The Tinker

Burgeoning her pack, a leather satchel sprouting Hzelraw and Dande-Lion from the fecund fabric, she followed the crew towards the bleak mountain's peak. She applied a small poultice of Grottweed to her blistering arm and stifled a groan at the switchback ahead. Knowing the familiar feeling of herbal medicine as it swelled through her shoulder, she knew the trip hed begun to take a turn for the better.

His hands, shaking violently with nervous anticipation, made it difficult to hold the small metal cluster in his massive fingers. Before he could second-guess himself he was bursting through the arched doorway following a breaching charge and with an overhand lob the musky half-orc threw the three devices into the crowd of Duergar. His cringe at the small metalic clink, so often the sound of failure, was quickly alleviated by the magnificent burst of red lightning forking through their midst.

Hanging from the roof's edge, the masked human skulked in the overhangs shadow. Held aloft by a trusty grappling hook attached to his belt, his free hands toyed with a smoking wooden canister. No sooner had the villain stepped through the threshold when a jet black fume erupted between him and the guard waiting outside. The drow was prone, bleeding from a frozen spear in his chest, when the belindered guards reached him. The mark of “The Freeze”, signed on the cold wooden shaft, burst among them moments later and the vigilante made his escape.

The origin of a Tinker are broad and diverse. Some seek justice, some seek fortune and glory, while yet others seek the improvement of their world. This diverse grouping of reasons is combined by related by one single factor: a magnificent skill at crafting. The Tinker is focused on improving their art and their ambitions is their own. But through the use of available technology, they craft their future.

Destiny of Invention

Many Tinkers find their calling through a desire to create. Their path in life is shaped by their mastery of mechanism. Empowered by their success, and encouraged by their failure, the Tinker’s the study of their art is part of their very being. Because they have the ability to create, they are also responsible for an untold story of the future. For many the allure of destiny is a settling thought . The destiny of a Tinker, however, is wholly their own, and they revel in creating their life with every strike of genius.

Trial and Error

If there's one thing more important than crafting a new invention, it's the curiosity and anxiety of testing it. Many Tinkers spend long grueling hours learning the best or quickest way to create something. True invention isn’t a particularly common event even for a Tinker. But the moment of knowing that you have succeeded and triumphed over mechanism, even in the face of danger (or worse, failure), is well worth the trial. It's the mark of a true Tinker that most of their life isn’t spent cloistered in a lab, but out testing and improving their equipment in the field.

1

THE TINKER: INTRODUCTION

The Tinker
Level Proficiency Bonus Features Devices Device Level
1st +2 Devices, Tinker's Talent 2 3
2nd +2 Tinker's Profession, Profession Features 2 3
3rd +2 Nervous Habit 2 3
4th +2 Ability Score Improvement 2 3
5th +3 Extra Attack 2 4
6th +3 Rapid Testing 3 4
7th +3 Profession Feature 3 4
8th +3 Ability Score Improvement 3 4
9th +4 3 5
10th +4 Effective 3 5
11th +4 Profession Feature 3 5
12th +4 Ability Score Improvement 3 5
13th +5 3 6
14th +5 Confident Testing 4 6
15th +5 Profession Feature 4 6
16th +5 Ability Score Improvement 4 6
17th +6 Invention: Prototype 4 7
18th +6 4 7
19th +6 Ability Score Improvement 4 7
20th +6 Invention: Masterwork 4 7

A Tinker always starts in the same place: a field of curiosity. Many Tinkers end up serving one purpose or another whether it be moral or material. But their freedom to travel, explore, and invent is always mandatory. As such, Tinkers live dangerous lives. But the cost of invention, even if its their own life, is worth the experiment. So even while Tinkers aren’t particularly common in the world, they are absolutely necessary for its future.

Tinkers find themselves with a group of adventurers for a variety of reasons. From searching out new supplies to finding moving test subjects, a Tinkers skills are a great asset to any party. Their ability to hold their own, and their diverse skill set, means a Tinker often finds a happy home within a group of adventurers.

Creating a Tinker

The most influential aspect of a Tinker’s life is how and why they choose to shape the world. Sentient life has always found power a tempting force, and a Tinker is no different. Their lives are often filled with morally ambiguous moments, and the threat of someone abusing their creations haunts their work. For some, however, this shadow is what drives them. Are you a created of a better world? Do you care about what happens with your inventions? What spurs your creative genius? These are important questions for a Tinker, and many of them can only be answered truthfully in time.

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 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: Tinker's Tools, one set of Artisan's Tools

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Deception, History, Insight, Investigation, Medicine, Perception, Persuasion

Equipment

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

  • (a) a light crossbow or (b) any simple weapon
  • (a) a scholar's pack or (b) a dungeoneer's pack
  • Tinker's Tools, on set of Artisan's Tools
  • Leather armor, any simple weapon, and two daggers

2

THE TINKER: CLASS FEATURES

Devices

Your strength comes from your ability to craft devices. Whether they're chemical concoctions or incendiary traps, you create tools of power and destruction. All Tinkers have certain knowledge in common, and often use similar components. They all have varying effectiveness with certain creations, but can produce certain effects with consistency.

These devices are easily comparable to magic with how they work. When not otherwise specified, they function under the same rules as spellcasting. See Chapter 10 for the general rules of spellcasting. See the Tinker Effect Table and the Full Device Rules section at the end of this document for more information.

Prepared Devices

Starting at 1st level, a Tinker may only have 2 devices prepared at once. A Tinker is primarily focused on testing their devices, and in order to do this safely and efficiently, they prepare a number of devices they can handle.

You may craft devices once per short rest. It takes ten minutes to craft one device. No roll needs to be made during the crafting of the device, as the testing (attack roll) determines if the device was crafted effectively.

Device Level

The maximum Device Level is noted on the Tinkers Table for each level. A Tinker starts with a Maximum Device level of 3. This increases at 5th, 9th, 13th, and 17th levels. This determines how much uncertainty a Tinker allows when creating new devices. As a Tinker increases in level, their confidence and skills allows them to increase this number.

For example, a level 10 Tinker has a Maximum Device level of 5 and a maximum of 3 devices per short rest. This means they can create three devices of 5th level such as:

  • One Custom Device of (4 Effect Level + 1 Mechanism Level) like a 4th level Fire Vial
  • One Custom Device of (3 Effect Level + 2 Mechanism Level) like a Slow Cluster.
  • One Standard Device of 5th level like a Descent Device.

Device Ability

Intelligence is your ability for your Tinker Devices since you learn their use through practice, improvement, and specific knowledge. You use your Intelligence whenever a device refers to your Device Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Tinkers device you use and when making an attack roll with one.

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

Device attack modifier = your proficiency bonus + your Intelligence modifier


Creating a Device

A Tinker may only craft a device which is within their capacity to use effectively. Whether it’s outside of their knowledge, their skill, their ethics, or their courage, a Tinker doesn’t craft a device that could hurt them or those they care about. As such, each device has a maximum Device Level. The maximum Device Level is shown on the Tinkers Class table.

The rules are simple. Primarily, keep the total cost of the device at the device level, similar to spells and spell levels. Included below is a simplified list of rules. The full list of rules is noted in the Full Device Rules section.

  • Device Level > or = (Effect Level + Mechanism Level)
  • There may only be 1 Effect and 1 Mechanism per Device

3

THE TINKER: CLASS FEATURES

Tinker's Talent

Your talent as a tinkerer has many roots. However, one things is constant among all tinkerer's: their destiny of curiosity and exploration. More than shut-ins, tinkers are often go into the field to practice and test their equipment. At this point in their career, despite their nature, they often find a calling to the lands outside their cozy caves.

At 1st level, a Tinker gains proficiency with Tinker's Tools. These have several common uses. While adventuring, being a tinker necessitates being able to fix equipment on the road. A tinker is always equipped with their Tinker's Tools and knows how to use it. A Tinkers kit can be used for several things:

  • Repairing clothing, equipment, and simple creations
  • Crafting basic alchemical concoctions
  • Creating small trinkets

These are all some standard uses of the Tinker's Tools. It's up to the DM's discretion if something requires more than a Tinkers Tools

Whenever the use of a Tinkers Tools is required, the DC for a Tinker is 8 + Proficiency Modifier + Intelligence Modifier. Several checks may be required.

When a check is failed, the consequences are up to the DM. Sometimes the device explodes on the spot. Other times it seems functional until you go to use it and find it leaking all over your +1 Boots of Karma.

Once a Tinker chooses a Profession, their Tinker's Tools become specially equipped by the other necessary tools of their trade. Modifier Tinker's Tools are known as a Tinker's Kit. While the Tinker's kit has certain extra capabilities, the primary uses noted above remain the same.

Nervous Habit

Tinkers are often finding their hands busy with some project. Whether it be roaming on the long roads playing with an arrowhead or slogging through a marsh crafting a bell, the Tinker is always making something.

Starting at 3rd level, the Tinker now has the ability to craft small devices. These are not the incindiary sort, but may be just as effective. While spending 5 minutes with their Tinkers Kit, a Tinker can craft one small object. Due to their ephemeral nature, they break if they are not used before the next short rest. Here are several examples:

  • Clockwork Toy: This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
  • Music Box: When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.
  • Timer: This device counts down accurately a certain amount of time. When it reaches a certain time, or at the end of its count, it can be make a loud noise
  • Lock: A simple lock, crafted out of spare parts. The mechanism can be a key, or a series of numbers/letter input into the device. This is broken with a DC 15 Strength Check

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Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack Action on your turn.

Rapid Testing

Starting at 6th level, you think you've got the knack of how many devices you can oversee at once. You may now have 3 Devices prepared at once per short rest.

Effective

Starting at 10th level, through trial and error you have learned what does and does not work. Subsequently, you make more reliable equipment.

Choose either the Touch, the Pressure Vessel, or the Aerasol mechanism. This mechanism now costs one less to craft.

Confident Testing

Starting at 14th level, your experience with all of your devices has given you a solid understanding of how many devices you can effectively keep track of. You may now have 4 Devices prepared at once per short rest.

Invention: Prototype

You have expanded beyond the knowledge of most in your profession. You have seen the good and the bad, and have seen that even now there truly is room for invention. This invention is still in the prototyping stage, and the consequences of failure for this device may be extreme, but that's hasn't stopped you before.

Starting at 17th level, you have begun to research and crafting a miraculous device. If it is available, you may use an Invention once per long rest. The mechanical error for this device is a roll of 7 or lower. This error is not reduced by the Effective ability. The list of Invention devices is listed in the Devices table. The necessary components are up to the discression of the DM.

Invention: Masterwork

The masterwork of your experimentation has come at last. Standing as a crowning achievement of your work, you have discovered and created a unique device and expanded changed humanity forever. And better yet, it usually works!

Starting at 20th level, your Invention has a mechanical Error Roll of 3 or lower. This is not reduced by the Effective ability.

4

THE TINKER: CLASS FEATURES

Tinker Professions

You have begun to expand into one specific field of your interest. Whether this is because of a pension for destruction, or the need to improve the world, a Tinker chooses his path early on.

The Botanist

You skills as a crafter of goods is through the use of mundane and magical plants. Your tend for, care for, and utilize your plants to the best of your ability. They provide the components for your experiments. In turn, you provide a small habitat to grow them in.

Tinker's Kit: Botanical Bag

The necessity of travel has brought you to this: taking your plants with you. Yes, it's desperate, and yes it's necessary. Your Tinker's Tools has been expanded to include a small traveling garden. Besides the components you carry as extra stock, many of your components come fresh from a compact garden you carry with you. Often, the Botanical Bag is just a large pack with dozens of plants sprouting from a devised to-go garden hanging off the fecund fabric.

Starting at 2nd level, you now have the ability to replenish your stock of level one device supplies daily. You can pluck enough supplies for 15 Effect levels per long rest. You also maintain a stash of supplies when these are not in bloom. These supplies do not include magical plants (at this time) so the supplied for Standard Devices are not included.

Collector

Your interest in plants has brought about a diversity of interests from their location and life styles.

Starting at 2nd level,you gain proficiency in Nature skill. You also have advantage when harvesting and growing plants.

Devious Dosage

While not all herbalists are nice people, you have to learn what functions as healing and what functions as poison. Part of your training as a Botanist is knowing how to make effective medicines and poisons. Sadly, this often comes from experimentation.

Starting at 7th level, you are now resistant to poison damage. Additionally, you gain proficiency with a Poisoner’s Tools.

Poultices

Beginning at 7rd level, you can create special herbal poultices that have healing power comparable to some potions.

You can spend 1 hour preparing herbal poultices using treated bandages to create a number of such poultices equal to your Intelligence modifier (minimum 1). You can carry a number of poultices at one time equal to your Intelligence modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency. If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two Tinker levels you have (rounded up).


Glowing Green Thumb

Starting at 11th level, your ability as a tinker has allowed you to craft more powerful devices, but also grow more potent herbs. Through the systematic detailing of the best plants, your natural selection of the best herbs has improved their effects.

You now grow a surplus of the necessary ingredients from your small garden. Your plants now grow enough to sustain all Effects you alone could craft.

Additionally, you may now grow magical plants. These plants can be used to create effects not normally available. The extended magical devices for the Botanist is in the Custom Devices section.

In your Element

The world is your greenhouse, and you have adapted to living in the beauty of it. You have also been in desperate situations, and seen how you could have helped those around you. So you’ve taken it upon yourself to do what you can to prepare for such a situation.

Starting at 15th level, you have made a backup plan in case you’re in a truly desperate situation. Once per long rest, you may hastily create one device. On your turn, you may expend your action to craft an additional device. This exceeds your 4 devices per short rest. Because of your haste, this device has a Mechanical Failure, and fails on a roll of 3 or lower.

5

THE TINKER: BOTANIST

Vigilante

What does one do with an excess of money and an excess of Justice? Become a vigilante. Your decision to seek justice where ever it is spurs your invention. Some may have magic, and that’s all good for them, but why spend years learning magic when you can kick ass now?

Tinkers Kit: Toolbelt

Carrying a bag around isn't very conducive to crime fighting. But a badass tool belt? That's efficient and effective. Your Tinker's Tools are now part of your tool belt. It contains the necessary equipment to make small field fixes and then some. Whether it's around your waist or around your shoulders like a bandolier, tinkering justice has found its final form.

Starting at 2nd level, your Tinker’s Kit is specialized to be worn as a belt on you at all times. This is equipped with the necessary equipment for field repairs. Additionally, your belt includes some specific modifications. It is equipped with these items:

  • 50’ rope and grappling hook attached to the belt,
  • 3 Empty vials,
  • Your devices
  • Hand-cuffs
  • Flares
  • Theives Tools

Justice knows no name

It's hard to be a famous hero. Harder still when the government doesn't always agree with your actions.


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Part of being a vigilante, beyond the cool getup, is the power to remain anonymous. Without a secret identity, it's rather difficult to seperate day’s conflicts from nights justice.

Starting at 2nd level, you have proficiency with the Disguise Kit and Theives Tools.

Signature Weapon

You are known for many things, but nothing says “(hero) was here” like a signature weapon. Luckily for you, the skills required to develop this are your specialty.

Starting at 7th level, you may develop one signature weapon. This is a weapon, or piece of ammunition, crafted with a special look and functionality. Regardless of how the weapon looks, it has one of the following sets of properties when you (and you alone) use it:

  • Club: Light, Thrown(20/60), 1d6 bludgeoning,
  • Shortsword: Thrown (30/90), 1d4 piercing, 1d4 lightning
  • Ammunition: Thrown (20/60), 1d6 piercing, returning
  • Longsword: Versatile, 1d6 slashing, 1d4 force
  • Shield: thrown, 1d4 blundgioning, returning
  • Whip: 1d6 slashing, advantage on grapples
  • Unarmed Strikes: 1d6 bludgeoning damage

Expertise

Your experience has seen several moments of success. It’s also seen several moments of failure. Whether it be letting a criminal get away or being tricked by a villain. Your skills have been sharpened, however, and you stand ready to take on any foe.

Starting at 11th level, you gain expertise in two skills or tools of your choice.

6

THE TINKER: VIGILANTE

Outfitted and Unstoppable

Nothing will stop you from finding justice. So while you struggle with the ethical choices you’ve made, you’re safe in the knowledge that you are equipped to make questionable choices. Your Tinker’s Toolbelt is now additionally equipped with the following equipment:

  • Recoiling Grappling Hook: Using your movement, you can use this device to go 30' up or down the line. You have one free hand while doing this.
  • Rebreather: A device used to extend your breathing capabilities. While using this, you can hold your breath twice as long.
  • Evidence Kit: A series of 3 bags which can be used to preserve evidence. Anything placed in these bags (each 1' square) is protected from decay for 1d4 days

Additionally, your strength of character keeps you standing. When you drop to zero hit points, make a charisma saving throw. Upon a success, you instead drop to one hit point.

The Perfectionist

Nothing you do is sub-par. The Perfectionist seeks to improve and perfect anything the can get their hands on. And while this may be a vehicle, a blanket, or a bomb, they often find their hands reaching for a weapon. The simple nature of their trade means they spend hours manipulating and perfecting weapons and other Mechanisms to make them as effective as possible. Perfectionists are the masters of implements.

Tinkers Kit: Organized Junk Bag

That describes everything in your Tinker's Kit. This kit has been organized, however, to accomodate your needs, and only you know what exactly those are. A perfectionist often has the items in their bag labeled and easiy accessible. Beyond that, one specific things seperates the Perfectionists bag from any other Tinkers: it's prepared for any situation.

This is no light statement, either. A Perfectionist prides themselves in being able to have a solution for any situation. As such, there is an assortment of items always present in varying quantities within this Tinker's bag.

Starting at 2nd level, the Perfectionist has an assortment of additional goods in their Tinkers Kit. A Tinker is capable of pulling out 5 gold of equipment once per long rest. This may be an extra coil of rope, a set of spitoons, or a waterproof satchel. Whether the Percetionist would have an item in their pack is up to the DM's discretion, but a Perfectionist is always prepared.

Jack of One Trade

Starting at 2nd level, if you can't be perfect at everything then you can at least be the best at one thing. You gain proficiency in one additional tool of your choice. Additionally, you gain proficiency in one fighting style of your choice.

Ammunition Improvement

You have seen the power and the potency of your devices. Now, it’s time for man’s oldest devices to see a change.


Starting at 7th level, you may now apply one of the effects of your devices to your ammunition.

You may craft 5 modified pieces of ammunition per long rest. Choose one Effect Level (Touch) and add that effect to this ammunition. The ammunition is destroyed upon impact. These don't count as Devices, but take just as long to craft.

Weapon Improvement

You have given up on standard weapons: they’re a bore, and you can do better. You can now craft augmentations to your weapons which improve their effectiveness. Starting at 11th level, one weapon of you weapons now deals 1 additional damage die of damage. This may not include your modified ammunition.

Whenever you roll a 1 while using a weapon with this modification, the modification breaks. The weapon is still useable, but the bonus damage is lost. This repair requires one hour and a successful Tinkering Repair check.

With their eyes closed

Your dedication to the perfection of devices has brought you much annoyance and harm. However, you have become very skilled with certain effects.

Starting at 15th level, your Devices critically hit on a roll of a 19 or 20.

Additionally, when you use your action to use a Device, you may use a bonus action to make an attack action with your modified weapon.

Firestarter

You live for the energy or the chaos inherent in the power of creation. The fuel of creation is a literal component in your crafting, and tends to have explosive capacity. As such, your study leads towards the dynamic elements of creation.

Tinker's Kit: Laboratory

The use of explosives requires a deft hand. But sometimes it requires a brave hand. Your courage and fearless pursuit of this art extends itself in several ways. Primarily, you have to supply yourself with the components necessary for your art. The fuel for your combustion is up to your DM’s discression, but you may add your Proficiency Bonus to any check with involves searching for your Fuel whether its in the wilds, with specific merchants, or on the bodies of dead wizards. Regardless of the source, your experience with using it allows you to know where to find it.

Starting at 2nd level, your Tinker’s kit is fitted with a small laboratory, enough to craft and create devices and to make your Fuel into a useable form. It’s also been adjusted to sustain the somewhat volatile components. When you take damage or fall from heights, your Tinker's kit and any equipment inside are not damaged. This usually takes the form of a well stuffed bag, but the Firestarter's Kit may be as simple as a metal lock-box using the Fuel as packing peanuts.

As part of this preperation for detonation, the Firestarter has advantage on dexterity saving throws to avoid being hurt by their own equipment and devices.

7

THE TINKER: FIRESTARTER

Combustion

Your experimenting has brought you across one specific element: the power of combustion. Whether it be gunpowder, fermented magic, or through mechanical design, you have begun to delve into the depths of learning about combustion.

Starting at 2nd level, as part of this search, you have acquired the use of specific armaments. You gain proficiency with the use of Firearms.

Bombastic

No-one knows detonations like you do, but perhaps they should. To remedy this, you have decided to take it upon yourself to educate your enemies.

Starting at 7th level, you may now create Firecrackers. These are small explosives which are easy to make, and a tried and true recipe for disaster. You may make up to 10 Firecrackers per long rest without the risk overcoming the reward. Your secret recipe is your own to keep, and leaves room for... deviation. Firecrackers are small devices which you may carry on hand. They can be primed and ready to go off whenever they touch a surface. These devices may be used to open doors, make loud noises, and hurt nearby enemies (and friends). Additionally, they can be used as makeshift traps when stepped on or overheated. They function as Vials with varying Effects, and use the same rules as Devices. However, they don't count against your total number of Devices.


Packing

Starting at 11th level, you know that bigger is better, and you aren't afraid to prove it. While using a Device with an area of effect, the effective sphere radius is now 5’ wider, and a cone is 10’ longer, and a line effect is 40' longer. This includes Firecrackers.

Volatile

You have learned what constitutes a safe experiment and a dangerous one. And as you know, in experimentation sometimes danger is required. You have gained the ability to make one Volatile Device per long rest.

A Volatile Device is one where you add more levels to a device than you are usually capable of. You may now create one devirce which adds a maximum of two levels over your maximum Device Level. However, for each level over the maximum device level, the chance for Mechanical Failure increases by 2.

For example: A 17th level Tinker can normally create a device of 7 levels. If you make this volatile device level 9, it can have a maximum of 9 levels in it, but the device fails on a roll of 5 or lower.

Firecracker: Ammunition, range (30/90), radius: 10’

  • Enemies make a Dexterity saving throw. Upon a failure, they take 2d8 damage. Upon a save, they take half damage.
  • When it goes off, roll a d4 to determine the damage type (1:fire, 2: lightning, 3: cold, 4: force).
  • This damage increases by 1d8 when you reach 11th level (3d8), and 17th level (4d8).
  • This is affected by the Packing ability

8

THE TINKER: FIRESTARTER

Effect List
Level Cost (per level) Damage Name Touch Vial Pressure Stream Aerasol Cluster Magnetic Potent
1 1 (+1) 2d8 (1d8) Piercing (P) Y Y Y Y Y Y
1 1 (+1) 2d8 (1d8) Shashing (P) Y Y Y Y Y Y
1 2 (+1) 2d8 (1d8) Force (P) Y Y Y Y Y Y
2 1 (+1) 2d10 (1d10) Fire (E) Y Y Y Y Y Y Y Y
2 1 (+1) 2d10 (1d10) Lightning (E) Y Y Y Y Y Y Y Y
2 1 (+1) 2d10 (1d10) Cold (E) Y Y Y Y Y Y Y Y
3 2 (+1) 2d6 (1d6) Acid (B) Y Y Y Y Y Y Y
5 2(+1) 2d6 (1d6) Necrotic (B) Y Y Y Y Y
7 3(+1) 2d6 (1d6) Psionic (B) Y Y Y Y Y
Level Cost Result Name Touch Vial Pressure Stream Aerasol Cluster Magnetic Potent
1 2 Fog Cloud Spell Smoke (G) Y Y Y Y
1 2 Difficult Terrain Effect Terrain Y Y Y Y Y
5 2 Fear Effect Fear Y Y Y
5 3 Slow Spell Slow Y Y Y Y Y
5 3 Charm Person Spell Charm (G) Y Y Y Y
9 3 Enlarge/Reduce Spell Shrink Y Y Y Y
9 4 Wall of Stone Spell Create Y Y Y Y Y Y
9 4 Stun Effect Stun Y R: (5') R: (10')

(P) = Physical Effect, (E) = Elemental Effect, (B) = Biological Effect, (G) = Gaseous, (R: X') = Effect radius of X feet

All Effects take effect with the range of the Mechanism except for the Stun effect

Devices

A Device is a combination of two things: A Mechanism and an Effect. The Mechanism is the physical container which projects an effect. The Effect is an alchemical mixture which produces a desired results. The combinations of Mechanisms and Effects are many, but the applications are infinite.

Certain mechanisms cannot produce certain effects in the same way a spoon cannot hold a gas. The functional combinations are shown in the chart above, where a Y indicates the two are compatible.

When creating a Custom Device, 1) Choose an available Mechanism. 2) Subtract the Mechanism cost from your maximum Device Level. The resulting number should be your Effect level. 3) Choose the desired Effect, add more effect levels if you can, and you're done.

As seen above, Effects which deal damage can be improved by adding additional Effect levels. This works in the same way as casting spells with higher spell slots.

However, Effects which produce a standard spell effect cannot be increased. This difference is because the Mechanisms determines range, not Effects.


Custom Mechanisms

The demarcation for Mechanisms is as follows:

  • Name (Level Available) (Cost: #) (Professions used by)

Touch (1st) (Cost: 1) (P, V)

A device which has a range of touch means it must be applied to pre-existing object. For example, the Stun effect with the Touch mechanism could be applied to a doorknob, a spear, or the player's fist.

The effect triggers upon making contact with an object

This is a single-target effect; it affects only one person before the effect loses potency.

Vial (1st) (Cost: 0) (All)

Starting at 1st level, you have learned to create and use a vial. A vial is often a glass bottle with a stopper. This particular weapon has been created with one purpose: to splash liquid in a wide area.

A vial triggers when it shatters. It spreads over an circular area with a 10' radius. If the effect is immediate, it bursts outwards and all creatures within range are affected. If the effect is gaseous (G), it takes effect on your next turn.

9

THE TINKER: MECHANICAL DEVICES

Pressure Vessel (5th) (Cost: 1) (All)

You have learned to create a device which contains a liquid under pressure. When opened, the device jets the material in a 15’ cone.

There are no Gaseous effect associated with the Pressure Vessel. All effects from the Pressure Vessel take immediate effect. The cone emits from the Tinker holding the device.

Stream (5th) (cost: 1) (P, F)

The Stream effect is an improved form of the Pressure Vessel. It works in the same way, but directs its effects in a 60' long by 5' wide line.

Aerasol (9th) (cost: 2) (All)

This device is a metal canister under high pressure which emits a vapor. The speed and potency due to this mechanism allows for possibilities not previously available.

This device activates on contact. All gaseous effects (G) take effect immediately, as do other forms. They disperse in a spherical 15' radius which reaches around corners. The effects of this mechanism persist for 1 minute, dealing damage to creatures when it takes effect and at the beginning of each of their turns within range.

Cluster (9th) (Cost: 2) (P)

Starting at 9th level, the Perfectionist has formulated a new device, which is a tactical and wide form of the Vial. This is a device which produces three fields of effect in a line, however the field is oriented horizontally from the thrower.

The Cluster has the same detonation and general structure as the Vial, but produces a square field 45' wide and 15' tall, as seen from the view of the thrower. This device is available only to the Perfectionist, and they were the only ones with the desire to truly perfect the field of effect.

Magnetic (13th) (Cost: 3) (P, B)

Starting at 13th level, the magnetic charge is now available. When a magnetic charge is thrown, once it makes contact with a surface it sends out a rippling pulse, pulling all enemies towards it. A creature does not need to be wearing metal to be affected. All enemies within a 30' radius make a Strength saving throw. Upon a success, nothing happens. Upon a failure, the creature is pulled 10' in the direction of the Device.

The Device then detonates, releasing the effect (if there is an effect) in a radius of 15'

Spitter (Mechanism) (4) (P, F)

An elemental concoction applied with an advanced mechanism targeting one creature. This device is triggered by contact with a surface and targets the nearest creature when it's triggered. It maintains a constant stream of energy while the creature is within 30' of the device. The device moves 30' towards the target at the beginning of your turn. The effect must be of the Elemental or Biological Effect type. It continues dealing this damage at the beginning of your turn. When an enemy moves 60' beyond its reach, it continues to follow them until it is within reach. It continued to attack the target for one minute or until destroyed.


Potent (13th) (Cost: 3) (All)

A Potent device is any device (Vial, Pressure, or Aerasol) which enhances the effect within. A Potent device is usually not as effective since it cannot store as much of the effect material. However, by unleashing the true power of the ingredients, it produces a greater effect than otherwise possible.

You choose one of the three base devices which the Potent mechanism forms around. If chosen, the mechanism has this dispersal:

  • Vial: 20' Radius
  • Pressure: 25' Cone
  • Aerasol: The device moves to 20' in one preset direction per round until it reaches a wall.

Additionally, the Effects gain these improvements:

Note: Nothing happens upon a Successful Saving throw

  • Force: The area loses grasp of the physics holding it together. Everyone within the area is unable to keep traction as gravity gives up. Everyone makes a Strength saving throw. Upon a failure, they slowly lift 30' into the air. They can be knocked shot out of the affected area before the effect ends. This effect lasts one round.
  • Fire: The incredible heat of the device causes everything within range to suffer. All exposed liquids evaporate, all natural material is burnt to a crisp, and any poor flesh left is left scarred. Enemies make a Constitution saving throw. Upon a failure they are severely burned, and moving causes them pain. When an enemy moves on their turn, they take 1d4 fire damage.
  • Cold: A Flash Frost covers the ground and freezes the bones. The ground is slippery and all enemies who try to move must have a DC 15 Dexterity saving throw against going prone. All creatures hit also have their speed reduced by half.
  • Lightning: All enemies hit make a Consitution saving throw. Upon a failure they are blinded. They continue to make saves every round against being blinded until the succeed.
  • Smoke: All creatures within the fog start to suffocate on the smoke. They make a Constitution saving throw and are unable to do anything besides move while within the smoke upon failure.
  • Charm: Enemies are left in awe. Enemies have disadvantage against this saving throw.
  • Shrink: Something went wrong in the laboratory. The range for this effect is reduced by 5' from the Potent value, but everyone caught within the effect is affected by the Enlarge spell.
  • Create: The very nature of the area is changed. All terrain within range, and up to a height of 35', is transformed into one material of your choice (determined when creating the device). the area is not drawn forth, it is simply transformed into a solid mass of that material.
  • Terrain: The range of this effect is increased by 10' from the Potent value, and the terrain is more than simply difficult. Crags of lava form in the destroyed land and the earth justs up and around in a miraculious formation. The Terrain becomes impassable terrain.

10

THE TINKER: MECHANICAL DEVICES

Standard Devices

This is the list of standard Devices. They are generally well-known devices and common knowledge to most Tinkers. However, certain experience means that they may not be available to all Professions. These are all available to be made as soon as a Tinker believes they are capable of making them correctly (their Maximum Device Level is equal to or greater than the Standard Device Level)

The Device is denoted as follows:

Name (Device, Mechanism, or Effect) (Level) (Compatible Profession)

Toxic Gas (Device) (4+) (All)

A Vial of noxious gas which poisons enemies in a wide area. Effective area: 20' radius. Anyone within range makes a DC10 Constitution saving throw against your Device Attack. Upon a failure, they take 2d4 poison damage, and become poisoned. The gas disperses after one round. By using more Device Levels, the range of this device increases by 5' for every extra level.

Descent (Device) (5) (All)

A device which adjusts the speed of all moving objects within range, including creatures. This is a Vial thrown in an area, with a 20' radius, which at the beginning of your next turn fills the air with a thin orange smoke produced from a slick orange liquid. All objects which are shot or thrown through this area stop in mid air, including bullets. Any creature attempting to move through it are stopped and repulsed to the edge of the field. If a creature falls onto this field, it is slowed to a stop and pushed to the nearest edge, taking no falling damage. This vapour lasts for one minute, or until water is poured across the floor to clean up the orange liquid base.

Crush (Device) (4) (P, V, B)

A touch device which is thrown at a creature. This device has a range of (30/90). You make a Ranged attack. Upon a successful hit, the target takes 1d8 Piercing damage. The device activates at the beginning of your next turn. The creature makes a Strength or Dexterity saving throw to pull the device out. Upon a success, they take 1d8 damage from removing the device. Upon a failure, the device expands and begins to surround and crush the target. The target takes 2d6 Bludgioning damage each turn, and they're restrained. The target can make a Strength saving throw to end the effect.

ShatterShaft (Device) (3+) (All)

A long spear, tipped with a frigid metal tip and an elemental device throughout the shaft. You make a Ranged Attack against on enemy, and if it hits them they take 1d8 Piercing damage. On the beginning of their next turn, the shaft explodes and all enemies within a 5' radius make a Dexterity saving throw. The target of the attack has disadvantage on this save. On a failure, they take 2d10 damage of the chosen elemental damage (fire, cold, or lightning). By using more Device Levels, the range of this device increases by 5' for every extra level.


Shock Field (Device) (6) (P)

A Cluster charge, which seperates into four seperate metal poles upon contact. These poles split and make a 20' square standing on end. Upon reaching their location, they emit a field of lightning holding them in place. Any creature who tries to move through the field, or hits one of the poles, makes a Constitution saving throw. Upon a failure, they take 4d10 lightning damage and are repulsed and incapaciated. Upon a success, they take half damage and pass through the field.

Anti-magic Aura (Device) (5) (B)

A device which can be triggered by hand, and emits a 5' radius field which protects against magic. The next next magical spell which enters the area triggers the device. Until the beginning of your next turn, the device dampens any magical damage sustained by a target within the range. All magical damage is halved during this time.

Polymorph (Device) (5) (B)

This is the Polymorph Bomb crafted from magical plants. This is a vial with a range of 5' in radius, which affects any creature within range with the Polymorph spell. The Save (for any hostile creature) is against your Device Safe DC.

Spawn of Cthulhu (Device) (5) (B)

A Vial, with a Radius 0f 10', spreads in a shifting black puddle across the ground. Ebony black tentacles sprout from the pool and the effect follows after Evard's Black Tenticles spell. Enemies within the radius make a Dexterity saving throw. Upon a failure, they suffer 3d6 Bludgioning damage are are restrained. A creature which starts its turn in the area and is already restrained suffers 3d6 Bludgioning damage.

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THE TINKER: STANDARD DEVICES

Darkness (Device) (3) (All)

A mixing black liquid and vapour. When released, it quickly spreads filling the air and covering any surface nearby in a 10' radius. A creature with Darkvision cannot see through this darkness, and it cannot be lit by nonmagical light. This is kept in a Vial, but can be poured onto an object, which it clings to. This effect remains for 10 minutes, or until it is washed off with a water or dispelled with magical light.

Smear Light (Supplemental Mechanism) (1) (All)

This Mechanism produces a liquid light which shines bright light for 20', and dim light for 20' after that. This can be applied added with any non-Gasoues (G) effect to cover a surface with a light. This light lasts for one hour, or until washed off with water.

Alarm Trap (Supplemental Mechanism) (1) (All)

An alarm mechanism which is triggered under a certain condition. This trap may be set in the following ways: Trip Wire (30' max), Proximity (within 10'), or Luminescent (when lights turn on). These conditions trigger the trap (an alarm) and any effect applied in addition to the mechanism up to your Device Level. These must be applied to another mechanism to become the triggering condition.

Delay (Supplemental Mechanism) (1) (All)

This mechanism is a built-in delay for a mechanism. This delay mechanism can be applied to any device which is able to be thrown. This effect Delays denotation of the device in one of two ways: for a set number of rounds/time up to one hour, or until the device is touched/makes secondary contact. The delay (a simple timer or contact trigger) can only occur after making contact the first time.

For example, a Touch mechanism, Cold effect spear with a Delay mechanism of one round. This deals damage if it hits a target because of the nature of the spear. If it makes contact with the target (or the ground on a miss), the Delay mechanism is primed. After one round, the effect detonated dealing the Cold damage of the effect.


Keeping this space open for supplimental devices.

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THE TINKER: STANDARD DEVICES

Inventions

As part of the creation process of any Tinker, they seek to develop and perfect one invention. This is similar to a Smith's Masterwork. And while the knowledge may be dangerous or complicated, a Tinker of this skill will likely seek to create such a device anyways.

Listed below are a list of possible Inventions. Likely, the Player will have some ideas in mind. It's important to emphasize that so much work goes into creation that they will only be able to create one. If they have their own idea, it's up to the DM to determine if it's possible in their world. They also determine to what ends the Tinker must go to in developing it.

Often, a lack of thinking of an invention isn't what holds back its creation. Rather, it's because the knowledge or materials aren't available. What changes this situation? Perhaps you slew an Djinn and he granted you a power source. Perhaps the organs of an Ancient Dragon are the necessary casing for an Acid Device. Whatever the reason, consider how any why this invention is taking place now.

Effects:

The Effect of the device copies these spells:

  • Awaken
  • Animate Object
  • Antimagic Field
  • Conjure Elemental/Fey/Celestial
  • Creation
  • Greater Restoration
  • Hold Monster
  • Haste
  • Planar Binding
  • Teleportation Circle
  • Circle of Death
  • Create Undead
  • Flesh to Stone
  • Fire Storm
  • Magic Jar
  • Forcecage
  • Reverce Gravity
  • Control Weather

Mechanisms:

The Mechanism may produce a similar effect:

  • Persist for 1 hour/day
  • Leashes a creature
  • Reverses time by 1 action
  • Grapples a creature
  • Teleport between two devices
  • Gives Tinker extra limb
  • Some weapon of their choice
  • Replicated magical item
  • Gives Tinker an Aura
  • Shield

13

THE TINKER: INVENTION

Full Device Rules

Creating a Device

A Tinker may only craft a device which is within their capacity to use effectively. Whether it’s outside of their knowledge, their skill, their ethics, or their courage, a Tinker doesn’t craft a device that could hurt them or theirs. As such, each device has a maximum Device Level. The maximum Device Level is shown on the Tinkers Class table.

The rules are simple. Primarily, keep the total cost of the device at the device level, like spells and spell levels. To fully explain the rules, however, included below is a list for which every spell must adhere to.

  • Device Level > or = (Effect Level + Mechanism Level)

  • A Device may be crafted below Device level.

    • Unused levels from one device do not transfer over to another device.
  • A Device may only have 1 Effect and 1 Mechanism per device

    • Exception: Certain Mechanisms (like the Alarm Trap) may be added at an additional cost. These devices are noted as Supplementary Mechanisms

Prepared Devices

Starting at 1st level, a Tinker may only have 2 devices prepared at once. A Tinker is primarily focused on testing their devices, and in order to do this safely and efficiently, they prepare a number of devices they can handle.

You may craft devices once per short rest. It takes ten minutes to craft one device. No roll needs to be made during the crafting of the device, as the testing (attack roll) determines if the device was crafted effectively.

Device Level

The maximum Device Level is noted on the Tinkers Table for each level. A Tinker starts with a maximum Device Level of 3. This increases at 5th, 9th, 13th, and 17th levels.

  • Effect Level: This is the level of the effect which is created by the device. This level includes the danger involved with the ingredients and your ability to efficiently use the material.
  • Mechanism Level: This is the level of the mechanism which employs your effect. Different devices have varying degrees of uncertainty, novelty, and unpredictability, which is why your ability with Mechanisms is as important as Effects.

For example, a level 10 Tinker has a maximum Device Level of 5 and a maximum of 3 devices per short rest. This means they can create three devices of 5th level such as:

  • One device of (4 Effect Level + 1 Mechanism Level) like a 4th level Fire Vial
  • One device of (3 Effect Level + 2 Mechanism Level) like a Slow Cluster.
  • One Custom Device of (Custom Level 5) like a Descent Device.

Device Ability

Intelligence is your ability for your Tinker Devices, since you learn their use through practice, improvement, and specific knowledge. You use your Intelligence whenever a device refers to your Device Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Tinkers device you use and when making an attack roll with one.

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

Device attack modifier = your proficiency bonus + your Intelligence modifier

Using a Device

Similar to spells, the use of a device has certain rules. To explain the requirements of using a device, the following checklist will simplify the explanation

1) Device has been prepared during this day

2) The Tinker is able to take the Attack action

3) The Tinker is within range of a target (30/90) not behind total cover

4) The Tinker uses their Action to make a Device Attack roll

These rules should explain the general process of a Device Attack. However, further points are noted below to avoid confusion (these are the same rules as a Spell Attack)

  • Whenever a creature is within range of a Physical or Elemental Effect that creature makes a Dexterity saving throw. That creature takes full damage on a failure, and half damage on a success.
  • Whenever a creature is within range of a Biological Effect or other Custom Device effects, they make a Constitution saving throw. Upon a failure, they take full damage/are affected. On a save they either take half damage or nothing happens.
  • All Devices effects are Immediate. Noteable exceptions: Gaseous Effects do not activate immediately with a Vial Mechanism. The Delay Mechanism delays the Effect until triggered.
  • Many Effects remain for a certain period of time (like a concentration spell). These effects are maintained by the Device rather than the caster of the device. These effects end only after either: their specified period of time, the Device is destroyed, or their effect is otherwise nullified (such as Darkness by magical light).
  • Devices with persistent effects (see above) may be destroyed. They have an AC of 15 and 15 hit points. If struck, the device is destroyed and the effect ends immediately.
  • There are several areas of effect for different Mechanisms. The Vial, Aerasol, Magnetic, and related Potent Mechanisms detonate in a sphere of a certain radius. The Pressure Vessel and related Potent Mechanism is a cone with the Tinker as the point of origin. The Touch, Stream, and Spitter Mechanisms affect targets in a line. The Cluster Mechanism affects three cube shaped areas as specified by the device.

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THE TINKER: FULL DEVICE RULES

Critical Hits

Certain effects are amplified when you critically hit. Instead of dealing more damage (with the exceptions) all targets are further affected instead by the nature of the effect. The list of these critical effects are listed below. Additional effects are listen with their specific effect.

Effects which don't deal damage cannot critically hit.

  • Piercing and Slashing - Bloody Mess: The target is particularly affected by this effect. You add one additional damage dice when you deal damage. Additionally, the target begins to bleed profusely. They make a constitution saving throw at the start of their turn. If they succeed on the save nothing happens. If they make this save three times, and fail all three, they suffer one level of exhaustion.
  • Force - Concussion: The target is blasted away, and the fluids of their body can’t handle the sudden change, including their brain. The target makes a constitution saving throw. Upon a failure, they have suffered a suffer a concussion and are knocked unconscious. On a successful save the target is knocked prone.
  • Fire - Burning: The target is lit on fire. At the end of each turn, a target makes a constitution saving thrown. Upon a failure they take an additional 1d6 fire damage and stay on fire. Upon a success the effects end and no damage it taken.
  • Cold - Frozen: The targets make a constitution saving throw. Upon a failure, they begin to freeze to solid ice. They make two more constitution saving throws at the beginning of their turn. If they fail all three throws, they are frozen solid. This effect can be reversed through the use of a greater restoration spell or through a gentle thawing over the course of 8 hours.
  • Lightning - Buzzed: The target is electrocuted. They make a constitution saving throw. If they’re wearing metal armor, they have disadvantage on this roll. Upon a failure, they are stunned for a turn. Upon a success, nothing happens.
  • Psionic - Overload: The target takes more mental damage their mind can cope with. The target makes a wisdom saving throw. Upon a success, nothing happens. Upon a failure, the target gains one form of long-term madness.
  • Necrotic - Corrupted: The target’s body begins to break down. The target makes a constitution saving throw. A plant-based creature has disadvantage on this roll. Upon a failure, their body begins to rapidly decay. The target is slowed by half their speed, and has disadvantage on Strength saving throws until they take a short or long rest.
  • Acid - Dissolution: The target begins to melt. The target makes a constitution saving throw. Upon a failure, they take 1d6 acid damage at the end of each of their turns. They make this saving throw two more times, or until they make the save, suffering the same damage each turn. Upon a success, the effect ends.

Materials

The materials for your crafting are different depending on your particular trade. A botanist will often produce supplies from their actively growing crops. A Firestarter, however, will often procure their ingredients from natural resevoirs or black markets. A perfectionist uses pure chemical and industrial components, but often finds ways to procure even these at a minimal expense while intowns. The vigilante, usually a force for good, acquires these diverse ingredients quietly and subtly, sometimes as gifts from those they save and other times from the black markets they traverse.

Regardless of their source, a Tinker knows the quality of their goods, and their effectiveness is usually dependent on the crafting skill rather than the quality of materials.

Optional Rules (DM):

Acquisition of materials

the DM may choose to make certain ingredients difficult or expensive to find, therefore limiting the Tinker’s distance from known markets for long periods of time.

Alternatively, certain components from lesser markets may be less potent or even defective. The tinker may need to choose to use more goods (therefore overloading a device) which may reduce the Effect. A supplier may also be corrupted and sell (knowingly) defective goods which harm the tinker during crafting/use. This applies to Effect Ingredients as well as Mechanism Materials (usually, cheap malleable metals)

On the other hand, certain materials may have additional effects. A Vial made out of Cerulean Glass may have a larger range, a Magnetic mechanism of Villantium Steel may have a higher DC than normal steel, or a Fungus from the Shadowrealm may allow for a special Effect of the DM's choice.

Tinkering Check

A Device Attack Roll from a device (unless otherwise stated) is a combination of throwing the device and the device's successful effects. The attack roll for this, since most devices are a simple toss, is an (Intelligence + Proficiency) roll since the Tinker's crafting skills take precadence.

However, these rules may be switched around to require a tinkering check (intelligence modifier + proficiency modifier) during the creation of the device, and an additional ranged attack roll (dexterity modifier + proficiency modifier) when it’s thrown.

Limits

Certain players may find it convienant that they can create a large number of devices per day if they take enough short rests. While this should be limited by the time in the day (it takes 30 minutes to rest, and 30 more minutes to craft), some may seek to abuse this. Here are some suggestions to remedy this:

Limit supplies while adventuring.

Make the crafting process take longer

They may experience more failure the more times they craft in a day

Set a cap (12-16) on devices per day.

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THE TINKER: FULL DEVICE RULES