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Inventor. Innovator. Creator. Maker. All of these terms, and more, apply to the tinkermage. Where wizards intone ancient spells and clerics channel the power of their faith, the clever tinkermages weave magical powers into objects to create wonders.

Tinkermages are inquisitive and inventive by nature. They rely on their intelligence to guide their discoveries, but they are accustomed to the explosive results of experiments gone awry and are adept at getting out of the way. They regularly seek out all aspects of magic; studying and experimenting on their discoveries with an almost obsessive fascination. To the tinkermage, magic is not a static system nor is it some divine mystery. It is the raw clay to sculpt into amazing devices and powerful items.

Creating a Tinkermage

To create a tinkermage, consult the following subsections, which give you hit points, proficiencies, and starting equipment. Then look at the Tinkermage table to reference which features you get at each level. The descriptions of those features appear in the “Class Features” section.

As a tinkermage, you gain the following class features.

  • Hit Points
    • Hit Dice: 1d8 per tinkermage level
    • Hit Points at 1st level: 8 + your Constitution modifier
    • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per tinkermage level after 1st
  • Proficiencies
    • Armour: Light armour, medium armour, shields
    • Weapons: Simple weapons
    • Tools: Tinker’s tools and two other tools of your choice
    • Saving Throws: Dexterity, Intelligence
    • Skills: Choose any three

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

  • a simple weapon of your choice
  • a light crossbow and 20 bolts
  • your choice of studded leather armour or scale mail
  • tinker’s tools and a dungeoneer’s pack
  • a notebook to hold your plans, sketches, and technical drawings

Quick Build
You can make a tinkermage quickly by following these suggestions. Put your highest ability score in Intelligence and the next highest in Dexterity. Choose a background. Finally, choose the firebolt and mending cantrips and the following 1st-level spells: detect magic and identify.

Multiclassing and the Tinkermage
If your group uses the optional rule on multiclassing, here’s what you need to know if you choose tinkermage as one of your classes.

  • Ability Score Minimum: As a multiclass character, you must have at least an Intelligence score of 13 to take a level in tinkermage or to take a level in another class if you are already a tinkermage.
  • Proficiencies Gained: If tinkermage isn’t your initial class, you gain the following proficiencies when you take your first level as a tinkermage: light armour, medium armour, shield, tinker’s tools, and one other tool of your choice.
  • Spell Slots: Add half your levels (rounded up) in the tinkermage class to the appropriate levels from other classes to determine your available spell slots.