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<blockquote data-quote="peterka99" data-source="post: 6628460" data-attributes="member: 6787234"><p><strong>Tinker</strong></p><p></p><p> </p><p>Tinker</p><p></p><p>The rock gnome tinker feature is interesting, and should be expended. There is a few options:</p><p>- A regular medieval-like d&d world (magical or mundane tinkering)</p><p>- A renaissance, clockpunk world </p><p></p><p>If a mage may craft magic items, I think a tinkerer may do the same with devices. Instead of being out of charges, the item breaks down. The uncommon, rare, etc rules and prices are fine. The price depend on the effect. The bigger the cheaper …</p><p>I don’t think a feat is appropriate, since it refer to items, and there are no item feats in D&D 5E.</p><p>The issue is when a large or huge item is crafted… and cannot be brought along the adventure. Ex: A balloon, ornicopter, gatling gun, etc.</p><p></p><p>The rock gnome tinker feature is interesting, and should be expended. There is a few options:</p><p>- A regular medieval-like d&d world (magical or mundane tinkering)</p><p>- A renaissance, clockpunk world </p><p></p><p>Here is an example of a medieval/magical tinkering world</p><p></p><p>Tinkerer rogue archetype (modified arcane trickster)</p><p></p><p>inspiration Azernath (<a href="https://www.dandwiki.com/wiki/Combat...%285e_Class%29" target="_blank"> [url]https://www.dandwiki.com/wiki/Combat...%285e_Class%29</a> [/URL] and AmbientRaven <a href="http://www.giantitp.com/forums/showthread.php?419771-New-Ranger-Subclass-The-Tracker-PEACH" target="_blank">http://www.giantitp.com/forums/showt...-Tracker-PEACH</a></p><p></p><p></p><p></p><p>spells: Conjuration and transmutation</p><p></p><p>level 3 </p><p>1) Get tinker feature if it is not already owned. </p><p>2) Trapper or Healer tinker</p><p></p><p>At third level, You got the choice to create healing device or traps. </p><p></p><p><strong>Healing device</strong> : You can produce a foldable wiring device, 1 cubic foot and weighting 5 lbs. It will heal as if the tinker gets Healing feat , with a successful medicine or intelligence 10 roll. The device may accommodate 1 creature medium level or 2 of a size smaller, ½ large, etc. then double this amount at 7th and any other 4 levels thereafter.</p><p></p><p>or</p><p></p><p></p><p><strong>Traps</strong>: When you first gain this class feature you may select one trap from the “Tracker Trap List” below that you qualify for. You gain 1 additional trap known for every 4 tracker levels you gain (7th, 11th, 15th, 19th). The cost of material is negligeable. The trap ceases to function after 24h as per tinker feature from the PHB.</p><p></p><p>You can spend one hour per day preparing any of the traps you know. You can prepare a number of traps per day equal to your proficiency modifier. </p><p></p><p>The DC for your traps are 8+Prof Bonus+Intelligence Modifier</p><p></p><p>It takes you one minute to properly place a trap. A trap occupies a single 5ft square unless otherwise noted. Any creature who passes over the trap during a movement action triggers it’s effects immediately. The trap is considered triggered from the moment they step on the square. A creature halts its movement when the trap goes off, the traps effects are resolved, then the creature completes its movement. </p><p>An opponent can perform a perception check to spot the trap, with the spotting DC equal to the traps standard DC.</p><p></p><p>• Marking Trap</p><p>You have mastered the way of mixing powders to create a glowing luminescent mark that highlights anyone in the area of effect. When this trap is triggered, a 20ft area is brightly illuminated. All individuals under the trap must pass a Dexterity check or be illuminated. The initial target whom triggered on the trap automatically fails. All attacks against illuminated targets gain advantage, and all creatures that were invisible turn visible and cannot turn invisible until the trap’s effects end. The powder’s glow fades after one minute.</p><p></p><p>Bane Trap</p><p>You have mastered the use of mixing naturally occurring poisons. When this trap is triggered, it releases a cloud of spores into the air. All individuals within a 10ft radius must make a constitution save or be poisoned. After one minute the traps effects wear off.</p><p></p><p>Grease Trap</p><p>You have mastered the use of mixing naturally occurring liquids and slimes. When this trap is triggered it creates a 10ft square centred on the traps location. This area is treated as difficult terrain for the next minute. When the trap is triggered, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.</p><p></p><p>Fog Trap</p><p>You have mastered the ability to sweal thick smoke into small jars. When this trap is triggered it creates a thick billowing cloud of smoke that fills a 20ft area. This area is treated as heavily obscured. The cloud lasts for 1 minute. A light breeze will blow all smoke away within 3 rounds.</p><p></p><p>Snare Trap</p><p>You have become a master of setting snare-lines. When this trap is triggered the creature that set it off must make a Dexterity save or be grappled for 1 minute. They can attempt to make a Strength check to try and break the traps hold (as per normal grapple rules) or spend two turns undoing the traps ropes.</p><p></p><p>Stun Trap</p><p>You have become a master of setting traps involving rocks and other hard materials. When this trap is triggered the creature that set it off must make a Dexterity save or be Dex save or be stunned for 1 minute. Opponents can make a con save at the end of each turn to shake off the effects of the trap.</p><p></p><p>Spike Trap</p><p>You have become a master of setting dangerous traps using sharp spikes. When this trap is triggered the creature that set it off must make a Dexterity save or take 1D10 piercing damage, on a save nothing happens. Poison can be applied to these spikes. At 7th, 11th and 15th levels the trap gains an additional 1D10 damage.</p><p></p><p>Poison Trap - Requires 7th level</p><p>You have mastered the art of creating a small cloud of poisonous smoke. When this trap is triggered the triggering creature must make a constitution save or take 2D8 poison damage, and be affected by the poisoned condition. This lasts for one hour or until a cure poison spell is cast</p><p></p><p>Deafening Trap - Requires 7th level</p><p>You have mastered the art of mixing powders and certain natural oils, to the extend you can set a trap that explodes with a deafening boom. The target must make a Constitution save or be deafened. They can make a constitution save at the end of each of its turns to shake off this effect. After one minute the target automatically passes it’s save, as they shake off the traps effects.</p><p></p><p>Blinding Trap - Requires 7th level</p><p>You have mastered the art of mixing powders and certain natural oils, to the extend you can set a trap that explodes in a blinding flash. The target must make a Constitution save or be blinded. They can make a constitution save at the end of each of its turns to shake off this effect. After one minute the target automatically passes it’s save, as they shake off the traps effects.</p><p></p><p>Weakening Trap - Requires 7th level</p><p>You have mastered the art of applying poisons to small projectiles. When this trap is triggered the triggering creature must make a Dexterity save or be affected by the trap. If the creature fails its save they are weakened, and only deal half damage with all attacks for the next minute.</p><p></p><p>Paralysing Trap - Requires 7th level</p><p>You have mastered the use of mixing venom from spiders and other small insects. When this trap is triggered, the creature that triggered it must make a Constitution save or become immediately paralysed. At the end of each turn they can make a constitution to shake off this effect.</p><p></p><p>• Silencing Trap - Requires 7th level</p><p>You have mastered the art of confining small noisy bugs into an enclosed space. When this trap is triggered the bugs are released, creating loud chittering noises. The sound is so loud and distracting that no other sound can be heard within 20ft area of the trap. Creatures within this zone are considered deafened and it is impossible to cast spells with a verbal component while in this area.</p><p></p><p>Explosive Trap - Requires 11th level</p><p>You have mastered the use of mixing volatile alchemical oils with a specially designed flint mechanism to create an explosive trap. When this trap is triggered it creates a 20ft explosion. All creatures in this are must make a Dexterity save, or take 8D6 fire damage. A successful save halves this damage.</p><p></p><p></p><p>Confusion Trap - Requires 15th level</p><p>You master the art of mixing spores from fungi into dangerous disorientating traps. When this trap is triggered, all creatures in a 10ft radius must make a Constitution save or it becomes affected by the trap. An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behaviour for that turn.</p><p></p><p>D10 Behavior</p><p>1: The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.</p><p>2-6: The creature doesn’t move or take actions this turn.</p><p>7-8: The creature uses its action to make a melee attack against a randomly determined Creature within its reach. If there is no creature within its reach, the creature does nothing this turn.</p><p>9-10 The creature can act and move normally.</p><p></p><p>Poison Cloud - Requires 15th level, Fog Trap</p><p>You master the ability to mix deadly spores in with fire, creating toxic smoke When this trap is triggered it create a 20-foot-radius sphere of poisonous, yellow-green fog centred on the traps location. The fog spreads around corners. It lasts for one minute or until a strong wind disperses the fog. Its area is heavily obscured.</p><p>When a creature enters the fogs area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe.</p><p>Due to it's volatile nature, if this trap is combined with another trap it's duration is duration is halved.</p><p></p><p>Level 9:</p><p>1) Learn a free cantrip : animated toys- can animate his own tiny tinker-made device. The device may be used to harass an opponent as per Versatile trickster feature.</p><p> 2) Can cast a modified Animate object spell (usually level 5). See "object" description. Reverse the higher level slots rule for lower level slots ex: if level 5 = 8 objects, then level 2 = 2 objects. Tinker-made object count for one size less than a regular object for this spell. Option: Animated catapults and other siege weapons: for every -1 to hit , it grants a +30' vision range . Can perform range attacks.</p><p></p><p>level 13: Learn and Can cast a modified teleport circle spell using a level 3 slot. Only work for Tinker workshop. Duration: up to 10 minutes with concentration.</p><p>level 17: Spell Thief as trickster</p><p></p><p>Your opinion ?</p></blockquote><p></p>
[QUOTE="peterka99, post: 6628460, member: 6787234"] [B]Tinker[/B] Tinker The rock gnome tinker feature is interesting, and should be expended. There is a few options: - A regular medieval-like d&d world (magical or mundane tinkering) - A renaissance, clockpunk world If a mage may craft magic items, I think a tinkerer may do the same with devices. Instead of being out of charges, the item breaks down. The uncommon, rare, etc rules and prices are fine. The price depend on the effect. The bigger the cheaper … I don’t think a feat is appropriate, since it refer to items, and there are no item feats in D&D 5E. The issue is when a large or huge item is crafted… and cannot be brought along the adventure. Ex: A balloon, ornicopter, gatling gun, etc. The rock gnome tinker feature is interesting, and should be expended. There is a few options: - A regular medieval-like d&d world (magical or mundane tinkering) - A renaissance, clockpunk world Here is an example of a medieval/magical tinkering world Tinkerer rogue archetype (modified arcane trickster) inspiration Azernath ([URL="https://www.dandwiki.com/wiki/Combat...%285e_Class%29"] [url]https://www.dandwiki.com/wiki/Combat...%285e_Class%29[/url] [/URL] and AmbientRaven [URL="http://www.giantitp.com/forums/showthread.php?419771-New-Ranger-Subclass-The-Tracker-PEACH"]http://www.giantitp.com/forums/showt...-Tracker-PEACH[/URL] spells: Conjuration and transmutation level 3 1) Get tinker feature if it is not already owned. 2) Trapper or Healer tinker At third level, You got the choice to create healing device or traps. [B]Healing device[/B] : You can produce a foldable wiring device, 1 cubic foot and weighting 5 lbs. It will heal as if the tinker gets Healing feat , with a successful medicine or intelligence 10 roll. The device may accommodate 1 creature medium level or 2 of a size smaller, ½ large, etc. then double this amount at 7th and any other 4 levels thereafter. or [B]Traps[/B]: When you first gain this class feature you may select one trap from the “Tracker Trap List” below that you qualify for. You gain 1 additional trap known for every 4 tracker levels you gain (7th, 11th, 15th, 19th). The cost of material is negligeable. The trap ceases to function after 24h as per tinker feature from the PHB. You can spend one hour per day preparing any of the traps you know. You can prepare a number of traps per day equal to your proficiency modifier. The DC for your traps are 8+Prof Bonus+Intelligence Modifier It takes you one minute to properly place a trap. A trap occupies a single 5ft square unless otherwise noted. Any creature who passes over the trap during a movement action triggers it’s effects immediately. The trap is considered triggered from the moment they step on the square. A creature halts its movement when the trap goes off, the traps effects are resolved, then the creature completes its movement. An opponent can perform a perception check to spot the trap, with the spotting DC equal to the traps standard DC. • Marking Trap You have mastered the way of mixing powders to create a glowing luminescent mark that highlights anyone in the area of effect. When this trap is triggered, a 20ft area is brightly illuminated. All individuals under the trap must pass a Dexterity check or be illuminated. The initial target whom triggered on the trap automatically fails. All attacks against illuminated targets gain advantage, and all creatures that were invisible turn visible and cannot turn invisible until the trap’s effects end. The powder’s glow fades after one minute. Bane Trap You have mastered the use of mixing naturally occurring poisons. When this trap is triggered, it releases a cloud of spores into the air. All individuals within a 10ft radius must make a constitution save or be poisoned. After one minute the traps effects wear off. Grease Trap You have mastered the use of mixing naturally occurring liquids and slimes. When this trap is triggered it creates a 10ft square centred on the traps location. This area is treated as difficult terrain for the next minute. When the trap is triggered, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. Fog Trap You have mastered the ability to sweal thick smoke into small jars. When this trap is triggered it creates a thick billowing cloud of smoke that fills a 20ft area. This area is treated as heavily obscured. The cloud lasts for 1 minute. A light breeze will blow all smoke away within 3 rounds. Snare Trap You have become a master of setting snare-lines. When this trap is triggered the creature that set it off must make a Dexterity save or be grappled for 1 minute. They can attempt to make a Strength check to try and break the traps hold (as per normal grapple rules) or spend two turns undoing the traps ropes. Stun Trap You have become a master of setting traps involving rocks and other hard materials. When this trap is triggered the creature that set it off must make a Dexterity save or be Dex save or be stunned for 1 minute. Opponents can make a con save at the end of each turn to shake off the effects of the trap. Spike Trap You have become a master of setting dangerous traps using sharp spikes. When this trap is triggered the creature that set it off must make a Dexterity save or take 1D10 piercing damage, on a save nothing happens. Poison can be applied to these spikes. At 7th, 11th and 15th levels the trap gains an additional 1D10 damage. Poison Trap - Requires 7th level You have mastered the art of creating a small cloud of poisonous smoke. When this trap is triggered the triggering creature must make a constitution save or take 2D8 poison damage, and be affected by the poisoned condition. This lasts for one hour or until a cure poison spell is cast Deafening Trap - Requires 7th level You have mastered the art of mixing powders and certain natural oils, to the extend you can set a trap that explodes with a deafening boom. The target must make a Constitution save or be deafened. They can make a constitution save at the end of each of its turns to shake off this effect. After one minute the target automatically passes it’s save, as they shake off the traps effects. Blinding Trap - Requires 7th level You have mastered the art of mixing powders and certain natural oils, to the extend you can set a trap that explodes in a blinding flash. The target must make a Constitution save or be blinded. They can make a constitution save at the end of each of its turns to shake off this effect. After one minute the target automatically passes it’s save, as they shake off the traps effects. Weakening Trap - Requires 7th level You have mastered the art of applying poisons to small projectiles. When this trap is triggered the triggering creature must make a Dexterity save or be affected by the trap. If the creature fails its save they are weakened, and only deal half damage with all attacks for the next minute. Paralysing Trap - Requires 7th level You have mastered the use of mixing venom from spiders and other small insects. When this trap is triggered, the creature that triggered it must make a Constitution save or become immediately paralysed. At the end of each turn they can make a constitution to shake off this effect. • Silencing Trap - Requires 7th level You have mastered the art of confining small noisy bugs into an enclosed space. When this trap is triggered the bugs are released, creating loud chittering noises. The sound is so loud and distracting that no other sound can be heard within 20ft area of the trap. Creatures within this zone are considered deafened and it is impossible to cast spells with a verbal component while in this area. Explosive Trap - Requires 11th level You have mastered the use of mixing volatile alchemical oils with a specially designed flint mechanism to create an explosive trap. When this trap is triggered it creates a 20ft explosion. All creatures in this are must make a Dexterity save, or take 8D6 fire damage. A successful save halves this damage. Confusion Trap - Requires 15th level You master the art of mixing spores from fungi into dangerous disorientating traps. When this trap is triggered, all creatures in a 10ft radius must make a Constitution save or it becomes affected by the trap. An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behaviour for that turn. D10 Behavior 1: The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. 2-6: The creature doesn’t move or take actions this turn. 7-8: The creature uses its action to make a melee attack against a randomly determined Creature within its reach. If there is no creature within its reach, the creature does nothing this turn. 9-10 The creature can act and move normally. Poison Cloud - Requires 15th level, Fog Trap You master the ability to mix deadly spores in with fire, creating toxic smoke When this trap is triggered it create a 20-foot-radius sphere of poisonous, yellow-green fog centred on the traps location. The fog spreads around corners. It lasts for one minute or until a strong wind disperses the fog. Its area is heavily obscured. When a creature enters the fogs area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe. Due to it's volatile nature, if this trap is combined with another trap it's duration is duration is halved. Level 9: 1) Learn a free cantrip : animated toys- can animate his own tiny tinker-made device. The device may be used to harass an opponent as per Versatile trickster feature. 2) Can cast a modified Animate object spell (usually level 5). See "object" description. Reverse the higher level slots rule for lower level slots ex: if level 5 = 8 objects, then level 2 = 2 objects. Tinker-made object count for one size less than a regular object for this spell. Option: Animated catapults and other siege weapons: for every -1 to hit , it grants a +30' vision range . Can perform range attacks. level 13: Learn and Can cast a modified teleport circle spell using a level 3 slot. Only work for Tinker workshop. Duration: up to 10 minutes with concentration. level 17: Spell Thief as trickster Your opinion ? [/QUOTE]
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