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Junkyard Tinkerer

Junkyard Tinkerer in Crusaders TTRPG are known for their inventive use of discarded materials. Junkyard Tinkerers, often found on the outskirts of urban areas, have a knack for transforming useless scraps into essential tools and gadgets. Their innovative creations include labor-saving devices and advanced security systems, which have revolutionized community life by improving efficiency and safety.


Living at the margins of society, the Junkyard Tinkerer share a common passion for discovery and invention. They frequently explore the boundaries of legality, scavenging forgotten technologies to repurpose in their projects. This lifestyle makes them ideal characters for players drawn to morally ambiguous roles and the thrill of exploration.


Playing as a Junkyard Tinkerer offers a gameplay experience rich in creativity and adventure, combined with the challenges of societal integration and the impacts of technological advancements. Players get to engage in crafting intricate traps, decoding ancient relics, and shaping the future of Alavir, making this subclass particularly appealing to those who enjoy a hands-on approach to problem-solving and innovation in a role-playing setting.

Junkyard Tinkerer Features By Level

Scrap Savant

At 1st level, your time spend dodging dangerous robots in the junkyards has paid off. Choose one of 3 inventions, you can change your invention as a bonus action:

Arcane Cannon: As an action, you unleash this powerful beam at a creature, it inflicts substantial damage. Make an attack roll on a creature within 120 feet of you. On hit, the target takes damage equal to (PM)d8 + SM Elemental damage. Additionally, the target must make a Fortitude saving throw. On a failure, they take additional (PM)d8 damage.


Blinker's Marbles: As an action, You throw magical marbles at a creature. Make an attack roll on a creature within 60 feet of you. On a hit, deal (PM * .5)d8 + SM Time damage. Move the target 5 feet in a direction you choose, reducing their speed by 10 until your next turn. An ally hit by the marble  can move up to their speed and make one attack against a target you choose, then return to their original position.

Pulse Magnet:
As an action make an attack roll on a creature within 120 feet of you. On hit, the creature takes (PM * .5)d4 + SM Lightning damage, choose another creature or object within 30 feet of the target. The hit creature cannot move more than 30 feet away from the chosen target until they succeed on a Fortitude saving throw against your Spellcasting DC.

Gadget Expert

At 3rd level, You gain 2 levels of proficiency in Technology and Investigation skill checks. When you hit a creature with a scrap or weapon attack, they take an additional 1 + (PM) Lightning damage. 

Defense Matrix

At 6th level, (Recharge 5-6) You can deploy a field of protective energy around you and your allies. Create a dome with a 30-foot radius. It grants you and any allies within it 1 level of resistance to damage from ranged attacks and spells.

Aetherwing Bond

At 8th level, you and all allies within 10 feet of you gain a bonus to saving throws equal to your Charisma modifier.


Choose an ally to bond with when you finish a long rest. You and the chosen ally gain +1 to all rolls and armor class if you are within 10 feet of each other.

Invention Lover

At 11th level, You gain a bonus to skill checks, saving throws, attack rolls, and your spell save DC equal to the number of accessories you are attuned to.


In addition, when you are hit by an attack, you can use your reaction to reduce the damage by an amount equal to your SM + PM.

Extraordinary Speed

At 13th level, your walking speed increases by 15 feet.


As a bonus action, you or a creature you touch have a flying speed equal to your walking speed and can use the dash, dodge, or disengage action as a bonus action for 3 rounds. Falling gracefully to the ground when the flight ends.

Battle Maiden

At 16th level, you and all allies within 10 feet of you have advantage on saving throws against spells and monster effects. Attacks on you have disadvantage.

Temporal Anomaly Device

At 18th level, (Recharge 6) You can activate the Temporal Anomaly Device granting you one additional action, bonus action, and reaction for the round.

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