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The Arcane Tinkerer

The Arcane Tinkerer

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Arcane tinkerers are inventors, engineers and wizards—usually in that order. By imbuing mundane objects with arcane power, they can create tools for almost any occasion. With enough practise and experimentation, arcane tinkerers can use these tools to enhance already powerful spells, combining their magical affinity with mechanical efficiency. As long as they keep their tools in good working order, of course!

A guide to the Arcane Tinkerer, a new class for Dungeons & Dragons 5th Edition. Includes full details on the class, plus 3 subclasses.

 
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Discussions (2)
Customer avatar
JayJay T March 12, 2019 4:26 pm UTC
PURCHASER
I realy like this and think - even thugh I never played DnD - that this is a very balanced class and only the modron based subclass needs a little bit of work. It's a very powerful and useful class that doesn't feel unnecessary next to the Artificer. The Uniquie Inventions balance the character a little weaker towards late game (which often doesn't even happen), but being able to cast a 2nd level spell at 1st level is quite strong and with that this class is quite nice. Please add more Unique Inventions and Inventions! Also, in the "Arcano-Mechanical Specialist"-feature it states different sublass names as the subclass section later.
Customer avatar
Camden F March 12, 2019 4:39 pm UTC
CREATOR
Hi JayJay, thanks for the kind words and thanks for picking up a copy! I'm glad you enjoyed it. If you have any thoughts on the Modrons, let me know! This is one of the first full classes I've put together, so always eager for feedback. I wanted to make them more powerful and interesting than the Beast Master ranger, for clear reasons, but thought it might tip into being too focused on the Modrons. I'm working on more Unique inventions as we speak. I'll fix that subclass typo too!
Customer avatar
Leonardo J March 04, 2019 3:08 am UTC
PURCHASER
Hi!
Just to be sure if I understood correctly:
The class spells works kind as a warlock, but
a) on a short rest you have to make a check to see if you restore your slots
b) instead of a “spells known” limitation, you can cast only those spells you have made a wand for
c) on the other hand, you can lend a wand to someone else (at -1 level slot) or use it yourself (at +1 level slot)
d) you never have access to higher level Magic (there is no equivalent to Mystic Arcanum, the Unique inventions you can get are much more limited than 6-9 level spells)

Is that right?
I really liked the idea, and how these changes gave it another feel, just wanted to be sure I understood it correctly.
Customer avatar
Camden F March 04, 2019 11:21 am UTC
CREATOR
Hi Leonardo,

Thanks for reading it!
Yeah that's exactly right - the only additional limitation is that you can only cast a spell at all if you're actually wielding that spell wand, but then it is at +1 level as you said. I wanted to lean into the limited ability to prepare mid combat and balance it out with more power. You can use the wand belt to swap wands as a bonus action, or wield two wands at once etc.

I think the Unique Inventions still feel a little underpowered to me. I wanted to create things that felt akin to 6-9th level spells without being exactly the same. I'm playing around with a few more ideas for them, so stay tuned :)
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Product Information
Community Content
Rules Edition(s)
Pages
11
Format
Original electronic
Scanned image
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File Last Updated:
March 02, 2019
This title was added to our catalog on March 02, 2019.