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Blaze Tinkerer

Long ago, in the bustling city of Alavir, the streets were littered with discarded machinery and forgotten relics of a bygone era. Amidst the clattering chaos of the Junkyards, a group of visionary artificers emerged, known as the Blaze Tinkerers. These masterful engineers possessed an uncanny ability to see potential where others saw only waste. With ingenuity and resourcefulness, they embarked on a journey to revolutionize urban life by harnessing the power of fire to bring electricity to the city.


The origins of the Blaze Tinkerers can be traced back to a fateful encounter between an ambitious artificer named Kael Emberforge and a mystical entity known as the Fireweaver. The Fireweaver, a being of elemental fire, recognized Kael's untamed potential and bestowed upon him the knowledge of a long-lost art - the fusion of fire and technology. Armed with this newfound insight, Kael assembled a group of like-minded artificers, and together they formed the Blaze Tinkerer guild. The guild's headquarters were established in the heart of the Junkyards, a sprawling expanse where abandoned machinery and discarded junk lay forgotten. Here, the Blaze Tinkerers found their canvas, for within the chaos of the Junkyards lay the seeds of a transformative revolution.


The Blaze Tinkerers developed their unique specialization, mastering the art of salvaging and repurposing the discarded machinery. By combining their knowledge of fire manipulation and artifice, they devised a groundbreaking system to generate electricity. They salvaged pieces of junk, ingeniously transforming them into blazing infernos. Through a series of intricate modifications, these junk-powered infernos generated intense heat that drove mighty turbines, producing an abundant supply of electricity.


With the city illuminated by the radiant glow of these blazing power stations, the streets came alive with newfound energy. Homes sparkled with light, industries hummed with productivity, and transportation networks flourished like never before. The once polluted skies now shone with the brilliance of a sustainable and cleaner future. The Blaze Tinkerers' contributions to Alavir extended beyond just illumination. With the advent of electricity, the city's inhabitants witnessed a surge in technological advancements. Streetlights chased away the shadows of the night, while electrified transportation systems connected far-flung neighborhoods. The industries flourished with the newfound power, leading to innovative machinery and improved quality of life for all.


As the word of the Blaze Tinkerers' remarkable achievements spread, their guild expanded, welcoming young and aspiring artificers eager to learn the ways of fire and electricity. Under the tutelage of the founding members, the new generation of Blaze Tinkerers continued to innovate, finding ways to further enhance their blazing power stations and develop cleaner and more sustainable technologies.


The Blaze Tinkerers' quest for progress never wavered. Their city, once buried under mountains of waste, now stood as a testament to the potential hidden within the discarded remnants of the past. With their fiery passion, the Blaze Tinkerers illuminated the path for Alavir and its inhabitants, showing that even from the scrap of yesterday, they could forge a dazzling and enlightened tomorrow.

Blaze Tinkerer Features

Level 1

Flamethrower

At 1st level, you invent a flamethrower, when you take the attack action using the Flamethrower, all creatures in a 15 ft cone must make a Dexterity saving throw against your Fighting DC or take 3d8 + FM Fire damage. On a successful save, the creature takes half damage.


When you cast a spell, you can make a Survival skill check (once per round).


This feature's damage increases by 2d8 when you reach 6th level (5d8), 10th level (7d8), 14th level (9d8), and 18th level (11d8).

Level 3

Emberflow

At 3rd level, you have 1 level of resistance to Fire damage. In addition, you can add your proficiency modifier to attack and damage rolls using Fire.


In addition, when you make a successful Arcana check, you can add damage to your next spell or flamethrower attack equal to 3 + your Tinkerer level.


This feature's resistance level increases by 1 when you reach 6th level (2), 10th level (3), 14th level (4), and 18th level (5).

Level 7

Combustipack

At 7th level, You have constructed a specialized jetpack that utilizes controlled bursts of flame to propel you through the air. This grants you a fly speed equal to your walking speed. If you have moved at least 10 feet on this turn, add your Intelligence modifier to all fire damage rolls.


In addition, your flamethrower cone increases by 10 feet.

Level 11

Ignis Fervor

At 15th level, your fire spells and flamethrower ignore 3 levels of resistance to Fire damage, and creatures with immunity to fire damage now only have resistance against your fire effects. Also, when you roll for fire damage you can reroll any 1.


Additionally, at the start of each of your turns, you regain hit points equal to your Intelligence modifier if you are still concentrating on a fire spell or gadget.

Level 15

Nexus of Incantations

At 15th level, you can cast a second leveled spell on each turn. You can also concentrate on up to 3 spells at a time.

Standard Gear

Optional Starting Equipment

Standard Starting Class Equipment

2 health potions.

A backpack with 10 rations, tent & bedroll, cooking utensils, mess kit, tinderbox, 3 torches, roper and a waterskin.


1 Uncommon Item.

Choose 1 armor and 1 accessory that your class is proficient in.

Choose 2 weapons your class is proficient in.

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