Tinkerer

Tinkerer is a master of mechanical marvels and inventive solutions, blending technology and magic to create extraordinary devices. Tinkerer excel at crafting gadgets, wielding advanced weaponry, and utilizing their intellect to overcome challenges. Their ingenuity and adaptability make them versatile and resourceful adventurers.


Playing a Tinkerer offers a unique experience, combining technical expertise with combat prowess. Tinkerer can customize their gear, deploy powerful constructs, and support their allies with innovative tools. If you enjoy creativity, invention, and a blend of magic and technology, the Tinkerer is your perfect choice.

Tinkerer Crusaders TTRPG
Tinkerer Class Features
Class Features
1 - Technomancy
At 1st level, you can augment a weapon or piece of armor corrupting it with elemental energy. Only you can wield these items.
  • Weapon: You deal an additional 3 + (PM) elemental damage with this weapon.
  • Armor: You reduce bludgeoning, slashing, and piercing damage taken by your proficiency modifier.
  • Trinket: As a bonus action, activate the trinket. You can teleport to an unoccupied space you can see, the distance is equal to 30 feet, dealing 3 + (PM) damage to a creature within 20 feet of the area you land.
The damage increases by 3 when you reach 6th level (6), 11th level (9), 16th level (12).
2 - Cunning Action
At 2nd level, You can use the dodge or disengage action as a bonus action. In addition, you can use your running speed and roll Endurance with advantage while running.
4 - ASI or Feat
At 4th level, you can choose between the following options:
  • Ability Score Increase: Increase an ability score by 2, or two ability scores by 1.
  • Feat: Choose one feat from the list of feats.
5 - ASI or Skill
At 5th level, you can choose between the following options:
  • Ability Score Increase: Increase an ability score by 2, or two ability scores by 1.
  • Skill Increase: Gain proficiency or increase your proficiency level in 3 skills.
6 - Adaptive Genius
At 6th level, (Recharge 6) 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 add your Intelligence modifier to the roll.
8 - Overclocking
At 8th level, Upcasting costs half spell points rounded down for you.
10 - ASI or Feat
At 10th level, you can choose between the following options:
  • Ability Score Increase: Increase an ability score by 2, or two ability scores by 1.
  • Feat: Choose one feat from the list of feats.
11 - Placeholder
At 11th level, Placeholder.
13 - Placeholder
At 13th level, Placeholder.
15 - ASI or Feat
At 15th level, you can choose between the following options:
  • Ability Score Increase: Increase an ability score by 2, or two ability scores by 1.
  • Feat: Choose one feat from the list of feats.
16 - Placeholder
At 16th level, Placeholder.
18 - ASI or Feat
At 18th level, you can choose between the following options:
  • Ability Score Increase: Increase an ability score by 2, or two ability scores by 1.
  • Feat: Choose one feat from the list of feats.
20 - Heart of the Forge
At 20th level, You gain invulnerability to fire damage. You can add your intelligence modifier to all of your saving throws, and +3 to one weapon and piece of armor you have.
Tinkerer Stats

Tinkerer Stats

Health

10 + 6 Per LVL

Saving Throws

Cognitive

Weapons

Gun, Simple, Ranged, and Martial

Spell Focus

Gun, Simple, Ranged, and Martial

Spell List

Martial

SM

INT (CHA, INT, or WIS)

SD

8 + PM + SM

FM

DEX or STR

FD

8 + PM + FM

Skills

12 Skill levels, and 1 feat per tier, equal to your highest class tier.

Armor

All Armor & Accessories

Share by: