TEXT:      
  ©Bryan Williams 2017 
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  Homebrewed 
  Class: Tinkerer  
  Design Notes  
     The following D&D 5E design of the Tinkerer 
  class was created to provide a class that was 
  proficient in building steam-punk type contraptions 
  and a construct.  The Tinkerer’s inventions have 
  effects similar to those normally accomplished 
  through magical means.  Overall, Tinkerers should 
  be considered a support class, although they 
  should still be able to hold their own in a fight with 
  the use of their constructs. 
  TINKERER 
  A fidgety gnome rummages through his pack, 
  looking for the correct part.  A large construct 
  sets before him, unmoving.  With a slight yip of 
  excitement, the gnome produces a couple of odd 
  parts from his pack and begins to assemble them 
  onto the construct. 
  Nearby, a ranger stares down an odd looking 
  tube attached to her bow.  A rogue leaps 10’ up 
  into a nearby tree and hides.  A warrior’s sword 
  crackles with energy as it is drawn from its 
  sheath.  A few short growls and shouts are heard 
  from their pursuers as they approach from 
  around a large boulder, followed by a loud 
  explosion... and then silence. 
  The small gnome tightens the last screw and 
  barks a command toward the construct.  The 
  construct whirs to life and barrels into the fight. 
  Such is the adventuring life of a Tinkerer.  
  Without his little gadgets and his trusty 
  construct, there would be a few more headstones 
  in the nearby cemetery. 
   
  Intellectuals  
  Tinkerers are intellectuals. They typically avoid 
  direct confrontation in favor of letting their 
  inventions do the work for them.  However, a 
  skilled Tinkerer and his construct can make for 
  quite the formidable adversary. 
     Key Mechanics: Inventions, Constructs, 
  Absorbing Stones. These mechanics give the 
  Tinkerer an Engineer feel, while focusing on 
  specific tactics that involve special inventions. 
  
       
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   Class Features 
   
  As a Tinkerer, you gain the following class features. 
  Hit Points 
  Hit Dice: 1d8 per Tinker level 
  Hit Points at 1st Level: 8+ your Constitution 
  modifier 
  Hit Points at Higher Levels: 1d8 (or 5) + your 
  Constitution modifier per Tinkerer level after 1st 
  Proficiencies 
  Armor: Light, Medium armor 
  Weapons: Simple weapons, martial weapons 
  Tools: Tinkering kit, Alchemy kit 
   
  Saving Throws: Dexterity, Intelligence  
  Skills: Choose three from Arcana, History, 
  Insight, Investigation, Medicine, Nature, 
  Perception and Survival 
  Equipment 
  You start with the following equipment, in 
  addition to the equipment granted by your 
  background. 
  •   (a) chain shirt or (b) leather armor 
  •   (a) two Light Hammers or (b) a martial weapon 
  •   (a) a dungeoneer’s pack or (b) an explorer’s 
  pack 
  •   a quiver of 20 bolts and (a) a heavy crossbow 
  or (b) two hand crossbows  
   
   
  Multiclassing 
  Prerequisite: Intelligence 13 
   
  Proficiencies Gained:  Tinker’s Kit, Alchemy Kit 
   
  Spell (Invention) Slots: per page 164 of PHB, use 
  the same rules as that of a ranger. 
     
  Inventions 
  Tinkerers rely on their intellect moreso than 
  their brawn in combat.  Specifically, they create 
  small inventions that can help adventurers in 
  various ways.  As the Tinkerer progresses in 
  level, their Inventions become more durable 
  and potent.   
   
  Inventions Known 
  At level 1, you have already mastered the skills 
  to make your first set of Inventions.  Select (3) 
  Inventions of 1st-level from the Tinkerer 
  Inventions list that you are considered proficient 
  at building and repairing.   
  You learn more types of inventions at higher 
  levels, as shown in the Inventions Known 
  column of the Tinkerer Table.  
   
  Inventions Ability 
  Intelligence is your Invention Ability.  You use 
  your Intelligence whenever an Invention refers 
  to an Invention Ability.  In addition, you use 
  your Intelligence modifier when setting the save 
  DC for an Invention and when making an attack 
  with one. 
  Save DC = 8 + your proficiency bonus + 
  your Intelligence Modifier 
  Attack Modifier = your proficiency 
  bonus + your Intelligence modifier 
   
  
       
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  Spare Parts 
  A Tinkerer always carries around various spare 
  parts so that he can quickly make something 
  useful in a pinch.  The number of Spare Parts 
  that you carry with you increases as you level 
  up.  The Tinkerer table shows the maximum 
  quantity of Spare Parts that you carry at any 
  time.  
  To build or activate an Invention, you must use 
  a number of Spare Parts equal to the Invention 
  Level.  The required Spare Parts are consumed 
  by the chosen Invention. 
  So for example, building or activating a 5th level 
  Invention will require 5 Spare Parts. 
  You are able to replenish/repair all of your 
  Spare Parts after a long rest, with the exception 
  of components listed in BOLD in the Invention 
  Descriptions.  Those items must be purchased, 
  scavenged or obtained with other methods (per 
  DM discretion). 
   
  Parts Recovery 
  At level 1, you have already learned to repair 
  some of the broken or damaged parts from your 
  used or broken inventions.   
  Once per day, when you finish a short rest, 
  you may replenish a portion of your Spare Parts 
  inventory.  You may choose a number of Spare 
  Parts equal to 1/2 of your level (rounded 
  down).   
   
  Constructs 
  Constructs are, well, Constructs.  At level 2, 
  you will have completed your first Construct.  
  Select (1) Type from the Constructs Table that 
  you are considered proficient at building and 
  repairing.   
  Your Construct acts on your initiative.  As an 
  Action, you can command your Construct to take 
  the Attack, Dash, Disengage, Dodge or Help 
  action.  Any non-combat action may be limited 
  (per DM discretion) depending upon the type of 
  Construct.   
  Once you have the Extra Attack feature, you can 
  make one Attack yourself when you instruct your 
  Construct to take the Attack action. 
  You can only operate 1 construct at a time, and 
  the construct will only follow your commands.  
  The construct will always stay within 10’ feet of 
  you, unless directed otherwise.  If not given any 
  specific orders, it will defend itself and follow you. 
  As you advance in level, you continue to tinker 
  with your Construct to make it more durable. 
  Refer to the Constructs Table for details 
  pertaining to your chosen Construct.  
  All Constructs have Disadvantage on Stealth 
  checks and are immune to Charm, Necrotic, 
  Poison, Psychic, Radiant and Frightened.   
  A construct cannot be Healed via potions or 
  spells. 
  A construct understands basic common + 1 other 
  language known by you, but cannot read or 
  speak. 
  You may choose to tear-down and rebuild your 
  construct into a different type at any time, but it 
  will cost 250 GP of materials and a number days 
  equal to: 
  12 – your proficiency modifier – your 
  Intelligence modifier (minimum of 1 day) 
   
  Construct Repair 
  Your Construct does not regain HP during a 
  short/long rest.  It must be repaired. 
  Your Construct can partially repair itself, but this 
  is a tedious and loud process.  Any creature 
  within 100’ will hear the sound of the construct 
  repairing itself.  Also, creatures within 100’ 
  cannot benefit from a long rest while the 
  construct is repairing itself. 
  For every hour that your construct spends 
  repairing itself, it repairs 1/8 of its max HP.  A 
  construct cannot repair itself beyond 75%.  The 
  remaining 25% must be repaired by you. 
  At level 2, you will have become familiar enough 
  with your chosen Construct that you are skilled 
  at repairing it.   
  As an action, you can use your Spare Parts 
  inventory to repair your construct, where: 
  1 Part = 1d4+1 HP repaired 
  The number of Spare Parts that you can use per 
  Action to repair will increase as you level: 
  2nd level: 2 parts = 2d4+2 HP 
  
       
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  6th level: 4 parts = 4d4+4 HP 
  10th level:  6 parts = 6d4+6 HP 
  14th level:  8 parts = 8d4+8 HP 
   
  Absorbing Stone 
  When you reach 3rd level, you will have created 
  your first Absorbing Stone.  These stones act as 
  receptors for elemental effects.  Whenever you 
  take Cold, Fire, Force, Lightning, Necrotic or 
  Radiant damage, this stone retains the essence 
  of the elemental energy equal to the amount of 
  damage taken.  The maximum amount of 
  stored energy equals 16.  This stone can then 
  be used later with various inventions that 
  require an Absorbing Stone.   
  In addition, you gain resistance to one of the   
  listed damage types of your choice.  You may 
  change the resistance to a different type once 
  per day during a short/long rest. 
  The storage capacity of the Absorbing Stone 
  increases to 30 at 6th level, 48 at 9th level, 70 
  at 12th level, and 96 at 15th level. 
  The stone can only be destroyed by a single 
  bludgeoning hit that results in 20 HP’s of 
  damage or more.  The stone can be replaced 
  with a gem worth 1,000 GP or more and 8 
  uninterrupted hours of the Tinkerers time. 
   
  Ability Score Improvement 
  When you reach 4th level, and again at 8th, 
  12th, 16th and 19th level, you can increase one 
  ability score of your choice by 2, or you can 
  increase two ability scores or your choice by 1.  
  As normal, you cannot increase an ability score 
  above 20 using this feature.   
   
  Extra Attack 
  Beginning at 5th level, you can attack twice, 
  instead of once, whenever you take the Attack 
  action on your turn. 
   
  Masterpiece Selection 
  Eventually, you master the Tinkering craft and 
  can begin making a grand Masterpiece worthy 
  of only the greatest of Tinkerers.    
  Masterpieces are specialized inventions that can 
  require years of research and development.  At 
  level 10, you can select (1) item from the 
  Masterpiece Table that you want to design. 
  The design and prototype process takes 
  brainpower, time, material and money.  At 10th 
  level, roll with your Tinker’s Kit proficiency with 
  Advantage and record the number.  Each time 
  you level up again, reroll with your Tinker’s Kit 
  proficiency and add the new number to the 
  total.  Once the total reaches 55, your 
  Masterpiece will be complete. 
   
  Construct Cockpit 
  At level 14, you modify one of your medium-
  sized constructs to include a barricaded cockpit 
  for one person of your size.  The construct 
  increases to one size larger than you (if 
  needed), but all of its other stats remain 
  unchanged.  
  As an action, you can use half of your 
  movement to enter/exit your construct.   
  While inside the construct: 
  1) You are immune to physical attacks 
  2) You can continue to command your 
  construct as normal 
  3) Applying or using any type of Invention 
  or Repair is not possible   
  4) You can only see/hear what the 
  construct sees/hears.  As such, any skill 
  pertaining to seeing/hearing is made 
  with the Constructs abilities/modifiers 
  5) If the Construct drops to 0 HP’s, then 
  you exit to an area within 5’ of the 
  Construct and are prone.  Any damage 
  remaining after the Construct drops to 0 
  HP’s carries over to you. 
   
  Construct Adventurer 
  At level 18, your standard constructs begin to 
  bore you, so you set out to prove the nay-
  sayers wrong.  After countless hours or research 
  and trial and error, you finally created a one-of-
  a-kind masterpiece:  a Construct Adventurer! 
  Create a new PC at level 15 (or any lower level 
  that you wish).  It can never exceed level 15.  
  This new PC has the abilities, skills and 
  
       
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  personality that you specify.  The only thing 
  missing will be the Racial traits.  But hey, you 
  are a master Tinkerer!  Make up your own 
  Racial traits for your new invention. 
  Only the following limitations will apply to your 
  custom racial traits: 
  Ability Score Increase:  You can only increase 
  one ability by 2, OR two abilities by 1 
  Size:  Small or Medium are your only choices.  
  Sorry, no Giants or Pixies. 
  Age:  It is a construct.  It does not have an 
  age.  Just keep its parts in good working 
  condition and it will live forever! 
  You can choose to command it to never leave 
  your side, set it free or anything in between.  
  The gods must be jealous! 
   
  Legendary Artifact 
  At level 20, you have reached the legendary 
  status of such famed names as Drizz’t Do’Urden, 
  Elminster or Khelben ‘Blackstaff’ Arunson.  Your 
  inventions and exploits are well known 
  throughout the realm. But now it is time to 
  finally present to the world your greatest 
  masterpiece.  All of your previous inventions will 
  pale in comparison to this new and mighty 
  artifact! 
  Work with your DM to create a unique artifact of 
  your choosing, but be sure to implement 
  something particular to your Tinkering prowess. 
   
   
   
   
  
       
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  TINKERER INVENTIONS 
   
  1ST LEVEL 
  Alarming Trap 
  Boot Springs 
  Bravery Dart 
  Caltrop Trap 
  Cauterizer 
  Cattle Prod 
  Elemental Charge 
  Ensnaring Trap 
  Entangling Trap 
  Glow Stick Grenade 
  Healing Dart 
  Magic Monocles 
  Poison Dart 
  Scope 
  Smoke Trap 
  Tranquilizer Dart 
   
  2ND LEVEL 
  Antitoxin Dart 
  Arrow Trap 
  Branding Rod 
  Ethereal Monocle 
  Flash Bang Trap 
  Glue Trap 
  Hallucinatory Dart 
  Night Vision Monocle 
  No-Lock 
  Stick-um 
  X-Ray Monocle 
   
  3RD LEVEL 
  Adrenalin Dart 
  Elemental Weapon 
  Fire Trap 
  Nauseating Trap 
  Stoner’s Cloud Trap 
   
   
   
  4TH LEVEL 
  Elemental Ward 
  Flame Thrower 
  Healing Shower 
  Staggering Trap 
   
  5TH LEVEL 
  Devastating Grenade 
  Magnetic Construct 
  Volley Cluster 
   
  General Mechanics 
  TRAPS: Unless the creature is specifically looking 
  for traps, all traps automatically trigger as soon 
  as a creature enters the designated area of the 
  trap.  Otherwise, the DC to spot the trap equals 
  your Save DC.  Traps cannot be thrown. 
  GRENADES:  Unless noted otherwise, all 
  grenades have a range of 60 feet.  Grenades 
  cannot be set up as traps. 
  DARTS:  Darts have the normal range per the 
  PHB (20/60 feet).  Darts can also be used with a 
  range of touch and no need for an Attack roll on 
  a willing creature. 
  COMPONENTS:  All components are readily 
  available in your Tinker’s Kit inventory, unless 
  the component is listed in BOLD CAPS.  These 
  items must be secured / found prior to applying 
  the invention.  These items include:  
  ANTITOXIN, ARROWS/BOLTS, ALCHEMIST’S 
  FIRE, DARTS, HEALING POTIONS and POISON.  
   
   
   
   
   
   
  
       
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  INVENTION 
  DESCRIPTIONS 
   
  ADRENALIN DART 
  Level: 3 
  Casting Time: 1 Action 
  Range: 60 feet 
  Components: DART, caffeine shot 
  Duration: up to 1 minute 
  Based on: Haste spell 
  Roll a Ranged Attack (using your DEX or INT 
  modifier).  On a hit, for the duration the target’s 
  speed is doubled, it gains a +2 bonus to AC, it 
  has advantage on DEX saving throws, and it 
  gains an additional action on each of its turns. 
  That action can be used only to take the Attack 
  (one weapon attack only), Dash, Disengage, 
  Hide, or Use an Object action. 
   
  When the spell ends, the target can’t move or 
  take actions until after its next turn, as a wave of 
  lethargy sweeps over it. 
  On a miss, the dart lands within 5 feet of the 
  target.  The dart can then be picked up and 
  administered by anyone as a bonus action.  This 
  dart has no effect on undead or constructs. 
   
  ALARMING TRAP 
  Level: 1 
  Casting Time: 1 minute 
  Range: 30 feet (Optional) 
  Components: A fine wire, a tiny tin cup with a bell 
  inside 
  Duration: 8 hours or until triggered / disarmed 
  Based on: Alarm Spell 
  You set this trap against unwanted intrusion.  
  Choose a door, a window, or an area within 
  range that is no larger than a 20-foot cube. Until 
  the duration ends, a tiny bell alerts you 
  whenever a tiny or larger creature trips the wire. 
  When you set the trap, you can inform any 
  creatures within the area so that they won’t set 
  off the alarm. You also choose whether the 
  alarm is local to the wire or runs back to a 
  designated location no further than 30’.  
   
  ANTITOXIN DART 
  Level: 2 
  Casting Time: 1 Action 
  Range: 60 feet 
  Components: DART, ANTITOXIN (vial), 
  mushroom powder 
  Duration: Instant 
  Based on: Lesser Restoration spell 
  Roll a Ranged Attack (using your DEX or INT 
  modifier).  On a hit, the target can end either 
  one disease or one condition afflicting it. The 
  condition can be Blinded, Paralyzed or Poisoned 
  that originated from a physical attack. 
  On a miss, the dart lands within 5 feet of the 
  target.  The dart can then be picked up and 
  administered by anyone as a bonus action.  This 
  dart has no effect on undead or constructs. 
   
  ARROW TRAP 
  Level: 2 
  Casting Time: 1 Action 
  Range: 30 feet 
  Components: ARROWS/BOLTS, springs, wire 
  Duration: 8 hours 
  Based on: Cordon of Arrows spell 
  You rig up four pieces of nonmagical ammunition 
  – arrows or crossbow bolts – in the ground, in a 
  tree or on a wall.  The trip wire can be anywhere 
  within 30 feet of the arrows/bolts.  You can 
  choose to release all 4 pieces of ammunition 
  from 1 trip wire, or to have 4 separate trip wire 
  locations.  Whenever a creature trips the wire, 
  one piece (or all) of ammunition flies up to strike 
  it. The creature must succeed on a Dexterity 
  saving throw or take 1d6 piercing damage.  
   
  At Higher Levels: When you apply this 
  invention using a spell slot of 3rd level or higher, 
  the amount of ammunition that can be affected 
  increases by two for each slot level above 2nd.  
   
  BOOT SPRINGS 
  Level: 1 
  Casting Time: 1 Action 
  Range: Touch 
  Components: Coil Springs, Wire 
  Duration: 1 minute 
  Based on: Jump spell 
  
       
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  You apply this invention to a willing creature. 
  The creature’s jump distance is tripled until the 
  duration ends.   See PHB, page 182, for details 
  on jump limitations. 
   
  BRANDING ROD 
  Level: 2 
  Casting Time: 1 Action 
  Range: 5 feet 
  Components: Tinderbox, Sulphur and a Tuning 
  Rod 
  Duration: up to 1 minute 
  Based on: Heat Metal spell 
  Roll a Melee Attack (using your STR or INT 
  modifier).  On a hit, the target takes 2d8 fire 
  damage and has your signature branded onto its 
  skin.  Alternatively, you can choose to strike a 
  manufactured metal object, such as a metal 
  weapon or a suit of heavy or medium metal 
  armor, that you can see within range. You cause 
  the object to glow red-hot. Any creature in 
  physical contact with the object takes 2d8 fire 
  damage. 
   
  If a creature is holding or wearing the object and 
  takes the damage from it, the creature must 
  succeed on a CON saving throw or drop the 
  object if it can. If it doesn’t drop the object, it 
  has disadvantage on attack rolls and ability 
  checks until the start of your next turn.  
  At Higher Levels: When you apply this 
  invention using a slot of 3rd level or higher, the 
  damage increases by 1d8 for each slot level 
  above 2nd.   
   
  BRAVERY DART 
  Level: 1 
  Casting Time: 1 Action 
  Range: 20/60 feet 
  Components: DART, Whiskey Shot 
  Duration: Up to 1 minute 
  Based on: Heroism 
  Roll a Ranged Attack (using your DEX or INT 
  modifier).  On a hit, the creature is imbued with 
  bravery.  Until the duration ends, the creature is 
  immune to being frightened and gains temporary 
  hit points equal to your INT ability modifier at 
  the start of each of its turns. When the spell 
  ends, the target loses any remaining temporary 
  hit points.  On a miss, the dart lands within 5 
  feet of the target.  The dart can then be picked 
  up and administered by anyone as a bonus 
  action.  This dart has no effect on undead or 
  constructs. 
  At Higher Levels: When you apply this 
  invention using a spell slot of 2nd level or higher, 
  you can target one additional creature for each 
  slot level above 1st. 
   
  CALTROP TRAP 
  Level: 1 
  Casting Time: 1 Action 
  Range: NA 
  Components: Caltrops, Wire, Springs  
  Duration: Once triggered, up to 1 minute 
  Based on: Hail of Thorns spell 
  The first time a creature steps into the trapped 
  area, a rain of caltrops are slung in a 5 foot 
  radius for 1d10 piercing damage. In addition to 
  this damage, the target of the attack and each 
  creature within 5 feet of it must make a 
  Dexterity saving throw. A creature takes 1d6 
  piercing damage on a failed save, or half as 
  much damage on a successful one.  The area of 
  effect becomes difficult terrain and any creature 
  who enters takes 1d4 piercing damage. 
  At Higher Levels: If you cast this spell using a 
  spell slot of 2nd level or higher, the initial 
  damage increases by 1d10 for each slot level 
  above 1st (to a maximum of 5d10). 
   
  CATTLE PROD 
  Level: 1 
  Casting Time: 1 Action 
  Range: Touch 
  Components: A tuning rod, ABSORBING STONE 
  Duration: Instant 
  Based on: Inflict Wounds 
  Make a melee attack against a creature you can 
  reach. On a hit, the target takes up to 3d10 
  elemental damage (your choice). The amount of 
  energy stored in the Stone is reduced by the 
  amount of damage.  The damage cannot exceed 
  the charge remaining in the Absorbing Stone. 
  
       
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  At Higher Levels: When you apply this 
  Invention using a slot of 2nd level or higher, the 
  damage increases by 1d10 for each slot level 
  above 1st. 
   
  CAUTERIZER 
  Level: 1 
  Casting Time: 1 Action 
  Range: Touch 
  Components: Tuning rod, Sulphur, Tinderbox 
  Duration: Instant 
  Based on: Cure Wounds 
  You place the heated rod upon a wound of a 
  creature.  It regains a number of hit points equal 
  to 1d8 + your INT ability modifier, but has 
  disadvantage on its next attack. Once a creature 
  is healed in this way, it cannot benefit from it 
  again until the next day.  This invention has no 
  effect on undead or constructs.  
  At Higher Levels: When you apply this 
  invention using a slot of 2nd level or higher, the 
  healing increases by 1d8 for each slot level 
  above 1st.  
   
  DEVASTATING GRENADE 
  Level: 5 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: ABSORBING STONE, ball bearings, 
  caltrops, magnesium sulphate, puddy 
  Duration: Instant 
  Based on: Destructive Wave 
  You pack all of the components around your 
  absorbing stone and hurl it at a target within 
  range.  Upon impact, a huge burst of energy 
  erupts in a 30-foot radius.  Each creature within 
  the blast radius must succeed on a CON saving 
  throw or take 5d6 slashing damage, as well as 
  any stored energy from the Absorbing Stone up 
  to a maximum of 5d6 in elemental damage (of 
  your choice), and be knocked prone. A creature 
  that succeeds on its saving throw takes half as 
  much damage and isn’t knocked prone. 
   
  ELEMENTAL CHARGE 
  Level: 1 
  Casting Time: 1 Action 
  Range: Touch 
  Components: ABSORBING STONE 
  Duration: until the charge is used 
  Based on: Elemental Weapon 
  A nonmagical weapon you touch with a charged 
  Absorbing Stone becomes an elemental weapon.   
  Choose the amount of energy to transfer into the 
  weapon and one of the following damage types: 
  Cold, Fire, Force, Lightning, Necrotic or Radiant. 
  For the duration, the weapon draws from the 
  stored energy and deals an extra 1d4 damage of 
  the chosen type when it hits. Once the stored 
  energy is depleted, the effect ends. 
  At Higher Levels: When you apply this 
  invention using a slot of 2nd level or higher, the 
  damage increases by 1d4 for every slot level 
  above 1st. 
   
  ELEMENTAL WARD 
  Level: 4 
  Casting Time: 1 action 
  Range: 10 feet 
  Components: tuning rod, ABSORBING STONE, 
  wire 
  Duration: 1 round 
  Based on: NA - Custom 
  You plant the invention into the ground within 5 
  feet.  The area within a 10-foot radius sphere 
  becomes warded against elemental effects.  Any 
  creatures/objects inside the sphere have 
  resistance to Cold, Fire, Force, Lightning, 
  Necrotic and Radiant damage.  The charges 
  within the stone are reduced by the amount of 
  damage resisted.  Once the stone reaches 0 
  charges, the effect ends.   
  AOE damage resistance is divided equally among 
  all creatures within the warded area.  
   
  ELEMENTAL WEAPON 
  Level: 3 
  Casting Time: 1 Action 
  Range: Touch 
  Components: ABSORBING STONE  
  Duration: up to 1 hour 
  Based on: Elemental Weapon 
  A nonmagical weapon you touch with a charged 
  
       
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  Absorbing Stone becomes an elemental weapon.   
  Choose the amount of energy to transfer into the 
  weapon and one of the following damage types: 
  Cold, Fire, Force, Lightning, Necrotic or Radiant. 
  For the duration, the weapon draws from the 
  stored energy and has a +1 bonus to attack rolls 
  and deals an extra 3d4 damage of the chosen 
  type when it hits.  Once the stored energy is 
  depleted, the effect ends. 
  At Higher Levels: When you apply this 
  invention using a slot of 4th level, the bonus to 
  attack rolls increases to +2 and the extra 
  damage increases to 4d4.  
  When you use a slot of 5th level, the bonus 
  increases to +3 and the extra damage increases 
  to 5d4. 
   
  ENSNARING TRAP 
  Level: 1 
  Casting Time: 1 Action 
  Range: NA 
  Components: A vine or twig, a tiny flask of miracle 
  grow 
  Duration: Once triggered, up to 1 minute 
  Based on: Ensnaring Strike 
  The first time a creature steps into the trapped 
  area, a writhing mass of thorny vines spring up 
  at the trigger point, and the target must succeed 
  on a Strength saving throw or be restrained by 
  the magical vines until the spell ends. A Large or 
  larger creature has advantage on this saving 
  throw. If the target succeeds on the save, the 
  vines break and shrivel away.  
   
  While restrained by this trap, the target takes 
  1d6 piercing damage at the start of each of its 
  turns. A creature restrained by the vines or one 
  that can touch the creature can use its action to 
  make a Strength check against your INT save 
  DC. On a success, the target is freed. 
  At Higher Levels: If you apply this invention 
  using a spell slot of 2nd level or higher, the 
  damage increases by 1d6 for each slot level 
  above 1st. 
   
  ENTANGLING TRAP 
  Level: 1 
  Casting Time: 1 Action 
  Range: NA 
  Components: Miracle Grow, wire, a spring, tiny 
  flask and a ball bearing 
  Duration: Once triggered, up to 1 minute 
  Based on: Entangle Spell 
  The first time a creature steps into the trapped 
  area, a tiny flask springs into the air and erupts 
  in a 20-foot radius.  Grasping weeds and vines 
  sprout from the ground in the effected area. For 
  the duration, these plants turn the ground in the 
  area into difficult terrain.  
   
  A creature in the area when the trap is triggered 
  must succeed on a Strength saving throw or be 
  restrained by the entangling plants until the spell 
  ends. A creature restrained by the plants can use 
  its action to make a Strength check against your 
  spell save DC. On a success, it frees itself.  
   
  When the spell ends, the conjured plants wilt 
  away. 
   
  ETHEREAL MONOCLE 
  Level: 2 
  Casting Time: 1 Action 
  Range: Touch 
  Components: monocles, yellow/grey dye 
  Duration: 1 Hour 
  Based on: See Invisibility spell 
  The monocle is applied to a willing creature. For 
  the duration, the target can see invisible 
  creatures and objects as if they were visible, and 
  it can see into the Ethereal Plane. Ethereal 
  creatures and objects appear ghostly and 
  translucent.  
   
  FIRE TRAP 
  Level: 3 
  Casting Time: 1 Action 
  Range: NA 
  Components: Sulpher, ALCHEMIST’S FIRE, 
  tinderbox, wire 
  Duration: Instant 
  Based on: Fireball spell 
  The first time a creature steps into the trapped 
  area, a bright streak flashes from beneath it and 
  then blossoms with a low roar into an explosion 
  
       
  ©Bryan Williams 2017 
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  of flame. 
  Each creature in a 20-foot radius must make a 
  DEX saving throw. A target takes 8d6 fire 
  damage on a failed save, or half as much 
  damage on a successful one. The fire spreads 
  around corners. It ignites flammable objects in 
  the area that aren’t being worn or carried.  
  At Higher Levels: When you set this trap using 
  a slot of 4th level or higher, the damage 
  increases by 1d6 for each slot level above 3rd.  
   
  FLAME THROWER 
  Level: 4 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: Sulphur, magnesium sulfate, metal 
  scraps, wire, tinderbox 
  Duration: Instant 
  Based on: Aganazzar’s Scorcher 
  A line of roaring flame 30 feet long and 5 feet 
  wide emanates from you in a direction you 
  choose.  
  Each creature in the line must make a DEX 
  saving throw. A creature takes 4d8 fire damage 
  on a failed save, or half as much damage on a 
  successful one. 
   
  FLASH BANG TRAP 
  Level: 2 
  Casting Time: 1 Action 
  Range: 10 feet 
  Components: Magnesium Sulfate, Tinderbox 
  Duration: up to 1 minute 
  Based on: Blindness/Deafness spell 
  Once triggered, all creatures within a 10 foot 
  radius must make a CON saving throw.  If it 
  fails, then the target is blinded and deafened for 
  the duration. At the end of each of its turns, the 
  target can make a Constitution saving throw. On 
  a success, the effect ends.  
   
  GLOW STICK GRENADE 
  Level: 1 
  Casting Time: 1 Action 
  Range: 60 feet 
  Components: Glow worms, water and clay flask 
  Duration: up to 1 minute 
  Based on: Faerie Fire spell 
  Each creature in a 20-foot radius within range 
  must make a DEX saving throw. On a fail, the 
  creature is outlined in a glowing hue. For the 
  duration, objects and affected creatures glow.  
   
  Any attack roll against an affected creature or 
  object has advantage if the attacker can see it, 
  and the affected creature or object can’t benefit 
  from being invisible. 
   
  GLUE TRAP 
  Level: 2 
  Casting Time: 1 Action 
  Range: NA 
  Components: super glue, spring, ball bearing, 
  appropriately sized flask 
  Duration: up to 1 minute 
  Based on: Hold Person 
  Once triggered, all Medium or smaller creatures 
  within a 10 foot radius must make a DEX saving 
  throw.  If it fails, the target is restrained for the 
  duration. At the end of each of its turns, the 
  target can make a STR saving throw. On a 
  success, the effect ends on the target.  
  At Higher Levels: When you apply this 
  invention using a slot of 3rd level or higher, the 
  trap effects creatures of 1 size greater for each 
  slot level above 2nd.  
   
  HALLUCINATORY DART 
  Level: 2 
  Casting Time: 1 Action 
  Range: 60 feet 
  Components: DART, mushroom powder 
  Duration: up to 1 minute 
  Based on: Crown of Madness spell 
  Roll a Ranged Attack (using your DEX or INT 
  modifier).  On a hit, the target must succeed on 
  a CON saving throw or become drugged for the 
  duration.  While the target is drugged in this 
  way, a madness glows in its eyes.  
   
  The drugged target must use its action before 
  moving on each of its turns to make a melee 
  attack against a creature other than itself. The 
  target can act normally on its turn if no creatures 
  
       
  ©Bryan Williams 2017 
  13 
   
   
  are within its reach.  
   
  The target can make a CON saving throw at the 
  end of each of its turns. On a success, the effect 
  ends. 
  On a miss, the dart lands within 5 feet of the 
  target.  The dart can then be picked up and 
  administered by anyone as a bonus action.  This 
  dart has no effect on undead or constructs. 
   
  HEALING DART 
  Level: 1 
  Casting Time: 1 Bonus Action 
  Range: 20/60 feet 
  Components: DART, HEALING POTION 
  Duration: Instant 
  Based on: Healing Word 
  Roll a Ranged Attack (using your DEX or INT 
  modifier).  On a hit, the creature regains hit 
  points equal to the type of healing potion used.  
  On a miss, the dart lands within 5 feet of the 
  target.  The dart can then be picked up and 
  administered by anyone as a bonus action.  This 
  dart has no effect on undead or constructs. 
   
  HEALING SHOWER 
  Level: 4 
  Casting Time: 1 action 
  Range: 5 feet 
  Components: HEALING POTION, incense, miracle 
  grow, scroll case 
  Duration: 1d4 rounds 
  Based on: NA - custom 
  This invention must be set upon any flat surface 
  for the duration.  For the duration, a sphere of 
  healing mist continues to shower the area in a 
  10 foot radius.  All creatures who end their turn 
  inside the mist can roll for healing equal to the 
  healing potion. 
   
  MAGIC MONOCLES 
  Level: 1 
  Casting Time: 1 Action 
  Range: Self 
  Components: A set of tinted monocles 
  Duration: Concentration, up to 10 minutes 
  Based on: Detect Magic 
  For the duration, you can see the aura of magic 
  within 30 feet of you. If you see magic in this 
  way, a faint aura appears around any visible 
  creature or object in the area that bears magic, 
  and you learn its school of magic, if any, by the 
  color of the aura.  
  The monocles can penetrate most barriers, but is 
  blocked by 1 foot of stone, 1 inch of common 
  metal, a thin sheet of lead, or 3 feet of wood or 
  dirt. 
   
  MAGNETIC CONSTRUCT 
  Level: 5 
  Casting Time: 1 action 
  Range: Touch 
  Components: CONSTRUCT (medium or larger), 
  tuning rod, wire, ABSORBING STONE 
  Duration: up to 1 minute 
  Based on: NA - custom 
  This invention can only be applied to a medium 
  or larger construct.  Once applied, the construct 
  becomes a giant magnet.  Any unsecured object 
  made of ferrous metal that comes within 30 feet 
  of the magnet is automatically attracted and flies 
  toward the magnet.  Metal weapons deal ½ 
  damage.  It requires a STR check (equal to your 
  save DC) to free a stuck item.  Any creature 
  within range that is holding a ferrous metal item 
  must make a STR saving throw at the start of its 
  turn to hold on to it. 
  Once the damage to the magnetized construct 
  equals the amount of charge in the stone, the 
  effect ends and the Absorbing Stone is depleted 
  of charges. 
   
  NAUSEATING TRAP 
  Level: 3 
  Casting Time: 1 action 
  Range: NA 
  Components: feces, Sulphur, tinderbox, wire, 
  parchment 
  Duration: up to 1 minute 
  Based on: Stinking Cloud spell 
  The first time a creature steps into the trapped 
  area, 20-foot-radius sphere of yellow, nauseating 
  gas forms. The cloud spreads around corners, 
  and its area is heavily obscured. The cloud 
  
       
  ©Bryan Williams 2017 
  14 
   
   
  lingers in the air for the duration. 
   
  Each creature that is completely within the cloud 
  at the start of its turn must make a CON saving 
  throw. On a failed save, the creature spends its 
  action that turn retching and reeling. Creatures 
  that don’t need to breathe or are immune to 
  poison automatically succeed on this saving 
  throw. 
   
  A moderate wind (at least 10 miles per hour) 
  disperses the cloud after 4 rounds. A strong wind 
  (at least 20 miles per hour) disperses it after 1 
  round. 
   
  NIGHT VISION MONOCLE 
  Level: 2 
  Casting Time: 1 Action 
  Range: Touch 
  Components: monocles, blue/red/yellow dye 
  Duration: 8 hours 
  Based on: Darkvision 
  You apply the monocle to a willing creature.  
  For the duration, that creature has darkvision 
  out to a range of 60 feet. 
  At Higher Levels: When you apply this 
  invention using a spell slot of 3rd level or higher, 
  the duration increases by 8 hours for each slot 
  level above 2nd.  
   
  NO-LOCK 
  Level: 2 
  Casting Time: 1 Action 
  Range: Touch 
  Components: Soft puddy, incense stick 
  Duration: Instant 
  Based on: Knock 
  Choose an object that you can see within range. 
  The object can be a door, a box, a chest, a set of 
  manacles, a padlock, or another object that 
  contains a mundane means that prevents access.  
  As an action, you place the puddy into the 
  locking mechanism and light the incense.  The 
  incense can burn for a length of time between 6 
  and 60 seconds (your choice).  Upon detonation, 
  any mundane lock is blown open. If the object 
  has multiple locks, only one of them is effected 
  per No-Lock. 
   
  When you cast the spell, a loud explosion, 
  audible from as far away as 300 feet, emanates 
  from the target object.  Any creatures within 5 
  feet of the lock take 1d4 force damage. 
   
  POISON DART 
  Level: 1 
  Casting Time: 1 Action 
  Range: 60 feet 
  Components: DART, POISON 
  Duration:  
  Based on: Ray of Sickness 
  Roll a Ranged Attack (using your DEX or INT 
  modifier).  On a hit, the target takes 2d8 poison 
  damage and must make a CON saving throw. On 
  a failed save, it is also poisoned until the end of 
  your next turn.  On a miss, the dart lands within 
  5 feet of the target.  The dart can then be picked 
  up and administered by anyone as a bonus 
  action.  This dart has no effect on undead or 
  constructs. 
  At Higher Levels: When you apply this 
  invention using a slot of 2nd level or higher, the 
  damage increases by 1d8 for each slot level 
  above 1st. 
   
  SCOPE 
  Level: 1 
  Casting Time: 1 Bonus Action 
  Range: Touch 
  Components: monocles, scroll case 
  Duration: Up to 1 hour 
  Based on: NA 
  You apply this invention onto a bow or crossbow 
  within reach. 
  Until the invention ends, the scope adds +2 to all 
  attack rolls made with the bow/crossbow.  The 
  scope also grants advantage on any Wisdom 
  (Perception) or Wisdom (Survival) checks to find 
  a target within range of the weapon.  
  The bonus associated with a Scope does not 
  apply to targets within 30 feet of the wielder. 
  At Higher Levels: When you apply this 
  invention using a slot of higher level, the scope 
  last for a longer duration: 
  
       
  ©Bryan Williams 2017 
  15 
   
   
  • 
  2nd level = 2 hours 
  • 
  3rd level = 4 hours   
  • 
  4th level = 8 hours 
  • 
  5th level = 24 hours 
   
  SMOKE TRAP 
  Level: 1 
  Casting Time: 1 Action 
  Range: NA 
  Components: Tinderbox, Sulphur and parchment 
  Duration: Once triggered, up to 1 hour 
  Based on: Fog Cloud spell 
  The first time a creature steps into the trapped 
  area, a 20-foot-radius sphere of smoke is 
  triggered. The sphere spreads around corners, 
  and its area is heavily obscured (anyone affected 
  by this is considered blind). It lasts for the 
  duration or until a wind of moderate or greater 
  speed (at least 10 miles per hour) disperses it. 
  At Higher Levels: When you cast this spell 
  using an Invention slot of 2nd level or higher, 
  the radius of the smoke increases by 20 feet for 
  each slot level above 1st.  
   
  STAGGERING TRAP 
  Level: 4 
  Casting Time: 1 action 
  Range: NA 
  Components: wire, magnesium sulphate, ball 
  bearings, tinderbox 
  Duration: up to 1 minute 
  Based on: Staggering Smite 
  The first time a creature steps into the trapped 
  area, an explosion erupts in a 10’ radius.  The 
  triggering creatures takes 4d6 bludgeoning 
  damage.  An addition, all creatures within the 
  blast radius must make a WIS savings throw.  
  On a fail, they take 1d6 Psychic damage, suffer 
  disadvantage on attack rolls/ability checks and 
  cannot take reactions until the end of its next 
  turn. 
   
  STICK-UM 
  Level: 2 
  Casting Time: 1 Action 
  Range: Touch 
  Components: mushroom powder, superglue 
  Duration: Up to 1 hour 
  Based on: Spider Climb spell 
  Until the duration ends, one willing creature you 
  apply the invention to gains the ability to move 
  up, down, and across vertical surfaces and 
  upside down along ceilings, while leaving its 
  hands free. The target also gains a climbing 
  speed equal to its walking speed.  
   
  STONER’S CLOUD TRAP 
  Level: 3 
  Casting Time: 1 action 
  Range: NA 
  Components: Tinkerweed, tinderbox, wire 
  Duration: up to 1 minute 
  Based on: Slow 
  The first time a creature steps into the trapped 
  area, a cloud of green smoke forms a 20-foot 
  radius. Each target must succeed on a CON 
  saving throw or be affected for the duration. 
   
  An affected target’s speed is halved, it takes a -2 
  penalty to AC and DEX saving throws, and it 
  can’t use reactions. On its turn, it can use either 
  an action or a bonus action, not both. Regardless 
  of the creature’s abilities or magic items, it can’t 
  make more than one melee or ranged attack 
  during its turn. 
   
  If the creature attempts to cast a spell with a 
  casting time of 1 action, roll a d20. On an 11 or 
  higher, the spell doesn’t take effect until the 
  creature’s next turn, and the creature must use 
  its action on that turn to complete the spell. If it 
  can’t, the spell is wasted. 
   
  An affected creature makes another CON saving 
  throw at the end of its turn. On a successful 
  save, the effect ends for it. 
   
  TRANQUILIZER DART 
  Level: 1 
  Casting Time: 1 Action 
  Range: 60 feet 
  Components: DART, Faerie dust 
  Duration: 1 minute 
  Based on: Sleep spell 
  Roll a Ranged Attack (using your DEX or INT 
  
       
  ©Bryan Williams 2017 
  16 
   
   
  modifier).  On a hit, the creature drifts into a 
  magical slumber. Roll 5d8, the total is how many 
  hit points can be affected. If the roll is greater 
  than the HP’s of the creature, then the creature 
  falls unconscious until the spell ends, the sleeper 
  takes damage, or someone uses an action to 
  shake or slap the sleeper awake.  
  On a miss, the dart lands within 5 feet of the 
  target.  The dart can then be picked up and 
  administered by anyone as a bonus action.  This 
  dart has no effect on undead or constructs. 
  Undead and creatures immune to being charmed 
  aren’t affected by this spell. 
   
  VOLLEY CLUSTER 
  Level: 5 
  Casting Time: 1 action 
  Range: Touch 
  Components: arrows/bolts, wire, scroll case 
  Duration: Instant 
  Based on: Conjure Volley spell 
  You attach a small cluster of arrow/bolts to a 
  nonmagical ranged/thrown weapon.   Once the 
  weapon is fired/thrown, each creature in a 40-
  foot-radius, 20-foot-high cylinder centered on 
  the target point must make a DEX saving throw. 
  A creature takes 8d8 additional piercing damage 
  on a failed save, or half as much damage on a 
  successful one.  
   
  X-RAY MONOCLE 
  Level: 2 
  Casting Time: 1 Action 
  Range: 10 feet 
  Components: monocles, white/blue dye 
  Duration: 1 minute 
  Based on: Find Traps spell 
  You gain the ability to see through objects within 
  10 feet of you.  Your vision is blocked by 1 foot 
  of stone, 1 inch of common metal, a thin sheet 
  of lead or 3 feet of wood or dirt. 
   
   
   
   
  CREDITS 
   
  Author:  Bryan Williams (dude80525@live.com) 
   
  Images: 
  http://i6.photobucket.com/albums/y210/Frukat
  hka/image-281643-full_zpse437ad2b.jpg 
   
  http://www.tradecardsonline.com/im/showDeck
  /deck_id/614095 
   
  https://68.media.tumblr.com/37a5eb91eca53d
  bc25297679fe6d1290/tumblr_o809x2YCMC1ukg
  bqco1_1280.jpg 
   
  Dungeons and Dragons, D&D, Wizards of the 
  Coast and all other Wizards of the Coast 
  product are trademarks of Wizard of the 
  Coast. 
   
  Other Resources by Bryan Williams 
  Homebrewed Crafting - Blacksmith 
  http://www.dmsguild.com/product/216529/Homebrewed-
  Crafting--Blacksmith 
  Homebrewed Crafting - Herbalism 
  http://www.dmsguild.com/product/216525/Homebrewed-
  Crafting--Herbalism 
  Homebrewed Spellcasting – Magic Pool 
  http://www.dmsguild.com/product/222279/Homebrewed-
  Spellcasting--Magic-Pool 
   
   
  Revisions: 
  5-26-17 Added MULTICLASSING and CREDITS 
  sections.  Added page numbers. 
  9-30-17 Added ‘Other Resources’ section 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Homebrewed Class - Tinkerer.pdf