D&D 5E Gnome Tinker

Item combos work really well. Like a dagger that extends to a sword, or a healing kit with a hidden grappling hook. It feels neat theme wise, but it's not all that powerful to be able to carry two items in a single item.

You could add in an ability to just combine two items for a cost of gold with the benefit of a slightly faster switch over and maybe some overall weight reduction.
I love this idea, and would also consider things like putting a one shot pistol built into a cane, a poison dropper attached to the bttom of a tankard, etc - rough rules for which are in DMG
 

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For my game, I let a gnome switch out the normal tinker for a Find Familiar ability, gaining a mechanical familiar instead of a living one (same stats and options, just adds the Construct keyword to them, and makes them immune to sleep, IIRC).
 

The gnome in my family game switched out one of his gadgets for a Assassin's Creed hidden blade.

It's still a dagger but advantage to hide it when under inspection.
 



oh by that I just meant poison and pistol rules are in DMG, not inventions!

Oh! and I was getting excited. :Z It would have been nice if it did have rules on inventing. I haven't seen many good ones. They tend to be mechanical focused, two narrow or two wide, and they tend not to capture the wonder of being creative.
 

the real question is, did you have to cut your finger?

According to Zook "Cloaky" Gimble, the gnomes branch of the assassins quickly solved that problem when they realized most gnomes tinkers didn't have all their fingers already. Losing more was out of the question. The stubborn dwarves still use the old design. And the elves are too proud to adapt to gnomish version and are working one their one model.
 


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