HexTech Tinker A gnone hunkered over his workbench, in front of what appears to be a tehnological dissaster until he chants a few lines and out of the jumbled mess, a magificent turret appears. Swiveling around the room scanning for its target then BANG! a loud ring lets out as the turret locks on and fires at the target dummy knocking it over. An elf running around the battlefield rambling through her backpack. She exclaims, "Got it, this will do" as she pulls out the HexTech Firecannon, which lets out a huge roar as a massive fire ball is released from the barrel. Launched over a hundred feet away, a fiery explosion lets out, incinerating what remains to be of the enemies. HexTech Tinkers are Wizards who also are at the forefront of anything and everything technology. Their studies revolve around them Tinker and building wonderours gadgets, then inbueing them with their own magical energy bringing the gadgets to life, or empowering them to do amazing things. Class Features Hit Points Hit Dice: 1d6 per level

1d6 per level Hit Points at 1st level: 6 + Constitution modifier

6 + Constitution modifier Hit Points at higher level: 1d6 (or 4) + constitution mod per level Proficiencies Armor: none

none Weapons: Simple, Any gadget made by Tinker

Simple, Any gadget made by Tinker Tools: Tinker Tools and Smithing Tools Saving Throws: Intelligence and Wisdom

Intelligence and Wisdom Skills: Investigation, Choose two from Arcana, History, Religion, Perception, Insight or Sleight of Handy Equipment You start with the following equipment, in addition to the equipment granted by your background, or 4d4 x 10 gold Simple weapon

Gadget Spell Book

(a) Tinker Tools or (b) Smither Tools

5 Wrenches (use light hammer stats)

(a) Scholars pack or (b) Dungeoneering Pack Save DC 8 + Intelligence Modifier + proficiency Bonus Spellcasting HexTech Tinkers only study magic to the point of understanding the basics and how to imbue their magic into their creations to bring them alive. Due to this, they have a very narrow understanding of actual spell casting. They have only trained to the point of learning and casting cantrips. Cantrips At 1st level, you know four cantrips of your choice from the HexTech Tinker cantrip list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the HexTech Tinker table. Spellcasting Ability Intelligence is your spellcasting ability for your HexTech Tinker Spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a HexTech Tinker spell you cast and when making an attack roll with one. Spellsave DC 8 + Proficiency Bonus + Intelligence Modifier Spellattack modifier Proficiency Bonus + Intelligence Modifier Signature Gadgets Your time tinkering around with devices and focusing on a specific device has lead you to success in creating your signature Gadget. Starting at 1st level you can choose one device on your Tier 0 device list to be your signature gadget. You gain additional gadgets at different tiers based on the Signature Gadget column of the HexTech Tinker table. Each gadget has rules on how to use it that can be found below in Apendix B. HexTech Backpack Starting at 2nd level you get the HexTech Backpack, which among other things improves your tinkering ability. Double your proficiency bonus when using your tinkering tools. The HexTech Backpack can be upgraded via the Upgrade feature at various levels HexTech Companion Starting at 2rd level, you have completed creating a campanion that can assist you in a plethora of ways. The creature can take the form of any beast that is CR 1/2 or lower that does not contain a flying speed. You may also choose to have your companion take the form of a humanoin. Regardless of the chosen form, your companion uses 1 of the 2 below stat blocks of your choice. Your campanion uses your proficency bonus for saves, attacks should they get any, and ability checks. Unless otherwise noted, your companion cannot wear any armour, or wield any weapons or shields.

HexTech Tinker Level Proficiency Bonus Features Cantrips Known Tier 0 Tier 1 Tier 2 Tier 3 1st +2 Spellcasting, Signature Gadgets 4 1 - - - 2nd +2 HexTech Backpack, HexTech Companion 4 1 - - - 3rd +2 Upgrade 4 1 - - - 4th +2 Ability Score Improvement 4 1 - - - 5th +3 4 2 1 - - 6th +3 Quick Charge 4 2 1 - - 7th +3 Upgrade 4 2 1 - - 8th +3 Ability Score Improvement 5 2 1 - - 9th +4 5 2 1 1 - 10th +4 Reverse Engineer 5 2 1 1 - 11th +4 Upgrade 5 2 1 1 - 12th +4 Ability Score Improvement 5 2 1 1 - 13th +5 5 3 1 1 - 14th +5 Quick Charge 5 3 1 1 - 15th +5 Upgrade 6 3 1 1 - 16th +5 Ability Score Improvement 6 3 1 1 - 17th +6 6 3 2 1 1 18th +6 Upgrade 6 3 2 1 1 19th +6 Ability Score Improvement 6 3 2 1 1 20th +6 Master Tinker 6 3 2 1 1

Small Construct Armor Class 13

13 Hit Points 9 (1d12 + 2)

9 (1d12 + 2) Speed 25ft. STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 14 (+2) 10 (+0) 10 (+0) 10 (+0) Condition Immunities poison, psychic

poison, psychic Senses passive perception 10

passive perception 10 Languages Cannot speak but understands commands from its creator Self-Repair. Your companion has been tought to upkeep itself, as an action, the companion can repair it self heling for 1d4 hitpoints. Actions Unless specific upgrades are chosen, your companion can only provide the Help Action in combat. Medium Construct Armor Class 12

12 Hit Points 14 (2d8 + 4)

14 (2d8 + 4) Speed 25ft. STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 10 (+0) Condition Immunities poison, psychic

poison, psychic Senses passive perception 10

passive perception 10 Languages Cannot speak but understands commands from its creator Self-Repair. Your companion has been tought to upkeep itself, as an action, the companion can repair it self heling for 1d4 hitpoints. Actions Unless specific upgrades are chosen, your companion can only provide the Help Action in combat. Upgrade Starting at 3rd level you are able to upgrade either your companion or your backpack. You may only choose one to upgrade and must choose from the list of upgrades found in Appendix C. You gain 1 additional upgrade with levels in this class as seen in the HexTech Tinker class table. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability scoure of your choice by 2, or you can increase two abiltiy scores of your choice by 1. You may forgo your ASI to instead increase the stats on your campanion. At your DMs discreation, you may train your companion in an apropriate feat so long as the feat does not grant any form of spell casting. As normal you cannot increase and ability score above level 20 while using this feature. Alternatively you can choose a feat. Quick Charge Starting at 6th level, once per day, you can quickly recharge one of your signature devices over the duration of a short rest. At 14th level you may use this ability twice per day. Reverse Engineer Master Tinker

Appendix A: Spell List Cantrips Control Flames

Create Bonfire

Dancing Lights

Friends

Guidance

Gust

Mending - heals companion number of hit points equal to prof bonus

Message

Prestidigitaion

Resistance

Shape Water

True Strike Appendix B: Signature Gadgets Tier 0 Freeze Ray

Static Glove

HexTech Drill

HexTech Boots

Defribrillator

HexTech Lazor Tier 1 HexTech Grenade

Aero-Barrier

HexTech Translator

Shard Blaster Tier 2 Oil Sprayer

HexTech Mine

Extend-O-Fist Tier 3 HexTech Firecannon

HexTech Shockstaff Gadget Description Tier 0 Freeze Ray This device has the form of a pistol capable of shooting a frigid beam of blue-white light toward a creature within 60ft. Make a ranged attack using your Intelligence modifier against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The Feeze Ray's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Static Glove This device is in the shape of a glove which can cause lightning to spring from your hand to deliver a shock to a creature you try to touch. Make a melee attack using your Intelligence modifier against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn. The gloves's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). HexTech Drill You have created a drill like device. This device must be wielded in both hands to be used. As an action it can destroy an adjacent 5' cube of anything softer than stone, or make a melee attack using your Intelligence modifier against the target dealing 1d6 piercing damage to the target. The Drill's damage increase by 1d6 when you reach 5th level (2d6), 11th level (3d6), 17th level (4d6) HexTech Boots You have created a pair of boots that perfectly fit your feet. These bulky boots require the user to move 30' or more in order to charge, at which point they remain charged until used, which requires a Move action. Doing so launches them up to 20' in the air (this can be adjusted on use in 5' increments so as to only go, say, 5' up). The jumper may move as far forward as upward. The fall afterwards is treated as though 10' less for the purpose of working out falling damage. Defribrillator You have created a device that helps stablize a downed creature. Using the two padels and placing on a living creature that has 0 hitpoints, an arc of electricity streaks through the target, and causing the defirbillator to burn out and vanish. The device can be used as an action and stabilizes the target. HexTech Lazor This device looks like a pistol capable of shooting a bolt of burning energy toward a creature within 120ft. Make a ranged attack using your Intelligence modifier against the target. On a hit, it takes 1d10 fire damage. The Lazor's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Tier 1 HexTech Grenade As you reach into your front pouch, saying the incantation, a HexTech Grenade appears in your pouch that can then be thrown using the same action as conjuring the grenade. For each spell slot higher than 1, increase the damage die by 1. Grenade stats are as follows: Fire Grenade: 60 ft thrown, 15 ft radius, 1d10 fire damage. Dexterity save for half damage.

Frost Grenade ; 60 ft thrown, 20 ft radius, 1d8 frost damage, halves movement speed of anyone within the area of effect until they get out. Dexterity save for half damage.

Concussive Grenade, 60 ft thrown, 10 ft radius, 1d10 force damage, Str saving throw or be knocked back 5 ft and prone. On save take half damage.

Shock Grenade, 60 ft thrown, 15 ft radius, 1d8 lightning damage, dex saving throw to cover eyes or blinded for 1 round. On save take half damage. Aero-Barrier On cast, the Aero-barrier is conjured onto the shoulder of the target, granting the target a +5 bonus to AC, inluding against the triggering attack. The target is also immune to damage from magic missle for the duration. HexTech Translator Upon cast, two devices are conjured, an ear piece, and a box that clips onto the front of your chest. For the duration, you understand the literal meaning of any spoken language that you hear. After 1 hours both the ear piece and the box vanish. Shard Blaster Making a ranged attack, this gadget shoots an ice shard towards the target dealing 1d10 piercing damage on hit. Hit or miss, the shard then explodes, each creature within 5ft must make succeed on a dexterity saving throw or take an additional 2d6 cold damage. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above first. Tier 2 Oil Sprayer Conjure the Oil Sprayer to your hand which can then be used to fire a 40' cone filled with a fine mist of oil, if lit on fire, the ground and all creatures affected take 4d6 fire damage, and all in the area must additionally make a Constitution save or be Nauseated for 1 round. Oil Sprayer vanishes after use. HexTech Mine Upon cast, a HexTech Mine is conjured at the target location. The mine will remain in the location for 3 rounds or until triggered by a creature coming within 5 ft from the mine. Once triggered the mine will explode dealing damage and applying effect based on the conjured mines. There is no limit to how many mines can be in the play field. If a mine is placed right next to a creatuer the mine does not explode until the creature moves. For each spell slot higher than 2, increase the damage die by 1 Mine stats are as follows: Fire Mine: 25 ft radius, 2d10 fire damage. Dex Save for half damage.

Frost Grenade ; 30 ft radius, 2d8 frost damage, halves movement speed of anyone within the area of effect until they get out. Dex Save for half damage

Concussive Grenade, 15 ft radius, 2d10 force damage, Str saving throw or be knocked back 5 ft and prone. On save only half damage is taken.

Shock Grenade, 25 ft radius, 2d8 lightning damage, dex saving throw to cover eyes or blinded for 1 round. On save, only half damage is taken. Extend-O-Fist This conjured device looks like a massive glove on the hand. Activating cause the glove to shoot from you hand doing 1 of 2 actions. Making a ranged attack, you can either choose to target an ally, in which case the glove grabs the ally and pulls them back to the user. You can also target an enemy, in which case the gloves 2d8 damage and on a failed strength save pulls the target towards the user. For each spell slot higher than level 2 use, the user can choose to either increase the damage by 1d8, or increase the DC by +1. Tier 3 HexTech Firecannon Conjure the Firecannon to your side which shoots a giant ball of fire up to 150 ft, dealing 8d6 damage in 20ft radius. Half damage on a successful dexterity saving throw. Damage is increase by 1d6 for each every spell slot higher than 3rd level used. After shooting the fire ball the Firecannon vanishes into thin air HexTech Shockstaff This conjured device has the appearonce of staff with a tesla coil on top. Arcs of lighting shoot of the tesla coil. Activating it using the same action as conjuring the staff, cause a massive bolt of lightening streak across the battlefield up to 100 ft long and 5 ft wide. Each creature in the line must make a dexterity saving throw. On failed save, takes 8d6 lightening damage, or half on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1D6 for each slot level above 3rd. Jetskates The Jetskares get conjured around to targets boots. Activating them requires only a move action, and allows the user to move at 100' and skim over water, but they cannot fly. Turning is possible but difficult requiring a DC 18 dex save and stopping is out of the question. On a failed save, the wearer, looses controls and starts to tumble for 1/3 of the remaining distance and takes 2d6 damage. The user can take another DC 15 dex (acrobatics) save to half damage and land on feet after.