You can’t leave well enough alone. You see potential in every broken device, every gear or spring or odd bit of scrap. You fix, you build, you improve—sometimes to brilliant success, sometimes to explosive failure.

Were you trained in a formal workshop or born with grease on your fingers? What machine did you build that shouldn’t have worked—but did? What project are you still trying to perfect?

  • Equipment. A set of common clothes, tinker’s tools, a hammer, an hourglass, a magnifying glass, and one simple weapon.
  • Tools & Languages. Tinker’s Tools
  • Backround Knowledge. You gain advantage on ability checks related to tinkering, making the most out of any “garbage”, and fixing small objects.
  • Improvise Anything. One simple weapon of your choice counts as magical for the purpose of overcoming resistance. You can also jury-rig simple mechanisms: once per long rest, you can produce a small device (flare, noise trap, spring lock opener, etc.) from scrap as a bonus action.