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.
Tier 1 is the features you will receive from levels 1-5
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).
At 2nd level, You can use the dash, dodge, or disengage action as a bonus action.
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.
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.
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.
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).
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.
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.
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.
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.
At 17th level, (Recharge 4-6) You can heal a creature you can touch for (PM)D12 + SM.
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.
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.