Tinkerer

Tinkerers are ingenious inventors and crafters of all sorts of gadgets. They love the workshop and are often thinking of new things to create or inventing solutions to problems.

### Tools for the Job

When you adopt this specialization at 3rd level, you get a set of tinker’s tools if you did not have them already. Additionally, you gain proficiency with one other type of artisan’s tools of your choice.

### Tinkerer Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Tinkerer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

#### Tinkerer Spells

 3rd
 5th
 9th
 13th
 17th

### Gadget Craft

Beginning at 3rd level, whenever you finish a short or long rest, you can magically produce 3 gadgets using your tinker’s tools. Gadgets are nonmagical objects with effects detailed at the end of this subclass. Gadgets you have previously created disappear after producing new ones.

Choose a number of gadgets equal to double your proficiency bonus to add to your gadget list. Your gadget list contains the types of gadgets you know how to make.

You can create additional gadgets by expending a spell slot of 1st level or higher for each one. When you do so, use your action to create the gadget. You can only have 3 gadgets at a time so previous gadgets disappear after creating new ones.

When you reach certain levels in this class, you can make more gadgets at the end of a short or long rest: 4 at 6th level and 5 at 15th level.

### Trap Sense

At 5th level, can cast find traps without expending a spell slot and without preparing the spell, provided you use tinker’s tools as the spellcasting focus. You can do so a number of times equal to your intelligence modifier and you regain all expended uses when you finish a long rest. When you cast find traps using this feature, the spell gains additional effects:

* You know the location of traps revealed by this spell
* Traps do not need to be within line of sight for effects of this spell to work
* You gain advantage on checks to disarm traps revealed by this spell

Additionally, whenever you disarm a trap, you may try to rearm it for your own uses. In order to do so, you must succeed on a check with your tinker’s tools equal to the DC to disarm the trap initially. When you rearm a trap in this way, you may designate a number of creatures equal to your proficiency bonus that will not trigger the trap or that will not suffer the effects of the trap when it’s triggered, your choice.

### Arcane Design

At 9th level, your arcane energy can be stored within the gadgets you create. Whenever you create a gadget, you can store a prepared spell of 3rd level or lower in the gadget by casting the spell into the creation. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the gadget is triggered or used, the stored spell is cast. If the spell has a target, it targets the creature or object that triggered or targetted the gadget. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the creature that triggers it and attacks it. If the spell requires concentration, it lasts until the end of its full duration.

You can use this feature on one gadget per long rest.

### Crafter Supreme

By 15th level, you have mastered the art of invention and tinkering. You gain 2 special infusions known as gadget infusions. You may infuse a mundane object with a gadget infusion whenever you would be able to use a regular artificer infusion. This mundane object magically transforms into a gadget of your choice from your gadget list. Items transformed this way are able to be used as gadgets, but the used gadgets are not expended if they normally would be.

## Gadget List

### Grappling Hook

This three to four spiked hook attached to rope can be used to climb up surfaces or pull things closer from far away. As an action, you may choose a creature, object, or surface within 30 feet to hook on to. If you hook a creature, make a grapple check if the creature is large or smaller. If you succeed, the creature is grappled. Creatures grappled this way can be pulled 5 feet towards you as a bonus action. The creature may attempt to break the grapple as an action.

### Smoke Bomb

As an action, you can throw a smoke bomb to a space within 20 feet. Upon hitting a surface, the bomb explodes and casts fog cloud centered on itself and the smoke bomb disappears. It lasts the full duration without the need for concentration.

### Toothed Hunting Trap

When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate triggers it and takes 3d4 piercing damage. Thereafter, until the creature breaks free of the trap, its Movement is limited by the length of the chain (5 feet). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.

### Climbing Gauntlets

These gripped gauntlets help cling to surfaces. While on your hands, these gauntlets give you a climbing speed equal to your walking speed.

### Putrid Bomb

As an action, you can throw a putrid bomb to a space within 20 feet. Upon hitting a surface, the bomb explodes and creates a cloud of putrid gas in a 10 foot radius centered on the bomb and the putrid bomb is destroyed. Each creature that is completely within the gas at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature takes 1d6 poison damage and is poisoned for a number of rounds equal to your intelligence modifier. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. The effect lasts for 10 rounds. 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.

### Tinted Goggles

These tinted goggles are very helpful for seeing through difficult areas. While wearing them, you can see through fogs, smokes, gasses, winds, and storms without being obscured. Additionally, you gain darkvision out to a range of 15 feet.

### Wrist Torch

A contraption attached to a bracelet-like band, the wrist torch can shoot a powerful cone of energy. The wrist torch is imbued with the spell dragon’s breath when it is created and given acid, cold, fire, lightning, or poison damage. As an action, the wrist torch can expel the energy and the wrist torch disappears.

### Grip Boots

These boots with tread allow you to keep stable footing. While you are wearing them, you are not affected by difficult terrain created by natural sources such as plants and rocks.

### Wind-Up Bomb

This tiny mechanical masterpiece can be wound up and let free to wander to a space within range. As an action, you can wind the bomb up and choose a point within 60 feet for the bomb to travel to. When you place the bomb, it moves up to 10 feet towards its designated location. At the beginning of each of your turns, the bomb moves another 10 feet. Once it reaches its designated location, it explodes, dealing 3d6 fire damage and 1d6 piercing damage to anything within 5 feet. If the bomb is stopped before it reaches its destination, it detonates. The wind-up bomb is destroyed after the explosion.