Many a vagabond has foolishly accepted the tutelage of old dungeon explorers, training in ramshackle facilities that emulate the deadly places students seek out and enter—few survive very long.
When you join this college at 3rd level, you gain proficiency in Perception and Investigation and your passive scores for each increase by 3. If you already have proficiency in either skill, your proficiency bonus is doubled for any ability check you make that uses it.
Also at 3rd level, you gain the Tinker racial feature of a gnome, able to build only clockwork toys. You may spend your bonus action to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and gaining control over a device’s movement for a number of rounds equal to double the result. At the end of your turn each round you control one or more devices, you choose whether a device turns (as much as 180 degrees), stops, continues moving, or goes inert.
Beginning at 6th level, your control over your sentries increases. You may spend your bonus action on a turn to perceive through one of your controlled device’s (gaining darkvision 120 feet while doing so), able to hear and see anything it can for 1 round as long as it is within 1 mile.
In addition, you may spend your bonus action to explode a controlled device, dealing 2d6 fire damage times your proficiency bonus to all creatures within 10 feet. A Dexterity saving throw against your spell save DC halves this damage.
Starting at 14th level, when you have at least one controlled sentry 10 feet or further away and within your line of sight you may expend one of your uses of Bardic Inspiration to gain blindsight 40 feet for 1 minute. In addition, when you perceive through one of your controlled devices you gain truesight.
Fighter Folio © 2018 Total Party Kill Games; Authors: Brian Berg, Mark A. Hart.