this feature.
  • Whenever you fail a concentration saving throw, you can choose to expend a Cobble die to temporarily disable one of your Gadgetry schematics, until the end of your long rest, but turn the failed save into a successful one. You must finish a long rest before you can activate this effect again.

Steam Warrior Specialization

Steam warriors are mechanics who bring their skills to the battlefield by building walking suits of mechanical terror. Though the armor most steam warriors take on have generally humanoid forms, a suit's functions are as individualized as its pilot.

The only activity most steam warriors enjoy more than using their suits in combat is tinkering with it between battle, improving old functions and adding new ones.

Steam Armor

Beginning when you choose this specialization at 1st level, you have built a terrific suit of mechanical armor. The suit is only operable by you, and can't function without an operator. See its game statistics in the Steam Armor stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance; your choice has no effect on its game statistics.

While operating the suit in combat, you control it on your turn, using its movement as your own and taking an action to use one of its actions. That action can be one in its stat block or some other action. You can be targeted by spells and attacks instead of the suit, though you have half cover while operating it, and when you are forced make a saving throw you can cause the suit to suffer the effects instead.

If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your tinker's tools or smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a Cobble die. The suit returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new suit if you have tinker's tools or smith's tools with you. If you already have a suit from this feature, the first one is immediately destroyed. The suit is also destroyed if you die.

Cobbled Machinery

Also at 1st level, your Steam Armor is considered as a weapon, armor, tool, and a vehicle, for the purposes of benefiting from your Cobble die's effects.

Initiate Battle Systems

At 5th level, your Steam Armor can attack twice, instead of once, when you use the Mechanical Assault action on your turn.

In addition, attacks made by your suit are considered magical for the purposes of overcoming resistances and immunities.

Advanced Steam Armor

At 10th level, you have three-quarters cover when operating your Steam Armor. You also gain the following effects:

  • When you hit a target with a Mechanical Assault action, you can expend a number of Cobble die, to a maximum of 3, and add the total rolled to your damage.
  • As an action, you can expend a number of Cobble die, to a maximum of 3, and add the total rolled as temporary hit points for your Steam Armor.

Steam Armor

Large construct


  • Armor Class 15 (natural armor)
  • Hit Points 2 + your Intelligence modifier + 5 times your tinker level (the suit has a number of hit dice [d10s] equal to your tinker level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 4 (-3) 10 (+0) 6 (-2)

  • Saving Throws Dex +1 plus PB, Con +2 plus PB
  • Skills Athletics +2 plus PB, Perception +0 plus (PB x 2)
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 10 + (PB x 2)
  • Languages
  • Challenge
  • Proficiency Bonus equals your bonus

Immutable Form. The suit is immune to any spell or effect that would alter its form.

Actions

Mechanical Assault. Melee Weapon Attack: your Gadgetry attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d10 + PB bludgeoning or slashing damage.

Repair (3/day). The magical mechanisms inside the suit restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.

Overcharge Battle Systems

Beginning at 14th level, you can use your action to activate a powerful attack mode for your Steam Armor. For 1 minute, the suit gains the following effects:

  • The suit's operator has total cover.
  • The suit gains resistance to all damage.
  • The suit gains advantage on all attack rolls.
  • If you are incapacitated, the suit can take any action of its choice.

You can also choose to activate this effect whenever you fall unconscious.

Once you use this feature, you can't use it again until you finish a long rest.

Gadgetry Schematics

Gadgetry schematics are innovative designs that can create a variety of effects. Schematics are presented in alphabetical order. A level prerequisite in an schematic refers to tinker level, not character level.

Alarm-O-Bot

This schematic creates a Tiny construct with 10 AC and 1 hit point. As an action, you can place the gadget within 5 feet of you and activate it. While activated, the gadget senses a 15-foot radius area centered on itself. If a creature touches or enters the gadget's sensed area, the gadget sets off an alarm audible up to 60 feet away for 1 round. When you activate this gadget, you can designate creatures that won't set off the alarm.

The gadget stays active for 8 hours, until it is destroyed or until you deactivate it as a bonus action. You can use this gadget a number of times equal to half your proficiency bonus (rounded up), recharging expended uses at the end of a long rest. If the gadget is destroyed, you must create a new gadget with this schematic.

Buzzbox

This schematic creates a buzzbox, as described in chapter 4 of the Heroes Handbook.

Deepdive Helmet

This schematic creates a gadget wearable as a diving helmet. While wearing this gadget, you can breathe underwater and ignore any detrimental effects caused by deep water. As an action, you can activate a light that sheds bright light in a 15-foot cone and dim light for an additional 15 feet.

Deployable Bullet Dispenser

Prerequisite: 10th-level Tinker
This schematic creates a Small construct with 16 AC and 30 hit points. As an action, you can place the gadget within 5 feet of you and activate it.

In combat, the gadget shares your initiative count, but it takes its turn immediately after yours. It can't move or use any action on its turn, unless you command it to make an attack using your bonus action on your turn. When this gadget makes an attack, it makes a ranged attack using your Gadgetry attack modifier against a target within 120 feet, dealing piercing damage on a hit. The damage taken equals four rolls of your cobble die.

If the mending spell is cast on it, it regains 2d6 hit points. The gadget stays active for 10 minutes, until it is destroyed, or you deactivate it as an action. If the gadget is destoyed, you must create a new gadget with this schematic.

Dwarven Autominer

Prerequisite: Dwarven Engineering, 6th-level Tinker
This schematic creates a gadget capable of drilling through stone. As an action, you can activate the autominer, targeting a space filled with stone within 5 feet. It takes 1 minute to drill through 5 feet of stone.

  You can use this gadget a number of times equal to your proficiency bonus, recharging expended uses at the end of a long rest.

Dwarven Avalanche Boots

Prerequisite: Dwarven Engineering, 6th-level Tinker
This schematic creates a gadget wearable as boots. If you deal damage to a creature from falling on it while wearing this gadget, you take half as much damage as you normally would, and the creature you landed on takes twice as much than it normally would.

Dwarven Boomstick

Prerequisite: Dwarven Engineering
This schematic creates a gadget capable of firing a blast of lead. As an action, you can cause the gadget to send shrapnel in a 15-foot cone. Each creature in that area must make a Dexterity saving throw. A creature takes an amount of piercing damage on a failed save, or half as much on a successful one. The damage taken equals three rolls of your Cobble die.

You can use this gadget a number of times equal to half your proficiency bonus (rounded up), recharging expended uses at the end of a long rest.

Dwarven Mole Machine

Prerequisite: Dwarven Engineering, 14th-level Tinker
This schematic creates a Large vehicle with 18 AC, 50 hit points. The gadget has a burrowing speed of 30 feet, capable of burrowing through stone at half speed, and leaves a 10-foot-diameter hole in its wake. The gadget can comfortably fit 4 Medium sized creatures in it, and requires an operator to use their action each turn to move it.

If the mending spell is cast on it, it regains 2d6 hit points. If the gadget has been destroyed, you must create a new gadget with this schematic.

Dwarven Power Fists

Prerequisite: Dwarven Engineering, 6th-level Tinker
This schematic creates a gadget wearable as gloves. While wearing this gadget, you count as one size larger when determining the weight you can push, drag, or lift.

Additionally, when you wield a weapon with the throwing property, the range at which you can throw it is doubled, and the weapon deals extra damage equal to your cobble die when thrown.

Dwarven Runed Reflector

Prerequisite: Dwarven Engineering
This schematic creates a gadget wearable as a bracer. While wearing this gadget, you can cast the absorb elements spell.

You can use this gadget a number of times equal to half your proficiency bonus (rounded up), recharging expended uses at the end of a long rest.

Electroshock Motivator

Prerequisite: 6th-level Tinker
This schematic creates a gadget capable of producing a harmless but motivating electric shock. As a bonus action, you can target another creature within 5 feet with this gadget and allow the target to immediately use its reaction to make one weapon attack.

You can use this gadget a number of times equal to half your proficiency bonus (rounded up), recharging expended uses at the end of a short or long rest.

EMP Generator

Prerequisite: 6th-level Tinker
This schematic creates a gadget wearable as a bracer. As an action while wearing this gadget, you can activate it to cause all technological devices within 300 feet to be temporarily disabled for 1 minute. Any electrically powered constructs within this range must make a Constitution saving throw against your Gadgetry DC or be stunned until the end of their next turn.

Once you activate this gadget, you can't do so again until you finish a short or long rest.

Explosive Sheep

Prerequisite: 6th-level Tinker
This schematic creates a Small construct with 13 AC and 20 hit points. As an action, you can activate the gadget and choose a target within 60 feet.

In combat, the gadget shares your initiative count, but it takes its turn immediately after yours. It can only move and use the Dodge action on its turn, moving 30 feet towards the target you chose when activating the gadget. If the gadget moves within 5 feet of the target, starts its turn there, or is reduced to 0 hit points, it explodes. Creatures within 15 feet of the gadget must make a Dexterity saving throw, taking fire damage on a failed save or half as much on a successful one. The damage dealt is equal to five rolls of your Cobble die.

The gadget stays active for 1 minute, until it is destroyed, or you deactivate it as an action. Once the gadget is destroyed, you must create a new gadget with this schematic.

Flashlight

This schematic creates a flashlight, as described in chapter 4 of the Heroes Handbook.

Force Reactive Disk

Prerequisite: 6th-level Tinker
This schematic creates a gadget wieldable as a shield, and you gain +1 to Armor Class while wielding this gadget as a shield.

While wielding this gadget, you can use a reaction immediately after being hit by a melee attack to push the attacker up to 15 feet away. You can use this gadget a number of times equal to your proficiency bonus, recharging expended uses at the end of a long rest.

Forsaken Auratic Concealment Matrix

Prerequisite: Forsaken Engineering
This schematic creates a gadget wearable as a belt. While wearing this gadget, you can cast arcanist's magic aura with this gadget, targeting yourself and choosing the Mask option.

You can use this gadget a number of times equal to your proficiency bonus, recharging expended uses at the end of a long rest.

Forsaken Blight

Prerequisites: Forsaken Engineering, 14th-level Tinker
This schematic creates a gadget known as the ultimate chemical weapon. You can cast the cloudkill spell, using your Gadgetry save DC, at 8th level with this gadget.

Once you use this gadget, you can't use it again until you finish a long rest.

Forsaken Deathly Vise

Prerequisites: Forsaken Engineering, 6th-level Tinker
This schematic creates a gadget wearable as a ring. While wearing this gadget, you have advantage on death saving throws.

Forsaken Necromantic Serum

Prerequisites: Forsaken Engineering, 6th-level Tinker
This schematic creates a gadget capable of raising the dead. You can cast the animate dead spell without requiring material components at a range of touch using this gadget.

You can use this gadget a number of times equal to half your proficiency bonus (rounded up), recharging expended uses at the end of a long rest.

Forsaken Plague Thrower

Prerequisite: Forsaken Engineering
This schematic creates a gadget wearable as a bracer. While wearing this gadget, you can cast the caustic brew spell without requiring material componenets using your Gadgetry save DC.

You can use this gadget a number of times equal to half your proficiency bonus (rounded up), recharging expended uses at the end of a long rest.

Forsaken Scourgestone

Prerequisites: Forsaken Engineering, 6th-level Tinker
This schematic creates a gadget capable of warding against certain effects. You have advantage on saving throws to prevent or end the charmed or frightened conditions on yourself.

Gnomish Army Knife

Prerequisites: Gnomish Engineering
This schematic creates a device with a variety of uses. This gadget functions as any artisan's tools.

Gnomish Death Ray

Prerequisites: Gnomish Engineering, 14th-level Tinker
This schematic creates a gadget capable of destroying anything in its path. You can cast the disintegrate spell without requiring material components, using your Gadgetry save DC, with this gadget.

Once you use this gadget, you can't use it again until you finish a long rest.

Gnomish Poultryizer

Prerequisites: Gnomish Engineering, 6th-level Tinker
This schematic creates a gadget capable of turning your enemies into poultry. You can cast the polymorph spell without requiring material components, using your Gadgetry save DC, choosing to transform the target into a chicken with this gadget.

You can use this gadget a number of times equal to half your proficiency bonus (rounded up), recharging expended uses at the end of a long rest.

Gnomish Shrink Ray

Prerequisites: Gnomish Engineering
This schematic creates a gadget capable of shrinking your enemies. You can cast the enlarge/reduce spell without requiring material components, using your Gadgetry save DC, choosing only the reduce option with this gadget.

You can use this gadget a number of times equal to half your proficiency bonus (rounded up), recharging expended uses at the end of a long rest.

Gnomish Universal Remote

Prerequisites: Gnomish Engineering, 6th-level Tinker
This schematic creates a gadget capable of taking control of other machines. You can cast the dominate person spell, using your Gadgetry save DC, but it targets constructs instead of humanoids with this gadget.

You can use this gadget a number of times equal to half your proficiency bonus (rounded up), recharging expended uses at the end of a long rest.

Gnomish X-Ray Specs

Prerequisites: Gnomish Engineering, 10th-level Tinker
This schematic creates a gadget wearable as goggles. As an action, you can choose to activate this gadget while wearing them, allowing you to see through and into solid matter of your choice within 30 feet for 1 minute.

This vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does lead.

You can use this gadget a number of times equal to half your proficiency bonus (rounded up), recharging expended uses at the end of a long rest.

Goblin Dimensional Ripper

Prerequisites: Goblin Engineering, 10th-level Tinker
This schematic creates a gadget wearable as a bracer. While wearing this gadget, you can cast the dimension door spell.

You can use this gadget a number of times equal to half your proficiency bonus (rounded up), recharging expended uses at the end of a short or long rest.

Goblin Dragon Gun

Prerequisites: Goblin Engineering, 10th-level Tinker
This schematic creates a gadget capable of spewing fire. As an action, you can cause the gadget to spew dragon's breath in a 30-foot cone.Each creature in that area must make a Dexterity saving throw against your Gadgetry save DC, taking 10d6 fire damage on a failed save, or half as much on a successful one.

Once you use this gadget, you can't use it again until you finish a long rest.

Goblin Glider

Prerequisites: Goblin Engineering, 6th-level Tinker
This schematic creates a gadget wearable as a backpack. When falling and wearing this gadget, you can use your reaction to activate this gadget. While activated, you continue to fall gently at a speed of 60 feet per round, taking no fall damage when you land. If you would fall at least 10 feet in this way, you may fly up to your movement speed in one direction you choose, although you cannot choose to move upwards, landing in the space you finish your movement.

You can use this gadget a number of times equal to your proficiency bonus, recharging expended uses at the end of a short or long rest.

Goblin Jumper Cables

Prerequisite: Goblin Engineering
This schematic creates a gadget capable of shocking a creature back to life. You can attempt cast the revivify spell with this gadget. When you do so, roll a d100. If you roll a number higher than three times your Tinker level, the spell fails.

Once you use this gadget, you can't use it again until you finish a long rest.

Goblin Rocket Boots

Prerequisite: Goblin Engineering
This schematic creates a gadget wearable as boots. As a bonus action while wearing this gadget, you rocket yourself 30 feet in any direction of your choice.

You can use this gadget a number of times equal to half your proficiency bonus (rounded up), recharging expended uses at the end of a short or long rest.

Goblin Rocket Helmet

Prerequisites: Goblin Engineering, 6th-level Tinker
This schematic creates a gadget wearable as a helmet. When you use the Dash action while wearing this gadget, you can choose to activate it. If you move 30 feet straight toward a target after activating this gadget, you can make a special weapon attack as a bonus action using your Gadgetry attack modifier, dealing bludgeoning damage on a hit. The damage dealt is equal to three rolls of your cobble die. If the creature hit is Large or smaller, it must make a Strength saving throw against your gadgetry save DC or fall prone.

You can use this gadget a number of times equal to half your proficiency bonus (rounded up), recharging expended uses at the end of a short or long rest.

Grounded Plasma Shield

Prerequisite: 14th-level Tinker
This schematic creates a Tiny object with 10 AC and 1 hit point. As an action, you can place this gadget within 5 feet of you and activate, creating a 15-foot radius dome energy shield centered on the gadget. While activated, the gadget is unable to be moved. Spells and ranged attacks cannot pass through the shield, it is immune to all damage, and blocks ethereal travel.

The gadget stays active for 10 minutes, until you deactivate it, or until it is destroyed. Once the gadget is deactivated or destroyed, you must create a new gadget with this schematic.

Jetpack

Prerequisite: 6th-level Tinker
This schematic creates a gadget wearable as a backpack. As an action, you activate this gadget to blast yourself 15 feet into the air for 1 minute. While in the air, you have a flying speed of 15 feet and hover for the duration of this effect, but you cannot fly to height more than 15 feet above the ground.

If a creature moves underneath you or starts its turn underneath you, while you are in air, it must make a Dexterity saving throw or take fire damage equal to one roll of your Cobble die.

You can use this gadget a number of times equal to half your proficiency bonus (rounded up), recharging expended uses at the end of a long rest.

Holographic Horror Projector

Prerequisite: 6th-level Tinker
This schematic creates a gadget wearable as a belt. While wearing this gadget you can cast the fear spell without requiring material components, using your Gadgetry save DC.

You can use this gadget a number of times equal to half your proficiency bonus (rounded up), recharging expended uses at the end of a long rest.

Invisibility Field

Prerequisite: 6th-level Tinker
This schematic creates a gadget wearable as a belt. As an action, you can become invisible for 1 minute or until you make an attack or cast a spell. Anything you are wearing or carrying is invisible as long as it is on your person.

You can use this gadget a number of times equal to half your proficiency bonus (rounded up), recharging expended uses at the end of a long rest.

Loot-A-Rang

This schematic creates a gadget capable collecting far away objects. As an action, you can throw the gadget at a Small or smaller object you can see within 30 feet that isn't being worn or carried. If you have an empty hand, the gadget returns with the object to your hand.

Mind Impulse Unit

Prerequisite: 10th-level Tinker
This schematic creates a gadget able to be attached to the back of your head.

As an action, you can activate this gadget to heighten your senses, until the end of your next turn, choose one of the following effects:

  • You know the location of any celestials, constructs, dragons, fey, fiends, or undead, within 60 feet of you. You know what type they are, but not their identity.
  • You can see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane, within 60 feet of you.
  • You instantly discern the presence and location of any illusions within 60 feet of you.

You can use this gadget a number of times equal to half your proficiency bonus (rounded up), recharging expended uses at the end of a long rest.

Mind Control Cap

Prerequisite: 14th-level Tinker
This schematic creates a gadget wearable as a hat. While wearing this gadget, you can cast dominate person, using your Gadgetry save DC.

You can use this gadget a number of times equal to half your proficiency bonus (rounded up), recharging expended uses at the end of a long rest.

Noise Machine

This schematic creates a gadget capable of producing instantaneous sound audible from up to 300 feet away. You choose what sound it makes, and can set the gadget to activate after a timer of up to 5 minutes.

Parachute

This schematic creates a parachute, as described in chapter 4 of the Heroes' Handbook.

Personal Hologram

Prerequisite: 6th-level Tinker
This schematic creates a gadget wearable as a bracer. As an action while wearing this gadget, you can cast the major image spell without requiring material components, but only to create an image of yourself. When you do so, you can make yourself appear larger or smaller, to a maximum height of 10 feet or a minimum height of 5 inches. You do not need to concentrate on this spell, and it cannot be dispelled. Creatures do not have to make an Intelligence (Investigation) check to discern it is a hologram.

You can use this gadget a number of times equal to half your proficiency bonus (rounded up), recharging expended uses at the end of a long rest.

Prosthetic Limb

This schematic creates a prosthetic limb, as described in chapter 3 of Tasha's Cauldron of Everything.

Recombobulator

Prerequisite: 14th-level Tinker
This schematic creates a gadget capable of restoring the magical energy of nearby spellcasters. You can activate this gadget at the end of a short rest to allow a number of creatures equal to your Intelligence modifier to recover a number of spell slots with a combined level equal to half your Tinker level (rounded up), though none of the slots can be 6th level or higher.

Once you activate this gadget, you can't use it again until you finish a long rest.

Shock Gauntlet

This schematic creates a gadget wearable as a glove. While wearing this gadget, you can cast the shocking grasp cantrip, using your Gadgetry attack modifier.

Snowmaster 9000

This schematic creates a gadget wearable as a backpack. As a bonus action while wearing this gadget, you can create a snowball in your hand and throw it. You must have a hand free to hold the snowball. The snowball is a ranged weapon with which you are proficient. It has a normal range of 20 feet and a long range of 60 feet, it deals 1d4 cold damage on a hit, and it scores a critical hit on a roll of 19 or 20. If you score a critical hit with the snowball, the target is blinded until the end of its next turn. The snowball vanishes immediately after you hit or miss with it, or at the end of your turn if you don't throw it.

You can use this gadget a number of times equal to your proficiency bonus, recharging expended uses at the end of a short or long rest.

Spinal Healing Injector

Prerequisite: 10th-level Tinker
This schematic creates a gadget able to be attached to your back. As a bonus action, you can inject healing fluids into your body, regaining a number of hit points equal to three rolls of your Cobble die.

You can use this gadget a number of times equal to half your proficiency bonus (rounded up), recharging expended uses at the end of a long rest.

Swapblaster

Prerequisite: 6th-level Tinker
This schematic creates a gadget capable of swapping your spatial position with another creature. You can use your action to choose a space within 60 feet that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.

You can use this gadget a number of times equal to half your proficiency bonus (rounded up), recharging expended uses at the end of a long rest.

Tinker's Servant

This schematic creates a Tiny construct that serves you.

The servant is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Tinker's Servant stat block.

In combat, the servant shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide, or Search action.

The servant regains 2d6 hit points if the mending spell is cast on it.


Tinker's Servant

Tiny construct


  • Armor Class 13 (natural armor)
  • Hit Points 1 + your Intelligence modifier + your tinker level (the servant has a number of Hit Dice [d4s] equal to your tinker level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 7 (-2)

  • Saving Throws Dex +2 plus PB
  • Skills Perception +0 plus PB x 2, Stealth +2 plus PB
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 10 + (PB x 2)
  • Languages understands the languages you speak
  • Challenge
  • Proficiency Bonus (PB) equals your bonus

Evasion. If the servant is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.

Actions

Force Strike. Ranged Weapon Attack: your Gadgetry attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB force damage.

Reactions

Tinkering Assistant. The servant can grant a Cobble die to an object, though only at the range of touch. The servant must be within 120 feet of you.

Town-In-A-Box

Prerequisite: 18th-level Tinker
This schematic creates a gadget capable of quickly
expanding into a functioning town. As an action, you
can deploy the gadget within 15 feet of you, which
quickly expands over the course of 10 minutes into a
small town, covering a square area 150 feet on a side.
Any creatures in the area are harmlessly pushed to the nearest unoccupied space.

The town has up to four buildings, situated anywhere within the bounds of the town. Each building has a square base that is 30 feet on a side, and they each have one floor with 10-foot-high ceilings. You can choose to distribute
three extra floors among the buildings, each with 10-foot
high ceilings. Each building has metal exterior walls 8 inches thick.

Each of the buildings' floors can be divided into as many rooms as you like, provided each room is at least 5 feet on a side. The floors of the buildings are connected by metal ladders, have metal interior walls 4 inches thick, and interior rooms can have metal doors or open archways as you choose. The buildings are furnished and decorated as you like, and it contains sufficient means to produce food for 20 people for one year.

The walls are all made of metal that can be damaged. Each 10-foot-by-10-foot section of wall has AC 15 and 15 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of wall to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM’s discretion.

Once you use this gadget, you must create a new gadget with this schematic. Creating a new gadget with this schematic destroys any preexisting towns created through this schematic.

Voice Amplification Modulator

This schematic creates a gadget capable of modifying a creature's voice. You can activate this gadget to change the pitch and volume of your voice, up to three times as high or low and up to three times as loud or quiet.

Watergliding Jets

Prerequisite: 6th-level Tinker
This schematic creates a gadget wearable as boots. While wearing these boots, you can use your bonus action to activate them, allowing you to move across any liquid surface - such as water, acid, mud, snow, quicksand, or lava - as if it were harmless solid ground (crossing molten lava can still take damage from the heat).

If you activate this gadget while submerged in a liquid, the gadget carries the target to the surface of the liquid at a rate of 60 feet per round.

This gadget lasts for 1 hour after being activated, after which it cannot be used again until you finish a long rest.

World Enlarger

Prerequisite: 6th-level Tinker
This schematic creates a gadget capable of enlarging the entire world, for you alone. As an action, you can activate this gadget, causing your size to be reduced to a third in all dimensions, and your weight to be reduced to one-sixteenth of normal.

 This reduction decreases your size by two
categories - from Medium to Tiny, for example.
This effect also changes the size of everything you are wearing and carrying, including your weapons. While these weapons are reduced, your attacks with them deal 1d4 less damage (this can't reduce the damage below 1). This effect lasts for 10 minutes.

You can use this gadget a number of times equal to half your proficiency bonus (rounded up), recharging expended uses at the end of a long rest.

World Shrinker

Prerequisite: 6th-level Tinker
This schematic creates a gadget capable of shrinking the entire world, for you alone. As an action, you can activate this gadget, causing your size to be doubled in all dimensions, and your weight to be multiplied by eight

This growth increases your size by one category - from Medium to Large, for example. This effect also changes the size of everything you are wearing and carrying, including your weapons. While these weapons are enlarged, your attacks with them deal 1d4 extra damage. This effect lasts for 10 minutes.

You can use this gadget a number of times equal to half your proficiency bonus (rounded up), recharging expended uses at the end of a long rest.

Wormhole Centrifuge

Prerequisite: 14th-level Tinker
This schematic creates a gadget capable of transporting many people over vast distances. You can cast the teleportation circle spell using this gadget, without requiring material components.

Once you use this gadget, you can't use it again until you finish a long rest.

Apothecary Schematics

Apothecary schematics are presented in alphabetical order. A level prerequisite in an schematic refers to tinker level, not character level.

Alchemist's Stone

Prerequisites: Apothecary Specialization, 10th-level Tinker
This schematic creates a gadget capable of transmuting matter. Using this gadget, you can perform a special alchemical procedure on a material transforming it into a different material of commensurate gold value (for example, an amount of material worth 10 gold can only be transformed into another amount of material worth 10 gold). For each 10 minutes you spend performing the procedure, you can transform up to 5 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.

You can use this gadget a number of times equal to half your proficiency bonus (rounded up), recharging expended uses on a short or long rest.

Battle Elixirs

Prerequisite: Apothecary Specialization
This schematic creates a gadget that adds to your selection of curative brews. When you roll on the Curative Brewing table, the die size of the table is increases by one size (from d4 to d6, for example), and the following options are added:

Strength. They creature can add your Intelligence modifier to all checks and attack rolls that use their strength for a number of rounds equal to half your proficiency bonus (rounded up).
Accuracy. The creature can add your Intelligence modifier to attack rolls that use their dexterity, or spell attack rolls for a number of rounds equal to half your proficiency bonus (rounded up).

Guardian Elixirs

Prerequisites: Apothecary Specialization Tinker
This schematic creates a gadget that adds to your selection of curative brews. When you roll on the Curative Brewing table, the die size of the table is increases by one size (from d4 to d6, for example), and the following options are added:

Troll's Blood. The creature can choose to expend a number of their own hit die, adding their Constitution modifier to each roll, and regain a number of hit points equal to the total.
Mageblood. The creature, if they have the spellcasting feature, regains one 1st level spell slot.

Lethal Poisons

Prerequisite: Apothecary Specialization
This schematic creates a gadget that adds to your selection of virulent brews. When you roll on the Virulent Brewing table, the die size of the table is increases by one size (from d4 to d6, for example), and the following options are added:

Wounding. The creature is unable to regain hit points for 10 minutes.
Agonizing. The creature takes poison damage equal to one roll of your Cobble die each time they are hit until the start of your next turn.

Lord Walden's Oils

Prerequisites: Apothecary Specialization, 6th-level
This schematic creates a gadget that allows you to create weapon oils. When you produce a potion with your Potion Brewer feature, you can choose any of the options on the Lord Walden's Oils table instead of rolling on the Curative Brewing or Virulent Brewing table. These oils can only be used to coat a weapon, and is applied to creatures hit by a weapon coated with a weapon oil. A creature affected by these oils can choose to make a saving throw against your Gadgetry save DC, only taking the effect on a failure.

Effect
Wolfsbane. If the creature is a shapechanger, it takes poison damage equal to two rolls of your Cobble die and reverts to its humanoid or 'true' form for 10 minutes.
Scourgefire. If the creature is an undead, it takes fire damage equal to three rolls of your Cobble die.
Demonslayer. If the creature is a fiend, it takes radiant damage equal to three rolls of your Cobble die.
Dragonruin. If the creature is a dragon, it takes necrotic damage equal to two rolls of your Cobble die and can't use their breath weapon for 1 minute.

Noggenfogger's Elixir

Prerequisites: Apothecary Specialization, 6th-level
This schematic creates a gadget usable as a potion. As an action, you can drink from this gadget or allow a willing creature within 5 feet of you to drink from it. A creature that drinks from this gadget must roll a d6 and undergoes a transformation as detailed in the table below.

You can use this gadget a number of times equal to half your proficiency bonus (rounded up), recharging expended uses on a short or long rest.

d6 Effect
1 You are under the effect of a feather fall spell for 10 minutes.
2 You are under the effect of a levitate spell for 1 minute.
3 You are under the effect of the enlarge option from the enlarge/reduce spell for 1 minute.
4 You are under the effect of the reduce option from the enlarge/reduce spell for 1 minute.
5 You are under the effect of the aquatic adaption option of the alter self spell for 1 hour.
6 You are under the effect of the change appearance option of the alter self spell for 10 minutes.

Unholy Poisons

Prerequisite: Apothecary Specialization
This schematic creates a gadget that adds to your selection of virulent brews. When you roll on the Virulent Brewing table, the die size of the table is increases by one size (from d4 to d6, for example), and the following options are added:

Fel-Infused. The creature, if they have the spellcasting feature, loses one of their lowest level spell slots.
Icy Veins. The creature is paralyzed for a number rounds equal to half your proficiency bonus (rounded up).

Vial of the Sands

Prerequisites: Apothecary Specialization, 14th-level Tinker
This schematic creates a gadget capable of mimicking a dragon's physiology. As an action, you can use this action to transform into a young sandstone drake, as per the polymorph spell.

Once you use this gadget, you can't use it again until you finish a long rest.

Sapper Schematics

Sapper schematics are presented in alphabetical order. A level prerequisite in an schematic refers to tinker level, not character level.

Arcane Explosive

Prerequisites: Sapper Specialization, 6th-level Tinker
This schematic creates a gadget that alters your explosives with arcane energy. When one of your explosive munitions are triggered, you can activate this gadget to cause affected creatures to lose a number of spell slots with a combined level equal to your Intelligence modifier.

You can use this gadget a number of times equal to half your proficiency bonus (rounded up), recharging expended uses on a short or long rest.

Azerite Explosive

Prerequisites: Sapper Specialization, 10th-level Tinker
This schematic creates a gadget that alters your explosives with volatile azerite. When one of your explosive munitions are triggered, you can activate this gadget to cause the explosion to deal an additional 5d6 force damage.

You can use this gadget a number of times equal to half your proficiency bonus (rounded up), recharging expended uses on a short or long rest.

Flashbang

Prerequisite: Sapper Specialization
This schematic creates a gadget that alters your explosives with a blinding light. When one of your explosive munitions are triggered, you can activate the gadget to cause creatures that fail their saving throws against the explosive to be blinded for 1 minute. Affected creatures can attempt their saving throw at the end of each of their turns, ending the effect on a success.

You can use this gadget a number of times equal to half your proficiency bonus (rounded up), recharging expended uses on a short or long rest.

Hi-Explosive Casing

Prerequisite: Sapper Specialization
This schematic creates a gadget that alters your explosives with a larger blast. When one of your explosive munitions are triggered, you can activate this gadget to increase the explosive's area of effect by 15 feet.

You can use this gadget a number of times equal to half your proficiency bonus (rounded up), recharging expended uses on a short or long rest.

Incendiary Explosive

Prerequisites: Sapper Specialization, 6th-level Tinker
This schematic creates a gadget that alters your explosives with an incendiary explosive. When one of your explosive munitions are triggered, you can activate this gadget to cause affected creatures to ignite. Burning creatures shed bright light for 15 feet and dim light for an additional 15 feet. At the start of each their turns, they take 1d6 fire damage. Creatures continue to burn for 1 minute or until a creature within 5 feet of it uses an action to put out the flames.

You can use this gadget a number of times equal to half your proficiency bonus (rounded up), recharging expended uses on a short or long rest.

Mortar

Prerequisite: Sapper Specialization
This schematic creates a gadget capable of firing your explosives over a greater distance. When you throw a grenade, you can launch it to a point within 120 feet.

You can use this gadget a number of times equal to your proficiency bonus, recharging expended uses on a short or long rest.

Saronite Explosive

Prerequisites: Sapper Specialization, 10th-level Tinker
This schematic creates a gadget that alters your explosives with an corrupting saronite. When one of your explosive munitions are triggered, you can activate this gadget to cause the explosion to deal an additional 3d6 necrotic damage. Additionally, creatures that are killed by this explosion can't be revived by any means other than a wish spell.

You can use this gadget a number of times equal to half your proficiency bonus (rounded up), recharging expended uses on a short or long rest.

Seaforium Charge

Prerequisite: Sapper Specialization
This schematic creates a gadget capable of delivering a breaching explosion. As an action, you can place this gadget on a locked object or section of wall made of wood, brick, or similar material. When you do so, you also a set a time within 10 minutes for when the explosive will go off. When the timer reaches 0, it creates an explosion audible up to 300 feet away and it opens locked objects with a lockpicking DC of 18 or below, or it destroys a 5-foot-by-5-foot section of wall that it is capable of destroying.

You can use this gadget a number of times equal to half your proficiency bonus (rounded up), recharging expended uses on a short or long rest.

Thorium Explosive

Prerequisites: Sapper Specialization, 6th-level Tinker
This schematic creates a gadget that alters your explosives with a heavy blast. When one of your explosive munitions are triggered, you can activate this gadget to cause affected creatures to be stunned until the end of their next turn.

You can use this gadget a number of times equal to half your proficiency bonus (rounded up), recharging expended uses on a short or long rest.

Gadgeteer Schematics

Gadgeteer schematics are presented in alphabetical order. A level prerequisite in an schematic refers to tinker level, not character level.

Fusioncoil Spellguard

Prerequisite: Gadgeteer Specialization, 6th-level Tinker
This schematic creates a gadget wearable as a shield. While wearing the gadget as a shield, you have advantage on saving throws against spells and other magical effects.

Minor Recombobulator

Prerequisite: Gadgeteer Specialization, 6th-level Tinker
This schematic creates a gadget capable of restoring your own magical energy. As an action, you can activate this gadget to recover a number of spell slots with a combined level equal to half your proficiency bonus (rounded up).

Once you activate this gadget, you can't use it again until you finish a long rest.

Quantum Replicator

Prerequisite: Gadgeteer Specialization
This schematic creates a gadget that adds to your existing Magical Augmentations. You gain the following option, along with its potential malfunction.

Quantum Replicator. When you cast a spell that targets only one creature and doesn't have a range of self, you can expend a number of Cobble dice equal to the spell's level to target a second creature in range with the same spell (1 Cobble die if the spell is a cantrip). To be eligible for Quantum Replicator, a spell must be incapable of targeting more than one creature at the spell's current level.

Quantum Replicator Malfunction. The replicator targets you instead, causing you to be in two places at once. The spell is unaffected by the augmentation, but a duplicate of you is created within 5 feet of the target creature. The duplicate cannot move or take any actions and lasts until the end of your next turn, at which point it disappears. The duplicate can take damage however, and any damage it has taken is immediately transferred to you as soon as it disappears.

Radium Penetrator

Prerequisite: Gadgeteer Specialization
This schematic creates a gadget that adds to your existing Magical Augmentations. You gain the following option, along with its potential malfunction.

Radium Penetrator. When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you can expend 1 Cobble die to ignore the effects of half- and three-quarters cover against targets of the spell.

Radium Penetrator Malfunction. As the spell is augmented, the radium penetrator releases a radioactive byproduct. Creatures within 15 feet of you, including yourself, must make a Constitution saving throw against or take 3d8 necrotic damage.

Technomagic Failsafe

Prerequisite: Gadgeteer Specialization
This schematic creates a gadget capable of protecting yourself from malfunctions. Whenever a malfunction occurs due to one of your Magical Augmentations, you can choose to ignore it.

Once you use this gadget, you can't use it again until you finish a long rest.

Temporal Suspension Field

Prerequisite: Gadgeteer Specialization
This schematic creates a gadget that adds to your existing Magical Augmentations. You gain the following option, along with its potential malfunction.

Temporal Suspension Field. When you cast a spell that has a duration of 1 minute or longer, you can expend 1 Cobble die to double its duration, to a maximum duration of 24 hours.

Temporal Suspension Field. The temporal field backfires, reversing its effects. The spell's duration is halved, to a minimum duration of 3 rounds.

Steam Warrior Schematics

Steam Warrior schematics are presented in alphabetical order. A level prerequisite in an schematic refers to tinker level, not character level.

Arcane Nullification Modification

Prerequisite: Steam Warrior Specialization, 14th-level Tinker
This schematic creates a gadget that modifies your Steam Armor to suppress spellcasting abilities. Creatures within 10 feet of the suit can't cast spells.

Crowd Pummeler Weapon

Prerequisite: Steam Warrior Specialization, 6th-level Tinker
This schematic creates a gadget that adds an additional attack option to your Steam Armor. Your Steam Armor gains the following action:


Crowd Pummel. The suit slams the ground with a mechanical might. Each creature other than you or the suit within 10 feet of the suit must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone.

You can use this gadget a number of times equal to half your proficiency bonus (rounded up), recharging expended uses on a short or long rest. This schematic can't be learned if you already know the Sawblade Weapon schematic.

Flamespout Weapon

Prerequisite: Steam Warrior Specialization, 6th-level Tinker
This schematic creates a gadget that adds an additional attack option to your Steam Armor. Your Steam Armor gains the following action:


Flamespout. The suit releases a burst of fire, threatening to char your enemies. Each creature in a 15-foot cone originating from the suit must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one.

You can use this gadget a number of times equal to half your proficiency bonus (rounded up), recharging expended uses on a short or long rest.

Heavyduty Frame

Prerequisite: Steam Warrior Specialization, 10th-level Tinker
This schematic creates a gadget that allows your Steam Armor to lift heavy loads. Your suit counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift. Additionally, it can't be knocked prone or moved against your will.

This schematic can't be learned if you already know the Swift Frame schematic.

Ironplate Chassis

Prerequisite: Steam Warrior Specialization
This schematic creates a gadget a that bolsters your Steam Armor with additional protection. Your Steam Armor's armor class increases to 18.

This schematic can't be learned if you already know the Lightweight Chassis schematic.

Lightweight Chassis

Prerequisite: Steam Warrior Specialization
This schematic creates a gadget a that empowers your Steam Armor with a lighter exterior. Your Steam Armor's movement speed increases to 40 feet.

This schematic can't be learned if you already know the Ironplate Chassis schematic.

Sawblade Weapon

Prerequisite: Steam Warrior Specialization, 6th-level Tinker
This schematic creates a gadget that adds an additional attack option to your Steam Armor. Your Steam Armor gains the following action:


Sawblade. The suit flings a saw blade at a creature within 30 feet of it. The target must make a Dexterity saving throw. On a failed save, the target takes 4d6 slashing damage.

You can use this gadget a number of times equal to half your proficiency bonus (rounded up), recharging expended uses on a short or long rest. This schematic can't be learned if you already know the Crowd Pummeler Weapon schematic.

Self Destruct Modification

Prerequisite: Steam Warrior Specialization, 14th-level Tinker
This schematic creates a gadget that modifies your Steam Armor to explode when it is destroyed. When the suit is reduced to 0 hit points, you are ejected to an unoccupied space within 30 feet and the suit explodes. Creatures within 15 feet of the suit must make a Dexterity saving throw. Creatures take 8d6 fire damage on a failed save, or half as much on a successful once. This destroys the Steam Armor.

Skyshredder Modification

Prerequisite: Steam Warrior Specialization, 14th-level Tinker
This schematic creates a gadget that modifies your Steam Armor to allow it to fly. Your Steam Armor gains a fly speed of 20 feet, and can also hover.

Swift Frame

Prerequisite: Steam Warrior Specialization, 10th-level Tinker
This schematic creates a gadget that allows your Steam Armor to move freely. Your suit cannot be grappled or restrained, and can ignore penalties due to rough terrain.

This schematic can't be learned if you already know the Heavyduty Frame schematic.

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