Tinker Tech Hunter
Tinker-Tech Hunter
Many artificers focus their lives into their craft and their craft alone, and Tinker-Tech Hunters are no exception. However, Tinker-Tech Hunters' craft involves using their inventions to slay beasts and monsters. Reveling in the thrill of combat, they combine their technical knowledge with their martial prowess to forge unique weapons and protect others through their unique method of monster dispatchment.
Source: Homebrew - Self
Sub-Class Features
Level 3
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with Smith's Tools and all Martial Weapons. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Tinker-Tech Hunter Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Tinker-Tech Hunter Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
| Tinker-Tech Hunter Spells | |
|---|---|
| Artificer Level | Tinker-Tech Hunter Spells |
| 3rd | Hunter's Mark, Zephyr Strike |
| 5th | Snare |
| 9th | Pass Without Trace |
| 13th | Nondetection |
| 17th | Steel Wind Strike |
Fighting Style
At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
- Blind Fighting. You have blind sight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- Defense. While you are wearing armor, you gain a +1 bonus to AC.
- Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Interception When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
- Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
- In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
- Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Tinker-Tech Weapon
Your knowledge of warfare, magic, and magitech gives you the ability to combine them with ease. Starting at 3rd level, you can create a Tinker-Tech Weapon. At the end of a Long Rest, you may chose one Martial or Ranged Weapon of your choice and build it into your Tinker-Tech Weapon. It gains the following properties:
- This weapon is considered magical if it was not already
- You can use your Intelligence modifier for the attack and damage rolls, instead of Strength or Dexterity
- Your Tinker-Tech Weapon can now support one of your infusions, even if it was already a magical item
Additionally, your Tinker-Tech Weapon has one of the following Properties
- Your weapon gains the Thrown Property (range 20/60) and the returning property
- Your weapon gains the Form-Changer property, allowing you expend your bonus action to change its form. You may change the form the weapon can change into at the end of each long rest
- Your weapon's range is doubled. Attacks with your Tinker-Tech Weapon ignore 1/2 cover
Level 5
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Tactical Mind
You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier. Additionally, you can use your reaction to allow an ally to add your intelligence modifier to their attack roll.
Tinker-Tech Weapon Improvements
You have honed your skill in crafting and maintaining your Tinker-Tech Weaponry, and have found a way to empower it with further magical power. You gain a +1 Bonus to your attack and damage rolls with your Tinker-Tech Weapon, unless the base weapon has a higher Bonus. This bonus increases at 11th Level (+2) and at 17th Level (+3)
Level 9
Tinkerer's Smite
You can channel raw Arcane Power through your Tinker-Tech Weapon. Beginning at 9th Level, when you hit a target with your Tinker-Tech Weapon you can channel arcane energy into it, choosing one of the following effects:
- You can expend a spell slot and make your target take an additional 2d6 Force Damage. Each spell slot above 1st level increases this damage an additional 1d6
- After dealing damage to a creature, you gain temporary hit points equal to the damage dealt
- Force your target to make a constitution saving throw against your spell save DC. On a failure, they are vulnerable to the next attack that hits them.
You may use this feature a number of times equal to your Intelligence Modifier each long rest.
Arcane Targeting
When you hit a creature with an attack, you can magically lock your Tinker-Tech Weapon's sight to that creature. This lasts for 1 minute, until the target dies, or until you would lose concentration (you may still cast a concentration spell while 'concentrating' via this feature).
Attacks you make toward the locked on enemy have +2 to hit and deal an additional 1d4 damage. Attacks to other creatures have disadvantage so long as you maintain being locking onto the original target.
You can use this feature to lock on to enemies a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 15
Tinker-Tech Hunter Mastery
Once per day, you can extend the power of your Tinker-Tech Weapon to your allies. Select a number of allies within 30 ft equal to your intelligence modifier (minimum 1). For the next minute, their weapons deal an additional 2d8 force damage. Those allies also benefit from your use of your Arcane Targeting feature. Additionally, for that minute, you may choose up to all of the effects for your Tinkerer's Smite when hitting a target with your Tinker-Tech Weapon.