5e SRD >Feats >

Tinkerer

Tinkerer

Prerequisite(s): Intelligence 13 or higher

You apply your natural inventiveness to create small devices, gaining the following benefits:

  • Your Intelligence increases by 1, to a maximum of 20.
  • You have proficiency with artisan’s tools (tinker’s tools).
  • Using tinker’s tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp).
  • The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.
  • Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
Section 15: Copyright Notice

Steampunk Adventurers for Fifth Edition 1.0 published by Tribality.com (Innovaworks Inc.); Copyright 2016 Shawn Ellsworth.

Section 15: Copyright Notice
Pirate Adventurers for Fifth Edition 1.0 published by Tribality.com (Innovaworks Inc.); Copyright 2016 Shawn Ellsworth