Artificer Specialization - Tinker

Tinkers have learned how to create intricate, specialized devices to perform specific tasks. The ultimate expression of this skill is the creation of sentient creatures under your command. These creatures, made from artifice, serve as companions for the Tinker.

Proficiencies. You gain proficiency with smith's and tinker's tools, assuming you don’t already have them. You also gain a set of smith's and tinker's tools for free—the result of tinkering you’ve done as you’ve prepared for this specialization.

Crafting. If you craft a magic item in the rod, ring, or staff categories using metal as your primary material, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Tinker Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Tinker Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Tinker Spells

Artificer Level Spells 3rd bless, mage armor 5th cloud of daggers, heat metal 9th conjure barrage, fly 13th ???, stoneskin 17th animate objects, ???

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Filigree Familiar

At 3rd level you learn the intricate process of creating a familiar out of metal. You learn the find familiar spell if you did not already know it and always have it prepared. When you cast the spell you may create multiple familiars. These familiars can have the statistics of any beasts that are Small or smaller, and must have a combined CR of 1/2 or less. You can summon no more than 4 creatures this way. When you summon familiars in this way they are constructs (made of gold, silver, or platinum filigree) with immunity to poison and psychic damage.

Your familiars take their turns immediately after yours (in the order of your choice). On their turns they can use the dash, disengage, or hide actions. They use the statistics of their chosen form, with the following changes: they add your Intelligence modifier to their AC, hit points, and saving throws (minimum of +1). If the mending cantrip is cast on one of your familiars, it regains 2d6 hit points. If a familiar has died within the last hour, you can use your tinker’s supplies as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The familiar returns to life with all its hit points restored.

When you reach 6th level your familiars can now have a combined CR of 1, may be Medium (or smaller), and you can use your action to command them to attack, allowing each familiar to use its action to attack on its next turn.

When you reach 14th level your familiars can now be Large (or smaller) and can have a combined CR of 2.

Metalwork Mastery

When you reach 6th level, you learn new ways to interact with your familiars. Choose one of the following technologies:

Converter. You are now able to change your familiars' shape on the fly. By using your tinker's tools for 1 minute you can change one of your familiars into a different form with an equal CR, or you can split it into two or more familiars with total CR equal to the familiar's original form. You cannot use this technology to exceed the limit of 4 familiars.

Corresponder. You create a small earpiece that allows you to communicate with your familiars while they are up to 1 mile away. Your familiars can also now record what they are seeing, storing up to a number of hours each equal to your Intelligence modifier (minimum of 1 hour). You may replay this stored information for the next 48 hours using your headset.

Sublime Artistry

Starting at 14th level, you learn to create the perfect form of a beast in metal. Whenever you or a friendly creature makes a saving throw, you may use your reaction to grant advantage on that saving throw if the creature is within 30 feet of one of your familiars.