Techno Tinkerer

Techno Tinkerer blends traditional firearms with cutting-edge tech, creating advanced weaponry on the battlefield. They modify guns with precision and unique enhancements like elemental ammo and rapid-fire mechanisms. With a range of gadgets, they always have an advantage.

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Techno Tinkerers come from a lineage of inventors and engineers, often from industrial cities or workshops where innovation is nurtured. Their curiosity for tinkering starts young, breaking things apart and putting them back together. With training in firearms and mechanics, they become adaptable combatants and problem solvers in adventuring groups.

Techno Tinkerer Features By Level

Deadly Marksmen

At 1st level, You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet as if it were bright light.


You can dual wield pistols and ignoring the reloading property for guns. In addition, your range with guns are increased by 30 feet.

Gun Specialist

At 3rd level, You can add your Fighting modifier to your gun damage. In addition, you do not need to use any action economy to draw or stow your guns.

Position to Snipe

At 6th level, You can drop your movement speed to 0, to gain advantage on all attack rolls until the start of your turn. When you land a gun attack you regain 1 spell point.

Trick Shot

At 8th level, When you land an attack with a gun, you can make a trick shot, choose one of the following:


Blinding: The creature must make a Reflex saving throw against your Fighting DC or drop what they are blinded.

Bouncing: Hit another enemy within 5 feet of the target dealing half damage.
Disarm: The creature must make a Reflex saving throw against your Fighting DC or drop what they are holding.

Paralyzing: The creature must make a Fortitude saving throw against your Fighting DC or they are paralyzed.

Never Miss Your Target

At 11th level, You can spend spell points to add to your attack rolls. Add +1 to your attack and damage roll for each spell point spent potentially turning a miss into a hit. 


This bonus lasts until the start of your next turn.

Elusive

At 13th level, You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.


In addition, You do not take additional damage from critical strikes.๏ปฟ

Blindsense

At 16th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 60 feet of you. The creature must make noise for you to see them.

Rapid Fire Cannon

At 18th level, You can make one attack with your gun after you cast a spell or make a gun attack.

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