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Tinkerer - Artificer Sorcerous Origin (5e)Click to magnify

Tinkerer - Artificer Sorcerous Origin (5e)

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Power Will Find a Way to be Used

"Like all sorcerers, you have possessed great magical potential since birth. However, for some reason, you lack the ability to naturally form your power into spells. Instead, you have an innate grasp of mechanisms and the mechanical aspects of magic that allow you to create devices that you can use to channel and direct your magical potential. This talent is instinctual, not the result of study, and you often cobble together machines that trained artificers and engineers would scoff at. There is no methodology that underlies your creations—you simply follow your intuition, piecing together contraptions according to a bizarre magical logic that only you can understand."

This document contains a new class archetype: the Tinkerer sorcerous origin. The tinkerer is an artifice-based sorcerer that, rather than casting spells in the traditional way, shapes her magical potential through devices and contraptions that she creates.

Changelog:

1/26/2016 - v1.1 - Removed the "Turn Construct" and "Control Construct" features. Not only were they making the archetype a little too bloated, they were also practically nonfunctional due to common immunities among constructs.

2/1/2016 - v1.2 - Fixed an oversight in "Reverse Engineering" that created ambiguity as to where the new spells fit in, given that they didn't line up with when the sorcerer gained new spells.

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Reviews (3)
Discussions (2)
Customer avatar
Joni S January 30, 2016 4:26 pm UTC
PURCHASER
First off, I really like the flavor you have going here, it's a pleasure to read! That said, I have two things that are unclear to me (or rather that my DM and I interpret differently):

When you use the Assemble Contraption or Tinker features, do you only get your materials back if you disassemble the object and after 24 hours, or also if you use the spell/item?

When you get the Reverse Engineering feature, you learn two spells. It says these are included in the number of spells known table, so do you have to forget another spell since you only learn 1 additional spell per level? In this case, is this a an additional retrain or does it use the one you get on level-up?
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Michael W February 01, 2016 3:11 pm UTC
CREATOR
Joni,

On Assemble Contraption and Tinker, the text states: "At any of these times, you can reclaim the materials used to create it." The intent is that you can reclaim the materials when the device ceases to function through any means--either because it has been used, because time has passed, or because you disassemble it early. If, however, a DM were unhappy with this, and thought that the materials should be permanently lost, I would suggest taking a page from the Wild Magic sorcerer's book and having the Tinkerer roll 1d20 when a device ceases to function. On a roll of 1, the materials would be unsalvageable.

The Reverse Engineering feature is definitely a case of poor editing on my part, and I apologize for that. At one point in the drafting process, it had only given you one spell, so there was no issue. I bumped it up to two spells later on, once I realized that sorcerers didn't have very many concentration spells for Multi-Core Processor to take advantage of...but forgot...See more
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Michael W February 01, 2016 10:31 pm UTC
CREATOR
The file has been updated, but a bit differently than I implied. On looking into it, the cleanest way to implement it was actually for both new spells to replace sorcerer spells that you already knew, but with the restriction that the sorcerer spells had to be the same level as the new spells. As a result of this, the Reverse Engineering spells don't take up your new spell or your normal spell replacement, but, in practice, they might end up doing so in order to get higher-level spells.
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Nicholas W January 23, 2016 3:17 am UTC
PURCHASER
There are too many abilities. The best way to standardize everything is to stick to the common template. By having 3 1st and 2 6th it make this archetype stronger.
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Michael W January 23, 2016 4:23 am UTC
CREATOR
Well, all three of the officially published sorcerous origins have two first-level features, one of which defines the archetype and the other of which is an actual ability. I'd argue that Tinkerer's Apparatus and Assemble Contraption fall into those two categories, with the Tinker ability being entirely a ribbon.

You do have a point on 6th level, though. I could just drop Turn Construct and Control Construct, since Reverse Engineering occurs at 6th, 14th, and 18th level, but then it could feel like too few abilities. I'll mull it over. My thinking had been that Turn/Control Construct would come up so infrequently that they wouldn't really be that much of a power consideration, but I'll have to comb through the Monster Manual to confirm whether or not that would be the case.
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Steve F January 26, 2016 8:00 pm UTC
PURCHASER
I agree with you (Michael W) that the three starting features are cheap enough in power that they aren't much more than a typical first level feature. Being able to store spells in a contraption is the strong one. The Apparatus is just special rules regarding a typical spellcasting Focus with some flavor, and the Tinker ability is the same ability anyone with proficiency in Tinker's Tools can use.

In regards to Turn and Control construct, did you put in a clause that allows it to bypass immunity? All Constructs in the 5e Monster Manual have immunity to Charm effects and I am pretty sure they are all immune to Fear as well (which Control and Turn are, respectively)

I also think Control is too powerful, too, if you can bypass Charm. In my Artisan class (not an archetype but an entire class) you can control an enemy Construct but there are a lot of limitations.
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Michael W January 26, 2016 8:11 pm UTC
CREATOR
Hah! I'm a damn fool. I'm so used to Turn/Rebuke being its own category that I didn't think to check that at all.

That settles it, then. I'll throw Turn Construct and Control Construct under the bus. Revision should go up this evening.
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Joni S January 30, 2016 4:34 pm UTC
PURCHASER
That's too bad! I really liked these features, so I think I will keep using the old version with an addendum that they're not charm/fear effects. I don't actually expect to encounter many, if any constructs, so I think it won't break this particular campaign.
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File Last Updated:
February 01, 2016
This title was added to our catalog on January 21, 2016.