Mapach Tinkerer

Humblewood Campaign Setting p. 203 (Third Party)

Size
Medium
Type
humanoid (mapach)
Alignment
any alignment
AC
12
Hit Points
13 (3d8)
Speed
walk 30 ft., climb 20 ft.
Resistances
Poison
Senses
darkvision 60 ft.
Passive Perception
11
Languages
Birdfolk, Mapach
Challenge
1/4
Lineage
Tinkerer
STR
10
+0
DEX
14
+2
CON
10
+0
INT
13
+1
WIS
12
+1
CHA
10
+0

Traits

Proficiency Bonus

+2

Resilience

The tinkerer has advantage on saving throws against being poisoned.

Skulker

The tinkerer has advantage on Stealth checks made in dim light or total darkness.

Actions

Dagger

Melee or Ranged Weapon Attack: +4 to hit, range 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Tinker's Toys

The tinkerer uses one of the following options (roll a d4 or choose one); the tinkerer can use each one no more than once per day:

Tinker's Toys:

d4Toy
1Cogwork Bird. The tinkerer winds and releases a small mechanical bird that flies to a target creature within 30 feet and distracts it. The next attack against that creature is made with advantage.
2Flash-bangs. The tinkerer targets a space up to 10 ft. away, and throws some small explosive shells that flare up in a blinding light. All creatures within 10 ft. of the target space must make a DC 11 Constitution saving throw or be blinded until the start of the tinkerer's next turn.
3Nettle Gun. The tinkerer turns the crank on a small gadget that sprays nettles at a target. Ranged Weapon Attack: +4 to hit, range 10/20 ft., one target. Hit: 4 (1d4 + 2) piercing damage. All creatures within 5 ft. of the target must make a DC 11 Dexterity saving throw or take 5 (1d10) piercing damage.
4Grease Balloon. The tinkerer targets a 10-foot by 10-foot area up to 15 feet away, and makes it slick with grease. The area is considered difficult terrain, and each creature standing in the area must succeed on a DC 11 Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a DC 11 Dexterity saving throw or fall prone.

Other data

description

Unlike those who are content to stay within the boundaries of their established craft, tinkerers have a passion for innovation that is unfettered by tradition. Mapach craftspeople who constantly look for ways to improve upon past creations find themselves branded as eccentrics. Their methods are unconventional, but eminently practical. Designs are often carefully considered, and some of their innovations eventually find widespread use around the Wood.