Junkyard Tinkerers transform discarded scraps into ingenious creations. By repurposing broken machinery and forgotten relics, they craft unique gadgets and weapons, turning trash into treasure. Their resourcefulness and mechanical prowess make them invaluable in any adventuring party, always ready with a clever solution or unexpected device.
Players who enjoy creativity and improvisation will find the Junkyard Tinkerer appealing. The class offers a dynamic and engaging playstyle, where resourcefulness and ingenuity are key. Whether building traps, crafting makeshift weapons, or engineering clever contraptions, Junkyard Tinkerers provide a unique and exciting experience for those who thrive on turning the ordinary into the extraordinary.
At 1st level, your time spend dodging dangerous robots in the junkyards has paid off.
Choose one of 3 inventions, you can change your invention as a bonus action:
Arcane Cannon:
As an action, you unleash this powerful beam at a creature, it inflicts substantial damage. Make an attack roll on a creature within 120 feet of you. On hit, the target takes damage equal to (PM)d8 + SM Elemental damage. Additionally, the target must make a Fortitude saving throw. On a failure, they take additional (Half PM)d8 damage.
Blinker's Marbles:
As an action, You throw magical marbles at a creature. Make an attack roll on a creature within 60 feet of you. On a hit, deal (Half PM)d8 + SM Time damage. Move the target 5 feet in a direction you choose, reducing their speed by 10 until your next turn. An ally hit by the marble can move up to their speed and make one attack against a target you choose, then return to their original position.
Pulse Magnet:
As an action make an attack roll on a creature within 120 feet of you. On hit, the creature takes (Half PM)d4 + SM Lightning damage, choose another creature or object within 30 feet of the target. The hit creature cannot move more than 30 feet away from the chosen target until they succeed on a Fortitude saving throw against your Spellcasting DC.
At 3rd level, You gain 2 levels of proficiency in Technology and Investigation skill checks. When you hit a creature with a scrap or weapon attack, they take an additional Lightning damage equal to your Tinkerer level.
At 7th level, (Recharge 4-6) You can deploy a field of protective energy around you and your allies. Create a dome with a 30-foot radius. It grants you and any allies within it 1 level of resistance to damage from ranged attacks and spells.
At 9th level, You gain a bonus to skill checks, saving throws, attack rolls, and your spell save DC equal to the number of accessories you are attuned to.
At 12th level, When you are hit by an attack, you can use your reaction to reduce the damage by an amount equal to your SM + FM.
At 14th level, Placeholder
At 17th level, Placeholder
At 18th level, (Recharge 6) You can activate the Temporal Anomaly Device granting you one additional action, bonus action, and reaction for the round.