The Tinker A gnome shoots a strange device, pushing back an orc into a wall. She takes out a second device restraining it to stay in place. An elf fires an arrow crackling with electricity, hitting an orc. After being hit the orc charges only to stop short as it gets electrified to death. A goblin runs around the battlefield throwing bombs around while holding a torch in their hand. As he throws a bomb it explodes into an explosion of popcorn stunning the creatures around it. Tinkers create strange and unique devices to use in battle. Using their strange inventions to assist their friends and confuddle their enemies with strange effects. Whimsical Imaginations Tinkers can make inventions to their hearts content. Thinking about new ideas constently, tinkers may spend whole nights creating a new invention to use in battle. To tinkers battle is just a chance to test their designs and create new ideas. Creators and Scientists Nothing excites a tinker quite like uncovering a new metal or discovering a source of elemental energy. In tinker circles, new inventions and strange discoveries create the most excitement. Tinkers who wish to make a mark must find something fresh, rather than uncover someone else’s work. This drive for invention makes tinkers less socially polite and charasmatic. Most tinkers find inventions easier and less complex then the soial life of nobles and other creatures. Creating a Tinker When creating a Tinker, consider what caused your character to start inventing. What was your first invention? Did that invention go awary causing you to leave to find a solution? Do you want to help others with your inventions or do you want to keep your knowledge to yourself? Did you have a tutor that taught you to invent things and create a certain kind of invention? What gave you the idea for your great creation? Are you more mechanically oriented or are you a rare socially oriented tinker? Quick Build You can create a tinker quickly by using the following suggestions. First, make Intelligence your highest score followed by Dexterity. Lastly, take the sage backround. The Tinker Level Proficiency Bonus Features Invention Dice Invention Points 1st +2 Tinker, Inventive Damage 1d6 3 2nd +2 Tinker's Trade 1d6 3 3rd +2 Inventive Damage 1d6 3 4th +2 Ability Score Improvement 1d6 3 5th +3 ─ 2d6 4 6th +3 Tinker's Trade Feature 2d6 4 7th +3 Evasion 2d6 4 8th +3 Ability Score Improvement 2d6 4 9th +4 Inventive Damage 2d6 4 10th +4 Tinker's Trade Feature 2d6 4 11th +4 ─ 3d6 5 12th +4 Ability Score Improvement 3d6 5 13th +5 Paranormal Inventions 3d6 5 14th +5 Tinker's Trade Feature 3d6 5 15th +5 ─ 4d6 6 16th +5 Ability Score Improvement 4d6 6 17th +6 Inventive Damage 4d6 6 18th +6 Tinker's Trade Feature 4d6 6 19th +6 Ability Score Improvement 4d6 6 20th +6 True Genius 4d6 6

Class Features As a Tinker, you gain the following class features Hit Points Hit Dice: 1d8 per Tinker level

1d8 per Tinker level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per tinker level after 1st Proficiencies Armor: Light armor

Light armor Weapons: Simple weapons, Shortswords, All crossbows, Nets, and Blowguns

Simple weapons, Shortswords, All crossbows, Nets, and Blowguns Tools: Tinker tools and one artisan tool of your choice Saving Throws: Dexerity, Intelligence

Dexerity, Intelligence Skills: Choose any three Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a hand crossbow or (b) any one simple weapon

(a) a shortsword or (b) any one simple weapon

Leather armor, Tinker's Tools, and an Explorer's pack Tinker Begining at 1st level you learn to make inventions and contraptions to use in battle. During a short rest you can spend Invention points to create inventions and during a long rest you can spend double your limit. Each point creates one invention. An invention can include special arrows or bolts or their own device but any special device that isn't based around a prexisting weapon inflicts disadvantage to any other user but yourself. These contraptions can either heal or do damage equal to your Invention Dice and can be classified as a bomb, device, or trap. Instead of doing damage traps can inflict certain conditions from the following list of conditions. When you start playing you begin play with 10 inventions made. Invention Save DC: 8 + your Intelligence modifier + proficiency bonus Invention Attack Modifier: your Intelligence modifier + proficiency bonus Bombs Bombs cover a 10 ft by 10 ft area and require a Dexterity saving throw and do damage on a fail. Bombs can be thrown 40ft and use your Invention attack modifier to reach the point you want. If you fail to reach the area you want it lands in a different place of the DM's choice. Traps Traps are 5ft by 5ft and can be placed as an actiion. They require a Dextirity saving throw and do damage on a fail to the first creature that enters the area that you place it. Instead of doing damage traps can inflict certain conditions from the following list of conditions Conditions Blinded

Deafend

Frightend

Grappled

Poisoned

Prone

Restrained

Stunned Devices: melee or ranged (60/120) Devices can be used repeatedly but aren't permenent. Devices fail after 24 hours after they are crafted unless when you take a long or short rest you use an invention point to repair it. When attacking with a device you use your Invention attack modifier. Inventive Damage At 1st level your inventions can do bludgeoning, peircing, or slashing damage. At 1st level and again at 3rd , 9th, and 17th level you can choose an additional damage type that your inventions can do. Tinker's Bag At 1st level you gain a magical bag that can hold all of your inventions and tinkers tools while wieghing only 5 lbs. This bag rejects any other type of object you try to put in it. Tinker's Specialization At 2nd level you finish creating an object or creation. This creation grants you features at 2nd level and again at 6th,10th,14th, and 18th level. Ability Score Improvement When you reach 4th level, and again at 8th, 10th, 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. Evasion Beginning at 7th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Paranormal Inventions By 13th level you learn how to rig your inventions to be usefull against the toughest of foes. Your invention damage types count as magical to bypass resistances. True Genius At 20th level you ohave increased your intelligence to it's highest possibility. Your Intelligence score is increased by 4 and creatures have disadvantage on saves against your inventions.