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Tinkerer Crusaders TTRPG

Tinkerer

The Tinkerers of Twigglesworth Haven are masterful artificers who blend science with arcane sorcery to create the unique discipline of Technomancy. Originating from the mystical gnomes who first uncovered the potential of merging magic with machinery, this revolutionary approach catapulted their society into an era of unparalleled innovation. As guardians of Technomancy, Tinkerers apply their craft to enhance the infrastructure, communication, and transportation surrounding Alavir's capital, making them crucial to the region's progress and prosperity.


Tinkerers are not just inventors; they form a profound connection with their creations, infusing them with life force that allows for seamless control as if the devices were extensions of their own being. This intimate bond elevates their role on the battlefield and beyond, enabling them to produce marvels like sophisticated siege engines and protective barriers. Their inventive prowess proves invaluable in crises, showcasing their ability to turn the tide in conflicts with their ingenuity and technical skill.


Choosing to play as a Tinkerer in the Crusaders TTRPG means embracing a character driven by curiosity and creativity, capable of influencing the game's world profoundly. Despite facing skepticism from those wary of blending magic and technology, Tinkerers continue to push the boundaries of both fields. As a Tinkerer, you'll explore new technological frontiers, craft unique gadgets, and engage in a gameplay experience filled with innovation and strategic depth, making a lasting impact on the land of Alavir.

Tinkerer Proficiencies

Proficiencies

  • Max Hit Points: 10
  • Hit Points Per Level: 6
  • Saving Throws: Cognitive
  • Weapons: Gun, Simple, Ranged, and Martial
  • Armor: All Armor & Accessories
  • Skills & Feat: You gain 6 levels of skill proficiencies, and 1 feat.
  • Spellcasting Focus: Gun, Simple, Ranged, and Martial

Spellcasting Stats

  • Spellcasting Modifier (SM): Intelligence (CHA, INT, or WIS)
  • Spellcasting DC (SD): 8 + Proficiency Modifier (PM) + Spellcasting Modifier (SM)
  • Spell List: Martial

Fighting Stats

  • Fighting Modifier (FM): Dexterity (DEX or STR)
  • Fighting DC (FD): 8 + Proficiency Modifier (PM) + Fighting Modifier (FM)

Tier 1 Tinkerer Features

Tier 1 is the features you will receive from levels 1-5

Technomancy๏ปฟ

At 1st level, You can augment a weapon or piece of armor corrupting it with elemental energy. Only you can wield these items.


Weapon: You deal an additional 3 + (PM) elemental damage with this weapon.

Armor: You reduce bludgeoning, slashing, and piercing damage taken by your proficiency modifier.

Trinket: As a bonus action, activate the trinket you can teleport to un unoccupied space you can see, the distance is equal to 30 feet dealing 3 + (PM) to a creature within 20 feet of the area you land.


The damage increases by 3 when you reach 6th level (6), 11th level (9), 16th level (12).

Cunning Action

At 2nd level, You can use the dash, dodge, or disengage action as a bonus action.

Ability Score Increase or Feat

At 4th level, you can choose between the following:


Ability Score Increase:

Increase an ability score by 2, or two ability scores by 1.


Feat:

Choose one feat from the list of feats.

Skill Proficiency

At 5th level, you can choose between the following:


Ability Score Increase: 

Increase an ability score by 2, or two ability scores by 1.


Skill Increase:

You gain proficiency 1 levels of proficiency in 3 skills.

Tier 2 Tinkerer Features

Inventor's Insight

At 7th level, when you succeed on an Intelligence skill check, you gain an inspiration die. In addition, you can replace any rolled 1 with a 2 for Insight skill checks.

Arcane Barrier

At 9th level, As a bonus action, you can grant a creature within 60 feet of you 10 temporary hit points and 1 level of resistance to elemental damage until the start of your turn.


The temp hp increases by 10 when you reach 11th level (20), 16th level (30).

Ability Score Increase or Feat

At 10th level, you can choose between the following:


Ability Score Increase:

Increase an ability score by 2, or two ability scores by 1.


Feat:

Choose one feat from the list of feats.

Tier 3 Tinkerer Features

Adaptive Genius

At 12th level, When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

Overclocking

At 14th level, Upcasting only costs you 1 spell point instead of 2. You are still capped at 5 maximum levels of upcast on a spell.

Ability Score Increase or Feat

At 15th level, you can choose between the following:


Ability Score Increase:

Increase an ability score by 2, or two ability scores by 1.


Feat:

Choose one feat from the list of feats.

Tier 4 Tinkerer Features

Repair Protocol

At 17th level, (Recharge 4-6) You can heal a creature you can touch for (PM)D12 + SM.

Ability Score Increase or Feat

At 19th level, you can choose between the following:


Ability Score Increase:

Increase an ability score by 2, or two ability scores by 1.


Feat:

Choose one feat from the list of feats.

Heart of the Forge

At 20th level, You gain invulnerability to fire damage. You can add your intelligence modifier to all of your saving throws, and +3 to one weapon and piece of armor you have.

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