You have studied the science of tinkering and can use your talents to create a variety of small innovations. You gain the following benefits:

  • Your Constitution or Intelligence score increases by 1, to a maximum of 20.
  • You gain proficiency with the Tinker’s Tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • As an action, you can inspect any blueprint, map, formulas, or other planning document and memorize everything written on it. This requires 1 action per page, and your memory of the page is perfect for the next 24 hours, afterwhich you forget what was on the page.

Lastly, during a long rest, you can create an innovation, each with different and sometimes bizarre purposes, provided you have suitable components and some Tinker’s Tools.

If you choose to do so you must select an innovation that you will attempt to create then roll a d20 + your Tinker’s Tools bonus. You must make this roll three times. On a success the innovation is successfully created with each subsequent success increases the innovations effectiveness. This innovation remains functional for 24 hours, after which it breaks down and ceases to function. Any saving throw or skill check that is made against a innovation you make has a DC of 12 + your Proficiency bonus. Innovations that you are able to create are listed below:

DC 8 – Rascally Running Rabbit

This innovation takes the form of a rabbit. It can be placed down as an action. When placed down this innovation will move 10 feet in a random direction, and repeat this random movement at the beginning of the users turn. A creature must succeed a Dexterity (Acrobatics) roll to successfully grab the rabbit, else it avoids being grabbed and instantly moves 10 feet in a random direction. The rabbit looks and feels like a regular rabbit, however it makes a continuous grinding noise from within.

On each subsequent Success: The distance moved by the rabbit is increased by 10.

DC 12 – Spectacular Specialized Spectacle

This innovation takes the form of large, cumbersome glasses that must be worn to use. Any creature wearing these glasses can choose to gain a +4 bonus to Intelligence (Investigation) or Wisdom (Perception) rolls when investigating or perceiving any object within 5 feet of themselves. However, there is a 20% chance the glasses overheat and deal 1d10 fire damage on use, after which the glasses can only be used to give a +1 bonus

On each subsequent Success: The bonus to Intelligence (Investigation) and Wisdom (Perception) is increased by 1.

DC 14 – Winding Widgetized Wings

This innovation must be strapped to a creature’s back. As an action a creature other than the one wearing this widget can wind the wings. When they do this the creature wearing the wings can use their reaction to move up to 30 feet directly away from the winding creature, in a flying arc with a peak of 20 feet. On each use there is a 10% chance the creature wearing the innovation lands prone and breaks the innovation

On each subsequent Success: The movement is increased by an additional 15 feet, and the peak height is increased by 10 feet.

DC 15 – Brilliant Bursting Beacon

This innovation appears to be a large metal block with glass sides. As an action the beacon can be ignited, shining bright light in a 30 foot radius and dim light in a 60 foot radius. A creature holding this beacon in their hand can use a Action to cause a burst of Brilliance, forcing all creatures within 5 feet of them to make a Constitution saving throw or become blinded until the end of their next turn. After doing this there is a 10% chance the innovation stops functioning and will only shed dim light in a 5 foot radius for the rest of it’s duration

On each subsequent Success: The DC for the saving throw inflicted by this innovation is increased by 2.

DC 17 – Erratic Error Emendation Extension

This innovation must be fixed to a melee weapon. When you miss an attack roll with this weapon, you can choose to activate this innovation, allowing you to reroll the attack roll, possibly hitting. If you do so, there is a 40% chance the weapon and this innovation are destroyed in a flurry of sparks and flames, dealing 1d8 fire and 1d8 lightning damage to the wielding creature

On each subsequent Success: The chance of the innovation becoming destroyed is reduced by 10%.

DC 19 – Conflagration Catch Caster

This innovation is a large mirror like shield. While wielded in a hand, the innovation acts as a shield and provides a +2 bonus to Armor Class provided you are not already using a shield. As a reaction to taking Fire Damage, the wearer of this shield can instead take no damage and cause the flame to burst away from them in a 5 foot cone. Creatures in that area have to make a Dexterity saving throw or take half of the fire damage prevented. Whenever this is done, there is a 25% chance the innovation breaks, causing the wielder to also make a Dexterity saving throw or taking the damage they are reflecting

On each subsequent Success: The cones length is increased by 5 feet.

DC 23 – Augmented Acceleration Amplifier

This innovation must be attached to a pair of boots. A creature can choose to activate this innovation, which provides 10 additional movement speed for the next minute. While active, this innovation has a chance to go haywire. At the beginning of the creatures turn, there is a 25% chance the boots forcefully launches the creature 30 feet directly upwards

On each subsequent Success: The additional movement speed is increased by 5.

DC 25 – Bloodshedding Butchery Box

This innovation appears as a large, 5 foot crate with an open top. The crate weighs 150 pounds, has rotating wheels attached, and is filled with sharp blades, sharpened spikes, and weighted mallets which constantly move within it. As an action a creature can freely grapple the box and move it with them as if grappling a creature.

A creature who is grappling another creature within 5 feet of the crate can use an action to make a contested Strength (Athletics) against the grappled creatures Strength (Athletics) or Dexterity (Acrobatics). On a success the creature falls prone in the box and is no longer grappled, taking 1d10 Bludgeoning, 1d10 Slashing, and 1d10 Piercing damage.

Creatures within the box have 3/4th cover and can use an action to make a Strength (Athletics) or Dexterity (Acrobatics) roll against the box to escape it. At the end of the creatures turn it takes 1d10 Bludgeoning, 1d10 Slashing, and 1d10 Piercing damage if it is within the box.

A creature of size Huge or larger can not be placed within the box. If a creature of Large size is placed within the box they become stuck, gaining disadvantage to escape. Creatures of size Small or smaller have advantage to escape the box.

On each subsequent Success: The DC for the Skill check to escape this innovation is increased by 2.


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